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i'd say the main problem is, its not advertised you can easily repair everything in the game with a single click.
hell through the last half of the game i just use a lantern in my primary weapon slot most of the time and pull out the "big guns" as it were for anything dangerous, like sun priests and final bosses.
The dev just flat out does not want an entire-run weapon in your playthrough. And it's a valid design decision -- hardly the first game to be very strict about making sure you understand the impermanence of your inventory.
One thing that I think could be done to reduce some of the complaints about that is to put a bit of text in at the beginning of the game, add something to the tutorial, that expands on this very topic. it's not because of lack of foresight that you find yourself having to replace your equipment every couple of minutes. You're SUPPOSED to be.
Max durability is going down upon repair because you are just plain not meant to have that item forever (at least in vanilla). Period. This is something I imagine a lot of people will change in mods, similar to how people change mechanics they dislike in Rimworld, which is ultimately what I think some player types may prefer. I don't think it needs to be changed in the vanilla experience, though.
Most of the complaints I've heard about durability are from people who don't have a lot of experience with classic roguelikes in general, as well. Someone going into the experience expecting to be able to fall in love and marry your gear, Diablo-style, may find the mechanic difficult to adapt to at first.
Losing 1 durability on spell cast / attack is not.
Some classes use 1-3 abilities to pull something off. This durability nonsense makes people either build glass cannons or use silly strategies to bypass durability altogether, like having waste gear or stacking STR to carry 2-4 weapons. I've done this. I've crafted 2-3 artifacts I cycle but eventually all of them hit 0 durability no matter what I do. It's just not fun crafting in this game either. You can make an artifact out of crafting 50 rags but is it fun doing so? Or making quarterstaves until you get 1 or 2 artifact staves, but both have 80 durability so they won't last that long.
Also it doesn't help that the map can't be edited to add markings of your own, like marking whetstones and possibly your stashes.
I don't know. Game doesn't feel complete enough or polished but I forgive it for the experience it has given me. I just wish it had more thought put into certain systems. Durability being one of them. It feels shoehorned in just "because we need it". Then again many AAA developers do durability wrong too so there. I remember when in WoW if you died a few times the durability penalty meant you had to spend 10% of your entire gold budget to repair your gear and everyone complained. Some couldn't even afford it if they had end game gear.
To be fair in wow repair bills were the least gold intensive thing about end game gear. If you couldn't afford repair bills you wern't doing end game. Fairly easy to make thousands/millions in wow, repair bills were essentially nothing compared to pots, gear, enchants, flasks etc.
Creating an infinite durability mod takes 15 minutes inside the in-game modding tools, simply by going through the items and removing the Durability component. I think it makes the game poorly balanced with high drop rates, but magic drop rates can also be tweaked in the affixes.json file.
There might be some small tweaks in the system, one of such tweaks came in today's v1.0.6 update with the Smid's Hammer, but the core concept will not change. Durability will stay, and your powerful find will not last from the beginning till the end of the game. Soulash is about overcoming challenges for big rewards, if there's no challenge, the rewards are meaningless as well. One of such rewards is the ability to craft indestructible items.
We're probably talking about different times. There was a time in WoW where repair bills bankrupted certain people because the gear score jump from one raid was too huge. Early, early days mind you.
Bro you created a subpar game not a dynamic universe, curb that ego of yours.
I really wouldn't ask this "developer" for anything as his only answer is "No I like the way I made it, if you don't then just fix it yourself."