Choices and strategy everywhere, without micromanagment required. One of the best rpgs i have ever played is Avernum:Escape from the pit. But it is an excellent game overall and it is super fun for a lot of hours. Problem with darkest dungeon, is that one bad run leads to so much unecassary grinding, that you end up playing the same way all the time to dominate / advance the game faster and get it over with. This party with a few speed traits does it all so well you dont even get stressed on the hardest missions. Out of 30ish guys you can use, i have at least 6 crusaders/6 vestals/6 houndmasters and 6 plague doctors and use nothing else except in the very early game till i recruit aforementioned classes. So only using 4 classes out of the 12 or so available and 10 or so traits out of 60ishavailible. Its too easy and grindy in the long run once you figure out that to eliminate almost all negative results and gather much needed cash pretty fast, use the one and same party of classes everytime with the same traits. ![]() Just felt like elaborating on some of the "strategy' i like. Anyways i aint no fanboy of runestone keeper, let alone any game. To open 'a few' more tiles, or advance floors. ![]() To get tattoos/gods/shrines or not? To kill monster or leave it. Plus character building choices, what spells/characters/gear to pick/buy and when. As for Runestone keeper, I feel that item choice and knowing when to use what, when to risk saving that item is very strategic. for example: Did the rock spawn close to the paper? Or did you know you need rock at x location by turn 12 to win? Many "strategy" war games are like this and thus unplayable. Whats fun in that? Either way, games that rely on that formula for strategy still have "luck". If no luck/character building in games, than rock would always beat scissors, always beats paper, etc. I Dont mind a certain "luck" factor as EVERY video game has one. I mean the only "pure' strategy game is chess lol. I think there is a reasonable strategy element in Runestone Keeper. And still have to hope to find him as not the last god, which i havent yet. I have no urge left to play the game for 2 hours at a time to beat it on the 1% chance i will run into the evil god. Increase his chance of showing up, and earlier please. Both times he was the last god i got, so i have had no chance to betray him and get the last achievement. I am still choked that i have logged 200 plus hours( beat the game around 50 times) and have seen the evil god only twice. Also, considering how fast you can use up runestones getting tattoos, using shrines or in dialogue events, the drop rate needs to be higher. I agree the drop rate is way way way too low considering it is the only way to access certain modes/achievements if you want the 'full' experience. However, they could be a bloody options menu for the love of god, for those who want more out of the game than just winning once on easy. I believe that the intent of the 'runewords' was to create new challenges/experiences within the game. Runestone Keeper is about beating as many floors as possible, right? ![]() And the poor gold rewards are not helping, making this game a tasteless grind while it could be brilliantly addictive imo. Why not simply giving us a crafting menu to make our own custom runeword by choosing the pros and cons we want in it?Īll in all, I find the Rune part of Runestone Keeper broken. Why not increasing rune loot rate and gold reward? Gimme more runes, more often so I can reach floor 142 and earn some 200k gold and upgrade even more runes, rince&repeat to beat as many floors as possible! (with progress save) Why not putting a forge outside dungeons, in main menu? But then, the game itself loses its point. I don't play with runewords (aka the selling point of the game), because it's too much frustration and waste. Take a Lucky rune, do a nightmare dungeon, get pounced first floor, and tell me it was worth wasting 3 runes on a x8 multiplicator to only get 14 golds in the end. Runes aren't easy common ressouces to get or upgrade, and I must spend 3 of them in order to activate a side effect that may ruin my next run? I mean multiplicators are pointless if we only survive 3 floors because of the rng we just tweaked against ourself. I don't get the point of farming runewords that basically give you cons.
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