Star Wars Outlaws

Star Wars Outlaws

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All knocked-out enemies respawn when loading a checkpoint!! Is this intended?
As the title says, when loading a checkpoint, all enemies knocked down in a level, whether by stealth or combat, respawn active in their positions. The game saves the player's position but not combat interactions, so checkpoints are useless. I don't think I've ever seen this in a stealth game; it's a terrible design decision.
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Showing 1-9 of 9 comments
Yep: it's stupid.

This game has terrible bugs and stuff to do with checkpoints not saving stuff properly. Just like if you have a weapon salvaged, if you load the save the weapon is gone. If you load a save it does not load the progress you made.

If you make a save during a imp raid against pirate base, and then load the save the raid literally disappears. Sometimes the raid completely restarts when you exit the area, sometimes you get pirates just *idle* standing there. Sometimes you get the Imp raid boxes spawned to loot without any combat personnel at all.

This aspect of the game is an utter mess.
Last edited by Sticky Wicket; Jan 9 @ 5:44pm
Sounds like you've never played games where enemies respawn where you reload the game level or die. Even soulslike games are easier than most games in terms of cannon fodder.

Also it really doesn't matter, I have all my 3 factions at excellent rank.
Also you have difficulty options and you can adjust them however you want.
You can put the difficulty to max, and then adjust how much damage the enemies do to you, so you will only die if you suck at the game and get overwhelmed, you still kill enemies as slowly and they detect you as fast as at max difficulty you just got more room for mistakes.

Also the stealth was patched previously, the checkpoints exist because when you failed a stealth the game would reset yourself back to the check point, so you wouldn't have to redo everything while stealthing.
As in stealthing isn't forced anymore, so you will see how the game wasn't designed to be played, aka don't die or don't reload the game inside areas where there are enemies if you want to kill everything.

I on the other hand remove all enemies inside an area, as I won't be coming back there, unless something needs me to go there, then I just take the shortest route as I already know the layout of the area.
Last edited by IchigoMait; Jan 10 @ 2:07pm
There's no excuse for this kind of sub-standard programming.

Defending bad design does zero to make games better.
Originally posted by Sticky Wicket:
There's no excuse for this kind of sub-standard programming.

Defending bad design does zero to make games better.
You just want the game to be easier, get over it.

Go ask the devs to make you a realistic baby difficulty mode, also when enemies call for backup you don't get invaded by an infinite amount of enemies, so you can't get hundreds of corpses everywhere in a single session.
Last edited by IchigoMait; Jan 10 @ 7:55pm
Dryspace Jan 11 @ 12:59am 
Originally posted by IchigoMait:
You just want the game to be easier, get over it.

Go ask the devs to make you a realistic baby difficulty mode, also when enemies call for backup you don't get invaded by an infinite amount of enemies, so you can't get hundreds of corpses everywhere in a single session.

Why are you defending poorly-designed, poorly-coded games? Why would you do such a thing?

Why are you pretending that having to redo gameplay all over again because it didn't save properly is perfectly O.K. and anyone who doesn't like it just wants an easier game? That's not honest at all.
Tonykov Jan 11 @ 1:40am 
Originally posted by IchigoMait:
Originally posted by Sticky Wicket:
There's no excuse for this kind of sub-standard programming.

Defending bad design does zero to make games better.
You just want the game to be easier, get over it.

Go ask the devs to make you a realistic baby difficulty mode, also when enemies call for backup you don't get invaded by an infinite amount of enemies, so you can't get hundreds of corpses everywhere in a single session.
Baby difficulty mode? Saving the state of the corpses when you load a save game has been done since forever. Original Doom, Half life, almost any shooter, third person adventure, stealth games, RPG... all those save the state of the enemies when you load a check point. Only arcade games and specific titles like Soulslike don't do that.

It's not a matter of difficulty, it's simply a basic gameplay feature that's been present in games since 30 years ago.
Originally posted by Tonykov:
Originally posted by IchigoMait:
You just want the game to be easier, get over it.

Go ask the devs to make you a realistic baby difficulty mode, also when enemies call for backup you don't get invaded by an infinite amount of enemies, so you can't get hundreds of corpses everywhere in a single session.
Baby difficulty mode? Saving the state of the corpses when you load a save game has been done since forever. Original Doom, Half life, almost any shooter, third person adventure, stealth games, RPG... all those save the state of the enemies when you load a check point. Only arcade games and specific titles like Soulslike don't do that.

It's not a matter of difficulty, it's simply a basic gameplay feature that's been present in games since 30 years ago.

Yes exactly. All decent games have a save system that saves progress, this has been done ever since computer games existed.
Originally posted by IchigoMait:
Originally posted by Sticky Wicket:
There's no excuse for this kind of sub-standard programming.

Defending bad design does zero to make games better.
You just want the game to be easier, get over it.

Go ask the devs to make you a realistic baby difficulty mode, also when enemies call for backup you don't get invaded by an infinite amount of enemies, so you can't get hundreds of corpses everywhere in a single session.

Nothing to do with making the game easier what an idiotic thing to say. :steamfacepalm: The game needs to have a save system that saves progress like all other games do.
Sebo1020 Jan 11 @ 6:35am 
Originally posted by IchigoMait:
Sounds like you've never played games where enemies respawn where you reload the game level or die. Even soulslike games are easier than most games in terms of cannon fodder.

Also it really doesn't matter, I have all my 3 factions at excellent rank.
Also you have difficulty options and you can adjust them however you want.
You can put the difficulty to max, and then adjust how much damage the enemies do to you, so you will only die if you suck at the game and get overwhelmed, you still kill enemies as slowly and they detect you as fast as at max difficulty you just got more room for mistakes.

Also the stealth was patched previously, the checkpoints exist because when you failed a stealth the game would reset yourself back to the check point, so you wouldn't have to redo everything while stealthing.
As in stealthing isn't forced anymore, so you will see how the game wasn't designed to be played, aka don't die or don't reload the game inside areas where there are enemies if you want to kill everything.

I on the other hand remove all enemies inside an area, as I won't be coming back there, unless something needs me to go there, then I just take the shortest route as I already know the layout of the area.


These types of “systems” had nothing to do with the difficulty of the game just poor adaptation of folding systems to the gameplay, for example when I cleared the first location of enemies during a side mission in which I had to steal some stuff, then entered the next location, did another purge and rolled up the stuff, then returned to the first location and all the enemies were revived, the problem is that there is no way to sneak through when trying to leave the location, because the design of the location and the position of the enemies are designed so that you can pass them silently only if you go forward, trying to quietly return from the location with revived enemies is completely impossible without sounding the alarm, so at the end of the day, the whole sneaking mechanic can be thrown in the trash

The only option to make pretty much this system work in its basic form is to create the location and position of enemies so that you can pass them from the bottom side, the problem is that for this you need time and talented people and we know how it looks like at ubi, to them the only thing left is to improve the save system, which must also take into account whether the enemies are alive.... end of period, then the whole sneaking mechanics would still make some sense
Last edited by Sebo1020; Jan 11 @ 6:44am
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Date Posted: Jan 9 @ 4:21pm
Posts: 9