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IMHO, the grenades quest was (for the longest time) the hardest quest in all of POTCO. They had you attacking high levels when you were a teensy itty bity level 20 character. Glad to hear they've eased up on it (or have you just gotten better at it?) I've never sailed to PDF to the smuggling portion: I'd always TP to a friend there, then launch and land immediately, to complete that portion. I don't think any restrictions were intended: just land there, any-which-way. The same is true for all the "smuggling" quests...just search for a crew on that island, TP there, then launch and land. |
Well I just don't know on the windows mode. I have always run the game that way. What ever they fixed, seemed to just make things worse, though it finally smoothed out later on.
Grenades, at least right now, way easier, not just that I know it well. I didn't even get touched, the soldiers don't charge anymore when you start searching. Yeah that has been a quirk in the system to teleport, and launch and dock at the Island. This quest was to just deliver it to padres though, and I thought any use of the svs ships prevented any fulfillment of quests. Normally just teleporting there does it, which is probably the same thing with a svs ship here. |
I just thought of something that happened while I was doing the grenade quest yesterday. I had two pirates on, one to act as a mule and to attract NPC attention while the other searched barrels and crates on KH. The first barrel on the right as you leave the parade grounds heading up the path (by the pig pens) is always easy and rarely if ever do you get attacked searching that particular barrel. So, the next barrel is the one by the little house, usually guarded by one lv18 - lv22 Navy NPC. I thought what the heck, I'll use my mule pirate to run by the NPC to get his attention and take him away from the barrel so I can search it.
I hit autorun and just started running in circles, then headed back down to the parade ground while my main pirate searched the barrel. The Navy NPC seemed to disengage at the old rate (prior to the follow you to the end of the earth update). So, while I was expecting my mule pirate to fo to jail, he didn't, and I foud that the chase mode for NPC's seems to have been reset to the old disengage distance/time. I also found that the distance you have to be from NPC's not to get 'noticed' seems to be set back to the way it used to be. |
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