And as a single game creator I don't have the time to create open world. Some other part of the game would suffer instead.have the spawns change due to quest progression.
The looting will change to most damage done. And if player is top, loot will spawn.Since the merchant sells almost every resource it's easier to just go to the desert and get the last hit on as many enemies as you can in the "skeletons vs scorpions" encounter because bones and carapaces both sell for 3 gold and drop consistently.
This is a bug yes and is fixed in ongoing development.Things like attacks landing even when you're out of range or the weird bug where when you shoot an enemy with an arrow just before they attack another target in melee but it still hits you at range, and two handed power attacks being a little too punishing. I also believe having the companion system up and running would have went a long way in making those "3 x ambushes" more manageable.
Rana as a companions was ditched, will probably be reinstating her with AI improvements.
Very well. I'll increase success chance from 60% to 80% for basic resources.I think the merchant should either stop selling basic resources or up his prices, on to the gathering itself I think the chance of failure is an okay concept but the drain on your action points is a little too harsh, maybe have a limited number of tries per node with no action point loss? Would also be nice if we could duck out of any encounters in which we haven't been spotted yet, that way if we come across a big battle we could sneak around and harvest what we need without fighting anything. Lastly it would also be nice to have more resource nodes available for the more riskier fights (or even treasure chests) so if you come across "3 bandits/animals/whatever" you would have more incentive to not skip the encounter.
Player will be able to leave the encounters if not in combat in next update.
Treasure chests are planned.
Thanks for feedback.