PlanHex
Arcane
MCA just namedropped Age of Decadence during the break from D&D.
YES I'M STILL WATCHING IT'S 5:30 I HAVE NO LIFE
YES I'M STILL WATCHING IT'S 5:30 I HAVE NO LIFE
Kill-based experience gain isn't any more characteristic of pnp than goal-based experience gain...There's no ABSOLUTE METHOD OF HANDING EXPERIENCE. Different games handle it differently.No, he's not. Don't even continue this because everyone involved is completely wrong
Citation needed.
Next you people are going to argue over die sizes, holy shit
Something about text descriptions and skill checks in dialogue, yeah.Wasn't MCA discussing the skill checks in dialogue, hinting that they'd do something similar in Project Eternity? I was cooking apple sauce and not paying full attention.
SO a system that is more like an actual PnP session is bad, and dumbing down?
Uh? PnP games have rewards for combat.
Here Alex are the actual quotes posted from Sawyer:
Tim and I would rather not give XP for general killin' because it leads to a lot of weird/degenerate scenarios, but I have no problem with having quests oriented specifically around killing and receiving XP for achieving sub-objectives/the main goal.
Gameplay degeneration occurs when a player engages in gameplay not because they enjoy that gameplay but because the game's mechanics put the player at a disadvantage for not taking advantage of it. Rest spamming is one example. Wholesale slaughter/genocide is another. Quests that involve a peaceful option to resolve that get turned around after completion when the player murders the saved parties is a familiar expression of this sort of degeneration. If XP is linked to quests and objectives within quests, the player has much more freedom to resolve those quests in whatever way he or she wants, whether that means talking through it, fighting, sneaking around, or using some mixture of skills/scripted environment objects to reach the goal.
There's nothing wrong with defeating Firkraag being a quest or objective all in itself. That's what I meant before. There's nothing wrong with explicitly associating XP with defeating specific enemies or specific groups of monsters as part of a quest where it makes sense. If the quest is "clear the slums" and you're supposed to get rid of the kobolds, the goblins, and the orcs, you might be able to sneak/talk your way through that, but you're probably going to "get rid" of them with some magic missiles and axes to the face.
I've just observed too much post-quest Black Ops slaughter to believe that players are going to behave differently when they can squeeze 1xp out of a peasant's head.
What are your thoughts on that?
Wtf are you watching, PlanHex? Also, when's the last time you pooped? Maybe you need to poop.
Man, if the experience system:
- Rewards you for your efforts
- Lets you develop your character
- Is not a horrible pain in the ass to keep track of
Then I don't give a fuck about the implementation, it works. You people are really overthinking this shit.
No, he's not. Don't even continue this because everyone involved is completely wrong
SO a system that is more like an actual PnP session is bad, and dumbing down?
Uh? PnP games have rewards for combat.
Here Alex are the actual quotes posted from Sawyer:
Tim and I would rather not give XP for general killin' because it leads to a lot of weird/degenerate scenarios, but I have no problem with having quests oriented specifically around killing and receiving XP for achieving sub-objectives/the main goal.
Gameplay degeneration occurs when a player engages in gameplay not because they enjoy that gameplay but because the game's mechanics put the player at a disadvantage for not taking advantage of it. Rest spamming is one example. Wholesale slaughter/genocide is another. Quests that involve a peaceful option to resolve that get turned around after completion when the player murders the saved parties is a familiar expression of this sort of degeneration. If XP is linked to quests and objectives within quests, the player has much more freedom to resolve those quests in whatever way he or she wants, whether that means talking through it, fighting, sneaking around, or using some mixture of skills/scripted environment objects to reach the goal.
There's nothing wrong with defeating Firkraag being a quest or objective all in itself. That's what I meant before. There's nothing wrong with explicitly associating XP with defeating specific enemies or specific groups of monsters as part of a quest where it makes sense. If the quest is "clear the slums" and you're supposed to get rid of the kobolds, the goblins, and the orcs, you might be able to sneak/talk your way through that, but you're probably going to "get rid" of them with some magic missiles and axes to the face.
I've just observed too much post-quest Black Ops slaughter to believe that players are going to behave differently when they can squeeze 1xp out of a peasant's head.
What are your thoughts on that?
Well, my problem with this is just that, in order to avoid behavior from the player that hurts himself, Obsidian will end up taking away some legitimate playstyles that despite (or maybe, because of) being a little more unpredictable to the developers, are fun and legitimate.
Also don't ever change your tag or no one will know what I'm talking about.
An example?
Also don't ever change your tag or no one will know what I'm talking about.
Oh, totally. I know. For all the important futurepeople reading the 307th page of this lame thread.
Ok, ok. then don't change it because Gene Wolfe is awesome, how about that?
An example?
Basically, I don't want them to have too much of a heavy hand controlling the game so the game can be played in ways different than the ones they expect or plan for.
I've always thought completing quests should award Coin and Rep, but not XP. For example, you gain XP from reading a book or fighting a dangerous threat, and not from telling somebody that you did these things. How do I earn less XP from clearing a cave of monsters simply because nobody told me to do it? That scenario sounds a little too gamy to me.
I use to think this way before I started playing crpgs and it does make more sense in general. You're not going to get better at fighting by running back and forth and completing fedex quests. But getting experience for completing quests is a better system overall. If you want to give xp for killing mobs, it should be small similar to the way PST did it where it doesn't really contribute much to leveling. This way makes it easier to balance the game and you can control the progression better and add more side quest content without worrying about level scaling so the player doesn't become so powerful as to trivialize the main quest or mid to late game encounters. There should also probably be finite mobs too if they give xp. But if it's so small it doesn't add much to leveling up then I guess it doesn't matter much."I've always thought completing quests should award Coin and Rep, but not XP. For example, you gain XP from reading a book or fighting a dangerous threat, and not from telling somebody that you did these things. How do I earn less XP from clearing a cave of monsters simply because nobody told me to do it? That scenario sounds a little too gamy to me"
That could be a cool way to do things. Not without flaws, but it could be workable.
I'm just saying they should put creating a challenging game with great encounters over giving xp for every little thing you do. Yeah it would be nice to get xp for everything but I can leave it for a better designed game. And yeah you can add a few xp for removing traps and killing mobs, but people would still complain that the xp is trivial and doesn't add anything to leveling."I kill and that be the main way to level up."
Whose claiming that this is what they want? I surely ain't.
DnD99% of pnp games and most CRPGs have done this right. You get xp for quest completion and combat. The better crpgs also reward you for using skills outside fo combat (either in dialogue or otherwise), removing trasp, picking locks, etc.,e tc. That's the way it should be.
"They could reward XP for dungeon areas that are cleared of opponents even if the areas are not related to any quests. How the player goes about removing the hostile beasties is inconsequential as long as the game awards achievement. They can simply add that in for every area full of hostile shit, if they wanted."
That silly. That be like if BIO had done it that way in BG1 and it made you slaughter every single last xfart on the map. That's ridiculous. I want to be award for all encounters I take aprt in without feeling like I need to 'sweep' a map.
"I kill and that be the main way to level up."
Whose claiming that this is what they want? I surely ain't.
DnD99% of pnp games and most CRPGs have done this right. You get xp for quest completion and combat. The better crpgs also reward you for using skills outside fo combat (either in dialogue or otherwise), removing trasp, picking locks, etc.,e tc. That's the way it should be.