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About Ripperos

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  1. - Yeah you are right there probably is alot more stuff today, it was the gating I was referring too; thanks for clarifying 🙂 I actually preferred the situation, where you could be lucky and skip a certain part of the loot pool, in some games, and be very dependent on them in the next (based on what you found). I guess this is what I tried to describe of the randomness. I started a new game today again, and running around with the blunderbuss is ok and all, but it just feel very forced, because you know that you have to do it, because the Shotgun is gated. I am totally onboard with having, less
  2. - Yeah that is a good point, I guess the difference for me is that the new games after the first 50 still played out differently - because there was less "gating" (Thanks Nomad for pointing out the difference 🙂 ). Because the progress was less funneled, and you could skip some parts due to finding something OP, or spend loads of time without finding that particular piece of tool to unlock things the next step - it just created more varied game experiences for me. It is less about the "find a particular Item I have never had before", and more about the dynamic of how you spend your time in the
  3. Love the game, but a little bit worried about the game-stage introduced; it has kind of ruined the replayability of the game for me and my friends 😞 I will try to explain. There used to be more randomness in the game, which made each new game very different from the last game; which made the replayability of the game really high (We have probably started more than 100 new games together). There were several mechanics that made each game unique: - Loot Dependencies: Some things could not be built if you did not find the right thing (component or recipes). While this was frustrating for so
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