SYNTHETIK

SYNTHETIK

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RTBear Apr 23, 2018 @ 8:33pm
how to drop items?
I have a full inventory and there's an uprade on the floor that I can't pickup?
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Showing 1-12 of 12 comments
Shrinkshooter Apr 23, 2018 @ 8:41pm 
You can't drop them but you can recycle them. Right click and hold the item and drag it up onto the recycle icon.

Inversely, you can't recycle or sell guns, but you can drop them. I wish there was a way to put discarded guns to better use.
RTBear Apr 23, 2018 @ 8:44pm 
but when you use the upgrade it frees up the slot again, why not use the upgrade immediately off the ground? Feels like a weird 'feature'
Shrinkshooter Apr 23, 2018 @ 9:22pm 
There should be an option for it, but there isn't one. People usually want to hang onto the blue box weapon upgrades however because they'd rather save them for use on a weapon their class gets bonuses for. If you're suggesting a weapon upgrade get used immediately upon walking over it that would be a terrible idea. Core upgrades on the other hand, that should be automatic, I can't see what possible reason anyone would want to delay opening one of those.
Pickle Bath Apr 24, 2018 @ 8:26am 
Originally posted by RTBear:
but when you use the upgrade it frees up the slot again, why not use the upgrade immediately off the ground? Feels like a weird 'feature'

It's an intentional choice to make. Do you keep a slot for upgrade packs and core upgrades? Or go full items? What if you see a gray item box on the ground, do you risk dropping an item and gambling that the pickup is better?
RTBear May 1, 2018 @ 8:28pm 
I think if ther eis an upgrade on the ground and I want to use it right there an then, I should be able to without losing an item. Feels like a "no duh" kind of moment. There's not even a tradeoff that needs to be made because the slot would be freed up anyway. I'm not saying it should be used automatically when you walk over it.
Cute Tea Goat Jul 6, 2018 @ 1:25pm 
I was just wondering this while playing. It seems baffling that you can drop guns, but not items, and that you can't even tell what you might be passing up without scrapping something else.
Last edited by Cute Tea Goat; Jul 6, 2018 @ 1:29pm
SpadeWings Jul 7, 2018 @ 5:41pm 
I have never had a moment when I had full inventory, never even knew there was one. How do you manage to get so much items?
ImHelping Jul 7, 2018 @ 6:18pm 
Originally posted by SpadeWings:
I have never had a moment when I had full inventory, never even knew there was one. How do you manage to get so much items?
Luck in drops/crates and vending machine frequency-I mean... Skill!

Pure happenstance graced me with a flamethrower and discarding about 8 items even without buying them in one of my first runs, for example.

Bet I won't be seeing that flamethrower or healing crystal again for a million years.

Originally posted by Sacrificial Toast:
I was just wondering this while playing. It seems baffling that you can drop guns, but not items, and that you can't even tell what you might be passing up without scrapping something else.
Yeah, not being able to tell what items will be is a bit of a headscratcher.

"Throw your items on the pavement and hope for the best" isn't a challenge, so much as quaintly awkward.

I can only assume it's because of the very common phenomenon of "This would be a headache to code.". Sometimes the crunch sucks for a dev and that's what happens.

Though I'm sure some fans would try to defend such cut corners as "No, no. Roguelike FEATURE!", a feature is something you put in, not something you skip.
Last edited by ImHelping; Jul 7, 2018 @ 6:32pm
Ratha Wynter Jul 8, 2018 @ 7:11am 
I wondered about this in my original few games, and was mildly annoyed by it at first, but the more of the game that I play the more I find it to add another layer of depth. Whether its an intentional mechanic or not, its clearly a moment of risk/reward, and essentially a better version of the 'risk a random item to get a random item' event since you get to pick the item being risked. Also you have some incentive to ditch items that you're not really enjoying because you'd get a recycle bonus too.

One could argue that its a difficulty modifier. Gambling mechanics usually are. If you could always self-select between items, you're always going to pick the optimal item/use/play, so in that case its not really giving the player an interesting choice to make. Do you recycle/gamble an item that you're not entirely happy with in hopes of getting something better? Do you use your upgrades to free up a slot? Do you refrain from upgrading certain items because you consider them semi-expendable when another drop comes along, or do you just ignore things on the ground that are not likely to be better than what you're using.

Currently i approach it as: If i like what i've got or if im doing well enough, then theres no need to gamble. If i dont like what i've got, then i give up something and get something else that will likely change my run in some way, thus keeping the gameplay fresh and getting a small credit bonus in the process which can be used to further increase my chance of success later.

Now im not going to say that its an intuitive or 'realistic' mechanic, and i clearly understand why people take issue with it, but the current mechanism is not without its some gameplay merit. Whether or not everyone enjoys those aspects is another story. It feels like a way of keeping the player from snowballing out of control on the power scale to me. Also keeps the pace of the game moving forward with less inventory management. Additionally it stops me from getting locked into a single optimal build for the entire game and causing a run to feel stagnant. In this way, the forced item recycling keeps my strategy always evolving, which leads to the game having a bit more longevity for me. But thats just how i see it.
SplitCryptic Aug 24, 2019 @ 2:45am 
You can drop them when using a controller...funny, huh?
Shrike  [developer] Aug 24, 2019 @ 7:01am 
Necro'd

you can drop items with RMB dragging them outside the item bar
Last edited by Shrike; Aug 24, 2019 @ 7:02am
BlackjackGT Aug 30, 2019 @ 8:10pm 
In retrospect, I would've liked if we could "dismantle" a weapon to turn it into a single armor plating item pick-up. Handy in spots. :)
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Date Posted: Apr 23, 2018 @ 8:33pm
Posts: 12