City of Arabel
    • Categories
    • Recent
    • Tags
    • Popular
    • Users
    • Groups
    • Search
    • Register
    • Login
    1. Home
    2. EyeOfGruumsh
    E
    • Profile
    • Following 1
    • Followers 0
    • Topics 31
    • Posts 129
    • Groups 1

    EyeOfGruumsh

    @EyeOfGruumsh

    Aunkspear Auxiliaries

    63
    Profile views
    129
    Posts
    0
    Followers
    1
    Following
    Joined
    Last Online

    EyeOfGruumsh Unfollow Follow
    Aunkspear Auxiliaries

    Latest posts made by EyeOfGruumsh

    • RE: Fishing supplies

      Thank you @Echo !

      posted in Implemented/Closed Suggestions
      E
      EyeOfGruumsh
    • RE: Fishing supplies

      @Mr-Moloch

      Hi, sorry if I may have failed to grammatically parse that last sentence. Isn‘t there a hangman outside of Collinswood? Or rather, I thought this was like Hillmarch, where one might enter the general area but not the settlement (irrespective of guards).

      Ah, or do you mean it is safe for exiles but not for wanted exiles? I am not sure if there presently are any exiles that are not also wanted.

      Sorry, I am just honestly a little confused, not trying to argue.

      See: https://forums.cityofarabel.com/topic/52861/exiles-and-the-hunted

      I think the only settlement that would be excluded from this settlement-rule would be High Crimmond.

      posted in Implemented/Closed Suggestions
      E
      EyeOfGruumsh
    • Fishing supplies

      To the best of my knowledge, there aren't any fishing supplies to be bought or found in the wild. However, I think that fishing is a fairly suitable activity for outcasts and exiles.

      Could there be some way to buy/find fish bait and other supplies in wild places such as the Sewers, Underground Caverns, the Manticore, Kings Forest, Hullack, High Crimmond, Stonelands, Wyvernwater Isles, or Storm Horn Mountains?

      posted in Implemented/Closed Suggestions
      E
      EyeOfGruumsh
    • RE: Hillmarch Ogre Warlord

      In any case, it quite easily killed Jacob, Corianne, and Kalen. Did not realize it was hitting SO hard, as the fugue was already loading. We did take care of all disarmable traps - so that trap triggered was a non-disarmable bonus, I think.

      posted in Closed Bugs
      E
      EyeOfGruumsh
    • RE: Remove ECL

      Rats.

      I mean - these are special concept apps. I think the driving motivation to play these exceptional characters should be a real interest in whatever the concept is.

      We have seen a lot of really scary and sometimes outright overpowering application characters out there - so if the mechanics become even more of the main attraction, I would see some issues.

      Consider also that achievements or track record etc. from previous characters play absolutely zero role for perks like these granted at the start of a character to ensure that blank slate that Zool has been so adamant about existing. Therefore, just anyone who knows how to write a good app would get these. And some, like the were-rats, can become dominatingly powerful.

      posted in Implemented/Closed Suggestions
      E
      EyeOfGruumsh
    • RE: Swim Suit properties missing

      I believe that the player-crafted swimsuits do meanwhile give that static bonus (as well as 10 uses of trout backstroke).

      Is this from a quest-drop, maybe?

      @Istari

      posted in Closed Bugs
      E
      EyeOfGruumsh
    • Crafted Endure Charms should be 1 Charge/Use

      As per the title, the other crafted animal charms take only 1 charm/use, so that you get 5 uses out of them. For endure, you presently only get 2.

      29d0b977-15bc-41ba-b0c0-151de5f065b7-image.png

      posted in Closed Bugs
      E
      EyeOfGruumsh
    • RE: Grace Bone Charm asking for different components in game vs. Forums

      This is what it looks like in the mentioned version:

      267de8c5-5c03-47a3-b4bf-c522571624c4-image.png

      posted in Closed Bugs
      E
      EyeOfGruumsh
    • RE: Grace Bone Charm asking for different components in game vs. Forums

      Well.. it has changed - but, still no Catfish Whiskers :-(

      1138972c-6480-4eca-923e-3db66959c7f8-image.png

      posted in Closed Bugs
      E
      EyeOfGruumsh
    • RE: A redressing of the Death Penalty and Cleric Raises

      We sort of already have a mechanism for possible communal support that feels like it makes sense to me: People pooling some of their own money to pay for a raise or resurrection. You could simply increase the benefits of these options - which mechanically do the same thing. You could also allow something like pre-paid raises though with the HoA or similar. Or you add something like a premium resurrection for double the cost.

      A great way to add value to gold.

      The advantage I would see in that is that this would not so greatly disadvantage solo-play. Community is good - but there are always the less social, new(!), or solo-players to be considered to avoid too much reliance on buddies (both IC or OOC).

      Some of the other suggestions might work great for temporary plots, though. A question is, though, how this would age over persistent use (with xp-sacrifice), and how to avoid exploits, etc.

      posted in Implemented/Closed Suggestions
      E
      EyeOfGruumsh