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Re: Q&A Round VII
Posted: Wed Apr 20, 2005 8:30 pm
by b00ster1
Is possible to get positive "Dodge Skill Modifier" in Heavy Armor crafting?
Armor crafted with '85%' dodge skill modifier and armor with '100%' dodge skill modifier and '100%' lightness, in pre-craft window, in result have same "0".
This is whole number or still '100% dodge' armor more affect Dodge Skill than '85%' ?
Re: Q&A Round VII
Posted: Thu Apr 21, 2005 2:54 pm
by kaetemi
What's the machine on the left-side (navigation) of the current website?
Re: Q&A Round VII
Posted: Thu Apr 21, 2005 6:28 pm
by marct
Can we get an explanation of allied fame. You have added the nice messages that state who you gain or lose fame from due to an allie relationship or enemy relationship, however if you run around and do a lot of fame missions, they seem to be messed up. I.e. it is clearly a Karavan camp, however I lose fame with the Karavan due to them being an enemy?
I have submittied numerous of these as tickets. Seems like they need 2 sets of eyes to run over all of them.
Re: Q&A Round VII
Posted: Fri Apr 22, 2005 12:52 pm
by sexym0f0
Will we ever have another chance to re-apply all of our earned SP? (As in unlearn everything)
I really feel I have learned some things which have proofed not too useful atm.
Cheers,
JD
Re: Q&A Round VII
Posted: Fri Apr 22, 2005 12:55 pm
by andvice2
Xavier it's possible in the future -not near- to have new craft patterns after level 150?
And what about Medium Armor Helmets? eheh
Thank you
Re: Q&A Round VIII
Posted: Fri Apr 22, 2005 2:05 pm
by lawrence
All questions for Round VII have been submitted to Nevrax, but I will keep this thread open and just rename it to "Round VIII". This way it will be easier for you to see which questions have already been asked.
Re: Q&A Round VIII
Posted: Fri Apr 22, 2005 2:32 pm
by marct
1. Can you explain the Guild Fame number that is displayed on the Guild Info window. How is this number affected, and what is it's purpose?
2. why on a reset, patch, crash, etc. does the world not return to it's original state pre-event? I hear about a living world, but this CRUSHES the "suspension of disbelief."
Re: Q&A Round VIII
Posted: Sat Apr 23, 2005 9:13 am
by jipekr
Can you pretty please look at the problem with scrollbars in windows - as its impossible to see all content in the windows (fx the macrowindow and the radar).
Another little thing is the absence of birds, there are all kinds of animals in this world, but the sky in almost empty... more birds flying and chittering pls =)
Re: Q&A Round VIII
Posted: Wed Apr 27, 2005 1:42 pm
by sdwood
lawrence wrote:All questions for Round VII have been submitted to Nevrax, but I will keep this thread open and just rename it to "Round VIII". This way it will be easier for you to see which questions have already been asked.
Will merchants ever stop displaying items with 0 available? It greatly clutters the interface (and, I assume, slows things down).
Re: Q&A Round VIII
Posted: Wed Apr 27, 2005 10:25 pm
by moboid
"We have real ambition for range fighting, as a third form of combat - something different from melee and magic - bringing an original diversity to the game. So this is a major point here : range fighting clearly needs to be deeply reworked and improved. But for that we need to finish the other big works currently in progress - the cleaning and the outposts."
Can you shed any light on ranged fight at this point, with the extension being penned as the next content patch after outposts/chap 3 (and the spring clean) Where does this leave ranged fight. Should we expect ranged fight to stay in it's current form till after the extension is fully implemented live.
Also where will the overhaul of meele fit into the predicted patch cycle? Can we hope to see this as part of the spring clean or will it have to wait till after the extension. Will there be additional fixes and minor content changes happening alongside the extension or will all production focus on that once chapter 3 is fully implemented?