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But the random generated systems(side quests, boxes, item location on the map and npc vendor) aren't created to work together actually.
This create too much situation where the side quests are impossibile to be completed from the start.
The last one i encountered is a side quest where i need to use a dart pistol on a target.
I not have a dart pistol.
The hideout box not given me a dart pistol.
And 3 boxes on the map even not give me a dart pistol.
Basically one side quest is automatically failed because i not have the tool to complete it.
Developers really not checked the interactions between the random generated system, a very big error.
I'm forced to chose it, if i want to continue to progress the campaign.
The fact is to build your arsenal you need to complete side quests.
Rogue lite games not work in this way.
Permanent progress are in this games to make the game more easy, but if you are good enough you can even win the run with starting gear.
Making it totally luck based is considered simple bad game design.
For what i see is simple an error for lack of experience of Developers in this type of games.
This gamemode isn't rpg based, but rogue lite based, so is a game design error make it work like an rpg.
Like i said above seems only errors from developers for lack of experience with this type of games.
All of them have side quests you can't complete, because Developers "forgotten" to make the various random systems to work together.
Developers of this game make vendors give useful items to progress or give chest/boxes to get powerup adapt to your build in rogue lite games.
Instead in freelancer is all random and luck based, every system, target, side quests, boxes, npc vendors is separated from the others, all resorting to luck.
In this way this gamemode lost the challenge orientation and become luck based oriented.