I agree completely. You cite that you wish to appeal to a mass audience; well, you're doing nothing more than spamming. You're no better than the countless ads that plague the internet. OP, you seem to display an over-inflated sense of self-worth. You're not special. Many of us will quickly do all that is within our power…
This was, by far, one of the very best campaigns I have played. Great level layout. Natural Feel. Mechanics of the level were very clever, and allowed for an experience that exceeded the polish of even the main storyline. My only criticism; I don't recall the specifics from the quest - but I recall walking away with only…
That's unfortunate! Please don't misunderstand this next part as non-constructive criticism; - Would it be unfair to say that your UGC only had so many plays only because it was one of the few that were "polished" enough to be playable at the launch of the Founder's Early Access? - You picked up a LOT of momentum at the…
I agree completely. I played this mission, and it was middle-of-the-road from the get go. I found the combat predictable, and was worried that the "slave girls" were little more than an appeasement to adolescent boys. My fears were confirmed at the last scene when I saw the little dance party. That said, the level design…
That settles it... It's not going to happen. Idiot. Why post if you're going to do nothing but add to the immeasurable amount of non-constructive, opinionated posts? I think it's very likely to happen. Just not for a while. The devs will probably stabilize the core fundamentals of the game, then move on to projects like…
There's likely a VERY ToS-breaking method utilizing authentication server spoofing. I wouldn't even try it though. Great way to lose that founder account. (That, and it's a very cumbersome process, requires a lot of know-how.)
This is a very good suggestion. I'd wager that if the game is financially successful, we'll see this implemented in a few months. It'll probably require time to develop in order to mitigate the risk of potential exploitation. I'd imagine it would be relatively simple, but the QA / testing phase would require time they…
That's what I feared. I suppose I can just tweak encounters to show visibility on specific dialogue prompts. I'll have to make use of custom item turn-ins, no quest markers, and a vague quest objective to progress in that manner.
I'll look into that. Where can I find those FX? //Edit - Oh, gotcha. I'll have to find a small visual effect and post it where the mob spawns. I'll have to set the mob to static, then. Oh well.
Thanks all for the replies. The above one seems to be the best I've seen so far. Very good use of "misdirection". I like it. Also - what's the proper setting to make an NPC "run" when set to "One way patrol"?
Personal insults over differing views? Kid, you're truly demonstrating immaturity. I'll agree that the undeletable lockboxes are a nuisance, but only a very mild one.
OP, your mindset is both ignorant and displays a sense of undeserved self-importance. The model of this game is F2P, buy for convenience. Let's not forget, this game is also a business. The cost of overhead needs to be offset somehow. Some games have a subscription. Some, a cash shop. Of those with a cash shop, there are…
That's probably what it is... I have two separate options that will trigger a spawn. I tried to include them both. It sees it as "and", not either/or. Good save. Testing now. //Edit - Yep. I'll have to create two encounters, one for each option.
Hmm... something's not right. I've set up the visibility triggers, but the encounter is not spawning. I have visibility set to appear at the trigger dialogues, and "never" as a disappear setting. I've played with several different settings, and I can't seem to get it to spawn.
Good idea. Seems relatively simple to implement. So far, I'm impressed with the level of communication from the devs. They'll no-doubt focus on projects like this after the dust settles.