As you know, and many players agreed, if you find naturally upgraded gear, the game is easy, and if you cannot find them vise versa, the game is very hard. Sometimes you are forced to equip cursed armor. I'm very sensitive of this problem that other roguelike doesn't have. Is it a golden radio to balance between them well? SPD, is a well-made game which reached 8 years-anniversary. But when I mention SPD's cons, one of them is this problem. Well, I'm waiting a wise philosophy man to resolve this problem. Any idea, do you have one?
#The balance of item-find luck
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Enough instances of luck are meant to average it out, but if left free-upgradeless, you have to make the sacrifice of upgrading some +0 due to unluck. The upside to this is that you choose what the item is, from among what you got dropped. But it's still a significant and unpredictable disadvantage.
Currently, the only measure to average out upgrade luck is that natural upgrades are capped and so you know when you have the best of something. +1 is also not that uncommon, and enchanted items help some of the unlucky runs.
I'm thinking that something predictable is the way to go if something is done to uplift unlucky runs. Like a pity meter, or a guaranteed secret room +1 equipment drop, like with the enchantment stone. I'd like to add that a pity meter should be invisible, and reset if you get an upgraded equipment.
It's time to look at how Shiren does upgraded items.
All weapons and shields have a chance to be -1 (Cursed), 0, +1, +2, or +3, but give comparatively less power per upgrade.
With the power that Wands get when upgraded, the exponential power that Rings get, and the large WP and DP bonuses that equips give, upgrades are much more important
If items either couldn't be naturally upgraded, or gave less power per upgrade, then things would be balanced out, but it's an integral part of most runs, especially ones with challenges
If Wands were more like Staves, having more non-damaging effects and had limited ammo per level, it would likely change the balance quite a bit.
Enter the Gungeon has Magnificence, which balances your rng for runs, good or bad
I would make curse weapon and armor is 1 level higher than they actually are, and remove curse will also remove the extra level. This make testing curse stuff safer and not too punishing.
We can reduce upgrade gain for beyond level 4 or 5 (for weapon and armor) to penalize the bad habit of hoarding SoU only for tier 5 gear.
Then add quest for EVERY region that give you a piece of selectable gear like ghost quest, and a third option for something else useful in case player already have good gears. I prefer this 3rd option, as using 3-4 SoU for transitional gears should be more than enough even in 6 challenges run, and this solve the problem of getting the gear itself. The bigger problem that I face is actually the PoH drop
For your gensokyo pixel dungeon?