akanail
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Honestly, the problem is your guild more than anything else We always leave certain missions for our members who are handling the pvp missions and give them a chance to do more, even if we risk losing
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Wasted an attack here which cost us the completion of a standalone sector
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@Fluxxx, thank you for addressing this one and for sharing the constraints with us. I'm certain there's more to it but here's an idea, assuming each map has a unique key (I doubt most of the maps are completely random). Running a query to preview the map can work the same way as loading the map, you just provide the data…
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@dungeonmaster201 - I'll take what I can here ;)
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I took my time playing and asked a lot of questions before thinking of all the little things I'd change. Probably nowhere near your level, but the design intrigues me so I raised some ideas. So true about the mechanics here - always hitting is not the standard in such games.
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@Firekid - Critical Aim is a must, as @ATLAS-Z pointed out, I was referring to critical chance
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True and annoying.
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Also for training
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The immediate easy solution is to allow upgrading the pit/outpost in order to increase the level of walkers to 32+