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The way this game's permadeath mechanics seems to make it so that you are punished too much for trying to learn on the higher level maps imo.
It makes it harder to experiment in the map where you will inevitably die on the first attempt because you're forced to refarm all the gear and stats or else do leeching runs like you've mentioned in huge groups.
The entire process can be a little frustrating and repetitive causing some people to quit.
Although permadeath in my opinion is a core feature of this game, so I am not sure what they could change without compromising that or whether enough people feel it is even the case for something to change.
Personally, I found this game to be really fun for the first 2-3 levels of dungeons, but later on it just becomes TOO frustrating when you die. I try to save up 2 sets of gear (although, when I die I will lose all my exotic gear and my implant slot, so my backup set is already a bit worse off), but then I'm back at mk 1 and I have to farm tier 1, tier 2, etc. dungeons just for the stat gains (I don't think anyone would want to go into a higher level dungeon as a duskwing with 50 hp and base armor lol).
Then again, this kind of change might drive away a lot of the people that like the current harsh permadeath. This game is pretty fun overall, it's just not very enjoyable at the higher levels (mk 4+).
One alternative could be total gear loss, but halving each stat category (or even more, especially in the Elite portals.) Gives a bit of a progression safety net, still has some edge to it by punishing frequent failures.
If you really want, you could also let them keep gear, but make it lose one or more bonus modifiers(or be replaced by any appropriate lower-tier gear) upon death. Of course, gear and boost drops could be made rarer in response as well.
I.e. you get a shell to Mk2, then spend 1000 EC to encode your shell's data. When you die on that shell and make a new shell of that same type, it starts with fully filled out Mk1 stats so you can jump right into working on Mk2 content if you choose to. Or at the very least you can do a quick jog through Mk1 content to get some decent gear for doing Mk2 afterwards.
EC prices could vary between Mks, so saving a filled out Mk1 could cost 500 EC, filled out Mk2 could cost 1000, etc. Or whatever's a fair price that would require some effort but would pay off in the long run due to saving your shell's stats. But it would be on a per-shell basis so ultimately it would still cost quite a bit to get all of your shells up to permanent Mk2 status for example.
Not to mention a proto stonebow is like 54k EC
Or was it forgetting to note the how the other players are doing? Is that group of 15 players now a group of 4 half HP characters still getting hit by enemy attacks? That would probably not be the best time to try the boss, unless you feel confident soloing it.
There's a lot of risk management involved in making decisions in this game, which partly why I like it so much. Gotta learn when to push yourself, back off, or go all in. As such, I don't even mind the loss of gear on death, as I usually stash stuff for my next character. Stats can be regained relatviely quickly. Getting better at the game is what is going to persist between all your deaths, and that's something that can't be taken away from you.
One game that did it right was "Salt and Santuary", brutal platforming fun with stiff death penalties, but you keep your loot/progress. Dying just slows your advancment. You folks should check it out. I havent fired Starbreak up since i bought Salt and Sanctuary.
Also, love me some contra. It's not a matter of getting through this game, it's a question of why keep playing. Again, these are all opinions, but i assure you, I am not alone.