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Dear Developer,

there is so much I enjoy at this game, but I have a hard time coping with the battles. Usually I can succeed in them, but only on the 3rd or 4th try very often, and that is rather frustrating than fun, especially with the IMO bad save system. I can understand, that saves should be prevented during battle, but I don't understand, why in a dungeon it should only be possible to save at a campside once, but no possibility to return to this campside to save once more. Or just throw this over board and allow to save between battles all the time.
Just recently, a fight was so frustrating, that I wanted to quit the game and take a break, but had to lose progress of quite some playtime before that.

I love the art and the characters so far, but the little frustrating moments are a major buzzkill.

Note: This is my personal oppinion I stated above. I will ignore every offensive or trolling comments. Thx in advance...
Post edited May 20, 2017 by Schlaumayr
This question / problem has been solved by barjedimage
Hey Schlaumayr,

the idea behind the system was to force some strategic decisions built around the importance of the camp which is the only save and party revive place in a dungeon. We'd like to retain it's importance however we do understand that currently it's perhaps a little too frustrating.

We're discussing this with the team but we've agreed that it needs some kind of improvement. We'll be addressing this in one of the patches, I'll have more to talk about how we're improving the save system once we nail it down on our side.
I appreciate the quick reply. I can see the idea behind this. You don't want people to "exploit" the save system in the game. It's just, as I pointed out, annoying, when I want to leave the game after losing a battle, and have to start from the last savepoint again next time. In dungeon of the kingdom with this hay balls maze early in the game, I had two battles in a row and lost progress of over half an hour, after losing the second battle.

Thanks for having a look at it. And thanks for not giving me the advice to switch to easy difficulty (storymode). I want the battles to be part of my playthrough...

EDIT: In the meantime I noticed, that very early in the game you are able to meet up with encounters, that are best absolved with a full party of 4 or more members. At that time, I only had Kay and Griffith. But the dungeon wasn't marked with "difficult", so I thought I'm good to go. After 3 tries, I quit and when I reloaded my save the next day, I chose to do other stuff first.
So the major part of my frustration at the beginning was, that I could do this encounter totally unprepared and overchallenged, but the game didn't tell me so... so I think the game can easily scare off new players. Otherwise I cannot explain, that apparently only 1 out of 5 players completed chapter one (Achievement says 21% at the moment). No need to say, I completed chapter 1 myself now ;) :D
Post edited May 20, 2017 by Schlaumayr
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Schlaumayr: I appreciate the quick reply. I can see the idea behind this. You don't want people to "exploit" the save system in the game. It's just, as I pointed out, annoying, when I want to leave the game after losing a battle, and have to start from the last savepoint again next time. In dungeon of the kingdom with this hay balls maze early in the game, I had two battles in a row and lost progress of over half an hour, after losing the second battle.

Thanks for having a look at it. And thanks for not giving me the advice to switch to easy difficulty (storymode). I want the battles to be part of my playthrough...

EDIT: In the meantime I noticed, that very early in the game you are able to meet up with encounters, that are best absolved with a full party of 4 or more members. At that time, I only had Kay and Griffith. But the dungeon wasn't marked with "difficult", so I thought I'm good to go. After 3 tries, I quit and when I reloaded my save the next day, I chose to do other stuff first.
So the major part of my frustration at the beginning was, that I could do this encounter totally unprepared and overchallenged, but the game didn't tell me so... so I think the game can easily scare off new players. Otherwise I cannot explain, that apparently only 1 out of 5 players completed chapter one (Achievement says 21% at the moment). No need to say, I completed chapter 1 myself now ;) :D
That stat should climb some after the game has been out for at least a week. But it'll probably drop again if it ever goes on sale for 50% off and a bunch of people snag it and never get around to playing. X-D

The early game is mostly about spamming shields and taking the fight slow. Once you have more than 5 party members, the maximum of 4 per battle means that you can give up a death or two and still have 4 available for the next fight. Also, you won't be forced to take Kay everywhere, so you can play more aggressive styles depending on your team composition.

Right when you're just learning, you have the least forgiveness. Sometimes you can save the camp site for later, but other times, it's blocking your way forward. The learning curve is somewhat smoothed out by the gradual trickle of new party members.

And back to the original point, I also think I'd like to see more saves. Some games take a different approach - no save-forking allowed, and auto-saves occur after every battle, day, or event. But I don't think this game needs it, except maybe as a feature of "hard mode". (So far, it feels like a reasonably well-balanced Normal difficulty)
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mothwentbad: ...
I think, that's something I can work with ^^ and it sums up my most recent experiences.

Edit: So I played for appr. 30 minutes, but have to leave for work now... but I cannot save unless I lose several ingame days by travelling back to the city... this needs improvement, quickly...
Post edited May 24, 2017 by Schlaumayr
My only complaint about the save system is that you cannot save at the Map. If you want to maximize your travel time you will want to hit multiple dungeons per trip. So I really miss the ability to save between dungeons or between a dungeon and a side quest node.
I think the new system introduced in patch 1.05 is just perfect. Still you can only refresh your fallen teammates once per campsite, but you can save at the campsite of a dungeon as often as you want.