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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.
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?
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.
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.
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.
you can drop items with RMB dragging them outside the item bar