Hi Phil, that would cause more problems than it is worth. for one thing I use the save game feature a lot for testing the game. I often restore a saved checkpoint so I can test something I've fixed, updated, whatever. if I added penalties on myself I couldn't test it as well as I should. Besides that how am I to make the penalty system fair. If someone is playing a game, gets to level 5, and has to go to work is he suppose to just quit? Is he suppose to be penalized, treated as a cheater, rather than someone who didn't have the time to finish a game? Is it fair to penalize both the cheaters and non-cheaters alike? If I have a save feature and penalize people for using it why have it at all? Personally, I see it as a feature of the game for the end user's enjoyment. They can use it or not. If they cheat that's their problem.

Phil Vlasak wrote:
Hi folks,
How about having a penalty to saving the MOTA game.
Each time you save the game 1 percent is taken away from your health.
So even with a healing potion, you would only go back to 99 percent if you saved the game once. For example if you saved the game 20 times your maximum health would be 80 and could go no higher. So if you save the game 50 times you would only have half of your health and could be killed much easier.
This would take away the addiction of saving the game at each door.
Of course maybe if you got that magic orb you would be restored to full health.
Phil

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