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报告翻译问题
Ever had to sneak past multiple spiders to get your backpack? The mechanic makes since as this is a survival game and it forces you to decide if your gear is worth getting or if it is better just to craft new gear.
And that’s why you don’t use auto saves. You make manual saves. I save anytime before doing any combat in which I have the slightest doubt of survival. And when you’re finished, if you want to be super careful, save again.
Only proves my point further. Obviously, if you had a full inventory, you're not going to decide to just craft new gear. Realistically, you're just going to run in multiple times to grab your stuff until you've finally got it. Even more of a time sink in that scenario.
Just to cement my view point even further, for example, if you are familiar with the game Terraria, I play on hardcore. Meaning, that if you die you reset your entire play-through from the very beginning. Also, would play mediumcore with other players so if you died, you would drop all of your stuff. In this instance, it would make since to drop your stuff because other players could grab it. But, as far as this game goes, it does not make any sense.
Um think you misquoted me. I never said that, lol.
Wrong. It actually did not happen to me. It happened to The Livid Lion from Legacy Gaming when his back pack went flying away. Lost all his gear till they logged back in for another session. You know a lot of those videos are very informational and down right entertaining.
Doesn't change what I said and it doesn't prove your point. Some of us are not pansies, add an ironman mode we'll run it.
I think you're overly exaggerating my point. Saving manually is really only needed if doing something you're unsure of your chances of success.
If you lack the skill and/or confidence to complete the task then save. If not then go right ahead and skip the save. Most days in game, even with regular combat, I only manually save once or twice a day.
And if you do mess up without a super recent save then so what? You lose like 5 minutes of time (if autosave set to its most frequent). Hardly worth griping about.
What you speak of is an anomaly.
Edit to add: Just realized that such a bug would have been prevented had the system of dropping your items on death didn't exist in the first place. So, even proving my point even further as to why dropping items on death in this game is not only a time sink, but, also, currently (and probably will always be) buggy.
It actually does prove my point. It literally sinks more time to have to run through more enemies to pick up your stuff with zero risk involved.
"Well I died again, I'll just spend the next 5 minutes running across the map and I'll try to grab my stuff again."
If they did have a hardcore mode where if you died you'd have to completely restart, I'd play it. So, it's not so much as being a pansy. Rather, it's determining whether or not the mechanic of dropping your items actually serves any kind of purpose. In this instance, it does not.
You are just want to lower the difficulty. "I don't want to that. its to hard."
I still think you're missing the point. It had nothing to do with the difficulty of the game. It's more of a quality of life issue and the fact that there is no actual mechanical purpose of dropping items in the game.
If you were to drop/lose anything in this game, it should be science. Considering it is part of the functional integral process in which you progress in the game and always seeking out throughout the world.
Dropping items that can never be lost, unless due to a bug, which would be more of a reason to never drop any items, is pointless. Again, has nothing to do with the difficulty, considering all you have to do is walk in, press E then immediately W and run away.
It truly amazes me that such a simple concept to grasp eludes anyone. Especially, when just talking to a friend, in which I play video games with, only took me a single time to explain this exact topic and they immediately understood what I was saying and even agreed with what I had to say. Not to say that our opinions are worth any more than anyone else's, at least not generally, however on this specific one, they kind of are.
That would be worth it.
The worst thing you can do with a game in early access is making it too hard or frustrating, since players already have to live with bugs (not the crawling type).
If a player's death should be more punishing in the final game state is debatable, an optional hardcore mode is probably a good idea. But being too harsh on the players now would probably just make a major part of the audience lose interest during a time where you need as many people testing your game as possible.
Punishment: You died. Be it just outside your house or in the middle of the pond, you failed to survive and the consequence of that is reclaiming your items.
Sense of danger: If not necessarily to you, to your stuff. Fear of risk adds to the experience. When you're willing to throw yourself repeatedly at a danger because there are no consequences, it takes away some of the merit from when you succeed.
Future PVP Mechanics: It's early access. The game could reach a stage where looting is available, or at the very least dropping items and keeping the player from retrieving them gives you an edge. Sooner of later these kids are going to go full Lord of the Flies.
A server won't have save points: Current game single player does, but if they ever institute servers that are live 24 hrs then there are no saves. This game probably won't have them, but depending on how multiplayer evolves loading saves is probably going to be impractical or impossible in many situations and changing a single mechanic just for that would be a waste of effort in game development.