The TV Tropes definition is very accurate in this regard.
Ah, TV tropes, of course. The last word on save-scumming.
"Basically, you save the game whenever you get a result you like (or before you face a risk), and restore the saved game whenever you get a result you don't like."
Basically... basically it's down to individual preference according to this definition. Basically anyone can call anything save-scumming.
Therefore, why the fuck when you lose all your characters and reload is not "getting an advantage" like it is when you reload if just a character dies? What kind of twisted reasoning do you have to use to think one is fair and the other one is not? At least be consistent like the OP: any reload invalidates everything you did.
you are likely able to pull it off again in two or three tries.
What I hear is "save-scumming". What, if your number of repeats is consistent then it's not save-scumming anymore? If you have to redo a bigger part of the game rather than just the problematic one then it's not save-scumming? Oh, right, if it's not you doing the saving or reloading then it's not save-scumming because according to TV-tropes, save-scumming is based on "likes".
In which case I'm not sure how a game can be designed for save-scumming if save-scumming itself is subjective.
If you start a dungeon and try to get from beginning to bottom using no saves and no reloads... chances are you will pull it off once every twenty tries (I'm being extremely generous here)
Yeah, and of course we have to believe your generous assessment, because nobody here played the game. K.
Exactly what is your idea of accomplishment when you are at the absolute mercy of RNG?
Well, once again you keep making up retarded shit to help your case and it's getting very tiresome. Absolute mercy of RNG. Fuck off. You and the OP make it sound like if you have RNG is a game then it just turns that game in a fucking slot machine. See the retarded "games of chance" comparison. Thing is, your skill with the game and how you developed your party is actually the most important thing. You can't beat the game on RNG alone. I'll give you that it can happen to occasionally lose or win a fight just because of a twist of luck though it's actually extremely rare that the are no other mitigating factors.
You have to be some kind of deranged moron to think that occasional occurrence invalidates everything you do in the game and that you're at the mercy of RNG.
Unless maybe you think it's the random damage of the weapons that totally ruins your otherwise perfect strategy?
But here's my "idea of accomplishment": I managed to turn the odds in my favor.
What is YOUR idea of accomplishment if the game is designed to provide you with a "consistent" experience throughout? Wow, congratulations, you learned to press the push-to-win button. Hey, if everything you do in IWD is down to RNG, then your "consistent" games are all about push-to-win buttons. It's just how it is.
I don't know why you had to make up quotes when I actually asked you real questions in my previous post. Unless you can't answer them?
Or did you just want to take some cheap shots? Wow, yeah, I spent a decade on a forum for a dying genre, you hit me right in the belly button.
Where do these party members come from when I have been teleported to a dungeon in the middle of nowhere?
Wut, what? Now it's about realism? Is that why you don't want to reload on party member death? I thought you didn't care about realism? Wow, this is just.. wow. Well, in this case, I have to tell you again: reloading the game at any point is wrong. What, did you use a time-travel spell or what????????
Here's my previous suggestion again: if you consider IWD designed for a 6 character party, then you should consider a party member dying as a failed state and reload. If you want to keep playing then do it and actually deal with the consequences of playing in a sub-optimal state.
It's very simple.
But you want to both play in a sub-optimal state and not be punished for it. Which is because you are a newfag used to newfag games.
example was different. You create a character that is expected to die in 1 out of 100 fights.
Dude, I really don't get what you want. Who the hell creates a character with that kind of expectations? How in the hell could you calculate those odds beforehand?
Hence Ive said that it can be a nice metric of how good your build really is.
And hence I said that's just stupid. Because you indeed said that losing a fight means your build was not good. Here you go:
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.
So, winning every fight was fine right until the point where you had to reload. Because that somehow rigged the game. You really can't see how that doesn't make any sense? How is that rigging? Do you realize that you're saying that every other fight you win after is not fair because somehow you were supposed to be dead? Therefore I'm guessing iron-man is the only fair way to play a game?
And how is one instance in possible hundreds the defining factor in the quality of the build? Who uses these kind of statistics?
Theoretical calculation based on char sheet and game knowledge sounds easiest.
I don't even. It's absolutely absurd and autistic to calculated this, not only because it assumes knowledge of the game beforehand.
Here's what's actually easiest: you play the game and the less times you have to reload the better your build is. How does that sound for a fair assessment of a build?