About autosave in games

How do you feel about forced autosave?
I personally cannot resist savescumming when it is possible, even in games that ask you to save before leaving i just Alt+F4 out of it if i lose any progress
But for some reason i tend to enjoy more games that auto-save and don't allow savescumming (souls series for example), if i have no choice i don't mind accepting loss and have more fun overall
Im thinking of forcing autosave on the game im deving, but im not sure how players would feel about it

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ok, please ruin more things for the rest of us by pushing restrictive measures in development design as standard.

You missed the point of the thread, but i can tell that your answer is "i don't like it"

You can force autosave, but allow standard saves separately. Then people who don't want to savescum can play along as normal, but those that do are allowed that option.

It's okay if there is no long term penalty for fucking up. To use dork souls, in 1 and 3 it's fine since you can always try again and regain souls/humanity. In 2 it's not since soul memory and finite resources due to respawn limit.
Also of note, autosave should exist in at least a minor manner because of game crashes.

I don't like forcing auto saves because the game will often save at really inconvenient times. I want to at least be able to turn it off, and save normally.

Depends on the game and how it's handled.
make it an option, faggot.

yeah i guess "both" is really the best option

I don't care as long as the autosave has it's own spot or two. Overwriting your manual save file automatically is arse, though.

Not your personal dev team

autosaves remove your ability to experiment, then load a previous save.
i think the player should have to save, but savepoints are where it's at. saving right before each fight is tedious and makes the game easy.
it really depends on the type of game.

I think it was good, even though you can savescum DS or another games like FTL by backing up the savefiles and restoring them, the pure laziness of doing it was enough to stop me

The point of the thread is that some people are completely incapable of accepting failure or non-optimal decisions when playing video games and thus need to have auto-saves forced upon them, so they don't ruin the enjoyment that can be had from playing a game where decisions have weight and where accidents can lead to new experiences.
Manual saving and reloading saves are fine and when used in moderation can allow players to experiment within the game without needing to completely dedicate their current save file to one idea. Manual saves can also be useful for when a game does not properly communicate to a player and causes them to make a decision based on a misunderstanding, but sometimes poor or incomplete information is deliberate so this one is kind of iffy. Checkpoints are fine too since the challenges a player is faced with will be balanced around the checkpoints, but forcing auto-save in response to babies needing quicksaves and quickloads in everything because they can't cope with a single thing not going their way is ridiculous.
If you want to discuss auto-saves in a another manner feel free too, but all you've posited so far is that you're an autistic child who needs someone else to tell you not to shit on your dinner plate.

I think it's a good idea. I also enjoy these types of games more.

It's a godsend for me. I always get so engrossed in a game that I forget to save.

Playing pic related and you DO NOT want to go through a cutscene or boss battle again.

Autosave is a good feature but it should never be the only way to save your game and you should always have multiple (should be infinite these days) save slots available. Savescumming isn't an issue, let people do what they want.


If you're too retarded to remember to save and then come Holla Forums to bitch about it you should just kill yourself.

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If you're posting Dark Souls as an example, remember to include options that reverse or fix an outcome rather than forcing the player to live with certain situations. Don't fully lock someone out of content unless they go out of their way to deny it themselves, like killing a player or doing the opposite of what they should do

I saw the thumbnail and for a second thought that cleavage was best Final Fantasy girl.
HD remake with her in it when?

like a player killing someone*

I'm still under the impression that you should not be able to save until you finish a game at least once, but I am kind of old fashioned.
I also like the Crash Bandicoot 1 save system.

I don't care one way or another as long as the game has some form of checkpoints/autosaves every specific interval.
Hate losing progress because I forgot to make a manual save.

I really really fucking hate the way Dark Souls does forced autosave so frequently. I just want to have fun once in a while, take risks and do dangerous shit and see how they play out, without it affecting my save file permanently. Or if I want to fight a boss again, or maybe see the other ending, now I can't without playing the game all over again. It's fucking retarded. I get the idea of living with your mistakes but someone clever and scummy could just Alt+F4 out of the game and bam, you're not dead. It's fucking retarded. I hate it

This.
This is the fucking problem with Souls games.

When?

You mean when they lock you out of content for making a wrong decision?

All the fucking time. All the fucking time. It's extremely easy to miss out on something because you didn't do a ridiculously specific thing in a ridiculously specific order. Also goes for making a seemingly innocuous thing and fucking yourself up for the rest of the playthrough.

For example (and I'm taking about Dark Souls 1 just so you know), if you don't buy all of Laurentious spells, or ascend your pyromancy hand before you get the chaos spell from Queelag's sister, and then you go to Laurentious about it (because why wouldn't you tell him when he asks you to?), you're fucked because you can't buy his pyromancy spells elsewhere, and he's the only one who can ascend your pyromancy hand to +10 to ensure you can meet Quelana. I think there's also that Einji guy who can do it, but he doesn't provide Laurentious' spells, he sells other stuff, and he's extremely easy to miss too because HE LOOKS FUCKING EXACTLY LIKE THE OTHER ENEMIES THAT YOU JUST FOUGHT MOMENTS AGO so the first reaction I had the first time I played the game was to just kill him, which made me miss on the Toxic Fog spell or something. I didn't even know he was supposed to be a friendly NPC.
Other example could be Siegmeyer's storyline that requires extremely specific actions at specific times.
This could've been all fixed if the had given you manually manageable save slots.

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Oh, you can also fuck yourself up with the Blade of the Darkmoon covenant if you fight Gwyndolin instead of just staying next to the fog door and praying at the altar or something. My first reaction was to just go through the fog door because why not? All the stuff that makes the game progress are behind fog doors and there was never something you could miss out on for going through a fog door. Till now.
Fuck it, it's so fucking retarded.

Completely forgot about the NPC questlines, yea there is no way to know what the fuck to do to advance some because they dont even give a hint when talking to them most of the time. I did get most of them the first playthrough though, sadly siegmeyer dropped below 50% health so I barely missed that one. I completely missed ash lake anyway, that second wall had me fooled

just make sure you can savescum if theres RNG elements in your character's build, not like this ability does 1-900 damage, but you only have a 50% chance to get this ability by doing this thing which you can only do once, or you have to do this escort quest(which probably won't be the one you want for that character) to get this really strong ability, and you only get to do that escort quest one time, and if you fail you don't get a reward

or better yet, dont have RNG elements like those in character builds at all

That one was fucking ridiculous.
I mean I get the first fake wall. It's a big ass tree that a big deal out of getting in there, and there's only one treasure chest, so it feels like it's building up for more, so you think "hmm, this can't be the only thing to do here, is there?", so you hit the fake wall and then you get something else. Done. That already is enough to dispel your disbelief. But then there's a fucking SECOND fake wall. That is so god damned retarded. The very concept of fake walls escaped me when I first played the game. When I read about it on a guide I was hitting walls all the time.

Btw I don't think you missed out on anything important. All the stuff in The Great Hollow and Ash Lake can be obtained by farming, except for the Clorathy Ring, which isn't worth it in my opinion as there's equipment that has the same effect, and that god awful dragon sword that's useless anyway.

I hate forced autosave, especially in games like Dark Souls that have permanently missable stuff that requires you to do a very specific set of actions at specific times. I forced myself to do a completely blind run of Bloodborne, and I probably missed half the game's content just because I dared to actually progress through the game. It completely killed any desire I might have had to go into NG+.

If a game offers an exploit I'm going to take it. It's not so much about self restraint as I'm not going to tolerate bad design. If they can't program in a better method of saving that's their fault.

I agree. I enjoy games more when you have no control of saves. I have trouble resisting the urge to savescum, it's much more fun to just take things as they come instead of constantly worrying about when you're going to die and where you'll restart from. It also makes the game feel more "real" when your actions have consequences that can't be avoided with a save reload.

A problem that some others missed is that when savestates are available, the dev tends to design the game around them. When they do, not only does the game design suffer, but you don't really have a choice of whether or not to use them. For example, unpredictable or quick random deaths forcing players to save often so they don't lose a lot of progress because of bullshit. You don't have to bother telegraphing a threat if the player loses less than a minute or progress for it. Or saving before a boss fight removing the incentive to make the dungeon preceding it interesting enough to replay. You'll have a better game at the end of the development cycle without them.

However, I feel that constant checkpoint systems as exemplified by the Halo series are almost as bad. It's like quicksaving dumbed down for consolefags, and tends to break up levels into discrete encounters that you can bash your head against over and over and over again until you win once. The level as a whole becomes almost meaningless.

Doom and Quake were able to avoid this because their levels are short and mostly self-contained. I rarely used their quicksaves except when replaying the game and trying to practice a certain section, because it wasn't a problem to simply replay the level again. They would not have been missed much if they never existed. Goldeneye 007, for instance, has no checkpoints or saving (other than saving which missions you have completed and your times), and you never find yourself wanting them.

Souls games are the best example of how to use a checkpoint system in a non-segmented game. Explicit checkpoints, sparsely paced, and providing complete control over their usage to the player. They're even worked into the setting and lore. Encounters preceding bosses are interesting enough to reward replay; dashing madly through hordes of mobs to get to a boss quickly is sometimes more exciting than it was to fight them one at a time on your earlier trips.

tl;dr consequences for actions are good, quicksave and constant checkpoints are crutches for bad devs, and break your game up into manageable sections and nobody will miss them

Honestly if you're going to have a game where you can save scum you might as well implement a rewind button like Sands of Time. At least them the game isn't wasting your time with a load screen.

Okay first off, you didn't spell a single one of those names correctly, 0/10.
You mean the ones that aren't aggressive and don't attack you unless attacked? Maybe you should have tried targeting to see if it was dangerous before attacking it? Not to mention the fact that dark souls is already a game in which you cannot complete everything in a single playthrough anyway, so you're only fucked until NG+ where all your mistakes go away and you can fix them.


Please consider suicide, the video game industry needs far fewer casual retards in it.

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I like autosave for the exact same reason as you. I'm a savescum addict and just can't overcome my urge to load every time something I don't like happens.

You could take the middle ground and have autosave as standard, but also allow limited traditional saves based on ingame items, like the ink ribbons in Resident Evil or the save tokens in Dragon Quarter.

I kind of liked Prey's system of having to fight your way back to life but I guess that would only make sense in specific circumstances.

Unless it's an arcade game or otherwise the main draw of the game is trial-and-error challenge-based gameplay there is an argument to be made about autosave.

In other genres like, say, Story Driven Survival Horror, there's a fine line that you have to tow. You don't want to break the continuity too much by liberally handing out auto saves and ruining immersion, but at the same time you certainly don't want the player to face the same challenge(s) so many times that they become numb to the whole idea of losing progress and lose interest in the story or survival aspect of the game because of THAT.

There are plenty of ways to balance saving progress with the potential risk of losing said progress other than either strictly having autosave or not.

Bloodborne's mechanic of making you at the very least get as far as you did last time to recover your lost progress is one of the better solutions out there, I think.

Autism much.
3 problems with your little accusation thing here.
The ones on Demon's Ruin side do attack you.
Expecting an enemy to hit first instead of attacking something that looks like an enemy is retarded.
And those eggheads don't have talk dialogs like Eingy or whatever does. It's stupid to expect one of them to be different.
Why? It looked like an enemy.
Also a lie. You can totally get everything in a single playthrough if you're autistic and meticulous enough, except for the boss weapons that can be used to forge more than one weapon with.

There was no NPC there, numbnutts. Just a fog door.
Fuck up how? Beating the boss is definitely beneficial since you get items and his soul. You miss out on the miracles which isn't relevant if you're not doing a faith build.
Again, unless you know there's a covenant outside that you can join then why would the idea of "fixing" something even cross your mind? It's a fog door like every other fog door in the game and he's a boss like every other boss in the game. There just happens to be a covenant that's easy to miss unless you check what's on the right.
You need some psychological attention.

In order to get to those, you have to first beat Quelaag. In order to beat Quelaag, you need to walk past the first two eggbearers. And when you walk past the first two eggbearers. You learn three things by doing so:
1. That they are nonhostile. (The hostile variants don't come until later)
2. That they are nonthreatening even if you do attack them. (Very low movement speed coupled with low damage)
3. Killing them is a bad idea. (The maggots they spawn on death are much more frustrating to fight, and since they don't attack unless struck and are easily evaded regardless, you just shouldn't bother with them)
Eyingyi is initially nonhostile. Even if you went out of your way to see the hostile variety before him, you'd notice that he does not approach you once you're in sight of him like the hostile ones do. Likewise, unless you're deliberately attacking from a distance, you're probably going to see the dialogue prompt to talk to him once you get into melee range.
Attacking when you don't even know what the enemy does is usually a bad idea in Dark Souls. It often leads to getting ganged up on by multiple foes.
There is no visible NPC, but Gwyndolin does actually talk to you before you can even pass through his fog door. It is impossible to miss this, as his speech prevents you from passing through the fog door without either listening to him or mashing through his dialogue. On top of that, the dialogue he gives is, more or less, "Stop, don't go in that room."

The only way to miss either of these things, frankly, is to just not give a shit. And if you don't give a shit, why would you even care if you missed some content?

I like it, I also like no difficulty options for the same reason. Self restriction is never as satisfying as actually going all out against the systems in a game.

high quality posts

They are annoying to kill but not overbearingly so. I'm used to just killing every enemy I see in the game at least once to see how many souls they drop (to see if they're convenient to kill for farming) or if they drop any interesting items. It's silly to not try to kill them at least once.
Furthermore, they ARE enemies, and they don't talk, so it's stupid that they expect you Eingyi to be an NPC that talks when he looks exactly the same as other normal enemies.

The dialog prompts only appears if you're right next to him. When in melee range, you can totally kill him in one swing without seeing any dialog prompt.

You don't learn that until you try it. What are you going to do, play this like a survival horror and dodge every enemy until somebody tries to chase you?
You usually learn by trial and error. If an enemy is stupid powerful then you run away, but these guys are not tough at all and they're there to kill so why not?
He didn't talk to me until I already passed it.
By that time I though he was a normal boss I had to go through, so why not just kill it?
I found out about the covenant much later.

Just leave it up to the player.

a game that is designed for quicksaving needs to be structured differently to one that has auto-saving

Why?

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this guy explains it

The "missed content" you're complaining about was designed to be hidden in the first place, to be found either accidentally or by word of mouth, just like most older games with secrets, especially King's Field. If you managed to open both pidergrill's door and the darkmoon tomb door, that's already further than was expected of people doing a blind run.
From what I can tell, you're complaining about things being somewhat hidden or obtuse in a game about exploration and replayability, which is fucking dumb.
Also,
You should never have to farm souls in Dark Souls 1. Bosses and soul drops give you so fucking many that if you also grind, you'll level yourself out of PVP/coop "meta" levels and never see anyone to fight/play with again super fast. If you said titanite chunk/slab farming, though, that's a thing you often have to do, and it sucks.

No, YOU usually learned by trial and error, the rest of us made a few mistakes at the beginning (or just played Demon's first) and actually started seeing the patterns and knowing when to be cautious and thus avoid being blindsided by anything for the rest of the playthrough.

As far as forced autosave is concerned, it depends entirely on how long the game is. In something like XCOM, where individual campaigns can last for a full day in terms of time played, even the thought that a single failure somewhere down the line will result in the run going into a downward spiral ending in total failure can be frustrating. Having the ability to make backup saves rather than relying on a single, continuously updated save that can lock the run into an unwinnable state.
In games where loss is transient at worst, or games that are short enough that you can beat them one or more times in a day, it's a non-issue to me.


When I first played Dark Souls, I started with the Thief class on the recommendation of a friend. I didn't drop the knife for a better weapon for a long time, never got used to parrying, and didn't know about the Heater Shield until after I'd gotten to the Gargoyle duo. By then I'd learned to play cautiously, approaching single enemies, luring them back to a safe area, and baiting their attacks so I could backstab them or get a few hits in if that didn't work on them.
This is what he says when you approach his fog door:
"Halt! This is the tomb of the Great Lord Gwyn. Tarnished, it shall not be, by the feet of men. If thou art a true disciple of the Dark Sun, cast aside thine ire, hear the voice of mineself, Gwyndolin, and kneel before me."
youtube.com/watch?v=DHSY1mG999M
This video shows exactly when he says it, too. I'm not sure if it's different if you've killed Gwynevere, but I am fairly sure you can't go through that fog door without first hearing, or mashing through, that dialogue.

I've played too much Total War and Elder Scrolls to not be a savescuming faggot

I didn't want the game to be about replayability. I wanted to get everything in one playthrough. Doing several playthroughs and doing all the same things all over again seem tedious. I get their idea behind it, but I don't like it. Like I said, it IS totally possible to get everything in one playthrough.
Either way, I'm not complaining about the obscurity of it, mainly, but mostly about what the thread is about: autosave. It would've saved so many headaches if the game wasn't so autistic about autosaving.

Dunno what meta is. And I only played offline so I don't care.
Sounds like you're speaking for many other people who probably don't agree with you. Most people played Dark Souls first.

Okay but you can have checkpoints and autosaves and still give players the option to quicksave. I don't see the problem. Leave it up to the player to use them or not.

I see. I didn't interpret it as literally joining a covenant, just a boss being threatening about you fighting against him.

Forced autosaves show the developer of a game doesn't know what a good game is and that their game is shit.
That said, kill yourself for playing shit games OP.

Personally I like savepoints myself.

I can kind of see your argument against autosave, since I get kind of annoyed if I cut myself off from a story path due to autosaves in a game I don't actually enjoy playing, but exploration and replayability are the two things DaS1 did amazingly at, and are basically the main selling points of the game (actual official western marketing is as usual dumb and tried to sell it on "difficulty").
I just meant the levels that were deemed "normal" for each area, through either organic or decided-upon ways, to make sure you're a similar level to others near you to be able to interact with each other.
So you missed out on a good 1/4 of the game. Coop is fine to miss out on, but PVP, be it through random invasions, duels, forest protecting, etc., was a huge part of the game, and the game was designed around this. Playing in offline only makes multiple areas of the game completely useless and empty, when normally they'd be a challenging or fun area that fits nicely into the world and level design.

Kind of a good point, I shouldn't have used "the rest of us". A good portion of the Holla Forums faggots who got really into dark souls and praised the shit out of it were originally demon's soulsfags, or even king's field fans. Dark Souls 1 is probably one of the better ones to get into as an intro to the games, but if you run through everything like a retard, never bother actually exploring or thinking, and purposefully cut yourself off from a huge part of the game (interesting and fairly unique online mechanics woven into single player game), then that should explain to you why you didn't enjoy it, and why so many people in this thread are basically calling you a casual.

Oh, and just to add: Dark Souls 1 has really good replayability because you can play it completely differently each time. You don't need to be "doing all the same things all over again". Think up an interesting sounding build, do things in a different order (choose master key, take blighttown shortcut to kill quelaag as first real boss, grab chaos ember, rush catacombs, come up to gargoyles through the lower darkroot passage instead of the bridge, go straight to sen's and anor londo, etc.). There's all sorts of interesting shit you can do with how interconnected the world is, and how the exploration rewards you in the future for remembering where things are and how areas fit together.
Dark Souls 1 is basically a really well done, fully 3D metroidvania game in level design.

You're seriously exaggerating and making assumptions here. I only saw one person call me a casual, and isn't that word reserved for someone who sucks at a game anyway? I didn't say I had a hard time with it. I really didn't once I got the hang of it. I was just complaining about how fucking easy it is to cut yourself out of content for perfectly innocuous actions, and being required to play the game all over again to get those stuff.
Before you accuse someone of being a retard, try at least addressing all the points I made and not just the ones that are convenient for your argument. Even if I played as a thief (like many, I didn't. I kill everything and don't bother with sneaking unless I see a clear opening for it) and didn't immediately kill enemies in the game, there's also the point of Laurentious going hollow if you tell him about Quelag's chaos pyromancies, before you get the chance to buy all the spells you need from him or ascend the hand high enough to meet Quelana.
This didn't happen to be, btw, it's just something I read about that could happen and I'm pissed that some people who chose to be a pyromancer missed out on having pyromancy be relevant for the later stages of the game.

I put over a hundred hours into the game. I enjoyed it a shit ton. Doesn't mean it doesn't also annoy me.
I pirated it. It wasn't on purpose. I'm thinking of buying DS3.

I agree. Dex builds seem fun. I played with slow and heavy weapons mostly.

OP here

Im making sure the game won't suffer from bad RNG, im also going to use the same random seeds the whole game so savescumming doesn't give different results in the few places RNG makes a difference
But i will allow the player to select autosave only or save slots when he starts the game

Hum, what if players who pick autosave only on the start gain a small boon?
Probably cosmetic, but i still think there should be a small compensation, since the other option is basically the power to freely control timelines (save/load)

"Casual" can also be used for somebody expecting something completely different from what the game is, and complaining about it based on that. Guess it's reaching a bit to call you a casual, since you're right, you weren't complaining that much. I think I was just reacting to your hostility to the first guy who responded to you. I still think that wanting everything to be obvious enough to be completed in one playthrough would definitely ruin both the exploration and replayability of the game, though, which is the main reason I'm arguing.

I didn't address all your arguments because other people had addressed other ones exactly how I would've, like

Oh, except the initial couple about pyromancy shit, that one NPC does go a bit far into "couldn't see this coming and get locked out of further NPCs and loot just for telling the truth", and is kind of annoying.

Ah, then you kind of missed out completely on a big part of DaS1/DeS, and DaS3 is a completely different game to 1, especially in PVP matters.

That's… the first I ever heard of it.
I reacted to his hostility. Did you read that post?
Like I said, I'm fine with it till a certain extent. But there are things that are basic enough that you really shouldn't miss out on. Pyromancies, for example. Say goodbye to being a pyromancer if you fuck up the Laurentious question too soon.

You've never seen people hop into something like dragon's dogma, morrowind, witcher, etc. expecting a generic shitfest like skyrim and complaining about it? Or somebody hopping into the last remnant, or any Ys game expecting a final fantasy type JRPG and yelling about how it's shit? Those are prime examples of casuals.
That's what I said. I was reacting to your hostility reacting to his hostility reacting to your initial complaint. I didn't say that whole line because it sounds dumb, and figured "reacting to your hostility to the first guy" implied he was being a cunt too, since I knew you'd already know this. (^:

And yeah, again, I can agree with the laurentius questline being dumb, but the other things you brought up I think were handled fine, especially darkmoon tomb.

Well, what compelled you to react, then? If someone's hostile, the reaction will be the same, usually. The hostility obviously goes to the reply, not the game.
About Dragon's Dogma examle, I don't think it's the same thing. I didn't expect the game to be easy, I just didn't expect it to be cryptic as fuck and lock you out of content very easily without giving you a second chance with manageable save slots.

There's a lot more. Great Hollow and Ash Lake, the secret entrance to get the pendant that repells dark (I mean finding it in the first place, not using light to reveal the door. That part really isn't easy to find), Siegmeyer's story, etc. And I still think that sissy fuck Gwyndolin sounded like he was being threatening rather than actually literally expecting you to kneel before him to get some rewards, but I guess we won't agree on that one.

Aliens versus Predator made it so you have a limited amount of saves you can do during a level.

Easy mode gave you 8 saves.
Medium mode gave you 4 saves.
Hard mode gave you 2 saves.

I said specifically that I was just apologizing for being a bit of a cunt right off the bat. I jumped into a conversation where you and the other guy were already on the borderline of hostility, and I just started off on that tone.

Anyway, all those things are things I absolutely love about the game. How much stuff there is you can still find through exploring, even after you think you've found it all. Ash lake was fucking mind blowing when I first found it after a friend just told me to search the tree in lower blighttown for a surprise. Being railroaded through all the content in a game like that generally puts me off, as it makes it feel like the world is there specifically for me, rather than me exploring a world on my own.

Also, killing gwyndolin gets you rewards too, so either option is fine. You didn't "screw up and miss out on content", you made a decision quickly, got the rewards and consequences for it, and only learned what the other option was later on. I don't see the problem there, you don't get 100% completion in one run of any game where there are consequences, and I think that's a good thing.

"Abusing" a system like quicksaves is just playing the game optimally. You'd use the best weapon you have available to you, why not use the magic of going back in time since it's also available to you? It's not cheating since it is not only part of the normal game but is also necessary if you want to continue playing after quitting or more than often dieing. It can only be "abused" if the devs make it possible.
But I have no problem not using quicksaves when possible, and just save or autosave when I'm done with my session.
To me ideally, the best is when the game constantly autosaves and remember everything the player does, from getting items, to killing certain npcs or even dieing. It also prevents savescumming with stuff like in game casinos or other chance based stuff like random loot.

The major problem isn't forcing autosaves, it's when the games
FORCE YOU TO LOAD
your latest save when you die or fail.
This is a major flaw in design.
It means that if the player dies or fails his punishment depends on how often the player saves or how long has it been since the last autosave.
This results in players that want to keep it safe need to constantly quicksave just in case something unexpected happens, and it sucks.
I'd rather the have the penalty for failing be based on certain parameters that the dev sets up himself like checkpoint locations, consumables or something like that.

Correction:
"The major problem with games that allow quicksaves isn't the quicksaves, it's when the games…"

I know. I said before killing him was rewarding, too. Will probably kill him on my second playthrough too. I did hear the miracle you get from the covenant is useful, but you have to be part of the covenant to use it, so I guess that's kind of shitty. My point was that many things in the game are unnecessarily cryptic. I can understand you like it being that way, I just don't see things the same way. And that's fine.
And yeah, we can both agree Laurentious' question wasn't a good design.

i dont care, its part of the game.
i wanna smash my face into those tits though

well i can give you an example a game called exanima has no checkpoint, but you can't savescum either, every time you pause, the game gets saved so it is safe to leave, however if you die you are just toast, so people dont go around playing carelessly

the devs however added the option of checkpoint because of all the screeching, a new player would probably take a couple of hours to reach the first one, and they go up to the third level only, onward you are on your own.

you could use a combination of each system, you could have a difficulty system that'd change how far apart the checkpoints are

What a fag.


I tried that once in Dark Souls for the hell of it. It didn't work, as expected. You are still dead when you come back. As you should be. I only tried it relatively recently, though. Even if it did work, it would still be really inconvenient and not really worth it.

It does work in Demon's Souls, though, if you turn the PS3 off. I did it against the goddamn Maneaters on my second time playing the game so that I didn't have to walk all the way back that many times. My build was a little too focused on the long run and I just didn't have the time and didn't give a shit.

I did revenge skull fuck them on New Game+, though.

You probably weren't fast enough. Try it before the YOU DIED message shows up. The enemies will reset and you'll be fine.

Bloodborne is bad for savescumming, but unless you are playing online I would not complain.

I prefer to save manually but dont mind if its an auto-save, depends on the game.

I hate that change, but thankfully there's the hard mode covenant.


And copy-pasting your roguelike folder can allow you to retry after dying. That's against the spirit of it. Also NG is beatable without leveling up, and enemies drop powerful weapons so it's pretty hard to fuck yourself over truly on NG even if you're one of those jackasses that kills everyone. You don't even have to worry about missing things because everything resets on NG+.


Great Hollow has Great Magic Barrier. It's also a decent way to get a few dragon scales.

It can work in certain games but only if it's extremely well designed so you don't end up with one of the terrible placed saves that force you to repeatedly watch the same cutscene/do the same easy shit every time you need to retry a difficult section.

You can save in that game?
Shit I nightmare moded most of that game before I gave it away.

Not an argument
a couple of the ones further down will slowly crawl at you, aside from maybe two of them, they're all non-aggressive
An enemy that was not attacking you even when you got close that you can't target? just like literally no other enemy in the game?
Incorrect, you cannot get both Smough and Ornstein's armour sets in a single playthrough because you can only get the set of the one you killed last (making the leo ring also unobtainable if you kill smough last), you cannot get enough boss souls in a single playthrough to get all the boss weapons as you mentioned, you cannot get the sunlight spear miracle without a soul of gwyn (thus unobtainable until NG+ since you cannot leave the kiln to go get it once you get gwyn's soul without entering NG+), you cannot get a +7 estus flask as while you CAN get 7 firekeeper souls in NG, you cannot use them all since you need a firekeeper to be alive to upgrade your flask, limiting you to +6 and a soul in your inventory at best.

You can get around this by having players drop items for you, however that's clearly not exactly fair since it would also remedy all the problems you brought up in the first place.

Except Gwyndolin talking to you as you approached it
You were complaining about things being missable retard
Keep projecting, when your doctors tell you you're "special" they're just trying to be nice, retard.

Forced objectively means it's flawed. There should be an option to turn it on and off. The more gameplay and graphics customization exists, the better the game is. It literally has never been the otherwise.

How do you feel about ink ribbons?

Youre late. Already argued this with like 3 other people. Not gonna repeat myself Ad nauseum. Read that.