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Save games needed


freespirit

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Sim purists will be outraged but I agree a quick save and load would vastly improve my experience. You have to respect the player's time and there's a million things that could see you need to end a mission early.

Would like to see:

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Sim purists will be outraged but I agree a quick save and load would vastly improve my experience. You have to respect the player's time and there's a million things that could see you need to end a mission early.

 

^^^ THIS!

 

the purist's can get over it.... ;)

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There is no "multiplayer" or "single player."

 

...

 

Is it clear that from this paradigm that the concept of what is single player and what is multiplayer and that they are somehow different goes out the window? Single player is simply playing a multiplayer architecture where someone else won't (or can't) join. Think of everything that is different between the current single/multi situation and realize that none of those differences makes any sense. I challenge any difference between the two play environments that has a logical reason to be.

 

I must say you wield convincing arguments. I had not thought of the idea in this light, to be honest. I must rethink my approach.

 

Well put, sir.

 

Regards,

MikeMikeJuliet

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  • 1 year later...

Savegame is needed. More needed than any new map or plane.

It should be a major priority, as all campaigns and a lot of missions are useless without.

This game requires a lot of time and a lot of mistakes can happen, forcing the player to redo everything thousands of times and reducing the actual fun to 1% of the gaming time.

It would make it much more approachable to hardcore gamers (currently only hardcore sim fans can play it, casual gamers will never play it anyway).

This would expand the customers base by several times and benefit your income and ability to work on other simulation parts.

 

This game makes me pause, minimize and keep pc running for 8 hours while doing other stuff, so I can skip repeating and wasting time. This hurts. Truly.


Edited by Bobb
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I think I can agree it's going to take away from motivating people to skill up ... this can actually have quite a big effect on the whole community, even with all the upsides, this downside is very heavy IMO.

 

A long campaign might have some kind of checkpoints tho ...

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I don't really see a problem of who and how would use the save game feature, esp. in SP.

 

Making mistakes ourselves is one thing but there are a lot of things that can go wrong beyond our control - mission bugs, crashes, hw failures, "life"... Wasted time is the same wasted time for everyone - hardcore or not, the mission is not accomplished and you have to start over. Only 15min lost? 1h? How much can you handle?

 

So 2019, 2.5.5, still no plan to do a feature... Checkpoints idea imho is a good starting place.

 

btw: It's cool to read post from previous years and think how DCS progressed - a dream come true!

...would be happy to fly a F-14 and F-18 from a carrier in the Gulf...

From my point of view a single maintainable source, with one update stream, all maps and modules integrated, consistent and on the same feature level is paramount to the progress of DCS World.

Maybe an overhaul of the AI, damage modelling and route finding.

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I think a "save game" especially for single player campaigns which have sometimes hours long missions, would be a nice addition. It does not work for Multiplayer, so why not give players with a "normal life" a feature to take care of children when required, save progress and continue a mission the next evening or the next weekend?

And I can share the sentiment, as some bugs and crashes had me go crazy, as well.

I had finished the first lengthy mission of the Argo Campaign (Huey) and when I landed on the Ship DCS crashed! Yep, a bug. Confirme, but not giving me back the near 2 hours lifetime wasted to do the Mission successful... never took the time to retry. Actually it discouraged me from playing Campaigns...

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I think I can agree it's going to take away from motivating people to skill up ... this can actually have quite a big effect on the whole community...

 

It didn’t have that effect in the past and I don’t see why it should now. It was a great learning tool because you could start where you were having problems and work on the solutions from there.

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I think I can agree it's going to take away from motivating people to skill up ... this can actually have quite a big effect on the whole community, even with all the upsides, this downside is very heavy IMO.

 

A long campaign might have some kind of checkpoints tho ...

You can always choose to challenge yourself and not save your progress. There are some campaigns where I think an enforced challenge was part of the appeal. Like the Maple Flag qualifications. You can blow your score after a tough mission by forgetting a shutdown checklist item. Then it’s a do over.

But mission designers can decide how to incorporate saves depending on the goal.

A save feature would vastly improve the playability of most campaigns. It’s a must needed feature.

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I think most of us need a "save" feature because of time restrictions in RL.

 

If a save feature is not possible then a possibility of a dynamic mission (similar to dynamic campaigns) where there is timeline and players can select specific points in the timeline to jump in and start the mission.

 

For example in the briefing screen once everything is loaded, to have the option to either start from ramp cold & dark or start from ramp hot, or start in the air close to the ingress point, etc. etc... So basically, each waypoint can have a "start mission" option or something similar.

 

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Plus it could be useful for testing and reporting bugs without having to rely on a long broken track files. Both for us and devs.

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Plus it could be useful for testing and reporting bugs without having to rely on a long broken track files. Both for us and devs.
The recorded track does work for the devs when debugging. The playback of tracks is messing up, regularly.

Still a Save game option (and even if it is one Save per mission only that simply enables you to "pause", save the mission when real life needs your attention and pick up from that saved state a week later on the weekend and life and family permits...

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

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I think this would be great, it would be particularly good for those of use whom Real Life gets in the way of flying epic campaign missions. If people want to save scum then that is their choice, what does it matter to anyone else? Maybe include a hardcore option which prevents the user from saving?

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  • 1 year later...

+1

 

Just coming back to DCS after a ~9 year break. And I've just paid for the Raven One Campaign. Although it is excellent, my next mission is around 150min long. Would be good if I could save my progress and come back. Or hit checkpoints.

 

Is it technically possible? I have no idea, but other complex games and sims seem to do it. See ARMA3 (all of the ARMAs in fact). You can save progress in SP campaigns in most places.

 

The ability to save also allows the mission designer to offer more challenging scenarios with the knowledge that the player can re-attack if they die.

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  • 2 months later...

For me, this would be a game changer!

 

As far as I use to fly missions in "real time", i.e. no time acceleration (I remember an article on a site run by BeachAV8R called "dead is dead" 🙃which was very impressing), a saving function (only SP) would help a lot with my very limited amount of spare time.

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