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  Butter
Posted by: WaifuApple - 09-17-2018, 10:56 AM - Forum: Fruity Rumpus General - Replies (20)

Butter

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  The dangerous precedent set in Dormeho.
Posted by: Yark - 09-17-2018, 07:47 AM - Forum: General Discussion - Replies (21)

Yesterday evening, while role-playing a recruitment event inside our guild house, Ephemeral was forced (by pressure of a game moderator) to allow entry to a group of regular players who were mechanically locked outside. Furthermore, once these players were inside the guild house, we were told that we were not allowed to use locked doors to deny them access to any area of the guild house.

Effectively, this means that as long as the owner of a guild house is online an attentive, one is not permitted to deny the entry of others into his or her home, nor into sections of that home which are partitioned off by locked doors. Consider the implications of this decision. It means that any group of players, at any time, could role-play their way into your mechanically locked property for any reason. If you are role-playing a private initiation ceremony inside your home, then prepare to be invaded whether or not you choose to secure the area. If you use communal item storage crates for your friends or guild mates, then kiss your treasure goodbye. Or presumably, since one is evidently forced to unlock doors, one would also be forced to set all storage crates to public anyway.

Regardless of your personal opinions on yesterday's events in particular, is this really the sort of environment in which we want to play?

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  [Board] Guild Tryouts for Ephemeral
Posted by: Yark - 09-16-2018, 01:32 PM - Forum: Sigrogana - Replies (10)

Flashy banners made of demonsilk have been posted in high-traffic areas of Dormeho, Cellsvich, Tannis and Voilegard. Embroidered on the banners are a curious emblem and brief instructions:

[Image: 67b123dbc6e7359401059e5ce496be1f.png]
Bi-Monthly Tryouts
Ephemeral Headquarters
Southern Dormeho

Show us your power and style!



OOC
In real time, these tryouts will be held once every week on Sunday evening at 18:00 EST (http://www.thetimezoneconverter.com/). The poster says bi-monthly, indicating that in game time, they will be held once every two months (i.e. once every seven real life days). Applicants will be received by our doorkeeper and permitted entry to the guild house one at a time.

You SHOULD try out for Ephemeral if you are...
  • A team player
  • Willing to use voice chat
  • Someone with a good sense of humor
  • Someone who strives to improve
  • Someone who likes to win
You should NOT try out for Ephemeral if you are...
  • Uncreative
  • Not energetic
  • Easily frustrated
  • Blindly loyal to your rulers
  • Too shy or awkward to use voice chat

More information about Ephemeral can be found in our faction topic: http://www.neus-projects.net/viewtopic.p...amp;t=6497

See you there!

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  The Black Beasts have disappeared from the mountains
Posted by: FancyCyclops - 09-14-2018, 11:04 PM - Forum: Bug Reports - Replies (4)

[Image: SCOVwZb.png]
No further description needed.

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  Beaten down, and can't get up again.
Posted by: Autumn - 09-13-2018, 01:29 AM - Forum: Balance Fu - Replies (66)

Sustain is still an extremely annoying tactic in any fight, and KO should not be able to be recovered from as easily as it is now, I think that Badly Beaten should incur a 50% healing penalty on the sufferer of the status.

On top of this, it can currently be cleansed by Wash Away and Cleanse Potion, these shouldn't be able to be cleansed in my opinion.

I believe this to be important enough to warrant raising a thread before the trait rework happens, as it is an extremely abuse-able strategy, despite not being employed too often.

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  Donation Delays
Posted by: Neus - 09-12-2018, 08:38 AM - Forum: General Discussion - No Replies

If you've donated in the past few days and haven't received it yet, please check now. I'm very sorry for the issue; my mail client crashed and I didn't realize it until just now.

I'm sorry for the issue, hopefully it won't happen again.

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  Additions to the Flee Rules
Posted by: MakeshiftWalrus - 09-11-2018, 10:36 PM - Forum: Suggestions - Replies (37)

We've now had the pleasantry of two major incidents within the city of Cellsvich, both in which the outcomes were less than favourable for those on the side of the law. And while I do agree that those who opts to attack Cellsvich shouldn't be completely in the dumps of chance, I do think that the current rules are far too forgiving for major cities.

The current rules state:

Quote:- Fleeing a fight means you must leave the situation entirely once completely successful.

- There's a limit of 2 groups of up to 4 people trying to stop someone from fleeing. (Eight people maximum.)

- People who were part of one group cannot participate in another group’s fight involving the same target.

- Ideally, the party members should be made apparent either ICly or OOCly before the battle takes place.

- You must wait five rounds to flee from a battle that is in a city/densely populated area, if you flee before this time, you will be warned and potentially have your fight either redone or suffer an automatic loss.

And what I'll be touching upon is this:
Quote:- There's a limit of 2 groups of up to 4 people trying to stop someone from fleeing. (Eight people maximum.)

- You must wait five rounds to flee from a battle that is in a city/densely populated area, if you flee before this time, you will be warned and potentially have your fight either redone or suffer an automatic loss.

Let me start with the former. This should be increased to 4 parties of 4 people, within the walls of majorly fortified settlements. Two fights is too little for these areas, especially when a successful 'Flee' on round 5, constitutes as a victory for the offending party. The presence of the guard is massive and should be taken into account when the offending party attempts to flee.

The latter rule is... Fine, for the most part. However a change to this, in my suggestion, would be to disallow fleeing until the last battle. All other fights must be concluded through victory or defeat by either party. This makes it so that the offending party has to go through a proper gauntlet of serious fights, when attempting to tackle areas in which they are heavily outmatched.

I also suggest that an additional rule be added to roster:
- Downed teammates do not escape with the fleeing party, on a successful escape.

This would make it a tactical decision of 'Can we get him on his feet again?' or 'Should we cut our losses?', as well as leave behind something for the hungry people to dig their claws in.

To sum up my suggestions:
- Change the maximum battles before a party can successfully flee from 2 to 4 in major settlements.
- Change the conditions for mechanically fleeing to only be permissible in the last possible fight.
- Add a rule which specifies you cannot bring downed teammates with you, on a successful flee.

Others are free to add additional suggestions should they have any input, though this is a thread primarily aimed to improve and balance the present rules. Please refrain from commenting without constructive criticism aimed at these suggestions, or the present rules. There's a proper discussion thread here for anything else: http://www.neus-projects.net/viewtopic.p...amp;t=6575

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  Abandon ship!
Posted by: Snake - 09-11-2018, 09:34 PM - Forum: Suggestions - Replies (10)

Can the option 'Flee' be individual, and not affect the battle going? It shouldn't really bring bugs in my opinion, since doing so 'was' a bug back then.

You could quit from your party mid-battle and the battle would kick you out. So, just make it so whenever someone that's not the Leader attempts to flee, they'll escape alone.

Or even make this one Trait called 'Cowardice' or 'Lone wolf', idk.

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  Unrampaging!
Posted by: Shujin - 09-11-2018, 07:14 PM - Forum: Bug Reports - Replies (4)

Rampage debuff works in the way that a lower level overwrites it, making a Teamplay with another player to shred someones defense contra productive.

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  RE: FLeeing Rules
Posted by: BluestStark - 09-11-2018, 05:46 AM - Forum: General Discussion - Replies (35)

Hey, this is a post regarding the Fleeing Rules. From what we've seen about them ICly, the rules need to be worked a bit more. A group of four somehow was able to get away when 20+ people were ready to get them. Post what your suggestions here I suppose folks.

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