• MurrayL@lemmy.world
    link
    fedilink
    English
    arrow-up
    46
    ·
    14 days ago

    Unless you’re aiming for a specific path (when replaying, for example), I do find it’s much more satisfying when an RPG allows you to fail and then follow through with the consequences, without just hitting a hard stop or making you feel like you got a lesser experience as a result.

    But it does rely on trust - I need to trust that a game is designed to do that before I commit to playing in a way where I don’t immediately reload a save when I fail a skill check.

    • gray@lemmy.ml
      link
      fedilink
      English
      arrow-up
      17
      ·
      14 days ago

      I very much agree on the trust part. I don’t want to muss out on an important companion over a dialogue fail

      • binarytobis@lemmy.world
        link
        fedilink
        English
        arrow-up
        8
        ·
        14 days ago

        Even BG3 failed at this. A few times I had to navigate a minefield using a guide for something I didn’t want to miss out on. It’s more fun to just blast through without loading, but sometimes the consequences are dire for messing up some little detail and I can’t bring myself to just not have good endings.

        • gray@lemmy.ml
          link
          fedilink
          English
          arrow-up
          3
          ·
          13 days ago

          On my first playthrough I did the game blind. It was really fun, but I missed out on 5 companies (!) It was like I played a different game than my friends

    • Appoxo@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      1
      ·
      11 days ago

      I don’t like to fail a quest/mission.
      It feels like I closed a plot path and am now missing out on content.

      I’d accept if the game would allow me to retry it after a reasonable in game time has passed.

      I’d also like to see a more permanent impression on the in game world e.g.
      If I drop a big bomb and it creates a crater, it shouldnt just reset the area after 10min
      If I go on a mass killing spree and NPCs just respawn after going a bit away and back (and passed time in-game amounts to just 1h).
      Same for cops in the area to be more vigilant than before if I escaped the hunt (and not just switching from “WHERE ARE YOU?! I’LL FUCKING KILL YOU” to “Huh. Must have been the wind” after I had murdered 40 NPCs in cold blood)

  • Zahille7@lemmy.world
    link
    fedilink
    English
    arrow-up
    20
    ·
    14 days ago

    I hate the term “save scumming,” like I’m supposed to feel dirty for playing how I want (e.g. using quicksaves and such as checkpoints) and using shit that is built into the fucking game.

    Kenshi is a pain in the fucking ass (still love it though). Do you realize how many times you’d have to restart from scratch, like totally restarting the game from the very beginning, if you didn’t use the save system?even just from dust bandits kicking the shit out of you when you first spawn in, to getting yourself killed off because you happened to enter an area at the wrong angle, the game is unforgiving as hell. You almost need to constantly save just to keep your progress.

    And that’s not even getting into if the game crashes.

    • Appoxo@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      1
      ·
      11 days ago

      I considering save scumming only when I try to do something fatal (e.g. jumo from cliff, box/ignore social space of a random cop on the street).
      But I’d honor a game story decision if I made it myself and not save scum.

  • PapstJL4U@lemmy.world
    link
    fedilink
    English
    arrow-up
    10
    arrow-down
    2
    ·
    14 days ago

    The only roll should be the damage roll.

    DnD needs a GM to not regularly ask for die rolls of good or important actions of the player.

  • jjjalljs@ttrpg.network
    link
    fedilink
    English
    arrow-up
    9
    arrow-down
    1
    ·
    14 days ago

    Most of my save scumming comes from being annoyed at the random factor. Like I have a +8 on Skill and it rolled me a 3, failing? Nah that’s stupid. Reload.

    Less random, less save scumming. You can have good systems with low random factors.

    Inspiration helped in bg3, but it’s a pretty limited resource and can still fail.

    I did save scum once in a fight where I rolled four natural 1s in a row. The odds of that are too low for me to believe that was legitimately random.

    • prole@lemmy.blahaj.zone
      link
      fedilink
      English
      arrow-up
      4
      ·
      14 days ago

      That’s why I did it too, but let’s be fair, dice are supposed to be random.

      With D:OS not being tied to strict D&D rules can def help that.

      • jjjalljs@ttrpg.network
        link
        fedilink
        English
        arrow-up
        5
        ·
        14 days ago

        That’s why I did it too, but let’s be fair, dice are supposed to be random.

        Yeah, I realized in my older age that I don’t actually like a lot of random. I liked new Vegas where you either had the skill or you didn’t. In tabletop games I like dice pools to make the results less evenly distributed among all possible outcomes, and then options like fate points and “succeed at a cost” on top of that.

        Some people I guess really like the random dice effects, but usually it just makes me grumpy. To each their own.

        • EmpathicVagrant@lemmy.world
          link
          fedilink
          English
          arrow-up
          1
          ·
          14 days ago

          I enjoy Warframe because even the 2% rolls happen because I’m able to retry as much as I please. 2% doesn’t translate to a single attempt very well, so padding the odds would be warranted.

          Scripted drops and stories like new Vegas where everything does something and you don’t often walk away feeling unpaid? Absolutely top shelf games. Or if it’s one more linear like Tales of ___ games where I grind for exp and resources but the thing is where it is you just have to go get it. Some skill or building up elsewhere and you become king.

    • whotookkarl@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      1
      ·
      edit-2
      14 days ago

      In torment: tides of numenera, and I’m guessing tides I never played the tt, when leveling you could increase resource pool maxes used to boost roll totals or increase your min roll from a pool. It was pretty cool and gives a choice between a pass on low challenge rolls vs more boosts before a rest.

  • TheObviousSolution@lemmy.ca
    link
    fedilink
    English
    arrow-up
    8
    ·
    14 days ago

    People will save scum to reach their goal. “Interesting” won’t really factor in unless that’s what they are going for, and even then usually a quick search for a video on that will make up for it.

    • Piafraus@lemmy.world
      link
      fedilink
      English
      arrow-up
      5
      ·
      14 days ago

      I disagree with you . At least for anecdotal personal experience, I always save scummed as this usually provides better/more satisfying result/experience. However this changed with disco elysium,when losing rolls still always produced interesting outcomes. I would absolutely love more games when not getting best outcomes does not mean having subpar experience

  • BigBananaDealer@lemmy.world
    link
    fedilink
    English
    arrow-up
    3
    ·
    14 days ago

    i try so hard not to save scum. but i can’t help it. i didn’t mean to shoot that npc to death 😭 over and over again

  • otter@lemmy.dbzer0.com
    link
    fedilink
    English
    arrow-up
    1
    arrow-down
    1
    ·
    14 days ago

    “Repeated quicksave” =/= save scumming, as quicksaves are overwritten by consecutive ones. 🤦🏼‍♂️ Tell me your article is AI-gen without saying it is. 🖕🏼

  • gustofwind@lemmy.world
    link
    fedilink
    English
    arrow-up
    2
    arrow-down
    4
    ·
    14 days ago

    Needing to quick save through a run takes all the joy out of it anyway. It’s an administrative feature to ensure we always have an opportunity to save.

    Manipulating quick save to get the story outcomes you want is a bizarre way of playing a game and I question why even play a story game if you’re just going to manipulate it to get the story you want.

    • Dr. Bob@lemmy.ca
      link
      fedilink
      English
      arrow-up
      10
      ·
      14 days ago

      I do it because I want to see the other endings, or mess with the loot thats available on one path versus another. It’s a way of exploring the game as a construct. I’m curious why you question that approach?