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The devs are working on the issues of the game, but in a way that makes sense in their eyes.
Adding a quick save was already shot down, there's no point in asking for the 100th time.
quick-travel via caravan to points of interest is planned for later updates but devs have firmly said no to town-portals since they don't think it would fit the setting.
Maybe it's best if you simply stop trying to like this game If indeed it bores the s--t out of you. And, you know, play something you actually like.
Just a suggestion.
Town portals, quick travel, anything but wasting tonnes of time just backtracking through an uneventful clickfest. There is not even an autosave before entering a dungeon, which is also stupid and frustrating. Not even Dark Souls is this frustrating, This game basically not only wants you to fail, but also to waste your time and bore you by forcing on activities which are not fun. Yes, and by adding these mechanics for those, who are less keen to waste time being bored whilst playing by for instance adding it in an options or as a difficulty settings the devs would unlock the game for both, boredom seeking individuals like yourself and much wider audience of players who actually want to have fun. Easy.
It generally takes around 5 minutes to walk to and from a dungeon provided you run pass any enemies. While I can see how this is grievous torture for some, it's not a big deal to warrant
This mechanic would just discourage players from making smart decisions, because that's essentially how hard the difficulty in Stoneshard goes. 99% of the time your deaths aren't determined by a random number generator, they are determined by you making a mistake. Whether you step on a trap and bleed to death because you have no bandages, have low morale or sanity, or just engage enemies stupidly, It's always your fault when you die.
The reason why so many people want a quicksave option is because they don't want to face the consequences when they screw up. Even with bedrolls people are still complaining about quicksaves when there is literally a quicksave option in the form of an item. It's not good enough for them, they want a menu button that they can just press and then reload when they inevitably die a minute later.
It does not, there are plenty of mechanics built into the game to save the player. I've actually been saved multiple times at low health due to me gaining 'Second Wind'. You will most likely always get this buff in tight situations unless, again, you engage stupidly. For example - Fighting two or more enemies at once.
Walking from destination to destination will become more interesting as we are introduced to Outskirts, as Sir Guna already mentioned, Caravaning, and new POIs. But even when we eventually get these features in a year or two into the future, people will still complain on the forums how its too slow or boring. Instantly teleporting to your destination is not good game design and is actually quite dull. It takes away all the exploration and fun out of travelling.
So essentially what you want is for the devs to change the game drastically by taking all the grit and difficulty out of the game (which will DEFINITELY make it more fun), and instead add in features like quick travel, quick saves, and other systems that completely negate any difficulty or consequences because you cannot handle walking 4-5 tiles to a dungeon, and then dying because of your own fault, which you refuse to acknowledge that it is your fault, then subsequently cry about it without learning from your mistakes.
You make a comparison to dark souls, yet they have the same consequences when you fail. Do you want Stoneshard to take away all your money when you die without learning from your mistakes? Dark souls is arguably more difficult because one: It isn't turnbased, you can take all the time you want in Stoneshard to think about your next move. Two: When you die in Stoneshard you lose 40 minutes to an hour. Anyone losing an hour & thirty minutes or even two hours, which you see some people complaining about on the forums, indicates that they were being greedy and not choosing to save at a bed. In Dark Souls if you die, you need to travel back to where you died and if you don't you lose all your currency, which could take hours to amount.
TLDR: Shut up
TL;DR - Oh hey Edgelord!
I disagree. My experience is quite different and that does not stem from greed. RNG is still pretty heavy in this game. And very often my death has nothing to do with my error. Like the other day I would endlessly walk through the samey pixels of forest just to reach a dungeon 10 tiles away, that does not translate to 5 mins at all. Just as arrived I would be jumped up by bunch of spiders who would immobilize me instantly and destroyed me witj bunch of turns.
The levelling is also painfully slow and the money are scarce at the first village area. The bedroll not only is scarce, but also expensive and takes massive inventory space. The fetch quests are also boring and the main quests randomized. So I would start a game and that idiot mayor would give me only choice of difficulty 3 quest, like wtf and literally nothing else to do around if they don't wanna just wander around the samey countryside likely to die.
That is a bad game design on top of this ♥♥♥♥ I mentioned above. You can simply optimize a game for lower difficulty have at least Dungeon save for those who don't want to waste time. It is basically giving options. And yes, in Dark Souls you might die and backtrack a bit, but you don't have to spend so much frikking time on that. I am not talking about combat, but having to go across cleared areas over and over again, just because something unexpected happened in dungeon, or because I ve just ran out of something.
Second wind might be nice, but it only helps sometimes.
You might be full of yourself and the hours spend in this game by grinding, but I don't have this time on my hand.
So please devs, be so kind and make this game more accessible and less tedious. It is not like the 2D top down pixel art countryside is so breathtaking to explore, which would make this wanderings enjoyable enough.
Osbrook first contract is always easy no matter the skull rating.
If you're dipping to the forests before doing the first contract you're going to suffer.
Before resorting to name calling, perhaps maybe do a bit of research on what name to use? Example; You are being an idiot.
I see. Well I don't have a magic crystal ball to examine what exactly you are doing but for everyone else who plays this game - death is always an error on the player's part. Whether they don't have enough knowledge on the game or were simply under-prepared.
Normal Dungeons don't generate 10 tiles away unless you were to accept a contract from a town, and then walk towards that dungeon from a completely different town.. If your dungeon didn't have a road connecting to it then it was a treasure/distant dungeon, which would obviously take longer to traverse towards. You can only find these dungeons through rumors or blindly searching for them. They are incredibly hard, beware.
Haven't played in awhile, but I assume that Crawlers only exist on Crawler Burrow Points of Interest. They are indeed tricky bastards, especially at lower levels. Again, I don't have a magic crystal ball so I can't tell what you did leading up to this death. Did you walk into a Crawler Burrow unknowingly and die?
One level = One hour = One dungeon. Unless you're just sitting on your hands you are going to be leveling up frequently. You're also not supposed to stay in Osbrook once you do three or four contracts. You are supposed to move from the ♥♥♥♥♥♥ town to the bustling city, it's just logic. Everyone picks up on this just from playing a few hours, you however are a special case. So I will spell it out for you:
more powerful i become more harder dungeons i go - so i go to nicer town with better rewards so i can repeat process again
Wow! It's almost like that is an intentional trade-off to be able to save nearly everywhere!
I am assuming by 'fetch quests' you mean contracts because the 'main quests' aren't even remotely implemented yet. A game boils down to 30 seconds of fun constantly repeating, not my words that is a quote from Jaime Griesemer. Point is if you can nail that fun loop you have a solid game. Clearly Stoneshard isn't the game for you if you don't enjoy the core gameplay loop of; Completing contracts and then using that money & experience you've earned to improve yourself.
Excerpt from Wiki:
The Danger level is based on your character level...
...A low level character will see more dungeons with High and Very High danger and might face impossible battles if you decide to enter. Similarly, a high level character might see dungeons only as Medium or Easy Danger Level. Keep in mind that the Danger level doesn't take your gear into account. A low level character with very good items might find even High Danger dungeons somewhat easy.
&
Contract dungeons difficulty follows the game progression - contract dungeons near Osbrook will be easier than contract dungeons near Mannshire, which will be easier than contract dungeons near Brynn. Distant dungeons don't follow this rule - an optional dungeon near Osbrook can be as deadly as a Brynn contract dungeon or more.
The problem with this, as I stated before, is this is not optimization. Death is a consequence, and with death you lose time. You're supposed to learn from your mistakes when you die and having 30 minutes to an hour flush down the toilet is a suitable punishment. Why the hell would you meticulously plan that dungeon trip when you can just hard save at dungeons and then spawn back at the entrance when you die? If you're under-prepared for a dungeon, or just playing stupid, no amount of reloading is going to improve your chances to beat that dungeon. If an autosave at dungeons is implemented in the future, then you will just need to backtrack to town when you die 4 times and realize you cannot beat the dungeon. Which is the opposite of what you want.
Difficulty options may be added at the end of development. This will not ease the consequence of death, just make it more infrequent. And as I thought, you aren't properly prepared, hence the reasons why you're dying. Run into something unexpected? Expect it next time, it's that easy.
The developers have actively discouraged grinding and only people who don't know what they're doing do it. You aren't supposed to grind, the wildlife will tear you to shreds. A hobo with a club is easier to dispatch than a ♥♥♥♥♥♥♥♥ boar.
From what I have read here and your responses, Stoneshard is not the game for you. Play Stardew Valley if you want a relaxing game with nice pixel graphics.
This has been reused to death here in discussions. There are basically two flavors of your argument and both of them are stupid.
1) People saying they got bored from walking to the dungeon / back to town, because they repeat it many times over due to dying.
- That is the player's own fault. This is a hardcore and unforgiving game by design, and the idea behind this game is that you learn how to play it, to be able to STOP DYING. Nobody is going to change the game because you suck at games and/or are unwilling to learn.
2) People saying they should have some form of travel convenience.
As others pointed out, quick travel doesn't fit with the planned features coming with the next big update.
However, even if you had town portals or quick travel, it does not make the walking part go away. You still have to walk to the next area in Diablo, you still have to walk to the dungeon in Skyrim, you still have to walk to the next boss in Dark Souls, and the same is true in Stoneshard.
Finally, most people don't seem to realize that in Stoneshard you can walk to the edge of a map tile with a single click. In all the other games I mentioned, you have to keep pressing WASD, or keep pressing the mouse button. So, if you'd rather keep pressing WASD to move, be my guest, you can walk with keyboard in Stoneshard too.
Is this your first roguelike? It's a whole genre of games like that :) Also, there's a camp near every dungeon.
Lots of players are probably going to have fun reading your paragraph. "The game is difficult." "I am not having fun, therefore you should change the game for everyone so that it isn't difficult anymore." I wonder what would the Dark Souls players say to that
For example?
Then it begs the question - wtf were you doing that it took you more than 5 minutes to walk just 10 tiles? Walking 10 tiles away does not take 5 minutes
You see, there is not a single dungeon with spiders. Spiders are found exclusively in spider-themed points of interest - the question marks on the map. Those are not dungeons, they are all over the map, and it is very normal for those to be far away from cities - people wouldn't want to live next to a deadly spider nest after all.
So, what probably happened is you walked randomly into some forest and died in a spider nest, which was both your decision (to walk to a POI in some random forest) and your fault
(that you walked into a dangerous enemy and died).
- Leveling pace is good, Stoneshard doesn't give you free levels and it also doesn't make you grind enemies for xp, you gain levels naturally when doing contracts, never had any issues.
- Gold is scarce? Your jokes aren't very good man
- Main quest is what Verren gives you, it never changes.
- Contracts from the Village Elders are randomized, and they are the core of the game - if you find them boring, you should probably find a different game. Next update is bringing more contracts and more quest givers.
So, you arbitrarily decided that difficulty 3 is bad and you must now wander the countryside? Why? The game doesn't say anything about 3 skulls meaning the dungeon is not doable for you.
In fact, it is so easy, that you can clear it without any skills or gear:
https://www.youtube.com/watch?v=YCaM6dkq3bc
As I said before, this game is hardcore and unforgiving by design, so you're not going to get anything like a dungeon save. Later on, it wouldn't help you anyway - if you don't learn the game, you won't be able to progress the late game even if you could save scum the hell out of it via a dungeon save.
I won't link anything here. Just a heads up who values their time: There ARE ways to save when you want. Google for it. You will find it.
It is always up to modders and such to fix the flawed game design.
They could easily provide a toggle to enable save on the go, but they want to waste your time. A button to opt into "explore mode" like the permadeath
If people want that, then give an option. If people have a maso fetish and want to suffer, then let them play the current game to die to RNG.
The flaw with this "options are always good"-argument is that it essentially assumes that gamers can be sorted into binary categories-hardcores who would never dream of cheating or or choosing any "easy"-options and lazy casuals who does the exact opposite.
However, I think we can both agree that most gamers probably fall somewhere in between those two extremes and are willing to at least try permadeath in this as well as other games provided that they have a real incentive to try- such as, not having a cuick and easy way of rendering death nearly inconsequential. Because that's what quicksaves does in many games, defenitely including this one. They allow you to rewind time and undo every single little misstake at your leisure and in effect renders most challenges and dangers meaningless. Not having a permadeath-toggle isn't really about "maso fetishm" or hardcore, it really is just about making misstakes count and encourage people to play smart and strategical rather than brute-force every encounter through save-scumming.
It's quite easy to be honest. Either you want to waste your time by some artificial difficulty.
Example how I died, I'm sure someone here finds a way to defend it.
I cleared a necro infested dungeon. - Nearly died because of an RNG ghost appearing and being more difficult to deal with than the entire dungeon.
Went outside to see >4< ghouls waiting for me that instantly saw me. One was like 3 tiles away from me.
Went back in to see a horde of ghouls chasing after me.
Died there. Was at the beginning of the game where I wanted to give melee another try, so I didn't had any skills to jump more than one tile.
There is nothing difficulty here. Nothing where I felt it was my fault.
Its just wasting my time.
If some people want to pat themselves on their back because they play the game "as it was intended" without quicksave and how hardcore they are. Go on. I literally couldn't care more. Fragile ego's need some validations. This is a singleplayer only game. We're talking about a feature to let you save your progress, without having to use a ONE TIME ONLY USE BEDROLL. Even the thought about a bedroll to be only usable once makes me chuckle. Give us a slot on the backpack where you can attach things on the outside like a reusable bedroll. Simple. Get's the job done. You can save where you want. If you get attacked during that time, well atleast we're one step ahead.
We would have a toggle to have:
- save progress WHEN YOU WANT
- bedroll needed for it = investment
- there is still a threat
- the bedroll is re-usable like a normal human being would do it
There is no reason to not be able to use a bedroll again without any further requirements.
Only >artificial difficulty< which is the death of any good game.
We can just stop here. Unless you're prodding the sarcophagi for the first time in the game, you should know it can happen. It's your fault. You took the risk and paid for the consequences. Working as intended.