funnily enough Magic the gathering Arena, a trading card game (wich is a genre notorious for boosters (obviously))
has a mitigation system that guarantees you eventually get all cards
funnily enough Magic the gathering Arena, a trading card game (wich is a genre notorious for boosters (obviously))
has a mitigation system that guarantees you eventually get all cards
I love min-maxing gear. I love trying out different things, theory crafting, and trying to determine what works best. I just don’t think that this system is at all conducive to that.
Having a bunch of the same type of gun means you have to actually sit down and compare stats, run to different vendors to either sell or melt for blessings. To me this is just a time sink where the middle men could have been cut out (guns and the various vendors in this case).
Let me grind for materials in the missions and use these to create new plugins to existing weapons that I can slot in and out. Something like Winds of Magic, but much more advanced. I’m fine with grind (if the game is fun it’s not grind to my mind) and some things could require really really hard challenge runs to get. This keeps retention to me. I love grinding towards harder challenges and getting good gear is a reason to do so.
So I think you can get the best of all worlds here but, to me, I think this notion of getting actual gear at the end of each missions is a mistake that looter shooters do. Some of them are fun despite of this rather than because of this. I’m playing Diablo IV now with a friend. That game has this in its DNA and I still don’t enjoy this part of the game. At least Diablo has a much better UI than Borderlands or Darktide and marking things as trash is relatively easy.
At the moment, I don’t know how many guns I have. I just never check. I just get depressed whenever the emperor bestows gifts on me that will go into the bottom of my loot pile never to be looked at again.
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