IMO the reason there’s RNG is the easiest for me to understand. Live service + Tencent board and FS is faced with the prospect of churning out content on a scale and pace antithetical to the way they like to operate (read: slooowwwwwwww) versus implement Yet Another Arcane Mechanic, I feel that’s an easy choice.
It being as crummy as it is to even engage with (need I prattle on about my UI woes) is my unsolved mystery…
And hey! We are getting loot 2.0 after 1.9 years (jfc), although I suspect this is mainly for me specifically since it arrives on my birthday (eagerly awaiting the tweet btw). Looking forward to breaking this one down, alongside all the clutter I’ve accumulated since the grand announcement!
I was very disheartened when seeing this. Kind of funny to me, the time darktide is removing random elements for a deterministic system… Remnant is trying to implement one.
I had the same reaction! Holding judgement until I get to try it out, but I’m bummed about this and boss rush dropping instead of real sequel to Survival.
Yeah if it turns out you need to level up each prism to 31 and it could be a dud not giving you what you want I will probably just play the DLC for the story and then uninstall honestly. I got other games I am stretched between (darktide, HD2, satisfactory, etc.)
I bought the supped-up, maxed-out special edition of R2, so I’ve got all the DLCs, but I haven’t been able to bring myself to finish the 2nd one. The first one was a real let down for me, sadly. And the second just didn’t grab me. But between the expanded Nerud (which looks really cool) and the new item filters (which might actually get me to interact with my insanely-bloated inventory), I hope this new expansion reignites my love of the game.
And I imagine I’ll give Boss Rush a go or two. Frankly, bosses are my least favorite part of Remnant (and Souls-likes). I much prefer the emergent action-puzzle nature of gameplay in the sandbox of a level, with randomized enemy groups and big 'uns who might path into your battles and geometry to use and so forth.
Hopefully the pre-boss-mini-dungeons scratch that itch a bit. Sadly, they won’t replace all of the decision-making and risk/reward of exploring that makes Survival in R1 so great.
The Prism system being heavily RNG’d, especially with the legendary bonuses, seems mostly annoying, although I’m happy to not have to fiddle with fragments on individual relics. Still, I’m holding out hope that the Remnant: From Hell modders get the upcoming R2 version out soon, where the insane-o legendary bonuses (like +5 concoction limit) might be useful rather than comically overpowered.
EDIT: Oh and on RNG, it is quite nice that Boss Rush is integrated into the game in such a way that it reduces the pain of RNG in the main game by continually granting you world and boss drops you never found by praying to RNGesus (or save scumming)!
Mostly a bunch of satellite factories designed to build one part (or make power)
I have one central system in the dunes that organizes everything into smart splitters and stores 4 containers worth of items and then all excess goes into awesome shop sink grinders. Trains and cars move parts to the central base and I have a circular tower that has hyper tubes going to all the satellite bases to shoot you out of like a cannon with hypertube gates in front of one another.
But that was on early access. 1.0 I started fresh and haven’t gotten very far yet.
I should’ve done that, at least to some degree with uranium processing. My whole base is incredibly radioactive but now I cant move it. Everything was just “but I have what I need already right here, so I may as well build out from there,” about 25 times until my fps got cut by 75%.
Swedes physically cannot make games not filled to the brim with RNG mechanics, because the experience is as joyless as living in Sweden, they really don’t know any better. it’s tragic, really.
EDIT: all of that RNG hell aside, the updated fragment UI is great, and Boss Rush is interesting. It won’t be as interesting as Survival, and the upgrade plinth interaction is a bit annoying (enemies can and will attack you while you choose a buff), but it has a good breakneck feel to it. Although there are no new rewards, I expect I’ll get some hours out of it running through with fresh hardcore characters!
EDIT EDIT: ok, nevermind on hardcore characters. I’ve only died once, but I’m already burnt out on the ridiculous number of clicks/actions it takes to get back into an HC run. Have to delete your character, remake the character, set it to hardcore, skip the tutorial, scroll through to select your starting archetype, select your difficulty, [this next bit is optional I suppose] run to McCabe, skip her dialogue, talk to her again, buy your starting mod, go to Brabus, exit his dialogue, talk to him again, buy a weapon, [end optional] go back to the stone, select Boss Rush mode, select your difficulty, enter Boss Rush mode. OOOOOOOOOOOFFFFF!
Yeah I will probably just play the new DLC for the story, try all the bosses and dungeon variations, maybe get all the weapons and new archetype… try the boss rush… and then uninstall. It was fun while it lasted but the RNG ain’t worth it.
And the core gameplay isn’t as good as darktides to make me want to champion and martyr myself for improving it.
I had a couple minutes where it seemed to mostly work. My current assessment is that this is leagues better, but the base rating RNG is a lot more noticeable than I expected. I don’t know this for a fact, but it really seems like they’ve capped the highest possible rating on grays to 320 of 500, which now seems to be the highest possible rating. That is egregious to me. That means that, as stupid as it was, you can no longer buy grays in bulk to get a weapon that’s worthwhile. The stat boost mechanic seems to come with a limit where you can only improve the base stats by a few single digit percentage points, which if the weapons base stat is medium to low is basically pointless.
Somebody at FS is clinging onto this RNG nonsense for dear life and God only knows why. It’s stupid, pointless and offensive to player’s time through and through.