![]() |
![]() |
![]() |
![]() |
![]() |
#51
|
|||
|
|||
![]() I think money will be more important in clan negotiations/subterfuge, much like it was in Drox Operative.
Without money being used on skills, and merchants being so sparse at the moment, you're pretty limited in what you can spend money on. However, I think that also fits in with the "zombie apocalypse" scenario (which, TBH, doesn't really come across that well, but I'm also a DoP/DC veteran). |
#52
|
||||
|
||||
![]() I just noticed a few things-
1-It took 20 minutes of the enemies wailing on my lifestone before I lost. A little too long as it was at 1% health for that long. 2-The currency still charges you when you want to get rid of or respend your skill points. Dont know shadow if you want to keep that. 3-For some reason enemy seems to have very good chance of hitting my char which is a thief hybrid majoring in evasion. For quite a few points into evasion and dex, the chance to hit my char is still 57%. Maybe i am doing something wrong but in dins curse and depths of peril I remember the evasion and to hit chances werent too bad. |
#53
|
|||
|
|||
![]() I like it this way, it's way most games are now, old ways of never being able to revert your skills is harsh and usually lends game catering to only hardcore players, but allowing you to get back skill points at no charge then ruins reply-ability and gives no incentive for planning and strategy. But spending some hard earned cash to fix a few mistakes you might make seems to be the best balance for me. But that's just my opinion.
|
#54
|
|||
|
|||
![]() Is there a reason why the "see through roofs" from Din's Curse aren't present here?
Going through houses is a little annoying given the view obstruction. |
#55
|
||||
|
||||
![]() Quote:
Also I tried to recruit an npc who had a raised skeleton nearby and she wouldn't join because there were enemies nearby, the only enemy I could see was the raised skeleton. Last edited by Wolvie : 10-16-2015 at 04:53 AM. |
#56
|
|||
|
|||
![]() Sent an NPC party out to hunt. they finished and the timer started counting down to when i can send them out again. At about 10:00 to go, i finished the map (alliance victory).
When i moved on to start a new game/map, the timer carried over to the new game. Shouldn't that have reset as its a new game/area generated? |
#57
|
||||
|
||||
![]() Quote:
|
#58
|
|||
|
|||
![]() I think an hour is too long for the forage/hunting. 20 minutes is probably sufficient, given that you then have to wait another 10 for the actual foraging.
In Dins, the skills on the number had a timer until they could be reused. This one doesn't. It makes me wonder if the skill has been triggered. The Haunted area needs a better explanation than '"It's haunted". Maybe "There are more ghosts and undead in this area." |
#59
|
|||
|
|||
![]() Quote:
What is 4% of 3? What is 6% of 7? These are the questions I wish the developers knew the answer too. |
#60
|
|||
|
|||
![]() I just wanted to post about a possible bug i remembered encountering and not sure it's been mentioned.
i was out with 2 clan mates exploring a zone, and in another zone over i also had 5 clan guys doing a hunting party for food. After the hunting party timer expired the two clan guys in my party (not in the hunting party) also returned to town. Not a big deal but i'm assuming that is not intended to work that way. |
![]() |
Thread Tools | |
Display Modes | |
|
|