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The other type peppered around the world is consumable, and as of the November patch, they do *not* respawn anymore, which makes it a tough choice whether or not to gobble 'em up.
The amount of experience the stones provides does not really scale with game progress, so when you need 25k XP to level, and a luck stone gives you 200XP, it's hardly worth the trade-off. I still tend to play with save disabled for the challenge, but the min/max benefit *almost* becomes irrelevant in the big picture.
So just to make sure: I can use the Luck Stones that are peppered around the world to save my game an infinite number of times, so long as I decide not to consume them? I'd likely rather have access to more permanent save points just for convenience's sake than to pop them as a one-time XP boost.
The single-use ones you can either consume or use as a save point - *once* only. If you save, it becomes inert and can't be used again. If you eat it, it disappears entirely and never comes back.
The permanent ones, like in the Adventurer's Guild, can be used as many times as you want, but you can only save at those, never consume them.
Does that make sense? Not sure if I'm explaining that very well.
That said, yikes. It seems very limiting. It depends of course how many permanent ones there are, but if they're only in cities or something I could see this getting dicey. I kinda like it, but sight unseen I'm not sure if it's the setting for me.
Does the game at least feature a "save & quit" function whereby I can put the game down in the middle of a dungeon and pick it up again at the same spot?
Appreciate the input!
I remember playing the original without the save anywhere as well. (Well, back then you had little choice anyhow, since it didn't exist ;-)).
As a nuance to what chilkoot said: the non-permanent stones (those you can consume) STILL (re)appear if you unload and unload into the area (aka, if you go elsewhere when loading a new area, and then came back).
Or at least, that was how it used to be in the original. Don't know if it's still like that in the DC.
Personally, I can live with the two systems. But I'm glad you like the save-totem system, because it got *a lot* of flack of the purists and FPS-kiddo's alike. The amount of whining that they would return the game and it was crap because it didn't have save everywhere... man, man, man... unbelievable.
The save everywhere has its ease of use, of course, but the totems were perfectly doable as well, and I liked the fact of the added choice you had to make: save or not? Return or go on?Save or consume? (since it gave you a bit of XP if you consumed). It both made the game a bit more restrictive (you couldn't do it when you wanted) and more dynamic (gave you another layer of choice), and it also made more sense for the totems to be there. Now, when playing with the "save everywhere" they're a bit superfluous and make less sense in the game, play-wise.
I believe that was fixed in the November patch.
That's possible. Didn't try out the stones/totems since quite some time..
https://steamcommunity.com/games/1091980/announcements/detail/1607151615987550977
Tested and confirmed, for sure. It was one of the first things I noticed on my DC playthrough.
Ok, then! It's a good thing they did, because I found it a bit strange in the original one could re-consume a luck stone/totem once you went out there and then back in. Seems it lost part of it's purpose and appeal a bit, then. ;-) (well, as far as making a choice is concerned).
Weird as it was, back then, I wasn't quite sure if it was a bug or if it was supposed to be like that, though.