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There is no fail state in this game.
You literally only fail if you give up.
They're not even taking your accumulated cash away when failing.
Considering all that, checkpoints might aswell stay.
Less time running around and not having fun
More time playing and having fun
Perhaps it doesn't make much sense in the lore how you could respawn with full ammo and health, but new players may find themselves running out of ammo quickly. A checkpoint that maintained their ammo supply could simply doom them to restart. I had duel pistols for a while and constantly found myself short on ammo where I was punching mini-bosses. I didn't even come close to having enough ammo on the fog mission, for instance.
Nobody is taking on bosses without 3x repair kits and having sustained all that chip dmg.
Is it even possible to S-rank a mission while using a checkpoint?
99% of players aren't s-ranking missions, and also I would argue that 100% of players died on Balteus and Sea Spider on their first try with no knowledge, only through subsequent tries and practice can they s-rank.
So checkpoint restart is technically mandatory for 100% of players.
Sure, I was more thinking in terms of legitimate reasons you'd NOT want to use the checkpoint, and S-ranking a mission sounds like one of them.
Balteus kicked my tail in for 2 hours. I nearly had sea spider my first try but I ran out of ammo with my duel pistols. I wanted it so badly....
The game is already objectively hard enough as it is. If you want more challenge, ask FromSoftware for a harder mode. Since I'm asking for an easier mode as well, perhaps we could team up and ask for both?
Yeah, no ♥♥♥♥ they make the game playable. The addition of checkpoints are literally the reason why From Software was able to get away with making some of the bosses so damn hard. Play the whole mission without a checkpoint, without repair kits, and without ammo pickups, like we did back in the old Armored Core games. Complete the entire mission with only what you loaded your AC with. That's the real "git gud."
VaatiVidya tried a no-damage run and it made him hate the game by the time he got to the Attack Watchpoint mission with Sully and Balteus. That should tell you everything you need to know about the game design of AC6.
Checkpoints do feel cheap but I suppose you can just change build at them and try to tackle boss straight away again. Rather than having to quickly dashing past the entire level again to get to the boss.
I liked some of the short missions where you have to kill named NPCs which involve clearing mobs as well.
I feel like you'd have to have more missions like that thrown in. Change the mission design rather than remove pre boss checkpoints.