Lucky us.
Although i must say you were a outstanding person to argue with, strong arguments and not at all salty.
Lucky us.
Although i must say you were a outstanding person to argue with, strong arguments and not at all salty.
Fine if you can spend lots of uninterrupted time gaming, not so much fun for the rest of us.
They could not implement a sleeping bag that penalizes you if you sleep outdoors allowing you to save?
A travel bag or something that degrades could work well allowing you to rp as a brigand etc
I donât mind the save system at all. Itâs a bit hard early on, when you donât have a lot of money to buy more schnaps, but due to this you are giving 3 bottles early on which do last you a long time. Later in the game this becomes a non issue. I imagine those that complain the loudest like to save before every single encounter and every single lockpicking attempt.
A temporary save on quit is however a good addition.
I agree completely with this.
There are so many reasons why this is a bad design choice. Iâm an Application Architect for business apps as a career so I speak from experience here and Iâve worked in the Video-Game industry in the past so Iâm quite understanding of why things happen the way they do as well. Any time you change a process or the nuances of a process you need to provide users with an adequate transition or explanation of the differences. Unfortunately thatâs not done here.
For example, the lockpicking tutorial doesnât have unlimited lockpicks â as such, because you canât save, you run out of lockpicks very quickly and youâre done - you can go watch a youtube video, or read a tutorial, but you shouldnât have to. A properly designed game tutorial should TUTOR you to a base level of skill. I still canât pick a lock in game which means thatâs failed at least one person⊠and if itâs more than one standard deviation of the players that canât figure it out that means the entire system is flawed and needs to be corrected. Itâs not a bash on the developers, itâs just something thatâs not working as intended and needs to be corrected.
If youâre going to make design choices elsewhere you need to keep in mind the consequences on the entire architecture.
99% of games give you unlimited saves, when you want them, and keep them out-of-character, ie: they donât impact your game. Itâs a normal, expected, functionality of a game â so much so that when you donât have that normal expected base functionality, you surprise, and likely upset your users. That can be seen by the shock in some of the initial comments here. âYou canât save?!ââŠetc
If youâre going to change something thatâs expected provide transition. Itâs a brilliant goal to try to increase the stress of roleplaying choices â but removing a base feature that exists in 99% of other games of the same genre, you need to provide it as an option, or transition people into it.
Two ways I would do it would be:
Iâm sure there are other designs that would work here though.
Regardless itâs more immersion breaking for me when I have to kill two bandits, have had crap tutorial training on the combat system and then have to run through the same field for 5 minutes⊠knowing every tree by the end of it in order to successfully complete a mandatory main quest. (I mean really, it took me 2 days of dying 8 times per combat situation to realize i was standing too far away⊠the system never told me that, You want immersion breaking, try battling a swordmaster and have him not laughing at you as you swing your sword a foot from his head because you donât want to get too close haha) â At least make it auto-save before you get to main checkpoints, not after.
Make it save after you complete a trade⊠â shouldnât spend 30 minutes travelling to town, sell my gear, gear up new gear, travel back to a combat situation, die in 5 seconds, go back to an hour earlier and have to do it all over again⊠that may increase the combat stress, but it makes the GAME no longer fun.
So yeah⊠Iâd prefer a manual save like 99% of other RPGs out there, I understand others donât want it so Iâd like it if it were an option. I want to enjoy the game, but Iâm going to get bored of it before Iâm done with it if it takes me 3 months to do the main quest because Iâve had to repeat the same sections 5-10 times each⊠and at that point I likely wonât buy another game with the same mechanics. My expectation is that RPGs have manual saves, I realize this one doesnât, but thatâs new, and should be an option⊠Think Windows 8 removing the Start Menu⊠thereâs a reason Windows 8.1 got it back. Donât be Windows 8.
Why donât you craft a bunch and have , they are easy to make and donât take long. i like the save system , its a twist on things
The others have already pointed out your error. With all due respect i was pointing out it was possibly missable learning to read. Not that people on the forums are illiterate after all id say im pretty neutral on the forums and dont insult people.
When people say they donât have time to put in to the game and then spend hours on the forums writing lengthy postsâŠ
I mean the forum has a save system so you can write it over a length of time. Also mobile friendly.
I have a fun bug. Half the time my game crashes on PS4 Pro when using Saviour Schnapps⊠but I know. Im just a stupid casual. I should just replay what I did and be thankful for such a game.
What is it with you cyi - why the aggression towards people who have bought a product that they feel is flawed? In pointing out the (many) bugs and problems they have encountered allows a chance for fixes and for future games to be better planned, developed and tested. My latest issue is not being able to get back out through a door I went through and therefore forced to reload from the ill-conceived save game facility. Please stop making out this game is better than it is. Iâd like to add that calling people âidiotsâ or saying âboo hooâ doesnât do you any favours but does keep us mildly amused.
Iâve encountered that once or twice - I find that if you enter crouching/sneaking you can generally get through - after restarting the game at my next chance (after a save) it seems to stop the issue. I presume it might be an issue that causes you to float slightly and thusly catching doorframes or something.
Old school Resident Evil reference. Nice.
+1 to camping. That would be great.
Playerâs choices have consequences⊠you canât turn back thx save usually⊠and its good.
You die? your problem, brain on and better save strategy next time.
The game is pretty buggy especially some quests. If I hadnât saved I wouldnât have been able to go before I started that objective. E.g. The House Of God side quest. The guy i have to find is not where he is supposed to be and the quest is just stuck. So i have to waste a save just because Iâm afraid of bugs ruining the game? Itâs pretty stupid. I get their trying a different approach and it works with most of it, but hopefully they change this saving issue.
You can either buy these save bottles or by a recipe so you have a unlimited supply. So donât worry it works fine. itâs so you wonât just quick save before something and then fuck around with the answers and make your pick afterwards.
i genuinely enjoy the save feature as it is and request that it not be changed. i think the save feature is awesome and adds to the realism and authenticity of the kingdom come deliverance experience.
He ran away? I did the quest multiple times to see if changing the time or going straight away after the guy on the roof said where they are. Other people said that they found him inside the mill, but I searched everywhere for about 30 minutes then finally it said that I have to go report to sir bernard. Iâm pretty sure it was a bug.