This game in my books is not punishing. I rather lose ships and fleet of ships then reload the save. But sadly when you die you die in this game and there is no Punishment as we all just reload a save unless someone is playing more Hardcore.
I like the clone idea's where you die you start in a new clone but that might be too immersion breaking, etc.
But you have this crazy OP Teleport system. That honestly allows you to cheat your way anywhere in the Galaxy even onto Enemy Ships.
What would be cool is if you could set sort of a Home point even if it's your PHQ and when your ship dies you have say an emergency teleport system that takes you back to your PHQ.
This way you actually lose something rather then it never happen. It's funny because I kept hearing people cheat using Teleport to get away from death but honestly they lost their ship so clearly they lost more then hitting reload.....
Just my 2 cents on it I like more risk and have a more seamless gameplay rather then using save/load as a full fledged daily operation.
This is not a request to Remove / Punishing using the Save button rather it's to add a death mechanic were your not forced to load a save for those who want more immersion and to enjoy the loss of their ships while piloting them.
This game does not Punish Death. Why savescum when we could have other options?
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This game does not Punish Death. Why savescum when we could have other options?
Last edited by StoneLegionYT on Sun, 9. Dec 18, 23:14, edited 1 time in total.
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Re: This game does not Punish Death. Why savescum when we could have other options?
well, as long as save/load stays intact im all up to this teleport should save me in last moment but saves are not only there to avoid deathKane Hart wrote: ↑Sun, 9. Dec 18, 23:02 This game in my books is not punishing. I rather lose ships and fleet of ships then reload the save. But sadly when you die you die in this game and there is no Punishment as we all just reload a save unless someone is playing more Hardcore.
I like the clone idea's where you die you start in a new clone but that might be too immersion breaking, etc.
But you have this crazy OP Teleport system. That honestly allows you to cheat your way anywhere in the Galaxy even onto Enemy Ships.
What would be cool is if you could set sort of a Home point even if it's your PHQ and when your ship dies you have say an emergency teleport system that takes you back to your PHQ.
This way you actually lose something rather then it never happen. It's funny because I kept hearing people cheat using Teleport to get away from death but honestly they lost their ship so clearly they lost more then hitting reload.....
Just my 2 cents on it I like more risk and have a more seamless gameplay rather then using save/load as a full fledged daily operation.
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Re: This game does not Punish Death. Why savescum when we could have other options?
CaptainX4 wrote: ↑Sun, 9. Dec 18, 23:04well, as long as save/load stays intact im all up to this teleport should save me in last moment but saves are not only there to avoid deathKane Hart wrote: ↑Sun, 9. Dec 18, 23:02 This game in my books is not punishing. I rather lose ships and fleet of ships then reload the save. But sadly when you die you die in this game and there is no Punishment as we all just reload a save unless someone is playing more Hardcore.
I like the clone idea's where you die you start in a new clone but that might be too immersion breaking, etc.
But you have this crazy OP Teleport system. That honestly allows you to cheat your way anywhere in the Galaxy even onto Enemy Ships.
What would be cool is if you could set sort of a Home point even if it's your PHQ and when your ship dies you have say an emergency teleport system that takes you back to your PHQ.
This way you actually lose something rather then it never happen. It's funny because I kept hearing people cheat using Teleport to get away from death but honestly they lost their ship so clearly they lost more then hitting reload.....
Just my 2 cents on it I like more risk and have a more seamless gameplay rather then using save/load as a full fledged daily operation.
Oh yeah don't get me wrong not asking them to make a None Save function or to remove / change it. But I feel like Death should just not be death anymore in the game. It should be a punishment but you can continue with the loss of your ship for example. But Instead we just reload and reload. I love to be able to lead my fleet in battle and be the lead ship and take more risks. I either going to savescum or not do that because it's not worth it at all.
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Re: This game does not Punish Death. Why savescum when we could have other options?
I like your idea, and why not offer the best of both worlds? We could have a sort of "iron man mode" with less manual saving (for example only at stations, like in older games without salvage insurance). Loading a save would hurt if you lose a lot of progress (trade, station production, loot, etc.) or you have to bite the bullet and accept the loss of a ship. I do like manual saves, and I'm a save spammer, but that is just because of the bull Windows is sometimes pulling, and I don't feel like losing 1-2 hours every time Windows decides to unlod my graphics driver, or close X4 when "it runs out of memory" (with 4-5 gb of free memory
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Re: This game does not Punish Death. Why savescum when we could have other options?
I can see where you're coming from. It makes sense that losing a fight (dying) should have some ingame consequences, which is hard when it causes the game to end.
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Re: This game does not Punish Death. Why savescum when we could have other options?
Yeah I commented after to someone elses post. I'm going to edit the Main post this was not to replace saving but rather not having use to the load part of it over and over for simple tasks like death lol.otto_deluxe wrote: ↑Sun, 9. Dec 18, 23:10 I like your idea, and why not offer the best of both worlds? We could have a sort of "iron man mode" with less manual saving (for example only at stations, like in older games without salvage insurance). Loading a save would hurt if you lose a lot of progress (trade, station production, loot, etc.) or you have to bite the bullet and accept the loss of a ship. I do like manual saves, and I'm a save spammer, but that is just because of the bull Windows is sometimes pulling, and I don't feel like losing 1-2 hours every time Windows decides to unlod my graphics driver, or close X4 when "it runs out of memory" (with 4-5 gb of free memory)
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Re: This game does not Punish Death. Why savescum when we could have other options?
Speaking of punishing, reloading on death is archaic. Why do we not eject from our ships automatically? Nothing is worse for immersion than having to slap reload instead of just losing ships.
These days I only reload in a game if something really annoying happens or I'm in early game where the time investment is too much to lose something. A lot of games have problems with failure states, particularly older titles.
It's fairly impossible to reward players for not reloading unless you limit the way the game is saved, but X3's save system was more of a pain than anything else, particularly since stability was so much of a concern.
There's a reasonable variety of punishments you can dole out instead of reloading gamestate, for examples:
Reputation loss,
Loss of special privileges or licenses,
Temporary effects like losing the ability to teleport, interact with certain things, or physical negative effects like lowered accuracy.
Trade tariffs,
Increasing the power of the faction that killed you, or upgrading the pilot and/or ship that was used to kill you.
These sort of things are best built into a game, but at minimum we could use an ejection/emergency teleport system, a new research perhaps?
If we had a player-augment system that increased the stats of any ship we were directly piloting, they could be reduced on death etc.
Sometimes you can even reward players for dying through buffs or changes to the game world, rather than punishment. This probably works better than punishment systems where the player has the option to reload at a moments notice. I.e returning to kill your aggressor could have special loot or rewards or quest-lines, or just scanning your old wreckage might provide stat buffs or upgrades.
There's a lot that can be done to encourage players to continue playing in a world where they do not necessarily win. Unfortunately for X, there are a lot of combat scenarios which do not provide any benefit if lost (no pilot veterancy since pilots are always killed etc).
These days I only reload in a game if something really annoying happens or I'm in early game where the time investment is too much to lose something. A lot of games have problems with failure states, particularly older titles.
It's fairly impossible to reward players for not reloading unless you limit the way the game is saved, but X3's save system was more of a pain than anything else, particularly since stability was so much of a concern.
There's a reasonable variety of punishments you can dole out instead of reloading gamestate, for examples:
Reputation loss,
Loss of special privileges or licenses,
Temporary effects like losing the ability to teleport, interact with certain things, or physical negative effects like lowered accuracy.
Trade tariffs,
Increasing the power of the faction that killed you, or upgrading the pilot and/or ship that was used to kill you.
These sort of things are best built into a game, but at minimum we could use an ejection/emergency teleport system, a new research perhaps?
If we had a player-augment system that increased the stats of any ship we were directly piloting, they could be reduced on death etc.
Sometimes you can even reward players for dying through buffs or changes to the game world, rather than punishment. This probably works better than punishment systems where the player has the option to reload at a moments notice. I.e returning to kill your aggressor could have special loot or rewards or quest-lines, or just scanning your old wreckage might provide stat buffs or upgrades.
There's a lot that can be done to encourage players to continue playing in a world where they do not necessarily win. Unfortunately for X, there are a lot of combat scenarios which do not provide any benefit if lost (no pilot veterancy since pilots are always killed etc).
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Re: This game does not Punish Death. Why savescum when we could have other options?
actually this is the best thought. we should escape like any other pilots do in the game except automatically just before the ship blows up... then try to get to the nearest dock or call a ship of yours if it can come to you safely, just the losses would be worthy punishment imo and fits quite well into the x4 world. still should be able to reload if i choose to but i could also just go on. iron man can be a good idea where save/reload would be disabled or restricted to stations...
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Re: This game does not Punish Death. Why savescum when we could have other options?
Anyone else remember the escape pod mod for X3TC? where if your ship was about to pop you were shot out of it in a pod that would seek out a station nearby for you to hold up until you had another ship come to transfer over to. You basically had no control over the pod. It would automatically fly to the station dock and park there until you got into another ship.
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Re: This game does not Punish Death. Why savescum when we could have other options?
Yep, I remember that. It was a bitch when you ran out of money and got stranded at a station, though.Requiemfang wrote: ↑Mon, 10. Dec 18, 00:53 Anyone else remember the escape pod mod for X3TC? where if your ship was about to pop you were shot out of it in a pod that would seek out a station nearby for you to hold up until you had another ship come to transfer over to. You basically had no control over the pod. It would automatically fly to the station dock and park there until you got into another ship.
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Re: This game does not Punish Death. Why savescum when we could have other options?
Seems like an interesting suggestion. As long as it would be an optional thing. So you could play it just as it is now, or choose this as another mode.