Jump to content

Limmited saving


dustruct55

Recommended Posts

I don't know if I'm the only one, (feels like it), who feels this whole unlimited saving and loading is ruining modern amazing games (such as this). Do you really want to waste stat points in speech? or just save/load till that 10% chance finally works. Do you want to put some stats into hp? or just save every 4 seconds and lose nothing upon death.

 

No risk

No reward

 

infinite attempts means 0 challenge.

 

I suggest a system off limited saving of some sort. My idea was to disable manual saving and make it auto save only, or make a lives system, where when you die, it auto loads, drops a "life" item, then instantly saves.

 

These concepts I understand scary some pus.... people, but this system doesn't have to be too harsh, maybe just make it so you can't save when enemies are around? (such as with fast travel)

I'm just saying I want SOME incentive to not die, and as of now, dieing, the worst thin that could happen to you in game, is less than a slight tap on the wrist.

 

refer to

http://www.duelinganalogs.com/comic/2010/10/07/classic-v-modern/

Link to comment
Share on other sites

I agree. I quicksave way to much, but the fact is i haven't played the game since it first released, spent a good 2-3 days on it, then i started modding it.. But the quicksaving is no problem, others using quicksave don't infect your "playstyle" :P Just DONT quicksave :P Save once you reach a new settlement, or so. :)
Link to comment
Share on other sites

Personally I know I rely on the quick save way too much and in a sense it does ruin the game play. For example I encounter a new NPC who is obviously quest related, I quicksave first. If I end up needing the speech skill I reload and use a magazine first. Same goes when playing stealth and automatically hit the quicksave after every kill. It's more of a habbit now and I would love to be forced to do differently (simply avoiding it doesn't seem to convince myself :x).

 

I believe I had a perfect mod for this at Oblivion at one point, though I don't remember the name. Basically it saved every X minutes (with a maximum of 10 available before overwriting the older) and disabled the quicksave key (not sure it did, but I certainly stopped using it). A similar solution would instantly become a must have mod for me.

 

Another solution that could possible be implemented (using NVSE?) would be the classic campside saving, where the save option is only enabled at campfires, after sleeping etc. Checkpoints are usually a nice solution too, but not exactly an option for this game.

Link to comment
Share on other sites

I save A LOT in this game just like I did in FO3 and Oblivion before them. Why? They are prone to bugginess and will crash unexpectedly and sometimes quests don't fire correctly or parts of them don't and if you don't have a save to go back to you are outta luck. There is no manliness is saving less often, just the possibility that you need to go back in time to do something differently and you cannot.

 

If, however, you are using saving to "cheat" and it is taking away from your game experience then you might try NOT doing the activity that is spoiling your fun. The saving still has value. Besides, it is a single player game and therefore you can't really cheat. If you like being a cheatery cheater (and I mean that in the nicest way; I always carry a skeleton key kinda thing for hacking computers in my game; I HATE hacking) in your own game you should embrace the joy of it and just do it. No one needs to know about it and you can just have a great time going through the game doing whatever you feel like doing.

 

Also: CASM NV

 

:) llama

Link to comment
Share on other sites

I agree, but i have to point out that the game tend to push you a lot in this specific way. A lot of dialog choices are mutually exclusive and many times some choices that requre a specific skill require you to use a magazine, which you can't do during the dialog. but most singleplayyer rpg tend to be savegame centric.

 

Add to this that this game consider your death as a "game over" it's very hard to design game mechanics not based on saving and loading.

Link to comment
Share on other sites

All replies have valid points, and to that end, you would just never install a mod like that and that's k.

 

Discipline is a valid option, but when I'm playing a game, I want to go all out and use everything in my power to win. Having the power of god just chillin in my pocket ruins this for me. Now I have to hold back from using my time traveling god powers and immersion is all but gone. I want to feel accomplished when i do something challenging, or helpless when I've bitten off more than I can chew.

 

As for bugs and crashes, it's true, they suck, and i fully expect to lose progress if a mod like this is made (like I said, save load limitation harshness can vary, it just has to be there) but that's ok, because the game is now fun to play. I would feel my heart pound if I get surrounded by bandits or sh*t some bricks when I turn a corner to find a death claw staring at me, because something is now at risk.

 

I'm currently trying to make a mod like this but GECK makes confuse to me.

Link to comment
Share on other sites

AFAIK You can't atm detect if game was saved, so it's somewhat pointless talk. (But You can detect game loaded with NVSE, but it's not working in current beta)

Anyways You would anyway need some discipline to NOT disable the mod when You're out of saves :P

 

In theory some XP damage (well, mainly because I run on -60% exp) on load game would make me consider not reloading for some trivial reasons. IMHO XP damage is permanent effect, does not hurt that much as limited saving (crashes etc.), so You may find some limited audience if You make it (including me) :thumbsup:

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...