Combat, wildlife

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Re: Combat, wildlife

Postby Stormie » Fri Jan 23, 2015 7:13 pm

Perhaps, teleportation sounds good, that way it's pretty much improbable to bug them in a manner that is so easy now.
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Re: Combat, wildlife

Postby JohnCarver » Fri Jan 23, 2015 9:54 pm

The New Darkness creature this month will most likely have our first 'go' at logic and abilities that shouldn't be as exploitable.
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Re: Combat, wildlife

Postby er-queent8r » Sat Jan 24, 2015 7:39 am

If you have to fight these creatures behind a wall, you shouldn't be fighting them. You just need a strong char or a couple of people to knock them down. If you were a real hunter you wouldn't have to stand behind the wall.
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Re: Combat, wildlife

Postby trungdle » Fri Jan 30, 2015 5:40 pm

er-queent8r wrote:If you have to fight these creatures behind a wall, you shouldn't be fighting them. You just need a strong char or a couple of people to knock them down. If you were a real hunter you wouldn't have to stand behind the wall.

The point here is that not everyone is a good hunter :(. Why wait while we can bug-kill them today? Ain't the loots good enough for us to just exploit it?
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Re: Combat, wildlife

Postby MagicManICT » Sat Jan 31, 2015 12:19 pm

Just a reminder that these hunting exploits are subject to be changed at any time and quite possibly without notice. (I certainly wouldn't put that past the dev team to pull that.)
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Re: Combat, wildlife

Postby HolyLight » Sat Jan 31, 2015 1:13 pm

MagicManICT wrote:Just a reminder that these hunting exploits are subject to be changed at any time and quite possibly without notice. (I certainly wouldn't put that past the dev team to pull that.)



Im confident JC mentioned somewere new darkness creatures that can perma kill get increased chances to perma kill IF you try to bug kill them by screwing with their logic. (Unsure if he has added this logic yet, it was mentioned some time ago)

You want to try and bug kill that scary huge beaver ? Go ahead, but if you you get killed every time, do not complain.
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