Ah yes, the thing that may come too late to save you. Literally the only kind of save that can save you in case you run into content unprepared is a manual save, which you may still fail to do in time before triggering content that leads to a game over scenario.
I have had this happen on multiple occasions, not a game over fight, but one that ultimately set me back quite a bit.
1.) What? That's nonsense. You get an autosave every time you enter an area. If you continued on and got into a fight you couldn't win, then autosave would set you right back to when you first entered. At which point you can just turn around and leave.
2.)You can disable game over scenarios. I don't know what you're failing to understand about this.
You can disable game overs. So even if you find yourself in a situation where you lose its not going to be game over unless you specifically set it so game overs could happen.
3.) Again, how? How do you not manual save prior to to entering dangerous areas when it tells you its a dangerous area?
I ask myself this question every time it happens, I still don't know the answer.
So you just... don't ever feel like manual saving? Or something?
There was also a player a few pages back who went willingly into the Brax fight way underleveled. If he had done that to the Rat Warrens, he would be starting over by now because that can lead to a game over, AKA player enslaved, scenario.
Not if game over is disabled. Like seriously, turning off a setting isn't rocket science. In fact, I'm pretty sure its off by default.
You don't stumble into those by accident, but there are players who rush the game that would likely end up rushing into the Vengar fight or the imps and the fortress isn't the only challenging part there, there's also the random imp gangs that CAN overwhelm an unprepared player.
1.) Autosave still works, despite your claim of uselessness. For instance, if the player loses to an Imp gang, loading the autosave will revert the player right back to when they entered submission. No problem.
2.) Most players are cautious enough to use manual saves,
especially if they're rushing content.
3.) Again, the game literally showers them in warnings. If they decide not to heed those warnings that's up to them.
4.) Once more with the disabling bad ends. If you want bad ends, you need to enable the setting, otherwise you physically can't get a bad end. Like at all, its impossible.
5.) You're acting as if I want every single loss to instantly enslave the player. You did read the part where I told you I didn't want to shift the core of the game, right? It'd work just fine if enslavement was restricted to bosses, or even a specific boss, kinda like, oh I don't know...
what Inno did with Vengar.
Like man, we have a bad end in game already, and shockingly, it hasn't destroyed the game's themes, or ruined its content, or resulted in mass outrage, or whatever catastrophe you seem to think adding another bad end will cause. It can be done, because you know,
it already has been.
As I said, it turned out to be a bug, which yes, is a technical issue. I'm aware of the risk, especially in the current stage of development since we are in the early stages still. No, I did not have game overs enabled, but that doesn't matter since this scenario was completely hypothetical after the fact that it happened and I had already completed the Rat Warrens, so far the only active game over scenario, on that save. As I said, if I had gone into the Rat Warrens after the switch from 3.13 to 3.19, this would have proven a game ending bug because it would have put me in a game over scenario.
So let me get this clear. We shouldn't add any more bad ends what-so-ever, even with all the warnings, safety nets in the form of auto and manual saves, and content settings; on the off chance that someone someone
might, while transferring saves -an inherently risky proposition- on a blue moon, suffer game breaking bug.
To be frank, that is the most ridiculous chain of logic I've ever heard. You're reaching.
Really reaching.
And things like Vengar are gated behind the game over toggle, you can't be enslaved if the toggle is disabled. Nobody has raised a fuss because it does what it is supposed to, effectively end the game. Player enslavement is treated as a game over because it is one. Yes, it does imply more will be possible in future builds, assuming there are future builds since Inno seems unwilling to release the next build, and all of them will be game overs gated by the toggle. It is a bad thing because it can be stumbled upon either entirely by accident or through a player thinking they are good enough to do it only to find out they are too unprepared to succeed. Then you really will start seeing a fuss.
...So have slavery be gated behind the game over toggle as well. I feel like that should be fairly obvious? To be honest I was under assumption that that's what we were discussing in the first place?
Again, I'm not seeing how a player that has enabled bad ends would be outraged at finding bad ends. That's kinda the whole point of enabling bad ends.
this game is not meant for the player to play the slave,
And Marrowind is not meant for the player to fail the main quest, but the people working on the game were kind enough to add the option to do so anyway. So if the player wanted to be a serial killer who attacked anyone they saw, they could, even if it went directly against the game's theme of the player being the titular hero.
And yeah, most games are meant for something and have their own specific theme, but to insist that that means you're is not allowed to experience extra content, even if its 'against the grain' so to speak, is rather close-minded.