I agree that it's not for me.
Losing only 2 HC characters almost certainly means you never go into a fight without knowing you can win. HC forces you to be conservative. While you have grown to think of any risk at all as being a big risk taker, your thoughts would change without playing HC. You'd be willing to attempt harder things, or things which you just aren't sure what whill happen.
I realize you do enjoy it, and you do get that thrill. I simply do not like playing in that restrictive manner.
I don't think I could ever play a permadeath game that is online-only (like Diablo 3). I'd hate to lose dozens of hours invested into a character/build because of an issue totally unrelated to the mechanics of the game (connection issues).
I would say the same thing to you. If you have such an aversion to dying, why not just turn on invincibility/god mode and just walk around one-shotting everything then?I don't get it, why don't you just turn on invincibility/god mode and just walk around one shotting everything then? To me save/load just takes all the excitement, tension, and character attachment out of a game.
Ever play a game that is challenging, as in so challenging it might takes days or weeks of trial and error before you can figure out how to beat it? Failure costs farming time, or experience loss, or just aggravation of failure time and time again, until eventually you figure it out. High end raiding in MMO's are like that. Farcry (the original) was quite a bit like that, but in a single player game.I don't get it, why don't you just turn on invincibility/god mode and just walk around one shotting everything then? To me save/load just takes all the excitement, tension, and character attachment out of a game.
Ever play a game that is challenging, as in so challenging it might takes days or weeks of trial and error before you can figure out how to beat it? Failure costs farming time, or experience loss, or just aggravation of failure time and time again, until eventually you figure it out. High end raiding in MMO's are like that. Farcry (the original) was quite a bit like that, but in a single player game.
Then you have games in the middle, where there is no way you could possibly beat many encounters without first learning how to beat it, as the mechanics of a fight is not obvious. People who do play permadeath rules, don't play these in hardcore mode until after they learn everything about a game.
I personally prefer the ability to experiment, and try the impossible, where permadeath characters would never allow you to advance. I like to be challenged in a way other than avoiding anything that could possibly kill you and I'm not into cheating permadeath games by exiting them if something looks questionable.
I'm in the camp that doesn't like it. I'm a much more casual gamer these days, so the idea of starting over again would just make me shut off the game. Also, if you like permadeath so much then you can make ANY game more interesting by just starting over on purpose after you die. Not sure why you need a game designed with that in mind to utilize it. Never quicksave, and when you die just delete the autosave and start over.
I'm in the camp that doesn't like it. I'm a much more casual gamer these days, so the idea of starting over again would just make me shut off the game. Also, if you like permadeath so much then you can make ANY game more interesting by just starting over on purpose after you die. Not sure why you need a game designed with that in mind to utilize it. Never quicksave, and when you die just delete the autosave and start over.
FTL has been the only one that I've played lately that had permadeath. It really sucks when it's luck that gets you killed. Reminds me of the horrow stories of those playing D2 and losing internet connection.
as an option, its great and can be a major challange for those who are really into a true challange.
as the only way to play, you'll limit your audience severely.
True permadeath would also erase your saves..then you would never want to mis-step.