DoomRL > Discussion

Where did my game go? :O

<< < (3/4) > >>

ZicherCZ:

--- Quote from: Kornel Kisielewicz on January 14, 2014, 02:31 ---So basically the player would task-kill the game as soon as getting into big trouble? That would basically be free save/load...

--- End quote ---
Those who would abuse task-killing the session are probably cheaters or savescummers even without this feature (though this will make their cheating a bit easier, that's true). But legit players would have a way of preventing crash-losses like the OP.
It's just my opinion. If it's too little gain for too much effort, I can happily live without it.

Thiebs:
Would it be possible to put a number code in the save file (maybe date and time or something unique like that) that the game keeps track of, so you can't load the same save more than once? It would stop all but the most dedicated cheaters. How feasible would that be?

thelaptop:
ZicherCZ hit the nail on the head -- it is too much effort to provide software-level guarantees against crashes that are outside of the software's control, and in this case, I am referring to DoomRL.  Side point: any software-level guarantee that can restore a working state from an external crash can be easily abused for savescumming.

Again, we're talking about mitigating a very rare occurrence (1 out of potentially tens of thousands of hours of game play).  It is much better to have a more systematic prevention of computer crashes than to have DoomRL implement failsafe-yet-cheater-unfriendly behaviour.

I have lost things far more important than an extended DoomRL game before after having worked on them for a long time.  I know the pain, but it's something that ought to be resolved at the operating system level and not at the application level.

Magicalsushi:
As far as I'm concerned, it's only a serious problem on AAo666 runs.  I'd be irritated if an external crash killed an A0100 run on level 99, but it'd only take a few evenings to do another one.  An AAo666 game being destroyed by a crash though is pretty devestating.

How about having the game make an automatic backup after every 101 levels?

Magicalsushi:
Ugh, it didn't even retain stats for all the enemies I killed, uniques I found and assemblies I created - even after I replaced player.wad and score.wad with one of the backups.  This being the case, what purpose do these backups actually serve?

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version