Okay, so we all agree:
1. there is a problem in the design of the game,
2. rewriting the game is not a realistic solution.
We don't agree on what #1 is though. I believe the problem is a fundamental issue in how the game is designed. Particuarly its "skill checks in dialogue" that lead to WIN or DIE scenarios and things like the teleportation. I
believe you also see that as the problem too and others in this thread also seem to concur. Of course the only way around this is for the developers to spend an awful lot of time, as you say, doing #2 and re-writing large portions of the game and changing that.
I have no idea what problem Grunker sees though, other than his own mental illness caught up in his hyperbole.
Grunker and I think there exists a (partial) "fix", what do you think,
DarkUnderlord? Is the game good enough that we should stop trying to "fix" it or do you think it can't be "fixed" by introducing half-assed solutions? Or is the proposed "fix" not good enough and we should continue the discussion and try to get to some kind of an answer?
Let me put a problem to you. You're role-playing a Thief. You encounter the following options in dialogue:
"Why good sir, bandits are blocking the bridge and we need to get passed!"
1. [Sneak] Attempt to sneak past the bandits.
2. [Asslicking] Let us go over there and converse with them so that we may negotiate some conclusion.
3. [Combat] Let's go grab their collars!
4. We'll bypass them completely by taking a boat over the river.
Given you're a Thief, the natural instinct is to take option #1. That is, after all, why you've been buffing your Thief skills and ignoring the combat. But there's no indication as to how successful your attempt at Sneaking is going to be. Hopefully if they see you because your skill is poor, you'll have the chance to back-out and take the boat at that point (IE: run away) or maybe negotiate at that point.
So you choose #1... only to find yourself instantly teleported into the middle of a group of hostile bandits with no other way out other than fighting to the death. You did have a bow on you for long range combat but you're slap-bang in the middle of them now. You die.
Was that fun?
Is that fun?
Can that be fun?
At this point, re-starting the entire game is really fucking stupid. So we re-load to our choice... What do we pick now? Asslicking? We didn't up that skill... Combat? Nope. Bypass it? Well, ok. But I'm a Thief damnit! I wanted to do Thiefy things! Well hey, we've got a skill point here so let's put that into Sneak. We try that and choose option #1 again...
Success! We get passed the bandits and can continue with our quest. It turns out our Sneak was 49 and it needed to be 50 to successfully pass that check. Of course, we didn't
know that before we tried it. And in fact, there is
no way to know that without trial and error. Saving and reloading. Changing something and trying again.
Now obviously the real problem here is, as you and I both see, the silly teleportation that dumps you into the middle of a group of armed bandits (really? I mean, really?) and the lack of knowledge about how high your skill needs to be to "win". How is the player supposed to know? It might be one thing if he was dumped into their midst and then given an "escape option" there or just not dumped into their midst, but the only option seems to be to die.
Reloading is mandatory.
"Solution" #1: Now let's say we're forced to spend skill points when we earn them. Now we don't have that 1 spare skill point that would allow us to sneak passed the bandits. Unless of course... we reload back to when we last earned a skill point. Well that's ok, that's only one combat encounter away. So we just reload from slightly earlier (in real-time, around about 5 - 10 mins of game-play). We re-play those parts (though why we have to is really just annoying) get the skill point, spend it appropriately and pass our check. We save and move on.
Nothing has changed.
Maybe a handful of people won't be willing to replay those last 5 minutes. But let's face it, if we've got guys save-scumming, trust me when I tell you they'll reload and try something different. Hell, I've reloaded Fallout half-way through replays enough times rather than re-start just to see how a series of choices play out. Why would I want to re-start and go through the Rat Cave or the Temple of Trials again when I just want to change the last couple of decisions so I can become a Made-Man of another family and see what their reward is? And really, does me playing the game in this way really hurt anyone?
"Solution" #2: We can't reload. It's Ironman bitches! So we re-start. We work our way all the way up to the same challenge. Only
this time we're not going for Sneak. We tried that. It failed. This time, we're trying Asslicking! We get our Asslicking up to 65. We're a mother-fucking Asslicking supremo. We pick option #2...
... and die as the bandits reject our proposal and attack.
But let's re-start again. This time we increase our Asslicking to 72 (like all good puzzle-games we've got this path memorised for optimal proficiency now)!
... and die.
And re-start and get Asslicking up to 74! Oh God, we sacrificed some points and only just made it through a really tough battle to get those extra two points.
... and die.
We don't know it but the Asslicking check requires at least 75 to pass. So once again, we've encountered
the same situation. We still don't know what the "magic number is" that we require to pass the skill check. We don't even know if the skill check is a hard skill check (>75 = insta-success) or a random die roll and we're just getting bad random rolls (rage, I hate bad random rolls grrrr).
We still don't have the information we need to make an appropriate decision when it comes to spending those skill points. We still don't get that information
until after we've successfully passed the challenge.
Nothing has changed.
Now look, I don't think the game is
quite that bad. But it is a puzzle game with broken combat (broken because it needs to be fixed. Let's not half-ass this here). There's a whole bunch of stuff missing that would make non-combat skills useful outside of dialogue. And it's a real disappointment that stuff is missing (as in "Wow, where's the rest of the game got to?" and "What's with this silly everything-happens-in-dialogue stuff anyway?" and "OH GOD, who thought teleportation was a good idea?").
But coming up with
any solution other than actually re-working that stuff isn't going to help. I'm one of these save / re-loaders we're talking about here.
But clearly I have some fundamental issues with the game. Please don't piss me off anymore by forcing me to reload parts of the game I've already played just because you're upset with how I choose to get around the lack of content in the game. And for the love of God, don't force Ironman on me just because you can't fix your piece of shit.
Why should I suffer because you fucked up the design (as far as I'm concerned)? If you like the design and enjoy it immensely, that's great. If you can get through the game without re-loading, fantastic, give yourself a medal. But please don't take away the small little joys the rest of us are able to salvage from it through save scumming... by removing save-scumming / point-hoarding / whatever.
The
problem is binary WIN / DIE options. And you're really proposing that the solution is to give us
more of them?