Sidestepper wrote:I openly admit to hacking my game to get all 9 locker slots (hee-hee according to the PMs I got from dislekcia this was causing some seriously weird error reports, sorry about that and thanks for being so chill about it). Even at the full 9 slots, locker space is a serious deterrent to trying new things and has pretty much removed incentive to experiment with things like the Cauldron or the new Orb of Zot. Part of it is having to scum for the new item, and part of it is the knowledge that I will have to scum again when the experiment is over and I want to restore my old item. I cannot imagine playing with 4-6 slots, which is what most people dpo.
I'm sorry, but if you've already removed any context to items and lockering by hacking, how is your opinion about item gain pain relevant? It's the same as people who pirate tons of games: They hardly play any of them because every game is equally meaningless due to a lack of acquisition plan. You're experiencing the same thing with items: Trying to find an item or uncover one is meaningless to you because you've removed any triumph you could have experienced in the process of finding/unlocking that item.
... Plus there are already mechanisms in the game to give you easier access to items: Every Silver challenge will grant you that item on completion. Backpack items remain available when restarting a run, so just keep restarting if you want to mess with a strategy but don't want to "sacrifice" a locker slot.
Most of you have items that sit in your locker and don't DO anything at all. I'm inclined to give items a decay rate to cycle un-played items out of the locker more often, just to illustrate that point. It's not the power or usefulness of an item that makes you keep it in your locker when you don't use it, it's the joy you took in overcoming the obstacles to acquiring it
- if we were to make all items available without any acquisition discomfort, we'd be sabotaging the exact value that you're enjoying most about the items you keep! And you can't say otherwise, because you wouldn't be keeping items you don't use if that wasn't the case.
I know things coming up again and again is frustrating, and we can be a bit of a nagging lot, and this is a fairly deeply held thing, but this sort of post is really not helpful to anyone... and I think this from Sidestepper's first post is just about the most reasonable thing in the world:
[quote=Sidestepper]I thought I would bring this up one last time. With the recent drama the timing might be bad, so let me make it clear that this isn't about making demands or rage-quitting or feeling an entitlement to the creative process, this is me being a good beta tester and reporting an issue that interferes with the enjoyment of the game.[/quote]
Incidentally, unlocking items is very satisfying, searching for them in order to try something isn't. Silver Challenges aren't great for recovering items, given that most of them are pretty hard. The backpack is good though its niche is more fiddling with novelty subdungeon items than trying out a strategy properly. Of the items in my locker, one is race-specific, one's badge-specific (Balanced Dagger) and I'm pretty sure all of the others get regularish use. The exception being the cauldron, which is there because I keep thinking about testing it and never get round to it.
For the record, I agree with Sidestepper, though I'd also say it's now much less bad than it was before you folk introduced a load of mitigating things.
Additionally, I suppose, if we had something like a stacking 1,000+1,000/ or 1,000x2/item cost to be able to summon stuff to the locker at will (even if THAT summoning costs more gold, making it a gold sink rather than a time sink to relocker items), that'd be a much smoother, more personalised and more valuable goldsink than the current upgrade-bank, add-a-locker-slot, rinse repeat business. Make it more exorbitant than that (say 5,000+5,000 gold/item) and post-game only or something, and it'd still be great. If anything, that'd give players a more unique long-term kingdom state than currently exists, complementing the short-term locker system.