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?
Nope. Without XP reward for diplomatic resolution you can just get straight to the point.
And other incentives are easier to regulate with disincentives, while it's hard to argue with universal and objective measure of progression (TM).
What the heck is a metagame reward? (...) but XP in general makes no sense in narrative in a hundred ways.
You have essentially answered your own question.
With XP system you have essentialy given up all pretense of simulationism as far as character growth mechanics goes. It's an abstract reward system, bearing no tangible relation to anything in actual gameworld, and as abstract reward system it should be judged solely on the basis of how it drives the player's behaviour and in consequence the game - what system rewards is basically what you want player to do. It's a metagame system in that it exists outside and beyond the game proper.
Kill XP motivates grind and derpy degenerate gameplay, goal oriented XP rewards fulfiling - nomen omen - goals.
It's pretty clear which one succeeds here and which one doesn't.
No longer can you "roleplay" a sociopath who kills people after helping them or sparing them because doing so makes you stronger.
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.
What if quest givers give more than one quest? What if they are involved in a more elaborate quest structure where killing them is one of *expected* outcomes?
It is different, because it only applies to quest givers and only after you help or spare them.
Why?
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.
Why?
You see, that's the problem here. You guys just *assume* that kill XPs are desirable mechanics and try to work around its obvious shortcomings by piling up epicycles on epicycles - singular, extensively scripted, often nonsensical solutions (why the same character with same challenge rating should sometimes be worth many XP and sometimes virtually none?) in the name of what?
OTOH if you recognize the underlying system as broken and replace it with something sane, all the problems just *poof*.
4. You failed reading comprehension on this one. As in 1. combat XP here is set by hand for individual fights, so the solution is not giving XP for these NPCs - or do give XP for them, if they are challenging to defeat and the player should be rewarded for that.
Is setting up completely arbitrary and unpredictable rewards for varying circumstances seriously your answer to making the rewards more systemic?
Because your failing horribly.
What I don't really get is why powergamers, who use diplomacy and then kill the quest-giver are the reason to remove killEXP altogether.
You've got it ass backwards.
The question is why would you possibly *keep* the kill XP if not including it makes for much cleaner and saner solution without losing either verisimilitude or gameplay complexity.
The question isn't how to make kill XP more palatable or whatever. The question is why not fucking ditch it.
Deviating from that formula will create something of a cognitive dissonance.
I don't disagree here. Personally I am OK with a game that tries something new (especially when the new idea makes good sense). If IE addicts get headaches and cry because something isn't exactly what they're used to, good. They need to have their horizons broadened. If P&P games didn't variate on the original formula, we'd all still be playing Basic D&D. Fuck, we wouldn't even have D&D, just Chainmail. The P&P games I play today make D&D look like the childish silliness it is. Fine for kids. I'm delighted that my CRPGs are starting to grow up a little bit too. XP addicts need their brains stretched.
...And should start rolling for horizon circumference ASAP.
Once you are no longer measuring how experienced adventurers are at adventuring, there is no reason to retain a complex system intended to measure the adventurers' experience at adventuring. When xp is all about where one is in the story, it is best to ditch the unnecessary complexity and have the story grant powers as the story needs to. It is silly to have a complex solution to a simple problem.
I agree, but I don't consider a single variable and some numeric thresholds particularly complex.
Think of it as hero's journey progress bar.
Nah, PoE rewards you for completing an objective/quest, not for overcoming a challenging fight.
If you need to do A, but B stands in your way, doing A implies that you must have overcome B in some way, therefore rewarding A also rewards B. Simple.
If IE games (supposedly) rewarded mass killings, PoE rewards bounty hunter like mentality - kill only those critters that are part of fetch/kill quests (those unfortunate souls for whom DM Sawyer put a price on their heads). Having only one source of character growth (quests) also promotes certain behaviour and limits player choice.
Switching from killing everything you can for the XP to only killing what you have reason to (story-wise - via XP, or another - via loot or more desirable world state) is already a massive incline.
Now I certainly see advantages of no kill XP system, I just disagree that it's a 100% perfect solution with no drawbacks for a tactical IE successor type game in which every class is a monster in combat.
I think it is. If it was more of a TES style game, I would disagree.
In the playthrough I am doing of the PoE beta, I am just going to different maps and attacking hostiles/picking the [attack them] option in wilderness/dungeon dialogues. I have cleared 2 wilderness maps, a dungeon and the Ogre cave. I haven't gained a level and the character sheet shows 10 000/15 000xp for next level (or something like that), which is what you start with.
How does that make you feel?
It makes my dong hard with manjuices.
Of course, some people dislike the idea that there would be any difference in how much XP you get depending on how you solve problems. Of course some people prefer for XP to not be an element of the game at all. But I think this makes the game poorer. It makes the player's actions matter less, much like regenerating health and small inventory spaces in FPSs.
Of all the things you posted I can't agree with that, if only because a single variable all-permeating reward mechanics just doesn't have much room for depth in it and it merely overshadows the actually interesting aspects that, unfortunately aren't just about universal reward incrementation.
Getting it out of the picture makes the game more interesting and deeper, not the other way around...
But having different actions not be directly comparable to each other makes for a richer game than simply equalizing everything, I think.
...because no other, more grounded reward can hope to outshine the XP, removing it goes a long way towards not making solutions directly comparable by taking away the way in which they could be directly compared.
Exp distribution is a very essential part of D&D, it dictates how the game is played. You cannot claim a game is trying to be similar to D&D if you change how exp works.
This is literally the most retarded thread i have read, with people defending this retarded fucking mechanic that could and maybe would work in another type of game (maybe in sawyers "masterpiece") but not in a game that is trying to be an IE game. As some dude says in that thread, it fucks up the pacing, and it really does, it also fucks up the feel of the game, and this is what fucking happens when you work on abstract instead of actually reasoning about why its done the way its done.
The goal of this shit is to recreate the IE and by extension the D&D feel and you change the motivations of the player characters behind their actions, is there any fucking doubt it will feel off?
In that case I hope the game will also feature infuriatingly retarded pathfinding and AI that simply stopped functioning when not observed by the player and could be abused by spamming AoE from afar.
Because them IE feels.
I wish i could set some of you on fire and close the door behind me.
PS: i am not mad at the stupid game, im mad at you missing the whole fucking point of this, im mad at you for being so fucking reasonable instead of calling bullshit on something that is obviously wrong. Gozma called some of the obvious flaws on this system, several times, and no one gave a shit.
May you find great enlightenment at the end of your great butthurt.