View Full Version : First Impressions

10-15-2015, 02:15 PM
I like the evolution/combination of elements from all the previous games. I missed having my underlings from DoP, and this game satisfies that itch. I tried Drox Operative, but never really could get into it to the point where I brought my ship to level 100, but it gave me some good play hours and introduced some good concepts like the persistent galaxy, that I'm glad have been carried over to Zombasite.

That having been said, I find the game very difficult compared to other games. In particular, unless you find a merchant, and even if you do, the game doesn't provide me with enough currency to advance my skills as they accrue. In Din's Curse, I almost always found enough money for my character skill advancement. I understand if this is a design choice, though, but thought I'd mention it here. It's a bit frustrating to be overwhelmed by monsters that are way more powerful than you and your underlings, and woe betide you if you encounter the dreaded Eternal Darkness faction too early.

Still a solid experience, and I understand that old-school difficulty is something that people come to this franchise/game company for. For my part, I come for the meaningful, emergent story and dynamic events. They're great fun and get the imagination working.

10-15-2015, 02:18 PM
Shadow has said that the first patch will probably remove the money requirement for skills.

10-17-2015, 02:19 PM
We'll see if this sticks as a mechanic or gives them time to allow more coin to circulate, or somehow balance the economy of raising skills. It still costs coin to respec, but that seems fair to me. Otherwise, I'm having fun.

I'm doing well with my demon hunter so far, and found a good purple ego axe that does a ton of damage, especially to specific enemies.

I've fiddled with some mods from Din's Curse, adding the extra skill mod to a new character (Haven't dared use it on my demon hunter in case something goes awry.). The run speed mod, though, spawns a crap-load of merchants and vendors in town, weird little glitch. The skill mod appears to work as intended, though.

10-17-2015, 02:27 PM
By skill mod do you mean a 3 Skill Tree Hybrid mod? Because I have a proper version I transferred over to Zombasite, no graphic bugs or anything like that.

10-17-2015, 02:28 PM
No no, I mean the mod that allows you to set the number of skill points per level, not the class mod.

10-17-2015, 02:30 PM
Oh ok, just wanted to be sure. I have a custom one like that I made for Din's Curse to make skill points more fun, getting 12 each level and starting with 12 for a total of 1200 at max level (default game caps at 1169)