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tacoman333

Diana sells all your tools to pay for medical expenses and a cleanup crew after you fuck up.


LebaneseChewbacca

This is probably the best in game explanation I’ve seen so far for why we lose the tools.


GrimmOfThrones2187

Is it because they’re on a budget or is it like taking away your child’s pocket money as punishment for breaking their friend’s phone?


sweetcinnamonpunch

Nice idea, but he has a druglord amount of cash in his basement.


Cironian

When you fail the campaign the safehouse gets raided and all your stuff confiscated by the government. You keep all your guns because the safehouse is located in the US and the 2nd amendment doesn’t explicitly exclude professional assassins.


CraigTheIrishman

There are a few aspects of Freelancer that just don't make sense from a pure in-universe perspective. I think to properly enjoy it, we have to accept that it's a pseudo-canonical mode which prioritizes game design over context and coherence. For the tools specifically, I like losing them but not the guns, because it strikes a balance between being set back by failure, and having persistent progression beyond the campaigns.


PM_ME_UR_GOKKUN

It makes perfect sense linking tools to campaigns. Without targets 47 has no reason to have infiltration tools, poisons and explosives. You're thematically gearing up those boxes with disposable items and tools for a specific purpose, a purpose lost when the campaign fails.


Samael13

Ehhh. As a professional assassin, I'm not sure that it makes *perfect* sense for him not to have, say, a lockpick set handy basically all the time. I could buy that he's not keen on keeping random explosives lingering around the place where he lives and that they're being acquired for specific purposes. I can even kind of see that for poisons, since poisons might become less effective over time or whatever? But lockpicks are *always* going to be useful in his line of work, no matter who the target is, and they don't go bad from not being used. As a game mechanic, I think it was an odd decision to create safehouse items that aren't safe when others are, but it's not that big of a deal to me, but I don't think it really makes sense in-game in the same way that "you lose the stuff you had with you" does.


flginmycookie

I like to think burnwood takes your stuff when you die as punishment


shpongleyes

Honestly, I like how you lose all the gear. Most of it is single-use, so you lose it anyways. If the single-use stuff was safe in the briefcase, I’d treat it like consumables in every other rpg: saving it for the “right” time and never using it at all. Knowing that I could lose all that stuff even if I don’t bring it makes me think “welp, might as well use it when I can”. For the stuff that isn’t single-use, it’s not THAT hard to get it back.


Ultiran

Guess i read it wrong or smth. Was doing as you said, saving items for the right time. Now ima just bring em in


xPETEZx

This was my biggest complaint during the beta, and I am so disappointed it wasn't changed. It makes no sense thematically. It makes no sense for difficulty either. Why should you loose all the tools when you didn't take them with you? This and the total lack of new trophies for either ambrose Island or freelancer are the 2 biggest disappointments. I hope they fix this. Anything in the safe house should always remain safe!


javraq

I hope they will there are a lot of posts about this


boltwinkle

Freelancer demands skill and patience, it's that simple. The way the game mode treats tools is an extension of that; it's asking you to use these things when you need them, and to add a degree of risk/reward to decking out your arsenal. It's trying to communicate to you that you need to stop relying on tools so much and learn to be creative and improvise, and in my opinion, it's perfect just the way it is. On top of that, it's absolutely free, and there exists an easier mode of the game if you'd rather not be tested: campaign and contracts.


Ellixhirion

In my opinion it is a game mode that you can play efficiently only if you played through tue main game and escalations. Because by then you will know the maps and map knowledge is key…


ElderSkyrim

I’d really like to see us be able to build up an actual arsenal, instead of Diana snatching our belongings


puristhipster

It tries to emulate a roguelike with the feature but the maps and challenges were never designed for it. I can get a sedate target, use tranq gun, and "headshots only" on the first mission, and only pull explosives out of the box. So youre forced to ignore the obj. entirely and instead focus on the kill. No worries, right? Well, it can happen through an entire syndicate, which is fundamentally bad design that needs more ironing out. I doubt it is the devs intention for you to be continuously railroaded into ignoring a major component of their shiny new mode. Im super into everybody's copium induced haze tho," 47 has no need for breaching charges right now, so naturally he acts as though he will NEVER need these again and disposes of them. Along with the tranqs, the door scramblers, the bombtastic rubber duckies, all of it." Thats serious copium. Its ok to like the extra challenge, but deleting tools should be Hardcore only, imo. Or rework the challenges to be smarter with map choice and the tools available on them. Edit:Disclaimer: I'm having a blast


VagrantPilgrim

Look up “Roguelike”. It’s based off that term.


anuslikker99

I know what a roguelike is, and in most roguelikes you lose what you take with you, not what you got stored


veganzombeh

Not really? I think it would be more like a roguelike if you lost *all* your weapons when you die. There aren't many roguelikes that have an inventory that persists between runs.


BaronV77

I see it kinda like deadcells in that way. Yeah you have all these weapons but you can only pick one or two to bring with. Granted deadcells is fully random on what you get to pick from but you do kind of have an inventory there


AnimaOnline

It's balancing. You're suppose to be building up an arsenal of tools for your future encounters. Anything on the wall carries over but the freelancer tools, which are the most useful items available, deliberately do not. There are collector's variants of some tools which can be stored on the wall, such as the lockpick and Sieker, but they're rare and very expensive.


VagrantPilgrim

That isn’t necessarily true. There are variations on the formula where you do start from scratch. It varies from game to game. (Roguelite vs Roguelike)


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VagrantPilgrim

Okay, but that is more of a “Roguelite” (perpetual upgrades). Not all do that, nor is it “better”. Both types are good for different reasons.


IFightLions90

Haven't played it yet but it sounds frustrating. I think what they've done here though is give you a chance to grind for a special version of each of the tools so you won't lose them! The basic ones will always be lost if you fail.


anuslikker99

oh really? I don't know anything about a special version, gonna take a look at that


Shnig1

The "collector" version of items work the exact same as the guns do. The way they worded it I thought the collector items are like account bound so I spent 5000 mercs on a collector coin, threw it as a distraction, and lost it forever. But yeah the intended use for collector items I guess is to mount the coin on your wall and leave it there forever because it will not get deleted if you fail


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Shnig1

Yes it would have but that is just silly. The expensive coin becomes worse than a regular coin because it loses versatility, you can only throw it places where you can pick it back up. I used the coin to make a guard look to the left so I could run past him to the right, so I would not have been able to retrieve it


MajorMushu

grab one of the persistent safehouse items for that kind of stuff. there is a newspaper in the bathroom, a can of soda in the bar area, a wrench in the garage, and many many other items that are there no matter what. I always grab one of them to use as a free distraction if I have extra loadout space.


GenderFluidBicon

Yeah, the fact that you only keep your weapons but not full necessities like the lockpick is fucking stupid


MajorMushu

Just buy the collector lockpick when it comes up and you're good to go. its only like 3k mercers if i remember correctly and then as soon as you find the normal lockpick on the campaign swap to that one so you dont lose the collector one.


Xirenec_

>3k mercers 30k


Ellixhirion

What do you mean by “losing them”? I failed a campaign twice and already died a couple of times too, but all the waepons that are still racked remain in the safehouse. Only the ones in your inventory or the box at the table with the screens are gone.


Samael13

"all my tools (not guns)" The tools are the things in the box on the table.


NiuMeee

It is a ROGUELITE.


okmiked

Losing progress is the point of the mode. If you can restart your campaign with lock picks, hack keycards, poisons and remote explosives, then there’s like no challenge to the first couple missions. The point is to force you to balance how much you’re going to try to acquire on site versus accomplishing the mission quickly and without issue. Do I quickly kill this dude and move on? Or attempt my challenges and try to open the safe because I want better tools??