#More Save Slots

15 messages · Page 1 of 1 (latest)

vocal epoch
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Probably not the first to ask for this, but it'd be really great to have multiple save slots.

I'm aware of moving the save file from the folder to reload it, but that's too much hassle.

  1. Solo and multiplayer have different save slots. UI is something like:
    Dream Alone -> Start a New Dream -> [starts a new game] | Continue Dreaming -> [selection of saved games]
    Dream Together -> Create Public Lobby | Create Invite-Only Lobby | Join Lobby | Saved Lobbies -> [selection of saved multiplayer lobbies]*
    -# *I don't know if it's possible to save public lobbies, but the save feature could be limited to invite-only lobbies? And the host needs to be online for others to access the lobby.

1.1. Saving a game will prompt you to pick a slot and name it (allows to overwrite other saves if there are no free slot),
otherwise it will save as [traveler] [date & time] for solo, [host name] [date & time] for multi.

1.2. Hovering on a saved game will show a run information [your traveler] [in-game time] [world] , a delete ❌ button and rename ✏️ button for easy management.

  1. It can be used as a Star Dust sink. All players start with 2 solo save slots and 1 multiplayer save slot.
    Reaching account level 30 unlocks the ability to purchase more save slots via Star Dust. There will be an option to "Buy a Save Slot" in the save selection screen.

Example Star Dust cost:
(they probably have a better idea of pricing this because they have player data)
Solo save slot - 1000 star dust
Multiplayer save slot - 2000 star dust
-If the host doesn't have an open slot, they will be unable to save the lobby
-If a member doesn't have an open slot, they will be unable to save the lobby but they can rejoin via invite
-# I'm also aware of people cheating the star dust, but it's something for honest players to dunk their excess star dusts lol

If there is some limitation on having unlimited save slots, then maybe a max of 10 slots each for solo and multiplayer? 🤔

dull echo
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I feel like, if you'd start with 2 Solo and 1 Multiplayer slot, i'd just never buy more slots because thats all i need.

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Kinda also feel like they need to disable Reverie Completion and Stardust Drops on Loops, since it makes Stardust easily grindable, rather than something you're getting over time.

vocal epoch
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That's you tho, nothing wrong if some people don't need more slots, this is for those who do need more slots. It's like some people never touch multiplayer, but we still have multiplayer because some people like playing multiplayer 😀

And about the nerf to star dust drops, well...they increased the overall star dust gain because some people were complaining that "it's too much grind" to get everything. I doubt they'll nerf it.
Tho I agree, we have tooo much star dust, hence why I thought of suggesting this as star dust sink

dull echo
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I dont know how it was before, but its currently in a state where Stardust is overly abundant.

In the current system, i never had a moment where i felt like "I gotta wait or do something till i have enough Stardust", mainly because you don't need all the Constellation Upgrades as not all Upgrades are equally good. Resetting those Upgrades is essentially free and you get flooded with Star Dust every 5 levels (which is a character milestone to begin with, so they give you Stardust to pay for the new character unique upgrades). All that while also always buying Cosmetics from the Lizard whenever i came upon him. I feel as though they might aswell just get rid of Star Dust entirely.

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(It doesnt help that collecting Star Dust in the game feels unsatisfying and like an annoying waste of time after each Boss fight or in the Star Dust Rain maps.)

vocal epoch
fallen lintel
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Yeah, before the patch that gave stardust on every five traveler levels (up to 30), the game did feel like a grind to unlock constellation perks. Now, the issue is we have too much stardust with some players having maxed out everything. The idea behind stardust wasn't well thought out. It's great to have perks unlock as you level up your traveler, but to then have to spend something to actually enable them is the weird part. I understand this is somewhat of a standard in the industry, but that doesn't mean it's a fun standard...

Prior to the patch: choose which traveler gets stardust priority.
Post-patch: who cares, you now have enough for your preferred build and are just working towards enabling all the stuff you don't use.

Don't get me wrong, the game starts when everything is unlocked for me, so I prefer this. It's the idea of the currency at all because in-game currency implies a grind which has now been nearly taken away.

Suggestion: remove stardust completely and make it totally traveler level dependent.
For the globals, do player level.

vocal epoch
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We're getting a little off-topic, but I wouldn't worry too much about the abundance of star dust. They'll probably release more stuff that will use star dust, like cosmetics/skins, since star dust is the only meta currency we have...unless they will add new types of meta currency (gawd pls no)

dull echo
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Im in favor of it being removed or atleast to make a distinct separation of cosmetics and gameplay unlocks, basically "make it a cosmetic only currency".

It would make sense to re-price cosmetics and benefits to be more expensive and a bit grindy because i don't think people would mind if cosmetics are a grind, they just don't like being locked out of gameplay elements because they don't have points.

Having a currency that effectively doesn't do anything because you get more than you need without doing anything defeats the purpose of having the currency in the first place. There also has to be a sink for the currency thats actually a sink (deja vu does not fit that purpose, mainly because of the "free for the next 24 hours" effect) and there has to be a cap of how much you can hold because its actually kind of bad for games when returning players can instantly buy everything that has been released with a new patch.

vocal epoch
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I'm going to remind again that we're being off-topic (main thread is about save slots, maybe someone can open a thread for star dust discusssion?) but I think they just need to balance the amount of star dust gain vs consumption, because they didn't touch the prices when they increased the star dust gain, thus created the imbalance.

True that constellations can probably only unlocked through levels (or challenges, like the skill unlocks), instead of level AND star dust. Though I'd argue, there will always be some people that want everything quick and easy, so the game needs to know which side to cater more. Instant gratification is great but often leads to people playing for a couple of weeks and then abandoning the game because they've done everything already.
I just hope they don't keep following all the "gimme everything now" feedbacks, sometimes games need to have something to keep the players engaged.

fallen lintel
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Your OP discussed stardust in detail as one of the main points. I don't think stardust rework is as off topic as you think.

Anyway, it doesn't matter what the devs decide because there will always be a group of players who aren't pleased. Just the nature of game development.

vocal epoch
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Yeah but I don't think it's good to have a long discussion about star dust balance when the main suggestion is about save slots. The star dust was just something I threw along. I deffo don't want the save slots suggestion to be rejected because the star dust part made an issue out of it (just a possible bad scenario, that's why I wanna keep the thread more about save slots than star dust)

dull echo
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But anyway, regardless of the Stardust, i think everyone can agree that having multiple savefile slots would be good. Doesn't matter if its implemented immediately or you'd have to spend Stardust to unlock more.