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If the gear is actually decent, keep it in your stash for when you play other classes. Leveling up each class gives bonus stats for every class. If you get spare gear that isn't any good, just sell it to your general store.
For example, in Roboquest -- If you find a cool gun that shoots laser explosions, but it's not really your thing? You toss it to your friend. Now THEY have a cool gun that shoots laser explosions! Nice! But... you can't give your friend your wrench metaprogression currency, because that doesn't make any sense. It would allow them to skip large portions of the metaprogression journey/grind.
Another example: Gunfire reborn. All weapons & scrolls (trinkets) you find in a run can be freely traded between players at any time. But guess what you can't trade? Permanent metaprogression currency 'souls'.
In Heroes of Hammerwatch 2, one of the meta permanent metaprogression tracks are the character equipment. Thus, they cannot be traded.
With that being said, the trinkets in Heroes of Hammerwatch 2 are ALSO not tradeable, even though they are only in-run power gain, much like weapons in roboquest, or scrolls in gunfire reborn. I can think of a few reasons for this, but the primary two are that HoH2 has lots of item set bonuses. If you could swap and trade between your group members, your power level would spike tremendously, since completing item sets gives really quite powerful bonuses in some cases. Additionally, after you complete a run, either in victory or death, your trinkets are converted to a metaprogression currency used to purchase various town upgrades and so forth. So in this manner, trading trinkets mid-run would allow people to essentially trade metaprogression currency, something that, to my knowledge, no other multiplayer roguelike does.
I do think trading trinkets in HoH2 could be made to work without causing too many problems, but keeping them instanced and locked to the player who picks them up does have some reason behind it.
Not allowing trading of the permanent gear/equipment is another story. It's just not something that would really work with this type of game, imo.
Ok, but so? IF that's how we wanna play, we should be able to.
I agree with most you've said up to a point. That being said, I'm really not so sure trading trinkets would work out for many the same reasons you listed above. While, I do think that trading equipment wouldn't really break the meta progression.
The main reason behind that is that you need to reach a minimum stat requirement for all pieces of equipment in the game. Dropping an over-leveled piece of gear for a friend is just a piece of gear that they would be guaranteed to not be able to use for a long period of time.
If you're able drop something for them that is currently more powerful then what they have or better for them within their level range then there's still a few hoops. The first of which is, that item drops are seemingly weighted in favor of the class you are playing. In my time playing I've played mostly Ranger and Sorcerer and the loot tables have been wildly different, though I do still occasionally get something I'm not really able to use entirely well, and that someone else might benefit from more so. This is assuming the friends you are playing with are not using the same classes, but in that case you usually wouldn't have a reason to drop that item for them anyway because it would be good for you too.
Really thinking about it, the most damning thing you could do is drop a bunch of high level gear for them to resell to the shop so they can farm up a ♥♥♥♥ ton gold, but that's a lot of farming on their end for strictly that purpose. And if you wanted to curb that, you could just make gear dropped or traded sell for 0 gold.
I'm making a lot of arguments for it, I realize. But that's because with the systems in place I genuinely don't think it would effect a whole lot, and I could even see it as a slight improvement personally. But at the end of the day, it would be slight. And I can't be bothered to make that request because I'm enjoying the ♥♥♥♥ out of the game as is, because it really just feels like HoH 1 but improved in almost every way.
The only thing that could make this better is the original voice. I would absolutely pay for just the "AUGH" on getting hit sound byte for a voice. If you see this Crackshell, bring it back, I beg you.
It's stupid, design-wise, to show others item you can't give. You could effectively just take a screenshot of it for the same reason lol.
i see you have lots of knowledge about games that are rogue like/lite and not deckbuilder style with more engaging combat...can u name a few that you think are good? I need smth while i wait till my friends are online to progress together in HoH2 :D
I know you're not asking me, but I feel inclined to drop my recommendations anyway.
Singleplayer:
Hades 1 & 2, Dead Cells, The Rogue Prince of Persia
Multiplayer:
Gunfire Reborn, Windblown, Vagante
If you look back at Khadgar's post he also mention's Roboquest, which is another option. I honestly couldn't play a whole lot of this game, didn't resonate with me personally, but it wasn't particularly bad, it's worth checking out at the least.
A couple of the games I mentioned are also Early access titles. Windblown is a blast, but I would personally wait for more content.
It's probably a carryover from the changes to the game engine they made in Hammerwatch 2, which was a more ARPG-style game (and you could totally trade gear). It's pretty pointless in this game, though. I'd much rather be able to link trinkets, to help answer questions from my friends in co-op, "Yo, how are you moving so fast?" and I link an epic movement speed trinket or whatever.