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Cadfan
02-03-2010, 06:45 PM
Random thoughts after playing and taking a few notes. These are in no particular order.

1. My character at the moment is a weaponmaster/fire mage. The idea is to use the three non attack fire mage skills, the fire shield, the one that makes your weapon do extra fire damage, and the summoned elemental, and use those fire powers to augment a primarily melee character. We'll see how it goes!

2. Hearing Din's voice was interesting, since I recognize the guy from Kivi.

3. If you are talking to a character like Din, who has a voice soundtrack, and you click the button that makes him talk until the voiced quote comes up twice in succession, you get two voices talking simultaneously.

4. I like that the NPCs know to go back home if you try to use "switch places" to drag them around town.

5. The wizard displays the bonus mana gain per intelligence point as +0.0 per point.

6. I had a hallway blocked by a lifestone. As far as I can tell it was completely impassable, and no alternative route existed.

7. Jayne, a weapon seller underground, told me that his own weapon "ain't for sell." That's either dialect or a typo.

8. I have a magic hammer. Its shaft glows, but the head does not. Intentional?

9. There are dead bodies about. There are townspeople who go adventuring and sometimes die. Why not link the two in some way?

getter77
02-03-2010, 07:37 PM
-Under Dynamic World section of the manual:

"They game will change depending on what is going on
in the town when you arrive"... The "They" should be "The".

-Positive

Big fan of the smooth menu navigation and proliferation of tooltips.

-Maybe?

Add a gender tooltip just to mention it is not consequential versus the other choices. (Or is it somehow?)

Somehow, perhaps the post Torchlight world, I was surprised that there wasn't a Shared Stash option among Hardcore characters even as a toggle based on level or anything. That is, a shared stash for the hardcore exclusively alongside the usual one for non-hardcore characters. Something to consider adding in considering Torchlight might well have made a standard of it now?

It'd probably be a good idea to enable a chance to look at the entire potential skill pool of each main player class at the creation screen via right-clicking their name or some such. People will put many a thought into it anyways so it might as well be that much more on the forefront of character creation prior to jumping ingame only to slow things down to ponder/potentially start a new character without doing anything.

torikamal
02-03-2010, 07:52 PM
To get around the lifestone, you can actually destroy it. If you click on it and then press the "1" key, it will attack whatever you have in focus. Should work on manastones, too.

derailed
02-03-2010, 08:09 PM
hehe on the first character I started the first room on lvl1 was tiny with one way out, a door I couldn't open

Cadfan
02-03-2010, 09:10 PM
A few more:

1. I have completed two quests and not gotten acknowledgement of their completion. One was a "Gurfaut killed my mother" quest- I killed Gurfaut, but it never recognized that I did so. Another was an "avenge..." quest, where I killed the moster I was supposed to kill, but never got the "quest complete" acknowledgement.

2. The words "Shared Stash" flicker up and down between an above and below the box position whenever I am moving.

3. I locked my computer while quitting one time.

derailed
02-03-2010, 09:27 PM
yeah. get some name tag flickering sometimes

Shadow
02-03-2010, 09:42 PM
Just some really quick replies and most of these are just to help you guys out, not defense about whether or not something is good or bad.

If something is in your way, you can probably attack it with your use slot buttons (I just use 1 for the normal attack) or you can ask them to switch places with you.

You can look at all of the skills for all of the characters if you pick hybrid and then hit one of the choose buttons.

Jayne is a Firefly reference. :)

Farscry
02-03-2010, 10:04 PM
5. The wizard displays the bonus mana gain per intelligence point as +0.0 per point.

I actually came here to report this myself. Not sure if it's a display bug or an actual bug in the mechanics of the skill. Definitely worth noting either way! ;)

Aganazer
02-03-2010, 10:35 PM
I was having a blast after I got the hang of things. I made a pretty boring warrior with some passives just to see how things worked. I started feeling a bit overwhelmed after about 6-7 levels. It didn't seem like there were enough melee weapons to keep up with a sword-only spec. It was too easy in the first town then got a lot better after that.

A few notes I took while playing:

1. Minimap stutters a bit with some weird dot movement.

2. The highlight rectangle used for skills-you-know and equippable inventory slots is hard to see. If the rectangle were even 1 pixel wider I probably wouldn't miss it so easy.

3. Pixies that I ran into were overly talkative. I'm not sure if its an ambient kind of sound they make or one they make when they see me, but it happened a bit too much to be comfortable. Not sure if this is intentional or not.

4. What does an item with (Ego) do?

5. I'm not sure why there are so many town gates all over town. What is their purpose?

6. My first town finished at around level 5-6. Is it supposed to be that short? It seemed like I had a lot of dungeon to go and plenty of quests.

7. I failed every package deliver mission I tried (about 3-4). I'm not sure yet if its my own newbiness or if the timers are short.

8. I was in an undead heavy level and a guy I was supposed to rescue got turned undead and wanted to eat me. He still had the "!" over his head as he attacked. This isn't a bug or complaint, just pure awesome.

9. When I made another character (Fire Mage/Necromancer) the game froze on Create New World. That is when I came here to check the forums.

I REALY like the character creation options. There are so many class combos I want to try.

DarkShrike
02-03-2010, 10:49 PM
So far I'm having fun with it. I had a little trouble catching on at first that the second row was actually the tree selection (hey, not feeling good tonight so not promising all neurons are in sync) so it might be good to add something on that screen indicating that the second row is the choice of skill tree. If everyone else thinks that was completely obvious I'll accept this as me being dense tonight though ;)


Is it intended that if I have already achieved a sub-goal of a quest that I havent taken yet that I will get automatic credit for it if I discover the quest giver and take the quest? I can understand this behavior for named mob defeats in the game but how about the beginner quests for more simple things like defeat 3 skeletons?

ok, after thinking about this I think that it probably IS good that this is the current behavior. When playing MMos one of the things I have ALWAYS hated was being sent out on two kill mob x quests in a row.

8. I was in an undead heavy level and a guy I was supposed to rescue got turned undead and wanted to eat me. He still had the "!" over his head as he attacked. This isn't a bug or complaint, just pure awesome.


LOL... yeah that actually is pretty cool. Nice indicator that there was a lost opportunity there. :)

BigWeather
02-03-2010, 11:57 PM
Two issues:
1. The tooltips (for "Din's Altar" and the like) appear over the rendering of the map in the upper right rather than dimmed behind it like all of the other terrain.
2. Clicking to visit the website on exit caused the game to freeze. Going into task manager and then clicking to go back into the application fixed it, however, at which point I just exited.

incognoscente
02-04-2010, 12:47 AM
I had equipped (common) Ragged cloth leggings and found an uncommon cloth leggings. I opened the inventory, right-clicked to identify, then right-clicked to equip. It seems that the item equipped as usual (the item compare tool-tip, etc. changed), but the inventory screen left the green outline on the inventory slot (I had green outlines on both the equipped and general inventory items). Further, the uncommon item now asked me to right-click to identify.

You can't dupe items this way (yay!), but it is mighty confusing. I'm guessing it only works on common vs uncommon of the same level of item (cloth leggings vs. cloth leggings, not cloth leggings vs. leather what-have-yous).

Playing a Conjurer on the PC version, by the way.

EDIT: I spoke too soon. You can dupe items this way if you Save and Exit while the common is highlighted green. This time it was triggered by two short swords: one common, one uncommon. Strangely, I had two leather leggings which I thought would trigger this bug but didn't. Necromancer/Trickster this time.


Favorite trap so far: a trap that shrunk my character (non-permanently). :D

Drakos
02-04-2010, 01:24 AM
Just personal preference here, but I would like to see the easier level quests at the top of the quest list. I filled up my quest limit quickly and missed out on a level 1 quest from another NPC.

Cadfan
02-04-2010, 04:20 AM
Some statues don't seem to fall when broken.

Sword Mastery doesn't seem to add any parry bonus in the mouse-over for your defense skill.

The game ate my shared stash.

Coreyh2
02-04-2010, 05:03 AM
ranger traps only go off rarely. I put a point into fire, freeze, and trap mastery.

I got a quest asking me to retrieve information from nyssa. It got finished by someone named putnam instead. In the log it was called a package delivery quest.

I don't where screenshots and saves are being put. Anyone know?

This happened in Depths of Peril also. Any quest involving finding or escorting someone fails really often. They burst like balloons.

Lyranaar
02-04-2010, 06:16 AM
Hi all!

My first impression of playing the game LAN:
If you liked Depths of Peril, but always wanted to play it Coop - your wish has been finally granted. So up to now it's huge fun teaming up and squashing these Pixie Big Sister Revolts in the dungeon next door.

There is one possible small bug that occured:
When I was selling stuff and the other player tried to initiate a trade, the trade alert didn't show. After that it never showed up again for me while I could trigger it still for the other player.

There is one feature I would really like to be considered:
I'm playing a scared artillery mage and teaming up with a tank. So there is basically no situation I ever want to run to a monster (and go into melee). If I want to use a number of skills I'm very busy to toggle lock position and unlock it. Lock while holding is quite taxing if you want to use more and different skills. I really would like to have the option to toggle the left click to never run to any object - just focus it (to gift it with my beautiful damage spells). So left click could be: run if nothing is there (monster, object), just focus if anything is there.
With this toggle I think the feel of playing pure ranged attackers would greatly increase.

Thank you very much for making this fun game and considering my input.

pal.illes
02-04-2010, 06:42 AM
Those who play the preorder beta game, can you tell me, what type of places are there in the game? Is it towns and dungeons or are there any other places?

freykin
02-04-2010, 08:20 AM
I've played a random hybrid, fire mage/sorcerer, to level 6-7. So far this game has been amazing, so many different events can go on that I wasn't expecting to see right off.

The only problem I've encountered, which might be because it isn't fully finished yet, is I went to try and make an internet game, and it hung after choosing create new world. as anyone had success on hosting an internet game yet?

Really enjoying the game, definitely worth the pre-order.

Edit: I tried hosting again after playing some more, and besides no one joining (which makes sense considering it's beta and what time it is) it looked like it ran perfectly. Wonder why it bugged out before.

Played some as a defender/shaman, and it's a really fun combination. Lots of buffs to keep me strong, and with riposte and block I have nice situational abilities. I feel sorry for someone I was supposed to rescue, as right as I got to him a legend starting attacking and caused a cavein to fall on his head :(.

Shadow
02-04-2010, 10:38 AM
Add a gender tooltip just to mention it is not consequential versus the other choices. (Or is it somehow?)

Your gender does not change anything except how you look.


4. What does an item with (Ego) do?

5. I'm not sure why there are so many town gates all over town. What is their purpose?

6. My first town finished at around level 5-6. Is it supposed to be that short? It seemed like I had a lot of dungeon to go and plenty of quests.

A basic Ego item adds 25% damage or 25% armor. Some of them also have more specific personalities (likes Orcs, hates Imps, etc).

The green gates just teleport you back to the town center.

Some towns are shorter than others. You will save the town when you have completed all of the required quests. If there were still quests, then they should have been optional.

I don't where screenshots and saves are being put. Anyone know?

Vista/Win7 - C:\Users\YOUR USER NAME\AppData\Local\DinsCurse\User
XP - C:\Documents and Settings\YOUR USER NAME\Local Settings\Application Data\DinsCurse\User
Mac - /Users/YOUR USER NAME/Library/Application Support/DinsCurse/User

There is one feature I would really like to be considered:
I'm playing a scared artillery mage and teaming up with a tank. So there is basically no situation I ever want to run to a monster (and go into melee). If I want to use a number of skills I'm very busy to toggle lock position and unlock it. Lock while holding is quite taxing if you want to use more and different skills. I really would like to have the option to toggle the left click to never run to any object - just focus it (to gift it with my beautiful damage spells). So left click could be: run if nothing is there (monster, object), just focus if anything is there.
With this toggle I think the feel of playing pure ranged attackers would greatly increase.

I believe you can do this if you sacrifice your right click slot. If you have nothing in your right click slot and you right click on a monster it should just select them.

Those who play the preorder beta game, can you tell me, what type of places are there in the game? Is it towns and dungeons or are there any other places?

There is nothing above ground except the town. Each new world has a random town and a random dungeon or cave below. There are quite a few different types of dungeons and caves.

Wantonius
02-04-2010, 10:45 AM
A couple of points:

1. I don't know if this is a feature or a bug but when I set fire on some barrels and my Chaos Lord pet gets hit he starts attacking the fire (or the barrels) and usually ends up badly hurt or dead. This happened with other daemons also. If they make them monumentally stupid at Chaos Land then I understand :D.

2. Could those cave-ins that have already happened be displayed in the minimap with some other color than red? Large cave-in causes heart attacks even after it has happened (OMG! million monster march!).

3. Is it really necessary to hide objects of interest (evil pools, lifestones and such) from the minimap after we have discovered them when they are not in line-of-sight? Makes the minimap all jumpy and stuff with those light blue dots appearing and disappering.

Minor details. Game is even better than I hoped. I love the intensity. You really have to rush those "Do this or people will get hurt" quests.

Cadfan
02-04-2010, 01:55 PM
A character seemed to be named Cp;om.

Shadow
02-04-2010, 02:03 PM
A character seemed to be named Cp;om.

Wow, there are almost 2000 names in the list and that's not including combinations that the system can form and you find the 1 name that has a semicolon in it. I have no idea why there is a semicolon in there.

getter77
02-04-2010, 02:08 PM
-Color scheme changed "issue" when changing to Windowed mode at 1024x768.

"The following program has performed an action that requires Windows to temporarily change the color scheme to Windows 7 Basic.

Program: DinsCurse.exe
Publisher: <Unavailable>
Process identifier (PID): 1156

Windows will automatically change the color scheme back to Windows Aero when this program or other programs performing similar actions are no longer running."

Just mentioning it outright---I'm quite new to Win 7 afterall but perhaps this counts as an issue.

Also, could just be my not having my setup fully tweaked, but I'm running a dual monitor situation and have Din's set up to be displayed solely in one screen and Notepad instances open solely on the other. However, when I try to mouse over to said other screen and click to jot something down, Din's reduces down to taskbar size on the "gaming" screen---which somewhat defeats the point and thus led me to the above Windowed mode situation. Thoughts? Action correctly "freezes" gracefully when clicking elsewhere while game is Windowed and all is confined to a single monitor.

DarkShrike
02-04-2010, 02:57 PM
that is an interesting issue. I have seen it on other applications in win7 and it has usually been related to preferences.

In LotRo for example in order to get that to stop popping up I had to right click on the icon, select properties, go to the compatability tab and select the "Disable dekstop composition" option. I dont believe this is an ideal solution though since it takes away some of that polished win7 desktop look.


You might try it though to see if that makes the message go away.

FYI I am running the game on Win7x64 and haven't encountered any issues as of yet.

Wolfox
02-04-2010, 03:15 PM
Installed last night, booted it up just to take a look and see if it was working correctly, ended up playing for about 3 hours, even with Mass Effect 2 waiting for me. Which I means I definitely like it - the "magic" from Depths of Peril is there, no doubt.

General comments:
- Better animations when compared to Depths of Peril - closer FOV in dungeons too, I think. Loved it.
- Combat feels more fluid, and the fact that monsters can fight each other is also very nice.
- Dungeons look very nice, and dungeon generation seems very well done.
- Loved the skills (playing a wizard currently). Lots of useful stuff all around. I also liked how Ice Storm freezes the ground in some places for a while. And the "shrink curse" effect is also very nice. (is there any "enlarge" spell available from obelisks?)

General questions:
- Are bags supposed to be this hard to come by? In 3 hours of playtime (two complete towns, starting the third) I found only two (of the smallest kind), one of them bought from one vendor in the second town. I'm under the impression that they dropped more frequently on Depths of Peril, but I'm not sure.
- Is there any way to generate a gate to town "by demand", as in Depths of Peril?
- The first town had no vendors at all. I know there are quests to replace killed vendors, but is there any quest to bring a new vendor to town?

All in all, I'm loving it. I can't wait to see the surprises still waiting for me to discover.

Shadow
02-04-2010, 03:56 PM
is there any "enlarge" spell available from obelisks?

- Are bags supposed to be this hard to come by? In 3 hours of playtime (two complete towns, starting the third) I found only two (of the smallest kind), one of them bought from one vendor in the second town. I'm under the impression that they dropped more frequently on Depths of Peril, but I'm not sure.
- Is there any way to generate a gate to town "by demand", as in Depths of Peril?
- The first town had no vendors at all. I know there are quests to replace killed vendors, but is there any quest to bring a new vendor to town?

All in all, I'm loving it. I can't wait to see the surprises still waiting for me to discover.

Yes, there is a giant obelisk.

In theory bags drop more in Din's than DoP. Delilah finds tons more bags than me because she checks the vendors more often than I do.

There is no teleport to town gate like DoP. The fastest way to town is the gate on each level. This is for various gameplay reasons (makes pit traps meaning ful, town attacks are more dangerous, etc.)

You can get a quest for new vendors even if they were never there in the first place.

Wolfox
02-04-2010, 04:39 PM
Yes, there is a giant obelisk.

Nice!

In theory bags drop more in Din's than DoP. Delilah finds tons more bags than me because she checks the vendors more often than I do.

I see. Well, I suppose the RNG was not very fond of me yesterday. ;)

There is no teleport to town gate like DoP. The fastest way to town is the gate on each level. This is for various gameplay reasons (makes pit traps meaning ful, town attacks are more dangerous, etc.)

Yeah, I understand why you made it that way - it enhances the sense of urgency, and the need to fully explore levels for gates to go back quickly to town in case you need to (and this forcing a decision by the player - "do I expend time exploring to find a gate for a quicker way back to town, or do I press on, even with the risk that I might not be able to go back quickly to town if needed?").

Still, would you consider perhaps creating a very rare consumable that would teleport you to town (and be consumed in the process)? That would create a different kind of decision ("do I use my only 1-use teleport to go back to town now, or do I keep it for some other time?")

You can get a quest for new vendors even if they were never there in the first place.

Great. I suppose that quest will appear at random? Is there any way in which the player can "trigger" such a quest (by asking someone in town, or something)?

Shadow
02-04-2010, 04:56 PM
Great. I suppose that quest will appear at random? Is there any way in which the player can "trigger" such a quest (by asking someone in town, or something)?

It is random and you have no way to prompt it.

And I consider everything.

involution
02-04-2010, 07:43 PM
I am into my second town with a basic warrior with some passives on, level 9 or so I believe, and I am finding some levels rather frustrating. I am usually not one to shy away from difficulty (I'd go hardcore from the start if I could), but my poor warrior meeting a level literally full of poisoning shamans so early in the game made me waste a lot of time going back to town to heal.

So, I wonder first if the difficulty level is intended (that is, if this is supposed to be a hard-by-default crawler). Or maybe it's just that warriors with their very tiny magic resistance are the actual squishies in this game.

Second, in my second town I have now fully explored level 5 and it took a while to get there because of the many, many magical monsters (see above, I have no health regeneration at all and in this dungeon there are just about no healthstones). Anyway, all the quests up to level 5 being done the next quests were about level 9!!

So, I wonder next if there is some trouble with the gradual advance in the quest generator, because at this pace it's going to take a good while to crawl down to level 9 from 5.

It's also not so clear what the target is to liberate the town (or maybe each town can set all different targets?). Din has no quests and so I just don't know if I am simply supposed to do vendor quests until the liberation message appears. It would be nice to have some kind of (reputation level?) target though, just to know if I am hugely far away from it or close.

Cadfan
02-04-2010, 08:06 PM
I have to agree with those last two. It isn't clear to me what I have to do to save a town. I could probably figure it out by digging through the quests for the non optional ones, but I feel like it should be really obvious instead of hidden.

And difficulty seems to have ramped very, very fast. I've lost two worlds now. Maybe my character just isn't very good? I don't know.

freykin
02-04-2010, 08:20 PM
From what I can tell, to save a town you need to do all the steward/warmaster/apothecary/Din quests, with all the others being optional.

I ran into those same Orc Shamans, but thankfully for me I'm a Defender/Shaman, and had just put points into my poison resist spell. They are still annoying but food more than makes up for it at the moment.

One issue I ran into last night is I managed to generate a dungeon that couldn't be completed. The first floor was just a corridor and two rooms, with no way to go anywhere else. Unless there are hidden passageways? I didn't think to look for any.

Shadow
02-04-2010, 08:34 PM
One issue I ran into last night is I managed to generate a dungeon that couldn't be completed. The first floor was just a corridor and two rooms, with no way to go anywhere else. Unless there are hidden passageways? I didn't think to look for any.

Once you get to a certain level (5 I think) there can be secret doors and they can block your progress if you don't find them.

freykin
02-04-2010, 08:37 PM
Ah, I see. Is it just careful mousing and movement to find them, or is perception involved?

Shadow
02-04-2010, 08:52 PM
You have to actually click on a secret for it to go away. They usually have subtle clues like different size or color than other walls. I probably should add a help topic when you get near the first one you encounter.

Cadfan
02-04-2010, 09:21 PM
Some more:

The "shrink" curse doesn't affect my cap. I end up as a little tiny person with a giant hat. Is this intentional because its funny?

Allies (at least, escorted NPCs) don't use health stones. They might as well.

I am seriously, seriously frustrated with the food system. I can't remember the last time I bought food for its regular price. Buying a single fish is far more expensive for me than buying a weapon. The solution, of course, is to not let the bad guys create machines that multiply the price of food. But I can't do anything about it because they're several floors deep in the dungeon, and my progress is incredibly slow because I can't afford any food and have to run back home to the altar whenever my health gets low, which is about every four or five enemies. And since the success of one machine breeds efforts to build more machines, I spend most of my time with food costing +300%.

This has happened to me in multiple cities, including when I decided to play against lower level enemies in order to make things easier. I really don't know what to do.

If there are going to be different world modifiers, you could have the NPCs explain about their own world when you talk to them. That would give the "talk" feature an actual purpose.

Delilah Rehm
02-04-2010, 10:00 PM
On the left side of the map page, you can find some of the world modifiers.

Kruztee
02-04-2010, 10:23 PM
I just killed a Blood Wampir Champion and it dropped Brianna's entire set! Surely that's not intentional is it?:eek:

incognoscente
02-04-2010, 11:03 PM
Kruztee: Similarly, I killed an undead Leprechaun that dropped the entire Ciglio's set.



Difficulty: I seem to be hitting a pronounced wall of difficulty at around character level 10. The first 10 levels have flown by with all builds I've tried, but getting from 10 to 15 starts to feel like a fruitless exercise at times. I have lost many worlds now because of the difficulty (world creation difficulty is same as character level). Huge mobs of high hitpoint monsters + expensive food + time critical quests all the way down 7 floors = dead world. Fast.

Before characters hit level 11, though, I'm having a great time! :) Still trying to figure out a way to make it more enjoyable past then. Maybe admitting that I need a lower world difficulty is the key.

I enjoy Din's more than Kivi's Underworld so far but find myself missing Cyrio Plains and Black Forest. I do find myself experimenting with alternate builds far more often than I did in DoP, though, so big thumbs up for the hybrid system.

Cadfan
02-05-2010, 12:53 AM
I am at level 14 for reference.

I was hunting a special monster Scabrous Burst. It burst. The quest remained, but could not completed.

Earthquake fell on me. I didn't get out of the way in time. Went from full health to dead. My character hasn't neglected Vitality- I'm at level 14, with 10 or 15 points invested in it to help keep my HP up.

I restarted in a new village because frankly I wasn't having fun. Things were going ok until some ridiculously enormous monster showed up in town, killed me three times in a row, killed a bunch of villagers, then had an ally dark elf assassin show up and kill me another 4 times in a row. During the process he also killed off a bunch of townsfolk, and ended the village for me as a failure.

My XP debt is so huge that even after recovering all soulstones, its still wrapped around the bar. I will spend an entire level recovering lost XP debt.

I don't think my character is poorly built.

Cadfan
02-05-2010, 01:32 AM
I entered a new dungeon. The gate was two inches away from the entrance. This probably isn't a bug, and its useful to have a gate a few spaces away from the connection between, say, levels 5 and 6, but its not very useful to have a gate right next to the connection to the town.

Another village has become unwinnable. At the entrance to level 2 of the dungeon (which is a long walk from the entry/gate from the village to level 1) is a huge horde of crawling dooms powered up by some kind of totem. The horde is unkillably big. If I had potions and food I could power my way through eventually, but I have little food and no potions. I was working on it little by little, until someone built a darkness machine. Now I cannot afford food.

GeorgiaBoy
02-05-2010, 01:44 AM
There is nothing above ground except the town. Each new world has a random town and a random dungeon or cave below. There are quite a few different types of dungeons and caves.

Anything more planned for above ground?

GeorgiaBoy
02-05-2010, 01:49 AM
Quote:
Originally Posted by Wolfox
"Great. I suppose that quest will appear at random? Is there any way in which the player can "trigger" such a quest (by asking someone in town, or something)?"

It is random and you have no way to prompt it.

And I consider everything.It is random and you have no way to prompt it.

And I consider everything.

Can a quest be modded in which is not random (triggered by player when wanted)?

GeorgiaBoy
02-05-2010, 01:52 AM
I am at level 14 for reference.

I was hunting a special monster Scabrous Burst. It burst. The quest remained, but could not completed.

Earthquake fell on me. I didn't get out of the way in time. Went from full health to dead. My character hasn't neglected Vitality- I'm at level 14, with 10 or 15 points invested in it to help keep my HP up.

I restarted in a new village because frankly I wasn't having fun. Things were going ok until some ridiculously enormous monster showed up in town, killed me three times in a row, killed a bunch of villagers, then had an ally dark elf assassin show up and kill me another 4 times in a row. During the process he also killed off a bunch of townsfolk, and ended the village for me as a failure.

My XP debt is so huge that even after recovering all soulstones, its still wrapped around the bar. I will spend an entire level recovering lost XP debt.

I don't think my character is poorly built.

I hope XP debt can be modded away...I have hit the same wall.

Cadfan
02-05-2010, 02:43 AM
Is there anyone at the level 14 or so mark who is playing a melee character and not having major problems?

Kruztee
02-05-2010, 02:59 AM
I'm playing a level 13 rogue at the moment and cannot kill stuff fast enough to keep up with the respawn rate.

Delilah Rehm
02-05-2010, 10:18 AM
I have some lv 12-14 and I do fine when I start the world at easy or sometimes 2-4 lvs beneath easy. I like the DoP range where you always know the first area is easy and you can work your way to the challenging bits. If something is too hard, it's easier to back off that area for a time.

BTW, you do get quests in the easier areas when you do this.

I'm wondering if Steven should consider changing the start world point, because normally I like playing games at the mid-range/normal difficulty level.

Kruztee
02-05-2010, 10:21 AM
I have some lv 12-14 and I do fine when I start the world at easy or sometimes 2-4 lvs beneath easy.

I'm wondering if Steven should consider changing the start world point, because normally I like playing games at the mid-range/normal difficulty level.

I'm kind of relieved to read this.

I was starting to think that I might be the only one starting games at 4 levels below the easy mark =D

Shadow
02-05-2010, 10:23 AM
If there are going to be different world modifiers, you could have the NPCs explain about their own world when you talk to them. That would give the "talk" feature an actual purpose.

The NPCs do talk about things that actually matter here and there. This would be a cool addition.

I just killed a Blood Wampir Champion and it dropped Brianna's entire set! Surely that's not intentional is it?:eek:

I did add a new feature that adds the chance to drop multiple items in a set at the same time. You might have gotten lucky or the additional chance is going crazy and spawning the entire set. Considering incognoscente had the same happen, I'm leaning towards the latter.

Anything more planned for above ground?

Not currently.

Can a quest be modded in which is not random (triggered by player when wanted)?

Yeah, something could be modded in. At minimum you could create an item that worked like treasure maps but spawned which ever quest you wanted.

I hope XP debt can be modded away...I have hit the same wall.

Yes it can be.


Apparently starting at around level 10 or so the game starts getting too hard. I will definitely look at this. It's not really intentional.

Ephemera
02-05-2010, 10:31 AM
FYI, I, too, found Ciglio's complete set . . . twice (two different characters): the first time a chest dropped two rings, the jewelry, and the belt; the second time a monster (a dark elf, perhaps? can't remember) dropped the entire collection.

Additionally, I'm also experiencing the difficulty wall at around 10th level.

Aganazer
02-05-2010, 11:01 AM
I'm not sure if this will change at higher levels, but its been easier and faster for me to destroy every chest, locked door, and secret stash than it would be to open it manually. In the case of locked doors, I wonder how useful a theif's lockpick skill would be. I LOVED the rogue role in D&D Online. I've always thought of the rogue as an underused fourth member of the holy trinity. It would be awesome to see their skills be as useful as a priest's heals.

If about 50% of treasure rooms had an indestructible door (or one with a bazillion hit points), it would provide some incentive for that lockpick skill.

EDIT: Also, I don't remember setting off any traps that I didn't see beforehand. Is it perception that reveals them? Could it be more punishing?

It would be nice to see perception and light intensity on the character screen.

Wantonius
02-05-2010, 11:19 AM
One bug has appeared twice.

On an optional quest that requires killing a monster for revenge if the monster dies because of bleeding caused by me the quest doesn't get completed. This has not happened to me with non-optional quests although that might be just luck.

freykin
02-05-2010, 05:14 PM
Another piece of feedback:

Whenever you encounter a friendly in the dungeon, be it someone to rescue or a delivery quest, they seem to be suicidal. That is, you can't turn in the quest until they aren't fighting monsters, but they nonstop charge monsters until either all the monsters are dead or they are, with the latter being much more likely a case. Maybe make them a bit more passive? My defender/shaman currently has no way to keep them alive long enough, as I'm much more a reactive class than active at this point (Don't have the attack spells from shaman yet). Has anyone else had problems with this, or is my hybrid combo just unlucky?

Delilah Rehm
02-05-2010, 05:17 PM
I always try to drop food on them, but half the time I miss, and then they die before I can try again.

Cadfan
02-05-2010, 05:47 PM
I like the concept of the Stored Lightning ability. But I have a two complaints, and two suggestions.

1. It buzzes. Since you store mana for a rainy day, this means you buzz forever. It gets annoying. My suggestion is pretty simple here- just stop the buzzing. Make it buzz for a moment, then fade. I feel shallow saying this, but if I have to put up with that continual buzzing, I'll probably not use the skill.

2. You can't use it if you forget to save a little mana to activate it. This makes it hard to use, which is fine if that's your intention, but it could be done differently. Right now you might spend 20 mana to charge Stored Lightning, then later spend 20 to return 33 mana. Unfortunately if you only have 10 mana, you can't activate it until you charge up to 20. Instead, you could make it so that you spend 20 to charge Stored Lightning, then zero to activate it again at a later time, returning 13.

Also, monsters who give you quests display a red health bar, which makes you want to stab them. Maybe it could be the same color as friendlies?

Oh, and animations of emanating power seem to originate in your stomache, like in DoP. It might look cooler if they originated a little higher up.

ShaggyMoose
02-06-2010, 12:47 AM
Another piece of feedback:

Whenever you encounter a friendly in the dungeon, be it someone to rescue or a delivery quest, they seem to be suicidal. That is, you can't turn in the quest until they aren't fighting monsters, but they nonstop charge monsters until either all the monsters are dead or they are, with the latter being much more likely a case. Maybe make them a bit more passive? My defender/shaman currently has no way to keep them alive long enough, as I'm much more a reactive class than active at this point (Don't have the attack spells from shaman yet). Has anyone else had problems with this, or is my hybrid combo just unlucky?
This was a problem in DoP as well. They continually run to the nearest monster. They should be trying to stay out of trouble, especially when their health is low. Is it possible to change their behavior to be more conservative, say when they get below 50% health?

Eduardo X
02-06-2010, 03:25 AM
This was a problem in DoP as well. They continually run to the nearest monster. They should be trying to stay out of trouble, especially when their health is low. Is it possible to change their behavior to be more conservative, say when they get below 50% health?

Somebody earlier suggested letting the NPCs use Lifestones or Health Stones. That would work. But it really stings to fail every delivery quest and every escort quest because the NPCs die the second they show up on the screen, they get killed by the hordes. I think even making them tougher would work, or a higher level or something.

freykin
02-06-2010, 03:27 AM
Agreed, even them just having more hp would be enough. If they encounter a boss/legendary monster, they'll still die, but a couple orcs and skeletons won't just bring them down immediately then.

Shadow
02-06-2010, 09:47 AM
It's sad how often I bump up the armor, health, and defense and lower the aggression of those poor escort and rescue people and they still manage to get themselves killed. :)

I'll do another pass on them. One of these days I will fine a good balance where you have a reasonable chance, but they will die if you don't help them out.

Ephemera
02-06-2010, 10:52 AM
Just wanted to say that I have, in fact, completed several rescue missions, as well as one escort mission (from level four to six). The rescues were more luck than anything (one of them was right next to the stairwell, all alone, lucky guy), but the escort took more than a dozen healing potions and an over-use of pausing. (move, kill a monster, pause, heal NPC, unpause, repeat).

I agree that theses missions are probably harder than they should be (especially due to the overly-heroic AI behavior ("Save me!" they say; "I will as soon as you stop running directly towards crowds of Orcs!" I reply)), but I think the difficulty should be pretty high for these types of quests (rescues and escorts are difficult things to do!). However, the reward was tremendously disappointing in relation to the difficulty: I received about the same amount as I would have for, say, gathering a few blind shrimp on level one, or whatnot.

IOW, what I'd like to see, maybe: 1) Tweak the difficulty for these missions a bit (specifically, a) make the to-be-rescued NPC stationary, unless attacked by a ranged weapon, b) mildly increase their HP and defense, and c) have the escort stick very, very close to you), and 2) increase the rewards for actually succeeding in one of these remarkably tricky assignments.

(Further thoughts: Once the escort mission has started, maybe display the NPC's health bar under yours on the GUI (like your follower had in DoP) so you can more easily drop food and potions on them. Also, re failing the quest: maybe a timer before the NPC is "killed," instead of relying on the monsters to actually kill them?)

freykin
02-06-2010, 12:56 PM
Wait a second. You can pause and heal them? I must be missing that there is a pause key then, that changes everything!

Edit: I have been pretty fortunate in that I can afford an abundance of food and potions, so if I can pause to drop healing items on them I think this solves it for me. Question regarding monster A.I. follows! If they haven't been hit by the escort/rescue/package delivery npc, and you whack em/nuke the monster, will they turn and aggro on you? I actually want huge hordes of monsters focusing on me now (I love the defender's mana regen from blocking/parrying, it's just enough to keep me in riposte mana), so if that's the case then combined with now knowing you can pause I can probably succeed at most of these quests. Except for that poor rescue person who was next to Cerberus. He got et.

While I'm here, another question: What sort of dps weapon are we expected to be using around level 11? I have a 9.3 dps scimitar I found at level 5 that has been the best weapon I've found, it's been disappointing finding artifacts weaker than it, and everything in the weapon shops has been crappier. Have I been unlucky? Lucky? On par? I've been killing most normal monsters in 6-7 hits, faster if I can riposte, with the higher grade ones being more of a challenge and requiring either multiple food/potion usage or casting Champion, usually a mix of the two.

I'm definitely still enjoying the game, I'm liking the fighting style of the Defender class a lot. It's rare to find a defensive class that can still hold its own, and this one definitely can. I've only lost one town so far, due to a dimensional gate spawning fire goblins/rat things (I forget, I didn't have time to kill one to put in my bestiary) appearing in town and destroying everyone right as I made it back up.

Cadfan
02-06-2010, 02:31 PM
A few more.

The phrase "known modifiers" could probably be more flavorful. "Modifiers" sound like a programming term. Even "World Description" would be a little more flavorful.

Lightning Swarm says that every rank adds another lightning bolt. This sounds like it could become a really neat power. But as of right now, it doesn't have a counter telling you how many bolts you've got. Other powers that increase in count have a counter.

Din does his verbal introduction of himself and who you are the first time you talk to him in every town. I don't know if its a flaw, just mentioning.

I had another unwinnable quest. I killed a monster named Karn, then later received a quest to avenge someone by killing Karn. I didn't carefully hunt over the whole level to verify that he was still dead, but I'm pretty sure he was gone.

Cadfan
02-06-2010, 02:57 PM
Oh, and I occasionally see monsters dedicatedly attacking objects instead of each other or me. Maybe this is on purpose, but I thought I'd mention it.

freykin
02-06-2010, 03:06 PM
Maybe that orc has barrelphobia.

incognoscente
02-06-2010, 03:27 PM
While I'm here, another question: What sort of dps weapon are we expected to be using around level 11? I have a 9.3 dps scimitar I found at level 5 that has been the best weapon I've found... Have I been unlucky? Lucky? On par?
On par with all of my characters so far. My main characters have been using the same ~10 dps weapons for the majority of their playtime now. My level 15 character has had a couple 15-18 DPS drops, but frustratingly none are usable by that character (he needs bows, not hammers and axes).



Unwinnable quest for me: kill a unique Apparition before he builds a darkness machine. I haul ass all the way down to his level of the dungeon. I destroy everything, find all the hidden passages, trigger all the traps (just in case). Not there. I zone out and zone back in, just in case. Never there. Eventually I failed the quest because he had built a darkness machine one floor up.

This prompts two questions: is it possible that the Apparition was hiding outside the player-accessible area for safety? Can unique monsters travel between floors?


Oh yeah, easiest quest: destroy a Recon Tower on level 3 of the dungeon. The Recon Tower spawned in town for some reason. :D

Lyranaar
02-06-2010, 04:19 PM
(1) For my Hybrid Paladin/Archer the Exploding Arrow Skill seems to do no damage at all. I see the shot but get no damage message at any object, monster or monster close by. They don't seem to loose any health as well.

Could anyone please cross check if this skill is working for someone else?

(2) The Earthquake skill is very dangerous atm. The cave-ins are more dangerous to the players (especially partied ones) than to the monsters. About every 15 casts it insta kills one of us two players. Are the cave ins intended to be that dangerous (and this skill)?

(3) The dead bodies are via message "opened", perhaps the text should say "searched" here. Sorry if that has been mentioned yet.

(4) In our last game, I think difficulty 8, at some point the spawn rate in Dungeon 3 seemed to power up. Up to then everything worked well, then after dieing and entering and leaving a bit this dungeon it seems to power up the spawns. We killed lots and lots quite fast, but there seemed to be no less.

(5) After destroying an altar the text message often tells there is retribution and the town gets raided in revenge for the destroyed altar. There is no raid though. Happened to us about 3 times now. Last time this happened we had no quests left to take or solve, but the map not won. Is the raid part of the main quest?
When this happened that time there was a certain boss we failed to kill (questish), but killed him shortly after that. Perhaps that messed up the quest.

(6) I hate dark elves. especially the poison skill. Is at level 10 or a bit higher 18 poison damage every 2 seconds really intended? The poison resistance at the same time seems not to change this damage.

(7) Consumables seem quite expensive. In DoP the trading with other covenants helped fund consumables nicely. Here the traders pay less, so the food (and drinks) is quite hard to afford. At the same time if you are no healer, you need to balance stuff like poison or fire out with some consumables. Perhaps there should be traders in the dungeons that sell that stuff cheaper eg or better prices for rare and better items (or a bit lower prices for consumables)?

Anyways, great game!

DeathKnight1728
02-06-2010, 04:31 PM
I've noticed a few minor things.

-For one: when i put points into the skill evade; instead of it showing up under evade on the character screen, it shows up under dodge. This is a small mistake.
-The next one is kind of weird. When i go to gamble, the gambler charges like 36 silver coins for my lvl 7 character. This can be a bit of an annoyance. Luckily i found the unique dagger fang lying on the floor after that.

Just wanted to bring those 2 to your attention.

Cadfan
02-06-2010, 08:14 PM
Spiders that jump are glitched. They will jump at you, then vanish and reappear at the start of their jump, bounce around a bit, redo the same actions, and generally confuse you. Your targeting gets messed up as well, as you attack where the spider is or was.

There's going to be a certain limit to the value of this playtest. The game is unplayable past level 15. Literally unplayable. I don't want to say that the difficulty curve is too high, because that's not precisely it. You get to a point where town raiders take only 2 or 3% of their life in damage when you hit them, but deal 80% of your life in damage per hit. You get to a point where your DPS is around 20, but your enemies have over 100 hit points a piece. And you get to a point where affording basic food is difficult.

What this means is that any skill that costs more than a couple of points is never going to be meaningfully tested. Neither are the higher level interactions between skills. For example, the Wizard gets a skill that gives +40 to max mana. The weaponmaster has a skill that deals bonus damage based on total mana available when you make the attack. Presumably, if you had 5 ranks in the mana boost and 5 ranks in the attack skill, you'd get something like +50% damage with a chaser of an extra +1,250 damage. Is this broken at the level you can afford it? Or is it just an awesome way to blow all your mana assassinating a special monster? No one can test.

ShaggyMoose
02-06-2010, 08:23 PM
Yeah, I think some interim balance fixes will be needed to get past this point. I am sure that will happen soon.

Shadow
02-06-2010, 08:30 PM
Oh, and I occasionally see monsters dedicatedly attacking objects instead of each other or me. Maybe this is on purpose, but I thought I'd mention it.

It's on purpose.

This prompts two questions: is it possible that the Apparition was hiding outside the player-accessible area for safety? Can unique monsters travel between floors?

Ghosts can move through objects so he might be out in no mans land somewhere, this isn't intentional though. Monsters stay on their floors.

There's going to be a certain limit to the value of this playtest. The game is unplayable past level 15. Literally unplayable. I don't want to say that the difficulty curve is too high, because that's not precisely it. You get to a point where town raiders take only 2 or 3% of their life in damage when you hit them, but deal 80% of your life in damage per hit. You get to a point where your DPS is around 20, but your enemies have over 100 hit points a piece. And you get to a point where affording basic food is difficult.

I'm hoping to have a patch out tomorrow or Monday that will address a lot of the balance issues along with a lot of other things.

Cadfan
02-06-2010, 08:42 PM
That's good to hear.

I recently opened a door, then attacked a poison barrel immediately inside the doorway. The door took damage. Of course, an open door is no longer visible in any way, so that meant that I had a red health bar floating in the air where the door used to be.

There might need to be some rebalancing with regards to pets like the fire elemental. I don't know for sure because I don't know what the intended balance is in the double digit levels. A level 4 fire elemental at level 15 gets killed in about two hits. This would be ok if the fire elemental didn't cost so much and take so long to cast- a quick, disposable pet that deals some damage and absorbs some attacks is fine. But its not worthwhile at the moment.

Of course, maybe that will all be fixed soon anyways and this issue will be moot.

Cadfan
02-06-2010, 08:49 PM
Oh, and on a "Gremlin Big Sisters Gathering" quest, there didn't seem to be a space after the exclamation mark in "...plans can take shape!Kill 2..."

freykin
02-06-2010, 09:00 PM
Sounds good Shadow, looking forward to it. Even with the difficulty ramping up quickly the game is still loads of fun, I can't wait to play this co-op.

DeathKnight1728
02-06-2010, 10:19 PM
Besides the respawn rate and monster rate of speed, along with the freakish amount of champion and higher lvl monsters; the game runs pretty good.

There is one more glitch i noticed however. While playing the ranger i was messing with his traps and the traps are kinda meh. They are very small which makes it hard to aim them. The only thing is when they do hit, they do a lot of damage. The only trap that doesn't do what it says it will is the net trap. It actually just damages the enemy instead of holding them. This can make a huge difference when getting chased by a champion night wampir on speed.

Cadfan
02-06-2010, 11:00 PM
Does anyone have a good idea of how summoned creatures scale? I'm figuring that at level 50 I'll probably have a Fire Elemental summon skill of rank 4 or 5 at most, meaning I'll have a level 8 or 9 summoned creature. I can't imagine that being very useful. Do summoned creature ranks work the same as monster ranks?

Lyranaar
02-07-2010, 06:14 AM
(1) Graphical glitch:
If you have a weapon with an effect like fire or lightning this effect is still visible when shapeshifted into stalker in the same position as the weapon which looks strange. Sometimes, especially if you switched weapon while shape shifted, you get the effect of the other weapon but at your feet following you on the ground.

(2) Quest to kill Scarabus Burst Boss:
It seems that if the Boss self destructs it doesn't counter either as fail or win. The quest is still active, the Boss gone.

(3) Some more positive feedback:
The Stalker skill has no reuse time. That feels quite good and makes it lots of fun to play. As shifted there is no skill using it seems still balanced but nice build (if boosted up before shifting). Only question there is if earth mastery could either reduce mana for shifting or increase effect of Barkskin and Strength of Stone.
The ice Mage build running mostly Shatter is so far the most powerful Build I tested. It is lots of fun to blast through the dungeon. With Frost Bite it works often wonders and as long there is small stuff the nuke is on. (Level 15 so far)
Best 2 Player team we have that often can split up to be faster.

Drakos
02-07-2010, 10:47 AM
I was given a quest to explore level 5 of the current dungeon, and completed the quest by just entering that level. I was expecting to have to reveal most if not all of the map to get credit for it.

Cadfan
02-07-2010, 01:53 PM
The fire trap explosion seems to go through walls. I haven't been able to verify, and its possible that the explosions on the other side of the wall as the fire trap explosion reached that distance were just coincidental results of fighting monsters. But it seemed like the fire trap did it. I don't know if that's intentional.

You should probably do something about the magic effects on non-swords. I know why you're reusing the same graphic, but its awkward in places. At the very least, for the bow, put the energy graphic so that it looks like an energy clothed arrow.

I had another kill quest fail to properly complete. It was an "avenge me" quest from a spirit. I killed the enemy with a bow, and I think I was using the barbed arrow skill.

ShaggyMoose
02-07-2010, 02:11 PM
I was given a quest to explore level 5 of the current dungeon, and completed the quest by just entering that level. I was expecting to have to reveal most if not all of the map to get credit for it.
Was this a "scout the level" mission? If so, entering the level is all that is required. I also think it would make more sense to have to reveal a % of the map in order complete the mission though.

Drakos
02-07-2010, 02:49 PM
Shaggy,

Yes, it was a scout mission. Like I said, I was expecting to have to explore more to complete it.

Lyranaar
02-07-2010, 03:11 PM
We finished today a two player map. It was the best playing experience we had so far. Simply great. There were other maps that didn't feel that good or were just nice. What was the difference here? I'll try to sum up what I think worked especially well this time, to try to point out what I think made for us the difference betwenn nice game and - awesome.

The Party:
Mage with Ice build, L13 (finished on L16)
Druid/Gladiator with shfter build, L13 (finished on L16)

The Map settings:
Carefull setting at 8 I think. We got a 6 dungeon Map, Cross Caverns, and got all cursed on start. (lower stats throughout most game) Known modifiers "cursed".

The game:
The dungeon is nice and wide with some bigger halls, some smaller spaces. So much ground to have fun on, especially for me as mage, inclusing the chance to bail if it gets to hot, that happened quite a few times. Really good pacing between smaller and wider space, nothing to cramped.

The curse wasn't cureable as we ran into the "Fake Imp" problem. I managed to get actually one by pure accident by instakilling it before changing. So we stayed cursed, never mind.

Busy start, usual nice quests, but most reachable on Level 2, so good progress.

On Level 4 we ran into a random named Boss that self destructed, so it was not killable. This guy stayed our hidden and (mostly) silent enemy for the rest of the game.

Then it got really fun.

Mostly on the levels 5 and 6 we started waging a perpetual war against both random questlines the Masterboss and our silent foe threw at us. They send raids, built altars and machines and engaged in beautiful uprises for us to squash. There was always something interesting to do. The spawns were sometimes heavy, but it was just well doable for us. The many quests we completed gave nice XP and money, the drops were decent (some good stuff actually, not often but now and then).
Finally we got the upper hand. Rest assured, the evil Masterboss is slain. And as I leveled my damage skills a bit up I actually managed to blast those Fakeimps to kingdom come, and the town and we were cured. Actually feels after being this long cursed quite heroic.

Only downside: We can't official end the map because the virtual enemy stays that way. Small price though.

Conclusions:
* The start seemed ugly, but we were able to cope. Always good element.
* Key element of the good feeling was the perpetual chance to solve quests. * We often had the problem in other maps that the Mastermind hid deep down, almost unreachable and else there were no quests. Only sporadic there was something to do, we actually could solve. So here we had many quests we could solve, and we had the feeling we beat them piece by piece while they throw it at us. Actually the virtual Enemy was key for many great quests that made the map fun. Perhaps a higher supply of quests in reachable parts could help to ensure a better overall feeling of maps generally. If there are few problems, there could new ones arise?
The key essence seems to be a steady stream of solveable quests that keeps you really going. (Oh look, there's this rebellion the squash, let'S do this then why don't we try to find this asassin?)
* The town raids while frequent didn't do too much damage as we at all times managed in this case to get up - at least one of us. Probably the relative simple setting helped here, too.

One last thought: Perhaps the townspeople could actually use the healthstone a bit to get themselves healed up. They seem to ignore it.

Cadfan
02-07-2010, 10:41 PM
This was technically before I patched, so its going in this thread.

I killed some monsters by pulling a blast trigger. I didn't get any XP. Maybe that's intentiona, I don't know.

I have Nequam's Tunic on a character. Its kind of a bronze color. The character has the Stealth power. When I use Stealth, my character's tunic turns into the generic grey color of a mail shirt during the stealthing animation, then turns back into the bronze color once he's transparent.

I use Cleave pretty frequently on one character. When I'm next to both monsters and barrels, it often attacks barrels instead of monsters.

DeathKnight1728
02-08-2010, 11:58 AM
I have a quick question too shadow. Do you get experience from disarming traps. I was thinking about using that skill; it would be cool if you could get a little experience.

Shadow
02-08-2010, 12:42 PM
I have a quick question too shadow. Do you get experience from disarming traps. I was thinking about using that skill; it would be cool if you could get a little experience.

I don't believe you do right now but that makes a lot of sense.

FloodSpectre
02-08-2010, 07:01 PM
I have a quick question too shadow. Do you get experience from disarming traps. I was thinking about using that skill; it would be cool if you could get a little experience.

I was thinking the same thing, and maybe also for lockpicking, particularly when picking a lock which couldn't otherwise be bashed open.