Bony
Learned
- Joined
- Dec 25, 2012
- Messages
- 295
Character levels are an unnecessary layer between actions and rewards.
Character levels are an unnecessary layer between actions and rewards.
No, you couldn't really grind, because the monsters did not respawn and it doesn't make sense either (if you could grind respawns), because of the xp cap. That is why I wrote both points in one sentence.It wasn't really grindable because of a) the xp cap
This is some twisted logic, bro. You're saying XP isn't grindable because you can grind it until you reach the XP cap?
Yeah, but not notably. If you cleared out a whole area of orcs then maybe 2 or 3 orcs would respawn a few weeks later. Seeing that by the time they respawned you were a higher level, the xp was useless.b) creatures did not respawn (not notably at least).
They most certainly did.
You couldn't grind respawns in BG. I have already told you why.If I need xp then I have to find xp, that is what I have to do... right?
Yes, and if you can grind XP from monsters, the game is deincentivizing you from exploring new territory and solving quests. What is so hard to understand?
Yup. When you joined you were also always wrong. Is this correct? Well, it must be.Joined: Monday
Oh.
So no, creatures did not respawn (not notably at least) and the xp from the respawns was useless.
it doesn't make sense either (if you could grind respawns), because of the xp cap.
Why is it useless to have combat xp, if there are no respawns?So no, creatures did not respawn (not notably at least) and the xp from the respawns was useless.
Well, there you go. If it's useless, why have it at all?
Also, OCD idiots will grind it even if it's useless. They'll find a monster with a high XP reward.
You don't understand what I am trying to say. Of course you can reach the xp cap with grinding much faster, but you couldn't grind respawns, so you could not have MORE XP than the level cap, because there is a LEVEL CAP.it doesn't make sense either (if you could grind respawns), because of the xp cap.
WTF?! The XP cap doesn't make grinding pointless. If you're grinding XP then reaching the XP cap is what you want to achieve. It means "you've won".
Dude, that's like saying running a race is pointless because there's a finish line at the end. "If there's a finish line, why run at all? DERP!"
Why is it useless to have combat xp, if there are no respawns?
You couldn't grind respawns in BG. I have already told you why.
The IE games had peaceful solutions. If you get more xp for the peaceful solution, then you don't need the combat xp. Fixed.Because then you're incentivizing combat and deincentivizing stealth and other peaceful solutions.Why is it useless to have combat xp, if there are no respawns?
Or you kill them in non-combat xp game for loot.Or worse, you incentivize a peaceful solution by giving XP for it, and then allow the player to massacre the monsters anyway for even more XP.
Yeah.... ^^This isn't rocket science bro.
The IE games had peaceful solutions. If you get more xp for the peaceful solution, then you don't need the combat xp. Fixed.
Sometimes one solution should be better than the other (and it shouldn't be obvious), we don't need any no brainers.
Or you kill them in non-combat xp game for loot.
Oh a bug, right? So there should be no combat xp because of bugs?Eh? Sure you could, in that cave along the west coast in which you can find tome of constitution, if you had magical weapons you could grind flesh golems till you reach XP cap if you want, if you tried to rest in the cave there was a high chance of two of them showing up and interrupting your rest.
And why not simply allow players to break their game if they want to? It's really not like grinding was required in eg. BG... Not to mention that there are many possibilities to deincentivize players from going back on their decisions.Why is it useless to have combat xp, if there are no respawns?
Because then you're incentivizing combat and deincentivizing stealth and other peaceful solutions.
Or worse, you incentivize a peaceful solution by giving XP for it, and then allow the player to massacre the monsters anyway for even more XP.
This isn't rocket science bro.
Sure, if the game designers are morons. Give them 1xp and no loot or something. Fixed.The IE games had peaceful solutions. If you get more xp for the peaceful solution, then you don't need the combat xp. Fixed.
Sometimes one solution should be better than the other (and it shouldn't be obvious), we don't need any no brainers.
What you mean "don't need"? It's still there, ready for the taking.
Loot is not a reward for killing, because it is totally worthless? Well, what it is then? Just a way to improve immersion?Or you kill them in non-combat xp game for loot.
They don't always have loot. Loot is not an automatic reward for killing things in RPGs. XP in an XP-for-combat game is an automatic, systemic reward for killing things.
Anyway, two wrongs don't make a right. That is not a good argument for combat XP.
Oh right, BioWare wanted you to grind those 2 golems all day. Ok.It wasn't a bug.
Obvious troll is obvious.
Yeah, anybody who played the IE games is a noob and the designers were also noobs. Games with combat xp are only for noobs. Makes sense, right?And why not simply allow players to break their game if they want to? It's really not like grinding was required in eg. BG... Not to mention that there are many possibilities to deincentivize players from going back on their decisions.
Personally I favour learning-by-doing systems like JA2 or giving most xp for quests and only trifling amounts for combat.
Some noob asked about a a game in which xp only for quests was done well: Bloodlines.
And why not simply allow players to break their game if they want to?
My only problem with removing combat XP is that it incentivizes pure questing. This gives the developer so much power over your experience. Gone will be the days when it made some sense to just go looking around -- unless they reward for exploration, as well.
Basically, they need to deincentivize grinding without deincentivizing other cool aspects of RPGs like Baldur's Gate.
6- Quest choices: Being yourself never pays, even in an RPG. Did you want to finish a quest a certain way? Well that quest completion wouldn't net you the most XP, so you might as well reload and finish the quest that nets you the highest XP because THAT is the right answer.
It's sort of an illusion of choice: you think you have a choice between the dialogue options but you either kick yourself for not picking the better option or you try to make up your loss by overcompensating later or you just accept that you're doing a gimmick run.
This idea also goes for XP.
Or buy them gifts.It's sort of an illusion of choice: you think you have a choice between the dialogue options but you either kick yourself for not picking the better option or you try to make up your loss by overcompensating later or you just accept that you're doing a gimmick run.
And why not simply allow players to break their game if they want to?
This is a gamist vs simulationist argument.
In fact, 360 degree realism systems broke the immersion of players more than the abstract systems, because players suddenly started noticing the details that were unrealistic because they stuck out.
What you metioned here is critical problem with "suspension of disbelief", which indeed arises when too many real life elements trump over abstract ill-thought one, whereas exactly those abstract bits were the main carriers of gameplay/story.
It's like talling the tale of Hensel and Grettel all the while being preoccupied by implausibility of a house made of candy and trying to come up with possible theories which totaly devastates the point of the story itself.
I agree that mechanics are about abstraction i.e. illusion of the thing they are trying to depict. It is when they fail in this endeavour that we get the result that is very similar to what you described, only from the other side.
Again, I was not strictly talking about realism. Rather, *what* the mechanics is trying to depict. Because at the other hand of the spectrum we have mechanics trumping all - them becoming means to itself rather than achieving "fun" so to speak. Well unless someone enjoys grind, linear dungeon design, and "gameplay" involving nothing but dice rolls. Some people seriously consider it fun, you know (look at MMOs)?
And so we come back to the debate on XP. Kill XP suck, as we both agree. Usage XP - your homeboy - sucks even more, for reasons we've discussed countless times, and unlike you I'm not ready to compromise on the fun just because the abstraction "makes more sense" to you. Quest XP simply has no problems, and it solves all the problems we need solved. There is no reason to start complicated designs and have long discussions on how to "fix" usage XP according to you, because we already have a model that works perfectly.
I can agee with that. I always claimed that KISS is the answer to all our problems...
And by that I mean: Keep It Simple Stupid.
Seriously :no homo:
Although the usage XP idea is still appealing. I loved how it worked in Betrayal at Krondor... until I learned to break the system.
No it isn't, you're creating a false dichotomy. There's as much basis in a gamist angle to argue against breaking the game as there is a simulationist. For example, Roguey is quite gamist, and is constantly arguing for a philosophy of the "unbreakable" system.
No it isn't, you're creating a false dichotomy. There's as much basis in a gamist angle to argue against breaking the game as there is a simulationist. For example, Roguey is quite gamist, and is constantly arguing for a philosophy of the "unbreakable" system.
Uh, that's what I'm saying. Gamists are for the unbreakable systems. Simulationists don't care.