I don't envy the developers of early access co-op RPG Fellowship for having to convince its loyal players that the thing they liked was too good and needs to be made worse for the health of the game.
Although many players have enjoyed running its MMO-like dungeons without all the busywork of an actual MMO, the developers believe its loot system is holding back its true potential as an action RPG.
"We want to make sure that opening the chests at the end of every dungeon feels exciting all the time," game director Axel Lindberg explained in a recent video. "We want to also make sure that a lot of items have potential and are useful in the game."
Basically, items are too simplistic to foster creativity in the ways players approach Fellowship's World of Warcraft-like combat. You play the game, get your upgrades, and stop paying attention to loot once you've filled every slot with the best stuff you can find.
Part of the problem is that there's nothing e...


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