Ok, again, sorry if this is a duplicate post. I did search the forums first. this is another exploit I found.
I have a 4 character group that i'm taking through story mode. i'm I currently in the middle of skinsaw on normal, but they were boring me so I wanted a new character. I dropped out Kyra, Harsk, and Seoni, and just went with Meri to farm Poison Pill on legendary. (she can do it faster on her own)
Ok so while farming on my 4th or 5th run I ran across an ally I already had with Seoni. (Father Z !!) So I was immediately worried I lost father z and all of Seoni's other cards. But no... I checked and now both Meri and Seoni have a copy of Father Z, however there is only 1 copy of Father Z in the vault.
Issue, When you are calculating what cards can come from the vault to create a location deck, you are not taking into account the quantities currently held by other "experienced players" in their current decks in the experienced player pool. I think Those should be blocked out, however I dont' think that you are locking experienced characters per story save. This is an issue because now it become more complicated on tracking which cards to lock out and when.
I would expect each new story to start with a clean vault. (ie, if sioni has a unique card in story 1, I can still get it with Lem on story 2). But I can drag "experienced" characters from one story save to another. So in theory I could end up with any number of , Father z for example. I can drop an experienced character out of one Story save, back to the experienced pool then pick up that character in the same story, or in another story save.... But at the same time, when I start a new story I would expect all the cards in my vault available for characters on that save regardless of what my other story characters have in their deck. So the solution is more complicated than just "check experienced pool player decks before making location decks"
i'm not sure how you will ever calculate the correct number of cards that could be available at any one time. Perhaps this is a feature and there is always the very real likelihood I don't understand the relationship between the game mechanics that you all are trying for, but it seems like an exploit to me.
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bein
Ok, again, sorry if this is a duplicate post. I did search the forums first. this is another exploit I found.
I have a 4 character group that i'm taking through story mode. i'm I currently in the middle of skinsaw on normal, but they were boring me so I wanted a new character. I dropped out Kyra, Harsk, and Seoni, and just went with Meri to farm Poison Pill on legendary. (she can do it faster on her own)
Ok so while farming on my 4th or 5th run I ran across an ally I already had with Seoni. (Father Z !!) So I was immediately worried I lost father z and all of Seoni's other cards. But no... I checked and now both Meri and Seoni have a copy of Father Z, however there is only 1 copy of Father Z in the vault.
Issue, When you are calculating what cards can come from the vault to create a location deck, you are not taking into account the quantities currently held by other "experienced players" in their current decks in the experienced player pool. I think Those should be blocked out, however I dont' think that you are locking experienced characters per story save. This is an issue because now it become more complicated on tracking which cards to lock out and when.
I would expect each new story to start with a clean vault. (ie, if sioni has a unique card in story 1, I can still get it with Lem on story 2). But I can drag "experienced" characters from one story save to another. So in theory I could end up with any number of , Father z for example. I can drop an experienced character out of one Story save, back to the experienced pool then pick up that character in the same story, or in another story save.... But at the same time, when I start a new story I would expect all the cards in my vault available for characters on that save regardless of what my other story characters have in their deck. So the solution is more complicated than just "check experienced pool player decks before making location decks"
i'm not sure how you will ever calculate the correct number of cards that could be available at any one time. Perhaps this is a feature and there is always the very real likelihood I don't understand the relationship between the game mechanics that you all are trying for, but it seems like an exploit to me.
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