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#1
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![]() There are times i find fruits and other food types as drop loot - in previous games this was a collectible loot type. Here though once i pick it up its used. Is this how it is supposed to work?
The food/potion you carry around is in such short supply, i have had to just quit games because i run out and its near impossible to get anymore. foraging takes long and then has an even longer downtime between attempts. Once you are out of the potions, its downhill from there - well for me anyways. Some areas are teeming with monsters that there's no way to avoid taking damage. How is everyone keeping their health potions topped up? |
#2
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![]() Quote:
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#3
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![]() Yes - I know of the foraging for herbs mechanic. I just find that I eventually run out of potions because at some point the monster number climbs to where you must take damage, but I am now out of potions waiting for the 1 hour countdown to finish before i can send them out again for more.
So I end up just waiting in the clan hq for the timer to run down down - not actually playing. I play semi-hardocre so every death reduces vitality which in turn reduces hitpoints. Without potions coming in this becomes a snowball effect to perma-death. Just wondering if somehow I'm doing it wrong why I keep running out of potions and then eventually having to abandon the area and start again. I know thats part of the game, I just seem to be having to do that a lot. **Edit ... I mean start a new character all over again, as the timer countdown carries over to a new area if you abandon an old one and the same lack of potions carries over as well. Last edited by jureidinim : 10-18-2015 at 08:45 AM. |
#4
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![]() My guess is that on a hardcore character with such high risks is you may have to fight lower level areas. if your level 10 try doing level 6 areas for example. doing a low level area where you can easily kill enemies should help you restock on potions etc. then move back up to a harder area once you feel your ready.
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#5
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![]() Quote:
I don't mind it being difficult, but it just grinds the game to a complete halt as I have no option but to literally watch a timer countdown for 20-30 minutes until i can send NPC's out to forage for herbs again. That just seems wrong. The actual food I find sometimes s rare enough - It would be nice to get the option to at least keep it for later use.. Right now I'm forced to "eat" it as soon as I find it, even if I don't need to. (**Edit** the "crunch" sound fooled me into thinking i was actually eating this as I picked it up.. lol.. i realize now this type of food goes straight to Clan food.) And the timer carrying over between game areas doesn't make sense to me. I would think it should reset if I start anew area - and at least give me some restock of potions in the new area. Last edited by jureidinim : 10-18-2015 at 11:03 AM. |
#6
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![]() I think the timer needs to be lowered from an hour. That amount of time seems arbitrary, and doesn't jive very well with the flow of the game. Maybe something like 30 minutes would be better.
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#7
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![]() Yeah - 1 hour is quite long.
Also wouldn't mind there being two timers. Not sure why Foraging for food and looking for herbs should run on the same timer. If I have 4 clan mates, why can't i send two for food and two for herbs at the same time? |
#8
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![]() BTW, the skills of the NPCs you send out to forage matters a lot.
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Steven Peeler Designer/programmer Depths of Peril, Kivi's Underworld, Din's Curse, Drox Operative, Zombasite, Din's Legacy, & Drox Operative 2 Patreon |
#9
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![]() I think the one hour arbitrary limit is just jarringly unjustified, especially since you may have two or twenty two clan members.
I would love to see a per-member variable like 'stress' that is increased as a member adventures - with the player, or on a mission. So a stressed out member cannot be sent out, but if you have two sets of hunters, you can rotate them. I have to say, I love the game, but the whole 'clan' aspect of the game needs work. There need to be a better way to survey your clan, manage the missions, and there should definitely be a way to send multiple missions and set clan members on aggressive or defensive behaviors when the city is attacked.
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No good deed goes unpunished... |
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