does the "gold farmer" rule apply after 10 STRAIGHT wins, or just 10 wins? I'm stuck on a level and CAN'T beat the boss, so I'm trying to farm gold to buy better artifacts with, but if it's gonna start reducing my gold per win, there's no point, I can go elsewhere for badges because I'll get no more here.
does the game end as soon as you complete the fourth dungeon? I've done every Merchant Guild quest and still need like 1900 faction with them, so farming for the badge, don't want to complete quest if it'll cost me my badge run.
scaling is kinda crazy after the third main quest objective. Third main quest dungeon was cakewalk (leaving was a bit of a challenge since my Wizard was starting in melee range of the bad guys - intentional or design flaw? Leaving the dungeon - all of them - is harder than the dungeon boss.), but then my next quest was against level 28s, I just hit level 20 before the dungeon and the dungeon was not worth a level. Having to farm just to get across the bridge to the next zone.
I notice a lack of mid-game equipment for the Wizard class, or possibly just a RNG that hates me. I'm pulling orange and purple equipment for every other class, carrying 6 AWESOME Wizard items that I can't use for 3-7 more levels, and still wearing stuff I bought from the first merchant.
just a reminder, since this is the issue I keep hitting most often - if you're going to use _root.nameofwhateverhere.blahblahblah, you have to set the INSTANCE NAME of whatever you're trying to refer to, which you CANNOT set when you create it! You'll have to set it from the main .fla stage by clicking it and selecting the properties tab.
That just KEEPS killing me that it has a class name, it's own name, an instance name, and an export/linking name.
Strawb3rry: assuming your frame rate is 30 fps, go to your ship.as and add a few things. To the variable declaration at the top, add
var scoreTimer;
to your ship's onLoad() function, add
scoreTimer = 0;
to the onEnterFrame() function, add
scoreTimer += 1;
if (scoreTimer >= 30)
{
score += 1;
scoreTimer = 0;
}
That should raise your score by 1 point per second.
that sounds like an infinite loop somewhere in your score system, tbh. It keep raising your score 256 times for making one kill, then disabling the score loop.
Vash - take the space out and try using EnemyShip instead of Enemy Ship, I don't think class names can have spaces. I know they can't in Java or JavaScript, and ActionScript looks a lot like them both.
not sure which guns are Armor-games only (played there, rated here, lol) but the gun selection is awesome, better than the last game, and the equipping of survivors is epic.
Also, Fort Tran is made of win.
where do you see the number of headshots you scored? Is it only on the Kong badges or is it in game somewhere? (new chat/achievement system doesn't work for me, so I can't view badges at all)
I won't say the first game is better, but... the games are too different for me to like this one. I was psyched about getting some of the really high-level moves on my Gunslinger, and then... the new classes are SO different, I like the Psychologic class but it plays so different from a gunslinger, no carryover from the first game at all (why does my spellcaster still have a pipe?), etc. I'm just not happy. Gonna go farm the valley on Sonny 1 a bit for old time's sake, then going to find a new game.
Do you get any exp if you don't survive the fight, as long as your side wins? Against certain enemies (the ZPCI team right after you find out about the Baron, for instance) I die in the first few rounds, but my team goes on to win (I eat the big shots, stuns, and managed to dispel an Enrage before I died).
askhere: if you don't like it, just don't play it. There's two card challenges every week. The card is a starter anyway. I came here for the card, and ended up liking the game - you didn't, just go elsewhere.