One exploit I hope they fix in F4

Post » Fri Nov 27, 2015 5:31 pm

I like having load save because I don't want to have to walk 40 minutes for a save point and then the power goes out or worse I get a bug issue and have to reload my save from x minutes back. Current system is fine, exercise more restraint with exploiting it.

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Louise Lowe
 
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Post » Fri Nov 27, 2015 7:41 pm

Not every game can be that hardcoe.

The solution to your problem is two-fold, op:

1) Self-control, as mentioned.

2) Stop worrying about how others are playing the game. We're doing just fine, thanks very much.

Or, at least in this particular instance, with Fallout 4, we will be doing just fine.

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RUby DIaz
 
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Post » Fri Nov 27, 2015 7:28 pm

Wow this is so odd considering this is a single player game :facepalm:

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SHAWNNA-KAY
 
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Post » Fri Nov 27, 2015 3:43 pm

How about a even better idea. How about if when you die the game uninstalls itself. Or you have to pay a quarter for a new life.

Really all these rants from people complaining about features because they apparently have no self control is ridiculous.

I NEVER fast travel in Bethesda games but I also never demanded it be taken out. I have enough self control to keep from doing.

So really what you are asking for is for someone else to make up your mind for you since you cannot be trusted to make your own decision.

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I love YOu
 
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Post » Fri Nov 27, 2015 9:58 pm

Considering Bethesda's games have a history of locking you into a combat when there aren't any enemies around, this would actually be a really bad idea.
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Kat Stewart
 
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Post » Fri Nov 27, 2015 4:57 pm

Jeez guys, I think the point's been made.

Reloading, re-entering the terminal, my point is it defeats the purpose of having the terminal lock up in the first place. They could either just face that and make it more convenient by scrambling the password without us leaving, or change the minigame entirely so that failure isn't so damning.

Reverse pickpocketing wouldn't work with what I suggested, you're right, but aside from planting explosives it's situational enough for me to not miss. I'd rather you could give NPCs gear through dialog or they just be strong enough in the first place for that situation instead of pickpocketing; sneaking guns and ammo onto them seems roundabout, and a little ridiculous in the first place. I would still like the ability to reverse pickpocket things, though, I think that's a pretty neat feature; my ideas aren't the best, but I just want a pickpocket system that doesn't motivate me to scum saves.

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Eddie Howe
 
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Post » Fri Nov 27, 2015 11:07 am

easy fix ,do like I do get so into the game that you forget to save for 14 hours then jump,did I say jump I meant tard spasm through the air and fall short of the intended landing zone, falling into a chasm of doom and dieing then have to redo all of it cause the auto save stopped saving.

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Austin Suggs
 
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Post » Fri Nov 27, 2015 4:15 pm


Some of the old catridge games allowed for a limited amount of saves. I know Phantasy Star had I think 4 slots.
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~Amy~
 
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Post » Fri Nov 27, 2015 11:38 am

This removing options is never a good thing.

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Carlitos Avila
 
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Post » Fri Nov 27, 2015 7:23 pm

Level up your RL willpower and self-enforce ironman.

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maddison
 
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Post » Fri Nov 27, 2015 9:54 pm

True, save slots has been common a long time even on pc and modern consoles even if they fade away. On reason might be that its simpler to program and simple to show a screenshot of save scene.

However I was more talking about only save at end of level who was born out of technical limitations, before saves some games had codes you could type to jump to later levels and the saves was mostly an extension of this but they could also save your number of lives and inventory. Saving the exact state of the world and then reload it was not possible as it would require kilobytes of storage.

And yes it made the game harder and death more punishing. It also made the game last longer as it was harder. This is why some games continue to use save stations you have to reach or backtrack to for saving.

Things change, an game like fallout is so large its no reason to use artificial means to make it harder, simply rank up the difficulty, or be an gentleman / lady and only use formal wear no armor.

And as other say, self control, I tend to use the auto save then entering an location I use hard save on important quests or decision with some impact. Who brain to use for Rex in FO:NV was one, no I don't use him as follower just pet in suite but still :)

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Batricia Alele
 
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Post » Fri Nov 27, 2015 11:27 am

Is anyone keeping track on the number of obvious joke threads that have devolved into discussing the ridiculous notions therein?

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Robert Garcia
 
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Post » Fri Nov 27, 2015 6:12 pm


I dont think you and I are on the same page as to which Phantasy Star I was talking of. I'm mentioning the original title on SMS which was 3rd gen. That game world did change, dialogues changed as the quest progressed. It wasnt as complex as games today, but it was still a lot.
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Brittany Abner
 
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Post » Fri Nov 27, 2015 9:10 pm

Back to the main question then it is important? Save scumming in the fast paced fights is not very practical, yes you can save in the breaks between the fights but better be careful, not only can it be enemies ready to jump you then you save but you can also easy save in an strategic chess-mate setting like I was in during dead money recently, i was very close to run out of ammo then I had to go back and too the casino after opening it.

And mostly why bother? few of the fights is so hard that you die a lot.

Yes you can do minor exploits while hacking. Giving you the try again perk for free. So game breaking :)

I have more issues with artifact level stuff like boobleheads, and unique OP weapons at fixed locations.

Most people get the location on internet, guides also tell about enemies and traps. Enemy level is not as important as you are willing to spend resources like stimpacks or mines as water to get the real OP stuff.

People killed Umbra at level 5 in Oblivion.

Even if you don't use guides its easy to gather too much information just browsing forums any you anyway remember the locations at your next playtrough. Making the start of the game an predictable game of geocache in hostile areas. Yes getting the republic of Dave for the hunting rifle was an pain.

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Ebony Lawson
 
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Post » Fri Nov 27, 2015 12:29 pm

Outcast had the right idea IMO, and used an interesting concept for saving the game. The player had a device given to them that allowed a saved game. The fiction was that it took a snapshot of their essence, and could restore it later.

What was interesting about it was that when it was used, it glowed, and it made noise; this would attract hostiles in the area, and they would start to look for what caused the light and the noise.

A pipboy UI for saving the game, could do something a bit similar, and allow free saving anywhere, but with the risk of alerting hostiles in the area... So as in Outcast, the player would have to be mindful of where and when they used it.

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Jason Rice
 
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Post » Sat Nov 28, 2015 12:24 am

side question ,is anyone else tired of people calling features that have been in most games for the last 10 plus years exploits?

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JR Cash
 
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Post » Fri Nov 27, 2015 10:08 pm

Actually it's not just about "save summing", I don't understand why people are worried about exploits and cheats in general, in a single player game. Perhaps we should disallow mods too because many of them are "exploits" too. Why are people so concerned about how others are playing their games?

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Liv Staff
 
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Post » Sat Nov 28, 2015 1:10 am

Because they shouldn't be allowed to get away with it. :chaos:

(It cheats the developers; and themselves.)

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Kelly Osbourne Kelly
 
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Post » Fri Nov 27, 2015 10:35 pm

yeah im 90% sure we all bin trolled for some fun.

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Kelly Tomlinson
 
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Post » Fri Nov 27, 2015 2:47 pm

The lack of saves in the original electronic games was mostly because they were designed to be like arcade games. No one ever considered that anyone playing games in an arcade would want to save progress so it was just something that never appeared on anyone's radar until later when home electronic games because much better established.

Of course, now we have various arcade games that are designed to encourage saving progress or other elements. Rather, we have such games in Japan... not much in Western markets, as far as I know, though. They're big business in Japan, though, with games like Hatsune Miku: Project Diva Arcade, AiKatsu, and Pretty Rhythm encouraging social interaction by saving data between sessions, even trading cards between players.

However, save/reload is not an exploit. It is a necessary feature for player freedom, and it's why checkpoint save systems are a complete pain in the rear and should have been abolished long ago. It should always be up to the player when to save and when to reload, not the developer, because the player is playing the game and has their own life interruptions and such, not the developer.

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Tessa Mullins
 
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Post » Fri Nov 27, 2015 10:23 pm

Save scumming is often used to circumvent some shoddy game design. In the recent Fallout games, save scumming was used to circumvent or alleviate the following annoyances:

  • Disproportionate NPC response to a player infraction
  • NPC followers dying, causing mission failure or companion loss
  • Computer terminal lockout, preventing you from experiencing some content
  • Misrepresentative dialogue options leading to unwanted outcomes

Save scumming, admittedly, is a bit annoying and time-consuming to engage in, but the things which it may alleviate are much more annoying. Bethesda would do well to improve their game design such that the tactic of save scumming is less useful.

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u gone see
 
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Post » Fri Nov 27, 2015 8:12 pm

Do you mean late 70's/ early 80's?

I disagree, I think that the developer knows the game best, and the experience they wish to offer. The developer allows the player to save their game ~if they allow it. If the developer wants the player to only start from the beginning of a mission, then that's their decision to make. If they want that the player can save anywhere, but must quit the game when they do, that's their decision to make. If they decide that savepoints are the way to go, it's their game, their choice; they are not beholden to the player to provide a save-anywhere feature, unless they decide to offer it... Publishers are a different story, and the developer might well be beholden to them, and their demands on the title.
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Elisabete Gaspar
 
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Post » Fri Nov 27, 2015 7:30 pm

I only do it for redoing awesome gunfights, and checkpoints.

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Roisan Sweeney
 
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