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| The Graveyard General POTCO Game Talk Archive Forum |
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#1
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Quote:
Don't get me wrong. I never said I wanted to see the Galleon go, haha. I like the way it looks. Probably the most accurate looking ship to a real life counterpart for this game's standards. It's the same deal with the Test Server and those who ended up buying the Ships of the Line and the one Kingfisher. Disney wouldn't remove them because that'd be wasted gold. I've sailed more with the faster ships to know how they work anyway. War Galleons never really fit my style. And soloing Fleets definitely isn't something a Galleon could work for. 2: I'm not sure I understand where this got off at. I think the only thing I related to my own post was the first sentence. Sorry, if you could elaborate, that'd be much appreciated. ![]() 3: ...Where's this god-glitching topic coming from? So wait, Life Drain Immunity stops you from being knocked out if Life Drain would otherwise be the killing attack? Well, I guess in the slim chances the circumstances are right, I guess that's useful. But I don't think I'd come around to that often enough to find it too useful. 4: Again with god-glitching? I never spoke a thing about people using glitches or hacks to their advantage. Aye, I remember when enemies would attack when you got within a specific radius of them. They still do if you're at a lower level than they are. Even then, they may still attack. Lv14 Sergeants still bug my Lv22 pirate. I remember once on Test, they made it so that attacking one enemy while it was close to another would alert the other guy. While that was rather annoying when leveling in Tormenta, I thought it added a bit of challenge. That's the kind of thing I'd like to see. As far as the guys that drop through the floor, if it is an enemy that you are attacking that does it, what I usually do is just go interact with an NPC. Causes the enemy to disengage and eventually he'll wander to his spawn point. The broken enemy thing seems like it affects certain spawn points, although that's just a guess. I've seen broken enemies in the same spots. Like the one spot in the graveyard on Port Royal where an Undead Bandit can also spawn. I've commonly seen broken Undead Bandits lingering there. It's never actually happened to me, but yeah. Although one thing the game also needs is better enemy pathfinding. 5: It is definitely neither a graphics card glitch or just a random thing. I went to Tormenta with my main and an alt account pirate. Neither of them showed either the Acid/Burn debuff icon or any signs of lowering health. I mean it when I say Pestilence and Flaming Skull do not leave a burn. It's such a shame, really. They're really nice Staff skills. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~ Well, thanks for the input! The first two points, I can't argue with. Though the second one kinda throws me off, as I'm not sure what you're talking about after the first sentence. Sorry .
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#2
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Interesting questions.
I don't hold too much knowledge on these subjects, but I can give some input.Topic one: When comparing Galleon vs. Brig, one will usually choose the brig. The brig outshines the galleon in most aspects. The galleon may not be useful in comparison to the brig, but it can still be useful. POTCO wouldn't remove the galleon ship from the game, probably because it would upset some players who prefer the galleon to anything else. If anything, having four types of ships gives the game a little more variety, and will cater to different modes of gameplay. Galleons in this game also look the most realistic (the brig and sloop look OK, but the frigate is just very funky-looking--but hey, it's a fantasy game...). I like sailing galleons on my little pirates from time to time because they look nice (I love historical ships, and the galleon is one of my favorites), so they're not completely useless. ![]() Topic two: automatic-defense weapon skills are up to your preference. I personally like them, and carry a nice blunderbuss with Hex Ward on it to defeat Voodoo-wielding enemies, because it has come in handy at times. I play Pirates at a slower rate than most players, so I don't mind an extra second in shielding an attack. Some people don't prefer that, and that is fine. Hex Ward is also great at shielding grenade attacks, which is great against Spineskull and various grenadiers. Use is limited in automatic-defense weapon skills, but I like them for what they can do. Topic three: Life Drain Immunity is a passive skill that prevents the pirate from being knocked out by the enemy when it uses a Life Drain attack. Seems handy when you're at low health, since it prevents you from dying to a Life Drain attack, and instead keeps your health at 1 HP. There are passive skills in other games that give a "second-chance" by keeping 1 HP left on the player, but in POTCO, use is very specific to Life Drain, so it's not too useful, but nevertheless can be. Again, personal preference. Topic four: Yes, sometimes land combat can be too easy. I think that is made so younger players won't have such a hard time when fighting AI, since this game is catered to a younger demographic. It would be nice for some upper-level (40+) AI to have more complex fighting techniques, not just for more advanced gamers but also to encourage teamwork (not so great when the server is quiet). I hope the "broken/fallen-enemy" glitch gets some fixing... ![]() Topic five: I just got my Voodoo staff last week, so I haven't taken a detailed look at it yet. However, I do like the spell animations! ![]() Thank you for sharing, CarribeanThunder! Happy plundering.
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