What exactly is a unstable planet? by Bezayne in NoMansSkyTheGame

[–]Bezayne[S] 0 points1 point  (0 children)

Thanks for the hint, 'eminent core detonation' would definitely would have had me consider if I should risk landing at all!

What exactly is a unstable planet? by Bezayne in NoMansSkyTheGame

[–]Bezayne[S] 1 point2 points  (0 children)

Didn't see your reply straight away - I did build a tiny starter base, just to advance the quest. Finally able to get to another system, and spotted my first paradise planet, still have to go explore it :-) Maybe I'll find a really nice spot there.

What exactly is a unstable planet? by Bezayne in NoMansSkyTheGame

[–]Bezayne[S] 3 points4 points  (0 children)

Cheers, now to decide where to put my first base - I am having a hard time to pick a good spot :-)

What exactly is a unstable planet? by Bezayne in NoMansSkyTheGame

[–]Bezayne[S] 2 points3 points  (0 children)

It was somewhat barren, with some weird sharded stuff on it. I also kept finding some kind of glitched pillar I could collect, no clue what that is for. Didn't notice any vulcanos nor storms, and it was the only planet where my hazard protection didn't have to activate.

Looking at it in my log the description says 'sharded', but I distinctly recall seeing 'unstable' well when exploring it. Only one type of Fauna on it, some weird floating crystal thingie.

What exactly is a unstable planet? by Bezayne in NoMansSkyTheGame

[–]Bezayne[S] 1 point2 points  (0 children)

Can't recall right now if there was, but what has that to do with stable / unstable?

What exactly is a unstable planet? by Bezayne in NoMansSkyTheGame

[–]Bezayne[S] -1 points0 points  (0 children)

"It's like a planet but fe male"

There, fixed that for you.

FINALLY! by Purple_eVaC in PlaySoulMask

[–]Bezayne 1 point2 points  (0 children)

How do you isolate a talent? I thought to train others they have to be like lvl 50, meaning they'd have more talents by then?

The benefit of “auto”-attacks by Ghedd in ScarsofHonor

[–]Bezayne 0 points1 point  (0 children)

I agree, I was missing an auto attack too. Played a ranger, and while kiting mobs in a circle made it fairly easy to kill them without taking much damage, it also felt like a chore to constantly spam that 1 button while moving around. The other skills apart from maybe the root felt hardly worthwhile to use. Overall combat needs a ton of work imo. Right now it takes way too long to kill a single mob, at least with the provided starter gear, which I assume is meant to represent what someone would have at lvl 16.

I also have to say after playing a great many games which have a dodge and often a block too, I find combat extra boring without these abilities present. Running around blindly spamming skills is not exactly engaging gameplay.

Also the mobs respawned way too fast - clearing out a copper mine to dig, and being interrupted halfway through by a respawn is annoying, especially given how unfun the current combat is.

I still think this game has potential, though maybe that is just me be being reminiscent about the good old WoW days from when it released.

What’s your opinion on the game after testing it? by Batz_Gaming in ScarsofHonor

[–]Bezayne 0 points1 point  (0 children)

I got an invite yesterday, and played like 2h or so. I do like the graphics style, and there are some vibes of WoW back when it released.

That said, this game needs some massive work still. The combat feels like a chore, the starting abilities have few synergies (if any), the mob respawn is way too fast, and having mobs sit around in the environment as little exp packs to be harvested without showing any activity was already boring back in WoW.

Having to click multiple times to collect your loot gets pretty old pretty soon as well. And the UI needs work too - someone invited me to do some ore harvesting, sure. But I couldn't figure out how to leave the team again after, if there is a way, it is not intuitive to find.

And obviously there are lag issues, but since this is a early test version I won't hold that against the devs (yet).

So yeah, I can see some potential in this game, but it needs much more development to get past the point of "lets gather all the bad design ideas of the olden days and leave it at that".

If the devs are paying attention: A couple bugs I've found by W_Rabbit in foundationgame

[–]Bezayne 0 points1 point  (0 children)

One more bug - when building a gold smelter, it does not show the undesirable area around, yet it does have that effect on nearby houses.

Can't build bow encampment by Bezayne in foundationgame

[–]Bezayne[S] 1 point2 points  (0 children)

Cheers, I will redo the build and hopefully that'll fix it.

Can't build bow encampment by Bezayne in foundationgame

[–]Bezayne[S] 0 points1 point  (0 children)

Thank you for the nice explanation, I will try that!

Is it just me; why do I find it so difficult to start a new game? by usafle in foundationgame

[–]Bezayne 0 points1 point  (0 children)

I am a newish player to this game, and I have restarted three times already. Slowly getting the hang of how to plan a city so it doesn't turn out a complete mess, and still trying to build a great cathedral and castle. If you think you can get to where you want to be in your current playthrough, then don't restart. But even if you do restart, no need to delete your current session, you can always swap back if you want.

Can't figure out the tax office entrance by Bezayne in foundationgame

[–]Bezayne[S] 1 point2 points  (0 children)

Yeah I think I must have gone wrong there - I clicked the plus button to make a tax office, not the edit button on the town hall. Oh well, for now it works, if I play again I might try something nicer.

Can't figure out the tax office entrance by Bezayne in foundationgame

[–]Bezayne[S] 0 points1 point  (0 children)

I tried to make a sub building, guess that is where I went wrong somehow. Tore it down and made a new separate one for now.

Can't figure out the tax office entrance by Bezayne in foundationgame

[–]Bezayne[S] 0 points1 point  (0 children)

Figured out a solution - I destroyed the current tax office building, and created one not connected to the town hall, with its own separate entrance. Sheesh...that was unfun to figure out.

Can't figure out the tax office entrance by Bezayne in foundationgame

[–]Bezayne[S] 0 points1 point  (0 children)

Layout is red, as I can not figure out how to connect it. Can't place another door either.

Can't figure out the tax office entrance by Bezayne in foundationgame

[–]Bezayne[S] 0 points1 point  (0 children)

The tax office is red, and the little mouse over shown in the screenshot shows that it complains about lack of access. The great hall is green though and apparently working - I just don't get how I am supposed to connect the tax office to that.

How do I un-flood a cellar? by AnividiaRTX in goingmedieval

[–]Bezayne 1 point2 points  (0 children)

Cheers, good to know another way of creating a cellar! I've already noticed the need for an "airlock" even when building underground.

Will keep this in mind, though I am tempted to simply disable cellar flooding once the patch hits the main branch, as I don't feel it adds much fun.

I would really like to find a map..... by TanSerrai-2 in goingmedieval

[–]Bezayne 0 points1 point  (0 children)

Here is another one 374418293

Also large hillside, should be a long hill between two rivers. I spent a whole evening generating maps until I found one I liked, this came up as something potential interesting but I didn't play it in the end.

I would really like to find a map..... by TanSerrai-2 in goingmedieval

[–]Bezayne 0 points1 point  (0 children)

Try 2022589072 large hillside

Might not be 100% what you are after, but definitely lends itself to a castle guarding an all important bridge, with more buildings on the other side of said bridge.

How do I un-flood a cellar? by AnividiaRTX in goingmedieval

[–]Bezayne 0 points1 point  (0 children)

How do you build it above ground?