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Cato1993

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About Cato1993

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  1. I'm not sure you understand what the term semantics means... Allow me to rephrase my sentiment in manner in which you may understand. The distinction between a hub-style game and an open-world style game is irrelevant to my argument. Right, but I fail to see the distinction between one method of saving and the other besides that one takes considerably more time and nothing more. There is no thought that must go into it, no feat of skill, I must simply quick travel back to my ship all the way on the other side of Monarch and than walk back to where I was. Please do show me at which point in time is difficulty being introduced in this process, as I cannot find it. You dislike save save-scumming, yet have mastered it? Strange... But do explain how it would make the game easier. Again, there's nothing external forcing you to add these restrictions to yourself, force that comes from within the individual is called will and the resulting action choice. Anyway, you're getting slightly off topic here, the sole mechanic (or rather lack thereof) I'm criticizing is the means of saving on supernova difficulty. Well it is by definition archaic, simply because other games do it or that it may add a great deal to those game, does not make it any less so. Are we to then regard the creators of the game as divine architects incapable of error or fault? No, they are human beings, and as is in human nature, they too can be mistaken. It saves to the point to before you fast travel to the ship!? Then what is your argument here!? Might as well just add the bloody feature of saving anywhere if they're going to do that!
  2. Fine, Hub-style, semantics... Let's just say there are areas far larger than Emerald Vale with far sparser transition points. Allow me to point out a logical inconsistency in your statement. You say you love that you can't save the game whenever you want, yet you're suggesting the use of autosave spots, which is essentially a means of saving the game whenever you want (if a tedious and restrictive one). So you're not advocating for the elimination of save-scumming, but rather for tedium? In what ways would save-scumming lower difficulty in this game, especially if lets say you were restricted to one main save-slot on Supernova? Well that's the thing, you're not forced to impose those artificial restrictions, you have the ability to choose to restrict your saves, and that's a good thing for an RPG. On the other hand, in the current system, I can't choose to save the game at my leisure, and that's not making things more difficult, it's just archaic and poor game design. As you said, I can always fast travel back to my ship, save, and then walk all the way back through all that empty space (because I killed/looted everything on this path already) to get back to where I was. It takes one out of the experience, but it's what one has to do in order to not loose hours of progress.
  3. In open world rpg's like this where you can spend a large amount of time doing a single quest, it is incredibly frustrating to lose hours of progress just because you died. I don't see what removing this feature adds to the game, it just frustrates me. I want the extra challenge of the difficulty, but why must I lose a basic game function in order to get it?
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