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But if it always saved my deathmatch coins I would have millions! Once you play as the great white and get going. Nothing stops you and you swim like a whale and eat everything. Coins galore!
Hopefully we get that option! but till we do, I like to start in the river, save up for the catfish and then change to the swamp. So the fish growth resets. Buy the catfish and in the begining you only need to avoid the snakehead and lurker. You can swallow a lot of things whole. So you can get 1000's of coins in 10-20 minutes. Move over to the ocean map and have lots of coins.
Options instead of using exploits would be nice. I think adults have less free time, making saving a great feature... Suggesting an idea, for a game, in alpha, on the forums, is immature?
Grow up LOL!
I have to simply disagree, because it's easy to get coins early on, kinda annoying but easy-ish. I always start in the ocean as Bibos and eat food from the surface or go for passive fish, until I unlock 1 fish I like and then I can just murder EVERYTHING with it!
*Shamless plug*
https://www.youtube.com/watch?v=NzWIxWe2f3Q
Theres a part in the ocean, that gives you a decent amount of coins if you can get big enough! I use it a lot in my growing videos!
Regardless, i can't think of a single reason not to have a save feature in singleplayer mode. Wether you play 10 hours during 1 session or during 20 sessions is the same thing. You still die if you make a silly mistake getting eaten by a predator you didn't see or taking on something you can't handle. If anything, playing in several sessions has the handicap of the player having to "get into it" again.
Now, if we want to get practical about it, a save/load feature can be "exploited" as if you die you can just load your save again. However, a session slot (or even several game slots) could just have a discrete autosave once x periods of time without notifying the player. And also save on exit. Upon starting the game again, a session/game slot can then be selected to continue on.
Sure, this potentially adds the exploit of quickly quitting the game if you are about to die and you know it. To get around this the game can auto delete the session/game slot if you die (possibly add some data to it like: RIP Bibos lvl X). The game could also try to "predict" situations that are generally non healthy, and autosave just before/during that to circumvent exploiting.
Actually, a lot of other perma-death games do the same.
So again, i can't see a single reason why anyone would be against having a (safe) save feature, and respect that not everyone has the same playtime available.