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I can't see the fun in mindlessly mashing F5 every 2 seconds so I can immediately revert any mistakes I make with no consequence
I see you're still in denial that most people actually don't play like this.
I really want to make a mod (I hope it's possible) that turns QBR into reusable save points, potentially also with a nanite cost.
I can't see the fun in mindlessly mashing F5 every 2 seconds so I can immediately revert any mistakes I make with no consequence, but hey, I guess I'm not a "true" gamer because I don't like free saving.
It's always funny when the people with no self-regulation assert that everyone else is like them. I guess it provides them some small comfort in their shame.
Merging it with the Super Duper QBRs , [...] might be really good, so you can always respawn at a QBR, even if it's on a lower deck, provided you can meet the cost of
I literally see this all the time. Granted, most people aren't mashing f5 literally every 2 seconds
by very careful estimation [...] at least 70% of all players
Unless you're willing to post your own gameplay to prove it, I (and many others here, mind you)
All throughout the PC gaming landscape people use quicksave constantly. To the point that whenever a game releases without quicksaving people complain about it.
Most likely you DO save too much, but you've convinced yourself that it's not a problem because you've never actually had to play through your mistakes so you don't know what that feels like.
Tell me, last time you played through the cargo bays (the hardest part of the early game by far), how many times did you save?
Something to make the time after QBR-respawning problematic, to make the whole QBR experience to not seem like a magic solution.
how about "all aquired inventory items have to be looted from player's corpse after qbr resurrection" ?
that seems really intense
Oh yes.. but to mitigate impact make the player's health full when materializing in qbr chamber after successful resurrection.Also: players can mitigate further by strategically placing redundant weapons, ammo, etc. next to qbrs or somewhere else. It would add a whole new gameplay loop & tie everything nicely together + perfectly mitigate the (imo) lack of (objective-based/mission related) inter-deck backtracking in the base game.
this is one of those ideas that look ok on paper, but in real life game they are terrible.
with its brutally restricted resource economy, losing everything would be catastrophic.