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Add option to prevent save scum on death #39798
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I'm not sure we should be making a feature out of force-quitting the game. It's a single player game, maybe there should just be a dialog that lets you either reload your previous save or continue on with your death. |
I'm not adding the ability to save scum. In fact, I'm removing the ability to do so with this PR. Players have been save scumming since time immemorial. They can choose to keep doing so by not bothering with the setting, or turn on permadeath as it was intended
Permadeath is an intended core feature of the game. Save states and reloading wouldn't pass |
The intended game experience is permadeath. We allow people to savescum, but do not encourage it, and allowing savescum by default is going against this position. So I think it's better for your option to be enabled by default. |
So let me get the logic straight here. Forceful game process termination is now considered proper game feature? Maybe you also consider starting game process from elevated user, such as TrustedInstaller so player would not be able to terminate game process at all? Also don't forget to add EULA which explains how to play the game 'the right way'. Adding this feature does not make any sense. People who want to play with permadeath already don't savescum. People who want to savescum - shockingly will savescum anyway. Another checkbox to fill is just more code and interface clutter. |
Well, yes. And it was always so, at least from times when "permadeath" term was invented. You die - game over, these are the rules, like it or not. |
@Night-Pryanik you seem to not understand my point in this quote. PR author assumes that forceful game process termination, e. g. killing game process with alt f4 combination or via task manager/other means by player is game feature and it should be prohibited. Second point, about all 'it is the rules' schtick. Every game has manual and ruleset, but no game (except for competitive ones) does not force you to follow the rules. Is CDDA competitive game? We have some tournaments here which I don't know about? This game is for playing or for competing? Third point again - what is the meaningful change is going to happen? People who don't savescum will not savescum anyway. People who savescum will continue to savescum no matter what. Fourth point - we had multiple occasions of game breaking bugs which killed characters, look for 0 hitpoint limbs on start, death from one bottle of beer due to 1-seclnd turn etc. Is this seems fair to you, to lose character not because of your actions but because of a bug? You might say, that one should play stable, but stable also has bugs. |
I'm still not sure what problem is this PR supposed to "fix". |
Co-Authored-By: Anton Burmistrov <[email protected]>
I assume that it's a game feature? That could be interpreted a few ways, but to summarize, it is NOT intended for the player to alt+F4. You are able to do so anyways, hence this pushes players specifically wanting to follow the intended game design (permadeath). For your second, third, and fourth points -i'll lump my response in this one. This option is NOT mandatory and NOT forcibly enforced. That's why it's a configurable option. I could have just fixed permadeath and prevented save-scumming altogether. The players who do find save scumming on death a fun way to play could still do so, there are no repercussions to enjoying the game as they wish.
The summary of the problem is that you are capable of "reviving" your character when the intended mechanic is permadeath. This option is optional, not mandatory, and not enforced. It is up to the player whether they wish to turn this on or not. Bug related deaths are a thing, yes. They seldom happen to begin with. I'm not sure what your point is saying characters don't die on a single turn. If people want to save scum, let them. I'm not forcing anyone not to. You mention most characters affected by this would be those that die in a single turn due to "a subset heavily enriched with bug/UI/unintended interaction -related deaths." Would you mind naming a few? As an aside, I could look into fixing those. |
Then again, what is the point of adding an option, when the option is already there? To enforce the right way to play? To make save scumming more difficult, because... Reasons? It is like requiring people to jump thrice to buy a bottle of liquor - annoying, but it will not prevent anyone from buying it. |
"To enforce the right way to play", "to make save scumming more difficult" -there is nothing mandatory about this, and nothing is made more difficult? The point is to enforce permadeath for players wanting permadeath enforced; it is an option. |
Ca-a-an do. Just to name a few:
And this is where you lose me. |
Let me see if I understand this. Currently:
This PR
Under these conditions:
The only people that MAY benefit from this are those that want to experience permadeath and are too weak willed to actually do so. Is that the intent? Otherwise, I really see no point. |
I feel attacked. But honestly, the will is weakest when staring at the death screen. I think this is a reasonable change. |
@Tamiore
I will humor summarizing "force closing" as "OFGC". That has and always been fair game in games with permadeath mechanics, which this game intentionally has. Nothing in-game informs players about save-scumming, but that doesn't stop players from doing so -this piece of information is irrelevant.
Taking this implications approach reads a lot but says too little: Option ON:
By existing, more code that will only ever be hit once (on character death) and for insignificant time. More code is irrelevant. For more interface options, you can simply choose to ignore it or configure it for the few seconds it takes to configure.
In lieu of becoming to argumentative on this controversial topic, yes that is one of the core intents. Hence, it becoming optional. As Mrkybe put it, "the will is weakest when staring at the death screen". I feel all that needs to be said constructively has been said (though more constructive discussion is highly encouraged). An option was added instead of a total fix as an in-between for pro and anti perma-death. Whether this PR survives the dice roll that is Closing or merging is up to whoever decides to do so. |
"Single turn" here means "without initiative comings back to the player after the previous action". It may on may not be one in-game second, but if you die after taking a single action — that's effectively death in one turn.
Yes, easily. For example, you get hit with heavy buffering near a bridge — vehicle flies off that bridge. DED.
So you don't see the fact that driving diagonally magically allows zombies to ignore vehicle walls as a bug? Anyway, at this point this is devolving into pointless semantics. |
This PR doesn't bring anything to a player that does not use out-of-game commands. If I may quote Richard Stallman: "With software there are just two possibilities. Either the users control the program or the program controls the users. The first case is free software." |
As I've re-iterated time and time again, and one final time -only the player force themselves to abide by the permadeath rule. If the players want to save scum, they can. Hence, why this is an option (toggle-able, on or off) and not simply globally enforced as the nature of the game would dictate. Please read the top post fully. |
I've read the top post (and the entire conversation) carefully. Please don't assume what I have read and what I have not. My disagreement does not mean I am poorly or lazily informed. |
Originally, default was false so I would be inclined to agree. It was changed to true due to Night-Pryanik's recommendation as he's a member of CleverRaven and I personally view their recommendations with weight. |
You made me laugh. Regardless, point taken.
Besides force quitting, I was also including save-file backups, custom scripts, world manipulation, save editing, external programs and a few others. But that's a mouthful, and only 2 of those are "easy" to do. That why I said that only some were rendered ineffective.
It seemed a more fair way of expressing my understanding of the consequences rather than just sticking to the differences, in case I was missing something. The act itself qualifies more as a exploit rather than a bug, in my opinion at least, but that may as well be semantics. I'm unfamiliar with how the graveyard works, so I'll take your word for it.
Fair enough. I apologize if my statement came as dismissive, that was not my intention. It should be noted that the option itself gives a nod at the possibility of save scumming while the current state does not. This can be considered acknowledgement of save scumming as a supported way of play. You may want to do something about it. |
Indeed, I have seen their comment. If the option is merged, then it would maybe make sense (although arguable) to have it on by default. But my point is that this option should not be merged in the first place, for the reasons mentioned above. |
I understand that this is the core intent, but then I still think it should be off by default. As in, a player will see the option (with a description like "Turn this on if you want to force permadeath") and have the choice to challenge themselves when they feel ready. |
I disagree with the premise that this is a bug. |
That's a valid point, and should perhaps be changed. I'll look into an alternative to naming and wording conventions on this option
I understand there's a dichotomy in this controversial conversation. Both sides have a valid point, and we are not inclined to agree with each other. I believe in some post above, I mentioned this should be left up to the dice roll of closed or merged. |
I don't know if I'm missing something (I'm not a native english speaker) but I don't think this decision should be left to chance. |
It was more of a metaphor to say, "leave it up to the person who actually decides to close or merge this" |
I understand now. However I think that there is more than one person deciding, and they may not all agree which each other, hence the conversation where everybody explains their arguments. |
A few things.
|
I don't agree with this PR at all, in my opinion it should be closed and save scumming should be embraced as a valid way to play. But still, if this were going to be included I don't think there should be an option or toggle at all and it should just be on. It's tedious and clutter, and an in-game toggle that allows the use of force-quitting is very unprofessional. Besides, if you want to save scum this isn't really going to change anything, except accidents and bugs will literally kill you now. |
I think a solution would be to have two game "modes". It would require some work (I'm not sure how much), but it could be the solution to this situation: have a "fun easy" mode for beginners, debug, or just people who want to kill some easy zombies, and have a "permadeath" mode where people can challenge themselves. This way it gives the players a choice while still promoting the original intent. This could be chosen right before or after selecting which points pool we want to use for instance. It would also make debug easier by having in-game access to namable save files. |
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i firmly believe even attempting this is bad for both the game and the community, and there are substantive reasons kevin landed on the 'relocate the save to the graveyard folder' solution years ago. i'm not seeing any compelling arguments to change that stance now. |
as a further note, it was pointed out to me that this is already documented as a space we don't want to pursue. between that, and my other concerns above, i'm going to close this. |
Though I'm unhappy (and biased) to the closing of this issue, since it is well documented that fixing save scumming is not to be done, I will not pursue this issue further. Thank you for linking the documentation @esotericist |
Summary
SUMMARY: Content "New configurable option added under general to disable save scumming on death"
Purpose of change
For players wanting to embrace a more concrete permadeath experience fr their character. If the setting is enabled, there is no turning back the character's death. Though there are ways (such as having a save copy), it's better off to just leave the setting off at that point. It is off by default, and do not affect any existing players unless they choose to turn it on.
Describe the solution
Add a configurable setting (default of false) that deletes your character immediately on death before the memorial displays. This will cause Alt+F4's to be ineffective for save scumming when you die. The setting is added so the permadeath solution isn't forcibly imposed on players that do wish to save scum. It is a single-player game after all, and the players may enjoy the game as they wish.
Describe alternatives you've considered
No setting at all, therefore forcing everyone into this permadeath situation (as was intended).
Testing
Suicide character with the option disabled then alt + F4. Re-open the game, and the character is still there.
Suicide character with the option enabled then alt + F4. Re-open the game, and the character no longer exists.
Additional Notes
Changed from default off to default on as suggested by Night-Pryanik
Changed back from default on to off as pointed out by KorGenT
changed option text and description as pointed out by Arcangelus