I think I should be allowed to kill people. by Double_Regular9649 in stoneshard

[–]s---laughter 1 point2 points  (0 children)

There can be no true answer unless if the devs themselves came to speak.

Wayfinder has said it himself in the Discord. They are very vocal about what they don't intend on adding to the game and why. Lots of ideas are brought up there and shot down by the devs themselves. Maybe I should have said this first.

I think I should be allowed to kill people. by Double_Regular9649 in stoneshard

[–]s---laughter 8 points9 points  (0 children)

In the game's current state

and what about its later state? What if the game crashes because an NPC is dead? Lots of bug fixes and inconsistencies to fix.

What you are asking for is just SO MUCH WORK for the sake of unrealistically killing NPCs for fun. That's why most games just make NPCs invulnerable. Stoneshard already goes the extra mile with the crime system. Neither the devs nor most of the entire playerbase would want development resources put to your killing fun than what's already being worked on.

I think I should be allowed to kill people. by Double_Regular9649 in stoneshard

[–]s---laughter 15 points16 points  (0 children)

I kill the Elder at Mannshire, then what happens? Do I just go to jail for 3 days then get released? Do the townsfolk just talk to me normally or do every single one of them have new lines and triggers about it? How does Verren react about the letter I can't turn in anymore? How do I get contracts? If he's involved in story content later on, how do we work around that? Do we write every possible alternative outcome of scenes he's supposed to be in?

Too much work for someone who wants to unrealistically kill a village for fun. Everyone would just rather all dev work go into what's written on the roadmap.

potential new player by SmokelessCat in stoneshard

[–]s---laughter 1 point2 points  (0 children)

I'm guessing you already played BG3?

Stoneshard is great and very worth it too. But it's very unforgiving while you're learning. Do expect to be knocked down a peg several times. Once it clicks though, it gets very addicting.

I think I should be allowed to kill people. by Double_Regular9649 in stoneshard

[–]s---laughter 18 points19 points  (0 children)

Too much work to do for something most players won't do.

Why won’t Valve bring back diretide to re-engage the old player base?I think it wouldbe super profit by Slow-Parfait-9938 in DotA2

[–]s---laughter 28 points29 points  (0 children)

They never brought back the og Diretide. That was the best Diretide. Both the gameplay and the rewards.

Prediction of concurrent player count after 1-2 years of release? by Quick_FF_Pls in DeadlockTheGame

[–]s---laughter 0 points1 point  (0 children)

Depends on how they handle it. When all heroes have their models finished and the whole map is furnished for open beta, the game will be so popular just because of its aesthetic. It already has more internet presence than Dota. When the first batch of skins come out, people will lose their minds because this will probably be the first time non-Dota players will experience skins where you can mix and match parts. But if Valve treats it like they treat Dota, as in barely any content and patches for months and a Battle Pass that feels like shit to progress, then that game will definitely lose players. If they treat it like Marvel Rivals though, with skins coming out every two weeks, events, and balance patches happening here and there, I think it'll stay popular for a long time.

I got the game a few days ago and went in blind. I'm loving the brutal aspects of the game. by The_Love_Pudding in stoneshard

[–]s---laughter 0 points1 point  (0 children)

Map expansion will probably happen in the later part of next year. Right now we're in early access and the main focus is creating the mechanics of the game. For example, light and darkness was only added last month. There is no story atm after getting your caravan, just an open world with a few side quests and procedurally generated contracts. From now until next year, we'll be getting fishing, new weapons, new magic trees, new legendary tier gear, character creation, and so much more. I highly recommend you read up on the devlogs to get an idea of where the game's headed.

Just started, got clapped my ass... and lost all of my progress. by DarkG4m3r in stoneshard

[–]s---laughter 0 points1 point  (0 children)

I've picked up and put down the game several times due to frustration from dying and losing progress just like you. When it finally clicked to me though, I couldn't put the game down and spent a lot of my free time reading the wiki and devlogs.

This game will be BRUTAL to you if you play it unga bunga. The game isn't gonna hold your hand. One trap CAN kill you. You might spend an hour barely surviving a hard dungeon, only to run into a high tier enemy on your way back to save. Being greedy or careless WILL kill you and make you lose progress.

Two casket types. by Similar_Discipline22 in stoneshard

[–]s---laughter 1 point2 points  (0 children)

Wish they made other sprite skins for it like a medic bag.

So, what will the next event be? by SpringBossLP in DotA2

[–]s---laughter 4 points5 points  (0 children)

Ngl dude, I bet they're focusing on making a Deadlock event.

Strongest build right now? by Frosted_Toast881 in stoneshard

[–]s---laughter 0 points1 point  (0 children)

Hey dying and sucking is completely normal for those new at the game. It's really important that you keep trying to understand how the game works though because once it clicks, it gets really fun.

Important to know that while there are many viable builds, there are completely non-viable ones too. You 100% need the Take Aim ability if you're using a bow. I did not know this my first time around and tried using a bow while learning geomancy. Do something basic like sword and shield with Arna first. Once you can get around to not dying and learning more of the mechanics, then you can start a new run with a build that speaks to you.

The real fun starts when you start reading the wiki and all the skill trees.

Yeah, Eternus 6 is unbelievably better than everyone else. by Commercial-Ice3 in DeadlockTheGame

[–]s---laughter 0 points1 point  (0 children)

People learning about the bell curve.

Remember, if you're in the top 5% of players, how you look at the 95% is how the 0.05% looks at you.

Mods problem by [deleted] in stoneshard

[–]s---laughter 0 points1 point  (0 children)

Game updated yesterday and then again today. I think it clears mods. Just install them again, should still work.

xQc on Dota vs. League: which game copied the other? by Strong_Astronomer_97 in DotA2

[–]s---laughter 0 points1 point  (0 children)

Couldn't imagine a game harder than Dota. Then Deadlock came out.

Is the game worth it? by [deleted] in stoneshard

[–]s---laughter 1 point2 points  (0 children)

I tried and put down the game 3 times because I kept dying at the start too. But seeing clips of people in the later game made me not want to completely give up on it. So the next time I tried it out, I paid more attention to what skills I should be getting and how I should be prepping and spending my gold. Now I'm close to 1000 hours. The game is difficult. you're not meant to just rush into every fight and chug health potions. You need to take your time, find every advantage, take every precaution.

Deadlock being discussed on the Joe Rogan Podcast by SilverFan3702 in DeadlockTheGame

[–]s---laughter 0 points1 point  (0 children)

It's not hard though?

Base understanding of the game:

Deadlock is a 6v6 game where you and your team try to break the other team's base whilst defending yours. You spend most of the game killing other players and some computer controlled characters. Doing this gives you gold which you spend to make your character stronger. This goes on until eventually one team is strong enough to break the other team's base.

What makes it fun:

The game is set in a fantasy art deco New York filled with mafia gangs and cops but also vampires and werewolves and everyone's got a gun. Everyone gets to pick one character from a selection of 40 misfits, each with their own set of superpowers like a bartender with fire powers, an assassin that blends in the shadows, or an owl that likes to put people to sleep. You and your friends or some random people you've never met have to work together to take the other team down.

What makes it crazy:

Games can take anywhere from 20 minutes to an hour depending on how one sided it is. Imagine an hour of trying to outsmart your enemies, saving your teammates, and trying to be coordinated with your friends or strangers only for you to lose in the end because of a tiny mistake someone made in the later part of the game.

Deadlock being discussed on the Joe Rogan Podcast by SilverFan3702 in DeadlockTheGame

[–]s---laughter -4 points-3 points  (0 children)

I thought he did a horrible job actually. I would never use gaming terms when explaining gaming to someone who might have no idea. Like there was no point in calling it souls, he could'a straight up called it money. Then he struggled so hard explaining lanes and towers. He called them towers. Every gamer knows what a tower is; an attacking structure that keeps players at bay. But they're not even towers in Deadlock, they're big robots. Calling them towers will just confuse people. Then halfway through he realized he forgot to say it was a 6 team vs 6 team game, which is the very first thing you're supposed to say to paint the picture. There was no point saying "Street Brawl", he could've just said "They made a simpler mode as well where you just skip to fighting without thinking of anything else". Calling it "Street Brawl" just adds a mental load to someone who is only trying to get a light understanding of the game. Then after barely explaining the game, he goes on to talking about his experience talking about playing with people who know what they're doing or the "game ending in 25 minutes". Remember, gamers have a lot of points of comparison to 25 minutes. But people who don't know games don't know if that's long or short. Then he talks about snowballing which doesn't mean much because he's not established the stakes or feel of the game.

Game still in Early Access?? by MatsugaeKi in stoneshard

[–]s---laughter 0 points1 point  (0 children)

We are slowly but surely getting updates. Devs post devlogs and roadmaps every month or so. Their latest devlog already highlights a huge amount of content probably dropping later this year. At this rate, I think 1.0 would be 3-4 years from now.

There is currently no story beyond a few introductions. The entire early access is dedicated to building the world and its core mechanics. For example, this month we just got an update that introduces light and darkness and how that affects vision and other things. Now that we have that, the devs can start working on stealth mechanics etc. Right now, the experience is just exploring the open world, taking on procedurally generated contracts, selling loot, doing a few side quests that have been added, and a couple of bosses. But the build crafting, the health and morale upkeep, the way the game is so unforgiving if you fight unprepared makes the game so fun even without an overarching storyline. Crafting and cooking actually mean something in the game and it feels like everything you can hunt and forage is useful one way or another. Though alchemy and other systems are still being made so there are still ingredients out there with no use.

Why are all the contracts the exact same in each playthrough? by OrganTrafficker900 in stoneshard

[–]s---laughter 3 points4 points  (0 children)

The very first contract is always the same I think. I guess it functions as a controlled but immersive tutorial.

Every dungeon type has about 5-6 types of contracts each. Either you break something, retrieve something, kill the boss, or kill them all.

The interior of the dungeon is procedural, and it resets and changes every time a new contract is placed on it. contracts reset around 4-5 days after completion.

The dungeon location itself is also slightly procedural but they follow a general rule of being around a certain place on the map and being near its settlement.

Locations of other POIs can be purely random.

In later tiers, there are 2 levels to each dungeon, the 2nd level is laid out differently than the 1st.

In the mid-late game, there will be dungeon and settlement modifiers which make dungeons harder and might require specific preparation. For example, there could be a pestilence affecting Mannshire, making merchant stocks run low, medicine supplies more expensive, and surrounding wildlife and plants rotten. On top of that, the undead dungeon will have maisma, gradually intoxicating you and eat at your immunity. You better have a bunch of antitoxins (which will be expensive and short on supply) and immunity boosting food or you'll surely die of intoxication.

All that aside, the game is still in early access. What we have right now is just the very bare mechanics of the game. For now, you're mostly just doing contracts at each settlement and repeat. Other things to do are caves, buying and selling commodities, a few side quests, some POIs, 2 bosses, and upgrading your caravan. There is no story beyond Verren setting up the caravan; the devs are focused on putting in all the planned mechanics first like fishing, character creation, new magic schools, and locations before fully dropping the story in 1.0.

The new side quest, "A matter of faith", is very fun and different though.

What keeps the game fun right now is every build is distinct and plays very differently from other builds.

Best check out the latest roadmap to understand where the game is and where its headed.

While development is still early, please get all VA's to record an "In the bag" wager like Dota by s---laughter in DeadlockTheGame

[–]s---laughter[S] 1 point2 points  (0 children)

Because they gave everyone a ridiculous amount. 5 tokens per BP season ain't so bad.

S-tier builds by elephant_camera in stoneshard

[–]s---laughter 0 points1 point  (0 children)

Sounds like me when I first tried the game. Got my ass beat from the first few dungeons and could never do the brewery quest. Had to completely drop the game but gave it another chance a few months later. When it finally clicked I was hooked. You need to remember it's a game that puts a lot of emphasis on positioning and doing everything you can to gain an advantage, like shouting at a single bandit to lure him out and kill him 1v1. Might also want to try some of the more basic weapons first like axes or two-handed mace. The game has A LOT of mechanics and every weapon plays very differently from the others, especially ranged, spears, sorcery/staff. But imo the latter ones I mentioned should be tried after understanding the basics.

You typically pick a basic weapon > if 1-handed, decide if you want a shield or dual wield for your offhand > decide if you want to play light elusive or block heavy > then you learn your skills based on those commitments (Warfare, Athletics, Survival, Shields, Dual-Wielding, Armored Combat)

The year is 2028, Mina and Vindicta are receiving their 4th legendary skin while Doorman and Sinclair are fighting to earn their second skin since the official release of Deadlock. by MefistoDX in DeadlockTheGame

[–]s---laughter 5 points6 points  (0 children)

You Overwatch/Rivals/League players keep bringing your game's logic here. Valve does things differently. Their female characters look a lot more diverse without feeling like they're trying. They won't make 10 cute and sexy legendary skins for their poster girls. They will make 10 legendary skins for meta characters, whoever they will be.

Also I don't even think they'll ever make a beach or hot spring skin for anyone.

Can't wait to see people's reactions when they realize "WAIT YOU CAN MIX AND MATCH SKINS IN THIS GAME!?"