General > Discussion
Save in Combat
inquisiteur2:
I am totally against the save feature, it will wipe out all the challenge from the game.
Mattn:
to make a long discussion short - we made this design decision a long time ago - there will be no mid-game saving (at least not done by this team)
but it's open source - so implement whatever you like and submit a patch to our patch tracker
wz:
--- Quote from: vvb on April 16, 2007, 04:42:18 pm ---Well... I think number of slots to save game in the middle of the battle can be function of level:
{...}
I think this scheme is fair enough.
--- End quote ---
I suggest save in combat (all possible slot or addition slots) to make paid. Cost can be depending of level:
Very easy -- 100000
Easy -- 300000
Standard -- 999999.99 ;)
Hard, Very Hard - unavailable.
It is possible to be save also for WebMoney (and donate this money for this project :D) but then without an Internet in game it will be impossible to play.
SpaceWombat:
I think this paying for savegames sounds utterly artificial to me.
I support Winter's idea of limited combat save slots (they could be decreasing with higher difficulty levels).
Since this is a matter of difficulty balance I say yes, devs should should carefully handle this no matter whether the players want to choose everything themselves. The game experience depends on how the game is designed not by what features I use.
If it is a feature of the game it is not a cheat and I will say "that was too easy" instead of "if I had not used feature xy it would have been more fun".
On higher difficulty levels you have to get used to losses on the battlefield and I do not like games which tend to reward people who have a freaky habit of "perfect play just because it is possible".
Implement a cheat code for stats and money if you like but at some point it must be the same game experience for all players.
For people who have problems with unstable power supply or urgent interruptions the limited quicksave option or something like this would be nice.
But please do not adopt the difficulty levels to people who like to save and load every 10 secs. (You would have to make it harder to let it still be a challenge for those and therefore make it nearly impossible or luck dependant for the "normal" player imho.)
Sacrusha:
Thread necromancy at work.
Because of the involved change of difficulty and the loss of fun (perfect win is possible, so it becomes a goal, so some feel they have to save/load all the time [including me]), it was decided long ago to not implement this. Ways to allow a "save and quit" were also discussed and will very likely be accepted if anyone codes such a feature.
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