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-   Dominions 3: The Awakening (http://forum.shrapnelgames.com/forumdisplay.php?f=138)
-   -   Why no Save game Feature (http://forum.shrapnelgames.com/showthread.php?t=32726)

HoneyBadger January 14th, 2007 06:02 PM

Re: Why no Save game Feature
 
Yes, I have, Alexti. And for that matter, in this case I'm "supporting the team" by purchasing the game, promoting it, creating mods, submitting ideas, answering questions, being available on the boards on a more or less daily basis, etc. I think that atleast qualifies me as a volunteer part-time assistant Dom3 coach?

Newthought January 15th, 2007 12:41 AM

Re: Why no Save game Feature
 
------------------------------------------------------
About the Good/Evil Dominion thing, on a Gameplay scale I was trying to figure out a way to improve Divine castors and Morales of Troops (Because at the start of the game, this is Impossible.) I was also thinking about how people want to mass Dead units or go crazy with Blood.

What I thought that people might like was to make a Dominion that implemented a Realm of Nobility and Clergy to a realm of Black Magic, Ritualistic Sacrifices, and Troops ruled through the shadow.
The Good and Evil thing doesn't cover it as much as

Love------------------------------------------Cruelty

Bonuses to Penalties to
Morale Morale
Divine Casting Divine Casting
Penalties to Bonuses to
Death and Blood Magic Death and Blood Magic

That would be wicked, a Love-Cruelty spectrem.
An even better proposal. But no more on this.
------------------------------------------------------


I thought we were in Agreement about the Save things??? http://forum.shrapnelgames.com/images/smilies/happy.gif

"I think there should be a way for someone to download that option, if they want it, but it's no more valid an option than a mod. Maybe the Devs could charge a few bucks for it, and make a little added money on the side? That way we who don't want it-or atleast don't want it casually-in our games, have a good solid excuse not to obtain it? "

Sure! If you think Saving Games are generally against the game and hamper quaility, then please think of it like that. I'm not arguing on whether or not it's a bad thing, I just want the feature.

So in reality, we could put a feature that is not part of the Game into reality and call it whatever so people know that when there using saves there not playing the true game and have no right to complain about the game if they say ANYTHING about it! http://forum.shrapnelgames.com/images/smilies/happy.gif

But still, unless anyone says so, I think we have made a Geniunine solid compromise. Easy Part is done. Now the real question is, HOW ARE WE GOING TO DO IT?

Few Ideas on the Table.
1. Send a Petition and a letter to encorporate a feature for Saves that can be downloaded in a seperate pack/sequel.
2. Or make a Mod that allows us to do it.

So yes, what's left is to take action.

That's all!

Gandalf Parker January 15th, 2007 02:16 AM

Re: Why no Save game Feature
 
I dont think there is an agreement at all. Most people said no then walked away from the discussion.

But you asked for it and people gave it, so whats the problem?

Gandalf Parker
--
To some people, unlimited options seems to them to be zero options.
Without a menu giving them a choice, they are lost.

alexti January 15th, 2007 03:07 AM

Re: Why no Save game Feature
 
Quote:

Gandalf Parker said:
--
To some people, unlimited options seems to them to be zero options.
Without a menu giving them a choice, they are lost.


Curious thought: menu opens and shows:
-> Option A
-> Option B
-> More options ...
When "More Options" is clicked, another menu pops:
-> Option A1
-> Option B1
-> More options ...
etc...
Continuing this pattern we can have unlimited number of options accessible through menu. I wonder how long someone would keep clicking to learn whether the number of options is limited or not?

Gandalf Parker January 15th, 2007 04:46 PM

Re: Why no Save game Feature
 
Id never put unlimited options into a menu http://forum.shrapnelgames.com/images/smilies/happy.gif
But the method we have now (--preexec and --postexec) allows for fairly unlimited options in areas such as alarms and saves and event handling. Half a dozen versions of any of those are offered. Yet people will still call it no options at all unless those things are on a menu someplace. I wont knock their desire but a menu button but I cant consider it to be much of a need.

Gandalf Parker

Newthought January 15th, 2007 08:01 PM

Re: Why no Save game Feature
 
Well if "most" people say no the feature, then might as well I walk away.

Truthfully, nobody has given any GOOD reason not to implement this feature if it's given to be optional.

Let's look at it mathmatically, something past all irrationalities and things.

X= Game
A, B, C, D= Features

Now, assuming which here is how the logic goes.

If you have X + B + C + D, the game is perfect and should not be tweaked.

If say, another person has X + C + D, the game is perfect, and B is just another gegaw feature.

If I have X + A + B + C, then I am happy, and I couldn't care less about D.

So why can't I have A? Because you disagree with it. That because of A, the game is ruined for YOU even though YOUR not playing the game for me and even if implmeneted YOU wouldn't even think twice of it.

The mantra of, I think it shouldn't be this, therefore it must not is just a crap attitude.

Of all the arguements thrown out against this feature, none of them have been applicable to ME. All of them have been based on YOUR perceptions rather then mine, and why should YOUR perceptions make mine "Wrong" or "Wussy".

Why is Flexibility wrong?

Why should what I want ruin the game????

W/e, I just spoke to think that a small community would appeal to something like this. But nothing gets done one the internet these days.

I'll just stick to Paradox (for Realism) and for Galatic Civilizations (For Flexibility). That way, if I try something new, I won't have to start the whole Four hours over again. http://forum.shrapnelgames.com/images/smilies/happy.gif

Regards,
Gl with w/e

Gandalf Parker January 15th, 2007 08:44 PM

Re: Why no Save game Feature
 
They have given good reasons, just none that you accept.
Which is fine.

But basically one view given would be:
"Should we add a feature that might ruin the replayablity and long term enjoyment, even for those that think they wanted it, thereby hurting the sales of the next version?"

Interesting that you mention GalCiv as an example of a game that has save feature. http://forum.shrapnelgames.com/images/smilies/happy.gif

NTJedi January 16th, 2007 04:50 AM

Re: Why no Save game Feature
 

I say it comes down to that we don't want the developers spending time adding the savegame feature when so many other important bug fixes and other features are in demand.

Saxon January 16th, 2007 06:50 AM

Re: Repeat request.
 
And I say that we do want them spending time on the save game feature!

There is not a consensus on this, but there are some vocal people on either side. That may be all that this thread will establish...

Olive January 16th, 2007 07:04 AM

Re: Repeat request.
 
[Vocal people mode on]
There's no use for a save feature. If I really want to test different forms of a tactic or save a game at a point, it just takes a few seconds to backup the game directory in the windows explorer. On Linux it should be even faster with a cp.

Remove bugs and add content to the game instead. http://forum.shrapnelgames.com/images/smilies/happy.gif
[Vocal people mode off]


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