If there’s any argument for the V2 reroll system being better than the one in V1 then I’d love to hear it. Like other things in this sequel, they took something that was good or fine and made it bad. Traits are annoying to reroll (though I wish there were more traits), but you can spend a very long time rerolling for the properties you want, since you have to deal with different types of effects AND their percentages at once, and it takes 8 seconds each roll.
And let me reroll properties without having to unequip gear ffs. Rework the whole damn thing if you have to, and give the intern you hired to do this ui a different job.
Learn some basic design principles.
- Find out different actions user needs to do.
- Calculate and minimize number of clicks and time required to do it; implement in ui.
- Test on random people to be sure they can intuitively complete the action without having their hand held through it and without making mistaken/accidental clicks.
It is like your ui people never thought “Hey, someone will actually have to do this, lets see how long it takes me to roll the perfect stats I want on this item. Oh look it literally took me an hour. What an incredible waste of time.”
You’re spending MATERIAL crafting. That’s time you already invested acquiring the mats being thrown away. But at least that was during a game. Now you need me to throw away a lot more time pressing the roll button over and over and swapping equipment out so it feels like freking work.
It would probably be a lot better if you just let me spend 100 blue mats to maximize the properties or some system like this. Whatever the initial roll is, spent 10 mats to add an extra percent to the properties up to the max. I don’t understand the obsession with rng for this.