Save Game System

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BigVern
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Save Game System

Post by BigVern » Thu, 22. Mar 18, 17:09

Sorry if this has been posted before but I think the majority of players would prefer to keep the quicksave from Rebirth or at worst the *affordable* insurance from Terran Conflict.

Please, please, pretty please - no Rebuy!
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Post by linolafett » Thu, 22. Mar 18, 18:18

I can only speak for the current implementation:
Same system as in XR. Quicksave and quickload are available at almost any time, everywhere.
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Post by Skeeter » Thu, 22. Mar 18, 18:25

Should be like the old days where u can only save if you buy insurance felt more difficult for some reason then. Now playerss can just quicksave before engaging a ship or attempt boarding a cap ship and reload and try again if they fail.
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Post by Karvat » Thu, 22. Mar 18, 18:31

Being able to save and reload at any time is logically the right choice

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Post by Ketraar » Thu, 22. Mar 18, 18:43

Karvat wrote:Being able to save and reload at any time is logically the right choice
Well if you didnt use "logical" I would concede your statement to be true under the opinion act. But since you did, I must point out that its factually wrong. There is no "logic" to save games, any design choice will be as logical as the next one, all it will come down to how you explain its implementation.

Personally I dont mind either way, its a game and if people want to "cheat" the game with saving prior to board, its their choice, those that want a challenge can just refrain from doing so.

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Post by The Q » Thu, 22. Mar 18, 18:46

I'm also in favour of the current system. While I liked the explanation that is given for the Salvage Insurance in previous games, I feel it's an unnecessary hurdle which mainly targets new players, who have enough to learn already. Also it's one of those basic game features that can be accepted easily without breaking immersion.
Skeeter wrote:Now playerss can just quicksave before engaging a ship or attempt boarding a cap ship and reload and try again if they fail.
At the time when you can actively start boarding other ships, you have enough money to buy salvage insurances, too.
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Post by BigVern » Thu, 22. Mar 18, 19:46

Glad to hear not going down the route of ED's rebuy, then.

Even keeping enough money to cover the cost only takes a few ship losses before you can't afford it and doesn't (IMHO) encourage bold or experimental gameplay. There's also the loss of gameplay or achievements (e.g. exploration data not cashed in) which could lose weeks of progress.

F5 etc. quicksave is best and does come with its own risks anyway in that you could get stuck in a death loop if you save at a wrong time and then you revert to the last "hard" (i.e. docked) save.

Three cheers to egosoft then for their sensible, practical approach.
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Post by Karvat » Thu, 22. Mar 18, 20:45

Ketraar wrote:
Karvat wrote:Being able to save and reload at any time is logically the right choice
Well if you didnt use "logical" I would concede your statement to be true under the opinion act. But since you did, I must point out that its factually wrong. There is no "logic" to save games, any design choice will be as logical as the next one, all it will come down to how you explain its implementation.

Personally I dont mind either way, its a game and if people want to "cheat" the game with saving prior to board, its their choice, those that want a challenge can just refrain from doing so.

MFG

Ketraar
I think it's logically right in this case because if a player wants to play for a limited amount of time, he can save and exit the game at any time, without necessarily having to reach a station. On the other hand, a player who thinks it is too easy to save just before entering the battle can avoid saving even if the option to do so is available and satisfies all those who wish to do so.

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Post by LittleBird » Thu, 22. Mar 18, 21:52

Skeeter wrote:Should be like the old days where u can only save if you buy insurance felt more difficult for some reason then. Now playerss can just quicksave before engaging a ship or attempt boarding a cap ship and reload and try again if they fail.
Just think about it.
When do you need game saves the most? At the beginning where you are weak and have to spend you money wiseley.
And the least? When you never need to bother about that laughable insurance costs and sitting inside your god like Springblossom or Odysseus.

The old system was badly realized. It punishes at the beginning and was not existent later on.
Besides... X is a single player game. Let everyone play and save like he want to :wink:


Edit: Well even if saving is optional I understand that sometimes you are not disciplined and break you own rules (I do).

@Egososft
What about an option for game start that sets your save options for the entire session?
e.g. "Save only on Stations"
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Post by UniTrader » Thu, 22. Mar 18, 22:05

LittleBird wrote:
Skeeter wrote:Should be like the old days where u can only save if you buy insurance felt more difficult for some reason then. Now playerss can just quicksave before engaging a ship or attempt boarding a cap ship and reload and try again if they fail.
Just think about it.
When do you need game saves the most? At the beginning where you are weak and have to spend you money wiseley.
And the least? When you never need to bother about that laughable insurance costs and sitting inside your god like Springblossom or Odysseus.
you are omitting something here: you could save on Stations any time for free, often used in mentoined start situation where Docking should never be a problem. And you could buy the option to Save anywhere for pretty cheap...



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Post by GCU Grey Area » Sun, 25. Mar 18, 17:32

Would like there to be an explicit 'save only at stations' option. Find I enjoy combat much more if there's a risk of losing a significant amount of progress if I mess things up. Don't mind if there's quicksaves, periodic autosaves, etc in the game for those who like such options, but would like to be able to turn them off & only save when my ship is docked.

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Post by Tamina » Sun, 25. Mar 18, 19:00

I like the "save & exit" function some games have. It temp-saves the current state, exits the game and after reload deletes the savegame again.
Everyone is happy.

And the "insurance" option would be very valid in this scenario.

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Post by Len5 » Mon, 26. Mar 18, 00:56

Great thing is that you don't have to (quick)save if you don't want to. No one will be forced to do it.
For some people it's great to be able to save at anytime, in case they have to leave suddenly. And some people like to save often so they won't lose progress when the game crashes or the pc freezes.
Sometimes I change my mind about how I've set up things and I like to go back to an earlier save. Or I like to experiment with things or do some weird stuff without consequences for my game.
Tamina wrote:I like the "save & exit" function some games have. It temp-saves the current state, exits the game and after reload deletes the savegame again.
That's ok for a straight forward shooter, not for something like te X games.

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Post by Vandragorax » Mon, 26. Mar 18, 12:16

As a person with a sometimes unpredictable home life, I am very glad to hear we will be keeping the ability to save at any point.

I also believe that any game coming out in 2018 and onward WITHOUT the ability to save at any point, would feel archaic and limiting.

When it comes to points about "realism", there are just some things you have to suspend your disbelief for when playing a video game, saving is one of the necessary evils where "realism" shouldn't be strictly applied.
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ero_sk
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Post by ero_sk » Tue, 27. Mar 18, 14:34

Karvat wrote:Being able to save and reload at any time is logically the right choice
It's terrible when people mix "logic" into their personal preferences, whether it's about the games, politics, music- you name it.

2 + 2 = 4 is logical
Save system X vs Save system Y is not

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