« on: May 10, 2012, 09:46:27 AM »
Regarding enchants they improve the more of the same one's you have is this actually in the enchant inventory or does it include enchants that have been dissolved to gain more enchant points?
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QuoteI also miss things like how mobs of enemies used to threaten my settlement.
That sounds like a lot of fun.
I don't think they necessarily need more damage, because the player already has a huge number of ways to deal damage to a foe. I would like to see them root an enemy who steps on them in place for a few seconds, or at least slow them. Maybe bear traps should hit for 33 damage, root them in place, and keep dealing 33 damage a second for 2-6 seconds. Why not? It would be a nice way to deal with being cornered ahead of time. Drop a bear trap right in front of your escape door. If you ever fall back to the door, you may be able to kill the enemy with a well placed trap instead of retreating.
This is fine as long you know you've taken down a non-anachronistic enemy. Otherwise it would just cause confusion.
Could they die in a giant spinning vortex?
Doesn't every new continent now get progressively larger, with more lieutenants? If not, they should.
The thing is, NPCs are never required to progress. Sure it can be great if that's something you want to focus on, but it's not required. Just going into a couple of cave systems nets you some NPCs pretty darn fast, so that's where I don't see a huge issue with the actual mechanics. The two potential problem spots, to me, are:
1. Is the seeding frequency for NPC rescue missions still too low (we adjusted this once already), or are people just looking right past them?
2. Are we not properly communicating that people ought to be going into the caves to find people more easily?