Zaxx, on 10 September 2019 - 05:38 AM, said:
No, the point of a checkpoint system is that you don't save your player state but the game does at fixed points.
Technically yes, but I think the bigger point is that a checkpoint system regulates how many times you can save. In this sense, soul tethers act as a checkpoint system. A longer leash is still a leash.
Zaxx, on 10 September 2019 - 05:38 AM, said:
instead learn to properly play videogames without abusing the save system
This type of gate-keeping for a single player fps really mystifies me. I mean, what next? Should I learn to 360 no scope? Maybe get some Doritos and Gamer Fuel to up my gamer cred? And who determines what counts as abusing the save system, anyway? I mean, how many saves are too many and what basis should we use to reach a consensus on this? I can beat Ultimate Doom without saving a single time. So should I frown upon players that saved once during their playthrough now?
Zaxx, on 10 September 2019 - 05:38 AM, said:
so just stop the hissy fit
I think the only one having a hissy fit here is you over people being able to save freely, bizarrely. I guess my point is, why care? Why care if other people save scum as long as you don't do it? I'm sure there are people out there that play every single game with god mode on or some sort of god mode mod in their games. So what? I wouldn't lose sleep over it nor celebrate the removal of a god mode cheat in an upcoming game while telling people to git gud at it. It matters fuck zero to me if everybody and their mother cheat or save scum while playing whatever (singleplayer) game I play or played, as long as I can play without god mode and saving at whatever challenging amount that I want.
Besides, I feel that you are missing the point as to why people consider this a problem. People are pointing out that it seems like an arbitrary limitation. Wrath is not a survival horror game, and I really see nothing that it stands to gain from giving you limited saves, specially when people will look at it in the same light as Quake. The worst case scenario is that it's either unnecessary to have soul tethers because you will have so many that you might as well have a save system, or so little that the game will be artificially hard, and therefore annoying and frustrating. Sure, it may work out just fine and fit well with Wrath but a simple save system was already good enough in Quake, why take a gamble with this?
Not everybody wants an unrestricted save system just so they can cheese their way through the game, mind you. I like saving whenever I like without limitations because I tend to get fatigued when going through large maps. If I don't have a soul tether and the map keeps going on and on and on and I don't find one, that would make me not want to play the game because I am being forced to continue playing when I just want to take a break. Now after watching more of the gameplay vids I'll concede that Wrath's implementation of soul tethers don't look outrageous. But the precedent that it sets is why a lot of people complain about it. It invites more of this hand held "let the game handle everything for you" mentality that a lot of modern games have adopted for better or worse. If your game is marketed as a retro experience and it's on the Quake engine, then it's no surprise players will expect Quake's saving system as well.