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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.
Having the circle certainly limits your choices, but it doesn't exclude them.
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).
And those are the games in which everyone else has either escaped or died......
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.
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.
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.
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).