#Everything is awesome and all except....

5 messages · Page 1 of 1 (latest)

quasi otter
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I understand the thrill to have a new method to customize our weapons and tools, however...

I would like to share my view on how this mechanic eventually will be limiting players from going for assured things that are needed. This is a mechanic that doesn't go at all with the game in it's current state since our weapons/tools are not permanent, and the changes are in fact detrimental to the gameplay as it was before.

It puts a negative impact for new future runes as they'll decrease the chances for good ones to show, and has players spending resources and time on something that will eventually break.

Now, players will need to forget about the farming of materials which was able to be obtained easily (counting the ratio of single items needed to apply 1 slot of essence) and instead go on their way to farm enemies exposing themselves (from my experience of playing Expert mode only) to get a low amount for these.

We are trading breaking one precious gem and something else for having to kill over 100's of enemies to hopefully get the the essence that we want.

For this, I would suggest some small changes that I believe can keep the new mechanic and still give players what they want or need, these are just some ideas, not all need to be there.

  1. Increase the limit from 500 to 5,000 (or so).

  2. Decrease the cost of rerolling or have that the highest runes only show up.

  3. Allow players to improve the rune machine or craft a better machine that will let players have only high tier runes.

  4. Let players still be able to use materials as before and essences (the new resource) to get the desired rune (maybe add a chance for tiers there if you want, but allow us to reroll again).

  5. Put back the colors as they were before or have the icons show on top of the weapons/tools (it's extremely annoying not be able to distinguish what has what).

Thank you for reading and such, love you all.

narrow sable
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I would like to get in touch with the person who suggested the idea and implemented the Dice roll system for Runes

errant pond
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Putting RNG into this mechanic is terrible. I can understand the switch to a new essence-based system, but there was no need to add the rolling-for-runes function.

narrow sable
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What is your understanding to switching to new essence based mechanics?

errant pond
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The whole 'gain essence from doing actions' and then spending that essence to enchant weapons and tools. And I'm totally fine with that, although it does make ruby and blast cores way less useful (which is the opposite of what I'd like to see, increasing the use of materials is cooler).

But it should just be a 'use essence, get rune' functionality instead of a slot machine.