安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Fair points. Except there are a few of those concepts already in the game. If you're going alt path you don't want to use 2 bombs on a possible bedroom or library, or throw 2 keys into a dice room and risk not being able to open an item room. The game, arguably, has mechanics that entice you or trick you into wagering your entire run on a small to modest power increase. It's sort of like Isaacs forte.
Having more opportunities to increase the value of your run and either save it from failure or boost a successful one if you have the skills or know-how to do so never hurts. Worst case scenario it's one more thing for someone of your mindset to ignore but at best it helps someone who had a good start but bad mid-game turn it around.
considering that you don't have to do the boss even when going for the knife pieces... it'll be at the bare minimum just a trip for a free item in the treasure room. If you are good at the lost then going after the bosses is just a plus.
If you are having a bad run why wouldn't you take the risk though? what do you have to lose? you might find an item that could save the run or nothing of value. Better that, than slowly lose the run.