Dark and Darker

Dark and Darker

darthcookie Jan 14, 2023 @ 6:50pm
safe storage pouch?
A possible change I was thinking about last night.

Basically a feature more or less lifted directly from Tarkov - a little separate storage area on your body that protects a small amount of loot so you keep it after death. I'm only suggesting a 4 square safety. Big enough to carry 4x 1 square items like loot or potions, or 1x 4 square item like slightly larger loot items, hands, helmet or boots, that sort of thing.

The main reason why would be to help prevent new/naked players get trapped in a loop of losing because they have no loot or gear. that way even if you die, in theory if you find some small loot you get to keep that to help trickle money in so you can buy better gear and advance a little.

Of course this would also benefit other players as well for storing rare loot or potions or whatnot to save costs.

Just a thought.
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I disagree but "The main reason why would be to help prevent new/naked players get trapped in a loop of losing because they have no loot or gear" is deff an issue at the start of the game I think theres better solutions to that problem tho , before you are able to buy consumables and are new the learning curve is alot. ( for some classes ranger with its campfire/3 heals / ranged weapon is not )
Last edited by Tweleve Legged Octopus; Jan 14, 2023 @ 7:37pm
Bubbles Jan 14, 2023 @ 7:54pm 
bag of holding baby
nah we don't need that. the fact that you spawn in with basic gear, and that basic gear is good enough to kill even mid tier people (or even high tier if you're really good) is enough to not worry about "oh no im going to run out of money." you don't need to buy pots every game,you don't need to buy the best weapon every game. the base weapons are amazingly good enough, and you can find pots in game too.
=A= Jan 15, 2023 @ 11:09am 
Honestly, I think it's more of a human problem. If you find yourself at a disadvantage, because of your equipment. Run (or avoid, if you have a problem with the word "run") from combat.
It's like in Tarkov, if I have bad equipment, I'm not going to the Labs thinking I'm going to fight the full equips players there, and then get mad at taking a beating.
I mean, you don't have to always engage a player.
Last edited by =A=; Jan 15, 2023 @ 11:17am
DarkKrieg Jan 15, 2023 @ 11:54am 
Originally posted by =A=:
Honestly, I think it's more of a human problem. If you find yourself at a disadvantage, because of your equipment. Run (or avoid, if you have a problem with the word "run") from combat.
It's like in Tarkov, if I have bad equipment, I'm not going to the Labs thinking I'm going to fight the full equips players there, and then get mad at taking a beating.
I mean, you don't have to always engage a player.

There isn't a shrinking circle in Tarkov. Unless everyone has died or escaped, at some point you will be forced to engage players in D&d

Just pointing that out. I don't think we need a safe loot storage, but I'm not totally against the idea.
=A= Jan 15, 2023 @ 12:58pm 
I used Tarkov as an example, because of the OP.
Having the circle certainly limits your choices, but it doesn't exclude them.
darthcookie Jan 15, 2023 @ 3:09pm 
My main motivation in the suggestion was to promote a method of "failing forward." Basically - a system that means that even if you lose, you still have the potential for a small success to keep you moving forward. This helps people stay engaged. It helps break a negative feedback loop (which are poison to the success of games of any kind). Something to keep the new guy who has died 12 times in a row from thinking "well I've died, and I have nothing to show for it" from getting bored and walking away. Micro-rewards help ease that.

For skilled/experienced players of course its just going to be a spot to keep potions to save money or for rare/valuable tools, but for the masses, it just gives them a chance to build (if slowly) even if they die a lot. Otherwise the only people who get to experience "end game" of the second dungeon and nice gear are the ones who are repeatedly successful (and that is not going to be the majority of players given how difficult Dark and Darker is at present).

I suspect that for skilled players it'll be a non-issue. But I don't see it as an active disadvantage for anybody; just a mild quality of life improvement to help do something about the severe difficulty curve new/nakeds face. (For reference - I LIKE the severe difficulty curve, but I can see why it would turn a lot of people away).
kafersaft Jan 15, 2023 @ 4:19pm 
Originally posted by DarkKrieg:
Unless everyone has died or escaped, at some point you will be forced to engage players in D&d
Would like to point out this isn't necessarily true. The circle does encourage people to move closer and hopefully encounter each other, but I've definitely had a handful of rounds where we just never ran into anybody or they just ran and hid.
Last edited by kafersaft; Jan 15, 2023 @ 4:20pm
DarkKrieg Jan 15, 2023 @ 4:24pm 
Originally posted by kafersaft:
Originally posted by DarkKrieg:
Unless everyone has died or escaped, at some point you will be forced to engage players in D&d
Would like to point out this isn't necessarily true. The circle does encourage people to move closer and hopefully encounter each other, but I've definitely had a handful of rounds where we just never ran into anybody or they just ran and hid.

And those are the games in which everyone else has either escaped or died......
Flavalicious Jan 16, 2023 @ 12:09am 
Sadly despite being a huge fan of the secure container in early Tarkov I've come to the conclusion that it caused waaaaay more problems then it solved.

The entire hatchet running issue came to be because of it. People for a long time also put all kinds of scummy items in their containers (such as fully automatic pistols and small SMGs), Thermal sights, stashing NVG sets before dying, etc). And then the RMT hacking situation just compounded it. Between the secure container and the flea market in Tarkov, the game is a wasteland of bad actors and cheaters. I'd rather DD learns from the mistakes Tarkov has made.
darthcookie Jan 16, 2023 @ 12:52am 
Interesting, I don't actually play Tarkov so I can't say much about the consequences you've described, but I do have to say that at least part of the problem seems to be what was allowed to be stored in Tarkov's safety pouch.

I can't say anythning about the problem of the flea market and RMT, but I think that's not a Tarkov specific thing; lots of games have those problems, and DD already has a trading/market.

Maybe limit the storage to 4 items of 1 space "loot" specific saleable items only. No pouching the best gear or potions. Purely a "prison pocket" if you will, to allow a bit of gold building even if you die all the time.
Last edited by darthcookie; Jan 16, 2023 @ 12:52am
Herbspiceguy Jan 16, 2023 @ 2:12am 
Not needed at all.

As it is right now you can do simple gold runs, go in with default gear, or literally naked, focus on looting valuables and early teleport out.

Your idea of naked players getting stuck in a loop of not getting anywhere sounds baseless and like you've not spent a lot of time to learn the game. Get some serious playtime in the next playtest, and you'll learn how to keep your economy based progression going steadily.
Last edited by Herbspiceguy; Jan 16, 2023 @ 2:14am
3holot Jan 16, 2023 @ 3:19am 
Originally posted by VexingWeeb:
nah we don't need that. the fact that you spawn in with basic gear, and that basic gear is good enough to kill even mid tier people (or even high tier if you're really good) is enough to not worry about "oh no im going to run out of money." you don't need to buy pots every game,you don't need to buy the best weapon every game. the base weapons are amazingly good enough, and you can find pots in game too.
Not all basic equipment is good. For example, a wizard: the staff is very slow and has little damage, no healing abilities or potions (protection potion is not good enough).
Spooty Jan 16, 2023 @ 5:01am 
nooooo.
Marksman Max Jan 16, 2023 @ 5:27am 
Originally posted by 3holot:
Not all basic equipment is good. For example, a wizard: the staff is very slow and has little damage, no healing abilities or potions (protection potion is not good enough).

You can't make this point while picking the class that easily has the strongest starting kit:

-> The 15 damage prot potion pairs great with the Arcane Shield perk; you effectively have the same amount of HP as a basekit Fighter so long as you pop your free prot first.

-> "Little damage" is misleading at best and blatantly incorrect at worst. Fireball, Magic Missile, or Chain Lightning/Lightning Strike deal a lot of damage per shot. Ignite helps the damage on the staff itself quite a bit, but you do want to switch to a Rondel/Crystal Sword for PvE as soon as possible. Once you have even a tiny amount of cash, you should be buying a Rondel every game unless you're sticking with a Crystal Sword.

-> Half the starting classes don't get heals (Barbarian, Rogue, Wizard). However, both the Barb and Rogue are far more likely to take damage, since neither have any ranged weapons (and the three throwing axes/knives for barb/rogue are a waste to use in PvE).
Last edited by Marksman Max; Jan 16, 2023 @ 5:28am
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Date Posted: Jan 14, 2023 @ 6:50pm
Posts: 32