Conversely it also yields loot and gets rid of the issue permanently, unlike avoidance, stealth or disabling magic not followed with combat to finish it up.I don't get Josh's 'every quest solution should reward equal XP' thing. If people are going to fight enemies regardless of not getting any XP, that goes both ways: people who want to play stealthy/diplomatic won't be put off by not getting as much XP. Combat will be the more challenging solution, consume tactical/strategic resources, risk companion maims/death, and probably more demanding of a high experience party.
The problem is that XP are the most long term reward conceivable, unlike loot XPs don't devalue with gameplay progression, what you got once, stays with you.It makes sense to hand out more XP for those solutions.
The cost of combat could be balanced with delayed consequences of all sorts, and cost/benefit calculus.Why? If anything, combat should give less XP, since combat is the dumbest, harder solution, for parties unable to finish the quest in a more elegant way. The more efficient way should be rewarded more, and more efficient is most of the time the quicker, easiest, spend less resources way.
Fuck you, DX:HR was gud.That way lies DX:HR which was terribad because it encourages certain playstyles/activities.
If something's fun, do it. If it's not fun, don't do it. XP bribery is a failure.
Indeed, why?Then why bribe players with XP to complete sidequests?
That way lies DX:HR which was terribad because it encourages certain playstyles/activities.
If something's fun, do it. If it's not fun, don't do it. XP bribery is a failure.
Some combat rewards are circumstantial - getting rid of an obstacle blocking off the actual reward.That way lies DX:HR which was terribad because it encourages certain playstyles/activities.
If something's fun, do it. If it's not fun, don't do it. XP bribery is a failure.
Still, even if you find combat fun why waste resources on fights that don't yield rewards (whether in XP or loot) instead of saving them for those that do?
Still, even if you find combat fun why waste resources on fights that don't yield rewards (whether in XP or loot) instead of saving them for those that do?
The feminazi was actually right in that post, though.Apparently you quoted Roguey. Well, I wouldn't know.
Why? If anything, combat should give less XP, since combat is the dumbest, harder solution, for parties unable to finish the quest in a more elegant way. The more efficient way should be rewarded more, and more efficient is most of the time the quicker, easiest, spend less resources way.
Conversely it also yields loot and gets rid of the issue permanently, unlike avoidance, stealth or disabling magic not followed with combat to finish it up.I don't get Josh's 'every quest solution should reward equal XP' thing. If people are going to fight enemies regardless of not getting any XP, that goes both ways: people who want to play stealthy/diplomatic won't be put off by not getting as much XP. Combat will be the more challenging solution, consume tactical/strategic resources, risk companion maims/death, and probably more demanding of a high experience party.
XP does devalue over time because each level costs more. In F:NV it won't take non-combatant player long to catch up with a player that kills every gecko around Goodsprings, because those early XP gains become insignificant pretty fast.The problem is that XP are the most long term reward conceivable, unlike loot XPs don't devalue with gameplay progression, what you got once, stays with you.It makes sense to hand out more XP for those solutions.
Therefore playstyle yielding most XP is clearly the optimal one.
I'm not convinced people actually do this outside of Josh Sawyer's nightmares. Anyway, like Volourn said, the game shouldn't be balanced around those people. Let them have their degenerate fun. Who gives a fuck (besides Sawyer)?Besides, combat XP leads to degenerate gameplay, like using diplomacy to avoid combat and get XP reward, then defaulting to combat against the same NPC to get another XP reward - especially given that an NPC yielding a lot of XP when talked down will probably be worth a lot of XP in combat.
Yeah, because DX:HR encourages shitty boring playstyles like hacking into every fucking email account in an office building and exploring every inch of airduct/sewer. That's hardly comparable to rewarding a player for engaging with the central gameplay system of a game. Like I stated above, Poe doesn't have the burden that some other RPGs have of ensuring that non-violent playstyles are viable. Kill-XP didn't break New Vegas, I don't see why it would break an ostensibly more combat-focused game.That way lies DX:HR which was terribad because it encourages certain playstyles/activities.
It made little sense for thieves in BG to improve their lockpicking after killing enough kobolds.I like to get rewards in xp for my kills, it makes sense too, your characters battle prowess grows by doing battle. Also people wishing for less trash mobs disgust me, they should ask for a better combat system that wont get old, that will evolve as the players grow in power, that will be a joy to play.
Also, it makes sense that if they avoid conflict they should end up about as physically and mentally strong as people that avoid conflict.
Then why bribe players with XP to complete sidequests?If something's fun, do it. If it's not fun, don't do it. XP bribery is a failure.
There are no social skills in PoE.If the quests are anything like New Vegas, the diplomatic options will be a lot 'dumber' than combat, since they often didn't require any particular problem solving or mental activity at all provided you had the right stats. Besides, that would make sense in a game like F:NV or Tides of Numenera where non-combatant characters are a viable player choice, but Josh has said Poe is not like that.
This is just a matter of degrees then. If something is bad on a small scale, it's usually bad on a big scale, just less noticeable.Yeah, because DX:HR encourages shitty boring playstyles like hacking into every fucking email account in an office building and exploring every inch of airduct/sewer. That's hardly comparable to rewarding a player for engaging with the central gameplay system of a game. Like I stated above, Poe doesn't have the burden that some other RPGs have of ensuring that non-violent playstyles are viable. Kill-XP didn't break New Vegas, I don't see why it would break an ostensibly more combat-focused game.
Most things about XP don't make any sense. In lots of PNP RPGs they tell you to give players XP for successfully roleplaying these days, not for passing skill checks.I like to get rewards in xp for my kills, it makes sense too, your characters battle prowess grows by doing battle. Also people wishing for less trash mobs disgust me, they should ask for a better combat system that wont get old, that will evolve as the players grow in power, that will be a joy to play.
Also, it makes sense that if they avoid conflict they should end up about as physically and mentally strong as people that avoid conflict.
Why do you kill Imps in Doom?Still, even if you find combat fun why waste resources on fights that don't yield rewards (whether in XP or loot) instead of saving them for those that do?
If so then avoiding conflict should give your characters better prowess in sneaking, diplomacy, etc.I like to get rewards in xp for my kills, it makes sense too, your characters battle prowess grows by doing battle. Also people wishing for less trash mobs disgust me, they should ask for a better combat system that wont get old, that will evolve as the players grow in power, that will be a joy to play.
Also, it makes sense that if they avoid conflict they should end up about as physically and mentally strong as people that avoid conflict.
Well, pnp solved this by giving bonus exp to characters for doing stuff they should be doing, 10 xp to thieves for each gp worth of stolen property, 10xp per hit dice of enemy beaten in battle by the team, mages got exp for creating magical items and new spells, etc.It made little sense for thieves in BG to improve their lockpicking after killing enough kobolds.I like to get rewards in xp for my kills, it makes sense too, your characters battle prowess grows by doing battle. Also people wishing for less trash mobs disgust me, they should ask for a better combat system that wont get old, that will evolve as the players grow in power, that will be a joy to play.
Also, it makes sense that if they avoid conflict they should end up about as physically and mentally strong as people that avoid conflict.
There is no perfect solution to this in current RPG paradigm. It would need a new system, made on dfferent foundations to create a solution that 'makes sense', and it would also be very 'simulationist', which is not ideal for most people (learn by use is one such system, and many people hate it with a passion, myself included). I do not think PoE is the right game to deal with this, after all it is supposed to evoke olschool IE feel.
And yes, I know it is pretty ironic, considering all IE games had XP for kills.
these days
Otherwise spending 5 minutes to kill 3 bugs for nothing is fuckin stupid.
Why do you kill Imps in Doom?
Because sidequests are completly optional. Sure, they are fun to do, but would people do them solely for fun without getting any xp (or special items) as a reward? Probably not.How is that bribing?Then why bribe players with XP to complete sidequests?If something's fun, do it. If it's not fun, don't do it. XP bribery is a failure.
Yep. You get XP for overcoming challenges.You get rewards for completing things, that's a pretty fucking standard game mechanic.
You get XP for overcoming challenges.
Otherwise spending 5 minutes to kill 3 bugs for nothing is fuckin stupid.
Nothing? They are an obstacle in the way of your objective. .
Pillars of Eternity is going to change how we look.