Beta 2.1.11
Re: Beta 2.1.11
That's pretty much the point of Ironman mode, Isaac. If you could save by other means it wouldn't be the same thing at all. Yes you will lose a lot of progression if you can't find a savepoint in time but that's just what it is. Real progress should be made when you have several hours in front of you to do it; the rest is just practice.
Re: Beta 2.1.11
I don't agree, you could have a "hardcoded" autosave. You quit, it autosaves to a special Ironman save slot, and when you launch the game again it loads it directly (and erases it). If you die in the next minute, you need to restart at the crystal as normal.FlashSoul wrote:That's pretty much the point of Ironman mode, Isaac. If you could save by other means it wouldn't be the same thing at all. Yes you will lose a lot of progression if you can't find a savepoint in time but that's just what it is. Real progress should be made when you have several hours in front of you to do it; the rest is just practice.
It would allow players with tighter schedules for playing to still enjoy the ironman mode while keep the challenge intact...
(Of course, you can always backup your autosave but if you're doing that, don't play Ironman)
Re: Beta 2.1.11
That is the suggestion; even if the game mandates a number minutes (or a minimum number of steps) pass and always a re-launch of the game.Diarmuid wrote:I don't agree, you could have a "hardcoded" autosave. You quit, it autosaves to a special Ironman save slot, and when you launch the game again it loads it directly (and erases it). If you die in the next minute, you need to restart at the crystal as normal.FlashSoul wrote:That's pretty much the point of Ironman mode, Isaac. If you could save by other means it wouldn't be the same thing at all. Yes you will lose a lot of progression if you can't find a savepoint in time but that's just what it is. Real progress should be made when you have several hours in front of you to do it; the rest is just practice.
It would allow players with tighter schedules for playing to still enjoy the ironman mode while keep the challenge intact...
(Of course, you can always backup your autosave but if you're doing that, don't play Ironman)
*And we know how to detect reloads.
The game could even read the uptime for comparison, (as opposed to the user clock)... and only allow one save per hour after the first quit.
It was just a thought... specifically for in the case of using Ironman and the one use crystals option; for that changes the usage, and they become one-time resurrection/save points rather than used for their healing... and you cannot quit until you find the next one.
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Re: Beta 2.1.11
I agree with Isaac, a Dark Souls like system where it saves when you quit in ironman would be much preferred. The point of ironman / save crystals only once is that you can't save-scum and have only one save, not that you aren't allowed to have a live outside of the game anymore.
In normal ironmode this is not too much of a problem if you know where the crystals are, but in one-use crystals you have to play for a pretty long time to be able to stop.
In normal ironmode this is not too much of a problem if you know where the crystals are, but in one-use crystals you have to play for a pretty long time to be able to stop.
- Dr.Disaster
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Re: Beta 2.1.11
I'm not certain the new resistance bonuses given by the base attributes are well balanced with the current classes:
With strength buffing resist fire the Barbarian class receives a massive advantage over time from his +1Str/Lvl class trait. With a Barbarian usually being a Minotaur and Head Hunter (at least i see it very often in listed party setups) he's easily at 40+ strength and thus 60+ resist fire towards the end of the game all by himself. It's like he's growing his personal meteor skinpetri wrote:- changed resistance bonuses: strength now affects resist fire, dexterity affects resist shock, vitality affects resist poison and willpower affects resist cold
Re: Beta 2.1.11
Hey, I just noticed something, is it normal that for the
SpoilerShow
Ancient Claymore, the normal attack requires heavy weapons 5 and the special cleave requires heavy weapons 4? Shouldn't it be the opposite?
Re: Beta 2.1.11
So... If I start playing the beta as available on Steam now... will I have to start all over yet another time to get those invisible wall bugs and whatever else is there is fixed later?
Re: Beta 2.1.11
I don't see this being a major problem, the barbarian receiving something like +13 to resist fire at the end of the game. Yes it makes Head Hunter sligtly better too, +8 or so to resist fire at the end of the game.Dr.Disaster wrote:I'm not certain the new resistance bonuses given by the base attributes are well balanced with the current classes:With strength buffing resist fire the Barbarian class receives a massive advantage over time from his +1Str/Lvl class trait. With a Barbarian usually being a Minotaur and Head Hunter (at least i see it very often in listed party setups) he's easily at 40+ strength and thus 60+ resist fire towards the end of the game all by himself. It's like he's growing his personal meteor skinpetri wrote:- changed resistance bonuses: strength now affects resist fire, dexterity affects resist shock, vitality affects resist poison and willpower affects resist cold
Re: Beta 2.1.11
No need to restart. The invisible wall bug should be gone the moment you update to the patched version.Mwah wrote:So... If I start playing the beta as available on Steam now... will I have to start all over yet another time to get those invisible wall bugs and whatever else is there is fixed later?
Re: Beta 2.1.11
lol. I hadn't even noticed that until you mentioned it! yeah, it does seem reversed. typo or actual? my guess is it's just a typo.Diarmuid wrote:Hey, I just noticed something, is it normal that for the
SpoilerShowAncient Claymore, the normal attack requires heavy weapons 5 and the special cleave requires heavy weapons 4? Shouldn't it be the opposite?