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A few notes regarding test:
1. They have made the enemies less aggressive. I made several runs through different areas while actually questing on test. Some enemies I could run right into and if I didn't attack them, they didn't attack me. They didn't attack in groups, and they didn't take as many pot shots at you as you were leaving the area. Even on Tormenta.. we were standing around near the mound next to the ships and the Urchinfists didn't attack until we shot at them. But yes...they have made some of them.. way more powerful.
2. Revive. Well... as a game advantage...I don't see it. If you get revived , you end up groggy. If you choose to go to jail, you don't end up groggy. If I'm playing in a crew that can't help heal me with their dolls, the best thing for me to do would be to go to jail and then teleport back into the battle. If you are the one doing the reviving, it's been debated, but I understand you end up using your own tonics on the unconscious (knocked out) friend. Now as a source of humor and creative expression.. Revive is hilarious.
3. Cave Bats: There are 3 on Port Royal. Not recalling the name.. I think it's King's Run. One is between those trees on the lower level and there are two up on the hill to the right of the waterfall as you look at it. (Know this cause I needed 10 of them tonight.)
4. The jump in the crate thing is hilarious.
5. When you teleport now, you hear a thunderclap. The first 5 times I was thinking "Okay...cool," but after each tp, it got really tedious.
6. Don't know if this is new.. but the tracking star becomes a big blob on you compass. It actually made my whole compass face a pale yellow.
Just my thoughts on the new stuff.
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Kelly Wildhawk /Cat Astrophe / Liz Wildeagle/ Lyta (DW Open)
Rosa Wildhawk/ Liz Wildeagle / Kelly (DW Test)
"Well it's a nice soft night, so I think I'll go and join me comrades and talk a little treason."
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