Both times I managed to equip it right before getting ambushed by a difficult boss cri

Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.

  • purpleworm [none/use name]@hexbear.net
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    2 months ago

    Weren’t you and your friend just complaining about people calling you a bad person for feeling differently about a video game thing? Now you’re attacking my character for an honest opinion about how a design choice impacts difficulty?

    You can just say that my characterization is “dishonest and wrong” you want, but you yourself admitted just a second ago that the DS system is in several respects more generous than those in most games. Normal saves mean much more frequent brick walls in terms of difficulty. If you’re already out of currency and whatever the other resource is, then what you get is all upside, and that’s even more true in a game like Silksong where doing the corpse run gets you full silk irrespective of what it was at when you died.

    • buckykat [none/use name]@hexbear.net
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      2 months ago

      I have not attacked your character. I stated that your framing is dishonest and wrong.

      I have also not “admitted” that a soulslike system is in any way more forgiving than saves.

      • purpleworm [none/use name]@hexbear.net
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        2 months ago

        I have not attacked your character. I stated that your framing is dishonest and wrong.

        You’re accusing me of dishonesty

        I have also not “admitted” that a soulslike system is in any way more forgiving than saves.

        If that’s your perspective, you didn’t communicate it very clearly, because I said, emphasis mine:

        This is misunderstanding how saving in Soulslikes work, because typically they let you keep everything except the currency and one other resource (humanity in DS1, the full vessel capacity in Hollow Knight, etc.). Nothing else is undone by death, so you can keep items, defeated non-respawning enemies*, and so on. In many respects, it’s much more generous than conventional saves.

        And you simply replied:

        I understand how it works, I just hate it

        So it sure reads like you tacitly agreed with what I said and just dislike it anyway (which is fine). Perhaps that’s not what you meant to convey.

        • buckykat [none/use name]@hexbear.net
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          2 months ago

          This is misunderstanding how saving in Soulslikes work, because typically they let you keep everything except the currency and one other resource (humanity in DS1, the full vessel capacity in Hollow Knight, etc.). Nothing else is undone by death, so you can keep items, defeated non-respawning enemies*, and so on.

          This part I understand and hate

          In many respects, it’s much more generous than conventional saves.

          This part is dishonest and wrong

          • Blakey [he/him]@hexbear.net
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            2 months ago

            If you die without saving after several hours of progress in say final fantasy vii when you bump into a boss unexpectedly, you lose all your progress for those several hours. If the same happens to you in dark souls you just respawn at the nearest bonfire with your estus back and all you lose is your souls, if you can’t make the runback, and the travel time from the bonfire to the boss room. How is that the “less generous” system? It’s fine if you don’t like it but dark souls with the same structure but bonfires converted into traditional save points would unironically be a much harder game. Saying someone is dishonest for disagreeing with you is unironically extremely gross.

            • Dessa [she/her]@hexbear.net
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              2 months ago

              Thia framing is dishonest too. Yes, if you never save your game, dying is worse in a game with manual saves. But if you actually use the feature like most people do and save frequently, you may lose less progress on death.

              But that’s an argument of autosaves vs. manual, which is aside from corpse retrieval, which could exist independently of auto/manual saves

              • Blakey [he/him]@hexbear.net
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                2 months ago

                It’s not “dishonest”, I have lost hours of progress, many times, to forgetting to save or not realising a difficult section was coming up. How is that “dishonest”? What are you getting out of being so antagonistic? I considered this but genuinely didn’t think anyone would be such an asshole about it.

                • Dessa [she/her]@hexbear.net
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                  2 months ago

                  Okay, it’s not dishonest. You’re right that I don’t know how earnestly you hold your position.

                  But it is a misrepresentation of the arguments. It’s a false dichotomy. You’re conparing as souls-like corpse retrieval against manual saves at save points, when there are games that autosave near bosses without requiring corpse retrieval, that don’t erase progress or impose a death penalty.

          • purpleworm [none/use name]@hexbear.net
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            2 months ago

            So now even that is dishonest? You keep repeating that accusation, but what can you point to in order to substantiate it? I have pointed to several things while acknowledging that there is also a penalty. If the game kicked you back to a previous save on death, it would overall be less forgiving because it wouldn’t let you have several types of advances you might have made (the doors “shut,” the mini-bosses “respawn,” the items are “taken,” etc.) and the penalty usually is not that big unless you were unwisely hoarding currency to start with instead of leveling with it or something, and if it’s not enough to be spent on a level, then for your character’s progression it’s just not a huge amount or you’re already so high-level that it’s trivial regardless. This is speaking mainly of the Soulsborne games, but you can say something similar about Hollow Knight and Silksong has a hedging mechanic by letting you functionally stash currency at a small fee.

            • buckykat [none/use name]@hexbear.net
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              2 months ago

              When you save, you can’t lose anything from before the save, no matter how many times you die. With soulslike forward failing you can lose things from before your last bonfire, and the more you die the more you lose.