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  #151  
Old 11-07-2015, 08:18 PM
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FluorescentBlack FluorescentBlack is offline
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The AI party members blocking you from moving when not in combat can be frustrating when the pathfinding tries to make you go all the way around something.
Also I would like it if you stand still for a certain ammount of time the AI party members would step towards you and idle next to you so musical equipment is easier.

-Almost 10 characters and I have not found an arch enemy, where are they?

-I have not gotten a reward chest yet and have all wins except an abandon on a blocked map.

-If we get the ability to move attribute points around like in Dins I would like the traits purchased to stay even if we loose the required attribute number. It could make some epic builds and epic money sinks as theres not enough to spent $ on. Perhaps having AI clans always stock some rarer items. They do often enough though and between them and buying food n stuff money can get tight. Buying alliances feels a bit too cheap and the rewards for having them are not that good IMO.

Thats enough for now, Cheers

Last edited by FluorescentBlack : 11-07-2015 at 08:23 PM.
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  #152  
Old 11-08-2015, 12:20 AM
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Crisses Crisses is offline
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Default A funny thing happened while watching the menu screen

I decided to watch a level 4 menu screen for a few minutes. A couple NPC clan people spawned at a health stone, but quickly were mauled by a mob of monsters who then tore each other apart, respawned as zombies and it seemed they all started pooling in my view map.... check out the screenshot....especially the minimap.... I eventually scrolled around found 2 clan Fang lamias and they wandered a little too close to the mob, and were killed. 1 respawned as a zombie.... Not a good day for the menu screen game.

But it makes you wonder if things like that happen in the actual game...or is this something peculiar to the menu screen game? Within 1 minute of game time, a chunk of map was overpopulated with zombies.

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  #153  
Old 11-09-2015, 06:54 PM
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Crisses Crisses is offline
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Something should be done with party members & their "hate" of other clan members. For example, at least for non-grudgeholding clansfolk, their hatred should tick down -- maybe slowly -- while apart. So separating troublemakers from the troubled should effectively mend some of the wear-and-tear of living in close quarters. So I end up with a 15 member clan and no one likes anyone. I think the "happy" and "nice" folk got 60s at best with a couple people, many were in the 50s, and those in the 30s with each other were constantly fighting even immediately upon entering town. My party member would run off and start beating on the person they disliked. "Absence makes the heart grow fonder" was not the rule of the day. I even kicked a few people out because of the infighting. It's possible that jugglers and entertainers and food people weren't doing their job, which didn't help run a moderately large town.

And I brought this gang of apathetic loathers with me to the next game? Ugh. lol -- so I started a new game. The 2 people I left behind in town eventually got married. Go figure. Then I started adding more people to town, so who knows what will happen.

Potions of happiness? Potions of sanity? Love Potions? -- something worth putting out there. You'd think there'd be some happy drugs in a world full of grief and misery and magic. Taking disgruntled folk out of the hold (party, hunting, etc.) should even poor relations out towards 50 -- slowly, but "absence makes the heart grow fonder...or grow mold." UNLESS they have resentful traits etc.

Misc Game Problems:

Staff & Wand do not appear to self-allocate through the clan armory dropbox. No matter what. You have to manually assign these items. They also seem reluctant to take a new bow, so that might be broken also. Bows are generally cheaper than melee weapons, this could be a problem when allocating to folk since price is used to determine "better." Perhaps a ranged weapon "premium" to even out? (their items weren't locked, it was a much better item, etc.)

Normal gates say 3 oil things to enchant, but the enchantment doesn't work -- probably because they can't be repaired which includes enchantment -- or it's a bug.

Maybe when you cursor over the area name above the minimap the local quests could be listed?
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  #154  
Old 11-09-2015, 08:25 PM
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Crisses Crisses is offline
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Oh, one more thing -- I started a brand new Level 2 character/area, and I had important quests in an area that I couldn't find an entrance to. Thankfully I was a magician, and when the quests in the area piled up, I used points to purchase Teleport & teleported over the wall between areas. I clicked up and down that wall, the wall in the area north of it, and went 3 areas up from my town trying to find a way to get into that area. I don't know how maps are being drawn, but if I still have that game/map, I can send you the file and you can look at it...
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  #155  
Old 11-10-2015, 12:24 AM
ScrObot ScrObot is offline
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Quote:
Originally Posted by Crisses View Post
Normal gates say 3 oil things to enchant, but the enchantment doesn't work -- probably because they can't be repaired which includes enchantment -- or it's a bug.
Arcane Essences (and maybe Orbs of Fortune and Dusts of Destiny, I don't recall) essentially have a "chance" at adding an enchantment... however, nothing happens if it fails, and you don't lose any materials when it fails. When enchanting using Arcane Essences, I just click madly until I'm at the max, typically. (Same with Grindstones/Armor Scraps.)

Arcane Essences should have 100% chance, I consider this a bug.

Oils of Purification seem to have 100% chance to remove curses in my experience, so they appear to be working as expected.
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  #156  
Old 11-10-2015, 07:54 AM
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Crisses Crisses is offline
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Quote:
Originally Posted by ScrObot View Post
Arcane Essences (and maybe Orbs of Fortune and Dusts of Destiny, I don't recall) essentially have a "chance" at adding an enchantment... however, nothing happens if it fails, and you don't lose any materials when it fails.
Ok, so then perhaps it's User Error (replace user...).
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  #157  
Old 11-10-2015, 12:33 PM
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Tuidjy Tuidjy is offline
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I hope that all 'rare' crafting materials are left with 100% chance to work. The amount needed should be of course calibrated for balance, but once you have the needed quantity, you should be guaranteed success.

I have gone through 800 armor scraps before upgrading a single piece of armor, due to bad luck. At the rate shards, for example, drop I will never have enough to actually plan on upgrading anything, if there is a chance of failure.
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  #158  
Old 11-10-2015, 04:51 PM
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I try to always get an adventuring win, with as many clans alive as possible. When too many of them attacked at once, it is hard to keep track of what is going on - you have to sort through the available quests, which takes a bit of time.

Would it be too hard to see the ongoing attacks on clan seats when we mouse over the "A friend is being attacked!" icon? Something this:

A friend is being attacked!
Sisterhood of Light is attacked by blue screes.
Heart of Gold's town has being infiltrated by Foo the Bar.
The Scourge is being raided by Reptilian Terror.


If that is too hard, can we at least see the local quests when we mouse over the clan seat's gate when at our own gate.
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  #159  
Old 11-11-2015, 07:43 AM
Throwback Throwback is offline
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One of the player's clan layouts puts the lifestone in a spot that is very hard for the player and both party NPCs to reach (it has the wall of a building very close to the stone). In all layouts it is something of a pain getting them to the lifestone - the area around it should be clear so the NPCs don't bug out. To be specific, those barrels are a pain in the arse.

When I want to enchant my weapon, the weapon text obscures the number of crafting materials I have.

Last edited by Throwback : 11-11-2015 at 08:01 AM.
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  #160  
Old 11-11-2015, 07:46 AM
Caal Caal is offline
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Quote:
Originally Posted by Throwback View Post
One of the player's clan layouts puts the lifestone in a spot that is very hard for the player and both party NPCs to reach (it has the wall of a building very close to the stone). In all layouts it is something of a pain getting them to the lifestone - the area around it should be clear so the NPCs don't bug out.
Definitely agree.
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