Originally Posted by Stabbey
Originally Posted by Jhonrock
Doing this way, you wont need to "wait" for a specific time to meet a NPC, you just need to know where he is at the given time.


Knowing where an NPC is at any given time is good. That's not my issue. My issue is "what if I want to trade/hand in a quest, but I made it to town a minute too late and and he's locked his house and gone to bed"? That's when a rest function would be useful.

The problem is how would that work in co-op?

Originally Posted by Indira Weresheep
5) I'm so fed up with those "handholding" colour systems, as seen in DAO and Amalur, I don't want any info about that at all. I just want to base my decisions on what I see and hear on the screen before me, as well as on a hunch from me being a fairly seasoned CRPGer, It's so meta-gamey and superfluous. That's just my personal opinion, though. I sense a toggle suggestion coming... smile


As long as there's a really clear indication from the start if I should run from combat or not, that's fine. If the only way to know if I've strayed too far is that one of my party has just been one-shot-killed by an enemy, that's a problem.

Colour-coding their names is one way to deal with that. Another way is to always have the enemy level visible regardless of your Intelligence score. Maybe a toggle option could work for such indicators.


If monsters don't level you will *know* how tough they are the second time you encounter one. At least that's how I see it smile


* as usual this is imho (unless stated otherwise); feel free to disagree, ignore or try to change my mind. Agreeing with me is ofc also allowed, but makes for much worse flamewarsarguments.

It is a full moon night and ... bèèè! ... the Weresheep are out...