There's more experience in the game than you can get because of the level cap.
Yes, but this is really early in the game, right after the Nashkell mines. There is no other point so early in the game where you can get so many XP.
It is just so much for so little work that it just feels wrong not to do it if you know you can. It really encourages breaking immersion and just collecting XP.
I know I don't have to give in to that, but come on, if the system encourages it so much, then the problem does indeed lie with the system.
So what, it would be fine then to get XP for killing them if you got a quest to go there or if they were right in your way?
I'm not saying killing the sirens should not yield any reward. But it should be bound to something that makes sense. You could also get an XP reward if you kill all the sirens and an additional reward if you tell the quest giver. This is not about not giving rewards if the player does not know there is a quest, this is about not giving XP
per kill, as that is not bound to anything at all and encourages killing for the sake of.. well, there is no sake other than gaming the system (ake ignoring the world and just collecting XP to get stronger for no reason in-game).
Think about it, if there was no XP per kill, but only per quest (also mini quests which may be nothing more but clearing a cave of sirens in some situations), there would be no bullshit encounter design like BG has to a rather large part. Everything that gives XP has to make some sort of sense, which would force any designer to put some thinking into what he does and would give any player a better reason to do anything.
I was under the impression that the sirens were only there "just because" to serve as XP givers. I never took Safana into my party. But in any case, this does not make my point about XP per-kill invalid.
This is bullshit "roleplaying". How about if I'm roleplaying an RPG player that goes everywhere and does everything possible to increase the power of his party? Why would I go there? Well, for the XP of course. If there's nothing to be had from them then you can ask why would I go there.
You are probably gaining no joy out of roleplaying, only playing these games to fulfill some power fantasy with your character, gaming the system to beat it or whatever. At least it seems that way.
But I honestly think that anything you can do with a character in an RPG has to make some sense to do for the character. This is called roleplaying. When you sit at a table doing PnP, you don't just say "yeah I go east now for four days, kill anything I see for the XP" if you character has no reason to do so. And while a cRPG can never reach PnP fully, it should at least strive to get the "this makes sense" part right.
Btw. I'm not saying no kill-XP increases freedom. It does not affect freedom if done correctly, IMO. It increases quality of roleplaying by encouraging problem solving over mindless grinding.
And it just so happens to also work in sandbox RPGs, even procedurally generated ones FFS, not only in games like PoE or BG that focus on a story-driven progression more than a player-driven one.
So... I just see no reason to use kill-XP in RPGs.
but in PoE every time I say "no", I lose XP.
Of course you should not be given XP for rejecting a quest. But what are you complaining about, exactly?
That in a kill-XP based system you would still get the XP for killing the mini-dragons guarding the egg (or whatever) despite saying no to the quest?
So, make getting the egg a mini-quest on its own, which you can still do despite saying no to the trader.
Problem solved, no kill-XP needed. You would just miss out on the monetary reward from the trader.
Some people seem to get the impression that quest-based XP rewards would only be given to some giant side quest or milestones in the main storyline.
That is not what I am trying to say. A quest can be something as small as "survive that random encounter". If you just kill all the enemies, that would yield the XP reward. But sneaking past them or talking your way out of it would yield the same reward. This way, no play style is favored and no player is left out of the loop just because his character is not based about fighting. Imagine it was different, a character sneaking and stealing all the time would end up having half as much XP as a fighter. Now that would certainly lead to some frustration in the late game...