Sentences with phrase «quest area»

When a player gets close enough to a public quest area, a short message will pop up.
In one instance, I completed every side quest an area had available but still hadn't found the location I was looking for, and resorted to asking another reviewer.
virtually ALL plants are in pub quest areas, at least 10 minutes from ANY imp travel point.
There are several quest areas that have been intricately designed as true running courses, and they're exciting to play.
This was the main source of my experience in dungeons for my review and with the TERA Elite membership that came in my Founder's Pack, I could quickly teleport to the next quest area and continue the grind.
Side quest areas are procedurally generated too, though you'll be hard pressed to even notice, and the game is visually impressive enough to warrant the use of the game's photo mode.
Fixed an issue in «Death from the Skies» where the Stormbird objective would remain active after deactivating the lures and fast - traveling from and to the quest area.
Fixed an issue in «Blood on Stone» where the Rockbreaker would not surface correctly if players fast - traveled from and to the quest area just before the start of the sequence.
Fixed an issue in «Redmaw» where Redmaw would be alive again if players left the quest area during the objective «Talk to Ahsis».
Fixed an issue in «Redmaw» where the marker for the objective «Talk to Ahsis» would be invisible outside of the quest area.
Fixed an issue in «Fatal Inheritance» where Daradi would be missing after fast traveling away from the quest area, which resulted in some players not being able to complete the «Return to Daradi» objective.
Beacons are locations set up by the game masters to serve as the questing areas that will activate your missions.
The plot of Nightbanes is sparse and told mostly through flavor text on cards and quest areas.
This function lets you easily get to the quest area without thinking or even actively getting there, making backtracking something you don't have worry about at all.
The quest areas also differ little in terms of challenge, resulting in a massively unbalanced difficulty curve between main and side quests.
Just to throw this out there, I rather enjoyed Xenoblade =) My only gripe was the lack of a quest hub in each questing area.
• Fixed an issue in «Fatal Inheritance» where Daradi would be missing after fast traveling away from the quest area, which resulted in some players not being able to complete the «Return to Daradi» objective.
In small buildings or quest areas this isn't much of a problem, as I can usually give my companion excess guns or armor to free my bag for extra materials.
• Fixed an issue in «The Point of the Spear» where some players could escape the quest area and get stuck here, blocking progression of this quest.
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