Black Angel
Arcane
I gotta admit it's my mistake of ever bringing you up whenever my true intention was to solely reply to Sigourn's posts, but dude, literally every post you've made in this thread so far where you seemed trying to 'explain' or making something 'clear' has been nothing but some inane ramblings to me, and bringing up your previous post only made it worse.i assume you didnt read anything, so ill bring back actual rpg example:
it is what you make it to be.
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.
In what fucking shit of games devs actually tried to address these 'problems' and why should I care?
i dont see it as problem nor i enforce devs to do anything. Just clearing delusion of players thinking that they actually played on advertised difficulty.
Okay, you don't see people reloading as a problem or whatever. But you want to clear the 'delusion' of players 'thinking that they actually played on advertised difficulty'? What?
Can you please show me an RPG where savescumming became the norm these days? Aside from the aforementioned New Vegas where supposedly Josh Sawyer himself admitted that they tried to address Fallout 3's savescumming problem, I don't think there's any RPGs or even games where savescumming is a problem that made it worse for people who don't want to savescum. At least, RPGs and games that we Codexers really need to care, that is.Then you're too shortsighted to see the impact it has on game design when save scumming is accepted as the norm. Nobody's forcing you to spend money on DLC either. Does it seem like a good thing when everyone does and games get butchered into a million shitty pieces? Is pay to win totally fine because losing is just as good an option?
I have some question based on your statement here. From '1 save slot, erased on loading, backed up in case of the game crashing', I'd assume when you say the games you mentioned 'were designed with savescumming in mind' means that they have multiple slots that's not erased on loading, no?There's no need for an elaborate system at all. 1 save slot, erased on loading, backed up in case of the game crashing. Almost nobody savescums games built that way, while pretty much everyone savescums games like the infinity engine games or fallout or elder scrolls, because those games were designed with that in mind.
How did you declared that "There's no need for an elaborate (save-load) system at all." when you then specifically mentioned "1 save slot, erased on loading, backed up in case of the game crashing." is the actually 'elaborate' one here, while the opposite that's supposed the system used by the games you mentioned (Infinity Engine, Fallout, TES) was actually kind of the norm that's not really as elaborate as you make them out to be. Multiple slots, not erased on loading are pretty simplistic mechanic, don't you think? And it's obviously the norm because, in the old days when highly likely there's only one copy of a game in one house, and multiple person wants to play that game separately, multiple save slots that aren't erased on loading were meant for that kind of situation, no? I can understand demanding an elaborate system where saves are backed whenever a crash happen, I mean multiple games already did that by having auto-saves during or upon finishing loading new areas and such. But to deem multiple slots that aren't erased upon loading as being designed for savescumming?
Also, can you elaborate how did savescum became a problem in Fallout 1&2? I don't really have much experience in Infinity Engine games because the only game which content I've experienced in a good chunk were PS:T, I don't care about TES series, nor do I really care about Fallout:NV in this discussion, let alone Fallout 3, but from my experience across the games you've mentioned, I don't see how savescumming ruined the experience for anyone who doesn't savescum, nor do I see it being a problem in foreseeable future at all.