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
As well, while your pickaxe is thrown, you can't use melee attacks, so if you throw the pickaxe to pick up a line of gold in one direction, you're now unarmed if another pilfer comes around from another direction.
And really, the issue with the pilfers isn't that they steal your gold, but the fact that there is no payoff for them. It's a relentless annoyance that affects you in almost every single room of every single floor of the game, and never rewards you in any way for putting up with it. With frustrating mechanics you need to follow a pattern of buildup and climax. You can't just annoy players relentlessly and never reward them for putting up with it.
For all the mindless "Git gud!" posts, not one addresses the fact that the best you can hope to accomplish by "gitting gud" is to minimize your annoyance; never to fulfill catharsis or achieve a reward worthy of the frustration you endured and overcame. And they also ignore the fact that MOST complaints are of a quality of life nature, and would not negatively impact the difficulty of the game if properly fixed.
That's your own self-imposed limitation for using a controller to play. With the mouse, you can throw 360 degrees.
The gecko foot isn't really a good nor full solution; as I already pointed out the pilfers block your thrown pickaxe and as galdon2004 mentioned you're unarmed while the pick is in flight, so when a swarm show up from opening a chest it's guaranteed to loose a noticeable amount of gold, especially if you're lucky with popcorning. And yes the lack of catharsis is part of it, but I wouldn't pin the entirety of the problem on the lack either, partially because you also loose gold on death by default; they're forced detriments to gameplay progress, which in other gaming genres are known as padding. They function like a few other curses, except you can never be totally rid of them.
I've spent a few hours playing both ways, and the controls need some fine tuning but I'm glad that you can rebind them; keyboard has the 8 directional limited movement but the controller had similarly limited aim for throwing the pickaxe. Either way there's suppression of gameplay without tweaking controls outside the game, so I tend to go by keyboard since I benefit more from precision throws more often than precise movement.
Forgiven but noted your impatience for actually legible discussions.
And even if you can throw precisely, it doesn't solve the issue of many pilfers showing up and you losing control of your pickaxe for a few seconds at every throw. They will always get away with some of your gold if you get a decently sized payout.
Speaking of the thrown pickaxe, it's momentum is weird. if you jump it immediately rises up even on the outbound path. The only purpose this seems to have is to make your pickaxe miss it's target if you jump to dodge something while the axe is in flight. Since there is nothing to hit in the upper layer that doesn't get hit on the lower layer, this feature as well is purely negative with no positive impact.
but mostly that first thing, the looking cool thing.
Like the Pilfers, they are only there to take your gold. You get nothing from them, there's no bonus for stopping them, there's no reward at all. If a reward based thing got added (Like a random hidden room called the "Pilfer's Hideout" where you fight a mini-boss Pilfer to have a chance of getting 50% of the gold stolen back) then it would be fine. But, as they stand now, they're a great idea, but not really greatly implemented.
In 90 hours of game, I'm surprised you've obviously never encountered the golden pilfer, you must be the unluckiest player on Earth :) Maybe it exists to give back all the money the others stole and then some!
additionally, there is no thematic connection between the golden pilfer and *your* gold in particular. It's just a rare kind of pilfer that's shiny and shows up in otherwise normal rooms. If it instead appeared in a treasure room that explicitly painted it as a ring leader you might get some catharsis out of it, but as it is currently implemented you don't feel like you're "taking revenge" on those that robbed you. it's just a random mob that is similar to the other pilfers but hasn't actually been the one stealing from you.
Even more additionally; the golden pilfer is extremely rare, and a very minor event. It doesn't come *close* to matching the buildup that dealing with robbers in every single room of the game gives. A payoff to the pilfers needs to feel epic and rewarding. Not just a single pinata that shows up every few hundred rooms.
Maybe even have it be a full on boss. It might have made for a better golden core boss than the random salamander. Imagine getting to the bottom of the golden core to see a giant pilfer, and then from the edges of the room you see several pilfers carrying gold come in, toss the gold into the giant pilfer who reacts like it's growing more powerful, then as the small pilfers run off, you gain control of your character. Suddenly, you get all you need to know; this bugger is the reason why these pilfers keep stealing from you, and that's YOUR gold you need to beat out of it. You would retroactively feel like this confrontation has been building up since the beginning, and the fight between you and it is far more personal than the other fights. THAT would be some good catharsis.