Bewer_Alex
ok
a way to hide console messages
Maybe it's just me, but I think we've progressed past the need for the game to change anything when it's modified. If you can download mods, you can download custom or complete savedata, and I feel like at this point halting unlocks and such when you have a mod loaded, especially one that doesn't alter gameplay, is just kind of needless.On another note, why is it locked when the game is marked as modified? I don't really see a reason for it.
It’s to prevent players from using an overpowered character, like SMS, to unlock every single emblem in the gameMaybe it's just me, but I think we've progressed past the need for the game to change anything when it's modified. If you can download mods, you can download custom or complete savedata, and I feel like at this point halting unlocks and such when you have a mod loaded, especially one that doesn't alter gameplay, is just kind of needless.
It's to not mess with vanilla gamedata I think.
Yeah, but...who cares?It’s to prevent players from using an overpowered character, like SMS, to unlock every single emblem in the game
So just download a 100% save file. Locking things that require save data when you have an add on loaded prevents your unmodded data from being changed. A lot of people appreciate thatYeah, but...who cares?
Like, why not let them do that?
If you can download SMS, you can download a 100% save.
There’s a difference between wanting to change your save data and wanting it to stay unchanged. There’s a reason why the Custom Savedata mod and level packs like 2006 act as if it’s a whole new gameCan't that argument go both ways? "If you don't want your data changed, then just don't use mods?"
Removing a restriction is not the same as "implementing cheating into the core design of the game".I honestly couldn't care less if someone is completing the game legitimately or not, but cheesing it via mods is still cheating regardless. There's a difference between someone going out of their way to enable that kind of thing and it being implemented into the core design of the game. If someone wants to download a mod that enables a save file that allows cheating, all the power to them. However, that should stay the hell out of the vanilla experience.
Okay, so just make mods do that instead then? I'm still not seeing an argument for keeping the no-saving thing here.There’s a difference between wanting to change your save data and wanting it to stay unchanged. There’s a reason why the Custom Savedata mod and level packs like 2006 act as if it’s a whole new game
That means you aren’t reading into too far into the whole situation. There are people that want to keep their vanilla saves intact, me included. If you want to play the game modded, there’s a fail safe in the game that prevents your vanilla game from changing because you loaded up that OP Sonic mod. If you want to cheat the game, you can mod that in as well. It’s safer for everyone involved to not have vanilla saves active while the game is moddedRemoving a restriction is not the same as "implementing cheating into the core design of the game".
Okay, so just make mods do that instead then? I'm still not seeing an argument for keeping the no-saving thing here.
What SRB2 does right now is removing that risk. There is no risk to modding your game because your save files are still intactIf you're modding the game, you should know the "risk" you're taking. I don't see how "safety" is a real concern here.
Yes it is. Progression in SRB2 is designed as such that it saves your progress when you collect a thing or reach a certain point or are given a particular reward unlockable for doing a thing or etc. When you attempt to do this illegitimately, it refuses to save and disables unlockables. That is built into it's core design. To remove these restrictions would be to change the core design of the game.Removing a restriction is not the same as "implementing cheating into the core design of the game".