Gnidrologist
CONDUCTOR
Doesn't matter where the XP comes from as long as there's plenty of it. Latest shadowrun games i'm playing now seem to deal with this issue quite well.
Fine, I'm NS myself, so pretty much as un-gamist as it can get,but I can frame it in a gamist manner as well.I like things to be systemic rather than scripted for reasons totally unrelated to simulationism/verisimilitude. If anything, it's a question of gamist (player driven reward structure) vs narrativist (rewards based on progression along the designated path) philosophies, albeit the difference in this case is pretty subtle.
Anyway, to answer your question, yeah, why not? I certainly would have preferred Josh to make the XP system more interesting instead of less interesting. I guess he was probably afraid of trying anything very different from the IE games because of backerlash.
Yes, ensuring that you get the XP for solving the problem regardless of how you solve it as long as you solve it is forcing you to play it the JS' way.No, you power gaming faggot. J. Sawyer knows better. You will get xp the way he wants or you will get no xp at all.
Nah, I'm trying to show my appreciation towards this kind of chardev system in spite of my general dislike for XP based and highly abstract systems in general.Yes, DraQ is trying to drag an entirely different point into this discussion whenever it comes up. And no, that doesn't invalidate all his other points which are directly related to it.
I said prioritize.Gamers enjoy good combat. XP should not be the priority of enjoyment of gameplay.
Gamers also enjoy well designed quests but you'll still get XP for those (heck they're your only source of XP/character growth) to sweeten the experience.
KillXP doesn't, but say, StealXP does - see Alpha Protocol or new Deus Ex, where for getting maximum level, you are inclined to finish every enemy you can (combat xp) while breaking every lock and computer (stealth xp and other xp). Or even Fallout, where locks, traps and Doctor skill were a viable way of getting xp for, say, a pacifist run. Some players would go all degenerate probably and heal NPCs or whatever, while others would use it for their intended playstyle.Firstly, your thief example makes no sense. How does kill XP provide XP for the thief?
What exactly wasn't possible in IE games? Roaming around killing random shit and getting levels? If anything it was the core of those games, while objective-based XP was just a supportive measure to get party through plot somehow.1) This was never possible in the IE-games.
Er, how? PoE will reward you for problems set by it's designer... but we're really going circles here.Obvious fallacy. Pillars of Eternity already rewards the players for solving the problem, just as I would in your example.
Sure, a compromise between DM and players being most important thing, but you can't deny that sometimes players want to take things in their own hands and don't want to support your efforts. I find it's in a nature of a playing person to rebel against game and test it's limits so it's actually not that far away from world of computer games, but I am really getting carried away here.By the way, my players generally don't decide they want to play another campaign in the middle of a current campaign
I am just butthurt I did not select 135$ backer optionI could have bundled up those arguments with another word than 'crowd', but I'm sure you would get offended by that as well.
Haha, you wish.Degenerate gameplay arguing aside, removing XP for kills invalidates at least one playstyle, which is a big no-no in JES book as far as I can tell.
In BG1 I could ignore quest givers, just head into wilderness and fight animals/monsters/bandits to improve my party's battle prowess, which also made sense, because if someone went on to kill bears for a year, he/she woulddieimprove his/her combat skills.
In before dirty simulationist.
Sometimes the best way to remove the problem is removing the problem.But I do think that outright removing XP for kills for the cheapest way to achieve certain goals, and by far not the best.
Hey, I'm as simulationist as they get and I recognize no kill XP as good thing.The funny thing about simulationists is that they don't even realize when people are helping them.
Once you attack them or otherwise piss them off they are no longer friendly.Just don't award XP for killing friendly NPCs. Problem solved. The game has faction mechanics so there is presumably already a disincentive for making enemies with quest-giver NPCs.
The "diplomacy xp" and the "kill xp" are exactly the same. You're just wasting your time by doing the former.If they drop loots I will still go back and kill them after I get the diplomacy XP unless someone has balanced combat to cost as much loot as you get. Which they will certainly not
Why would anyone ever do diplomacy then if it's kill xp - loot
Survival of the fittest lah.Your fucking druid (D&D "ecoogist" variety) will get better at fucking druiding, oneness with nature and general hippy shit by derping around in the wilderness and murderizing bears.
How have they failed to address it?
1. Doesn't address coming back to slay the enemy after reaching peaceful resolution or killing the quest giver, if you meet their kind for the first time (also how does it work with playable race/intelligent enemies? killing 1 human = kiling any human?)1. Only reward with XP for defeating particular type of enemy for the first time.
2. Divide enemies into 'challenge' ranks and only reward with XP for defeating enemies with higher rank than the highest you have defeated previously (and base the XP gained on the difference).
3. Only reward for defeating enemies as strong as you (or stronger).
4. Hand-craft the game that it gives you XP for defeating certain enemies, both those who need to be defeated because of quest content (i.e. you cannot avoid the fights) and those who you would want to defeat because of the challenge (like dragons / famous fighters, etc.), but not the random wolves in the wild.
RPG players also enjoy fapping. Game must therefore feature gratuitous pornmance. Enjoyment must flow!Here are two:
P1: RPG players enjoy developing their characters.
P2: Character development in PoE is centered around XP gains.
P3: Most of PoE's gameplay consists of combat.
C: Removing XP gains from PoE's combat reduces players' enjoyment of PoE.
IWIN button is also an option. Game must have an IWIN button.P1: Having multiple gameplay options in an RPG is good.
P2: Being able to kill things for XP is a gameplay option.
C: Being able to kill things for XP is good.
No longer can you "roleplay" a sociopath who kills people after helping them or sparing them because doing so makes you stronger.
Perishable? Huh?
Also doesn't this game also have an infinite loot inventory?
I think the argument for taking XP away from trash fights is the same as taking loot out of them.
In one you're role playing a person who kills someone for their stuff, and in the other you're metagaming experience points. I'd say that's enough of a difference.The game argument for going back and killing after a diplomatic solution is exactly the same when doing it for the benefit of loot as it is for doing it for the benefit of kill xp + loot though? There's no difference in the incentives, just the degree.
False.While unkillable NPCs are more often used to save the time on writing plot or even not allow modern gamer miss important content, both of these design tricks are also used to prevent a particular player behaviour.
Most importantly loot is in-universe incentive, just like loss of reputation and all sort of content gating can be in universe disincentives.The difference is that loot and gold just aren't as universally useful as experience is. So, the people who hoard it in the way you describe are, well, responding to an incentive that's not really there, or an incentive that's really weak, I guess. People gonna people.
Assuming Obsidian isn't dumb, it's going to notice if the things you do contradict the things you say and thus you'll be role playing.No, I'm gaming to get more powar either way.
I've read a lot of legit arguments in favor of dropping combat xp. This is not one of them.No longer can you "roleplay" a sociopath who kills people after helping them or sparing them because doing so makes you stronger.
So your solution is that instead of 0 XP, it should be such a low amount that it's essentially 0.I've read a lot of legit arguments in favor of dropping combat xp. This is not one of them.
-> Quest givers are only worth 1 XP after you you help or spare them.
Problem solved.
It is different, because it only applies to quest givers and only after you help or spare them.So your solution is that instead of 0 XP, it should be such a low amount that it's essentially 0.I've read a lot of legit arguments in favor of dropping combat xp. This is not one of them.
-> Quest givers are only worth 1 XP after you you help or spare them.
Problem solved.
This is somehow totally different.
1. As I said, this is a simplification. Since XP numbers in this system are set by hand (like in a P&P system), you could easily give no XP for killing friendlies.How have they failed to address it?1. Doesn't address coming back to slay the enemy after reaching peaceful resolution or killing the quest giver, if you meet their kind for the first time (also how does it work with playable race/intelligent enemies? killing 1 human = kiling any human?)1. Only reward with XP for defeating particular type of enemy for the first time.
2. Divide enemies into 'challenge' ranks and only reward with XP for defeating enemies with higher rank than the highest you have defeated previously (and base the XP gained on the difference).
3. Only reward for defeating enemies as strong as you (or stronger).
4. Hand-craft the game that it gives you XP for defeating certain enemies, both those who need to be defeated because of quest content (i.e. you cannot avoid the fights) and those who you would want to defeat because of the challenge (like dragons / famous fighters, etc.), but not the random wolves in the wild.
2&3. Doesn't address coming back to slay the enemy after reaching peaceful resolution or killing the quest giver, if they are of high challenge rank.
4. Doesn't preclude coming back to slay the enemy after reaching peaceful resolution or killing the quest giver, if they can be assumed "challenging", but add fuckload of pointless busywork to game's design.