Has the dev ever stated it was created that way to prevent save scumming? Do you have any proof everyone plays as you do?That's because it was intended to combat save scumming, which it fails horribly at.
Maybe not everyone, but most? Definitely.
As in, they definitely reload when some sort of outcome is less than satisfying.
What way? If they can't die you can't play "that way" lmao.
Ah, i see what got you edge-lording me. Don't like death much do we?
Or maybe any changes to your "perfect game?" Something along those lines, it seems.
No, i think i will not quit making completely reasonable observations.
But don't get your panties in a twist, i doubt the dev will change anything just because i said something.
Way ahead of you.
I doubt simply reloading can be classified as "exploiting game's mechanics" but okay lol.
It's just that the dev seem to want people to save scum less if he went as far as to try and discourage it by making mc and the slaves immortal. If that is what he wants, then i'd say taking control of the saving system would be far more effective in achieving that than inventing dubious deterrents such as the 'absence of death'. Deterrents which, by the way, don't really work as he hoped anyway.
As a save scummer myself, this simply is not true. It's actually the opposite, there's no player or slave death in combat because Grim knows it would be pointless, and people are just going to save scum anyway if they die or lose a slave. I have found no evidence to contradict this, and it's far better to have a wound system anyway in my opinion. I can totally understand where you're coming from, but don't ascribe intent to a mechanic unless you have evidence that the intent is there. I can't find any evidence of this mechanic being intended to combat save scumming.That's because it was intended to combat save scumming, which it fails horribly at.
I doubt this will happen. Majority of players dont like this type of feature. That's why Grim doesn't have player or slave death in the game. People will just save scum. And nobody likes a restricted save mechanic. You just take a stat penalty, but you can train it back up with time and money.
They are going to do it even if they do not die or lose a slave, as well.and people are just going to save scum anyway if they die or lose a slave
Fair enough. The Hardcore difficulty does have "restricted saves" but I'm not sure what that actually means since I've never tried it. That's probably the closest you'll get at this point. Based on similar conversations I've seen in this thread and on the discord in the past, I think the vast majority of people like being able to save scum, and for everyone who doesn't, there's the hardcore mode. And maybe in the future Grim'll add an iron man option for people who want an even more hardcore experience than that.They are going to do it even if they do not die or lose a slave, as well.
Because it takes a lot of grind to pump those stats back up, and because of a myriad of other reasons.
Mostly, to save time and effort. Pretty much the only thing you could to to prevent save scumming is to take complete control of how save system works, make it fully automatic. I doubt that anything else will work.
Personally, i don't particularly care. I'll play how i like it regardless of what the dev intended or not.
So long as the engine allows it of course, i prefer to not use external cheats unless the game is an utter bore.
Which this game isn't.
When i was making my character i took a look at it but to be honest it didn't look hardcore to me, it looked annoying if anything.Fair enough. The Hardcore difficulty does have "restricted saves" but I'm not sure what that actually means since I've never tried it. That's probably the closest you'll get at this point.
Exactly my point.I think the vast majority of people like being able to save scum
Yeah, that would be nice.And maybe in the future Grim'll add an iron man option for people who want an even more hardcore experience than that.
Has the dev ever stated it was created that way to prevent save scumming? Do you have any proof everyone plays as you do?
Most? Again, you're making completely unsubstantiated claims to fit your narrative.
If you like perma death, simply sell off or let the slave go. Problem solved. Even better, restart the game from beginning. You shouldn't ever use the save function until you are logging off.
I could not care less how you play. Further, game is not perfect; Hence why I reminded you it is early ALPHA. You are the one who seems obsessed with making everyone play your way and assuming they do so.
You are not making observations. You are falsely claiming to speak for the majority of players.
Save scumming is absolutely exploiting a game mechanic.
I wonder if we'll be able to build our own whorehouse or something.You can no longer assign girls as whores at Redhaven market. Old prostitution framework will be overwritten by the new one coming out in 0.8.1.
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I appreciate that. I get that folks get passionate, especially about things that they feel strongly about. But one of the things that I personally value about this game and the indie solo dev Grim is the relatively mature community that has formed around it. It's rare to find, and I want to see it continue in that fashion.Thank you.
I'll tone down my adversarial tone. i just hate when people post claiming to speak for "everyone" or "most" players. Too many Devs get sidetracked during Alpha by listening to the loudest on boards...
But it's okay to post it here, right?AND FOR THE LOVE OF GOD, DO NOT POST YOUR SSA ACCOUNT INFO (OR ANY PERSONAL INFO, FOR THAT MATTER) IN ANY OF THE DISCORD CHANNELS.
You need to remember that stats are also being used in quests, not only in combat.Also maybe it's because I didn't max strength, but melee seems completely useless by the point you get to rifle - and by extension so does Dex compared to wearing armor.
That gives me an idea! Dual wielding is limited by the fact that humans can't really focus on and track two separate targets. So you can hold two weapons, but if you want to fire with any accuracy they generally have to both be aimed at one target. An implant or implants, like an eye implant for targeting that then can be stacked with a brain implant to enable the advanced feature of independent targeting, could fix this. Letting you not only dual wield, but also fire your weapons at two different targets if you so which.... I wonder if we'll be able to dual wield one day.
So what you mean is basically a targeting implant which will track targets for the user.That gives me an idea! Dual wielding is limited by the fact that humans can't really focus on and track two separate targets. So you can hold two weapons, but if you want to fire with any accuracy they generally have to both be aimed at one target. An implant or implants, like an eye implant for targeting that then can be stacked with a brain implant to enable the advanced feature of independent targeting, could fix this. Letting you not only dual wield, but also fire your weapons at two different targets if you so which.
That's basically what I'm thinking, yeah. If dual wielding ever gets added, I'd imagine it as "You can shoot each weapon once at the same target, but with this implant you can shoot each weapon at a different target if you want."So what you mean is basically a targeting implant which will track targets for the user.
Why not, not a bad idea. Let's say it increases accuracy and helps finding weak points, therefore increasing critical rate or critical power.
Also enables a dual gun wielder to select two separate targets to shoot at once.
I'm guessing in a game like this a dual wield would be able to shoot twice at a single target per turn but with this implant you get extra utility.