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lokiju

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Everything posted by lokiju

  1. Ah, thank you. I didn't do a quest yet, and she isn't offering any...so I guess I will just loot her room since I doubt I'll remember to come back here.
  2. So, can someone throw me a spoiler as to whether or not I lose out on anything besides potion sales if I raid Aritha's chambers? There's not much info on any NPCs, and the only search result I got back mentioned something about a special ore from her? Thanks!
  3. I've cleared everything (as far as I can tell), and can't seem to locate Berak's caravan. I have seen a lot of broken carts with random junk in the area, but nothing that sticks out as Berak's. Is it possible to sell his stuff to a vendor by accident, or is it more obvious? Thanks for any help!
  4. Originally Posted By: Lilith And then somehow a 10th level PC at half their max HP is harder to heal up to full than a 1st level PC at half their max HP. It's probably best to just not think about it too much. Or, someone can improve on it? I mean, why invent the wheel when people had perfectly good packs? Why invent light bulbs when candles worked? Accepting the status quo often leads to stagnation.
  5. While I understand (and can even agree) the points presented (and I did take on more than I can chew under the dragon caves), I still feel that at the very least, logic/realism (even in a fantasy game) would dictate we recover energy instead of health at a superhuman rate.
  6. Originally Posted By: Master1 If it were vitality that regenerated, players could simply use healing spells repeatedly until they were at full health, and then let their vitality bring itself back up. To make vitality-regeneration work without breaking the game totally, Jeff would have had to remove healing spells. This is why spells have cooldowns, no? In any case, maybe I'm just bad at it, but I'm in no way able to outheal incoming damage in this game. Again, endurance/vitality should regenerate as we take breaks...our wounds shouldn't heal like Wolverine.
  7. I find it very illogical (and overly annoying) that health regenerates like I'm superhuman, but my energy doesn't come back without the health of potions or a pylon? If this is a balance issue, then I'd rather have harder mobs than have to go back to pylons all the time. Anyone have any insight as to why Jeff did this? I never played any of the other games, so not sure if it also worked that way in his G and A games?
  8. Thanks. It certainly was quite the effort just to clear out everything to Incarnus...but I was surprised that after all my efforts he's all but impossible to beat at this time for me. It was like the game went from a 3 (out of 10) for difficulty, to a 6 in the secret area, then to a 9.5 with the demon. I just think the area shouldn't even be accessible to players until a certain level, or until the 2nd Kva mission. I've played enough RPGs over the years to figure out that I didn't follow a pre-determined order, but others may not understand and just give up out of frustration.
  9. Incarnus is kicking my level 7-8 party's ass. If there's one thing I detest, it's having to come back to a random spot 5 levels later to kill 1 mob. When should I take him on? He's actually able to 1-shot the sorc and shaman on occasion...that's just insane. I'm throwing everything at him, wands, pots, etc... Am I not supposed to be at the dragon's area or something? Was I not supposed to find the underground area? Even the other mobs down there are extremely tough compared to the rest of the easy trash I've been sweeping up thus far.
  10. Originally Posted By: Skwish-E Doesn't 'g' also open the inventory? (It also doesn't close it, though so that's no help either, is it?) Yeah, same issue, different key.
  11. There has to be a way to code it so that "i" is just for opening and closing of the inventory. I know this may sound trivial to some, but as the most used keystroke in the game, it should be far less annoying and far more customizable.
  12. Yeah I just made numeric pad 0 (Insert) the inventory, so I can open with a finger (which is usually by the arrow keys to move the screen around) and close using the enter key without moving my hand. Stupid that it has to be this way, but I'll take what I can get at this point. But in a game where you have to repeatedly hit the 'inventory' or 'get it' keys, Jeff sure could have made it easier on the fingers by letting ONE key be all we need to open and close the inventory.
  13. Ah, so my sorceress can use lockpicks as well? Got it.
  14. Sorry for all the questions today, which could have been in a single thread, but I keep finding new issues as I go along. Anyways, the sorcerer spell Unlock Charm...is it passive? And if so, don't I then also need a shadowwalker for the extra lockpicks the spell/skill doesn't cover. I am using the Bladmaster right now, and just got to the SW part of the dungeon. There is a door with a body in the room, and the door says I need 2 more lockpicks. So, with an Unlock Charm skill at 3, I would still need a shadowwalker to open the thing?
  15. Anyone know which branch is the best way for Blademasters to get to Blade Sweep? I am thinking the middle passive tree looks best as I will likely never use archery... Anyone have any thoughts on the other classes as well? There are lots of threads listing abilities, but I don't see much in the way of opinions on their usefulness.
  16. Well if I just pushed "I" to open the inventory, wouldn't it stand to reason that it would also close it? Why make us change hand position? It's just awkward. I did find similar issues in an extensive search. Glad I'm not alone. Surprised Jeff hasn't changed this yet.
  17. Yeah, someone mentioned that in another thread. It just felt...odd, seeing as you get lighting and rope when you go into the dungeon. This would lead one to believe all items will have a use later. I've never played an RPG where you couldn't sell the wine you find! Anyways, thanks for your help folks. I just have to get used to how Jeff codes his games. It's been awkward thus far, but I'm slowly coming around.
  18. But some armor/weapons don't have a value AFAIK, so it won't sell later? Like leather gloves? Worthless?
  19. Thanks for the replies. I understand the call for realism, but was there really a need to add all this useless junk, lol? So how do I know if anything has value outside of selling? Is there any crafting or quest items? Will there ever be a need for shackles, bowls, wine, paper, pen, etc? I guess what I'm asking is, should I take anything that doesn't have a value amount placed on it?
  20. There's an uncalled amount of junk all over the place, many of which, at 1680x1050 I wouldn't be able to see without spamming the G or I keys every few seconds. Why so user-unfriendly? Should I bump up the resolution? It would be nice if there was a "view all" key like most RPGs, or at least if everything you could pick up became highlighted upon mouse over. Back to all the pens, shackles, paper, bowls, junk, junk, junk...is this all for sale, or am I being overly meticulous in picking everything up for sale later (I made a thread about this, but didn't even realize then how much crap I would have to pick up in the dungeon!)? Yes, I might have an issue with OCD...haha.
  21. So you find wine, cloth, and fur in the opening area before the dungeon. Is there a reason to keep these or are they just for sale?
  22. So "I" opens my inventory, but it doesn't also close the inventory. This is a major pain in the arse. All keys should both open and close the same window. Other than that, the first hour of game play is fun.
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