Picasso on 31/7/2002 at 20:35
This thread is for the "little" suggestions, which may not be too hard to implement and have little gameplay effect, but which would make DX2 an overall better experience anyway. A few of these have come to mind, and they're not big enough to warrant individual threads, so I'll just cram them here.
Rotating Quicksaves. You know how sometimes you can be playing a game, and if something goes wrong you slap quickload, but it turns out to be quicksave? For example, I once managed to save a game when I had an explosive rocket about a half-second from hitting me in the head. Geez, did I ever pay for THAT one.
So, I propose that there should be, say, three quicksave slots, and each time you quicksave it rotates through them. The last three quicksaves you've made would always be accessible from the load-game screen, so if you manage to screw up like I described above, you aren't terribly inconvenienced by having to play from the last hard save you made, which, with my luck, is usually a couple hours ago.
Many, Many Key Mapping Options. This one kinda speaks for itself. Key mapping restrictions are the #1 thing that irritates me in new games that I play, because there's always something wrong with them. Either there's no toggle-crouch (which was a godsend in DX1) or you aren't able to bind the mousewheel (generally I have scroll-up zoom in the scope and scroll-down zoom out. Since DX1 only had one scope setting I had scroll-up toggle the scope and scroll-down toggle the laser sight. Worked beautifully).
That's all that comes to mind for the moment, I'll add more as they occur to me.
santaClaws on 1/8/2002 at 15:10
rotating quicksaves basically are a good idea, but this doesn't get the point of quicksaving, which actually should just be an addition to ordinatry saving. what you demand is normal saving, but with a quicksave key, like halflife did it. not too bad an idea. but one just has to adapt to changes.
as for key mapping options - what exactely are you talking about? everything you rant about worked just fine for me.
Amorpheus on 1/8/2002 at 20:43
He means it should just keep two previous quicksaves accessible, like other games do. Works perfectly fine.
Picasso on 2/8/2002 at 06:59
Yes, what Amorpheus said. I doubt the Half-Life method would be very practical if DX2's save files were to even approach the sizes of DX1's.
The Key-map rant was directed more toward other games that do this (Urban Terror is the one that's currently irritating me), and I want to make sure the same problems aren't overlooked in DX2. Those keys worked fine for me in DX1.
I haven't gotten a chance to play DX1 in the recent past, so small ideas aren't coming to me as easily as I'd hoped. Maybe tomorrow...