![]() ![]() It's not very fun to go on a hunt more than a few times because, similar to event popups, you're quickly in familiar territory - just to even get halfway up the level system for the Hunter trait on one character, you're going to have seen most of what Hunts have to offer, which is not sustainable. When it comes to activities/invites, there are a couple issues - first, the core activities themselves are pretty repetitive. For what it's worth, these high quality events seem to largely come from the Event Pack DLC. The more interesting events (and event chains) that exist appear as a result of particular conditions and triggers that DO stem from the player's actions, but it's a double-edged sword because you end up not seeing that kind of quality content often, because it requires you to have met a specific criteria for it to happen. And I don't care about meeting the hermit in the cave, because no matter what I choose, it doesn't affect me either, the outcomes are so trivial. I just simply do not care about the aforementioned example of some mayor committing adultery with some count's third daughter. ![]() As such, they come off as annoying and distracting. They don't feel like they came from a response to anything the player did, they feel like the game decided it has been long enough since you last saw one so it comes up with something to throw in your face. ![]() I think the biggest issue here is not that event popups are annoying and repetitive, but they are often disconnected from what the player is DOING at any time. ![]() (Yes, it might actually be that right now to be honest, but that's the problem). Fundamentally we're saying that this is a map-painting game with optional text adventure elements if we follow this suggestion, and I think that sets a bad precedent. Because the game has two components, relegating events happening to the character to "auto-resolve" is antithetical to what the game is - if a feature can be set to auto-resolve, it means it's superfluous and shouldn't be in the game. I've heard people suggest that there should be some kind of "auto-resolve" ability, but I massively disagree. But why is that exactly? What can be done about it?įirst off, I think we need to acknowledge that CK3 is intended as a game about balancing the interpersonal with the grand strategy - these are both key components. Great, some mayor somewhere is committing adultery with a some count's third daughter. You're pressing your resolution with barely even a glance at what the event says. * 101 Double-shot injection molded keycaps RGB LED-backlit keys for razor-sharp lighting that doesn’t scratch off.We've all been there - you're working toward something, and a bunch of events keep popping up and you just do not care, at all. * 5 Backlight brightness levels, adjustable breathing speed, and user-defined backlighting * 18 Backlight Modes for keypad Plus 12 Backlight Modes for Side Edges * Tenkeyless Design WITHOUT separate number gaming keypad * Optical switches (Cherry Blue equivalent) * Compact RGB Backlit Mechanical Gaming Keyboard Furthermore, the keyboard features Double-shot injection molded keycaps, bright LED backlighting for all keys, and infinitely customizable macros and lighting options even for the keyboard side edges. There is no more oxidization and wear & tear of the metal contact points compared to traditional mechanical switches. Optical switches also increase the durability and lifespan they are dust and spill-proof. It features the latest optical keyboard switches reducing the key response delay time, responding up to 150 times faster than traditional mechanical switches. The Redragon K588 isn’t your average gaming keyboard. ![]()
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