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does not seem like a game that really needs any kind of "in run save"
Since I'm still new to the game I've been taking my time reading descriptions and just pausing here and there just to take a breather. I think I'm barely reaching the first boss so far in like 20 minutes. I find myself sometimes wanting to continue and sometimes wanting to take a break from the run to eat or return a missed call.
sounds like you missed that it's a roguelike and that's really what your problem is.
you're going to die in runs, it's part of the game, if you try to avoid it you will never get better at the game. usually playing overly cautious will kill you more than being reckless.
the general gameplay loop of this style of game is enter a run, make mistakes, die, think about mistakes and how to not make them next time, repeat.
All the other Roguelikes I have played have a save function that can save during runs to some extent.
I get that I'm not playing in a way that will enable me to win, was just trying to absorb the game mechanics initially. But even if I do start playing the way it's intended, I'd still appreciate a save function for between levels at least.
point is a save feature for during runs would be utterly pointless. general run unless you're trying(for whatever reason) to be ultra cautious is 30 minutes. If it takes longer you sat around far more than you should have.
the only use a mid run save function would serve is to make save scumming a thing. considering it add nothing at the cost of time where real improvements could be made i'd say adding save scumming is pretty low on priority list.
I'm not arguing that this should be high priority or anything, just wish I knew before hand. :(
you say that, but the thing is it most games that do this still have a way to save scum.
FTL on its own is one to point out. you save, then you make a copy of the save and put it in when you want to load that specific save.
what about binding of isaac?
Outward was just console command into a different menu to find older saves.
its case by case.
Back to topic though, it just does not seem like a reasonable thing to spend time working with. discounting a finishing run a typical run is something like 10-15 minutes. on high end a game might be 1 - 1/12 hours on a slower run.
i prefer to chill and play slowly than rushing to avoid spending to much time on one run.
WoL isn't a competitive game and is a solo game anyway so if some people decide to cheat they can do so alot of different ways. so saying that ppl may cheat with a save system doesn't matter much.
i do understand that this is not a priority but if the dev have time, implemùenting a QoL feature such as a save mechanism (which delet other saves or whatever) is much appreciated.
also the point of save scumming is less about cheating and more about keeping the current QOL instead of lowering it. If you have to exit the game to copy a save again and again trying to finish a run you're spend more time in folder than in the game figuring out builds that work for you.
I disagree, Dead Cells has a great auto save, you can pop in & out of a game very quickly and it starts you back exactly where you were. Its a really great feature, sometimes the phone rings or someone comes online & wants to play something else, you shouldn't have to just abandon game for these reasons. I don't think there is any downside to having a save feature.