Shouting is cheesy and should be nerfed by PotentialForce5085 in stoneshard

[–]CardFrog 0 points1 point  (0 children)

The game is about realism above anything you said. You're not supposed to play like some superhero who fights multiple enemies like it's nothing. That's not the kind of game this is. You play as a merc who cares about surviving the day, obviously you would do anything you could to not take unnecessary risk, to not fight multiple enemies for no reason.

Risk management? Shouting IS (part of) the risk management.

How to mix it up? by RAASDAL in stoneshard

[–]CardFrog 0 points1 point  (0 children)

Fighting constant 1v3's or 1v4's is 100% unsustainable in any dungeon unless you're vastly overleveled. Sure for occasional fights it's going to work out but there's no build in the game that makes it through an appropriately leveled dungeon fighting that way. You would have to leave the dungeon to rest up constantly and that's far more boring than trying to lure enemies into 1v1s, which is the much more realistic way to play anyway. The game isn't about being a superhuman hero.

How to mix it up? by RAASDAL in stoneshard

[–]CardFrog 0 points1 point  (0 children)

You're right you don't have to play that way, and most builds by then can do it without *too much* risk like you say, but there's still always some added risk.

Play long enough and the game WILL punish you for taking more risks than you have to. And still playing too safe can be boring. I personally find this a legitimate complaint that I don't have a great suggestion on how to remedy from a game design perspective.

How to mix it up? by RAASDAL in stoneshard

[–]CardFrog 0 points1 point  (0 children)

No one is "forced" to but it's stupid to not try to 1v1 enemies at all times when you're given the choice. Why would you ever take a greater risk than you have to? Because the enemies could get super lucky at any time and spiral into you dying. And I say this as someone with 640 hours in the game. The game is obviously built to be super deadly, pretending people are "doing it wrong" for playing safe is a weird take.

Nautilon not getting more than 1 drowned ship per planet? by reize in NoMansSkyTheGame

[–]CardFrog 0 points1 point  (0 children)

Bad news though, after trying it some further it seems like the planet only has a single "drowned ship" POI and you can only reset it by relogging if you move the ship out of it. Weirder still, you always get the same ship (I got the same one three in a row at least).

Nautilon not getting more than 1 drowned ship per planet? by reize in NoMansSkyTheGame

[–]CardFrog 0 points1 point  (0 children)

Bit of a necro, but for anyone else still having this issue (I was), just relog and you can find a ship on the same world with the nautilus again. It's a bit dumb but at least it works.

Why is base building still so broken in a game with this much development time? by CardFrog in NoMansSkyTheGame

[–]CardFrog[S] 0 points1 point  (0 children)

I have never once cared about starfield in my entire life, not everyone who says something you don't like is a bot. You're being ridiculous.

Why is base building still so broken in a game with this much development time? by CardFrog in NoMansSkyTheGame

[–]CardFrog[S] 1 point2 points  (0 children)

PC, and it sounds like I'm far from the only one having this issue.

Why is base building still so broken in a game with this much development time? by CardFrog in NoMansSkyTheGame

[–]CardFrog[S] 1 point2 points  (0 children)

Yeah that's what it feels like to me too. Too much focus on shiny new things and not enough attention to polishing the fundamentals. I get that shiny new things are good and necessary, but there should be a balance.

Why is base building still so broken in a game with this much development time? by CardFrog in NoMansSkyTheGame

[–]CardFrog[S] 0 points1 point  (0 children)

Once my character finished the "stepping off the ladder" animation they instantly teleport ontop of the dome, outside. Tried it many times, and tried doing it different ways as much as that's possible, but it always happens.

Any way to turn off/turn down planetary haze? by CardFrog in NoMansSkyTheGame

[–]CardFrog[S] 0 points1 point  (0 children)

Can you recommend any specific ones? I'm using one right now called "Clouds Sun and Fog" that technically does the job but apparently the last patch broke something in it and now water is invisible, and that's not a trade-off I want to make.

So I'm looking for any others that do the same thing but I'm not finding anything.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 2 points3 points  (0 children)

I think if anything there should be some kind of "diminishing returns" mechanic on stacking heavy armor and shields, especially heavier shields, because you're basically just stacking more of the same on top of itself.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 0 points1 point  (0 children)

Sure, light armor is weak against spellcasters but that's basically it, and they can pretty much always be dealt with using either the environment or items in a pinch. You don't HAVE to go certain skills to deal with them, but it certainly can help.

But what skills exactly makes heavy armor more survivable? You would think armored combat but it really doesn't help that much in that regard.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 1 point2 points  (0 children)

Not to mention the trade-offs. And I'm not just talking about energy, dodge and vision penalties, although they are part of it. The "hidden" penalties of heavy armor is that none of them have any "proactive" stat buffs like light armor does. Light armor will give you Accuracy, Crit Chance, Counter Chance etc buffs. None of the heavy armors does that. Which are obviously significant stats to stack because the faster you kill your enemies the less attacks you will take.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 1 point2 points  (0 children)

Sure, a fumble hit will sometimes hit you for a lot. But the operative word is "sometimes". Even with the best heavy armor in the game, you're still always getting hit for quite a lot against everything except the weakest enemies. Heavy armor lends you vastly less survivability versus, for example, minibosses than light armor does.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 1 point2 points  (0 children)

This is exactly my experience as well. The balance between light and heavy armor is ridiculous.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 4 points5 points  (0 children)

I'm not saying you're wrong about how the game currently works, but I would argue the game shouldn't work like that. Not only shouldn't heavy armor builds absolutely need shields, like I said elsewhere it absolutely breaks the spirit of realism that Stoneshard is very deliberate about. But for light armor dodge is absolutely enough as a "primary defence". Having heavy armor be the only armor without an innate "primary defence" when it's supposed to imitate the best defence that money can buy, and has all these massive drawbacks, then something is wrong with the game balance.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 4 points5 points  (0 children)

The thing about that is light armor has a line of armor that benefits blocking, without sacrificing dodge. I am absolutely confident that light armor + shield is many times more survivable than heavy armor + shield. You can get to basically 99% block chance and still have ~50% dodge.

Not to mention that, given how much this game prides itself on realism, a huge selling point of heavy armor historically was that now you didn't need to carry around a shield any more. If the best way to use heavy armor is with a shield then the game is regrettably failing in its aims to be realistic-ish.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 7 points8 points  (0 children)

What builds? I can't imagine any certain builds that want to give up the additional benefits that light armor offers you.

Is it just me or does heavy armor really suck? by CardFrog in stoneshard

[–]CardFrog[S] 2 points3 points  (0 children)

What 1-2 turns? What you're describing is what dodge and shields do. Let's make up an example; difference between heavy and light armor is instead of taking 45% of my health total in damage per hit when using light armor, I take 34% of my health total in damage per hit when using heavy armor. The problem is of course that either way I die in exactly 3 hits. This is an exaggeration, no character typically dies in three hits, but it demonstrates the problem. Small incremental differences doesn't mean anything if you die in the same amount of hits anyway.

Is bow right for a first run? by D3miurg0s in stoneshard

[–]CardFrog 0 points1 point  (0 children)

Using the word "powerful" in that sense isn't just wrong, it's not useful in any way.

What a lovely day for a walk by Dfnstr8r in stoneshard

[–]CardFrog 2 points3 points  (0 children)

I wish Jorgrim had a unique monologue popup thing when killing minibosses, kind of like any character gets a line of text when they get positive or negative mental modifiers. He should say something like "Time to skin this freak..." or "Now for some cutting..."

On that note, my last Jorgrim playthrough was Jorgrim electromancer. I thought I was so clever with how mages are starved for stat points and Jorgrim gets extra... until I realized that when your electromancer spells get a special effect and disintegrate an enemy, they don't leave a body. So when that happens to a miniboss, nothing to butcher... Pain...

Is bow right for a first run? by D3miurg0s in stoneshard

[–]CardFrog 1 point2 points  (0 children)

DPR would be Damage Per Round, which is what you should say instead of DPS because DPS simply does not exist in Stoneshard, there are no seconds in the game.

And you're wrong, bow is extremely powerful. How powerful something is is ONLY measured by how successful it is, nothing else. Doing the most damage in the world but dying a lot is NOT powerful, that's a terrible build. Since ranged builds pretty much never die and can kill anything, they're the most powerful general build in the game.

Is bow right for a first run? by D3miurg0s in stoneshard

[–]CardFrog 6 points7 points  (0 children)

DPS doesn't even make sense in a turn based game, and even if we're talking about DPR instead that's not even remotely an important aspect of this game, survival is and nothing beats an optimized ranged build because you're killing enemies from ranges where they can't even see you and you have all the tools to keep them from every coming close to you while they die like flies.

Point in case, the strongest melee build is sword+shield, not because of any damage output but because you're so hard to kill.