SULFUR
Suggestion on item loss prevention
First of all, I know the item loss is a part of the game, but i can also see that it is a big contention for players.

Personally I feel the NEED to grind smaller loops to have enough stuff for a deeper loop makes this worse compared to classic Roguelikes because now after a failed deeper loop you know you are going to have to grind again before attempting another one. Tough granted it may be faster this next time around.

So how about one-time insurance?
I haven't ♥♥♥♥♥♥ out of the caves yet as I'm playing very careful, so take the following gold numbers with a grain of salt.

But what about the pipe guy who can fill your amulet also selling one-time "funerary good ribbons"? Each Ribbon costs 1000gold (sulf) and can be applied to ONE equippable item. That item is then 'insured' against one death aka it will be with the character when the gravedigger digs us out again. This means insuring an entire character is fairly expensive and keeps some aspect of the re-grind while keeping the items intact.

Meanwhile YOLO-players can still try to delve deep on the cheap.
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11 yorumdan 1 ile 11 arası gösteriliyor
Your insurance against re-grinding the cave is a Church storage locker with backup weapons, equipment, food, and money. Storage space upgrades have been promised, so that will soon be even better insurance.
En son tspFREAK tarafından düzenlendi; 2 Kas 2024 @ 12:23
"...compared to classic Roguelikes because..."

See there's your problem. This isn't your everyday classic roguelike and is probably closer to an extraction type.
İlk olarak tspFREAK tarafından gönderildi:
Your insurance against re-grinding the cave is a Church storage locker with backup weapons, equipment, food, and money. Storage space upgrades have been promised, so that will soon be even better insurance.
Backup gear that takes grinding to collect and get to a position to wear they're actual backups and not just alt defaults. So I don't believe that changes or alleviates much of the OPs grievances.
İlk olarak Skypris tarafından gönderildi:
İlk olarak tspFREAK tarafından gönderildi:
Your insurance against re-grinding the cave is a Church storage locker with backup weapons, equipment, food, and money. Storage space upgrades have been promised, so that will soon be even better insurance.
Backup gear that takes grinding to collect and get to a position to wear they're actual backups and not just alt defaults. So I don't believe that changes or alleviates much of the OPs grievances.
His grievance is that he dislikes a basic mechanic of the game. Only reasonable option is to play a different game.
İlk olarak tspFREAK tarafından gönderildi:
İlk olarak Skypris tarafından gönderildi:
Backup gear that takes grinding to collect and get to a position to wear they're actual backups and not just alt defaults. So I don't believe that changes or alleviates much of the OPs grievances.
His grievance is that he dislikes a basic mechanic of the game. Only reasonable option is to play a different game.
A reasonable option is to voice their grievance (they did) and see if anything can be done about it, especially since they're offering their own solutions instead of just complaining. Their solution also comes off the back of another, very popular extraction shooter, Tarkov that offers insurance. Nothing wrong with OPs post.
Either an insurance system like Tarkov, or some kind of retrieval system like Forever Winter. Dying and losing a really fun and interesting build is so frustrating and unfun that it genuinely is killing my interest in a game that I would otherwise love if not for this. Or you only lose what you pick up during the run, but keep what you brought in.
En son Cozy tarafından düzenlendi; 26 Oca @ 23:13
Honestly the ability to teleport home is all you need, and paying 1,000 coins to refill the amulet is quite affordable once you get to the town. Just get a decent amount of armor (15+) and some health items so you can survive burst damage, and then you can press T whenever to pause the game and teleport home if things get too hairy.
I kinda agree. We can take Dead Cells (or some other games I can't remember right now) for example. You can buy (and enchance) the Insurance upgrade that gives you up to 50% of your money when you die. Maybe something like this? I mean, yeah, it's not a lot but it could help a little on a new run.
İlk olarak OrenD tarafından gönderildi:
I kinda agree. We can take Dead Cells (or some other games I can't remember right now) for example. You can buy (and enchance) the Insurance upgrade that gives you up to 50% of your money when you die. Maybe something like this? I mean, yeah, it's not a lot but it could help a little on a new run.
Chalk that out, you actually have something like that.
İlk olarak Silent_Shadow tarafından gönderildi:
Honestly the ability to teleport home is all you need, and paying 1,000 coins to refill the amulet is quite affordable once you get to the town. Just get a decent amount of armor (15+) and some health items so you can survive burst damage, and then you can press T whenever to pause the game and teleport home if things get too hairy.

I couldn't even find armor that went above 2+ what are you talking about. (The highest armor I got up to was 8+ by the end of Town.) Good for you that the RNG gods love to smile upon you cause I couldn't get ♥♥♥♥♥♥♥♥♥ to drop. Also it takes practically a full run of an area to get 1000 especially if your in early game, making money in this game is a slog. Every time I see a gun in the store is just a reminder that I'll never actually be able afford it for that price for a gun that's half broken anyways.

I'm spiraling into tangents but seriously the progression system in this feels fine when you are actually progressing but if you die you are kicked in the nuts so hard with a huge setback that gives me no incentive or reason to try and get that ♥♥♥♥ back since it's all RNG.

Honestly it's just showing me how much badly paced and designed proc-gen can ruin a game.
En son Cozy tarafından düzenlendi; 27 Oca @ 9:51
İlk olarak Cozy tarafından gönderildi:
İlk olarak Silent_Shadow tarafından gönderildi:
Honestly the ability to teleport home is all you need, and paying 1,000 coins to refill the amulet is quite affordable once you get to the town. Just get a decent amount of armor (15+) and some health items so you can survive burst damage, and then you can press T whenever to pause the game and teleport home if things get too hairy.

I couldn't even find armor that went above 2+ what are you talking about. (The highest armor I got up to was 8+ by the end of Town.) Good for you that the RNG gods love to smile upon you cause I couldn't get ♥♥♥♥♥♥♥♥♥ to drop. Also it takes practically a full run of an area to get 1000 especially if your in early game, making money in this game is a slog. Every time I see a gun in the store is just a reminder that I'll never actually be able afford it for that price for a gun that's half broken anyways.

I'm spiraling into tangents but seriously the progression system in this feels fine when you are actually progressing but if you die you are kicked in the nuts so hard with a huge setback that gives me no incentive or reason to try and get that ♥♥♥♥ back since it's all RNG.

Honestly it's just showing me how much badly paced and designed proc-gen can ruin a game.
It's an extraction rogue-lite(like?), so of course it's RNG, proc-gen and punishing on death.

Dying is supposed to hurt, it should be a learning experience to play differently.

Honestly you can blast through a good quantity of the game with the starting pistol and armour, no upgrades or enchantments. After you learn some cooking recipes and what the dangers are and enemy attacks then the game becomes trivially easy.

Honestly this game should have a permadeath mode (if it doesn't already, haven't played in a while).
En son Cryptix tarafından düzenlendi; 27 Oca @ 10:35
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