Enter the Gungeon

Enter the Gungeon

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Money (shell) drop shouldn't be RNG
I'm totally okay with everything else being RNG but not money drops. Sometimes I go through the first floor with 80+ shells and others with 30+. It especially pisses you off after you clear a hard room full of enemies and only get like 3 shells in return.
Please seriously consider changing that.

EDIT: after seeing others' comments, it seems the main complain is that "zero shell drop" sometimes happen too often or too close to one another. Maybe add a "zero shell drop counter". Once the counter reach a certain number ( for example: 3), the next enemy will drop at least 1 shell and reset the counter.
Last edited by Harmless_Panda; May 4, 2016 @ 9:01pm
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Showing 1-15 of 19 comments
Fusha May 4, 2016 @ 9:21am 
Why do you mind the RNG in money drops if you don't mind the RNG in everything else? It suits the motif of the game well, if you ask me.

Related: being hit by an enemy means that enemy is guaranteed not to drop moneys
Khaesho May 4, 2016 @ 2:32pm 
I'm going to agree with both of you; I'm not oppoed to having RNG elements in the money drop, but the minimum bound needs to be draatically increased. I cleared the entire 4th floow and only got 15 shells, once.
Harmless_Panda May 4, 2016 @ 4:12pm 
Originally posted by Fusha:
Why do you mind the RNG in money drops if you don't mind the RNG in everything else? It suits the motif of the game well, if you ask me.

Related: being hit by an enemy means that enemy is guaranteed not to drop moneys

Because if I get a "bad" gun, it still feels like a reward nonetheless. If I get close to nothing (money-wise) after beating a level, it just feels like a waste of effort and time. I don't mind a little randomness in money drops, but getting under 30 at one time and getting 100 at the other seems a bit too extreme.
Last edited by Harmless_Panda; May 4, 2016 @ 4:13pm
JellyPuff May 4, 2016 @ 4:54pm 
Then don't get hit and get some curse on you. While curse increases the likelyhood of harder "Jammed" enemies, every enemy is more likely to drop more shells, the more curse you got.

Just be sure not to overdo it with curses, or...
Harmless_Panda May 4, 2016 @ 5:40pm 
while these are all good tips, I still get only 30ish shells on level 1 without getting a single hit. I'm just saying between 30 and 100+, maybe we should get something not so dramatically different.
Fusha May 4, 2016 @ 5:48pm 
Originally posted by Harmless_Panda:
while these are all good tips, I still get only 30ish shells on level 1 without getting a single hit. I'm just saying between 30 and 100+, maybe we should get something not so dramatically different.
30 shells without getting hit? That sounds insane. Are you sure you're not exaggerating to try and make your argument stronger?
Harmless_Panda May 4, 2016 @ 6:55pm 
I'm not saying I get 30+ every time, but they did happen not so rarely. Sometimes when I fought through half of the 1st level and only got like 15 shells, it really made me want to abandon the round, especially when I was collecting shells to unlock shortcuts.
Crazy Bologna May 4, 2016 @ 7:21pm 
Is this your first roguelike?

Money is not intended to be assured. Very few things in these types of games are.
Fusha May 4, 2016 @ 7:30pm 
Get ready for some actual SCIENCE

Just ran through the first chamber ten times to test this. Counted keys too. Played as hunter for quicker clears, money/keys from dog or chests or secret rooms not included, zero coolness on all runs:

Run 1: 0 hits - 68 shells, no keys
Run 2: 1 hit (boss) - 59 shells, no keys
Run 3: 0 hits - 35 shells, 2 keys
Run 4: 0 hits - 69 shells, 1 key
Run 5: 0 hits - 54 shells, 1 key
Run 6: 0 hits - 96 shells, no keys
Run 7: 3 hits (boss), 61 shells, 1 key
Run 8: 0 hits, 40 shells, 1 key
Run 9: 1 hit (boss), 52 shells, no keys
Run 10: 0 hits, 53 shells, no keys

CONCLUSION: imoco game always gives you enough resources to make actual, meaningful decisions.
Re: shortucts; on a perfect run, average shell drop amount is 59 and average key amount is 0.7, meaning that if you play perfectly, on average, by the end of the fifth chamber you'll have 413 shells and 4 keys; you have plenty of extra shells to buy the last 2 keys from the shops.
And this does not even consider the pilot lockpick advantage, the extra from the hunter's dog, the extra from secret rooms, extra shells from selling, extra coolness, items that increase drop rates etc etc

Resouce drop balance adjustment is not needed
Last edited by Fusha; May 4, 2016 @ 7:31pm
TheGamer6866 May 4, 2016 @ 7:51pm 
I don't think that shell drops in general are bull, but on a room by room basis, I have some gripes. I can clear a room full of enemies including big enemies and not get hit and recive no shells, and I can kill a single bullet kin and it will drop 10 shells. I feel like if the enemy doesn't hit you, it should drop SOMETHING.
Fusha May 4, 2016 @ 7:57pm 
Originally posted by TheGamer6866:
I don't think that shell drops in general are bull, but on a room by room basis, I have some gripes. I can clear a room full of enemies including big enemies and not get hit and recive no shells, and I can kill a single bullet kin and it will drop 10 shells. I feel like if the enemy doesn't hit you, it should drop SOMETHING.
You're going into "I want a guaranteed reward for everything I do!!" territory there m8
It's balanced as it is, demanding guaranteed rewards is petty, it's a friggin' roguelite
Harmless_Panda May 4, 2016 @ 8:30pm 
Originally posted by CodeSpeedy:
Is this your first roguelike?

Money is not intended to be assured. Very few things in these types of games are.

no, I have hundreds of hours on spelunky, isaac, and nuclear throne, therefore im not complaining about RNG or game being hard. I'm simply pointing out that the shell drops in this game feel a BIT too inconsistant. That's it. For example, the gun nut can drop anything from 10+ shell to ZERO(without getting hit by it). that's pretty huge on early stages. Maybe change it to 5 to 10.

Also a lot enemies can drop from 0 to 1 shell. It doesn't seem like a big deal for one individual enemy. But if you have most of the enemy in the room rolling a 0 shell drop then you would feel a bit "cheated" after clearing a huge room.

AGAIN, it's nothing close to game breaking, but maybe consider making shell drops a BIT less inconsistant.
Harmless_Panda May 4, 2016 @ 8:34pm 
Originally posted by Fusha:
Originally posted by TheGamer6866:
I don't think that shell drops in general are bull, but on a room by room basis, I have some gripes. I can clear a room full of enemies including big enemies and not get hit and recive no shells, and I can kill a single bullet kin and it will drop 10 shells. I feel like if the enemy doesn't hit you, it should drop SOMETHING.
You're going into "I want a guaranteed reward for everything I do!!" territory there m8
It's balanced as it is, demanding guaranteed rewards is petty, it's a friggin' roguelite

It's not asking to get rewarded for everything I do. It's simply asking to get rewarded proportionally. Killing 10 enemies in a room and get 3 shells, but kill 3 enemies in another room and get 10 shells felt kinda awkward. That's all.
Fusha May 4, 2016 @ 8:42pm 
Originally posted by Harmless_Panda:
Originally posted by Fusha:
You're going into "I want a guaranteed reward for everything I do!!" territory there m8
It's balanced as it is, demanding guaranteed rewards is petty, it's a friggin' roguelite

It's not asking to get rewarded for everything I do. It's simply asking to get rewarded proportionally. Killing 10 enemies in a room and get 3 shells, but kill 3 enemies in another room and get 10 shells felt kinda awkward. That's all.
You are already getting rewarded proportionally. It will average itself out. That's how RNG works. You are getting enough regardless.
Harmless_Panda May 4, 2016 @ 8:50pm 
I think I'll have to agree to disagree. It's up to dev's decision at this point.

btw, edited the main post.
Last edited by Harmless_Panda; May 4, 2016 @ 9:04pm
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Date Posted: May 4, 2016 @ 9:18am
Posts: 19