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  1. A run doesn't feel legit to me if I use console commands, and ghosting rules disallow cheating altogether. This whole section kinda sucks if I'm blatantly honest. Nothing about TDM's mechanics supports this kind of level design.
  2. Another issue I ran into which I remember from playing the mission way back: you can basically softlock yourself here if you jump onto the boulders as they float up. You get stuck in them and can't jump anymore. Edit: if you just stay on one of these boulders for too long, you get stuck too.
  3. It's in the brothel(?) More precisely, it's on the top floor windowsill, but you can't see it unless you have frob helper on.
  4. I've figured it out. By the way, is the patch for this still in the works? There is still a black box in Marlow's basement, and the coin I reported embedded into geometry is still embedded too.
  5. I'm replaying this mission after beating it several years ago, and it's almost like playing it fresh since I've forgotten a good bit. In fact, I need a bit of help with
  6. Correction: skacky did not work on Dishonored or Dishonored 2.
  7. After updating to 2.11, the map graphics in this mission look like black squares. Any way to restore how they looked before?
  8. Any reason this attachment is no longer available? I thought it was because TDM god updated, but I can confirm this still works on 2.11.
  9. It does! I can definitely see how a designer might want to try and teach the player something through limitations. Similarly how no-KO restrictions can make one a better ghoster, I can see how no saving can make one better at combat or improvisation. Is it always successful? No, and, as seen from this thread, the majority of players would rather avoid such a mission/game altogether.
  10. If this thread is in the wrong section, I apologize. If someone can move it, please do. That it would go off-topic and into the discussion of TDM save rooms was somewhat predictable. What I did not expect is an outright hostile reaction. Do I really need to lay it all out? What if I was considering writing an essay on why designers put save restrictions into their games and why some players want to see these restrictions and then try to refute these points? I'm saying "was" because at this point, I don't think that's such a good idea anymore.
  11. Well, have you read my initial post, or did you stop at the thread title? I want to understand these reasons and make sure I am not seeing them exclusively through the lens of my own playstyle. Then, I can make better arguments in favor of quicksaving when I need to. I am not arguing for this change. I am not even talking about save rooms in TDM. I am talking about save restrictions in stealth games in general.
  12. Sorry, but I don't see the contradiction. The topic title is accurate. I am looking for reasons why there should be restrictions on quicksaves. This doesn't mean I advocate for these restrictions, which should become evident if you read the first post.
  13. @ChronA Thanks, this is the kind of answer I'm looking for. You are right on the money with your first point: if I could consistently achieve success in my ghost runs, I would never quicksave, and it would indeed feel more satisfying. Unfortunately, the only way to ensure that's possible is to dumb down the gameplay so much that it becomes hard to actually fail, and I don't think that's a good way to do it. But the "tension" argument is something that opens my eyes a little. I got a similar answer on TTLG, and I will say, having no option to quicksave does make the first playthrough more engaging. However, this doesn't work on repeat playthroughs, instead making them tedious. So I can see a valid reason other than "screw perfectionists and ghosters": to enhance the first playthrough experience at the expense of replay value. Given that most people only play games/missions once, yeah, I can see the merits of that. Though, even in this case, I don't think it works flawlessly because this approach pretty much guarantees that the player will fail at some point. Stealth heavily relies on trial and error, and it is unreasonable to expect the player to get everything right on their first try even in a piss-easy game. Good discussion this. I don't know if I'm making the right conclusions but at least I can see an alternate point of view better now.
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