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번역 관련 문제 보고
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.
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.
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.
What you did there. I see it!
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
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!
Question would be wether it would be acceptable today or not.
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 arse. Getting into a slightly off-topic discussion now though :)
If they had better software engineers this problem would have been solved inside a couple of weeks.