As an item to be used in an event in the future they have in mind to exchange to the currency of the event. It can be employed in a crafting mechanism. Perform some function in activating the Dark And Darker Gold function for example, like summoning a boss when used in a particular area, or opening an old doorway that otherwise would remain closed. It's unclear what the real intentions regarding this product are but there are a lot of avenues that the designers at Ironmace could take.
In the first two hours after the test was released the player count topped out at over 100kplayers, which is awe-inspiring in an alpha. This implies that there's lots of new players joining Dark and Darker, so let's look at some strategies to help players make the transition between themselves and the players who have played in the previous alphas as soon as is possible.
Like in games from the past, crouching is returning. It appears that many games that has recently come out features an incline that, when pressed into the air, lets players gain a little height from the jump. In Dark and Darker, this is how veterans climb over objects to confuse NPC AI, jump over objects to avoid or get close to enemies, or jumps they would not have.
It is crucial for players who are new to understand the concept of crouch-jumping and to become comfortable with it as soon as is possible. Once it's a standard routine, players will have a wealth of advantages over their opponents who do not use this technique. Additionally, it permits players to safeguard their weak spot, which is their head by keeping their head away from their reach.
Most likely the easiest but most crucial first combat tip for novices are headshots. In melee combat, using bows or even magic hitting other NPCs or players on the head must always be a top priority. This isn't one games in which headshots are only able to result in a tiny amount of damage. For Dark and Darker Headshots basically deal double damage, therefore getting used to shooting at the head could improve combat in PvE and PvP a lot more effective in general.
In most games the statistics players must pay attention to are quite evident. Most often, they're things like intelligence, strength as well as constitution and even charisma. However for Dark and Darker, there's an interaction speed stat and it is of paramount significance. This statistic (which is dependent on an Agility stat) will determine how quickly the player interacts and activates or loots everything during Dark and Darker.
It's not even the only thing that this stat can do. Knowing which classes have higher interactions per se or being aware that certain items may be equipped with buffs that can affect the speed of interaction is essential for those who are new to the field. The general rule is that from the slowest to fastest, ranking of the classes for interactions are.
Another important statistic for those who live in Dark and Darker is Movement Speed. While it may not appear like something that can be a good cover for pure damage, it makes a significant impact. The combat in this game is, although fun, it's extremely uncomfortable, and players don't have many options for defensive or Buy DAD Gold evasive defense. Due to this, when an opponent gets close to them the game usually turns into a wild swinging/casting game to find out who dies first.