gorniksam wrote:Nsuidara wrote:so meybe in darkness more events ? or other "pool"
u dont even live in darkness
you dont know that :F im not live only one pleace
gorniksam wrote:Nsuidara wrote:so meybe in darkness more events ? or other "pool"
u dont even live in darkness
Kandarim wrote:that would be tricky for an implementation perspective, as far as I gather: events are spawned on tile load, which sounds to be independent of the character skills of whatever character that causes the load. And requiring a skill for interaction with it wouldn't make much of a difference, I think, unless it's relatively high up (maybe event-related? Indian Tracking/Carpentry/Fishing/...)
Kandarim wrote:that would be tricky for an implementation perspective, as far as I gather: events are spawned on tile load, which sounds to be independent of the character skills of whatever character that causes the load. And requiring a skill for interaction with it wouldn't make much of a difference, I think, unless it's relatively high up (maybe event-related? Indian Tracking/Carpentry/Fishing/...)
ceedat wrote:the overwhelming frustration of these forums and the unnecessarily over complicated game mechanics is what i enjoy about this game most.
Nsuidara wrote:it is a strange and difficult game in no positive way
JohnCarver wrote:A fair guess. But the active session that triggered the tile to load is actually passed in. So it wouldn't be a stretch for me to dig into the skillsheet attached to the character attached to the session that prompted the load. I'm still not entirely sure that I want to make exploration events skill dependent. Seems like if I make it too high it eliminates noobs from participating in them and/or stumbling upon something nice. And if I make it too low then it could bog down the noobie experience where they get skills that seemingly do very little.
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