![]() ![]() Overusing our search engine with a very large number of searches in a very short amount of time.Using a badly configured (or badly written) browser add-on for blocking content.Running a "scraper" or "downloader" program that either does not identify itself or uses fake headers to elude detection.Using a script or add-on that scans GameFAQs for box and screen images (such as an emulator front-end), while overloading our search engine.There is no official GameFAQs app, and we do not support nor have any contact with the makers of these unofficial apps. Continued use of these apps may cause your IP to be blocked indefinitely. This triggers our anti-spambot measures, which are designed to stop automated systems from flooding the site with traffic. Some unofficial phone apps appear to be using GameFAQs as a back-end, but they do not behave like a real web browser does.Using GameFAQs regularly with these browsers can cause temporary and even permanent IP blocks due to these additional requests. If you are using the Brave browser, or have installed the Ghostery add-on, these programs send extra traffic to our servers for every page on the site that you browse, then send that data back to a third party, essentially spying on your browsing habits.We strongly recommend you stop using this browser until this problem is corrected. The latest version of the Opera browser sends multiple invalid requests to our servers for every page you visit.The most common causes of this issue are: However, I don't really see a reason games can't have, say, less frequent checkpoints alongside enabled quicksaves, except maybe more HDD space which is miniscule compared to the rest of the game size.Your IP address has been temporarily blocked due to a large number of HTTP requests. It's only problematic when certain areas or enemies are exceptionally cheap and unfair.Īnyway, I understand the whole fixed checkpoints system, it gives greater control to the developers and avoids problematic situations such as dead end quicksaves. I guess, when a difficult game trains you well and makes you better at it while still giving you a challenge, it creates a sort of welcoming difficulty, makes you feel good about yourself and constantly offers a challenge. I'm not sure how I'd feel about it today but back then I loved it, even surprisingly so. Later in the game I even avoided saving so I could complete the levels in one go. I remember enjoying the original AvP a lot because it had a very tangible difficulty that forced you to learn the ropes, memorize the levels and get better at the game. I know the Hitman series often offers a similar system in their higher difficulties, but what are some other examples of limited quicksaves and what is your opinion on their implementation?Ĭame to post this. It prevents save-spamming your way through encounters while still letting you set your own milestones. So what seems like a good balance to me is a limited quicksave option, for example, you can save 3 times in a given level whenever you like, or you can save once every 5 minutes. Some games are pretty great at taking them out of your hands with reliable, well placed checkpoints (Halo) while others would simply be broken if quicksaves were introduced (Dark Souls).īut it can also be incredibly annoying, especially in stealth games, when the option is taken away from you, with one fumble of the controls losing you half an hour of intensely gradual progress. I know this is my own fault but I can't always resist the temptation and I feel like I've cheapened the experience when I do. On the other, I sometimes find myself time-travelling my way through challenges. I can reach a point where I've made significant progress, hit save and keep going knowing I won't have to repeat whatever challenge got me to there. ![]() This would be a hilariously boring thing to say anywhere but NeoGaf, but I've been thinking about quicksaves a lot recently. ![]()
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