If you have still have doubts about them being both wholesome and retarded just go glance at the responses those madmen write up for literally every steam review, even negative ones.devs sound so retarded it's wholesome again.
Gave it a try, gameplay got me hooked so I'm not refunding. The anime part is cringe but in an amusing way, so I get both good gameplay and laughsAll the shilling here made me buy it, but I am at the verge of refunding after reading this thread
Their news posts are also typically a clear showcase of how they're both wholesome and retarded. Like when they apologized profusely, multiple times, for not delivering a patch like they initially planned. Because there was a big-ass flood in their neighborhood and their studio was directly affected with no electricity etc. How dare they.If you have still have doubts about them being both wholesome and retarded just go glance at the responses those madmen write up for literally every steam review, even negative ones.
In Troubleshooter, respecs aren't some dirty mechanic implemented to save you from your own retardation - they're fundamentally baked into the game's design because the character building isn't just a personal choice about what character you want to make or what is "meta" - the character building is the constantly evolving gameplay challenge. Looking up a guide isn't even necessarily that much of a help, because there's a vast difference between how you'll want a given character to function 10 hours into the game vis a vis 90 hours into the game. As such, a functional guide would have to make a build for each 1 or 2 hours of gameplay.
Yeah, the thing I figured out that made unlocking sets much, much easier is to always keep at least 1 of everything. That way you never run into a situation where you are told you can unlock something and then spend a bunch of time testing combinations to realize you need something you burnt to make a cool new mastery. Though of course I still occasionally gave in when the new thing was just too damned cool or useful.
Yeah, I think maybe my problem is that I keep running out of basic bitch masteries. I've followed your advice and only done story missions since I started playing again, so I might just be tinkering too much relative to the number of masteries I'm bringing home.
Oh, and another thing I'm finding helpful for enjoying the game is to straight up skip every single cutscene and line of dialogue. I'd been skimming through them as quickly as I could but even that takes ages. There's so fucking much.
It gets confusing sometimes when the game drops a choice on you that you don't have the context for, but taking this approach has worked out fine so far:
It's so much more interesting to tinker with builds when you can go back and fiddle with stuff you've already put in. It makes the optimisation game feel like an actual game, rather than a tedious exercise in planning ahead that can be solved if you have enough patience for reading through a million lists before starting the game, after which you never have to think about it again.
Meh. It works for this game, because it is foremost a tactics game and even though respecing is basically free iirc buying the masteries that you slot in is not free so there is still some opportunity cost. For RPGs with noncombat approaches it doesn't make any sense, it would just make everyone a master of everything as you'd just swap in lockpicking mastery whenever you encountered a lock and then swap it back out.It's so much more interesting to tinker with builds when you can go back and fiddle with stuff you've already put in. It makes the optimisation game feel like an actual game, rather than a tedious exercise in planning ahead that can be solved if you have enough patience for reading through a million lists before starting the game, after which you never have to think about it again.
This is the reason for my unpopular opinion that RPGs can learn a few things from shooters with "loadout management" mechanics, such as the Bioshock games.
Meh. It works for this game, because it is foremost a tactics game and even though respecing is basically free iirc buying the masteries that you slot in is not free so there is still some opportunity cost. For RPGs with noncombat approaches it doesn't make any sense, it would just make everyone a master of everything as you'd just swap in lockpicking mastery whenever you encountered a lock and then swap it back out.It's so much more interesting to tinker with builds when you can go back and fiddle with stuff you've already put in. It makes the optimisation game feel like an actual game, rather than a tedious exercise in planning ahead that can be solved if you have enough patience for reading through a million lists before starting the game, after which you never have to think about it again.
This is the reason for my unpopular opinion that RPGs can learn a few things from shooters with "loadout management" mechanics, such as the Bioshock games.
Unless you mean loadouts as in "these are the spells I prepared in my spellbook today", that is obviously a workable mechanic for RPGs in general and hardly an unpopular opinion here.
(It is a valid observation though, that RPG builds are frequently a bit shit because trying to react and learn as you go frequently doesn't work as it will just mean you unknowingly made a suboptimal decision 10 hours ago that locks you out of the build you wanted. But the solution isn't "lol just remove permanent choices from builds")
Meh. It works for this game, because it is foremost a tactics game and even though respecing is basically free iirc buying the masteries that you slot in is not free so there is still some opportunity cost. For RPGs with noncombat approaches it doesn't make any sense, it would just make everyone a master of everything as you'd just swap in lockpicking mastery whenever you encountered a lock and then swap it back out.It's so much more interesting to tinker with builds when you can go back and fiddle with stuff you've already put in. It makes the optimisation game feel like an actual game, rather than a tedious exercise in planning ahead that can be solved if you have enough patience for reading through a million lists before starting the game, after which you never have to think about it again.
This is the reason for my unpopular opinion that RPGs can learn a few things from shooters with "loadout management" mechanics, such as the Bioshock games.
Unless you mean loadouts as in "these are the spells I prepared in my spellbook today", that is obviously a workable mechanic for RPGs in general and hardly an unpopular opinion here.
(It is a valid observation though, that RPG builds are frequently a bit shit because trying to react and learn as you go frequently doesn't work as it will just mean you unknowingly made a suboptimal decision 10 hours ago that locks you out of the build you wanted. But the solution isn't "lol just remove permanent choices from builds")
Other than being a purely combat based mechanic?Don’t see the reason it wouldn’t work in a traditional RPG
Other than being a purely combat based mechanic?Don’t see the reason it wouldn’t work in a traditional RPG