Quit-save suggestion
Yeah, I just got screwed over by a disconnect during 2-2 tribulation mode. I normally don’t get disconnects but of course I get one during tribulation.
A save system would definitely be nice.
I also agree to this. It would also help if you get stuck in the gong or whatever, if you have a save you at least don’t have to redo the whole thing again.
Absolute sexiest suggestion imaginable.
Yeah who make stuff that takes 4hrs+ to finish with no save checkpoints or fail save for DC…
While the suggestion is juicy…
It isn’t very easy to implement since there’s no real save functionality anywhere in GW2.
Also it’s hard to make it persistent to exploits.
But I think the idea is very nice if it can be done.
It takes at most two hours to do a zone with baubles. If you’re spending 4 hours then you’re going incredibly slow.
Josh Foreman already stated that the issue with doing this is a technical one. It was discussed somewhat in the long thread in this subforum (which I know would be a nightmare to look through, but it’s in there).
Josh Foreman already stated that the issue with doing this is a technical one. It was discussed somewhat in the long thread in this subforum (which I know would be a nightmare to look through, but it’s in there).
It seems to me that their engine is pretty limited in what it can do outside the regular game workflow. Not being able to implement bauble counter, save checkpoints, increase the height of that stone in w1z1 (the one before the bee-dog)…
Josh Foreman already stated that the issue with doing this is a technical one. It was discussed somewhat in the long thread in this subforum (which I know would be a nightmare to look through, but it’s in there).
It seems to me that their engine is pretty limited in what it can do outside the regular game workflow. Not being able to implement bauble counter, save checkpoints, increase the height of that stone in w1z1 (the one before the bee-dog)…
I agree it’s not possible in this state of engine. I’ve never thought it would be possible to implement in this instance of SAB, but maybe it can be something they can look to implement in next SAB iteration? We can always come up with suggestion and hope
Anet definitely should add a “Song of Saving” with a new music instrument upgrade in world 3. Having to play notes between 1 and 6.
Creating a temporal checkpoint including position and world/zone information. If you would save this information in the character there’s no problem to load it once you left.
However in tribulation mode this should be disallowed. Tribulation mode wouldn’t be what it is if you could just continue where you stopped few hours before.
(edited by GreenNekoHaunt.8527)
Good suggestion. For normal mode only of course.
It’s a medical condition, they say its terminal….
It takes at most two hours to do a zone with baubles. If you’re spending 4 hours then you’re going incredibly slow.
W2Z3Trib takes loooong time for lot of players,split that zone in z3.1 z3.2 were you need z3.1 item to open boss room or somthink if they cant add save feature.
It takes at most two hours to do a zone with baubles. If you’re spending 4 hours then you’re going incredibly slow.
W2Z3Trib takes loooong time for lot of players,split that zone in z3.1 z3.2 were you need z3.1 item to open boss room or somthink if they cant add save feature.
No. The length is perfect. If people are having issues, there’s this mode with rainbows and clouds that they can try.
What if instead of giving you a coin at the end chest, you’re given different items per checkpoint – as in, the coin is composed while you’re progressing in the level. So at the first checkpoint you get a piece of coin, at the middle of the level you’ve got an item called an “half coin” and so on. The same item get basically upgraded until you’ve got the full coin.
By doing so, the program should just see if you’ve got one of those items in the inventory; if that happens, the game can recognize your last checkpoint by the coin’s current upgrade – thus sending you at the correct checkpoint. Even if you got disconnected – after all, the item is still in your inventory.