I have nothing further to say on the subject. Do with it what you wish.
Will look at the requirements, though.
jorb wrote:AggressivelyNormal wrote:*Angrily starts building 30 foragers for regular rotation*
*Considers further obscure limitations by area*
Maldazar123 wrote:This just in, UA does give some advantage in a fight, but 1UA alts can still prevail if the random dicerolls from RNGorbsus see fit.
In seriousness though, is there any information or even hints you can give to what this system is? I genuinely feel like the points I've been putting into exploration have been a total waste of LP when the amount/range of curios hasn't really changed at all since I got it to 15*15. I live near three massive swamps, and have seen neither a bluebell nor bolette since launch (now at 35*35)!
Duhhrail wrote:No matter how fast you think you can beat your meat, Jordancoles lies in the shadows and waits to attack his defenseless prey. (tl;dr) Don't afk and jack off.
jorb wrote:The idea is not that it shouldn't lead you to better curiosities.
jorb wrote:The idea is not that it shouldn't lead you to better curiosities.
jorb wrote:The idea is not that it shouldn't lead you to better curiosities.
Undefined wrote:jorb wrote:The idea is not that it shouldn't lead you to better curiosities.
Double negative action!
So the take away from this thread is that right now there's an issue with perception/exploration at low levels allowing players to see curiosities they shouldn't until they get higher. I also suspect the fact higher skill characters aren't seeing these curiosities very often might well be linked to whatever issue is causing that to happen. All this talk and distaste for luck and RNG evilness is ignorable, it's intended that a higher level of exploration/perception will increase a player's chance of seeing more and better foragables just like before.
themaze1 wrote:jorb wrote:The idea is not that it shouldn't lead you to better curiosities.
And yet that's how it is.
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