![]() I just don't think that anything other than a direct trade would be an improvement - and I don't think (personally, not objectively) that it would be anything other than a detriment to the game, just to pander to bad players. ![]() If you could drop that bustling fungus to the Engineer then you better hope he's dropping his turrets to take the aggro, because standing still for him to use it himself is just gonna get him killed - and we're back at square one with that hypothetical scenario. Is it still a better option than hoping they survive.? I dunno. If you try trading an item as soon as the map starts it probably won't end well. Sometimes it does just take one (un)lucky hit to take you out for yet another round.īut if you want to voluntarily help a player, even a direct-trade system would be clunky and difficult to handle, since on higher difficulties enemies spawn fairly close, fairly frequently, when the map starts. ![]() "well just start dodging enemy attacks properly" but that can be difficult, Wisps aren't 100% reliable to dodge, for example. That's a pretty significant amount of time to be standing around with your thumb up your arse and your face in a menu pop-up, right? It's dangerous with both suggestions. You still had to wait for the item to pop out and land in the world, to be picked up. What's the difference between opening a chest for someone and dropping the item for them, though? Functionally, none. This is just a suggestion on a way to voluntarily help a player. Why shouldn't I be allowed to just drop it to him rather than just running around the map as he gets his head kicked in by mobs he has no hop in fighting against.Īnd finally, I have never said the RNG loot was a bad thing, I think it's actually great and has loads of replay value but there are problems with it. Let's take your bustling fungus as an example and say i'm playing merc (A mobility based class) and I have two of said item. There is absolutely no reason to have to go to what is essentially a middle man so I can give items to a friend. This is just a request/discussion about having the ability to drop items, and buying chests for them just seems like such a roundabout way of going about it. (Seeing as how some mobs can attack you before you can even fully spawn in.) Sometimes in the late game buying chests for them and said players even surviving that long can be a problem. And if you're gonna do that, why bother buying/playing -this- game in the first place, y'know?Īgain, see above to my other reply. It's endemic to a RNG-based loot system, you can't just breed it out without making the game not a roguelike anymore. Originally posted by SushiJaguar:This power gap that sometimes happens - it's part of what makes the game a roguelike. I'll buy it, and ping it, and maybe even send a chat message so he knows I've left it for him." Bustling fungus is really good for Engineer. Just be like "that dude's playing engineer, and this tri-shop terminal has a bustling fungus in it. In addition, you could also just.buy items for your allies. That'll go a long way to alleviating the power gap issue. Plus, later on we'll likely see the return of the selector item RoR1 had, which allowed you to pick what came out of a chest for the rest of the run after you nabbed it. In 2, here, you have almost every on-hit/on-kill effect item I saw in 1, available right from the get-go, and all the best ones too! Except, y'know, Brilliant Behemoth and Will-o-Wisp which are red and green rarity respectively.īeing able to give away items is technically in the game anyway. Before you unlocked many items in RoR 1 your selection of whites was pretty damned awful. Not to mention, this game really isn't quite as dependent on red or even green-rarity items as RoR 1 was to start off with. And if you're gonna do that, why bother buying/playing -this- game in the first place, y'know? This power gap that sometimes happens - it's part of what makes the game a roguelike.
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