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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Or maybe its literally the first Early Access you've ever been a part of, i dont know.
I've played EA games where devs can keep up with their own deadlines or simply do not make them. What now?
This is what you get for paying for a work in progress that has no requirements or oversight. Been like this for years. Either deal with it, or stop paying for EA titles.
Negative reviews and complaining are what Wayfinder gets for repeatedly breaking their word. Also been like this for years. Either deal with it or stop charging money for your product.
 

0sacred

poop retainer
Patron
Joined
Feb 12, 2021
Messages
1,912
Location
MFGA (Make Fantasy Great Again)
Codex Year of the Donut
giga cringe

as cringe as the tears of the butthurt ;)

And why do you think the game will actually release? Yes, we're all know cases of games which were released despite severe deadline violations (say, Hero-U) but we're also know cases of games stuck in EA forever (Zomboid) or outright abandoned (GRAV/LifeZ). Not to mention Star Citizen of course. Repeated deadline break is a red flag to me. Like I said, we'll see in october but I'll be more suprized if the game will actually get that "biggest update yet" rather than it will postponed again

welp, so far they keep updating their game, just not at the pace they promised. Hardly a red flag IMO. Unless you only extend your trust to software projects that are exactly on schedule.

or if the update will contain much less content that it was expected.

maybe stop buying into the hype. If the game ends up finishable, that'll be enough for me.

I get that buying a game in EA comes with a risk, Steam even explicitly saying that but that doesn't mean that we shouldn't point out dubious projects, for fuck'severyone's sake. And defending a lying dev just because one likes the concept of his game is a cuck behaviour of a high order.

I'm not the one who throws around the LIAR tag like a salty bitch. By these standards, Cleve was 100000000x the liar they are, and he still delivered in the end.
 

cpmartins

Cipher
Joined
Jan 9, 2007
Messages
601
Location
Brasil
Everyone who bought it in EA and is complaining about it being late:
maxresdefault.jpg

NEVER buy EA.
 

Gradenmayer

Learned
Joined
Jul 21, 2019
Messages
612
Man, if you buy Early Access don't expect anything, but dev's big dick shoved up your mouth 5 months later.

Person paying to be a QA tester for a game is peak mental degradation.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,083
Allright, all that EA nonsense aside, after actually playing this for 2 days I have a more important concern about the game: weird scope vs progression ratio. So far it feels great and satisfying, by the end of its current content even w/o extensive grind and whatnot, you can learn all the skills from your main weapon branch and some utility ones. Or you can mix it up, add some crowd control or more utility, whatever. In other words, the build is almost complete. You will be able to learn even more utility, especially since some skills are still missing like Armor or Survival but I'm sure as hell they will not raise your power curve much. Same goes for gear: who knows what pieces are stored for later but you can already buy knight-tier armor and weapons and fully enchant all of that (enchantment system is utterly retarded by the way, just give the option to choose it ffs it's not a MMO).

Imagine if in Diablo 2 by the end of act 1 normal you'd have next to mid-late tier gear and an almost finished build. How much inducement to continue would you have then (even if challenge was there, unlike in D2).

Now look at this:
245FA5350520E75D480325177B5F505D1EE7A03E

The first two villages are suppose to represent something like 15% tops of the game. I'm sure it might be changed later but it doesn't show promise in the context above.

The XP curve is odd, too. It's not steep enough imo and at the same time XP rewards aren't that different for enemies on a different power scale which simply encourage low lvl grind. Although the game is grindy in general and it's not necesserily a bad thing since combat is truly good and satisfying. But for how long?

Anyhow, back to where I started: it's all depends on THE update which may not even come out.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
Allright, all that EA nonsense aside, after actually playing this for 2 days I have a more important concern about the game: weird scope vs progression ratio. So far it feels great and satisfying, by the end of its current content even w/o extensive grind and whatnot, you can learn all the skills from your main weapon branch and some utility ones. Or you can mix it up, add some crowd control or more utility, whatever. In other words, the build is almost complete. You will be able to learn even more utility, especially since some skills are still missing like Armor or Survival but I'm sure as hell they will not raise your power curve much. Same goes for gear: who knows what pieces are stored for later but you can already buy knight-tier armor and weapons and fully enchant all of that (enchantment system is utterly retarded by the way, just give the option to choose it ffs it's not a MMO).

Imagine if in Diablo 2 by the end of act 1 normal you'd have next to mid-late tier gear and an almost finished build. How much inducement to continue would you have then (even if challenge was there, unlike in D2).

Now look at this:
245FA5350520E75D480325177B5F505D1EE7A03E

The first two villages are suppose to represent something like 15% tops of the game. I'm sure it might be changed later but it doesn't show promise in the context above.

The XP curve is odd, too. It's not steep enough imo and at the same time XP rewards aren't that different for enemies on a different power scale which simply encourage low lvl grind. Although the game is grindy in general and it's not necesserily a bad thing since combat is truly good and satisfying. But for how long?

Anyhow, back to where I started: it's all depends on THE update which may not even come out.
I remember the devs saying that the progression is hugely accelerated right now, will be slower in the final product. Tomes are also a placeholder for trainers, they are supposed to still exist but only as a supplement to trainers.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
3,065
https://store.steampowered.com/news/app/625960/view/2960541017173003682

Devlog: Changes to Mechanics
eef435d293229af1908d0603a1b988833e0d3277.png


Hello everyone!

The City of Gold update is going to be the largest one yet not only in terms of content, but also the overall mechanics. The introduction of the global map will greatly affect the progression and will be the first step in making it work as originally intended - and that’s where tweaks to the mechanics come into play. Today we’ll address some of them in this devlog and tell you about every important change to the combat system.
Let’s start with the most important change: splitting the Protection stat between different body parts. The current Protection system is a remnant of those times when Stoneshard was envisioned as a simpler and shorter game. Every piece of armor increased the unified Protection stat by a certain amount, affecting all incoming strikes and allowing, say, plated boots to protect the entire body.

This resulted in a number of issues: the stacking of resistances and heavy armor was way too effective, allowing to almost entirely shrug off most enemies’ attacks. We decided to abandon this system: Protection, as well as Damage and Bleed Resistances, granted by each individual piece of armor, now affect only their designated body parts. Helmets only protect the head, cuirasses - the torso, and gloves - just the hands.

16d40a2a7e50b1ac464ddbf0854aca6900f8753e.png


This makes middle and late game combat noticeably deadlier, strengthens the role of individual pieces of equipment, and allows more flexibility in armor progression - before the City of Gold, heavy helmets only granted 2-3 more Protection than the mail coif, but now the difference is quite substantial.

Finding the balance between the offensive and defensive playstyles will become more important than ever: the heavy plate is safer, but takes a toll on Energy; on the flip side, light and medium armors provide less defense, but allow using skills more liberally.

acdd973b56db9c0e0c21c2bf2e1843be8c4ae1b3.png

The shown numbers are subject to change


Protection, just like Block Power, now also affects the incoming Magic and Nature damage, but only with 50% effectiveness: you’ll need 20 Protection to fully soak 10 Fire Damage
Changes to Block

As you may have guessed, the Blocking mechanic was affected as well, gaining some extra depth. Meet the new stat:
Block Power Recovery
.

Before the rework, it didn’t really matter how hard or how many times you got hit on the shield: if your Block Power was high enough, you were completely invulnerable to enemy attacks. Now, however, Block Power is expended by blocking, representing the exertion and the loss of balance, and then slowly being recovered each turn.

Let’s say you have 25 Block Power and 20% Block Power Recovery. An enemy strikes you for 25 Damage: you block it, spending 25 Block Power, so you’re left with zero. After that, 20% Block Power Recovery replenishes you 5 Block Power: if you block another attack during the next turn, you’ll receive 20 Damage.

This way prolonged fights, especially against multiple opponents, will quickly drain your Block Power, so you’ll have to use your resources more strategically or rely on specialized skills.

Naturally, shields were affected by this change the most. They lost their innate Protection and gained higher Block Chance and Block Power to compensate for it. Other than that, shields were roughly split in three categories: light, medium, and heavy.

220dafbb766c26b8b7bb1895ef1bdece760954db.png

The shown numbers are subject to change.


  • Light shields
    have the lowest Block Chance and Power, boasting a large bonus to Block Power Recovery instead: they block limited amounts of damage, but they do so with reliable effectiveness. Certain Shield skills also grant them additional bonuses.
  • Medium shields
    are a jack of all trades: they have decent Block Chance and Power, but lack the bonus to Recovery, making them a balanced choice for defensive playstyles.
  • Heavy shields
    have a huge bonus to Block Chance and Power and can withstand some of the most devastating attacks. But woe to you if you run out of Block Power in the middle of a fight - heavy shields Recover incredibly slowly, so unless you invest into the specialized skill tree, you risk handicapping yourself with an unwieldy, heavy piece of equipment.
Accuracy Calculation

In the current version of the game, the hit chance formula is very simple:

Hit Chance
, % = The attacker’s
Accuracy
- The target’s
Dodge Chance


We decided to change it by splitting dodges and misses into two distinct categories: there’ll be two independent checks for the attacker’s chance to hit (depends on their Accuracy) and the target’s chance to perform a dodge.

At the same time, Accuracy over 100% still reduces the target’s Dodge Chance, and the negative Dodge Chance contributes to the attacker’s Accuracy.

Changes to Dodge

Now to the next important change - the new Dodge system.

Initially, Dodge Chance was a completely secondary stat, and we didn’t plan making dedicated Dodge builds a thing. This changed with the introduction of the Dual Wielding skill tree, when we tried adding some dodge-focused gear and the “Berserk Tradition” passive that granted a huge Dodge bonus to characters without armor.

That experiment wasn’t very successful. The issue with its current implementation lies in the “all or nothing” conundrum: you either take no damage or you take it all. Dodge builds revolve entirely around stacking Dodge Chance, running a very thin line between invulnerability and being borderline unplayable: sometimes it’s possible to consistently avoid all damage only to have your character annihilated by a single instance of bad luck..

To sum it up: Dodge builds ignored a large portion of available gear, mindlessly stacked a single stat, and were overly reliant on two key skills (Elusiveness and Berserk Tradition) - none of it worked with the rest of the game.

That’s why we listened to our community and changed Dodge in accordance with the suggestion made on our Discord server by @WatcherOfArabia, that was also supported by other players: instead of simply negating all damage, performing a dodge turns
successful attacks into fumbles, and fumbled attacks into misses
.

This way Dodge becomes more nuanced, functioning as an important stat with numerous applications. It can be combined with light and medium armors (their lower Protection is more manageable with the 50% Damage penalty on fumbled attacks) or with more aggressive playstyles that focus on applying
Stagger
and
Fumble Chance
debuffs with skills, passives, or certain consumables.

The “Berserk Tradition” passive was remade as well - it no longer requires you wearing no armor and has different mechanics and bonuses associated with it.
Other Changes

The rest of the changes aren’t that massive, but they are still worth mentioning:

  • Most conditions and injuries were rebalanced to make them more distinct and to increase the influence they have on gameplay.
  • Being knocked back into an occupied tile now applies Daze instead of Stun. This was done to prevent stunlocks and counteract the strategy of abusing doorways and corners, which is way too effective in the current version of the game. Stun now grants a significant bonus to Control Resistance, which should also make stunlocks much less frequent.
  • Some effects received a rework:
    Wetness, for instance, now has stacks that depend on the overall duration of the debuff. The longer you stay under the rain, the stronger the effect. Rain now also causes metal items to slowly degrade :)
  • Skill trees received short descriptions with keywords, meant to help new players to quickly understand their theme and possible synergies..
  • There were also some changes to main Attributes, but more about them later...


That’s all for now! Stay tuned: we’ll begin revealing the upcoming update’s content starting with the next devlog.

47a3b6fcef2fbb4af61f5475dc9810bb46fc9d1e.png
 
Last edited by a moderator:

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
The City of Gold update is going to be the largest one yet not only in terms of content, but also the overall mechanics.
In short: another rework.

I love the ambition behind this game and all, but this is one of the things that slow down their progress so much, because they are constantly reworking things, which is bound to eat into development time. That said - it sort of makes sense that they're making changes in response to feedback for a game that's in an Early Access. Also, this is clearly not a scam when you constantly put up upgrades this significant. If they fail it certainly won't be for the lack of trying, but due to them being overly ambitious mad men who go all in and end up being broke. But I am willing to root for people like that, because these people have vision and spirit in them. Or spirits. A lot of spirits.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,083
Yeah I like all the changes after dipping in the game's mechanics but it's another huge slice of mechanics to test, do more changes etc etc. 2025, my ass, I wish I've stumbled at this somewhere around that time. On the other hand, I got some enjoyment out of playing the EA already.
s. Also, this is clearly not a scam when you constantly put up upgrades this significant.
Hello-o-o, there wasn't any yet. Just words. We'll see.
I remember the devs saying that the progression is hugely accelerated right now, will be slower in the final product. Tomes are also a placeholder for trainers, they are supposed to still exist but only as a supplement to trainers.
Makes sense, to allow to test builds etc. Allright then.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
Hello-o-o, there wasn't any yet. Just words. We'll see.
They were doing reworks all the time (I mentioned some already in this thread) when updating the game in the past. So I don't doubt this is coming. The question isn't "if" but "when". And how long it will take them to get to the finish line at this rate.
 

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,083
Hello-o-o, there wasn't any yet. Just words. We'll see.
They were doing reworks all the time (I mentioned some already in this thread) when updating the game in the past. So I don't doubt this is coming. The question isn't "if" but "when". And how long it will take them to get to the finish line at this rate.
If messing with sheets numbers wise means significant to you then it's all good.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
Hello-o-o, there wasn't any yet. Just words. We'll see.
They were doing reworks all the time (I mentioned some already in this thread) when updating the game in the past. So I don't doubt this is coming. The question isn't "if" but "when". And how long it will take them to get to the finish line at this rate.
If messing with sheets numbers wise means significant to you then it's all good.
Because that's all they are doing... Read the update again.
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,883
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I love the ambition behind this game and all, but this is one of the things that slow down their progress so much, because they are constantly reworking things, which is bound to eat into development time.

Sounds like Stoneshard forever.

Did they hire George Broussard as a consultant project manager?
 

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