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A single savefile might be workable but it does sound they're simply not technical adept enough to get saving working. Which really should've meant they either limit levels to 30 minutes or hire better programmers.
I agree with you on that it is unsound to have this as a save mechanic for regular saves but it could give us the "save and quit"-option.
Creating a save file like that takes a lot of time and a lot of space so people wouldn't want to do that a lot, hence just for "save and quit". I would be ok with such a system even if it only would allow one "actual" save in total. As long as I still get the start of level- and marcaul-saves the big save could be deleted upon loading. So maybe a bad workaround but at least something.
Despite that my best wishes that this game becomes enough successful, there is a great game hidden underneath all problems.
I probably wont be able to play through when I know that whenever I have to stop mid level I have to start from the beginning of that level again.
Also respawning after death is not really that funny.-
Those are not bugs but questionable design decisions and probably already raised in the beta phase.
If you can save anywhere (or on exit) and you have cleared a level on the first mission, any subsequent missions to the same level will have no challenge as they will be empty. If they reset the level then you'll have the problem of being able to collect the same items again which is a major expolit.
This is the consequence of the devs choosing the mutiple missions path rather than a continuous dungeon crawl like UU.
Since my inventory is saved, but I get moved to the start of the level with the current broken save system, I CAN already collect the same items over and over again, when I load. Currently it is Underworld Dupefest.
I have like 3 or 4 wands of each kind from the first tutorial mission alone, because I loaded multiple times and crashed one time.
Yep, I'm aware that the item exploit already exists. That's why I said implementing a proper save system is not a straightforward solution. The devs are stuck between a rock and a hard place.
For the record, I will say that I am not a fan of this system and would much rather have a system that records the game state at that moment and restores it upon loading.
Well, I think the mission structure is there only because of the lack of save system. It's not like they wanted a dungeon crawler game was mission based. It was just their solution how to have a possibility of saving the game at least sometime.
It would be amazing if they removed the mission structure after they make a proper save system. No one wants to play a mission based dungeon crawler. It doesn't do sense at all.
As fr the save system. I first thought its good to have the challenge to have to complete a whole level, but if the levels become bigger they will take a huge amount of time, i just was about 2.5hrs in the upper eberon.
Seeds should be limited and found ingame and be placeable everywhere where is not stone or woodfloor, but earth.
Additionally this should save the game, so if you need to stop playing you can comeback later and start where you planted your last sappling.
This, precisely.
The KS also conveyed to a lot more people than backers what the design intent was.
The KS said:
"Far more than a dungeon crawl, Underworld Ascendant is a next-generation sequel to the legendary fantasy RPG’s Ultima Underworld & Ultima Underworld 2. It not only modernizes the series’ visuals and user interface to take full advantage of the today’s powerful PC’s, it innovates in bold new ways."
This fellow seemed to think it was meant to be a spiritual successor of Ultima Underworld.
So yes, damn "those people" for expecting what was pitched to acquire backer money and the studio said they were making. Any "corrections" to that pitch were apparently kept low-key as to be missed by "those people" who weren't following hard enough to find the "itsnotreallyasequeltoultimaunderworld" tucked away in some corner.
If this was the plan all along, I don't think anyone gets to call "those people" anything close to ungrateful - they are the people who put up the money for what clearly wasn't planned to be as advertised in "the plan". Were "those people" wrong for doing so?
I am unable to offer feedback on something that I cannot play, and I'm currently unable to play the game because of the key remapping issue (among others - which apparently haven't been assigned a very high priority. I'm guessing this is because there are so many other issues that need to be addressed first - for whatever reason.)
Shouldn't such a fundimental aspect of the game (its save system) have been fully and completely ironed-out sometime during the 4 (or so) years that this project was in development?
As a gamer, there's simply no worse experience than purchasing (what you thought was) a finished product and then having to spend weeks or (more likely) months as an uncompensated (if not unwilling) beta tester.
I think we've all been in this situation at some point, and I've never once met or communicated with anyone who's claimed that they enjoyed the experience.
And I'm not referring to those (not at all uncommon) situations where the occasional issue, bug, or glitch surfaces and users are asked to help to dentify, isolate, and correct it - I'm talking about a full-blown, from-the ground-up, five-alarm disaster such as what we're seeing unfold right here, right before our very eyes.
(Considering the current state of things, I'd say an "Early Access" release would've been preferrable to what's going on now.)
So now the cat is out of the bag (so to speak) and you're all doing everything within your collective capability to address the (many) issues that are being reported: I get this.
But the game's user review rating is taking a beating more savage & severe than just about any that I've ever seen - and it's only been a single day since its official release.
I haven't been a part of the 'review massacre' that's currantly ongoing, and I do not intend to join in, because I really want to see Underworld Ascendant succeed - and publicly trashing it on its ratings page (so very early on) is counterproductive to that end, imo.
Nor will I whine and stamp my feet about demanding a refund: the game will remain in my library whether it gets fixed or not. (I guess I've been hoping and waiting for this for so long that it feels better to have a woefully flawed result than none at all, I dunno.)
My point?
It really didn't have to be this way. I don't like reading the posts of so many angry/frustrated users (or their game reviews), but I can't argue with them: I 100% understand where they're coming from.
I'll keep a close eye on things (and offer feedback/input when and where I feel qualified - and able - to do so), but you folks surely look as though you're fighting an uphill battle at this point. Best of luck.