Dead Cells

Dead Cells

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BeholderVee Dec 27, 2017 @ 5:15pm
Item Pool Control
Add a character in the prison cells that, for a price, can remove some objects from the item pool for one run. Like it was in Crypt of the Necrodancer.
For example, you can upgrade him with cells to let you remove up to three items each run for free, like you upgrade the flask. So you can remove the three items you never ever want to use, like, say, a blood sword. And then you can remove up to five-eight more items by either giving him money from the previous run, increasing all incoming damage for the rest of this run, or something like that. The drops are still random, but you don't have to deal with some items that you absolutely hate or will be useless for your next run.
EDIT: I just had an idea. Collectors (or the foundry) can remove items from the pool for one run for cells, the same way you'd upgrade them. One item would cost, say, 10 cells, the second - 20, and so on. So when you have unlocked everything and have nowhere to spend the cells, you can spend them on that. In addition, it would stop the player from restarting the game if they don't like the starting items.
Last edited by BeholderVee; Jan 1, 2018 @ 7:14pm
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Showing 1-14 of 14 comments
1oca1 Dec 27, 2017 @ 5:19pm 
yeah, this is a good idea, there has been times that I wanted to remove the Nutcracker from the starting weapon choice.
BeholderVee Jan 1, 2018 @ 7:12pm 
I just had an idea. Collectors (or the foundry) can remove items from the pool for one for cells, the same way you'd upgrade them. One item would cost, say, 10 cells, the second - 20, and so on. So when you have unlocked everything and have nowhere to spend the cells, you can spend them on that. In addition, it would stop the player from restarting the game if they don't like the starting items.
Last edited by BeholderVee; Jan 1, 2018 @ 7:14pm
AgentFlea Jan 1, 2018 @ 8:51pm 
+1
+1
+1

Multiple Roguelites, and specificall 20XX added a similar thing. It's very much loved by everyone, and lets the player have their playstyle more often
Topwolf Jan 1, 2018 @ 8:54pm 
My main problem with only being able to remove a few items(and only from the next run at that) is that it still massively incentivizes me to start a second save slot and only unlock the select few items that I want for my playstyle. I don't want to be punished for unlocking everything by muddling my chances of receiving items I want. I want to be able to try cool or entertaining builds without ruining my chances of good runs. I feel the best way to go about it would be to disable or enable items unlocked through blueprints and maybe add more base weapons and such to make sure the pool stays random enough. It's really not a simple solution imo because of the save slot problem. Let me know what you think
ryn ☯ Jan 1, 2018 @ 9:01pm 
I hate, hate, hate that this is such a popular suggestion and that the developers have said they might actually implement it. This is manipulative and unfair and defeats the purpose of the RNG element of the game. :thumbsdown:
Topwolf Jan 1, 2018 @ 9:10pm 
Originally posted by sonophilos:
I hate, hate, hate that this is such a popular suggestion and that the developers have said they might actually implement it. This is manipulative and unfair and defeats the purpose of the RNG element of the game. :thumbsdown:
This would be the truth imo if you weren't adding to the pool of items constantly. Some items are objectively worse than others or aren't intended for serious use. I don't want my progress to be hindered by unlocking more of the game. I don't think it's about people whining over not getting their preferred items, but rather that they can be punished by adding items to the pool.
AgentFlea Jan 2, 2018 @ 12:55am 
If you only play your favorite or end up with doing a "meta" only runs, I reckon the game would get old and boring fast, and you'd have people complaining about THAT
ChaosSabre Jan 2, 2018 @ 1:29am 
They said pool control was planned to be added in one of the updates.
BeholderVee Jan 2, 2018 @ 11:50am 
Originally posted by Aegis:
If you only play your favorite or end up with doing a "meta" only runs, I reckon the game would get old and boring fast, and you'd have people complaining about THAT

I'm not talking about removing all the weapons but the ones you want. I'm talking about removing a couple you never use or don't want on your next run. Five or ten.
ryn ☯ Jan 2, 2018 @ 12:01pm 
You want to remove five or ten out of a pool of approximately 50 weapons and 30 skills? Realize that's removing up to 1/8 of the entire loot pool. That would be way too much. I suggest four be the limit if the devs absolutely must implement such a feature. There should be an option to switch which four you have out anytime, but the cost to do so should be an astronomical number of cells - I'm thinking 2-5x the cost of unlocking the item in the first place.

Hope this helps, and I really sincerely hope pool control just doesn't become a feature at all.
ChaosSabre Jan 2, 2018 @ 4:06pm 
Originally posted by sonophilos:
I hate, hate, hate that this is such a popular suggestion and that the developers have said they might actually implement it. This is manipulative and unfair and defeats the purpose of the RNG element of the game. :thumbsdown:
Well I was against it too. But seeing all the spiked boots and oil grenades and haybusa boots in 3 cell runs is just not fun. Trash tier items actively bog down the run. I wouldn't mind removing a couple of items from each category for those at least. Since you kinda need those improved items without resorting to super cheese strats to beat it.
Darkness Jan 25, 2018 @ 8:52am 
I know this has been suggested a lot of times, I'm not even sure if this was the last time it was suggested, but this certainly needs some love!

People seems to think that it would make the game unbalaced... well, then why not only make this feature available if you defeat the game with 3 cells using the "normal" pool, proving that you don't actually want to use it to cheese?

Also, this kind of feature would be also cool if we could store the locked/unlock in profiles, so that we could quick switch between them, or even a "dailly lock" that would lock items "randomly" and maybe offer additional rewards (like more cells?) for those playing using it, and so on.

Considering you can already reroll shop items, and eventually you will get all the items you want, so why not allow the player to get them sooner then?

Seems really upseting that the only way to do this pool control is to make a new save and not unlock the useless stuff. Currently, having too many unlocks feels like a punishment, and that's just wrong.
Gatebase Mar 4, 2018 @ 9:26am 
I would honestly like to see a way to permanently disable blueprints. I don't care if the costs scale (50 cells for the first, 100 for the second, etc) or something like that or if there's a minimum amount of weapons/skills you have to leave in. To people who don't find restricting the RNG fun - simply don't use the feature! Nobody is forcing any change on you, it's just that *I* would like more control over *my* item pool so that *I* can enjoy the game more. Everytime I see Spartan Sandals I hate myself for unlocking them. :csdmad: That's not fun!

I view the blueprint mechanic as a deckbuilding card game. One aspect of success is putting strong cards into my deck (well handled by blueprints and forge upgrades). But the second aspect is cutting weak cards! And currently there's no way to do that, except for never unlocking them in the first place. Ever since finding some incredibly strong and fun weapons and skills I don't even know what most items in the game do, because after my experience with Spartan Sandals I don't unlock them anymore out of fear of substantially weakening my deck. And even if I start a second save file, I'll still always have the Nutcracker and the Electric Whip to deal with. Putting weak items into the base rotation and frontloading weak or joke items (Broadswoard, Spartan Sandals) is fine - as long as I can later cut them from my deck through some kind of investment (beating bosses, paying cells, etc). If you're worried about balance, put the dude in after the last boss and restitrict it to disabling 1 additional blueprint per run - I don't care if I have to work for it, I just want *some* way to get rid of garbage.

As it stands now, unlocking new items is not clear progression but gambling and as such discouraged. I don't believe this should be how it works and I would like to play a Dead Cells where I feel positively about unlocking every new item, even if it turns out to be weak. :csdsmile:
Illmad Mar 4, 2018 @ 9:53am 
I very much support this idea. Although we are basically in control of which items we unlock, but often we have to unlock items unfitting to our playstyle in order to make useful items available for unlocking.
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Date Posted: Dec 27, 2017 @ 5:15pm
Posts: 14