Deus Ex coop modification to play the singleplayer storyline in multiplayer.

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During the last couple of days Jay nudged me about adding a save game feature to HX so I spent some time this morning evaluating how to technically do this. As soon as I came up with a solution I couldn't help the feeling that as soon as i would add this feature i would fall back to Deus Ex singleplayer behaviour and the back of my head would be nudging me about reloading the game if something didn't work out as I wanted it to be. But one of the things I really enjoy in playing HX is that you are freed of that burden. Things are permanent. Period.

As the main reason for a save system was to be able to continue the game at some later point it became apparent that a resume system instead of a save and reload system would be a compromise. First idea was to make it map based so you would resume at the beginning of the current map, but it just felt like this would be some indirect save and reload system again, and my head would still nudging me. One further step back would be to make it mission based, so you would resume at the beginning of the current mission, but that didn't turned out to feel different, but I got a great idea what to do instead. So I made my descission:

HX will not have a save or resume feature. Period.

So without a resume feature it becomes even more important to make the start at a later mission as pleasant as possible. So lets recap what makes up the progress in Deus Ex:

  • Skillpoints and Skills
  • Augmentations and Augmentation Upgrades
  • Inventory
  • Flags (NPCs beeing freed or killed, violent behaviour in first mission, etc.)
  • NanoKeys

The first two points are already accounted for as you can set additional Skillpoints, Augmentations and Augmentation Upgrades when starting a new game. Inventory is secondary, as you are well equiped after the first or second map.

So my idea which ultimatly lead to the descission to not have a save or resume feature was that one can randomize what happened in previous mission. So you would get a random collection of NanoKeys, while the easy to find would be granted with a fairly high chance and the hard to find NanoKeys with a lower. Also descission whether you fled through the window and let Paul be killed or if you killed Anna already would be at random. That sums up to beeing just a minor penalty to start at a later mission and makes it each time you start there a bit different and let you experience gameplay elements in Deus Ex which you might have missed if you do by fall back to the same patterns each time you play Deus Ex.

Training Gameplay Footage

Training Gameplay Footage

News 4 comments

Recorded training mission with Jay. Setup was a dedicated server running on my machine where i joined and Jay connecting over internet from the other...

Comments  (0 - 10 of 50)
Mechanician
Mechanician

Why do these kinds of mods always seem to die as soon as they become extremely promising?

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BigRizzle
BigRizzle

reminder that I check this every month.

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BigRizzle
BigRizzle

reminder that i do not lie

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spooky-45
spooky-45

I keep checking too but it looks like its dead.

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Guest
Guest

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Guest
Guest

I'm a big Deus Ex fan and when I saw this mod I got really excited. I always wanted to play this game with a friend but the fact that you can't save let me down. I think that there should be an autosave at the end of every mission, so you couldn't reload every time you fail but you could start from the beginning of the next mission in order not to do EVERYTHING again. I hope this mod will release soon!!

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Guest
Guest

When you release this mod? Is it dead or not? Idea is perfect! I would like to play it=) Don't cancel project please=)

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BigRizzle
BigRizzle

Not to be an impatient loser, but is there any possible ETA on this? I've got a small group of friends who are pretty excited to give this a go if it were to come out.

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Mechanician
Mechanician

This.

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swiftcrane
swiftcrane

"So my idea which ultimately lead to the decision to not have a save or resume feature was that one can randomize what happened in previous mission. So you would get a random collection of NanoKeys, while the easy to find would be granted with a fairly high chance and the hard to find NanoKeys with a lower. Also decision whether you fled through the window and let Paul be killed or if you killed Anna already would be at random."

I disagree with this greatly. What if you went through the effort to get a hard to find nano key? And then you just spawn without it?

That seems kind of silly as this is a game about exploration and problem solving and the rewards for those things. It essentially becomes pointless to go out of your way to do ANYTHING because next mission or map it will be completely irrelevant.

Truth is, there is no "burden". If you wish to not save then make that an option, or simply don't do it. No point in imposing that as a mandatory rule on everyone.

On top of that, in a punishing game about strategy savescumming is very common, it means you are able to pull off amazing stuff if you want to.

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Latest tweets from @hx_coop

In Mission02 the police boat in would carry you to the next mission after you destroyed the generator, but a bug in dx just prevented it.

Jul 12 2015

Improved Switch1/2 and WHRedCandleabra to appear smooth on clientside when attached to Movers.

Jul 11 2015

Fixed too high swimming speed and added AllPickups cheat and made AllAmmo cheat spawn ammo boxes.

Jul 11 2015

Started using a RenderIterator to improve Decoration floating code. Still not quite there, but a quite noticable improvement.

Jul 11 2015

Fixed skipping during conversations can fuck up certain choices.

Jul 9 2015

Fixed 2 crashes on ListenServer, AugCloak now looks like Anna does cloaked and epic interpolation at map end works finally on clients :)

Jul 9 2015

Nicolette insists on meeting me alone outside the club, so suprise she doesn't show up in coop outside.

Jul 5 2015

HXBlackHelicopterExplosionEffect class makes me sad. :/

Jul 3 2015

Alarm and explosion effects do now work scuttling the ship in Mission09.

Jul 2 2015

Finally fixed that god damnit FordSchick stuff.

Jul 1 2015

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