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We are working on new content, but that will take time to design, develop, polish and test. Most of the bugfixes I do on the side and they're quick to implement, so I drop them frequently. I see no reason to withhold these from players until the bigger content patch comes up.
- Angel
you have been called out twice now that I am aware on your 100% false info. Guess there really is no leading a horse to water. At least now I know to read what you say and laugh instead of taking it seriously.
https://steamcommunity.com/app/2334730/discussions/0/3975051362885309728/
I would say that the meta progression for many bullet heavens are fixed. Take Halls of Torment for example, if you were to unlock/ purchase all available equipment and unlock/ purchase all upgrades from the the Shrine of Blessings, you will have the exact same stats and equipment as everyone one else that has also 100% completed the game.
With Death Must Die however, I would say that the meta progression is variable. That is, it's tied directly to the stats that are on your gear which is random. And the only to get top quality gear is with persistence and luck. So regardless of how many hours you play, the equipment and stats on your equipment (meta progression) is most certainly going to be drastically different then everyone else.
You don't know what the term means and it makes you sound dumb. Meta progression is any kind of progress that carries over between runs. Which the items in this game are a by the book case of. What you are talking about is an extremely specific type of meta-progression.
But when you say ignorant things like the above, all it accomplishes is to tell the rest of us that you're not worth taking seriously, because you are willing to make sweeping statements about things you don't understand. You're presenting yourself as a laughable and irrelevant person, and I doubt that's how you would like to be seen.
Do better. Grow up.
He also said metaprogression is the reason roguelike players play.
No, it may be the reason lots of rogueLITE players play, but actual roguelikes don't have metaprogression. Though as much as I'd like to lay blame of OP not knowing or caring about the difference I have to blame almost everyone on Steam for wrecking the term instead. Now it's been so watered down it almost means "we have some randomized stuff in our game lol."
Not only that, but so many Indie companies have contributed to the confusion as well as so many Rogue-like games will also have the rogue-lite tag as well.
Anyway, this suggestion is bad for dopamine (i.e. rewards at fixed intervals are less engaging in general than unpredicatable ones), so I hope the game's developers don't implement more metaprogression in this manner, if at all. Maybe some kind of rune/enchanting system to adjust or improve equipment would satisfy people who want traditional incremental growth, but I think it's just a matter of people being conditioned to expect the poorly thought out Vampire Survivors model and refuse to believe anything else can be considered progression.
The loot system isn't good enough. That's a fact. It's too reliant on RNG. Give us a basic stat/talent system on top of the loot system, or gear stat re-rolling. It wouldn't make playing the game feel like an absolute chore.
Yeah that's worked out for every early access game ever...