What games don’t reload your consumes when loading a save state? Sounds awful
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Exusia@lemmy.world 6 days ago
A trend that really took off is allowing games to remember I used consumables when reloading a save after you fail a mission. This conditions you to worry you might hit a hard spot and use all your consumables, and still lose, and be out all the money/time it took to get them.
Games used to just reload a savestate so if you died and had to load a checkpoint you “didnt use” those consumables. Games with this type of system I am far more willing to use a Lockpick+10 for 60 seconds because I know if I get boobytrap-jumpscared by a shotgun, Im not out that boost and can try again.
Stillwater@sh.itjust.works 6 days ago
Exusia@lemmy.world 6 days ago
Save state games do, but idk the word - “continuation based checkpoint” games often do not load the last “save”. Gta online used to be like this and you actually used up healing snacks and armor midmission, making heists a slog if you died and used them all up. Now it loads the state and you get those back when you die.
Stillwater@sh.itjust.works 6 days ago
Oh yeah, I know what you mean. That is a frustrating choice with consumes
CommissarVulpin@lemmy.world 6 days ago
I’m sorry what? Since when was this a thing??
ftbd@feddit.org 6 days ago
I played the first Stalker game for the first time recently, and if you save while undetected, then get detected and load your save, you’ll still be detected. Almost drove me mad.
coolcat1711@lemmy.dbzer0.com 6 days ago
I didn’t think it had to do with whether you were detected or not beforehand. I read somewhere a long time ago that loading in actually made a lot of noise that triggered the guards’ “on guard” posture.
IIRC it also caused issues in places like Aprogrom where you went through a loading gate into an enemy base where they’d already be spooked.