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#1 |
Rookie
Join Date: Jan 2008
Posts: 5
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A varient with more traditional save options?
I know that deleting save files for characters that die is intrinsic to the value and the philosophy of all roguelikes. However, I'm wondering if any variants offer the chance to play the game with a more traditional save structure, that won't delete your character for every death?
I know some people will vehemently protest to this request but...I don't know what else to tell you guys. I just feel I'd personally derive more enjoyment with a more traditional save scheme...if one exists. Last edited by sethosayher; May 21, 2009 at 18:49. |
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#2 |
Knight
Join Date: Jun 2008
Posts: 593
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I don't think there are any *bands which support this, but I vaguely recall reading about a game on r.g.r.misc that does, so you may want to investigate there.
That said, save scumming isn't particularly difficult. Just make a copy of your save file whenever you deem it reasonable. No one's gonna bother crucifying you unless you attempt to debate the relative merits of doing so. ![]()
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Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
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#3 |
Knight
Join Date: Jun 2008
Posts: 593
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Doh! POWDER has a built-in option to savescum that operates similarly to traditional save games. You still have to save & quit, but if you die, you can restore your last save. I play it fairly often - strange I didn't recall it had that feature. Then again, I never use it.
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Bands, / Those funny little plans / That never work quite right. -Mercury Rev |
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#4 |
Adept
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
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Save Scummer is great but that's not what you'd call a traditional save system
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A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2) A Mx H- D c-- f- PV+ s- d P++ M+ C- S-- I So B++ ac GHB- SQ+ RQ++ V+ |
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#5 |
Scout
Join Date: Feb 2009
Location: Seattle
Posts: 33
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Just copy the save file. Why should there be in-game code for that? How would in-game code be better than copying a file yourself?
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#6 |
Adept
Join Date: May 2007
Location: Paris, France
Posts: 171
Donated: 10 euro
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In the dark days before I saw the light, I used to save scum but, even doing so, I never won because, after several copies, I eventually managed to overwrite my backup with my current dead character
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A(3.2.0) C "Angdiira II" DP L:36 DL:44(2200') A+ R+ Sp w:Whip of Westernesse(+10,+10)(+2) A Mx H- D c-- f- PV+ s- d P++ M+ C- S-- I So B++ ac GHB- SQ+ RQ++ V+ |
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#7 |
Prophet
Join Date: Apr 2007
Location: Seattle, WA
Posts: 6,726
Donated: $40
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I find the title of this thread a little disconcerting: permanent death _is_ the traditional save format, going all the way back to Rogue (and presumably D&D 1.)
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#8 |
Swordsman
Join Date: Apr 2007
Posts: 441
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Permadeath is used by very few non-rougelike games. Going back to e.g. Ultima and I think Zork and Adventure. I can't think of anything that lets you save, but not load a save after death that isn't a rougelike. Permadeath is very nonstandard.
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One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie. |
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#9 |
Adept
Join Date: Jan 2008
Posts: 135
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There are a number of very old games with permadeath. Sure, it is unusual at best but it is still traditional.
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#10 |
Swordsman
Join Date: Apr 2007
Posts: 441
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But everyone knew what the OP was talking about.
Let's try an analogy. In Europe it it traditional to cook meat, but there's one French dish, the name of which I can't recall at the moment, which involves raw beef. Raw beef is a tradition, but the tradition is to cook the stuff until any bacteria are dead.
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One Ring to rule them all. One Ring to bind them.
One Ring to bring them all and in the darkness interrupt the movie. |
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