Tavernking
Don't believe his lies
This was one of the more controversial features of PoE.
What do you think about it?
What do you think about it?
Didn't like xp scaling in Icewind Dale 2, didn't like its evolution in Icewind Dale 2 part 2 (PoE).This was one of the more controversial features of PoE.
What do you think about it?
Shit didn't respawn so I wouldn't call clearing the trash grinding but just time wasting since there was a) too much of it and b) no reward for doing so either in terms of loot or experience. Really the game, just like the Icewind Dales before it, had too much combat especially since the combat was forgettable.PoE had too many trash mobs, but it did a good thing in removing the ability to grind XP.
What was the alternative in PoE, autistically slowly sneaking across entire maps at pace slower than it would probably take to clear crap encounters?It helps to dissuade players from feeling like they have to kill everything or they're missing out. Generally I'm in favor of making alternatives to combat attractive. Pillars of Eternity is still a very combat-focused RPG, unlike say The Age of Decadence, but I think this decision worked well enough.
Icewind Dale is more defensible in this respect, because it was honest. There was no pretense about it being a narrative-driven game like with PoE.Shit didn't respawn so I wouldn't call clearing the trash grinding but just time wasting since there was a) too much of it and b) no reward for doing so either in terms of loot or experience. Really the game, just like the Icewind Dales before it, had too much combat especially since the combat was forgettable.PoE had too many trash mobs, but it did a good thing in removing the ability to grind XP.
Like ID, PoE suffered from that design school of have to fill every few steps on the maps with lots of disposable enemies, the whole kill trash mobs then walk 5 steps to trigger the next batch of mobs wears out its welcome fast to me. White March had fewer but bigger encounters and it was all the better for it, have to give players some breathing room.
Icewind Dale one was also more sensible about number of encounters than IWD 2. In 2 they could probably reduce the number of trash encounters by 30% and the game would be better for it plus sawyer wouldn't have had to come up with that xp scaling system to make sure you were at the level he wanted you to be at at x point in the game.Icewind Dale is more defensible in this respect, because it was honest. There was no pretense about it being a narrative-driven game like with PoE.
Underrail did it and nobody complained.
New Vegas gave XP for kills thoughI think a certain post-apocalyptic Roman visual novel handled this rather well
New Vegas gave XP for kills thoughI think a certain post-apocalyptic Roman visual novel handled this rather well
XP for kills, kills role-playing
XP for anything that isn't succeeding at an overarching objective, kills role-playing, in fact
So the logical conclusion is that XP for kills is only an issue if you're trying to encourage the player to role-play.
If your core gameplay loop is 'kill shit and loot its corpse' then XP for kills is fine. But if you actually want players to do more than that, it's a detriment.
if they want them to consider play other than 'kill everything that moves'.
The minute you realise you're not getting XP from kills, (snip...)