Shadowrun Returns

Shadowrun Returns

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Bard Sep 11, 2013 @ 8:53pm
OMG why can't you freaking save in this game?
[/rant] Not a bug but OH SO FRUSTRATING! Doing a data retrieval run solo as a decker in a mod. You make enough on this run that you only have to do it once in that map. So this time I came in with the proper information. I took my time. I lured the bad guys into traps, healed, suppressed constantly. I even made sure, before I left, that I'd suppressed the alert to zero after every battle. So that means, what, six major conflicts where I take several dozen turns to fully wipe out the alerts. Then I click a floor by accident that I didn't mean to JUST as I was meaning to leave the whole thing. I'm talking nearly two hours of cautious battling to keep all damage to minimum. Only to get onto the wrong floor by accident at the end and have no less than 12 runners open up on me. They all got full rounds including four drones. So my character is dead and I've just wasted my entire night for nothing. why the HELL can't you save in Shadowrun: returns? Why is it people using the editor can do it but the designers can't put that obvious and common sense feature in this turn based game? What the hell is wrong with this picture? I'm going to turn it off for a couple of nights because I've just wasted my whole night just to lose it all at the last second because if a mis-click. I love this game but being in a long battle without being able to save (even if just to finish it another night) is just ridiculous. [/end rant]
Last edited by Bard; Sep 11, 2013 @ 8:53pm
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Showing 1-15 of 32 comments
Mr. Cuddles Sep 11, 2013 @ 9:16pm 
Enjoy deleting it. You'll feel better.
St. Haborym Sep 11, 2013 @ 9:56pm 
You do know the game autosaves at certain checkpoints right?
RClovesShadowrun Sep 11, 2013 @ 10:26pm 
The devs have stated they're looking in to how they might do it. If they can within their budget/time constraints, they will. Right now they're working on killing bugs (*chuckle*), getting the tablet versions, linux version, and localized versions ready, and are developing the Berlin campaign setting. For a small studio, it's a lot on their plate. But they've heard us about the save system, and are working on how to address it. ^_^
Cutlass Jack Sep 11, 2013 @ 10:27pm 
Originally posted by Haborym:
You do know the game autosaves at certain checkpoints right?

True, but there were no checkpoints in what he did above. Hence his rant.

I'm pretty sure he's talking about the Decking mission in the 'Deep Ones' module. Its pretty long and gruelling. Six floors, 10 decking runs with no saves during any of it. But it is possible to do the whole thing without a single meatspace fight. The ones that got him shouldnt even have been aggro unless he went in guns blazing.

I did take a death after a similar length of time when I did it, but it was due to being sloppy fighting black ice and not remembering to heal my meat body between segments.
Kyrah Abattoir Sep 12, 2013 @ 4:18am 
Well his rant doesn't have checkpoints either. Would it kill the OP to add some punctuation and line breaks?
MrWiggler2u Sep 12, 2013 @ 4:54am 
The problem you have had here is related to the fact that the matrix was implemented very late on in development, so the function used for area transition is not the same as is used in most meatspace transitions.

Effectively, you are just teleporting from one place to another using region triggers rather than opening up a new scene, which is when the auto-save function kicks in.

There are ways using the editor to add a save-game function though I believe, if you really want to. Otherwise, I think HBS will prbably address the way transitions in the matrix are handled, though obviously I can't guarantee that.
Kyrah Abattoir Sep 12, 2013 @ 5:00am 
Originally posted by MrWiggler2u:
The problem you have had here is related to the fact that the matrix was implemented very late on in development, so the function used for area transition is not the same as is used in most meatspace transitions.

Effectively, you are just teleporting from one place to another using region triggers rather than opening up a new scene, which is when the auto-save function kicks in.

There are ways using the editor to add a save-game function though I believe, if you really want to. Otherwise, I think HBS will prbably address the way transitions in the matrix are handled, though obviously I can't guarantee that.

Yeah someone did a save anywhere feature, but the way it works is highly undesireable to mission creators and i sincerely doubt anyone will bother using it beyond "proof of concept" due to how complex it is to get working, an already complex scene only makes it worse.
MrWiggler2u Sep 12, 2013 @ 5:21am 
@KyrahAbattoir - I have just looked at the guide and while it doesn't look easy and will put a lot of people off having to download external programmes to do it, it looks more like it's down to the individual to implement, rather than the UGC creator. Assuming we are talking about the same guide (the first one you come to on all content page).

Most UGC, including my own "Fraggin' Marvellous!" try to use dealable with durations between saves to make sure, hopefully people aren't pulling their hair out after spending more than 20 minutes or so doing something.

I think it adds an element of anxiety which otherwise wouldn't be present in the game, not to be able to save anywhere (which is a good thing in terms of immersion). I can understand people's frustration, though.
Last edited by MrWiggler2u; Sep 12, 2013 @ 5:29am
Cutlass Jack Sep 12, 2013 @ 6:48am 
Originally posted by KyrahAbattoir:
Well his rant doesn't have checkpoints either. Would it kill the OP to add some punctuation and line breaks?

What you did there. I see it!
panda. Sep 12, 2013 @ 7:43am 
Don't use fake tags if you have no idea how tags work.
Kyrah Abattoir Sep 12, 2013 @ 7:54am 
Originally posted by MrWiggler2u:
@KyrahAbattoir - I have just looked at the guide and while it doesn't look easy and will put a lot of people off having to download external programmes to do it, it looks more like it's down to the individual to implement, rather than the UGC creator. Assuming we are talking about the same guide (the first one you come to on all content page).

Most UGC, including my own "Fraggin' Marvellous!" try to use dealable with durations between saves to make sure, hopefully people aren't pulling their hair out after spending more than 20 minutes or so doing something.

I think it adds an element of anxiety which otherwise wouldn't be present in the game, not to be able to save anywhere (which is a good thing in terms of immersion). I can understand people's frustration, though.

I'll invite you to check Firesnakearies's exellent guide on the subject so you can see that , yes it's possible through UGC scripting, but not desireable (i personally would be happy with an UGC accessible command to trigger a "save state" to allow mid scene checkpoints and "safe areas)
http://steamcommunity.com/sharedfiles/filedetails/?id=166659031
Last edited by Kyrah Abattoir; Sep 12, 2013 @ 7:59am
MrWiggler2u Sep 12, 2013 @ 8:00am 
Gotcha, I hadn't seen that one. Yeah, that does sound like a lot of extra work!

Well, as long as we all try to keep the length of time between saves down to a minimum in our UGC it shouldn't be toooo much of a problem for our subscribers.

Edit - Will check this guide out though, thanks. I think with mine thus far, as I say there's not much need for a mid-way save, but for my upcoming content this may well be really useful, cheers!
Last edited by MrWiggler2u; Sep 12, 2013 @ 8:02am
Kyrah Abattoir Sep 12, 2013 @ 8:20am 
I watched a lets play of the old NES version from start to finish, with my "software engineer" goggles. Interestingly enough even tho this game is mostly open world there isn't THAT much persistense (or saving) going on, i mean beyond the quest status and the player character location and stats, i don't think this game save anything else.

Question would be wether it would be acceptable today or not.
Last edited by Kyrah Abattoir; Sep 12, 2013 @ 8:34am
MrWiggler2u Sep 12, 2013 @ 8:35am 
I know, played the old SNES version not too long ago and it sort of fakes persistence by being able to run about in places you have already cleared. Couldn't actually get into the whole structure or story of it though. It had a system of going back to your apartment to save which if I hadn't been saving it a different way may have been annoying.

The Genesis version has some very interesting persistent features though. i.e a lot of it is randomly generated and then the story advances when you hit key points which you're urged towards.

I have managed to get some degree of persistence in "Fraggin' Marvellous!" by having variables that are set when a character dies or an event is complete that a trigger checks for on map start, so it's def possible even on a larger scale, if a pain in the ♥♥♥♥. Getting into a slightly off-topic discussion now though :)
Last edited by MrWiggler2u; Sep 12, 2013 @ 8:39am
suppa Sep 12, 2013 @ 3:49pm 
The reason there's no save system is the engineers at HBS aren't particularly good at what they do.

If they had better software engineers this problem would have been solved inside a couple of weeks.
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Date Posted: Sep 11, 2013 @ 8:53pm
Posts: 32