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Very_Svensk
 
PostPosted: Tue, May 13 2014, 21:54 PM 

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// Can we have free-rest and insta-respawn in the Vanguard headquarters? We want to practice PvP and PvE without having to wait 5 minutes after each death.

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Laiquendi Ohtar
 
PostPosted: Wed, May 14 2014, 7:42 AM 

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Very_Svensk wrote:
// Can we have free-rest and insta-respawn in the Vanguard headquarters? We want to practice PvP and PvE without having to wait 5 minutes after each death.

+1
Good idea, Arena where ppl can really exercise without the respawn delay.

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joe15552
 
PostPosted: Wed, May 14 2014, 12:43 PM 

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Anatida wrote:
Dusty,

Areas that all seem to give the same XP and peter out at the same time:
Ogres
Glory(uhWhatAreTheyCalled)
Svirfs
Duergar
Hostile Drow areas (may be slightly higher)


When I leveled my mage, I didn't use the svirfs or the hostile drow areas at all for exp... which is a shame because the hostile drow area is so cool looking. I did use the glory thingies when I got bored of killing ogres and duergar... but definitely one of these areas could use a bump up in level.


 
      
Very_Svensk
 
PostPosted: Mon, Jun 02 2014, 10:53 AM 

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Just out of curiosity. We know now that you get around 10-11 PM's daily about 'Stuff', Dusty. And today I came to wonder, as i read Vuz'lyn's massive list - How many projects are currently going on in nec'pereya? Don't say what, just give us a fair number. I really only know about ...Five-Six of them.

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Genar_Detkasa
 
PostPosted: Mon, Jun 02 2014, 14:31 PM 

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A list of things I would like to see but have already mentioned (some) in the previous topic.

1. Proper bios for the Vanguard soldier NPCs
2. IG representations of the antipathy rune stones
3. Clickable Observation Points (eg: faerzress)
4. Widget to hand out insignias so Vanguarders can get into Headquarters. It'll be nice to be able to flash it to show you're a member of the Vanguard? Do we need to show more IG work for it?


Also Svensk, you're better off asking one of the drow players since we're the ones who keep concocting all those crazy schemes. Some of them I think are still in theory stage and haven't yet been put into motion.

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DustSpray101
 
PostPosted: Wed, Jun 04 2014, 14:06 PM 

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The update should reflect finished projects.

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Zanthair
 
PostPosted: Wed, Jun 04 2014, 14:19 PM 

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first, update is looking great, from what I saw. However, the peninsula house doesn't show up on my minimap, and when I exit the front door, I spawn behind the door entry area and get stuck on top of the house.

Additionally, the node shield is permalocked.

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Very_Svensk
 
PostPosted: Wed, Jun 04 2014, 14:29 PM 

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Vanguard HQ is permalocked
ussen d'vhid house is permalocked
Lolarox house is permalocked
Vanguard Forge is permalocked
"Northwest house" is permalocked


Spiders inside temple are placed oddly?
The Map is not auto-explored
Some of the mushrooms in the cavern are not accessible.

And there are like 0 NPC's milling about :|

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DustSpray101
 
PostPosted: Wed, Jun 04 2014, 14:42 PM 

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Well that's interesting.

•Will need to re-add NPCs about.

•Poke a DM in game to get the keys. Any DM can make them using the Precious Tool. I altered the item tags to make more sense with what structures they should open.

•I will poke someone to update it so that the city map is auto-explored.

• Shield node shouldn't be locked from the start and doesn't have a key. It is lockable/unlockable via open lock skill.

•The peninsula house is made of PLCs, so it doesn't have a 'structure' appearance on the mini map. The door will need to be rotated 180* to fix it.

Not one of the 4 other small islands are accessible. Merely visible from shore.

Please elaborate on 'spiders are placed oddly'?

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joe15552
 
PostPosted: Wed, Jun 04 2014, 14:48 PM 

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Very_Svensk wrote:
Vanguard HQ is permalocked

Vanguard Forge is permalocked


And I would like to add that I was able to go in earlier this morning with Miz'ri. It looked pretty awesome with the web-golems and the adamantine golem and the altar to selvetarm that I posted the picture of in the Underdark forums. I was happy to see the changes in the center of town, too. Drow town looks WAAAY creepier now. Pretty cool, and will help set the mood for some role-play there.

Another funny thing is the permalocked leyline node shell. I love the shell, and I felt pretty good about appearing inside the the shell and unable to get out, imagining myself as a non-drow. Of course there are ways to get pushed through the wall by cheating... but at least it could be cool to roleplay possible invaders teleporting to the node and not being able to get out of the shell. I found a weird problem though: the second time I teleported to the node, I appeared outside the shell... so... yeah, if I was an invader teleporting there for the second time, the shell wouldn't work....

But everything looks way cooler. The addition to the tops of the houses are awesome, too.


 
      
DustSpray101
 
PostPosted: Wed, Jun 04 2014, 15:15 PM 

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Eep, so it really is locked to begin with?

That is absolutely problematic. I will see if that can be fixed.


I will see what I can do about the bugs when my computer works again.

•Something I think I forgot to do: The NPCs from Edonil need to get moved into the city. The Librarian especially.

How did the lighting translate? Does it help the atmosphere seeing as it is the reflection of the Faerzress above? Keep the feedback coming!

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Very_Svensk
 
PostPosted: Wed, Jun 04 2014, 16:25 PM 

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Quote:
Please elaborate on 'spiders are placed oddly'?


Look inside temple. They are ... Inside the doorway? It's hard to describe but when you see it you will understand :|

Quote:
How did the lighting translate? Does it help the atmosphere seeing as it is the reflection of the Faerzress above? Keep the feedback coming!

I don't think I saw anything :|

Quote:
•Will need to re-add NPCs about.

Can you copy the cordor-Commoner's scripts, Add some other lines they can say, and make them into drow? It will add some 'Life' to Nec'Pereya. Because right now it is very -VERY- pretty ...but rather void of people and the city feeling

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DustSpray101
 
PostPosted: Wed, Jun 04 2014, 16:40 PM 

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The ground should be lit by pinkish purple and green lights? Nec'perya should have a Howness thing going on, where instead of an aurora, you've got the lighting of the Faerzress.

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joe15552
 
PostPosted: Wed, Jun 04 2014, 17:51 PM 

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DustSpray101 wrote:
The ground should be lit by pinkish purple and green lights? Nec'perya should have a Howness thing going on, where instead of an aurora, you've got the lighting of the Faerzress.


Well, I'm not a super design guy, and I also don't know anything about how you place lighting effects in the game, because I've never used the toolset before, really. But this might help:

This light looks like natural light from the faezress, because it doesn't look like it has a purpose. It looks like the light just is there because it is:
Image
Image
Image

This light looks like spotlights purposefully placed to illuminate certain objects:
Image
Image
Image

I don't know if you can make the lighting effects different sizes, or make them overlap to make irregular shapes, but if you could, that would help make them more natural. If you can't do that, then making the lighting effects off-centered from an object, make it only illuminate part of an object, illuminate an object poorly, or shine the light without an obvious purpose would help make the lighting effects seem more natural. Hope this helps.


 
      
Naivatkal
 
PostPosted: Wed, Jun 04 2014, 18:32 PM 

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Mother of Lolth... JOYGASM! I love the update ^_^

I think this is what Svensk was talking about, taken at the conference room on the right side of the Temple:
http://i.imgur.com/2etlDDw.png

The spiders are still in weird positions.

As for the node:
Can confirm it's locked, though when I entered the game I was outside it. I ported to it and was inside. Porting isn't exact ont he placement, though, so results could vary.

Also, the Great Forge was unlocked when I checked.

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Mahtan
 
PostPosted: Wed, Jun 04 2014, 19:46 PM 

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The node is locked with the new Vanguard Key. Once you have that you are good.

Already fixed the door on the peninsula house.

Commoners will need to be redone and added.

Ask for the keys to everything else if you actually belong I t those spots.

Should be in tonight.

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Anatida
 
PostPosted: Wed, Jun 04 2014, 22:03 PM 

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Not sure if it is intentional, but none of the chairs or benches in the public area of the peninsula house are useable or have seats. Also the drow chairs in the circle are too close to each other and the table to ever be useable. Crazy spider chairs!

I think it's already been said, but exiting the peninsula house puts you on its roof and you have to port to the node and get stuck in the dome. :P

Otherwise, what I could access looks awesome Dusty! <3

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Mahtan
 
PostPosted: Wed, Jun 04 2014, 22:17 PM 

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I fixed a lot of this stuff, like the chairs and all last night as it was added, but the toolset crashed and it failed to restore. So I rush fixed what I could just to get the update out.

I'll try to have it all fixed tonight.

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RaveN
 
PostPosted: Wed, Jun 04 2014, 22:19 PM 

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They definitely were not meant to be that close together, was a bit optimistic, all that stuff will be getting fixed :) The door also, is fixed, I think? waiting for update.

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Travis
 
PostPosted: Thu, Jun 05 2014, 6:57 AM 

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Cheers Dustinator, you legend. To you too, Mahtan.


 
      
Laiquendi Ohtar
 
PostPosted: Thu, Jun 05 2014, 7:48 AM 

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Travis wrote:
Cheers Dustinator, you legend. To you too, Mahtan.

Yep, indeed! So much work done, thanks!
I'll see it all when my computer is back on :(

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joe15552
 
PostPosted: Fri, Jun 06 2014, 21:09 PM 

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I found a funny caps typo in the tradehouse:
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RaveN
 
PostPosted: Fri, Jun 06 2014, 21:20 PM 

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That looks like it's UdV's house, which is not the tradehouse, fyi.

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Genar_Detkasa
 
PostPosted: Tue, Jun 17 2014, 7:33 AM 

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Now that Dusty's computer has bitten the dust (harhar), is there any DM I can hit up for a faction insignia widget so we can get into our buildings? IE: The Vanguard HQ, maybe the leyline shell and the Great Forge?

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Mahtan
 
PostPosted: Tue, Jun 17 2014, 13:58 PM 

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That is just a key. Ask any DM for the Vanguard Key in Custom 4. that will get you in everything. Or ask me as Ala. I have extras.

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Very_Svensk
 
PostPosted: Sat, Jun 21 2014, 23:05 PM 

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Can -ALL- locks be removed...
Locks = Bad.
New player Logs in = No Dm's on. Fail
Then there's Timezone issues. Dm availability. Etce tc etc


We want guard NPC's instead. The city needs to be populated anyway

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Mahtan
 
PostPosted: Sat, Jun 21 2014, 23:13 PM 

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No. Ask for extra keys, give it to new people, interact. There is already is a lot of NPCs on Nec'perya. There is plenty guards each tower has at least two and more around buildings and interiors.

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Very_Svensk
 
PostPosted: Sat, Jun 21 2014, 23:45 PM 

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The Vanguard HQ is empty ... ?

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Mahtan
 
PostPosted: Sat, Jun 21 2014, 23:53 PM 

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Location: That place with the green grass and that blue sky.

Should be more down stairs. Unless something we t wrong and the NPCs were corrupted and don't load. The top floor is empty because all the others are outside, it's more to be filled by PCs. If you want more in the top floor some from outside need to move indoors there.

I can't say how soon an update to move a few NPCs will happen right now. I have been very busy with work and will need to wait until there is a window of time I can update the module.

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Very_Svensk
 
PostPosted: Sat, Jun 21 2014, 23:58 PM 

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There's 60 Vanguard soldiers. I think only 6 are represented outside with another 4 inside the temple.

The Lolarox and Ussen d'vhid houses are, too, void of life

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Mahtan
 
PostPosted: Sun, Jun 22 2014, 0:05 AM 

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You're not getting 60 NPCs. If they are void of life, there needs to be more players. There is more than 6 outside as well. Lolarox should have house guards inside in custom armor and all.

Regardless your are not getting a bunch of NPCs to make the city look populated. Once we get more active players and more things done maybe. As it is now, is what Dusty and others in charge have decided the city is at as far as NPCs and buildings are concerned.

If the House is some reason missing the custom guards, then that can be fixed eventually when I have time.

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Very_Svensk
 
PostPosted: Sun, Jun 22 2014, 0:30 AM 

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You are taking this very badly.. Why won't you add some npc's around? It creates atmosphere..

There are 280+ Citizens / Slaves there. It should reflect upon the city.

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Mahtan
 
PostPosted: Sun, Jun 22 2014, 0:40 AM 

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I'm taking this as an area still growing, we can not have a bunch of NPCs in an area still growing in activity. NPCs add a lot to area size and we are already a large area. We also want more areas and such made eventually. Those are more important than random NPCs.

There is often complaints of lagging as well and I can't add to it right now with our current setup. Maybe someday the server can have all the NPCs and areas regardless of size, but right now that's not possible. We need to regulate.

Every city on Amia has population numbers that don't reflect on NPC count.

Take it for what it is, enjoy what you have right now. Stop complaining about my answer on NPCs.

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Anatida
 
PostPosted: Sun, Jun 22 2014, 0:50 AM 

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For clarification, the NPC guards in the Lolarox house are just fine!

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Very_Svensk
 
PostPosted: Sun, Jun 22 2014, 10:13 AM 

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*Rubs forehead* You don't need to go all hostile..

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Laiquendi Ohtar
 
PostPosted: Sun, Jun 22 2014, 17:00 PM 

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It looks much better than before for sure! :) Thanks Dusty!

As a side-note, when I approached the bartender in Lolarox House I got this:
"Error: The shop is unavailable. Post it on the forums."

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Mahtan
 
PostPosted: Sun, Jun 22 2014, 18:27 PM 

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I notice the bar in the Vanguard is broken as well. I will see to fixing those when I can get the mod again.

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DustSpray101
 
PostPosted: Mon, Jun 23 2014, 15:48 PM 

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Going to also transplant the old Edonil NPCs from L'Obsul Bottom to Nec.

I intend to replace the NPCs that had been in the streets before. Their inadvertent removal was an over sight on my part. I won't be adding more at this time, but the ones that had been there will be out and visible again, especially around the apartments.

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Very_Svensk
 
PostPosted: Mon, Jun 23 2014, 18:07 PM 

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The don't even need to have convos: but just "be there" so that the city looks a little city-like.

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joe15552
 
PostPosted: Mon, Jun 23 2014, 23:02 PM 

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There does not need to be 60 new npc's...

However, it would be really freakin awesome to have 2 slave NPC's and an Overseer NPC in an area that slaves are currently working. That would help a whole lot with RP, I think.

each guard being represented by an NPC is not very practical... or useful really... But each TYPE of guard, citizen, or slave being represented by an NPC IS useful. I think that we pretty much have each type of NPC represented, except slaves, really. Though... it would be really nice to have some more priestess NPCs chillin in the temple of Lolth. The spider guard are well represented, though.


 
      
Very_Svensk
 
PostPosted: Tue, Jun 24 2014, 5:48 AM 

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Err... Didn't say we need 60+

I'm saying we need SOME kind of population. I have suggested in recent times you take the cordorian npcs, copy them and their script, alter some lines they say and change the appearance


Voila!

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DustSpray101
 
PostPosted: Tue, Jun 24 2014, 14:26 PM 

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Like I said before, if I can, I will, and it will only be the 8-10 I had accidentally removed while making the upgraded city.

Originally I wanted the visible NPCs in town to be random encounters ala Amia Forest.

A Drow female whipping a slave to death... Drow children having little mock fights with wooden swords... That sort of stuff.

However, I was informed that it is a pretty big thing to do size wise and that is a big deterent as it would detract from other cool things we can add in the way of areas, dungeons, and the like. It could also potentially crash people, which put it squarely on my big list of 'Nope.'

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Very_Svensk
 
PostPosted: Tue, Jun 24 2014, 16:52 PM 

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:(

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Zanthair
 
PostPosted: Wed, Jun 25 2014, 16:16 PM 

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would it be possible to have a 'server message' pop up on first time entry to the zone? I think there is something like that for cordor, edited forum side, that shows a message of whats going on making it adjustable for plots and more robust than static npcs?

so you don't have to physically add them in, but a short synopsis like 'slave crews work constantly on new construction and renovation, commoners go about their business ect...'

or is this not actually a thing and I'm crazy?

Regardless, although the 'rule' is WYSIWYG, everyone knows that whats on screen is only an approximation. Just because Cordor area only has so many houses doesn't mean that the entire city is that small, just because Nec only has what, 20 npcs doesn't mean it has a population of 20.

Honestly, as has been said, I don't even think we need 2 guards per watch tower, as long as its documented as the watch numbers.

we have tons of ooc resources on this server on the forums, everything doesn't have to be in game.

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Very_Svensk
 
PostPosted: Wed, Jun 25 2014, 16:29 PM 

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It's estimated that less then the majority use the forums regularly.

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DustSpray101
 
PostPosted: Wed, Jun 25 2014, 16:47 PM 

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Just trust me on the NPC thing :) I've got this ;)

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Very_Svensk
 
PostPosted: Wed, Jun 25 2014, 17:04 PM 

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Hrrrm... Fine :(

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Arekkusu
 
PostPosted: Thu, Dec 11 2014, 19:49 PM 

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The first time quest on L'Obsul or a description of Nec'perya would be great for a start. When I managed to first find my way into it, I didn't imagine that I would find two active Houses, or about the Vanguard, until I looked in the forum, and actually found people there.

Perhaps in future updates there could be a description about the Vanguard as well, in a message board somewhere about recruitments to the academy. That would be interesting for new arrivals.

Also the places being locked can't be very inviting either, perhaps the Vanguard's general office and clasrooms can be locked instead to keep people who don't have the proper keys outside, and yet enter the main room in the Vanguard, for example.

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mirvala-
 
PostPosted: Tue, Dec 16 2014, 20:54 PM 

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Joined: 25 May 2011
Location: Canada, Qc (EST, GMT -5)

Really love playing in the UD!

And I understand the traps laying around in leveling areas... but are they appropriate? I met a very strong trap just a few minutes ago that straight out killed my character in a rather low-level area.

Is that intended, or it wasn't looked at recently? DC 26 for 68 electrical damage, that's a bit harsh, no?

It happened in the Svirfneblin area, but there was also a chain lightning trap that wiped out my summons on the bridge in Lindel Naktolen (the Phaerlock/lizardman cave) for about 60 damage on each, too.

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PostPosted: Tue, Dec 16 2014, 21:17 PM 



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Joined: 07 May 2005

Hopefully we will get to the hunting areas at some point. I know which traps you spoke of, and while traps may fit that area, their severity and high DC are very extreme and regularly fry new characters.


 
      
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