They should really be part of their estate either deposited back in the businesses storage where possible, given to their offspring/family or at the very least broken down into a monetary value and some taxed by the city. Items on characters however are still lost when a character dies. (Although community mods might have fixed that) The carts don't do "spinnies" where they just turn on the spot and don't go anywhere like TGII occasionally would do. The professions available are a little different from TGII, and they can still appear a little imbalanced with some making alot of coin/XP/fame while others produce very little. Perhaps those placeholders could of been turned into statistic information or something useful so it wouldn't trigger people so much. It doesn't have the interiors of the prior and I think that tends to upset some (especially when they click a building and told they can't look inside :/) I'm guessing the message might of been there originally for further development like a placeholder but it never got fleshed out. Ideally it should really be look at as is it a game that fills the void of such economic citybuilding rpg elemented dynasty type game that can be played both cooperatively or competitively with others.Ĭurrently it plays well in the sense that it's stable. I wouldn't try comparing The Guild II with The Guild III, mainly because people find disappointment in such comparisons.
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