Like title, remake trinckets. It's deceptive that on the game description says its a "full loot" game when it clearly ain't.
I don't understand why do SV make exception to their own rules which end up crippling the concepts that should be reinforced.
My suggestion short but concise is to make trinckets dropable, sell flux on vendors for cheap, continue with the current drop rate but create a trincket crafting class.
Game needs people losing and dropping stuff, crafting, gathering and selling, NOT BOUND ITEMS THAT DEFEAT THE CONCEPT OF THE GAME.
The current trincket model exists just to ease the cumbersome lack of content, making people that exploited higher drop rates extremely rich compared to any other person playing the game and this is not reversible, unless trinckets are more accessible and drop on death.
Make your systems correlate with each other, do not create isolated pieces of content that don't function organically crippling the game's concept.
I know a lot of people prefer it this way, bound. But only because they have "something special" or they have invested massive amounts of gold (duped or not). When in fact the game is shittier by including bound items into the design, specially when these bound items are unique and no other equipment in the game buffs the characters in the way trinckets do.
People should not have pre-patch bound trinckets, players should drop trinckets on death.
This is one of the biggest problems with the game, that development does not reinforce the game's concept. You won't ever please the mainstream teenager steam kids that want a safe world and bound pixels, just continue with the core game concept instead of creating exceptions to these elemental rules.
And if some morons wanna quit because a bitch ass trincket, let them. Why would you want them in the game in the first place.
I don't understand why do SV make exception to their own rules which end up crippling the concepts that should be reinforced.
My suggestion short but concise is to make trinckets dropable, sell flux on vendors for cheap, continue with the current drop rate but create a trincket crafting class.
Game needs people losing and dropping stuff, crafting, gathering and selling, NOT BOUND ITEMS THAT DEFEAT THE CONCEPT OF THE GAME.
The current trincket model exists just to ease the cumbersome lack of content, making people that exploited higher drop rates extremely rich compared to any other person playing the game and this is not reversible, unless trinckets are more accessible and drop on death.
Make your systems correlate with each other, do not create isolated pieces of content that don't function organically crippling the game's concept.
I know a lot of people prefer it this way, bound. But only because they have "something special" or they have invested massive amounts of gold (duped or not). When in fact the game is shittier by including bound items into the design, specially when these bound items are unique and no other equipment in the game buffs the characters in the way trinckets do.
People should not have pre-patch bound trinckets, players should drop trinckets on death.
This is one of the biggest problems with the game, that development does not reinforce the game's concept. You won't ever please the mainstream teenager steam kids that want a safe world and bound pixels, just continue with the core game concept instead of creating exceptions to these elemental rules.
And if some morons wanna quit because a bitch ass trincket, let them. Why would you want them in the game in the first place.
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