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All of the tools that let you manipulate the RNG are also at the mercy of the RNG. If they were things you permanently had access to after you unlocked them or figured out how to use them it'd be one thing, but they're not. Even after you know how they all work, sometimes the game will still give you nothing but junk and your run will end after rank 4 because it gives you nothing but dead ends or nothing but locked doors and not enough keys.
You can also ensure that one particular room of your choice will be the first one you put down in the day maybe... hmm, three-quarters of the time? Which is great for alleviating frustration: need a specific item to be available, choose the coat check. Want to buy lots of useful items right at the start and have a giant allowance, the showroom. Study if you need easy rerolls, pool if you're trying to power up the pump room, etc etc.
There are many things that you cannot absolutely guarantee, no, but you can stack the odds to be very highly in your favour!
but then you can just try again tomorrow. with the exception of the optional speedrunner trophies, nothing in this game requires you to do a thing the same day. you can try again to get all the classrooms. you can try again to get power to a given room. and so on and so forth
it is an RNG game so even once you do get control, yeah, there's still RNG. and that's for a reason in gameplay too, if you could solidly pick your rooms then you'd miss puzzle pieces that you didn't have, you might lock out the very rare rooms like the gallery before even getting it once. you might eliminate the red rooms before realizing there's something more to some of them
if you go into it wanting absolute control then yeah, you will be disappointed because the game is at its core RNG for good reason. if you need control to have a good time then this may not be the best game for you
1. "Just try again until the stars align" is not a valid criticism against "This game is too random"
2. You make a great point about not locking rooms behind RNG gives players incentive to wander and explore (After all, forced exploration is not truly an exploration!) As is, you want to draw rooms that gives resource and avoid rooms that penalize you via some way.
3. This game was advertised as a predominantly puzzle game. Puzzle games usually gives the player complete control - this game has solidly demonstrated why.
I'm looking at the Drafting Strategy books in particular. They literally give you the rundown on how several rooms work, how you can take proper advantage of them, and in general how to get the inherent RNG of the game to cooperate with whatever you're trying to do that day. They also have next to no impact on any of the numerous puzzles or mysteries in the game, they're strictly aids to gameplay.
Which makes it baffling that all five volumes are so hard to track down. Only one is in the Library, two more must be bought via a rare shop, another in a room that's not even in the base drafting pool, and the last tucked away in a moderately rare 2-gem room you're only likely to draft relatively late in the day. You shouldn't be in a position of having to apply the knowlege in the books to get to the books, that's backwards by any measure.
why are you even here? it's truly wild to me to spend so much time on the message boards on a game you hate
This place is a ridiculous echo chamber. Making a dozen or so posts on a game over the course of a month or more can take less than the time it takes to do one failed run. There is no fair criticism, gotta go personal against anybody that doesn't see the sanctity and perfection of the gameplay systems and puzzle designs.
I can't think of any game that devolved into such a ridiculous echo chamber, not even the launch version of Dark Souls 1. Absolute insanity.
I'm still here because I like a bunch of the meta puzzles, but I'm not experiencing it directly because post-TotBP, I just do not have it in me contend with all of the Roguelike elements that get in the way of the very interesting puzzle design. To people that are starting off and struggling, there's a TON of valid advice to give them about how to manage odds. But as the game stretches in the 100+ days, the Roguelike elements just become more and more of an unfun bear. My favorite moments with the game were the 5-10 hours I spent with the game closed, sifting through 1000+ screenshots and 30+ pages of notes to piece together a bunch . But seriously ♥♥♥♥ having to outright grind for clues in a puzzle game.
So, foundation is one thing, then. Permanent, non-RNG dependent.
As well as changing rarity of rooms, which is extremely strong. Sure getting the mechanism to happen is RNG-dependent, just like getting the foundation, but once you've done it, it is permanent and independent from RNG. With this, you can on your own decide which dead ends you want to see often and which one you want to be so rare you generally don't see them drafted within a run.
As well as choosing your preferred color for the day, which also leads to you being able to very specifically pick any non-blue outdoor room. Notably hovel, trading post and root cellar aren't RNG dependent anymore using such tricks, which means you can also RNG-independently change the way you spend your currencies too or get access to a lot of different items through bartering. And given there are only 8 indoor rooms of each starting color, it also means most indoor rooms of most colors are trivially easy to draft, depending on how many additions of such color you've accepted into your pool, which also is something you decide on your own.
i can tear this game a new one about accessibility issues. i certainly agree that the drafting magazines need to be more available, and so on. those are actual gameplay issues
but when you're arguing that a given core concept is inherently and objectively bad and not fun when there's a slew of people who not only don't mind that concept but actively enjoy it, then you are wrong. from your subjective POV yes, it is unfun because you don't vibe with it. but that doesn't make it an objective truth that RNG or whatever is inherently bad
it's like the posts on r/ididnthaveeggs, where people rate online recipes 1 star because a recipe for an egg tart has eggs in it
when it's something specific like the drafting magazines, yeah, that is a good discussion to have. when it's people saying that the RNG game is objectively bad because it has RNG in it (because they expected a puzzle game to not have that even though it's advertised specifically as a roguelite) then yeah, you are going to hear the same thing over and over because it's a flawed argument being dressed up as objective truth
Well, it could be a valid argument, with only pure RNG. After all, roguelites are supposed to provide bonuses lasting over runs, notably to somehow control the RNG and prevent the game from becoming some convoluted, mindless head or tail game.
The thing is, there are lots of mechanisms to control the RNG in this game and to improve runs over time, even way more than many other roguelite games. So, yeah, it's clearly not a valid argument at all for this game, just an expression of tastes and preferences disguised as an argument.
No it was not. Mistaken or ignorant people may have aimed it that way but that is NOT how it was marketed. Any reading or watching of the material and interviews with the developer teams absolutely shows that the game is a puzzle roguelite and was marketed as such.
Literally has the tag line;
"The rooms of today may not be the rooms of tomorrow."
I don't know what this blue throne is you keep going on about. Don't just spout spoilers of late game elements off on the discussion boards, please.
Yes exactly.
They are objectively incorrect.