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Netheril : Age of Magic

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Messages - SpiffyHas

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1
Feedback and Bugs / Blindsight Cannot be Scribed
« on: August 04, 2021, 01:53:46 am »
Blindsight, third circle, cannot be cast on scrolls, and t herefore, cannot be scribed.

AKA: the tick for it to be castable on items wasn't checked.

2
Feedback and Bugs / Nybor's Mild Admonishment Cannot be Scribed
« on: August 04, 2021, 01:53:12 am »
Nybor's Mild Admonishment Cannot be Scribed

3
Public Notices / Professional Victims and Or Test Subjects desired
« on: August 03, 2021, 04:36:31 pm »
Are you dying, lonely, and otherwise existing without any purpose in life?

Become party of a scholarly endeavor to put an end to such ailments of the mind and regain purpose in life!

Test Subjects will be required to:

1. Undergo strange and abnormal surgeries related to the functions of the mind.

2. Consume brews that may cause abnormal mental functions.

3. Strive to become better people.

If you wish to become a professional victim and or future icon of the profeciency of magic, apply to Student Praiseworth today at the Nebular University.

Payment contingent upon risk and result of experiment.

**No Monsters may apply.

Student Praiseworth

4
Groups & Concepts / Re: The 14th Legion
« on: December 16, 2018, 11:36:49 pm »
Initiate is a non-app position, which you spend time in to prove yourself for the faction.

5
Groups & Concepts / The 14th Legion
« on: December 16, 2018, 11:35:33 pm »
A secretive Legion in service to House Dukarrus, the 14th holds a reputation of being brutal and relentlessly in their pursuit of Justice- their unique brand of it, anyways. Originally charged with upholding military discipline and root out spies and traitors from Legion Ranks, the 14th is now assigned to Hadrian as its garrison to protect the lands belonging to Valstiir now that the depleted ranks of House Dukarrus slowly recover from the brutal war with Roz'dha's Enclave.

The 14th's black and gold colors symbolize that their work is often bloody and lacking glory. They possess a love-hate relationship with Arcanists, feeling the arrogance of the mages is what caused that so many of their battle brothers to perish- yet, knowing it is their might that holds the glory of Netheril so very high. The 14th, as a result, permit no mages in their ranks, relying entirely on the Divine Power of Gods, and the wherewithal of talented soldiers who march in tandem to the drums of war in pursuit of the enemies of Valstiir, and the traitors that wait in the Walls of the City.

In Hadrian, six souls already tasted their purifying fires. Now, they cast a shadow on the freedoms of the people of Hadrian, hunting like hounds for more traitors to feed the ever hungry fires of their justice.

Alignment Disposition: Lawful, Non-Good, but exceptions possible.
Classes: Non-Druid, Non-Wizard/Sorcerer.
Application Required: Yes (due to their law enforcement powers, PvP etiquette is of utmost concern for the DM team).

6
Feedback and Bugs / Re: The Spell Nerf/Buff please thread
« on: December 07, 2018, 03:12:08 pm »
Make an NPC resurrection cost 10% of your xp, and and the raise dead cost 15%m whereas player resurrection grants 0 xp loss and raise dead grants 5%.

Casted, of course. Scrolls still yank XP.

 ;D

7
General Discussion / Re: Death penalties
« on: December 02, 2018, 09:10:17 am »
Part of the issue is that the server level range content is just so -broad- that it is impossible for lower level players to contribute on content meant for a higher level range, then DMs need to bar higher level range PCs on content meant for lowbies. So when you die at a high level, it makes you feel like you can contribute less to an event than you might otherwise could- especially when said events rely on Perma Death risk (which I absolutely adore, btw). Or there might be consequences to not being mechanically strong enough to survive an event. This leads to the formation cliques and groups of high level players who are reluctant to bring low levels on their shit. High level players ironically dislike death more and more sense the time put into leveling is not a gradient scale, it's an exponential curve of difficult and time investment.

They do not mind this so much with crafting since you don't look crafting skill, they do mind with XP, since XP can be lost.

The easiest (though not quickest) solution would be to narrow the server range to a small figure. I recommend either dropping the level range from 2-20 to 4-10, or 10-15. The difference between a level 15 PC and a level 10 PC is great enough that it feels like substantial progress towards empowering your PC, but not so wide that a level 10 PC cannot contribute on an event without dying in the mud instantly. Right now, the death penalty emphasizes luck and mechanical knowledge- not consequences to risk, as those who know what they are doing will survive as opposed to players who just prefer to RP and never really bothered to investigate the idiosyncratic stupidity of the game (I.E: Death Ward blocks water elemental drown.)

The answer really isn't removing death penalties- it's narrowing the level range, as it forms an exclusive range of 'low level pcs,' to 'high level pc quest groups.'

8
General Discussion / Re: Death penalties
« on: December 02, 2018, 12:23:16 am »
Sarcasm and nuance doesn't travel well over the internet. I really think you're seeing insults where their are none intended. The Man In The Mist tried to explain it as bluntly as possible without the possibility of misinterpretation- which you construed as a patronizing and condescending tone.

Can't really win for losing, can he?

9
General Discussion / Re: Death penalties
« on: December 02, 2018, 12:16:09 am »
I feel like you're coming off quite hostile to the DM team there, meatloaf. You see passive aggressiveness when I see people trying to explain their point. You see people trying to drive you off the server when they make a comparison.

You really don't need levels to be badass. Sure, they help in regards to certain things, but I believe CaptZambie became Mayor of Hadrian when he was below level 13. He achieved something cool without hitting the server apex.

10
General Discussion / Re: Death penalties
« on: December 02, 2018, 12:14:00 am »
I think the point The Man In The Mist wanted to make was that adventuring means risk. Sometimes, shit happens, and you suffer the consequences for it. However, when you overcome risk and adversity, you're left with a sensation of accomplishment. Accomplishment is only achieved if you overcome something that can potentially set you back.

So surviving hard DM events? Accomplishment! Forging the sword of ruin, where you had to escape the lair of a red dragon that permaed 2 other PCs? Accomplishment! Achievement! Wow, what an experience, I could've lost my character!

For their to be a meaningful reward, there needs to be risk.

If you don't want risk, then there really isn't a reward.

I mean, you could just sit in the square in front of the Coin and just gain Xp that way. No risk, and if you do it long enough, you can get level 20. That'll just take longer than the 'riskier' way of doing it.

11
Feedback and Bugs / Re: Evard's Black Tenticles Bug
« on: November 25, 2018, 01:07:53 am »
Do not run around in an Evards Spell. As well, the spell does stack.

12
Feedback and Bugs / Re: Evard's Black Tenticles Bug
« on: November 24, 2018, 12:29:06 am »
It would be better if the server applied an invulnerable effect to you while your HP was 0 or below if they want to prevent death, and remove once hp is above 1.

13
Feedback and Bugs / Re: Fire Orc Quest
« on: November 18, 2018, 04:07:54 pm »
i tried to make orc + dwarf themed loot for this quest. i might've gotten lazy with descriptions tho lol.

14
Feedback and Bugs / Re: Fire Orc Quest
« on: November 18, 2018, 09:42:12 am »
We didn't really spend much time looking for loot as we suffered greatly going to and leaving the quest.  ;D But as far as I can tell, you're guaranteed 3-5 GOOD pieces so it's worth it.

15
Feedback and Bugs / Re: Fire Orc Quest
« on: November 17, 2018, 06:01:06 pm »
1. The traps on the bridge still do way to much damage. Remove them entirely if they cannot do less damage, or I can help provide a 1d6 fire dmg script for you guys. They are anti-fun.

2. The only things that spawned were Orc Champions, Or Scouts, and Lava Spitters, aside from the Orcan Firebreathers. Please adjust the encounters to allow for greater spawn variety. Orc Walls, Orc Fodder, and Orc Flankers should be appearing.

3. Orcan Firebreathers should have their mestil's acid sheathe removed and have it replaced with Elemental Fire Shield. Secondly, remove their chain lightning so as to encourage the use of the firebrand spell. They should use fire spells.

4. Bump the AB on the Lava Spitters. They do 10/5 AB, and anyone in the quest range will have 30+ ac consistently. If you can make it say, 15 AB, we're gold. Also remove the fire bolt they use, it bugs their AI after use and causes them stand there moronically.

5. If we can get UOABIGAIL Crafting to work with the mystic forge to check  your blacksmithing skill and roll a 1d20 to create a powerful weapon in the forge where the boss spawns, that'd be kickass as fuck.

6. That room with the Orcan Fireblade spawns Waaaaay to many Orcan Firebreathers. I intended to have only 2 spawn with the mini-boss, not 4+

7. Gold pay out should be over 1000 gold, it's an incredibly expensive quest as it is, I used 60+ cure serious potions and got back shit in supplies, really.

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