I imagine you can also use a very small hidden room with space only for a trap and a mob (or 4 traps and a mob) an make the trap(s) spawn under the mob when going through a trigger. Not sure how traps vs mobs scale tho.
I find amusing the word Ban and Perma-ban on this game. With exception for those that invested real money on an account, baning for x time or forever is useless since a new email account is enough to get a new game account. It'll be a data-mining hell to track everything that was bought with those ADs. Seems like this has…
I find amusing the word Ban and Perma-ban on this game. With exception for those that invested real money on an account, baning for x time or forever is useless since a new email account is enough to get a new game account. It'll be a data-mining hell to track everything that was bought with those ADs. Seems like this has…
A lot of keys and exotic companions were also being sold for gold through chat advertisement and not for a lot of gold. I guess those companions and keys were bought with exploited AD AD->Zen. Although those who bought it might not have participate directly on the exploit, they did got advantages through it. That and as…
A good example on where that is kinda needed is on some exterior maps. An exterior map with an elevated path is great, but the thing is, falling down the path won't kill the player, but it will not allow the player to get back to the path either.
The best I can think of is to put an invisible wall near the cliff fall and put lots of traps down there. The invisible wall will avoid the player to move away from the traps if there's space to run, since there's a very limited number of traps you can lay.
I can agree with this point. It'd be great to be able to avoid "vote trolling" but being able to remove low votes and bad reviews can be exploited by the authors as easily as the system can be exploited by the so-called trolls. There's a thin line here.
Mine are at my sign. Note that they are not your typical "Go in, kill, get out" quests. They are exploration with little to no help pointing out the way, where stuff that is not on objectives must/should be achieved in order to get a smooth ending. :)
Well, all I can say is that, you must be doing something right. hehe I don't get good or bad reviews. Hell... I don't seem to even get plays. I think I'll drop the long exploration/story/puzzle quests theme after finishing my current campaign and do some hack n'slash ones just do 15 min hack n'slash ones and see if I can…
Better than an option to disable map, would be a conditional map disable. What I mean with this is, allow some rooms to be displayed while others not, with the ability to turn it on or off by conditions. That would allow something like, in example, finding a map for a part of a labyrinth and have just that part displayed…
I know this might be an odd request, but I'd love to be able to have a longer Quest Description. It's not just the description that goes in there. Info about the quest like style or warnings, known and fixed bugs, and a lot more goes in the description. An extra tab for Notes (similar to the private notes but public) would…
Unfortunately, in large layouts with a lot of detailing, the limit of detail objects don't help. I did cover all the caves so it's harder to see where to go in each room by itself, but that's about the best I can do.
As someone that makes exploration quests with lots of "untold objectives" I sign this request. It'd be great to be able to disable the map. I already disabled most of the quest (glimmering) paths on my quests, but not having a map would be ideal, or even better, let it be activated by a command (i.e.: if you find a map in…
0.8a - Fixed some encounters - Increased difficulty on some encounters for the extra exploration path. - Added a warning to players that have not completed all Exploration Objectives.
If you want it to be an objective, just make the last item a separate objective. That way you can create a "go to crypt and get last item" kind of objective, followed by a "leave crypt"
It has to be a map change, so it needs to be an interact, not a "walk through". You'll get a load when changing maps tho, and that's always a bit ugly.
I've though about this for large maps and the only way I could think of involves loading a duplicate map. As the player reaches some point of the map, make it change map into a new, duplicated map, where the spawn point and campfire is at that middle point. Ugly, but might work if really needed.
It's a "messy" workaround but yeah, that'd work for the objective parts. Pity that normal dialogs (non-objectives) can't drop items. I use those a lot for optional/hidden exploration objective. That one, although not elegant, is no doubt a good idea for both objective and non-objectives
Most bugs got fixed and Chapter II is now released. You can find Chapter's II thread here: http://nw-forum.perfectworld.com/showthread.php?244962-Into-The-Heart-of-Time-Chapter-II-The-Halls-of-Mortality