Why does the last mob always hold the key? Are they passing the key to each other as they die? Why does this happen even when they're "opposing" factions like dogs vs Venatori? WHAT IS GOING ON
Sum1 plz halp.
Why does the last mob always hold the key? Are they passing the key to each other as they die? Why does this happen even when they're "opposing" factions like dogs vs Venatori? WHAT IS GOING ON
Sum1 plz halp.
It's a giant game of "Keepaway."
But where do the animals store the key (cough...) ?
I think of it less as an elaborate game of keep away, and more of the aspect of I have really terrible key finding luck. ![]()
As for the dogs, they definitely snatched it from whatever faction I'm fighting. Key grubbing mutts. D:
Opportunity missed.
"Keypaway" heyooo
I just read that as Key-Paw-Ay. Cuz dogs. It's all coming together now, guys...I feel we're getting closer to the bottom of it all.
I never see a key physically drop anyways.
I never see a key physically drop anyways.
Is this a graphics setting or platform issue? I have no problem seeing the giant key flip out of the dying enemy's corpse consistently.
I never see a key physically drop anyways.
Really? If you kill the last enemy its easy to see as the key is rather large.
Really? If you kill the last enemy its easy to see as the key is rather large.
On the Twitch this morning/evening the devs talked about the key having to be picked up and used at an earlier state of development...
i dont understand why there has to be a "key" to begin with. its simple.... you kill all the mobs in the area/room, and the door magically opens. Key issue solved.... cuz they isnt a need for one lol
i dont understand why there has to be a "key" to begin with. its simple.... you kill all the mobs in the area/room, and the door magically opens. Key issue solved.... cuz they isnt a need for one lol
except for the when the issue that causes the key issue happens.. like when an enemy spawns outside of the map. Then you are in exactly the same position as before.
On the Twitch this morning/evening the devs talked about the key having to be picked up and used at an earlier state of development...
except for the when the issue that causes the key issue happens.. like when an enemy spawns outside of the map. Then you are in exactly the same position as before.
Correct. Originally when the key dropped it would remain on the ground and the radar would show the location. At that time someone would need to pick it up before you got the "Key Collected" message and allowed the door to open. But it really slowed down the experience so we switched it to auto collect.
On a related note, all players used to have to be next to the airlock door to open it... Much grief.
Semi-official: Feature to toss players out the airlock for griefing confirmed.
[...]
On a related note, all players used to have to be next to the airlock door to open it... Much grief.
The "AIRLOCK"??? You guys wanted to throw us out of it???
The "AIRLOCK"??? You guys wanted to throw us out of it???
Well... duh?
I mean, Javiik works there, doesn't he?
But where do the animals store the key (cough...) ?
Exactly correct. At this point the "Key Dropping" merely provides a visual que to let you know when the current encounter has completed and you can advance to the next zone.
It also provides a more natural context for why you couldn't open the door beforehand. If I try to open the door and the game tells me I don't have the key I can assume that I need a key to advance. But if I click the door and nothing happens, then killing the last enemy doesn't necessarily indicate that this door is suddenly accessible.
Can I just mention how much I appreciate responses like this?
Not only was the question being addressed, the intent and reasoning behind the design is explained, which give us a clearer picture of why certain things are implemented a certain way. It gives the chance for us players to consider perspectives we may not have thought about previously. And, if we have grievances, allows us to discuss things in a more precise way, rather than focusing only on potentially negative consequences.
In this case, the actual content was straightforward, but for topics that...touch nerves...I suspect the community would greatly value a similar approach.
Thanks!
But back to the very serious original topic: why doesn't the Commander not just collect all the Zone 1-4 keys? Seems like that would solve most of their problems.
(snip)
But back to the very serious original topic: why doesn't the Commander not just collect all the Zone 1-4 keys? Seems like that would solve most of their problems.
Nah can't have that, too much common sense for that approach to work. What next? Main villains stop monologuing their evil plans?!
Exactly correct. At this point the "Key Dropping" merely provides a visual que to let you know when the current encounter has completed and you can advance to the next zone.
It also provides a more natural context for why you couldn't open the door beforehand. If I try to open the door and the game tells me I don't have the key I can assume that I need a key to advance. But if I click the door and nothing happens, then killing the last enemy doesn't necessarily indicate that this door is suddenly accessible.
Just like if you click on the door it says "you do not have the key", it could easily say there is still a mob alive which prevents you from moving forward.
regardless if there's a key or not if a mob doesnt show on the screen you screwed either way.
I'd like to be able to equip the key as a weapon. Surely more useful than the RNG trash that drops for most of us.
Should the key be on a mini boss perhaps? That would make it a targetable option rather than a scorched earth approach.
I get the feeling that no actual strategic thought went into the MP game so any key or item is arbitrary and it's just coop - kill all!
Somewhere behind the wall is this guy...
