A list of puns related to "Checkpoint Systems"
> A health system overwhelmed
> I head into my shift in charge as an Emergency Medicine Specialist. I park and walk past the ambulance bay, noting all the ambulances parked, I speak with some tired but cheerful paramedics even though it has been 30 minutes since they arrived with their patient β the triage nurse hasnβt got to them yet.
> I see my colleagues, busy caring for patients, contacting specialties, arranging tests, performing procedures, talking with families. I see police lining the corridor. I call for security when I hear someone screaming profanities at one of our nurses. I note that our isolation rooms are already full. I see that we have one resuscitation room available, the rest are already full. There are three people mentally unwell who need care in a mental health unit, one of who is suicidal and has been in the busy and bright emergency department for over a day.
> There is no room available in any mental health unit in Auckland. We try our very best to provide them with care, but we are not a mental health inpatient unit. There are multiple patients waiting for admission to a ward; I am told that no beds will be available until the next morning. The charge nurse and I sigh. Another evening of balancing emergency care with providing ward care to those weβve already seen and admitted with hardly any room in the emergency department. The nurses bear the brunt of this burden.
> That was in early August, before the current outbreak.
> Now, I head into my shift in charge as an Emergency Medicine Specialist. Before Iβve left I have to shave so the N95 mask seals. I ready a box for my clothes (when I get home I strip naked before entering and beeline to the shower, I donβt want to infect my family).
> The ambulance bay is packed. Everyone is in PPE, I canβt recognise people. The paramedics look tired. I don my N95 mask, check the seal and enter the department. Inside, all my colleagues are in full PPE. I see all the negative pressure isolation rooms are already full. The pregnant patients wait alongside the suicidal patients and the elderly breathless patients. I am told the hospital has run out of negative pressure rooms on the ward, but that one might be freed up in an hour. There is no plan in place for what to do if there are no negative pressure rooms available. The charge nurse and I make one up. It is not ideal and has some risk. We inform management of the situation, but they canβt magic up new wards. A cal
... keep reading on reddit β‘guys i progressed a bit in this game. the problem is when i start the game it puts me the first checkpoint of that level. is that any solutions because all of my progress are lost and i dont want to play again those hard checkpoints :/
I have done everything as presented in the tutorial three times already
I have also read chuck's guide and I watched 2 videos about navigation on youtube already
Am I really doing something wrong or the latest open beta patch broke something?
Aside from other annoying things, the checkpoint is the worst thing in MGSV.
Why can't save the game manually? The game doesn't even tell you when it's going to trigger a checkpoint. If I get spotted in an enemy outpost (OUTPOST, not GUARD POST, I don't mind if I get spotted in a guard post because they're all weak and there a few enemies around) it's so frustrating because I played this game for being stealthy.
If I accept the fact that I'm spotted and I engage, and try to attack the enemies, and I win, then it's not really a problem, but if I die, I'll have to restart from the checkpoint which is a long time ago.
I few days ago I fell from a high ground and die and I had to restart a long way back from the checkpont. Sometimes I get out of the outpost on purpose to trigger a checkpoint myself, but if I get spotted on the way, it's the same. It's also worse if I already fultoned a lot of soldiers. When I first play this game I was the type of guy who wants to play it perfectly undetected. If I got detected I would just restart from checkpoint. I'm not like that again now but still, sometimes this it just make me alt f4 the game.
I rarely see people complaining about this though.
(Please let me know if this is the wrong place to post and I'll move the post from here to there.)
I'm new-ish to scripting and having a hard time trying to find videos or tutorials that give me the right answer. My game has multiple different stages that each contain multiple levels. I'm looking for how to build a system that shows the team (stage) AND the level number within that stage when players hit the checkpoints. Preferably looking for something that can handle a large number of levels, bonus if it can have a datastore added later on.
If anyone's got any tips or links that could help, I would greatly appreciate it! TIA
I really like the game but one complaint I have are the Checkpoint system in GTA3 it won't work properly. If you press restart from Checkpoint it restart the mission every time.
Do everyone else have this problem too?
Are it the same in VC and SA?
One thing I have noticed since starting Veteran, is how useless the continue system can be. For some checkpoints, you need to complete 2-3 levels in a row. Having a continue to get through those levels sounds like it works on paper, but in practice, it doesn't
What if you wipe on the first level? Do you use the continue and try to make it through? Nope, you should just restart the checkpoint from scratch. Did you wipe on the second level before a very difficult final mission? Well, better off just restarting.
It does add an extra layer to the gameplay, but a good amount of the time, it makes no sense to even use it. Thoughts?
https://preview.redd.it/6frf161jfdz71.png?width=1279&format=png&auto=webp&s=9c284d44954b2f6a7da555809bf0d00e234958bd
Most of the time the escalations don't justify the "no saving". Like In the lust escalation, if you want to find all the clues, you'll have to do EVERYTHING right and not make a mistake and if you do, you'll have to do it all over again! And the safe randomization makes it worse! Escalations like that that makes us walk all over the map just to complete the objective doesn't justify the no saving shit.
Just give us a checkpoint system if we can't use the save-anytime option. But not the same type of checkpoint system from Absolution. That one fucking sucked.
The checkpoint system simply cannot compete with a run where each level was completed. The checkpoint system gives you free weapons, perk cards and money, but a real run gives you WAY more. The accumulation of simple perk cards, copper perk cards, team perk cards, weapon attachments, and the ability to have your actual preferred weapon as apposed to a starting weapon all make running through way WAY better than trying to run without doing the earlier levels.
I really like difficult games that rely on precision combat, like ghostrunner, Jedi: fallen order, and sekiro. I know that this is usually when people recommend Dark Souls, but I have a few problems with it.
The checkpoint system is insufferable. I hate having to fight my way through however many enemies to eventually die to the boss, and then start back at the beginning again. I liked ghostrunner and sekiro because it would restart me at a good point where I can deal with the new challenge, as opposed to one Iβd dealt with a hundred times already.
I donβt like player choice. I know that sounds stupid, but I prefer to have a single katana/lightsaber that the game was designed around, rather than have to mess around with finding x shards of the ancient meteor to upgrade my armor or running down some side corridor to kill the big rat terrorizing the sandwich shop to get the unique cleaver that makes the next boss fight reasonably winnable.
This one isnβt as much of an issue, but I prefer games that ditch the whole βmore health means more difficultyβ approach. Ghostrunner was great because every enemy only took one hit to kill, and the challenge was in finding a way to land that hit. That doesnβt mean itβs what Iβm looking for in all my games, but itβs a nice thing to have.
Iβm not really interested in 2D games or rogue-likes.
So yeah, thatβs basically what Iβm looking for.
Like it's clearly fine to save a cp on one character and hop back on another for something like farming prophecy bit if I've completed it that week on my character can I just get cp access to whatever encounters I've done? I just think it would be a nice QOL change
When I replay a section in a game that I feel I already mastered I often lose focus and start missing again. I thought maybe I could find a way to address this, without making the game easier. How about a system that tries to detect how well you play and only rewards a checkpoint when you ace a screen?
So for my "speedwalking" 8-bit platformer Slow Mole I created a timer that has a different setting for every screen and the only way to get a checkpoint is beating it. So you can choose to play slowly and safer but that won't award you a checkpoint, however you'll still get a chance to get a checkpoint on upcoming screens. I found this also adds to the excitement, because that feeling of finally getting a checkpoint after missing it on several screens is great.
So far the response to this system has been great, even among players who have taken issue with the difficulty or some of my other design choices. I found that I could also create difficulty settings that affect the timer and force the player to make riskier plays the less time they have.
The only downside is watching Let's Plays before the player figures out the system, because it's kind of painful to see someone struggle so much with the start of your game...
Slow Mole: https://slowmoledev.itch.io/slow-mole
I just spent about three hours in the fifth kalpa going around blind on my first playthrough. Iβve used a guide for a good part of the run but this kalpa I just kinda wanted to wing it since my party was looking pretty good. I beat metatron and have the scene play out afterwards. Boom, back in the hospital. On the map I spawned down the hall from the save room and I start to head over when the unfortunate happens. βThis game has closed due to an unknown errorβ. Check my last save and it was before even entering the labyrinth. I love this game so far but god the dungeon has unforgiving checkpoints like at least give me one Amala link like halfway through each dungeon.
I have been playing this game for weeks now and I liked it a lot, but there's one drawback that keeps me from liking it 100%, and it's the checkpoint system. The checkpoints have large gaps, sometimes even 20 minutes. So if I get shot down right before the 20 minutes, I'll have to redo the whole thing again, I'm currently on mission 19 but the checkpoint system has bothered me since mission 6. I'd like to know everyone's thoughts on the checkpoint system, if it's really meant to have bigger gaps for a reason, or it's a flaw. Personally I think it's a flaw (as of now) because it's not that fun to play anymore, I keep losing motivation to continue the story.
Did they ever patch this? I'm so fucking pissed. You should never go more than 10 minutes without a checkpoint. I just lost 45 minutes of gameplay to a fucking mine.
Was this dlc not tested on harder difficulties? I loved ranger hardcore in the main campaign but this is some serious bullshit.
Listening to Game informer, Kinda Funny, and other podcasts, I keep hearing people misspeak about how each run is so long that people donβt have time to complete. No one is talking about how much quicker you can get through levels after you clear the level e.g. bear boss, open portal, activate tower. The game is way more forgiving than people think.
I know of complicated rituals and sacrifices, but what barriers or rules are there that prevents most of the populace from promoting to the higher classes? If these barriers have important ties with your worldβs social, political, cultural and/ or economic factors, please feel free to share that too.
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