Alex
Arcane
That hand-drawn image looks pretty beautiful, like something from the Adventure games of old.
...
I know this is a bit beyond the scope of the whole idea, but I kinda wish they had used images like that instead of 3d...
Yeah that was a weak argument, but I still don't like it. I don't see what's gained from hauling back 26 longswords that sell for 1 gold a piece.
I agree that it's silly, but you know, if people are gonna spend time doing that, you might as well make it as painless as possible. Hopefully the game is balanced such that you don't have to pick up everything to make a living.
Personally, I'm surprised that more people aren't pissed that the game doesn't have per-character inventories.
Aren't the quickslots thing you mentioned earlier the character specific inventory?
Yeah I was under the impression that each character would carry their own consumables and a few weapons.Yeah that was a weak argument, but I still don't like it. I don't see what's gained from hauling back 26 longswords that sell for 1 gold a piece.
I agree that it's silly, but you know, if people are gonna spend time doing that, you might as well make it as painless as possible. Hopefully the game is balanced such that you don't have to pick up everything to make a living.
Personally, I'm surprised that more people aren't pissed that the game doesn't have per-character inventories.
Aren't the quickslots thing you mentioned earlier the character specific inventory?
This post is all the proof one could ever need that traditional XP based sytems with kill XP and whatnot fucking dissolve their players' brains.It's a lazy approach, he "broke a rule" instead of adressing it's consequences. If the system encourages me to kill everything just for meager 10xp, he should provide me a reason not to do it, add some weight to my decisions, not just remove rewards from what I shound't do.
Is like adding a heavily guarded bank to the game and leave the coffers empty, because you're not supposed to be rewarded from robbing it. Now I won't steal the game because I know it's empty, not because I don't want to or fear the consequences. Lazy and entitled as fuck.
Now instead of killing an NPC and facing the consequences, people will kill them and reload since they didn't gain nothing from it. This is dumbing down and streamlining a game to fit the creator's idea of "playing it right", nothing else.
But if defeating a fearsome guardian of some sort is worthy of XP, then surely so is bypassing this guardian by stealth or whatever creative means player may devise.I think You are approaching it from the wrong angle. Awarding XP for killing is a retarded legacy mechanic that should have been thrown out the window years ago. It has been copied from D&D to everything and we are so accustomed to it that it feels natural, but it really does not make any sense.
However, I am not saying that awarding XP for defeating enemies is wrong, especially if that defeating serves a purpose (like completing a quest).
And XPs, being highly abstract and contextual have never been a rightful part of sandbox philosophy in the first place.Your problem is that you think of game design in terms of "let's define some rules that make sense theoretically, and let the game emerge organically from those rules".
That is a sandbox game design philosophy which neither Obsidian nor Bioware have ever championed.
They fixed that in DX:HR.XP isn't the only way a game can reward you. Even if there was no way to go outside the "level band", which I doubt will be the case, there will be other things to do in the game world.
Seriously, was there any shortage of fun stuff, challenges and exploits to do in Deus fucking Ex?
OMG DEUS EX HAD NO KILL XP HEAVILY SCRIPTED CONSOLETARD STREAMLINING DECLINE
This is the most entertaining mental image I've encountered all day. I can just imagine Sawyer sneaking up on hapless NPCs with a coring knife, emptying them out and stuffing the hollow shells with straw.It's not as if J.Sawyer secretly hollowed all the NPCs and creatures out in very sinister manner, keeping all the precious XPs for himself
And how do you forsee all the other solutions to a quest, especially, if there is rich mechanics that player may use creatively in place?Alex, you seem to be arguing a lot about how you like Kill XP, and very little about the issue it causes. How do we reward all play-styles equally in your opinion, if Kill XP stays?
Put enough XP for the other uses?
it's prone to breakage, requires tons of work to prevent abuse, and revolves around boxed-in solutions.
Ahh yes I recall playing Bloodlines and never-metagaming there with the training manuals.
Oh wait, yes I do.
Get the manual -- sell it to the store so you can buy unlimited copies, pad your skills, then only put points it when the manual reached its limit -- or vice versa -- put a few points then pad it with the manual (depending on the cut off and requirement of the manual itself).
WTF? Did you comprehend the concept? Kill everyone you fucking wantGod forbid the player should have the freedom to tackle obstacles as he wants to, amirite?
This post is all the proof one could ever need that traditional XP based sytems with kill XP and whatnot fucking dissolve their players' brains.
It's not removing rewards. It's not including artificial and abstract rewards for doing pointless shit and, as a consequence, not having to work around derpy metagaming driven by derpy design by piling even more fucking cruft.
It's not as if J.Sawyer secretly hollowed all the NPCs and creatures out in very sinister manner, keeping all the precious XPs for himself, because do you know what falls out of fucking person, random bear or whatever once you stab them dead?
Not XPs.
Guts.
If you have no use of a pile of bloody, stinking guts, then why do the fucking stabbing in the first place?
Seriously, your complaints make you sound like a brain damaged person.
And how do you forsee all the other solutions to a quest, especially, if there is rich mechanics that player may use creatively in place?Alex, you seem to be arguing a lot about how you like Kill XP, and very little about the issue it causes. How do we reward all play-styles equally in your opinion, if Kill XP stays?
Put enough XP for the other uses?
The problem with solution dependent XP (superset of kill XP) is that it's prone to breakage, requires tons of work to prevent abuse, and revolves around boxed-in solutions.
If you dole out XP for goals and goals alone, you automatically reward all possible solutions - foreseen and unforeseen - remove abuse and pathological gameplay, and accomplish all that by just placing a single trigger with value attached to it.
What is it about a computer game that makes people think that the game should cater to every fucking distorted behavior? Is it because they're normally singleplayer? Because, let me tell, you; if you want 16000xp instead of 15000xp so much, there are memory editors for that.
Unlimited copies was fixed by the unofficial patch. It could still be 'abused' by using the manuals only on the maximum point at which they gave dots on, to prevent xp waste - this was FUN, on a min-max quest ordering way - but it also has nothing to do with the combat xp-mission xp dichotomy either either; because it was planning, something notoriously absent from grinding (actually, the camarilla edition mod reintroduced a grinding mechanic with the 'online university' which cost money - a very unused resource on the original game - which however encouraged grinding on a especially retarded manner due to HL2 inventory mechanics).Ahh yes I recall playing Bloodlines and never-metagaming there with the training manuals.
Oh wait, yes I do.
Get the manual -- sell it to the store so you can buy unlimited copies, pad your skills, then only put points it when the manual reached its limit -- or vice versa -- put a few points then pad it with the manual (depending on the cut off and requirement of the manual itself).
So your solution is essentially to LARP.Is all about GM & Players style. Say you've planned and entire quest line, but instead of helping the Paladin save his friends, they decide to kill him, ask for a reward from the Dark (Under)Lord and then masscrate the village in tribute.
And getting XP at the goal, after all obstacles have been tackled one waty or another prevents this how?^ Because God forbid the player should have the freedom to tackle obstacles as he wants to, amirite?
As a matter of fact, if you are capable of tying your own shoes, then it really doesn't need explanation.Also I love how this
it's prone to breakage, requires tons of work to prevent abuse, and revolves around boxed-in solutions.
needs no explanation, it can just stand alone - because you say so, rite?
Use based is for when you need a robust, simulationist system for handling stuff like large sandbox full of mostly questless content.Inb4 you re-suggest your magical Use-XP solution that would solve all problems yet no one has thought of yet but you.
But that is preference. The IE games were never sandboxy. BG was the closer to what you want, but BG2 was more restrictive, and way more popular. PS:T and IWDs were even more linear.What is it about a computer game that makes people think that the game should cater to every fucking distorted behavior? Is it because they're normally singleplayer? Because, let me tell, you; if you want 16000xp instead of 15000xp so much, there are memory editors for that.
I don't think it should cater to every behavior, but neither do I care for it restricting me as to how I approach the game more than it needs. I feel RPGs should strive to be more sandboxy, not less.
Ahh yes I recall playing Bloodlines and never-metagaming there with the training manuals.
Oh wait, yes I do.
Get the manual -- sell it to the store so you can buy unlimited copies, pad your skills, then only put points it when the manual reached its limit -- or vice versa -- put a few points then pad it with the manual (depending on the cut off and requirement of the manual itself).
Manuals were a horrible idea. How does that relate to the Quest XP again?
Bloodlines' quest XP even solves the issue (that I'm still not sure exists) that Alex brought up with quest XP and open world, because XP was directly usable in the character system and there were no levels. Thusly there was no need to make the "packets of leveled content" Alex warned about (though as I said, I don't think that's the case without Bloodlines' character system either, I'm just saying that if it is, Bloodlines solves it).
So yeah. Grunker, you're a moron.
it's prone to breakage, requires tons of work to prevent abuse, and revolves around boxed-in solutions.
But that is preference. The IE games were never sandboxy. BG was the closer to what you want, but BG2 was more restrictive, and way more popular. PS:T and IWDs were even more linear.What is it about a computer game that makes people think that the game should cater to every fucking distorted behavior? Is it because they're normally singleplayer? Because, let me tell, you; if you want 16000xp instead of 15000xp so much, there are memory editors for that.
I don't think it should cater to every behavior, but neither do I care for it restricting me as to how I approach the game more than it needs. I feel RPGs should strive to be more sandboxy, not less.
So the sandbox approach were never in Obsidian's plans, and i'm sure most backers didn'twantexpect it to be
WTF? Did you comprehend the concept? Kill everyone you fucking want
edit: unless you are answering a dumbfuck i ignored instead of DraQ that is.
It seemed to me you wanted something in the lines of Arcanum or Fallouts. If you compair them to KotoR2 or NWN2 then yes, they were more open, but P:E will be as well. I expect it to be along the lines of BG2 openness.But that is preference. The IE games were never sandboxy. BG was the closer to what you want, but BG2 was more restrictive, and way more popular. PS:T and IWDs were even more linear.What is it about a computer game that makes people think that the game should cater to every fucking distorted behavior? Is it because they're normally singleplayer? Because, let me tell, you; if you want 16000xp instead of 15000xp so much, there are memory editors for that.
I don't think it should cater to every behavior, but neither do I care for it restricting me as to how I approach the game more than it needs. I feel RPGs should strive to be more sandboxy, not less.
So the sandbox approach were never in Obsidian's plans, and i'm sure most backers didn'twantexpect it to be
Like I said earlier, yes, that is my preference. And even BG2 was way more sandboxy than, say, Kotor 2 or NWN2. F:NV was better, but it also made really sure you couldn't go off the grid with its quests.
I like drama. Just fanning the flames.Your "as usual" comment intrigues me however, since I don't think I've ever seen you express disagreement with me.
Because most of people here played Dragon Age 7 times and most of people here actually don't care about mechanics. Remember that this place is full of MCA cultists.Personally, I'm surprised that more people aren't pissed that the game doesn't have per-character inventories.