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Try this: Start Button, Control Panel, Click on Appearance and Personalization, Click on Folder Options, Go to the tab, View, Check “Hidden files and folders: Show all files and folders”
That was probably the most butthurt, ragequitting-like line I've ever heard in my life... This game is pure gold, and although it still has its flaws (Because of it being EARLY ACCESS) it's still a great game.
Should I inform you that the kickstarter is for the game Sui Generis, Exanima is nothing more than a showcase of the actual game, with it's own little story dating 20 years back from Sui Generis. It's like what Metal Gear Solid Ground Zeroes is to Metal Gear Solid Phantom Pain.
Stop being such a whinny person, if you don't like hard games, then don't play them, just because you can't understand how it works or you just can't learn how to master the combat like most of us dedicated players have doesn't mean that the game is bad or just not up to it's hype, this game is amazing and everyone that loves hard, medieval like games like Dark Souls should try it out.
Thanks for the saving tip though, although it seems a bit fishy and sounds like it could corrupt your game.
I'm more concerned about the random errors that kill my game without a backup, or the horrid camera angles in tight spaces that force me to adjust my mouse direction to a shifting bird's eye view. The game can be very simple to survive, but then there's randomly one encounter where the unthinkable happens and it's time to start over. I've died so many times because of failed parries and bad camera angles that it's not even funny.
With 20 hours into the game, and having beaten the Expert arena, I still actively avoid fights. It's really too unforgiving to even take a shot at it. I died recently with a broadsword against a chick with a bed pan. Not even kidding. GG.
Saves are needed.
If it is the first case a more detailed report would certainly help. I have died many times because game issues and i agree that it can be frustrating, but since the game is still in early access i am very conscious there can be game breaking bugs. When i am not willing to deal with those, i avoid playing games in early development.
You might be talking about player errors. Dying because you took a rushed or a risky decision or because you are not comfortable with the camera is not an game issue, it is a player issue. Bear in mind that even if your opponent is just equipped with a bedpan it doesn't mean he is gonna to go easy on you, on the contrary he will do the best to survive. If it helps i will confess that i also die with bedpans every now and then, they can be really deadly!
I stand with my first post, the one you quoted. You are rightful to state your contrary opinion and give your feedback, but the developers have stated that this game wont change those two aspects because they are key to the intended experience, so i fear you either will have to embrace it or leave it.... Or use the savescum trick! ;D. By the way, i am not sure if you are aware of this improved saving tool:
http://www.baremettle.com/forums/index.php?threads/tool-auto-savegame-backup.2239/
The other things I made reference to are flaws within the actual game design. For instance, having a combat system that depends on the location of your mouse relative to your person with a shifting 3D perspective can be disasterous when that frame of reference changes suddenly - for instance, when stepping through a doorway. Readjusting the camera uses the same input responsible for the direction of your character (and by extension, your parries). Add to this the constant fear of tripping over debris, being flanked, being outnumbered, failed parries, and the lack of space or precision to manuever efficiently and you have a fairly intimidating combat experience where any chance encounter can be your last. As you say, that's part of the difficulty, but it's a clumsy sort of difficulty that leaves you feeling claustrophobic.
As far as saving goes, starting over doesn't really add anything to the game. It's nothing like a roguelike and the lack of a save option is artificially difficult at best. It's called Ironman and most games only offer it as an option when they're full developed. Exanima and its playerbase would lose nothing by having that save tool (and thank you for sharing it) built into the game for its first-time players. In fact, starting over time and time again only breaks the immersion of the game world - which I know very well is something that Madoc is trying to preserve. He also hates things that are tedious - which this is. There is no persistence of character or continuous narrative; you're a series of labratory rats navigating a perilous maze, learning only from the experience of the lemming that died before you. Even then, the value of trial and error is lost when you're faced with the futility of combat. Fighting accomplishes nothing. Avoiding it may work for a time, but eventually you will be cornered and killed, and you'll regret wasting the energy cautiously scavenging for supplies when you could simply get your thrills from the arena.
Reporting formally this problems might help with the development.
The other things I made reference to are flaws within the actual game design. For instance, having a combat system that depends on the location of your mouse relative to your person with a shifting 3D perspective can be disasterous when that frame of reference changes suddenly - for instance, when stepping through a doorway.
I don't understand what you mean with that the "frame of reference changes". As you said, in combat mode the character always move in relation to the cursor, and dash in relation to the character left or right. It's consistent because that never changes no matter the camera angle and the character rotation.
Readjusting the camera uses the same input responsible for the direction of your character (and by extension, your parries).
That's true, and it can make it tricky to manipulate the camera while you are in combat, it can end so bad for you if you don't take into account some things. That's why it is also possible to make the camera move to your back by pressing space, which is a more recommendable way to adjust the camera when you need full control of your mouse. Pressing space instead of tapping it quick will take less control from your avatar.
Add to this the constant fear of tripping over debris, being flanked, being outnumbered, failed parries, and the lack of space or precision to manuever efficiently and you have a fairly intimidating combat experience where any chance encounter can be your last. As you say, that's part of the difficulty, but it's a clumsy sort of difficulty that leaves you feeling claustrophobic.
I partially agree with you. The game is difficult, intimidating at first, and even claustrophobic for some. But in all the features you named above i can't find what makes it clumsy. I have played this game for some months, and have watched a number of different people steaming it. I know perfectly the game can look clumsy, but most times it is a player issue.
Don't take me wrong, i know the character movement in general is not perfect and that there is a lot of room for improvement. But it is believable and the control makes sense once you get the basics. I do not fear any of the characteristics you mention, as i said they are features for me because i am close to master those situations because i persevere to increase my own skill. With mastering i do not mean become a god and be able to finish the game reliably naked and armed with a torch only. With mastering i mean be comfortable enough to make the most of every situation and surpass your opponent.
As far as saving goes, starting over doesn't really add anything to the game. It's nothing like a roguelike and the lack of a save option is artificially difficult at best. It's called Ironman and most games only offer it as an option when they're full developed. Exanima and its playerbase would lose nothing by having that save tool (and thank you for sharing it) built into the game for its first-time players. In fact, starting over time and time again only breaks the immersion of the game world - which I know very well is something that Madoc is trying to preserve. He also hates things that are tedious - which this is. There is no persistence of character or continuous narrative; you're a series of labratory rats navigating a perilous maze, learning only from the experience of the lemming that died before you. Even then, the value of trial and error is lost when you're faced with the futility of combat. Fighting accomplishes nothing. Avoiding it may work for a time, but eventually you will be cornered and killed, and you'll regret wasting the energy cautiously scavenging for supplies when you could simply get your thrills from the arena.
I fear we are not going to agree here.
Permadead adds something to the game: consequences.
I disagree with adding a tool or a saving system for first timers only. That's sounds like an excuse, because if you start using it is unlikely you will stop using it. By taking that option the game original experience and concept become depreciated, and once that happens there is no way back. It is perfectly respectable if you are fine with that, and it's reasonable if you don't want to play the intended experience. But on my opinion it shouldn't be an official feature.
I don't see why starting over would break the immersion of the game world more than a saving system would do. The "lavatory rats" argument is pardon me, a bit silly. This is not the only game where you can die. In most games when that happens you either continue at some past point or start over. Someone once suggested that when you die the game should also auto uninstall and you need to install again so you truly start fresh, maybe that would be even more immersive. Obviously he was being sarcastic. I guess the immersive deal is more a matter of personal tastes. For me it is easier to get immersed in a game with consequences, because i will look after my character health as good as i do with mine. I will try harder not to die if it means to start over. I will become her for my own good.
Fighting accomplishes something, either you win or loose you become better and learn, because it is a combat purely based in your skill. Ultimately it will help you to beat the challenge and that feels rewarding in a very personal way. At least it does for most.
Progress of specific play session is not important, obtaining a meta knowledge about the game mechanics and world, during game sessions - is important. That's what changes and improves your next play sessions and allows you go forward. Games which do it really well is Dwarf Fortress and Cataclysm:DDA. Very often, each of your game sessions is completely different from a previous one. What worked before might not work in a new situation and you will fail but will learn something new. Building more general patterns and focusing less and less on small details like "is this iron bucket is the best shield in the game?". This is where a big portion of fun comes from - learning and understanding mechanics and the game world better and better with each playthough. Getting a different experience from each game session.
Not so good approach to permadeath:
Present the player with 99% similar situation as it was in previous session. After few first hours there is almost nothing new left to learn. So you keep going through a rather boring routine of getting to the same place where you failed last time.We are not playing this games on slot machine, neither this game is a highly deterministic arcade such as Pacman or Meatboy.
Permadeath shouldn't be a feature which is added solely from developer desire but a feature which adds a depth to a gameplay using the rest of the content and game mechanics. It would be a bit better if the layout of dungeon changes, if loot and enemies are randomized. It won't be there yet, but would make at least a bit more sense.