I appreciate your response and I know I am but one of many opinions out there and you have your own priorities in how the game is designed and paced!
I certainly enjoyed it and I love the art, just sharing one anecdote on how it can get burned out.
Me personally, I don’t mind RNG as a concept, and I like your approach of having the coins as a backstop for really bad luck, I just think there should 1) be something to do while grinding, and 2) be a sincere assessment (and hopefully rebalance) of how long is practical to grind for top-tier items. Years of grinding on average per item feels like… A bit much.
Another popular way to balance the RNG is to have RNG stats for the items, that way you can have legendary items be more common, but perfect legendary items still take time. IIRC I was going for the candle hat partially for its stats and partially because there was a perk or location unlock for having multiple light sources equipped. I could satisfy the latter with a lesser-tier hat.
Looking forward to seeing how things develop, maybe I’ll pick it up again soon, especially now that the weather is cooler again and I can use my walking desk while I work without getting cooked.
walkscape@lemmy.world 3 hours ago
Thank you! Indeed the combat & farming systems are designed to be something that you can keep doing while on a longer grind. And with good item builds you can bring down the steps required for some of the items. When it comes to chest drops like Candlehat they’re not as easy, but the coin system addressed that and I think the trading system addressed it even further (you now have multiple new options: buy the item directly from someone or buy the lesser tier items from people and turn those into the coins and buy the item you want from Mysterious Merchant).
And thank you so much, would love to see you in the game again!