Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
There are a finite number of world hexes and the loot table is going to be more or less finite. Bloating either world gen or loot tables with ♥♥♥♥♥♥ encounters or items seems like a bad idea. Has anyone unlocked either an encounter or item and in subsequent playthroughs thought to themselves "man this is really underwhelming"
Not sure Ive ever found the stone table all that useful. maybe others have, but its not been worth it to use in my eyes.
Then again, Ive never regretted finding it, either. Its never been a help, nor a hindrance.
The wiki is sadly quite vague, and also at least in part wrong about it: It says it gets unlocked by finishing a round of gold rush. I had the thing unlockable (but not unlocked, since it sounded like something I'd never use) for ages and just recently played gold rush.
The wiki says something is "unlocked" when the option to purchase it with lore is made available. Whether that happens upon completion of Gold Rush, I'm not sure.
If you're playing a trading card game, you have to build a deck. Think MTG. You're can put as many cards as you want in your deck, but you're limited in how many you can effectively draw in a game.
Drawing good cards, especially early in a game, matters a great deal, and is often the difference between winning and losing.
This is why, when building a deck, good players actually want as few cards as possible, and while basically 0 cards are detrimental, a good player doesnt want 'fine' or 'ok' cards. They want to stack the deck with the best and most synergistic cards they can, while keeping the deck lean.
Pretty much every game with a drop table is like a deck of cards. For the King allowing us to unlock more encounters and items for their respective tables is allowing us to add cards to those decks, but there doesnt appear to be any way to take those cards -out- after they're unlocked.
Does that analogy helps people understand the concept?
When an item drops at the end of an encounter, if I bloat that table with a bunch of not very good options, then even if those options arent actively detrimental by themselves they do present an opportunity cost in that it took the spot that a -better- item could have had, and the average quality of my drops can go down. The map encounters likely work in a similar way, as there are a limited number of tiles per game and only so many events can spawn at once.
So, back to the question. Which unlocks arent as good as other unlocks?
With For the King the way it works is you're minmaxing your way out of a fun and varied experience.
Most of it depends very much on when you get it. Some stuff is awesome all the way, other stuff is very helpful during the first 3 or 4 levels and then very much outdated.
Since the very good stuff tends to appear only later in the game some items that aren't that good are still worth it since once unlocked they'll appear almost from the start.
So there's no easy answer to your question in regard to items.
Here are some items i'd highly recommend picking up early though:
Swift Shoes
Razor
Boots of Might
Waldar's Wrath
Goat Wizard Staff
Hildebrant's Reserve
Lolli Wand
Sais
Full Inferno Armor Set
Royal Bow
Locations:
Night Market (the only must have but they are all good.)
Encounters:
Just get all of them there's no downside but id personally prioritize pipe smith
He's a spread sheet warrior!
thank you