Stoneshard

Stoneshard

View Stats:
Volsung May 18, 2020 @ 9:56am
Allow Saving without sleeping at inn
Having to sleep at an inn to save is annoying and doesn't add anything into the game. I'm not saying to allow saving inside dungeons, but I think having some sort of bed roll that allows you to save out in the wilderness would make the game much less frustrating.
< >
Showing 1-7 of 7 comments
Dreaming Prince May 18, 2020 @ 10:14am 
you can save at the camps scattered about, in the wilderness.
VorpalMortal May 18, 2020 @ 10:50am 
Having a bedroll that allows you to basically save anywhere is basically saying you want to save anywhere, i honestly don't understand this reasoning. Also why is the journey to and from the dungeon more intimidating than the actual dungeon itself, really sounds like your just trying to progress too fast without even trying to grind in a couple levels first or even scavenge the points of interest to gather gold.
Volsung May 18, 2020 @ 11:47am 
Originally posted by VorpalMortal:
Having a bedroll that allows you to basically save anywhere is basically saying you want to save anywhere, i honestly don't understand this reasoning. Also why is the journey to and from the dungeon more intimidating than the actual dungeon itself, really sounds like your just trying to progress too fast without even trying to grind in a couple levels first or even scavenge the points of interest to gather gold.

It's not about the journey being an issue, it's that having to journey back to the dungeon after death feels like an empty buffer between being able to dive back in. Having to run around for 10 minutes before being able to start the dungeon over doesn't add any difficulty or sustenance to the gameplay, but only adds annoyance.
radmuskai May 18, 2020 @ 11:59am 
Originally posted by Volsung:
Originally posted by VorpalMortal:
Having a bedroll that allows you to basically save anywhere is basically saying you want to save anywhere, i honestly don't understand this reasoning. Also why is the journey to and from the dungeon more intimidating than the actual dungeon itself, really sounds like your just trying to progress too fast without even trying to grind in a couple levels first or even scavenge the points of interest to gather gold.

It's not about the journey being an issue, it's that having to journey back to the dungeon after death feels like an empty buffer between being able to dive back in. Having to run around for 10 minutes before being able to start the dungeon over doesn't add any difficulty or sustenance to the gameplay, but only adds annoyance.

Sounds fair. Annoyance and punishment shouldn't be the same. If I try a dungeon and figure out I'm not ready for it, having an auto-save at the dungeon door so I can go try somewhere else or go back to town to get better provisions sounds fair. Those not playing permadeath are accepting the punishment of losing progress if they can't survive, the annoyance of having to restart from town save, before you restock and prepare for adventuring, is just annoyance.

When we go back to town to save, we usually didn't prepare and sell stuff, we just save, because it is probably late, stores are closed and food spoils so we buy it only when we need it.

Another option could be auto-save when you are in town, so you lose your way to the dungeon progress but are still ready to go elsewhere if you die.
VorpalMortal May 18, 2020 @ 2:17pm 
I played through the game with several builds and fail to see how this is an issue, its like the risk of failing is such a mental burden on your mind that you quit before trying but maybe once game is released they will give the more delicate fanbase a carebears option in the mean time, git gud.
Volsung May 18, 2020 @ 4:44pm 
Originally posted by VorpalMortal:
I played through the game with several builds and fail to see how this is an issue, its like the risk of failing is such a mental burden on your mind that you quit before trying but maybe once game is released they will give the more delicate fanbase a carebears option in the mean time, git gud.

Ah, I see you read nothing I typed out in the replies
DeEpWiCkEd May 18, 2020 @ 6:18pm 
Originally posted by Volsung:
Originally posted by VorpalMortal:
I played through the game with several builds and fail to see how this is an issue, its like the risk of failing is such a mental burden on your mind that you quit before trying but maybe once game is released they will give the more delicate fanbase a carebears option in the mean time, git gud.

Ah, I see you read nothing I typed out in the replies
Only reason I'm saying this is because I surprised myself that I've played Stoneshard for going on 427 hours now. The game, as it currently exists in early access, has a unique difficulty curve in that it is extremely difficult at early levels. Everyone's qualms at those early levels are substantiated without a doubt. I don't disagree with the frustration of losing progress (can be hours if you're not careful) at the early levels. On the flipside, as you continue to play and level up, the difficulty curve goes way down. In fact, once you reach a certain level and acquire better equipment, players begin yearning for more challenge, and even go out of their way to make the game more difficult for themselves to prolong the enjoyment. Most of the enjoyment derived from Stoneshard comes from its inherent difficulty, sense of urgency, risk, potential character death and loss of progress. My best advice to you is to continue playing, through trial and error you will find your way. Reference the community for tips and hints and you'll soon understand why they structured the save system the way they did. Cheers to Ink Stains Games for making an incredibly addictive RPG.
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: May 18, 2020 @ 9:56am
Posts: 7