iO, please add saving in Escalations (and Bonus Missions, Contracts etc)

Contracts and Escalations only work in Online mode too so that’s not right. About the only thing you can do in offline mode is the main story missions I think.
I think that rewinding is probably not as good as a true save option. The way this game works (someone said this above too) is that you sometimes have to stage something way before it actually comes to fruition.

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Doubt that would work properly anyway with all the complex AI. Even loading a save already messes up timing

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Over one year later and still no change. So apparently iO just doesnt give a damn. Just wasted my money on Deadly Sins and guess what? Not everyone has the time to keep replaying the same level over and over and over again. I dont even get why this “No Save” enforcement. Life is hard enough already. Videogames are supposed to be fun. Anyway, this is my rant for spending $30 in a expansion I will now throw in the garbage

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I would love for at the very least “seasonal content” to get the ability to save

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yeah i remember back in 2016 hitman you were allow to save in holiday horaders but in hitman 2 and hitman 3 you weren’t allowed

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Because it’s part of the format. Certain escalations would be trivial otherwise, and to the credit of IOI, they have been getting easier and more thematic to counter the lack of saving.

Then don’t waste money on stuff you know you weren’t going to like from the offset. Also, you can just…play one level of the escalation at a time and play something else.

Lust, for the record, is one level only, and could probably be the exception to this rule, as even i’ll admit, it takes a good 30 - 45 minutes to collect all the clues if you want to be thorough.

See point 1.

Personally I find escalations to be pretty fun for the most part. The only ones i’ve actively disliked are the 2016 ones, which were horrible (five levels, constant and needless repetition, gimmicks that frustrate the player). H2 onward, they’ve been more akin to side quests or puzzle contracts, which I think is a good middle-ground. And 7DS’s escalations are practically their own game modes.

“7DS Bad, give me likes, because I wasted money on something I knew I would hate and didn’t give much reasoning for disliking them other than being overpriced”. I feel like this is Buyers Remorse.

I’m honestly surprised H3 doesn’t allow saving on Holiday Hoarders, as that was added permanently. In H2’s case, it was temporary, so that did make some sense initially. I’m not sure of the rules of pinging IO people, but @Clemens_IOI,could you look into this?

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I think a good compromise would be either a save penalty, a save limit or a quiksave option for escalations/contracts that can be disabled per escalation/contract by the creator

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How to make people hate escalations even more in 3 easy steps! Yeah, I don’t think that’d be popular.

Again, kind of goes against the point of them, and a save limit of one is still going to break them when the escalations were designed to be shorter experiences to begin with per-level.

That doesn’t really solve the problem that’s been cited though; Thiago doesn’t do escalations as they don’t have much time to do them, meaning quicksaves are not useful in that situation.

Honestly, Contracts Mode should have its own save system and slots, because there are a load of 5-target contracts that I’d love to do, but are far too long for me to try.

That’s not very different from what Thiago was saying.

I disagree, it is quite different. There’s a difference between 5-target contracts that have oodles of complications (the classic four of “no recordings, enforced time limit, no disguise change, and specific weapons only”) that are spammed onto contracts mode, versus one or two targets with one or two of those complications, and thus, are generally more fun and easier to play as there’s just less to think about, and much easier to do in one run.

My preference is if a contract is too much to be played without saves, we rather rate this contract as “bad” and not the lack of saves. :sweat_smile:

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I don’t think very challenging should imply bad. With saves a very challenging contract could appeal to more people.

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five people is too many, and one of the few complaints of Colorado I can still get behind is even 4 people is too many. I feel the quantity is the issue here, not necessarily the quality of the contract inherently.

escalations can get away without saves because they are, by design, separated up into three/ five stages, which don’t take nearly as long to do.

Not all of them though. There are some escalations (Lust, for example) that can take quite a long time to get through and messing up the last minute can be extremely frustrating. It’s not a universally true statement that A) escalations are separated into stages or B) that they are shorter and therefore wouldn’t benefit from saving.

And before anyone brings up that Lust was a One-off, IOI added it to the discussion. They introduced the idea of a long, one-act escalation so it’s valid to point it out as a counter-example.

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The annoying thing is if you fail at one specific target or situation repeatedly and have to replay other aspects you have already solved several times again and again. It’s like a level before a boss that you have to replay every time you fail the boss fight .

Solving one problem can be great fun.
Being punished by having to play already solved puzzles over and over again just to solve another one is neither fun nor challenging, just either annoying and / or frustrating.

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I’d only really apply this to the 2016 ones for reasons i’ve already mentioned, and Lust.

That applies to ET’s and…well…anything to do with this game really. Repetition, even the fails, is a part of the experience.

I have a feeling you’re being a tad anal here. You knew exactly what I meant.

It’s still an exception to the rule, and it’s essentially an escalation in-name only. It’s one long level, and It probably would benefit from a save function. But that’s an exception, and not an example that makes for a great counterargument in my opinion.

That’s fine. You’re entitled to your opinion, obviously.

What I said was still true though.

That is a good point, though it is still a better contract if the same amount of challenge is put in a shorter contract or at least into the first segment of the contract. It surely is the worst conception if you do a lot of legwork the first 5 mins to fail at the last one.
That would be “fixed” with saves, but I think that is more a contract flaw that is fixed.

It strongly depends on the contract though, I made some with many targets in close proximity to each other that got played a lot without need of saves, like my old H2016 FC “Tunnel Snakes Rule”.

It is hard to get players equally busy with very few targets but that too is possible, like fiber wiring the Marrakesh Intern as the Prisoner, and to double the trouble to neck snap the Prisoner as the Intern afterwards.

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I have a stupid sudoku puzzle on my phone that has an “autonote” feature. If I select it, the game automatically fills in all of the cells with the available numbers so the player doesn’t have to do that part of it. Once done, you cannot submit the time for that puzzle to the leader board. Saves in contracts and escalations could easily work like that.

Use a save slot, sacrifice the ability to get on the leader board. Don’t save and the leader board is available. You would still be able to see whatever score you got, but you aren’t “ranked” unless you do the mission without saving. Autosaves could easily be turned on/off by the player on mission start.

The only legitimate argument I can think of for not allowing saving is for some sort of competitive reason so remove that from the equation. You want to compete, don’t save.

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*Legitimate argument you’ll agree with.