Casting spells is hardly an example of tedious actions. It's only tedious if you have to sit and do it for hours a-la TES. If you do it every now and then, it falls under a normal use, not unlike casting defensive spells just to be prepared, which actually makes sense in Wiz 8 since you can run into a large mob at any moment.Kraszu said:A system that force you to repeat tedious actions, how is that good?
How so? Wiz 8 system was a hybrid. Without the increase by use you'd have to patrol the Arnika road back and forth to level up.Sure every system can make you do something tedious but "increase at use" is the most tedium inducing. Change Wiz8 to xp system, and you would have less tedious actions to make.
How did you jump to that conclusion? If you want to play a Priest and the game keeps you busy casting priest spells, what would encourage you to become a jack of all trades? Like I said, the design determines what you do and whether or not you'll end up a good at nothing jack of all trades.So you will end with jacks of all trades that are good at nothing?Vault Dweller said:As for the "the very concept of "increase-by-use" forces and locks you into certain things for every encounter" comment, I obviously disagree. What you do in each encounter is determined by the combat system, enemies and encounter design (i.e. these are the driving factors behind encouraging/forcing the player to use different tactics, not the need to raise skills).
Strange, I seem to remember a discussion when I was a newfag and had exactly the position you now have in this thread while you were more in the "you need to decide where to put your points otherwise it's bad or something"-camp...Vault Dweller said:Pretty much. Oblivion sucked because the game was poorly designed and dumbed down.
The "increase-by-use" system is a solid, interesting, and often more logical alternative to point-buy systems. It was featured in early Interplay games like Dungeon Master and Stonekeep, Prelude to Darkness, venerable Wizardry, and even Betrayal at Krondor, if the memory serves me right.
Much like anything else, such systems can be well designed, well balanced, and hard to abuse, or they can be designed in a retarded, game-breaking way. Well, we know which way Bethesda will pick.
Vault Dweller said:Casting spells is hardly an example of tedious actions. It's only tedious if you have to sit and do it for hours a-la TES. If you do it every now and then, it falls under a normal use, not unlike casting defensive spells just to be prepared, which actually makes sense in Wiz 8 since you can run into a large mob at any moment.Kraszu said:A system that force you to repeat tedious actions, how is that good?
Vault Dweller said:How so? Wiz 8 system was a hybrid. Without the increase by use you'd have to patrol the Arnika road back and forth to level up.
Vault Dweller said:How did you jump to that conclusion? If you want to play a Priest and the game keeps you busy casting priest spells, what would encourage you to become a jack of all trades? Like I said, the design determines what you do and whether or not you'll end up a good at nothing jack of all trades.
How so? Wiz 8 system was a hybrid. Without the increase by use you'd have to patrol the Arnika road back and forth to level up.
What rewards? It's a hybrid (use-based plus point-buy & levels). If you take away one element, you beef up the other, i.e. if you take away the use-based element, you'd have to increase the amount of skill points on leveling up. The grinding remains.Castanova said:Strawman argument. If you took away the use-based aspect of Wiz8, you'd obviously need to scale up the rewards for winning a fight so you wouldn't be forced to grind Arnika Road, or whatever.How so? Wiz 8 system was a hybrid. Without the increase by use you'd have to patrol the Arnika road back and forth to level up.
Why? Since when doing it to increase a skill is "WRONG!"? Is it a crime to put a few extra points in INT not because your character should have exactly 14 points there but to get more skill points or unlock a feat?Kraszu said:It is when you do it to increase the skill, if it useful then you would do without increase at use anyway.Vault Dweller said:Casting spells is hardly an example of tedious actions. It's only tedious if you have to sit and do it for hours a-la TES. If you do it every now and then, it falls under a normal use, not unlike casting defensive spells just to be prepared, which actually makes sense in Wiz 8 since you can run into a large mob at any moment.Kraszu said:A system that force you to repeat tedious actions, how is that good?
The use system ensured a steady increase of your skills. Without it, judging by the frequency of level ups, you'd have to work (grind) a lot harder to keep the same skill levels, even if the level up rewards were increased. In my opinion, of course.How does increase at use prevents it? You warriors still had to increase they abilities in combat.Vault Dweller said:How so? Wiz 8 system was a hybrid. Without the increase by use you'd have to patrol the Arnika road back and forth to level up.
Not having priest spells to cast why? Run out too fast? The mana/spell points regen rate should be tweaked to ensure that your character can play as a priest, if that's a desirable goal, of course. Otherwise, if a goal is battle priest, you start using some combat skills. Simple as that (and still far from "good at nothing jacks of all trades".Vault Dweller said:How did you jump to that conclusion? If you want to play a Priest and the game keeps you busy casting priest spells, what would encourage you to become a jack of all trades? Like I said, the design determines what you do and whether or not you'll end up a good at nothing jack of all trades.
Not having any priest spell to cast, but having something else that this char could do in combat. Increase at use systems penalize you then.
Surely you are not claiming that increase-by-use doesn't work as a game mechanic.Grunker said:Don't really care what's more "logical" in realistic terms - I care what works as a game mechanic.
You think?And you can easily avoid the "only rewarded on level-ups" issue by giving skill points instead of experience, which can be distributed immediately, a la Bloodlines.
Nobody is forcing you to use a specific strategy each time you fight. That's pure bullshit.Same as increase-by-use esseantially, just without forcing me to use a specific strategy each time I fight.
7hm said:Only crazy people grind like that though. If the game can be completed normally by doing normal things (which every use based system I know of can - excluding MMOs) then the system is fine. If some weirdo wants to spend hours punching cows instead of playing, that's a problem with him, not with the system.
Level up systems often (but not always*) give you control over the distribution of points, whereas increase-by-use system always give you control over which skills to develop AND at what rate.Grunker said:Personally, I enjoy a level-up system or direct skill-point usage system much, much more, because I have complete control over the distribution of points.
Vault Dweller said:The level-up systems are a lot more prone to grinding exactly because the level up reward is often insignificant, which forces you to grind for hours to gain a few more levels and get your skills to where you feel they should be.
Vault Dweller said:"you have to gain 10,000 experience points to gain a new level and an arbitrary amount of skill points to distribute (the opposite of complete control, btw)".
Vault Dweller said:* Take 2E (the Infinity Engine) games, for example. Cleric gets only one proficiency point per weapon. Why? Because. Enjoy your full control over which weapon class (but no bladed weapons, please) to put this point into.
Not this again. JA2 is actually an exemple of good increase-by-use design. Only a retard or someone anal-retentive would do the above. increasing stats by a few additional points doesn't change anything to your ability to beat the game. What is the point of doing it then ? The only stat that is really crucial - marksmanship is best "trained" in combat anyway.PorkaMorka said:JA2 - punching cows, repeatedly hauling tons of equipment cross country, setting and defusing bombs over and over... far better ways to raise certain stats than actually playing the game.
Betrayal at Krondor, Darklands and the already mentioned JA2 all disagree with you.Pure increase by use is very close to a failed mechanic. It is extremely difficult to avoid encouraging tedious repetitive tasks when trying to raise rarely used skills.
Pure or mostly pure increase by use doesn't have a great track record of success.
Serus said:The only stat that is really crucial - marksmanship is best "trained" in combat anyway.
more harmonic
less arbitrary
Serus said:Not this again. JA2 is actually an exemple of good increase-by-use design. Only a retard or someone anal-retentive would do the above. increasing stats by a few additional points doesn't change anything to your ability to beat the game. What is the point of doing it then ?
Yeah, let's pretend that that's what I said. You have 0 control over your character development when you grind for tens of thousands of experience points, waiting to hit another level and earn a handful of skill points, which may or may not be enough to justify the hours of grinding.Kraszu said:Vault Dweller said:"you have to gain 10,000 experience points to gain a new level and an arbitrary amount of skill points to distribute (the opposite of complete control, btw)".
Having full control on what stats you increase = total opposite of control.
The analogy doesn't work. First, in both chess and RPGs you control your character(s) whereas we were discussing skills growth, which doesn't apply to chess. Second, I don't think the word arbitrary can be applied to the well thought through chess rules. Very few games offer systems of similar depth, hence my point - since most game systems do feature arbitrary rules, I'd prefer to have as much control as possible over my character development (and which is why I dislike class-based systems).Being arbitrary or being limited in number of SP have nothing to do with lacking control, you lack control in chess because the rules are arbitrary, or because you can only move one piece at a time?
Let's go back to Gothic 2 again. Let's say you aren't happy with your combat prowess (i.e. you enter the colony but the orcs rape you in seconds). You level up, but they still rape you. You have to go back and kill monsters for a few hours to gain a few levels (because the game is very unforgiving if you move too fast).Kraszu said:Vault Dweller said:The level-up systems are a lot more prone to grinding exactly because the level up reward is often insignificant, which forces you to grind for hours to gain a few more levels and get your skills to where you feel they should be.
How is that different then needing to grind in increase-by-use systems? The increase or benefit from leveling up will either be too low or not. How is the system relevant to that?
It's a very artificial balance. Kinda like getting 10,000 xp for doing late-game quests in Fallout or 50,000 per party member in mid BG2, just to help you level up.In XP based systems is easier to balance by awarding allot of XP for doing quest...