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A Thought on Save Points.

Recently I've been thinking about giving my save points a feature that restores 50% of all characters HP and AP.

-Resource management is a big part of my game (consumables are limited to only 15 per item, and most healing items cannot be bought in shops, only crafted), so this keeps with that spirit.

-Discourages risk free grinding and 'heal scumming' in a dangerous area.

-'Rescues' a player who is balls deep in a dungeon, finds a save point, but is still bone dry on AP and close to dying.

I'm also looking into having a one slot 'Quicksave' command to allow the player to save anywhere, at the cost of having only one slot to do so. Having a quicksave AND save points reduces the chance of a player saving him/herself into oblivion, as someone like me has done many times.

Posts

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What limitation does the recover 50%HP/AP has? Time? One-use?

As for the quicksave, I think it's fine. In my game you can save anywhere, but it also saves every map change. Sometimes I forget to save, or just think "neh! just one more section, it will be fine!", then get screwed ahahahah! I think autosave is something that goes with any game where you can save progress...
author=orochii
What limitation does the recover 50%HP/AP has? Time? One-use?


I'm still thinking about this. I'm leaning on it being reusable, because I don't want to condition the player into being hesitant to using save points until they're dying, which is risky because they might actually die, all without saving because they were afraid. Which would be infuriating!
In my very humble opinion, I like being given a chance to grind. That was one of my grips with my favorite RPG game, Dhux Scar. It was too hard, and it didn't let you grind, so there wasn't a way to get stronger to face tough battles (eventually I cheated to pass one of the battles).

The thing with games that don't let you grind is that they get more linear in terms of progression. You'll basically reach area X of the game in the same level, regardless of what you do before, because the game discourages you to go back and forth and level up.
author=calunio
In my very humble opinion, I like being given a chance to grind. That was one of my grips with my favorite RPG game, Dhux Scar. It was too hard, and it didn't let you grind, so there wasn't a way to get stronger to face tough battles (eventually I cheated to pass one of the battles).

The thing with games that don't let you grind is that they get more linear in terms of progression. You'll basically reach area X of the game in the same level, regardless of what you do before, because the game discourages you to go back and forth and level up.


I don't want to discourage grinding! I like it, or rather, I like fighting. I want my combat to be enjoyable and I want players to do as much of it as they feel like doing, but I don't want combat, and by extension, grinding, to be risk free.

I think this is a decent compromise as far as this goes, especially in context to other design decisions I made; save points restore you to a point that you might need for that extra boost, or hell, they might save your life entirely, but they're not a crutch to use in a tough area to grind endlessly. You still need to use your wits and conserve your resources.
author=Feldschlacht IV
author=orochii
What limitation does the recover 50%HP/AP has? Time? One-use?
I'm still thinking about this. I'm leaning on it being reusable, because I don't want to condition the player into being hesitant to using save points until they're dying, which is risky because they might actually die, all without saving because they were afraid. Which would be infuriating!


If the game is heavily based on resource management, perhaps the player could re-activate the healing feature of the save point by trading valuable consumables (that can't be grinded for in-dungeon, to prevent heal scumming), something that only boss monsters drop perhaps?

So the first time is free, but after that you have to make the choice of spending that item type on the heal if you're really stuck.
author=Pizza
author=Feldschlacht IV
author=orochii
What limitation does the recover 50%HP/AP has? Time? One-use?
I'm still thinking about this. I'm leaning on it being reusable, because I don't want to condition the player into being hesitant to using save points until they're dying, which is risky because they might actually die, all without saving because they were afraid. Which would be infuriating!
If the game is heavily based on resource management, perhaps the player could re-activate the healing feature of the save point by trading valuable consumables (that can't be grinded for in-dungeon, to prevent heal scumming), something that only boss monsters drop perhaps?

So the first time is free, but after that you have to make the choice of spending that item type on the heal if you're really stuck.


The game isn't heavily based on resource management, but it is more resource management intensive than "buy 99 potions ok cool". That, and I don't want the player to screw himself out of valuable healing items he might need more than the save points partial heal ability.

Good idea for an actual resource management, dungeon crawling game, though!
If there's a character with a healing ability, couldn't they just use all their AP healing up the characters. Then step on it again, and step until everyone is full?
author=Little Wing Guy
If there's a character with a healing ability, couldn't they just use all their AP healing up the characters. Then step on it again, and step until everyone is full?


Good point! I may have to invoke some limitation to that! Perhaps the save points will have a finite amount of uses, with more uses given after a certain milestone, or a certain item? Sort of like how the Migrant Seals were in Wild Arms 3?
perhaps you could have it give a one time healing, but have it reset when you leave the dungeon? additionally, the player could be given an option whether to use the healing or not.
What if the Save Points had "Refill Time", like once you used their healing properties you'd need to wait for it to refill those properties?
author=JosephSeraph
perhaps you could have it give a one time healing, but have it reset when you leave the dungeon? additionally, the player could be given an option whether to use the healing or not.


I think that's a good idea. It could be a menu like

'Save'
'Heal'
'Save and Heal'

Or something like so?

author=Noel
What if the Save Points had "Refill Time", like once you used their healing properties you'd need to wait for it to refill those properties?


Only issue with this is the player leaving the screen open to refresh the time. Sure, it's actual time that has to pass, but it's no inherent time to the player, if you know what I mean.
yeah, having the sp kinda deep in the dungeon and having it replenish once you leave fixes that
about the save/heal/save and heal, some alternatives

a separate 'heal point' aside the save point
interacting with the save point with the shift button triggers healing
have a prompt and open up the save menu regardless of the answer

either of these feels better than a prompt with 3 options imo
I think the easiest method is to have the healing work once per dungeon visit and reset upon exit. It's simple and effective imo. No need to get any deeper than that.
I like the 'reset upon exit' deal. However, that might not work out too well in plot dungeons where you can't quite 'exit' conventionally.
If it's a plot dungeon that you can't leave just have a save point at the start with infinite use healing. In dungeon save points are the max to 50% healing save points one time use or w/e and using the starting save point resets the others.
What's the best way to program the '50% max healing' mechanic?
Maybe if the healing feature of the save point is overused, non-event encounters in the dungeon will be disabled. This can be explained by the enemies getting wise to the party's grinding tactic and deciding that it's better to let the boss handle them than to throw away their lives for nothing.
set a variable as character A's MHP, divide by 2, raise HP by that value.
Set the same variable as character B's MHP, divide by 2, raise HP by that value.

Do this for all characters, for mhp and mmp.

I'm sure there's a way to program it much faster with code, though... but it's not necessary so
I would say Bugfragged has the right idea. Infinite enemies is something I just barely tolerate, and being able to actually kill enough of them to make them permanently disappear always feels very rewarding.
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