Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Drop/Give Items and Trinkets to friends.
The game is amazing, and the coop is almost perfect.
I (like some other players) don't like the 'issue' where you need to use only the host base (could merge them all), but this is another topic.

Playing with friends, sometimes you get an item (but most trinkets) that would help your friend a lot, and for you is almost nothing. So if you could drop, trade, or give it, it would make the coop so much fun, and more COOP.
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VeraelHasta a écrit :
I can see why they wouldn't let us drop trinkets.
But not being able to drop equipment is a bummer. It should be allowed to trade items that you got in this run. It is sad when I get a nice shield as a mage and can't give it to my pally friend.

Don't forget you have a Paladin too, and this game was designed (via Guild Title buffs) that to furthe progress you'll need to level up several, eventually all (if you're trying to meta), classes at some point in time and reach highest achievable difficulty/challenge you can handle... so a good shield isn't simply a waste, it'll have value foe you down the road (and I'm sure you'lr friend will find one soon enough, be it in a run or in the shop, and it'll be all the more rewarding for them when they do!) ... plus even on a mage, I wonder about a build using wand+shield 🤣 as a sort of magic tank (or at least warlock)... this game offers a lot of crearivity in builds and theory which I find pretty awesome. Playing around with what you've got to make the most of it is half the fun [for me personally at least, all personal opinions in the end 🤣]
It would be cool If they built this in with like a "you can only do it once" or it comes with a penalty like you have to sacrifice another trinket or a bunch of shadow curse etc.
I wouldn't use this. The randomness is a big part of the fun.
I like the idea of trading / dropping trinkets, but have the same concerns that other posters noted, that it would make the game a lot easier and slow things down. When I play Gunfire Reborn with friends, it feels like our runs are 50% longer with all the "do you want this? do you want this?" questions.

The idea mentioned about being able to share e.g. one trinket per run is interesting, though. It would help make up for the lack of being able to bring a trinket with you into the run (which existed in HoH1). Could even balance it a bit by making it cost shadow curse or something.
---------ESPAÑOL---------

Propuesta de Sistema de Intercambio de Objetos en el Juego

Estimados desarrolladores,

Me gustaría proponer un sistema de intercambio de objetos entre jugadores que combine dos métodos para una experiencia más rica y equilibrada.

Sistema de Intercambio Combinado:

Este sistema integra dos métodos de intercambio: un intercambio directo al final de cada batalla contra jefes y un sistema de mensajería a través de un Centro de Correo.

1. Intercambio Directo al Final de Batalla contra Jefes: Al finalizar cada batalla contra un jefe, los jugadores podrán intercambiar un máximo de tres trinquets comunes o un trinquet de mayor calidad por otro de valor similar. Esto facilita la colaboración inmediata y la ayuda entre jugadores.

2. Sistema de Mensajería ♥♥♥ Centro de Correo: Los jugadores podrán construir un Centro de Correo en su pueblo. Este centro permitirá:

- Depósito de Paquetes: Cada jugador tendrá un depósito ♥♥♥ capacidad para 3 paquetes. Si el depósito está lleno, no se podrán recibir más envíos hasta que se abran o eliminen paquetes.
- Caducidad de Paquetes: Los paquetes no abiertos caducan a las 24 horas y se venden automáticamente a los comerciantes locales, dando al jugador el equivalente en monedas de oro.
- Envío de Paquetes: Se podrá contratar a un mensajero para enviar un paquete a otro jugador. El coste de envío dependerá del valor y la rareza del objeto, haciendo que el envío de objetos de alto valor sea una opción costosa pero viable.

Limitaciones y Equilibrio:

El sistema busca un equilibrio entre la colaboración y la prevención de abusos. Las limitaciones clave son:

- Límites de Intercambio Directo: Restricción en la cantidad de trinquets intercambiables al final de cada batalla contra jefes.
- Capacidad Limitada del Depósito: Evita la acumulación excesiva de objetos sin gestionar.
- Caducidad de los Paquetes: Incentiva la gestión de envíos y evita la acumulación indefinida de objetos.
- Coste de Envío Variable: Hace que el envío de objetos valiosos sea una decisión estratégica.

Este sistema combinado ofrece una forma flexible y equilibrada de compartir objetos, añadiendo una capa estratégica a la interacción social dentro del juego. Espero que estas ideas sean consideradas.


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Proposal for an Item Exchange System in the Game

Dear Developers,

I would like to propose an item exchange system for players that combines two methods for a richer and more balanced experience.

Combined Exchange System:

This system integrates two exchange methods: a direct exchange at the end of each boss battle and a messaging system through a Mail Center.

1. Direct Exchange at the End of Boss Battles: At the end of each boss battle, players can exchange a maximum of three common trinkets or a higher quality trinket for another of similar value. This facilitates immediate collaboration and assistance between players.

2. Messaging System with Mail Center: Players can build a Mail Center in their town. This center will allow:

- Package Deposit: Each player will have a deposit with a capacity of 3 packages. If the deposit is full, no more shipments can be received until packages are opened or removed.
- Package Expiry: Unopened packages expire after 24 hours and are automatically sold to local merchants, giving the player the equivalent in gold coins.
- Package Sending: A messenger can be hired to send a package to another player. The shipping cost will depend on the value and rarity of the item, making sending high-value items a costly but viable option.

Limitations and Balance:

The system seeks a balance between collaboration and the prevention of abuse. The key limitations are:

- Direct Exchange Limits: Restriction on the number of trinkets that can be exchanged at the end of each boss battle.
- Limited Deposit Capacity: Prevents excessive accumulation of items without management.
- Package Expiry: Encourages shipment management and prevents indefinite accumulation of items.
- Variable Shipping Cost: Makes sending valuable items a strategic decision.

This combined system offers a flexible and balanced way to share items, adding a strategic layer to social interaction within the game. I hope these ideas are considered.
Seeing the comments of "Just cheat" is such a bad take. The ability to trade gear between friends is just natural. Yeah, RNG is apart of the game, but when you get gear after gear for the class your friend is playing as while they get gear for yours, the gear goes to waste.

If you think that trading is bad then you aren't thinking about every aspect that would make it fair. Just add in trading, yeah, you have a level 1 wielding level 10 gear.. You know the fix to that? Level locking the items! You can't give higher tier items to a lower level character, OR you can but they can't wield it because it's too high level for them!

The argument that it would ruin the fun is an terrible take because it's just factually wrong, it would actively make it easier to have items prepared for later on or while currently running with lvl 1 characters together, just allow each other to grow together. Don't need to drop trinkets, if you do, make it a % to break on drop. Higher tier trinkets, higher chance to break. Add in a ping to share the trinket so you don't have to pick it up to share it if you want, there are FIXES to make it work.
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