it is what you make it to be.what is this thread even about ? save-scumming?
It was supposed to point out that even if you reload only on death in battle, it rises your effective hit chance while lowers enemy hit and crit.
Granted I might have not made it clear nor im good at making polls. Looking at results it appears that codexers are playing mainly ironman which is laughable(and doesnt match other threads about ironman).
Lets look at following example: you build a high initiative, evasive glass cannon. Enemies got mere 10% chance to hit you and they need to hit twice.
Your strategy is clear: you expect to start battle first and put down few enemies before they can act. Lets say you play alone against 6 enemies. Since after your action 4 enemies are still standing and they attack once each, chance of you losing is 1%. Quite laughable.
Thing is you are expected to die once in 100 such rounds. Obviously game will throw more at you. What you will do is reload. It can also be more extreme, like having bad initiative roll and enemies starting first or boss critting which will force you to reload too.
You went through the game with only single reload on highest diff. Your build must be awesome.
Except its not how it works. You have rigged game in your favor.
And if you think that this example was too extreme, judging by replies high initiative glass cannon was chosen best build in DOS1, here on codex.
lukaszek
If deterministic > rng
Why the fuck are your most played games recently so rng based?
Among them star trader frointers is HEAVILY RNG based.
roqua accidentally talking about Wizardry's implementation of iron-man.
Don't forget about corpse retrieval as well, and Wiz's save system saves with every step you take, not when you return to the city.
I hope this is because of time management and not wanting to repeat stuff you already sat through, not because of the rng of that game.People freaked out and had huge hissy fits when Shadowrun Returns didn't allow saving during missions.
Oh, Baldur's Gate.
Yeah, I savescummed the shit out of Baldur's Gate when it came to companions dying. Reviving them was expensive as fuck. The devs had no clue of what balance was when you consider that resting at an inn multiple times was far, far more beneficial than simply asking for healing at a temple.
There's a time limit in Fallout 2 (it's years rather than months... I believe my character was in his 30s when it ran out, so I had to drop whatever I was doing and rush the Enclave platform). So yes, your fellow villagers can die in captivity (of old age, I guess) and then it's game over.You mean FO1, right? Because if not...
Or did I just fail my sarcasm check?
No, what they die of is engine limitations. And the limit is 13 years.
You don't get any warning or anything, and you're not told why it ends. You just get a "The End" screen.
They probably assumed nobody sane would reach this limit.
Easy... Add tons of options
Easy answer: make mechanics deterministic.
Easy answer: make mechanics deterministic.
Nonrandom systems are not simulations.
Wut?
Should just resolve sports matches through a series of coin tosses, eh?Is the way to fix baseball making every swing hit?