dying and its consequences

Post » Mon Nov 01, 2010 6:34 pm

Aren't auto-saves already frequent enough?
I mean, every sleep, wait you get an auto-save and most of the times you use doors (entering dungeons and stuff) you get an auto-save.
Combined with quick-save button I think that it's more than enough.

Mind you us console players don't have quick-save.
That's why I want more frequent auto saves.
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Kirsty Wood
 
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Post » Mon Nov 01, 2010 3:28 pm

I'd prefera timed autosave every few minutes. Just in case.
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JESSE
 
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Post » Mon Nov 01, 2010 9:43 pm

That would actually be even more dangerous if it saved at the wrong time.
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Monika
 
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Post » Mon Nov 01, 2010 11:47 am

Dying is dying. To me, the only possible way to deal with dying in a roleplaying game is to go back to an earlier save, do it again and not die this time. Being transported somewhere and/or losing your stuff isn't a legitimate consequence of dying. The ONLY really legitimate consequence of dying is being dead.
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CRuzIta LUVz grlz
 
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Post » Mon Nov 01, 2010 6:29 pm

That would actually be even more dangerous if it saved at the wrong time.


Then we'd get even MORE of those complaint threads about "I Juzt ate a puizon apple and saved wut i do now"... and please, please no.

Edit. Oh and on topic, keep it as is.
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Ebou Suso
 
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Post » Mon Nov 01, 2010 4:18 pm

As long as it is NOTHING like the way Demons' Souls did it I will be happy. The way they did it is:

Spoiler

When ever you died, you would come back in "soul" form with half your life bar, no currency, start back at beginning of level and all enemies are alive again."


IMO it was ridiculous, annoying and very hard to get through the game. I'm happy with the simple: Die...... Load........ Continue. :goodjob:

Wow that sounds terrible.

Hey you died, guess what? You get half your life and you know those things you died fighting? They are all back alive too. Thank you and go [censored] yourself player!


Reload is our friend.
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LuBiE LoU
 
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Post » Mon Nov 01, 2010 9:23 pm

I kind of like the idea of passing out and being transported to like a safe healing house (a hospital if you will). There could be some consequences as well. The stranger the location you die in, the longer it takes you to be found and rescued (game time), perhaps missing on some time sensitive quests. Or it could have cause some of your skills to decrease like going to jail. I think that would be interesting and fair and could help immersion a bit. But the system as it is now does not bother me.
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Lakyn Ellery
 
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Post » Mon Nov 01, 2010 8:12 am

I kind of like the idea of passing out and being transported to like a safe healing house (a hospital if you will). There could be some consequences as well. The stranger the location you die in, the longer it takes you to be found and rescued (game time), perhaps missing on some time sensitive quests. Or it could have cause some of your skills to decrease like going to jail. I think that would be interesting and fair and could help immersion a bit. But the system as it is now does not bother me.


That sort of system would suit me fine - because I could still go back to my last save (I save very frequently!) if I was annoyed about that outcome - it would also suit those who wanted some consequence as a result of dying, they could play on from that point without reloading. Good call.
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phil walsh
 
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