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A simple Improvement to the quick save feature.


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I checked the stickies and didn't see my suggestion already, so here goes:

When you hold F9, a dialog appears to give you a choice between

//

Load last quicksave (2d6h21m12s ago)

Load last autosave (4m32s ago)

Cancel

Warning: All progress after the save will be lost!

//

Something to that effect.

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Yea, I rather have my quickload to stay a quickload. WITHOUT annoying dialoge

Long press is annoying enough. Just press F9, a window pops up and if it's okay you confirm it with Enter. Or press Esc if it's not what you expected. Faster than long press.

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IN my opinion, long press is better than dialog, simply because if you quicksave/load often, you will swiftly become accustomed to confirming the dialog without thinking. The same issue happened when we still had End Flight with a confirmation -- people confirmed it without even noticing it was there at all. If you want it to be accident-proof, the long press statistically works far better, from what I've seen of the issues caused by both.

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IN my opinion, long press is better than dialog, simply because if you quicksave/load often, you will swiftly become accustomed to confirming the dialog without thinking. The same issue happened when we still had End Flight with a confirmation -- people confirmed it without even noticing it was there at all. If you want it to be accident-proof, the long press statistically works far better, from what I've seen of the issues caused by both.

Yeah... We've kinda already been there done that with the confirmation dialogue.

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Long press is annoying enough. Just press F9, a window pops up and if it's okay you confirm it with Enter. Or press Esc if it's not what you expected. Faster than long press.

You have a good point. Maybe the "Hold F9..." text could say "Hold F9. Last quicksave 3h 23m ago..." instead. If you want to check it just tap F9 to read.

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as a professional software engineer, any time I see an end user claim something is "a simple change" I have to shudder because most of the time it is far from simple.

And in this case, it's far less simple than you think no doubt.

The system would need to keep track of multiple quick saves (rather than just one), per save.

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That's merely a matter of re-doing some sections of the existing quicksave code to allow multiple quicksaves. It really shouldn't be too complicated, unless the quicksave code was written to be more unwieldy than is logically imaginable.

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as a professional software engineer, any time I see an end user claim something is "a simple change" I have to shudder because most of the time it is far from simple.

And in this case, it's far less simple than you think no doubt.

The system would need to keep track of multiple quick saves (rather than just one), per save.

You're not the only software engineer on these forums. And while I agree with you that in many cases what users perceive as simple change may not be simple at all (or may not be possible or may not even make sense), in many cases the opposite is true, either. And if the software is designed reasonably and with future development in mind, many changes are indeed simple.

As long as it's only devs who knows how the game works, people who understand programming usually approach it from "assuming it's written how I would write this" direction. In many cases it's very close to reality.

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I've re-named the quicksave file as an autosave and vice versa and both work. The distinction seems arbitrary as does the limitation in number. A dialog that allowed choice and that retrieved timestamp data seems as easy as can be given that anything can have complications in programming.

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I've re-named the quicksave file as an autosave and vice versa and both work. The distinction seems arbitrary as does the limitation in number. A dialog that allowed choice and that retrieved timestamp data seems as easy as can be given that anything can have complications in programming.

I don't care about dificulty of implentation, if you add a dialog to the quickload, it's no longer a quickload. If you can't remember if you saved, don't load

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Indeed which is why I said just add a bit of text in the "continue to hold F9" area so you'd know. If we want a real save/load system that would be its own thing and really it should already be in the game. That's really what scenarios are already.

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