this post was submitted on 22 Nov 2024
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When I first heard about trinkets I was intrigued: they sounded like a fun way to inject some extra variation and challenge into a run and make it feel different from other runs with the same class. Now having played with them a bit they feel a lot more situational than I thought.

In many cases they seem like I’m just spending resources to make the game more challenging and the rewards from it aren’t commensurate. Since my mindset shifts into “survival mode” after I leave the character select screen and start the game, I generally avoid even creating most of the trinkets.

However I have seen a few cases now where beginners go into trinkets with gusto and it ends up costing them the run. This is leading me to suspect that trinkets may have a “beginner trap” effect where the lure of additional rewards is not being properly offset by an informed assessment of the risks. Of course, my view of this is only anecdotal!

So I have a question for everyone: how do you see trinkets fitting with your experience in the game?

I think one danger for any roguelike — when developed over a long period of time with a stable long term community — is for development to lean too far in a direction that favours providing new challenges to experienced players. Perhaps the most infamous example of that is NetHack, a game with a sheer cliff of a learning curve. I don’t think SPD is in much danger of that any time soon. Having said that, I do still worry about beginners because of their role in growing and maintaining the health of the community for the game.

Thoughts, anyone? Evan: can you share any insights from your analytics? I am particularly concerned about mimic tooth, wondrous resin, and chaotic censer. Do beginners use these trinkets differently from experienced players? Do they impact beginners’ success rate differently from experienced players?

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[–] chonglibloodsport@lemmy.world 2 points 2 weeks ago (1 children)

That’s really good to hear! Thanks for sharing your experiences!

As for the intimidation factor of alchemy, I totally agree. It’s an overwhelming amount of choice all at once!

I’d recommend this: each game pick one alchemy result (exotic potion or scroll, elixir or spell, etc) and make it your quest to use it and figure out how it works and how it might compliment your strategies.

Each time you do this you’ll get a little bit more familiar with the available options. It won’t be long before you’ve tried everything and then you’ll have a really good idea of what you can do!

[–] miria@ttrpg.network 2 points 1 week ago

Thanks a tonne! I tried the gradual approach and it definitely works :)

Imo, unintuitively, experimenting with alchemy is easier in the lategame when resources are abundant and stuff's identified.

For some reason, I was under the impression that the recipe book didn't contain catalysts but they do! Quite convenient and works as a great checklist~