The Cost of Saving

Post » Sat Nov 06, 2010 4:38 pm

Granted the issues with crashes and glitches will always plague the gaming world, there must still be a better way to manage the frequency of game saves.

I feel like people reduce themselves to worry about glitches and such just becuase it is easy to make such a statement. I am an avid gamer, and really hate glitches (only bad ones I have experianced were with FO: NV), but I still wonder if there is a better way.

When you chaulk it down, this arguement is similar to the fast travel option (you have the choice to use it); personally i hate having the choice to use it or not as there should be contsant established. The game should have a series of automatic saves within it to avoid crashes - similar to Word Autosave, but different than the current autosaves which games offer (enter into a dungeon and it saves). Make no option to save unless you are clearly done gaming for the day.

Maybe with imbedded saves, once you die you must pay a fine(again not sure what this will be) to ressurect back to where you just got your ass kicked.

"People reduce themselves to worry"?
As long as I save frequently I have no worry. In my game I control how often I save and it should matter to anyone else how often I do that since it's a single player game. Embedded saves leaves control out of my hands and in the devs hands...no thank you. I want to save whenever I need to go to bed or when I get an important phone call or before I quit to make dinner. I want to save next to that ninroot I just spotted so next time I start I can pick it. I want a save before I go to the final battle so I can do it over a different way if I do get killed. If I have over 100 hours into a game...I don't want to play that entire 100 hours over just because my character died.

Such would work in a 10-20 hour shooter but such is not reasonable nor has it ever been reasonable in a open world RPG. I enjoy a game where I get to choose how to solve quests, I get to choose when and what quests I do and the order and I get to choose when I save.

I'm not sure what a cost to save would implement that would be of much worth. There are a number of people who play where death is final and they must start over if their character dies. They don't need anyone to limit their saves to do that. They merely make the rule for themselves and follow it.

:unsure: I just not sure of the purpose nor why we can't make our own in game rules as we see fit instead of having them forced upon us.

edit: and thanks for calling me a kid. At my age it's quite a compliment. :lol:
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Charles Mckinna
 
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Post » Sat Nov 06, 2010 12:46 pm

Having just come from a "what mods would you like to see" thread, I've got to say... if a feature like this was added, the mod to "fix" it would be the quickest made and most downloaded on TESNexus.


Summer's nailed it down pretty well, so...
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Reanan-Marie Olsen
 
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Post » Sat Nov 06, 2010 12:29 pm

"People reduce themselves to worry"?
As long as I save frequently I have no worry. In my game I control how often I save and it should matter to anyone else how often I do that since it's a single player game. Embedded saves leaves control out of my hands and in the devs hands...no thank you. I want to save whenever I need to go to bed or when I get an important phone call or before I quit to make dinner. I want to save next to that ninroot I just spotted so next time I start I can pick it. I want a save before I go to the final battle so I can do it over a different way if I do get killed. If I have over 100 hours into a game...I don't want to play that entire 100 hours over just because my character died.

Such would work in a 10-20 hour shooter but such is not reasonable nor has it ever been reasonable in a open world RPG. I enjoy a game where I get to choose how to solve quests, I get to choose when and what quests I do and the order and I get to choose when I save.

I'm not sure what a cost to save would implement that would be of much worth. There are a number of people who play where death is final and they must start over if their character dies. They don't need anyone to limit their saves to do that. They merely make the rule for themselves and follow it.

:unsure: I just not sure of the purpose nor why we can't make our own in game rules as we see fit instead of having them forced upon us.

edit: and thanks for calling me a kid. At my age it's quite a compliment. :lol:


To your last comment - Anytime Summer!
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Jack Walker
 
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Post » Sat Nov 06, 2010 3:18 pm

OK punish me because i have to go to school? or Go to sleep? or get off because someone else wants to play? Or work? :cryvaultboy: :cryvaultboy: :cryvaultboy: :cryvaultboy: :cryvaultboy: :cryvaultboy: :cryvaultboy: :cryvaultboy:
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Nicole Kraus
 
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Post » Sat Nov 06, 2010 12:22 pm

Absolutely not, I do not want it to cost me or benifit me like Fable to saving.
I want to be able to play the Role I choose and save when I choose including in the middle of a fight if I have to leave and then I pick up and play the rest of the fight and be in the exact same place I was at last time with nothing different
Saving is simply a Pause in the game that I use to give me the ability to play hundereds of hours in one world
That is all saving is and all I want it to be.
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Emily abigail Villarreal
 
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Post » Sat Nov 06, 2010 7:48 pm

I cannot tell you the number of times, since I joined this forum that I have typed the advice "Save often, make hard saves, don't rely on quicksaves or autosave. Even if you don't keep a ton of saves, always save just after completing a quest, just before starting a quest, midway through a longish quest, or at any key moment." I also save if I happen to score a sweet piece of loot, as I once got a ring I had been trying to get for a while only to CTD a few mintues later... having to restore an earlier save, and the ring did not respawn in the loot drop when I went back. So sad. :( I generally save before entering a dungeon - in MW, for example, I frequently wandered into places where I got pwned because it was over my level. Heh. Nothing like reloading that save, and having your character say to herself "Nah... I think I'll skip this ancestral tomb for today... " :lol:

To penalize members for being smart, in saving frequently, would do nothing but put people off. I actually get annoyed at games that determine the save points, it inhibits the way I play.
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Laura-Jayne Lee
 
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Post » Sat Nov 06, 2010 12:06 pm

Terrible terrible terrible idea.
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Alan Whiston
 
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Post » Sat Nov 06, 2010 10:06 pm

I have lost a couple save games in my xbox360 to the lost-save-game-goblins. Some level of backup without penalty is needed. That said, one of the best game experiences I have had was with the heartlessly cruel first Alien Vs. Predator game...because of the limited saves feature.
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Angus Poole
 
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Post » Sun Nov 07, 2010 12:14 am

I have done some mod development, I'm also a beta tester on a mod.

Another reason, in oblivion you could not delete spells, solution was to save game, make spell, test it typically on summoned monsters, and reload if you was not happy, far to easy to mess up so you got touch instead of target or self, like my fortify mercantile 100 for 3 second on touch :)
Also this will not stop exploits like save and reload until you get the sigil stone you wanted as it's only one save but 20 reloads.

Not similar to fast travel as they want a transport network who has to be added to the game, to avoid saving to often simply don't save.
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Budgie
 
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Post » Sat Nov 06, 2010 6:00 pm

I'm curious to know what the purpose of changing the save mechanism is, what are you trying to achieve (or prevent)?
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tannis
 
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Post » Sat Nov 06, 2010 11:13 am

NO.
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Mark Churchman
 
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Post » Sat Nov 06, 2010 8:02 pm

I cannot tell you the number of times, since I joined this forum that I have typed the advice "Save often, make hard saves, don't rely on quicksaves or autosave. Even if you don't keep a ton of saves, always save just after completing a quest, just before starting a quest, midway through a longish quest, or at any key moment." I also save if I happen to score a sweet piece of loot, as I once got a ring I had been trying to get for a while only to CTD a few mintues later... having to restore an earlier save, and the ring did not respawn in the loot drop when I went back. So sad. :( I generally save before entering a dungeon - in MW, for example, I frequently wandered into places where I got pwned because it was over my level. Heh. Nothing like reloading that save, and having your character say to herself "Nah... I think I'll skip this ancestral tomb for today... " :lol:

To penalize members for being smart, in saving frequently, would do nothing but put people off. I actually get annoyed at games that determine the save points, it inhibits the way I play.


Ever wandered into that Daedric Shrine under Vivec's... Foreign Quarter I think it was? The one that had the guy with three Sanguine items and a Daedric Longsword? Yeah, THAT was an unpleasant place to wander into at low levels. :dead:
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michael danso
 
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Post » Sat Nov 06, 2010 7:02 pm

A couple of rude posts have gone away, please be careful with content and watch how you post.
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Dewayne Quattlebaum
 
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Post » Sun Nov 07, 2010 12:15 am

Honestly, that idea sounds really [censored] tedious and punishing.
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SHAWNNA-KAY
 
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Post » Sun Nov 07, 2010 2:50 am

Nope.
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Anna Krzyzanowska
 
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Post » Sun Nov 07, 2010 2:16 am

Nope not a chance I'd want that in my game.
I'm not exactly sure why anyone would want to be penalized for saving the game or what would be gained over the current system, care to explain?
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Sophie Louise Edge
 
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Post » Sat Nov 06, 2010 1:41 pm

The save system/ reset button is a hallmark of video games. I play video games to escape the real world (A place that doesn't have a reset button). Why limit a great thing about video games? The ability to go back and do it again, even after I die.

-RDST
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rolanda h
 
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Post » Sat Nov 06, 2010 9:54 pm

For reasons some others have mentioned such as you are already penalized by having to restart your game from your last save and sometimes that can be a long time back I would not like to be penalized for saving. I think one idea you might like is maybe to have some parts of the game unsavable until you complete it, like not being able to save while in combat, or not being able to save from point A to point B in a dungeon but I personally like to be able to save anytime I want, with the exception of combat maybe.
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Destinyscharm
 
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Post » Sun Nov 07, 2010 1:16 am

I think some people are missing the point - as I am not saying remove the option, just limit the option with the understanding that it will cost me something to save or re-load a game.

Truely adds to the immersion as choices like should I or shouldn't i drink that glowing bottle of Skooma (understanding that if it has negative affects - be it that skooma affects are never negative - I will have to pay (again, does not have to be money) to re-load and change my decision.

Many games have created a cost system for dying, while they limit save game abilities while enemies are afoot; such as diablo.
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Dean
 
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Post » Sat Nov 06, 2010 11:24 pm

I think some people are missing the point - as I am not saying remove the option, just limit the option with the understanding that it will cost me something to save or re-load a game.



ok point taken, still not a good idea for reasons many ppl have mentioned. Do you really want to be penalized because you want to stop for a while and do something else....play another game...go to the store, go to bed... a software patch is about to download... I think you might be confusing a save penalty with a death penalty...two very different concepts.

Most mmo's have some sort of death penalty but they save your game automatcially as you are playing it.
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A Boy called Marilyn
 
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Post » Sun Nov 07, 2010 12:12 am

No penalties for saving the game please...
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Crystal Birch
 
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Post » Sun Nov 07, 2010 3:03 am

No. I don't want to be penalized because I have to make supper or simply because I feel like playing another character...
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Nicole Elocin
 
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Post » Sat Nov 06, 2010 11:06 pm

I think some people are missing the point - as I am not saying remove the option, just limit the option with the understanding that it will cost me something to save or re-load a game.

Truely adds to the immersion as choices like should I or shouldn't i drink that glowing bottle of Skooma (understanding that if it has negative affects - be it that skooma affects are never negative - I will have to pay (again, does not have to be money) to re-load and change my decision.

Many games have created a cost system for dying, while they limit save game abilities while enemies are afoot; such as diablo.


No to the #1 post, and No to this either, sorry.

About the choices each player makes in-game, and return to a previous savegame, is a question of personal conscience and loyalty to the spirit of the game.

About connect "Immersion" and savegames in a videogame, well, this it's only a question of non-sense (I don't want to be rude, ok?) :rolleyes:
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Britta Gronkowski
 
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Post » Sun Nov 07, 2010 4:29 am

This topic appears to simply be a slightly varied version of http://www.gamesas.com/index.php?/topic/1168940-save-game-cheating-and-how-to-solve-it/ thread.
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Matthew Barrows
 
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Post » Sat Nov 06, 2010 5:41 pm

In a way.. yes.
So...you'd like to punish everyone who plays on a PC, or when a console hits a nasty bug? Sorry, bud, but I've never believe my games to have the most perfect stability, even on consoles. As such, I prefer to keep a long list of saves, and save often, so that if part of the game bugs out, crashes, freezes, becomes corrupted, and etc, I'd like the ability to go back to the closest save point I was at. Also, some of us have somewhat of a hectic schedule, and need to be able to save and quit immediately when real life things pop up.

Not to mention, after spending a good amount of time in a dungeon, only to accidentally slip, fall, and die and thus forcing me to restart would just piss me off a lot.

And immersion? BS point. It'd be "immersion" if all your saved files related to your character were erased upon death.

Lastly, why do you care about how the rest of us play? Are you that selfish that you want to shove the way you play down our throats? If you want to penelize those who like to save often, do yourself a favor and make a mod or have the willpower to have such strict play. I'm not going to tell you how to play, that's not my business. Hell, I don't care if your DB looks like an eggplant that eats people.
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Jonathan Egan
 
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