Xcom 2 Quick Save
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Don't forget to save the game through the Main Menu every once in a while to get a 'backup' save. Good times to do this are when quests are obtained or completed, important items are added to your inventory, or before exiting the game completely.
On the PS4, I am only allowed to have 100 save files. In order to delete old ones, I have to select each entry in the savegame list and hit delete for each entry. This is a bit tedious, esp. since the deletion of one savegame takes a while.
Looks like you've beein using XCOM's in-game menu to delete these saves. Don't. As you said, this is tedious and really slow. You might want to use the PS4 system's feature to bulk-delete these files, and without having to wait in between.
If you want to delete only a limited number of files, go to this folder and select all unwanted saves before deleting your selection. You can also do it the other way and 'select all' files before unselecting the files you DON'T want erased. Depending on how many saves you intend on deleting / keeping, this might be the fastest option. In both cases, you might want to give a special attention to your Profile and Character pool.
Also, as stated by Steve-O in comments, XCOM2 has a pretty useful auto-save feature which will create 3 disctinct files and overwrite the oldest one every combat round. This provides a recent file loading option in case of unwanted events in combat while not flooding your system with tons of saves. Note that this will only cover the 3 lasts rounds, though.
Finally, if you still want to keep more than 100 saves, you might want to upload (via PS+) or copy (via USB key) the files you want to save (see official guide), and wipe all saves from your PS4 (once again, be careful of your Profile save and Character pool save). You can always download or copy back necessary data later.
Quite frequently, game developers do not want you to be able to save anywhere and everywhere, especially while in battle. It encourages Save Scumming, and can lead to players getting stuck somewhere because their only save is in an area they can't proceed or escape from. On the other hand, some developers also want to let players leave the game at their leisure without the punishment of taking them back to the last Save Point.
How can they satisfy both requirements? The answer is implementing a Suspend Save system (sometimes called Quick Saves, instead, although that is also a term for keyboard mapped saving/loading in PC games). Suspend saves are a type of Save Game that has the following features:
These are especially popular with handheld games, since a player may have to quit playing at a moment's notice and can't take the time to search for a Save Point. They are also popular as the only way to save in Roguelikes that have Permadeath implemented.
According to lead game designer Anand Gupta, "It resets the random number seed whenever the game is loaded. For people who really want to keep shooting until that 80% shot hits."The only penalty is the shame players may feel for having to rely on save scumming.Related Games: XCOM: Enemy Unknown, XCOM: Enemy Unknown - The Enemy WithinSource: ShacknewsAbout Jonah A. FalconGaming since 1977, Jonah burned out on videogames several times, but fortunately is back in the manic phase of his hobby.
So I've been playing Mass Effect 2 (PC) and one of the things I've noticed is that you can only save your game when you're not engaged in combat. As soon as the first enemy shows up on your radar, the save button is disabled. Once combat is over, save functionality reappears.
The first and probably the most important reason is to prevent really, really annoying the player. E.g. You're in a middle of a tense firefight, you save the game, leave it for a few weeks, load it back up and you're under fire from all angles without any room to breathe.
Another reason is that saving the states of the enemies at that particular time could potentially be problematic. Saving the game state is fairly simple since everything is fairly static (objects in the game world, position of the player, etc). You could save the enemies, but depending on how their AI was implemented it could cause some serialization issues.
If you save in combat, you run the risk of saving just before something is going to kill you. Reloading that saved game just puts you right back into the game moments before that event, and it can sometimes be impossible to recover.
As an example, I have a saved game right now in Dead Space where my health is incredibly low, and not 1 second after the save, a big boss monster attacks. I've tried loading and fighting it numerous times, and basically have given up on ever doing so. My only solution is to go back to a VERY old save, and frankly I'm not sure if I want to do that.
I think the existing answers are very good but I want to posit another possible reason. Disabling save prevents the user from using as a cheap crutch, saving right before taking a serious risk and then reloading their save if they fail. I used to do that all the time in RTS games and it eventually sucked all the challenge out of it. Similarly in console emulators with "save state" functions, you can practically tune your game to be perfect. By disabling save, you preserve the sense of risk vs reward, and make the player think rationally before trying something stupid.
I don't think you should use arguments about being able to save right before you die as a reason why you shouldn't be able to save anywhere or in-combat. As the developer, you can implement auto-saves that kick in around areas where combat is about to break out. That way the player can always go back to before the combat started. You can also let the player have multiple saves, then they can go back to any point that they want if they're using that feature.
It gives the players a reason to really think about their tactics. With quick save you could just try it the same way over and over (slowly progressing forward) until you have "beaten" it. Without they have to rethink on how to approach the problem. (be it to be less aggressive, to make better use of the abilities or whatever)
This week on the Mod Roundup, we've got a mod that lets you conquer the galaxy as a race of robots in Stellaris! Also, an extremely welcome mod that lets you play Final Fantasy X and X-2 with Japanese audio and English subtitles, plus a mod for XCOM that pits four rookie soldiers against an unending wave of alien enemies. And finally, a mod that lets you quicksave while playing Fallout 4's survival mode.
As Wes reported on Friday, the remaster of Final Fantasy X and X-2 arrived on Steam with dual langauge support, but no way to listen in Japanese while using English subtitles. Which is dumb. Luckily, modders are smart, like Kaldaien, who quickly created a fix that lets you mix and match your audio and text options. Nice work!
Sometimes it's the little things that make the biggest difference. It's one thing to put a beloved set of characters in a rich, new environment, empower them with new and exciting abilities, and surround them with a beautifully drawn support cast of ne'er-do-wells, one-armed pirates and evil megalomaniacs, but the real star of Dishonored 2 is its humble quick-save function.
As you proceed through the game you will unlock some additional skills for each character, which keeps things fresh and opens up even more options. You even get another character about half to two-thirds of the way through the game, a character that adds voodoo magic to the mix. While Desperados at no point sets up magic in its world, and it did feel weird at first, I quickly ended up ignoring that. Playing as Isabelle was way too fun for me to care.
Jumping headfirst into Chaos Gate, whilst viable and doable, can be a tricky prospect. The game quickly ramps up the challenge and is prone to the occasional difficulty spike - especially when bosses are involved. This guide is here to ease your approach as you head for the Baleful Edict.
Not only that, but every Grey Knight has access to a shield that grants them bonus armor. This can help negate damage, and save a Knight who finds themselves in a tricky situation. How about a Jusitcar provoking an enemy to attack him, or that same Justicar buffing himself with a ludicrous amount of armor, and then transferring it to another Knight in danger.
Using my Wizard's teleport skill, I quickly blinked the storyteller off a cliff, where he had a Looney Tunes-esque pause before plummeting to his death. The crowd around us was none the wiser, and I took the head back to his body without issue. In other games, this kind of solution may be seen as an exploit that needs to be fixed, but Divinity: Original Sin Enhanced Edition hearkens back to an age where RPGs celebrated this kind of player ingenuity. 2b1af7f3a8