cvv
Arcane
Everyone except us? That was my point - we can't have nice things because 90% of gamerdom, including many gentlemen from this here prestigious RPG forum, would throw a hissy fit.who carespeople would whine any less?
Everyone except us? That was my point - we can't have nice things because 90% of gamerdom, including many gentlemen from this here prestigious RPG forum, would throw a hissy fit.who carespeople would whine any less?
KCD sold well though.Everyone except us? That was my point - we can't have nice things because 90% of gamerdom, including many gentlemen from this here prestigious RPG forum, would throw a hissy fit.who carespeople would whine any less?
are what are commonly known as "fate points" or similar in tabletop RPGs(I think the only cRPG that has ever used them is Arcanum?)But consider Wasteland 2 - there's a locked door with some mysterious content behind it. You have 60% of success, 20% of a critical failure. You try - BLAM, a critical failure. The lock is jammed ever forever. You'll never learn what is behind that door - maybe a weapon, maybe a piece of lore, maybe a great quest or a companion NPC.
Random chest contents is cancer anyway, hand-placed loot or bust.
But what if you knew that if you reloaded, some other doors displaying 60% success and 20% critical failure would actually covertly switch to 100% critical failure?Yeah, I'm hearing that all the time. It's technically true.
But consider Wasteland 2 - there's a locked door with some mysterious content behind it. You have 60% of success, 20% of a critical failure. You try - BLAM, a critical failure. The lock is jammed ever forever. You'll never learn what is behind that door - maybe a weapon, maybe a piece of lore, maybe a great quest or a companion NPC.
How many people will just accept it and move on and how many will opt for that super-easy, super-fast solution: F9?
And then power outage or crash happens...I agree but do you really think if they included the Bard's Tale 4 style of a save-on-exit feature from the start (you can save on exit but when you load up again the save is automatically deleted, something they originally considered) people would whine any less? Nah, people are addicted to their F5/F9.
Random chest contents is cancer anyway, hand-placed loot or bust.
Risen (and the gothics in general) avoid this by having a skill requirement to the pickpocket action, and if you meet that you always succeed (but can only pickpocket each person once).In a separate note: Stealing
Most game make game too easy with stealing thanks to savescumming. Thus players can have access to many things with that action.
Bethesda games do have randomly generated hand-crafted encounters. They're one of the genuinely good things their games have.Random loot is what makes all those random encounters worth it.
If not you could as well have just "hand placed" battles too.
Nah, people are addicted to their F5/F9.
You aren't into replayability, are you...Random chest contents is cancer anyway, hand-placed loot or bust.
Nah, people are addicted to their F5/F9.
I've had save and load anywhere in 90% of the games I've played since I was 14, so yes I guess I'm "addicted" to it. I also think it's more important than ever now that I'm a family man with much more limited time to play games.
Risen (and the gothics in general) avoid this by having a skill requirement to the pickpocket action, and if you meet that you always succeed (but can only pickpocket each person once)
That doesn't make any sense whatsoever. Savescumming doesn't prevent you from wasting your time, it just give you the tool to manufacture exactly the result of a chance-based event that you want. It's a shitty design.
You aren't into replayability, are you...Random chest contents is cancer anyway, hand-placed loot or bust.
In crpgs many game aren't replayable by design so it's ok, i guess. I think good compromise was made in IWD1 or Wizardry 8. Placed loot combined with randomized loot one. Of curse there are crpgs to be replayed a lot of times, especially roguelikes where randomization is part of the fun.
Save and quit feature fixes this just fine.I also think it's more important than ever now that I'm a family man with much more limited time to play games.
Save and quit feature fixes this just fine.I also think it's more important than ever now that I'm a family man with much more limited time to play games.
...no?Save and quit enforces permadeath.
...no?Save and quit enforces permadeath.
It saves when you quit so you can start off from where you stopped. This can easily be combined with some sort of checkpoint save system(e.g., sleeping in a bed)