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You want thoughts?
"we need a way to get rid of the absurd number of useless jokers."
"By unlocking some jokers that are just flat out bad (or bad 99.9% of the time)"
It's less than that, but let say 1/3 (or 50) of the jokers need to be unlocked. Blueprint, Brainstorm and Stuntman. All 3 are excellent jokers to have. All 3 need to be unlocked. Now do some math.
Next time, don't start with hyperboles. They don't help you at all. Talk about the real game instead.
I'm not sure i understand your point here.
I never said all the jokers we unlock are bad.
But most of them are too specific to be useful in a run unless you have the opportunity to build around them from the start or have time to adapt (not possible past a certain point).
Therefore, it simply is true that having more jokers reduces your probabilities of a good run.
If anything, people would most likely banish the basic jokers, for exemple the vanilla +4 mult one, to increase the chances of encountering the one they unlock.
And i provided different approaches to how this could be solved. Very reasonable ones by the way.
You started by saying, to quote you once more:
"By unlocking some jokers that are just flat out bad (or bad 99.9% of the time)"
So ALL jokers unlocked are bad. That is exactly what you first said. If even only 1 of the 50'ish (unlocked) is good, then the % goes down to 98% bad, or less.
Say what you mean and mean what you say. It'll make your point that much clearer.
No, you read me incorrectly here.
"By unlocking SOME jokers that are just flat out bad (or bad 99.9% of the time)"
Some are flat out bad.
Others are bad 99% of the time.
For exemple the flower pot is bad 99% of the time.
The order is bad 99% of the time.
You will skip them most of the time.
Bro you're streching a lot with this...
Just because some jokers CAN be useful in some situation doesn't mean they are GOOD.
The vanilla +4 mult joker is not a "good" joker.
and many many jokers need a specific hand type, a specific suit.
And i don't know why you say it would be either not impactful or too impactful.
It would give the player a greater feeling of control, which is a good thing in a game like this.
It would create interesting strategic choice.
for exemple deciding if it's worth to pay 1-2-3$ to banish a joker from the shop to increase your odds of getting other jokers or to keep that money for something else.
I don't see the downside of doing something like that.
What's the meaning of that sentence? Order of what?
ty, funny how a capital letter changes everything.
You guessed right lol
The x3 straight joker is "good" if you build a straight deck.
I would say it's an interesting choice to decide if you want it or not, to increase your odds of something else or allow for leave the possibility of straights to build around.
Roguelikes inherently need to have options provided to players that are not fantastically strong, sometimes even weak. The reason is to keep players constantly adapting to the hand they are dealt, as this increases skill expression and makes knowledge a more powerful tool. A banishment system is detrimental this, as being able to limit the kind of probability that adds skill expression is inherently against the point of roguelikes. While this system can increase player agency it will lower skill, but not even in a way that benefits bad players. Newer players will just ban jokers they dislike such as obelisk and never learn how strong those jokers can be, whereas good players will always ban the same exact jokers every game, lowering the variety to be "optimal." There's a reason this mechanic is incredibly rare in the genre.
But as soon as you're talking about The Order, that's already many steps above Flower Pot. I'll buy it maybe 7-8% of the times, even if I don't like Straight builds. Sometimes the game just throws all the tools at you to play Straights, and those runs end up being easy wins.
Looking at pages 8-10 of the jokers collection, I see 5 other jokers I'd put in the same meme/overall bad category, like Flower Pot. All others are good or better. So the 5-6 bad ones get plenty of compensation from the others. For me, the debate ends there. Get a good economy, those jokers don't matter anymore. Some vouchers also help by providing cheaper rerolls, more cards in stock, cheaper packs, more interest.
If you think the already existing systems (economy and vouchers) I just mentioned are not enough to compensate for the "bad jokers", then you probably should reevaluate those systems and also reevaluate all jokers. Except for Séance and Showman, all others have helped me win in at least one run. But then Séance can still be fun in runs that are pretty much already won, while Showman is a very interesting joker when going for endless mode. We can't have 60 jokers like that in the game, it would not work, but I can easily live with those 2.
It's a very good sign that some people, like you, think that plenty of unlocks are hot garbage while others think that unlocks are mandatory to have good win rates or to beat higher stakes difficulty. I'm part of neither of those groups, but they do exist. It speaks volume on how the game is at a healthy place.