hiver
Guest
Even so, if i ever make a cRPG i will disable savescumming completely. I especially hate save being enabled in combat, especially in a Turn based combat and i love AoD for not allowing that.
Instead of just being Iron Man, which i think is just too extreme of a solution - i would allow saving only in safe places. Taverns, towns, temples etc.
Once you go adventuring - youre on your own. If you die you can just reload the previous save made in safe location and then try again. Or go in a different direction.
This doesnt have just the purpose of spiting Draq and Rads.
This would actually affect the gameplay and force the player to be much more careful about his tactics in combat (provided they play a bigger role then usual - which they would).
Simply said - if you can save scum - you wont be so careful and you will pay less attention - simply because knowing you can save makes a difference. It also allows the player to "go back in time" every time he makes a choice that doesnt turn out the way he prefers. Like a spoiled whiny brat.
"Oh i didnt get the most xp from that dialogue option!" - "oh i didnt get the most awesome sword if i chose this!"
Well screw you!
Just saying "hey then dont save scum" is not the answer - that forces the player to behave contrary to the options he has and force himself not to use a mechanic that is in the game (even if its a meta mechanic).
While on the other hand knowing that you cannot save would make a big difference in approach, the feel and the gameplay itslef.
Instead of just being Iron Man, which i think is just too extreme of a solution - i would allow saving only in safe places. Taverns, towns, temples etc.
Once you go adventuring - youre on your own. If you die you can just reload the previous save made in safe location and then try again. Or go in a different direction.
This doesnt have just the purpose of spiting Draq and Rads.
This would actually affect the gameplay and force the player to be much more careful about his tactics in combat (provided they play a bigger role then usual - which they would).
Simply said - if you can save scum - you wont be so careful and you will pay less attention - simply because knowing you can save makes a difference. It also allows the player to "go back in time" every time he makes a choice that doesnt turn out the way he prefers. Like a spoiled whiny brat.
"Oh i didnt get the most xp from that dialogue option!" - "oh i didnt get the most awesome sword if i chose this!"
Well screw you!
Just saying "hey then dont save scum" is not the answer - that forces the player to behave contrary to the options he has and force himself not to use a mechanic that is in the game (even if its a meta mechanic).
While on the other hand knowing that you cannot save would make a big difference in approach, the feel and the gameplay itslef.