The complexity of this game has surpassed non-optional permadeath

The graveyard will contain a save of your dead character. With 0 HP and all. Really, it’s kinda useless for savescumming, you’ll want a backup of your save(whole world, really).

Feel free to give a use case I haven't thought of.

How about:

  • Setting up a specific scenario to test something for development purposes, then hitting quicksave, then dying a horrible/unexpected death and reloading from your quicksave with almost zero effort as often as you need to until the scenario has been properly tested.
  • Mindlesslly entering the game to play around a bit with your char, accidentally dying, you not hating yourself a few hours later when you want to get back into the game “seriously” and have lost all progress since your last backup.

Those are both scenarios that have happened to me.

At least once, I have lost a long-running character because I thought it would be fun to play Cata while slightly drunk.

It did not end particularly well. Just thought I’d add that in there, CIB. As ‘related.’ :stuck_out_tongue_winking_eye:

As for the graveyard, yeah. I dunno why it doesn’t just send your last save prior to dying.

I don’t find any argument based around the idea that this or any game (or anything else, for that matter) needs to be all-inclusive particularly compelling. Nor do I think that shortening the amount of time it takes for a player to learn the game inside out or experience everything the game has to offer is a good thing.

I haven’t noticed because you haven’t commented on my PR. In fact, not a single person has commented on the PR with a good reason not to include it(other than kevingranade’s “I think this other PR does the same thing, and better”, which happened to be untrue). Meanwhile, other people have commented with examples of how they would find it useful, or at least with the statement that it wouldn’t harm their experience of the game.

TLDR: Your assessment that “the other developers are against this” is either inaccurate, misinformed, or an intentional distortion of the facts.

Nobody has said anything about making it all-inclusive. Suggestions are made for options all the time. This is just one more option that does one very specific thing.

As for the second half of your retort; your opinion about what is a ‘good thing’ or a ‘bad thing’ in a game really only applies to yourself and whoever you can find to agree with you. As long as the suggested change doesn’t impact your own experience, then I don’t see what you have against other people defining for themselves what is a ‘good thing.’

intentional distortion of the facts

Rather than refute that false statement with rhetoric, I’m going to just quote the other devs.

I stand by my fellow developers’ decision, and no amount of gaslighting is going to change that.

Please lock this thread or put a vote up so people can see what the consensus is.

Nobody has said anything about making it all-inclusive. Suggestions are made for options all the time. This is just one more option that does one very specific thing.

As for the second half of your retort; your opinion about what is a ‘good thing’ or a ‘bad thing’ in a game really only applies to yourself and whoever you can find to agree with you. As long as the suggested change doesn’t impact your own experience, then I don’t see what you have against other people defining for themselves what is a ‘good thing.’[/quote]

Have it your way, then; I’ll rephrase. There is no valid argument for making the process of knowing all there is to know about a game more rapid. It does nothing but quicken the tedium involved in playing the game and shorten the enjoyment received from it. There is absolutely no reason for anyone to be impatient about learning a game inside and out, so your points two and three are moot. Permadeath isn’t stopping anyone from learning how the game works and exploring its content, it just adds longevity to these goals. As for preserving a time investment, am I eating crazy pills, or is the entertainment you get while playing the game your return on the investment of your time? You aren’t creating macaroni art here, it’s a game.

I would also try to debunk the “building and exploration” argument… Character dies but the world doesn’t. As already mentioned one can find one’s dead character’s equipment in the game and any constructions (unless they happen to be destroyed in fire or some such) also remain.

So even after suffering the harshest of punishment: DEATH, the player is not completely forced to start from scratch.

Still, as this kind of discussions show, I, personally yearn for a kind of “communal” game: think DF where player is an actual entity in the world leading his tribe and, upon death, “restarts” as the next strongest member of the tribe in line. ©®[TM]

dreaming,
eai

BOCTAE

  1. People like preserving their time investments.
    Agreed. Maybe they should be more careful.

  2. Permadeath creates a long learning curve/ the absence of it promotes a smaller one.
    That’s the beautiful thing about cataclysm, for all it’s difficulty, it is extremely fair to the player. Layer on enough t-shirts and jackets and you can walk through a minefield with little damage. Get a decent gun and the ammo, and that unexpected zombear is cake. Very few things (jabberwocks/eyeballs of hell) you cannot escape from after your initial encounter, if dressed appropriately. If that town raid went horribly wrong, the player has more than enough time to recognize that and get out. If you die, that’s more often than not your bad, not the rng’s.

  3. allows you to explore the world and content more
    This time you didn’t actually explain how the ability to reload/save would accomplish that, and I personally am not seeing it.

  4. Not having absolute power irritates you
    What’s life / games without a little bit of chaos? And aside from a very few (rare) occurrences, (JABBERWOCKS) the game doesn’t really just straight up instakill you.

The rest) People enjoy different aspects of the game, let them play it how they want.
Definitely, the whole reason I started playing cataclysm was because I was so enthralled by the crafting system. When our beloved dev Rivet added smithing, I practically became addicted to the & button for the rest of the month. During that time, I went through about 17 characters, just so I could collect the needed supplies to forge my armory. I definitely was playing cataclysm as an apocalyptic smithing sim, not a survival game. Would a system that allowed me to continue as a character helped me? Maybe, but in the end it wouldn’t have changed much. If you truly feel that dying in an anticlimactic way makes everything a giant waste of time, there’s not much I can do to argue that point, but I feel like debug mode would help you much more than the save system you are talking about.

Honestly, this is going a bit too far. I was pointing out that there is at least one dev besides me in favor of the option. This, besides the other evidence, makes it strictly false to say “the other devs disagree”. If you choose to ignore that other opinion(and indeed, the many other people who at least have a neutral stance on the option), then there is no reason for me to believe you actually want to have a fair and honest discussion about the matter.

I’m sorry I’m dragging the discussion out like this, but I’m a bit allergic to the idea that the opinion of a select few people somehow undoes logical reasoning. Quite a few devs don’t want to use such an option, yes. However, not a single person thus far has brought forth a convincing argument not to include the option for those who do want to use it.

Mind, kevingranade actually reconsidered and is approaching this from the constructive side now: He’s asking for use-cases, i.e. he’s trying to gather information about what makes people believe the option is worth including. I believe that’s a hell of a lot of a better way to approach this than saying “some important[sic] people disagree, decision reached”.

quote from original post:

being able to quick load from before you got buttfucked by the RNG

that is the one and only reason

[quote=“BeigeSand, post:130, topic:5464”]1) People like preserving their time investments.
Agreed. Maybe they should be more careful.[/quote]

This is not an argument against choosing to play without permadeath. However I do know what you are getting at; risk increases value. For some people. My point is that this isn’t true for all people, or all situations. Not everyone likes to gamble. Doesn’t mean people shouldn’t be allowed to play a game of poker without throwing in a fiver. A dyed-in-the-wool poker player would probably think they weren’t getting the real poker experience without the risk. But if the ‘real poker experience’ is unpleasant for someone, why would they want it? Maybe a friendly game of cards with some friends is more than enough for them. That’s sort of my point. ‘Value’ changes depending on the scarcity of time, money, etc. And once the value of time exceeds the value of the gameplay, the ‘risk’ factor just makes it unpleasant.

2) Permadeath creates a long learning curve/ the absence of it promotes a smaller one. That's the beautiful thing about cataclysm, for all it's difficulty, it is extremely fair to the player...

I am not arguing that this can’t go both ways. I am by no means saying that the longer learning curve doesn’t directly contribute to some people’s enjoyment of the game. What I am saying, however, is that it can take away from the enjoyment of the game as well. That is the circumstance I am speaking on.

3) allows you to explore the world and content more This time you didn't actually explain how the ability to reload/save would accomplish that, and I personally am not seeing it.
A significant amount of content in Cata is more or less content locked. You really can't experience portions of it without spending time in the game raising skills, getting good gear, etc. It's not like you can walk out of the emergency bunker and into any area of the game and expect to survive more than a few turns. This does get a little muddy, of course, since you can preserve your world (as you will talk of later), so in theory this one is a bit grey. But suffice to say, you do have to survive for some variable non-zero period of time before you can explore everything that Cata has to offer. And if you have trouble surviving that long, then you will have difficulty exploring everything you want to explore.
4) Not having absolute power irritates you What's life / games without a little bit of chaos? And aside from a very few (rare) occurrences, (JABBERWOCKS) the game doesn't really just straight up instakill you.
A smoker murdering you in your sleep by stopping outside your shelter. Granted I think they fixed that one, but suffice to say, these things do crop up. If you fall down a hole into a cave, as far as I am aware, you are just dead. I think you need a rope to get up. Frankly I've only fallen into one and had no rope and just ended up starting over.

Anyway, I don’t think anyone is against a little chaos, but random events that undo hours, even days worth of work, are not a light smattering of the unexpected. Some people quickload a game every time they don’t perform something perfectly. That’s fine, I think that’s perfectly fine. Some people quickload when circumstances are bad enough that they’ve lost some progress. That’s fine too. Some people quickload when they think that their circumstances are likely to end in their death inevitably. Totally fine. But all I am advocating is the sensibility of an option for the game to not tell me that I’m done playing a character, when I’m not done playing a character.

The rest) People enjoy different aspects of the game, let them play it how they want. Definitely, the whole reason I started playing cataclysm was because I was so enthralled by the crafting system..... If you truly feel that dying in an anticlimactic way makes everything a giant waste of time, there's not much I can do to argue that point, but I feel like debug mode would help you much more than the save system you are talking about.

All I can say in response to that, is ‘What if you simply didn’t have the time to play 17 characters to get to that point?’ How much extra time do you suppose it took to accomplish one personal goal? Maybe it was a lot, maybe not that much. But my point is, that time might have been worth it to you, but it’s not going to be worth it to everyone. And playing on the same world may not appeal to someone for a different set of reasons. I always regen a new world for every character, myself, because the character’s story and the world are tied together. Starting over again breaks the continuity of that story. I’d rather just come up with a new character in a new world. That’s just me.

One thing I want to point out is that I understand all of these arguments because on some level I agree with them. This is, in part, a devil’s advocate argument because even in other games I occasionally impose upon myself an ironman rule. Not very often, but sometimes. On a fundamental level I enjoy risk and it can be a useful one-off storytelling tool. What I don’t like, is a game essentially forcing me to play that way, when there’s not (in my opinion) a good reason for it to do so.

Also, thank you for your well thought out response. I appreciate the actual effort to engage on this stuff.

But all I am advocating is the sensibility of an option for the game to not tell me that I’m done playing a character, when I’m not done playing a character.

that is exactly what death is. sometimes it is random and unfair. if there was no danger of an unjust or unfair death, life would not be a fraction of how beautiful it really is. it would essentially be a turkey farm.

[quote=“pulsefrequency, post:132, topic:5464”]being able to quick load from before you got buttfucked by the RNG

that is the one and only reason[/quote]

You are pages and pages back in the discussion. Also you post troll meme gifs? So I dunno what you expect in response.

Did you think people wanted the option to not have permadeath for some reason other than not having permadeath? I mean, you are posting as though you’ve caught us in some gotcha moment, but uh, I hate to tell you but you’re kinda stating the obvious here.

Nobody has ever said that this wasn’t something to prevent death and the loss of a character. There’s been pages of posts about why that isn’t a bad thing, however. You just seem to be catching up to the fact that it was even said in the first place.

So why do you think it’s bad?

no - you do not want to die
that is the only reason to instate a quick load feature
random, “unfair” deaths are part of the game
your lengthy, meandering posts are meaningless and hollow, and i believe you are only trying to stir things up

i “think its bad” because you should accept your YASD and start another character
with quick loading, there would be no death, period

Yes, I am spending an enormous amount of time carefully crafting pages worth of perfectly civil posts just to ‘stir things up.’

It couldn’t possibly be because I actually believe what I am saying.

You’ve really caught me, I am the world’s most boring troll. And you are Ace Ventura, Pet Detective.

this thread has prompted me to extensively research permanent death and quickloading over the last few days or so.
i will leave the three i found most relevant to this discussion here, here, and here.

removing permanent death will completely remove death for good. there will be no more death in cataclysm.
permanent death is a fundamental part of what makes cataclysm fun. without permanent death, there is ABSOLUTELY no challenge, every single one of your decisions are COMPLETELY meaningless, and there is no reason to play more than an hour or two.

if you remove permanent death from the game, then the game will not be fun. QEFD.

If by ‘have a fair and honest discussion about the matter’ you mean ‘change Rivet’s mind about this’ then no, I’m not interested. My decision has already been made.

And this is why there is a clear distinction between ‘developers’ and ‘everyone else on the forum’ when it comes to setting policy. We set policy, and we don’t have to kowtow to everybody who thinks they have ‘a better way’. It’s more efficient this way.

Actually, I’d already made up my mind prior to this thread even being opened. I think I made it up sometime around 1989 or so, when I first played Rogue.

But obviously I can’t have an opinion of my own, right? I must be a follower who just takes her cues from whomever is on top.

But perhaps I should fix that last distasteful quote for you. This is how I would have phrased it:

The other important[sic] people disagree, and I’ve already reached my decision anyway.”

[quote=“pulsefrequency, post:138, topic:5464”]this thread has prompted me to extensively research permanent death and quickloading over the last few days or so.
i will leave the three i found most relevant to this discussion here, here, and here.

removing permanent death will completely remove death for good. there will be no more death in cataclysm.
permanent death is a fundamental part of what makes cataclysm fun. without permanent death, there is ABSOLUTELY no challenge, and no reason to play more than an hour or two.

if you remove death from the game, then the game will not be fun. QEFD.[/quote]

I’m pretty sure Hyena made it clear that logic doesn’t hold water for him, literally like every other post he says it doesn’t. I’m sorry though, it sounded like you put a lot of effort into the research.
BOCTAOE.