Jump to content

Keening

Diamond VIP
  • Posts

    244
  • Joined

  • Last visited

Everything posted by Keening

  1. A towering, ashen-eyed 'aheral mulled over the concept of constellations and destinies being intertwined. He offered the missive to his partner.
  2. mr dardonas i can only upvote so many times
  3. I guess it’s time.

  4. A guy named Lothric is half-tempted to have his entire noggin remodeled for some strange reason. (It’s because he looks like a twink.)
  5. I’d suggest adding in a small variety of strengths between genders, such as noting the maximum strength of a female and maximum strength of a male. Very minor, but probably helpful so there’s a distinct difference between the strengths of the two. Biologically, a man is more likely to have increased strength in comparison, whereas a female is more lithe, and so on. I’m not sexist I swear
  6. rest in pepperonis my boy enjoy the extended break from the server, most of us could fucken use one too lmao
  7. @TheAlphaMoistgive me an invite and I’ll consider joining again ? also yes
  8. I absolutely love this lorepiece and find myself looking forward to if the LT decide to accept it or not. I’m hoping they do, because underwater RP is something I hadn’t even considered before this and it sounds absolutely awesome. Flipping over to my response to Kiaus though.... There’s already a buff to some creatures/races that allows them to breathe underwater. Wights, for example, have an innate ability (upon setting the creature on their character card) to not have the need to eat and don’t lose the little bubbles when they’re underwater. I imagine something similar could be created for these lads, since it’s just a solid copy-paste and minor edit so they can eat instead. The, uh... breeding things. Wholeheartedly agree, since it’d make sense for the creature to instead lay eggs. Maybe have a 1/100 roll like elves – though, rather than having it be 95+ or whatever, it’d instead be 75+ for a fertilized egg. I like the concept of ferals being borne and causing a mess for the other Shuul, since it’d give an innate conflict for them to deal with; assuming it was RP’d properly, a lot of different solutions could be made. Hell, they could probably try to employ these ferals as mutts to help with on-shore raiding. Places like Sutica, which are ripe hotspots for water-centric RP, could become an area they’re at odds with. Ship attacks and the like would be interesting too, I’d love to see some water-creatures come up from the depths and strike at a fishing vessel. Flipping over to the bit you mentioned with activity, I’m confident the lore could be modified so that Shuul can build up a natural trait to survive in fresh water. Having a small settlement located /in/ a river would be pretty neat to see, especially if they create caves that lead into the surrounding riverbeds for minor housing and temples. This could also lead to interaction with civilizations further inside the continent, whilst also limiting the population because a deep river could only support so many large, sentient creatures. At the end of the day though, with a few minor tweaks (because it’s safe to say, the LT will definitely want some number of edits for whatever reasons – something we’ve probably missed) this could be an interesting creature with a lot of depth and plenty of fun interactions for the different playerbases. I’m not sure if it was noted in the lore itself, but are these creatures capable of magic? I’d assume not, but I’m asking since my small brain really doesn’t want to ctrl-f it right now. Having magic may be a negative thing for them since the physical capabilities of these creatures is such an important factor for their daily lives both on land and in the water. Big +1 anyway, hell yeah
  9. >little interaction w/ wars

    >even less interaction w/ charters

    >no evictions

    >no fly tickets

    >no pit refills

    >already avoids conflict tickets

     

    how long until the mod team is abolished because all its duties become automated lmfao

    1. Show previous comments  12 more
    2. J

      J

      I'm just here to finish my panorama of Vailor GMing to post-whichever this map is GMing

    3. Keening

      Keening

      jaeden you’re a good lad

    4. J

      J

      thank u keening ilu

  10. An additional bid is placed for 6,000 minae by Lothric Vihael, upping the price a further 500.
  11. Lothric Vihael tosses down the bid of 5,000 minas for the tavern.
  12. dark souls profile picture, 10/10 @aiden0023
  13. the update to this status bar is pretty nice ngl

    1. Kaelan

      Kaelan

      you’re pretty nice keening uwu

    2. Keening

      Keening

      thank you kaelan

  14. damn, ig the sig wasn’t enough
  15. also wholeheartedly this, specifically outline in a mini-ruleset that banding together like fifteen players and all their nodes is against the rules, since they’d pretty much always be loaded and cause lag otherwise
  16. Basically what everyone else said. I love the plugin and it gives people who actually enjoy alchemy RP something to do in their freetime. Also makes it miles easier to teach people about alchemy in RP, since you have actual lore-approved ingredients and a detailed description for every single one of them to work off of. In terms of issues? Some of the spawn rates are a bit quick, honestly. If you head out once, you can stock up on at least 8-12 of each ingredient (save for the ultra-rare ones). Alchemy shears are damnably expensive to make, but it makes sense if the above comment doesn’t change. If you have trouble making them, being able to stock up is fine. It’s a pain to find some ingredients because they’re absolutely hoarded by others. This isn’t something I’ve personally run into much, if at all, but I’d suggest making a few ‘wildcard’ spawns. If someone runs through each region knowing roughly when the sprigs will regenerate, chances are others won’t get a shot at collecting more than a couple ingredients. Those three things aside, there’s nothing I can really suggest. I haven’t run into issues otherwise. With time, I’m sure more ingredients will be added and I’m confident more in-depth things can be done with each ingredient. Actually, I’d even suggest modifying it so each ingredient can even be eaten on the spot. Either with a command, so it’s not accidental, or by just right-clicking a couple times. First one pops up the plant and its effects, the second eats it immediately afterwards and applies potion effects to the individual. Insert mandatory “Potion/Alchemy plugin when?” comment.
×
×
  • Create New...