Lord of Riva wrote:I like to be able to reload if some of the mechanics are not to my liking even if other things are excellent. This way i can enjoy games even if they have shitty hacking games like Deus Ex mankind divided. *shrug*
Wouldn't it be better if DX had a good
Lord of Riva wrote:Oh boy! I get to reload over and over again regarding something i dont like even if everything else is great!
No reply to this, but I enjoyed your turning my argument on its head. Nice one, I laughed
Lord of Riva wrote:what im saying is that no games thus far are made exactly for what i like and no game is perfect and thats completely okay. Everyone has different tastes. That why it is extremely important to give this option so everyone can decide on their own how they want to play.
That's fair and I have no problem with it. Again, what I really
want is for there to be good game mechanics that don't call
for scumming in the first place.
I don't want a game that essentially tells me not to play it - which is what Wasteland 2 did.
Also, I don't see anyone actively defending
how safes, lockboxes, alarms worked in Wasteland 2. At best, I see "I just tried once or twice and then wandered off." Not a ringing endorsement. If these systems were removed entirely, there wouldn't be any strenuous complaints and people would soon forget about them. Combine that with the fact that people like me venomously hated
the system, and it adds up to the idea that it could be done better.
If the system is
going to suck and reward scumming, then yes, I am in favor of harder strictures to make scumming unprofitable again. But I would rather just have scumming be unprofitable in the first place.
Lord of Riva wrote:the question is rather: why dont you embrace what you evidently want yourself? nobody is forcing you
Compulsive behavior is addictive. One does not pursue it because they "want to".
I'm going to draw an extreme analogy here. Heroin feels good to take in the moment, but heroin addicts are not happy people. When an addict says, "Please get the pushers off the playground", it is not appropriate to say, "Hey, they're not forcing you! Everything's fine. Just stop taking it if you don't want to."
I don't remember if you were around for these arguments in the early days, but here's a link to a great article
about game design and how it can manipulate player behavior. As a player susceptible to this kind of thing, I don't like it and don't appreciate its inclusion in any design. In this case, I especially don't like it because I don't think inXile was even trying
to reward this behavior - they just didn't think about it enough to not
Hey, if you two can't work out your differences I'm going to have to contact a modera.... Oh, wait.