Heroes of Hammerwatch II

Heroes of Hammerwatch II

View Stats:
complete run?
How do I get back to town with my loot? Do I have to complete a whole run to keep my stuff? What if need to do something else, can I save mid run?
< >
Showing 1-15 of 27 comments
as far as I know, you ether give part of your loot to the "thunder bird" or you play till you die and get the -40%. it helps thinking that all you have is actually 40% less.
spike_mf Jan 15 @ 1:37pm 
that's kind of dumb. Just drop 40% less loot instead if we can't keep it anyways!!?
Fur Jan 15 @ 1:38pm 
mines -15% with upgraded church..
I quite like this mechanic due to the how fatal it is to die in the game. If you always keep your loot them you wouldn't be playing cautiously and more aggressive.
spike_mf Jan 15 @ 4:50pm 
Originally posted by Valhorn117:
I quite like this mechanic due to the how fatal it is to die in the game. If you always keep your loot them you wouldn't be playing cautiously and more aggressive.
sure, I have no problem with you loosing stuff when dying, but when dying is the only way out then what's the point of the mechanic?? As I said just lower the drop rate with 40% and get the same result
Originally posted by spike_mf:
Originally posted by Valhorn117:
I quite like this mechanic due to the how fatal it is to die in the game. If you always keep your loot them you wouldn't be playing cautiously and more aggressive.
sure, I have no problem with you loosing stuff when dying, but when dying is the only way out then what's the point of the mechanic?? As I said just lower the drop rate with 40% and get the same result
The % can be lowered by upgrading the town.
spike_mf Jan 15 @ 5:26pm 
Originally posted by Talamarie:
Originally posted by spike_mf:
sure, I have no problem with you loosing stuff when dying, but when dying is the only way out then what's the point of the mechanic?? As I said just lower the drop rate with 40% and get the same result
The % can be lowered by upgrading the town.
aha, that's good
Daishi Jan 16 @ 12:49am 
What a stupid system. At least after a boss fight, I want to have a chance to save all my loot and go back to town.
Present Jan 16 @ 1:40am 
I've played only 4hrs yet, ran 4 or 5 sessions with paladin and mage(both leveled up to 4) and I think I get what the devs wanted with it, but kind of neglecting that taking back what one has acquired throughout the game isn't well received(especially in RPG games). If this game wants to be a rather hard-core game, this could be received well. But as far as I perceive, this game doesn't feel like it's focusing on hard-core RPGs. I feel like those mechanics(losing 40% of what you've earned) is there just to delay progress, which can be seen as a lazy design indeed.

I personally haven't had any issues with it, but I think there could've been better ways. For example, I think just deleting the revive pay and instead making gold drops a little less(-20%) should be still enough. Materials shouldn't be adjusted as the game doesn't allow you to go back to previous stages or mobs drop materials.(This I believe makes people explore the whole map for resources, but not that tedious.) Along with those, making Thunderbirds grant like 20%+ loot or something unique trinket, should do the trick.

One of the points of rogue-like(or rogue-lites)is that you become stronger as you die more. Dying should be less punishing, not 'more' punishing.
Last edited by Present; Jan 16 @ 1:41am
spike_mf Jan 16 @ 5:15am 
Originally posted by Present:
I've played only 4hrs yet, ran 4 or 5 sessions with paladin and mage(both leveled up to 4) and I think I get what the devs wanted with it, but kind of neglecting that taking back what one has acquired throughout the game isn't well received(especially in RPG games). If this game wants to be a rather hard-core game, this could be received well. But as far as I perceive, this game doesn't feel like it's focusing on hard-core RPGs. I feel like those mechanics(losing 40% of what you've earned) is there just to delay progress, which can be seen as a lazy design indeed.

I personally haven't had any issues with it, but I think there could've been better ways. For example, I think just deleting the revive pay and instead making gold drops a little less(-20%) should be still enough. Materials shouldn't be adjusted as the game doesn't allow you to go back to previous stages or mobs drop materials.(This I believe makes people explore the whole map for resources, but not that tedious.) Along with those, making Thunderbirds grant like 20%+ loot or something unique trinket, should do the trick.

One of the points of rogue-like(or rogue-lites)is that you become stronger as you die more. Dying should be less punishing, not 'more' punishing.
well said
Kinja Jan 16 @ 5:20am 
I think it should just give you the option to end the run and go home with your loot after every boss kill. I don't mind losing loot on death, especially since the loss can be reduced, but there's literally no reason given inside the game itself for why your character can't just go back home with the loot. Just saying "it was this way in the previous game so it's like this again feels like really poor reasoning tbh.
OgreMage Jan 16 @ 11:40am 
Originally posted by Daishi:
At least after a boss fight, I want to have a chance to save all my loot and go back to town.
candidus Jan 20 @ 10:46am 
Why does it allways have to be 1 or the other?
Just keep this system but add a win condition/rerturn to town event and if y die y lose stuff, this way you get a hc feeling and a win possiblility.
i realy dislike the the whole if y die more y win more mindset in games nowadays.
Azunai Jan 20 @ 1:07pm 
they should add a portal to end the run after the bossfights.
One of these days people will realize 80% of the mechanics are the game are simply to pad the actually small amount of content. It's actually disgustingly exploitative. And very annoying because the gameplay is good. But oops, sorry, let's make you repeat things endlessly, steal most of your currency, and die repeatedly before it's even significantly possible to win. Let's not even allow you to put in skills or stats as you go along, possibly the biggest way to improve your chances. Yeah nice, that'll get us to play for more hours than the content would actually allow. Nice work. Gross.

And people who say "then don't die lol", you have to be kidding to act like the game at all expects you to have a chance most runs. The entire game is grind gated and holds you back on purpose so you essentially cannot win before you grind enough. There are about 9million mechanics that this is literally the only reasonable explanation. And it's very obvious.

To make a successful game people play for a long time, just add grind gating mechanics, as many as you can think of.
Last edited by my butt is erect; Jan 20 @ 1:16pm
< >
Showing 1-15 of 27 comments
Per page: 1530 50

Date Posted: Jan 15 @ 1:11pm
Posts: 27