Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
YHea its normaly not that much of a problem but if you are at an angle it nearly makes it mandatory to have the headset since you cant dodge otherwise)
Also both shreeding or droping (with a cooldown) wont allow you to go for broken builds (maybe you could make it so it is disabled in the altar) since slight adjustments to a build at the cost of minutes of scalling just dont make a difference)
and it would certainly help with things like having mushrooms drop half the map away from the engineer
You're right that it's not a life and death issue. I don't think I've ever died as a direct result of getting a quail. I just don't like how it affects my movement to the point where if I pick one up, I instantly lose all interest in my run. The issue is therefore between a game mentality where I'm thinking "Just one more stage..." and "Exit to Desktop." Getting an item you do not want and cannot reliably get rid of just isn't fun. It's anti-fun.
A drop function would indeed allow people to game the printers, although it would take some micromanagement and the expenditure of time. I suppose I'm not in favor of a drop mechanic. A better word would be "discard."
A cool-down period between dropping would also be fine with me. Say, 1 minute, or even 3 minutes. Or once per stage. Even once per loop.
Another possibility would be to have a shred mechanic that cost gold or even lunar coins. I would actually be okay with spending 1 lunar coin to get rid of a quail from time to time.
Another option still would be to introduce a shredder chest, like the printers. Activating it could send you to a menu like the RoR1 command menu, where you could shred an item for gold.
A poetic touch would be to use the celestial portal, and have the option to obliterate quails from existence. That would put a smile on my face.
I don't play multiplayer, so I'm equivocal on this issue. I can see pros and cons for having or not having a trade feature.
You'd have to actually give something up for it to really make sense that you get a choice. Because otherwise, its pretty obvious that there are some items better than others. Your build would basically just get ridiculously more powerful every time you see a good printer. Suddenly on a run where you find 5 chronobauble, if you find a missle printer you just get rid of all of them and perhaps a few stealth kits and start 1 shotting everything with missles. With no real drawbacks, because you're only giving up items you don't need. So now, the balance between a run where you found a missle printer and a run where you found a chronobauble printer is absolutely ridiculous.
With printers giving up random items, there's an actual risk to using them. You can print 10 missles, but you might give up all your healing and hopoo feathers, or giving up bands so missles have nothing to scale off of. And that will leave you temporarily in a worse spot. Printing broken items will eventually make you broken, but at the very least it can leave you with temporary gaps in power.
So right now printers are stuck risking now for a lot of eventual power, or filling gaps in current builds with a few printed items. Printers with choice just allow you to make your build whatever you want.
We already have clover for breaking the game with a single rng pickup. We don't need good printers to consistently do this as well.
so in my eyes problem fixed. And i really don't see any of the items as not useful. Maybe it can be argued stagnant number items like the shield for instance. Brooch good 15 over charge health
shield 15 shield per stack...like what.
But yes i think every item has its use and i did think that moon coins were way to rare and me and my girlfriend decided to hop on and we got about 2-3 each run and we didn't really even loop tbh
Two things have to happen:
1) Teleporter spawns in a location that would make it so that killing the boss results in an item dropping in perfect overlap with the exit mechanism. I do not know what the exact odds are of this happening, but it's not infrequent. It happens every few runs or so. I played one run yesterday evening and it happened on the Abyssal Depths. The teleporter had spawned near a wall with an overhang. Fortunately, the item was will o' the wisp!
2) The boss item is something that, under literally any other situation in which the player has free choice, is not an item that the player would ever take. In my case, quail or whip, but the items could vary depending on the player (e.g., queen's gland).
"You could at least try to make it work" misses the point spectacularly. See earlier replies for clarification.
I've had the combination of both things happen at least twice. Believe me or don't. I don't care. Calculating the odds also misses the point. This is something that can and does happen.
I am not complaining -- that's a sly mischaracterization on your part. I love this game, as my hours on record demonstrates. I think the game could be better, so I started this thread to point out something that happens from time to time that isn't fun and to offer a few suggestions for how the developers might address it.
If this thread is "really stupid" and "has no reason to exist," it follows logically that that same criticism can only apply equally or greater to your reply to it.
What if there was the opposite of a printer, that took in one particular item and spewed out something random?
A reverse-printer (randomizer? converter?) is a good idea. Thank you for suggesting it!
The thing is if you find a printer, there's a 50% chance its a below average item. Then even if its above average, there's a chance it takes one of your best items. Which means unless the printer is better than every other item you have, there is a chance of becoming weaker after printing.
Even if its a printer of a strong item, if you print say 10 missle or ukelele or whatever, you might lose something core to your build. Perhaps scythe is your only healing, or you only have 1 hopoo feather. These are items that having 1 of in your build is better than missle, but you wouldn't want to mass print them. So while you could end up with a build that does a ton of damage, you might be unable to dodge easily and take minutes to regen your hp back.
If you get the option to pick a specific item, there's almost 0 risk. Its impossible to find an item worse than say your second chronobauble. Its just the worst item. Since you're getting rid of the worst item in your build, there's now basically a guarantee you get something better.
So therefore, such an item would need a small limit in uses, and would be honestly pretty ridiculous anyways. And it couldn't shred if you say got to late game and wanted to get rid of 4 quails.
If they add something like this, the best solution imo is it takes 2 items and spits out 1, but you get to choose the 2 items.
As for the rest, honestly the use for it is that late game you reach this point where you don't need to control your character because everything is dying instantly and you can just fly around the map instantly. If you pick up too many speed items, you kind of just start flying around the map and its kind of boring.
I find these sorts of "git gud" comments strange. Because to me, the git gud part is that the game does not require any control over your character to be successful when you have movement items. Doing well in a run has absolutely nothing to do with why I would like to be able to control my character, its just more fun that way. And its less fun to me if I'm stopping in front of every item questioning whether I really want to pick it up.
By the time this is happening, yes it doesn't matter in terms of success. I've almost certainly infinited the run if I have that much mobility. And yes, I could avoid picking up all those items. Its really barely important at all, because runs get boring to me with all that power and I tend to obliterate. But I think it would be a nice option to be able to say shed all my healing and mobility items and see how far I can go off pure damage.
Like its strange to see a git gud comment, because this is the perfect way to add challenge back into a run you're doing too well in.
Also the bigger reason I support this change. And this is one is pretty important. Why not? That's it. I just don't see any disadvantage.