Still a reward for clearing maps.
*WHY* should there be a reward for clearing maps in the first place?
The player is free to flee or simply stop and still keep what they have already earned, thats already more freedom than current PoE system allows.
That's the price of abstraction. In a kill XP system you still don't get to keep "what you have already earned", if you're fighting one or few powerful enemies and are forced to flee despite doing considerable damage, even though it should be a learning experience.
If you want simulationism, take use-based system - you fight with sword, you get better at sword fighting, you cast illusion spells, you get better at illusion magic. It allows you to truly keep "what you have already earned" too, even if you failed to kill an enemy, before being forced to flee.
If you take an abstract XP system where your gains allow you to increase character's overall performance at everything or freely pick the abilities to improve, its only fitting that the "advancement currency" is also gained in a similarly abstract manner.
It's clear that PoE advancement system isn't particularly simulationist, so trying to maintain reward structure that would nevertheless motivate realistic behaviour (AKA not stabbing shit for absolutely no reason) is the next best thing.
oh noes he killed the imaginary creatures made up of pixels on the screen!11 Doing it wrong! etc etc etc
Do you have some sort of mental impairment?
The idea is that in the final version you can only enter a dungeon if you have the quest, or if the quest giver is right next to the door.
No! No! No! No!
Are you actively trying to misunderstand things or does it just happen to you?
Of course you should be able to enter in any case and do whatever you desire. You'd still get the XP for reaching the loot room (assuming that is the overall goal of the dungeon). You would just not get any additional reward from the mayor or whoever has an interest in you clearing the dungeon.
I think that playing (for example) Morrowind and taking notes on how doing quests out of order is handled there would clear up a lot of confusion and mental confusion in kill XP junkies.
Long story short there is no reason, technical or otherwise, why you shouldn't get your goal XP reward either when you achieve the given goal (regardless of whether you have started the quest) or the moment you start the quest/turn it in if you had some of the goals completed (unknowingly) beforehand.
For extra flexibility you could have critical path "winding" - the moment you accomplish a goal on quest's critical path, the game checks if you have been rewarded for all the presumed prerequisite goals and applies the rewards, while disabling those goals if you haven't - this way game could accommodate even solutions that are more out of the box than presumed possible.
I'm not saying that every combat encounter should be mandatory, or that it should be the only solution to every quest. We do already know that combat in general will be mandatory to finish the game, though. Designing an RPG where combat is only one of many play-styles is a huge additional undertaking that is outside of the scope of PoE. A combat-ready party is the way you're going to play this game, and this idea is reinforced by Josh's "no useless builds" philosophy. It's not an RPG where you have the option to kill lots of thing; it's an RPG where you do kill lots of things.
Now, that being the case, should it be highly encouraged? My answer is, absolutely yes. I'm going to replace 'should combat always be highly encouraged' with 'should there be an inherent reward for combat' since we're talking about XP. And to head off the inevitable: no, "fun" doesn't count. "Fun" is the result of good game design, it is not an ingredient in and of itself. I mean strictly a gameplay mechanics reward.
Fully disagreed.
1. Designed playstyles are only a subset of all viable playstyles. Even if you design how players may play your game you don't know how they will play your game.
2. No other genre regardless of its focus on combat needs this kind of systemic reward drip.
3. Systemically rewarding combat lessens the depth of tactical/strategic calculus involved in game. "should I kill X assuming that I can handle it?" stops being a decision and becomes a mechanical imperative, at least for a player wanting to play the *game* part of your game effectively.
If the fundamental challenge of the game is combat encounters, I believe the reward structure should be integrated into that. Otherwise you have a broken gameplay loop, where completing the most basic gameplay segment (a combat encounter) has no purpose by itself, other than progressing to the next bit of content. It divorces the meta-game of character development and narrative progression from the minute-to-minute gameplay.
Not any more than it is already divorced in kill XP systems where development only occurs once you have amassed sizable chunk of XP.
As for the narrative, not only is it mainly determined by the content itself, but goal XP only handles it better because:
1. It's usually natural to tie character growth to narrative tension which is better accomplished by tying it to quests (should Bilbo get XP for his brush with Smaug?).
2. Kill XP can often break the narrative-mechanical connection, for example if the player character that is supposed to be captured by bunch of lowly ruffians spent his sweet time popping bears in the wilderness and is now level 24. Goal only XP allows for finer control over character progression which inherently narrative friendly.
Bringing up other genres just muddies the waters. Other games have other designs. In most action games there are no progression mechanics. Usually there aren't even long-term resources or a persistent economy that spans the entire game (as opposed to being contained to one level or section). Reward structures are different.
That doesn't change that action games somehow don't need to resort to artificial dopamine IV to keep player interested.
If your combat can't keep player interested (even with sweet loot or chunk of content just around the corner as motivator), then you simply have shitty combat and probably shouldn't be making games.
A lot of games, including a lot of RPGs, don't have combat as their core gameplay like PoE does. Stealth games, tactical shooters, platformers, adventure games, etc... are all good for different reasons and require totally different priorities.
So what you say is that tactical shooters are already too monocled by cRPG standards and cRPGs should strive to be more like Doom instead?
Kill XP could be used for increasing stuff that increases in combat veterans.
Not even that, just being in combat, or even situation where there is high risk of combat if you screw up should increase that stuff, so kill XP doesn't work even as that.
(You could argue for some sort of kill XP specifically removing maluses against killing shit, and especially other people, though).
Why does there have to be a small "get here to get XP" spot? Why can't the spot be big? Why can't it be a more intelligent system that detects, say, if you've seen X% of the map, or seen Y% of the monsters on the map, or stuff like that? Or if you're in a dungeon, you could get XP for getting from one room to the next. You're being too narrow minded in what is possible.
Food for your thoughts:
http://www.rpgcodex.net/forums/inde...fic-knowledge-based-system.35973/#post-886816
However, it does seem like PoE is very very combat centric and in that case I do agree that you might as well have kill xp. If it weren't so combat-centric then the case would be different.
Even in a combat centric game with a combat centric system deciding whether or not engaging in combat with something is worth it or just stupid risk and waste of time and resources can be relevant gameplay aspects.
Kill XP breaks it with metagame incentive.