Nobody has a problem with quest XP (if done right), people have a problem with the fact that it is the only way to get XP. Play the beta then you will understand why.Quick question. I don't have beta access. Are ALL quests issued by NPCs on a "do this job for me" type basis? It seems weird that the writing would be that one-note.You can avoid combat in PoE, and you should! why wouldnt you, its a fucking waste of time right now, unless someone happens to need something dead, NPCs hold the key to level ups mang, do favors to them and they give you levels in return.
You are fucking yourself for playing anything other than Yes-Man.
It also bears mentioning that the main quest isn't in the beta, and that will probably not be some guy hiring you to fold 10 pairs of underwear for him ... it will probably be a story driven by the needs of the protagonist.
But I do agree that quest xp only does encourage the player to want to do things for people. I don't see it as a bad thing, but I can understand how some might.
OK OK. Going to try not to get deep in this damn thread again. I just thought that was an interesting point.
Well, i dont like being presented with alternatives, that in itself feels like canned progression, rather have the alternatives just be there and let me figure out they exist (sadly this is so fucking rare), thus i really dont give a fuck, as long as its an enjoyable ride.
because if you ask gygax youll probably end up dungeon delving and fighting the cast of star wars. If you ask the guys at whitewolf youll probably end up avenging your lovers death at the hand of the vampuletos. If you ask bioware they will put you at the start of a gay romance and they give you 3 options, you either use lube, you tease you wont, or you dont. If you ask beth they will tell you to go take a hike.
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Fact is fallout may be the closest to a "proper roleplaying experience" this stupid genre has ever gotten. Arcanum is a close second, but is far less enjoyable. And from what ive heard Underrail could be the next one, i need to make some room and play that game already.
Listen to me, combat without xp reward in this sort of games doesnt feel like combat, more like a tacked on minigame that is meaningless, and worthless, even if fun. It soon becomes a chore, because it doesnt help your progression, only hinders it. This thing takes away the meaning behind it, and its the main fucking activity in the game. Do you not see what is wrong with that?
Yeah, you can get some materials, and maybe some items to help you along, but im no better for beating the archdemon than i was before beating the archdemon, only difference is that i now have a magical sword with +10% resist to charms on mondays afternoon and +5% bleed damage, woopty fucking doo.
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Kinda reminds me of NWN prologue, at one point an NPC literally gave you a level. I thought that moment was so lame...
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Which brings me to itemization, josh killed cool items, he literally turned them into a bunch of stats. Yeah, yeah, ill get xp after telling Sir Richard XP that the dude he wanted dead is dead, but im not growing stronger by the act of slaying the beast, im growing stronger by the act of talking to an npc that tells the game it should reward me because the one that made the game says so.
The difference is that with the old system you earned that xp, with the new one, sir checkpoint gives it to you.
Actually, the conflict isn't between rolplayers and roleplayers.
It's between people who want their games to be cohesive wholes, with mechanics and narrative tightly coupled, whatever they might be, and those who want them as segregated and independent from each other as possible.
So tell me, Curious_Tongue , how does it feel to have Hamburglar Hepler as your natural ally?
Because your desires are not just reconcilable, but perfectly compatible - she wants the game part neatly segregated out and skippable, so that cRPGs can be "played" by those who don't like games, while you just want story and in-universe sense to have no bearing on stuff that actually happens during gameplay (and your precious loopholes, don't forget about loopholes), so that cRPGs can be played by people who don't like role-playing.
Because in the end, you both want the same thing. Games that the gameplay aspect and the narrative/roleplaying aspect are separate, so one can ignore the part that finds shity/boring. The only diference would be what part the individual player would skip.So tell me, Curious_Tongue , how does it feel to have Hamburglar Hepler as your natural ally?
Because your desires are not just reconcilable, but perfectly compatible - she wants the game part neatly segregated out and skippable, so that cRPGs can be "played" by those who don't like games, while you just want story and in-universe sense to have no bearing on stuff that actually happens during gameplay (and your precious loopholes, don't forget about loopholes), so that cRPGs can be played by people who don't like role-playing.
You're talking about degenerate storyfags. Why are you lumping us in with them?
I don't remember which part of the brain is supposed to feel satisfied by those small regular rewards and I don't care.
Itemization is up to Sawyer and his ilk but it doesn't have anything to do with this debate. If you ask me Items should play a much bigger role and entirely replace XP, because that makes more sense.
It's between people who want their games to be cohesive wholes, with mechanics and narrative tightly coupled, whatever they might be, and those who want them as segregated and independent from each other as possible.
As far as we know the alternatives Josh will offer us will be there for you to figure out. Or they won't. A closed beta limited to a test area won't give us the big picture.
I dont fucking know what im reading. its obviously their style and what they believe its important/enjoyable in an rpg.No that's just the settings they choose. The more dynamic the game world is and the more options the system allows you to choose from the closer you get from a proper roleplaying experience. The options may be implicit or presented explicitly that's obvious.
You need your carrot on a stick, fine.
I think it's lame just as much as the NPC giving you a level for you. I don't even like level progressions in the first place and I know that's not just me. I don't remember which part of the brain is supposed to feel satisfied by those small regular rewards and I don't care. XP never made any sense to me and your rapid progression is a contradiction with logic, and most characters background even by the in-game world standards.
But there is a fucking difference you asshole I just pointed it out to you, its fucking there, in A you get the exp for beating the demon, in B you get the exp by walking to your fucking goal, i literally have no idea how to make you understand how fucking different it is for anyone but the most dense motherfucker.Sir checkpoint can fit naturally in your progression no matter which path you choose to follow. There's no difference whether it happens at the end of a fight or when you exit the zone after having burned the whole village and shanked the villager who gave you the quest in the first place. It's whether or not it's well scripted and adjusts itself to your decisions and methods.
Itemization is up to Sawyer and his ilk but it doesn't have anything to do with this debate. If you ask me Items should play a much bigger role and entirely replace XP, because that makes more sense. 1)You find ancient magical swords that destroyed whole dragons in a swing, that's what will make you stronger. 2)Not picking a fight when you're character is already a 40 year old jagged mercenary who somehow becomes 40 times stronger/smarter/faster in this specific adventure.
Because in the end, you both want the same thing. Games that the gameplay aspect and the narrative/roleplaying aspect are separate, so one can ignore the part that finds shity/boring. The only diference would be what part the individual player would skip.So tell me, Curious_Tongue , how does it feel to have Hamburglar Hepler as your natural ally?
Because your desires are not just reconcilable, but perfectly compatible - she wants the game part neatly segregated out and skippable, so that cRPGs can be "played" by those who don't like games, while you just want story and in-universe sense to have no bearing on stuff that actually happens during gameplay (and your precious loopholes, don't forget about loopholes), so that cRPGs can be played by people who don't like role-playing.
You're talking about degenerate storyfags. Why are you lumping us in with them?
That while someone could say "well. more options are good, games are entertaiment, why should i not be able to remove gameplay if i'm only interested in story? How does it affect you?" he misses the point.
What if someone wants a more holistic experience where the game's story and gameplay are of equal importance and depend on one another? You would be forced to both roleplay and engage in the gameplay yes, but both parts would be stronger for it.
Mercenary still beats a murderous psycho.Bullshit, all your arguments come down to "i want to roleplay a adventurer that grows in power without the need to fight". And that to me is shit, it goes against the very motivation to be an adventurer instead of a mercenary.
Then you're wanting to play wrong game.I dont want to work for anyone, unless they fucking beg me. I dont want to need their quests, because i believe carrying a package from A to be should not be rewarded with xp to your combat class, but taking on a pack of lions should.
The problem is how narrowly you define "tackling". Because charging in and administering headbashings isn't the only way to tackle something.To me an adventurer should grow stronger by tackling risky encounters, and the system should reward that.
Then the spirit of traditional D&D needs to be put down. Approaches can be rewarded differently but using in-universe consequences, using XP for that reeks of impotently trying to shoehorn the player into the right path.To you it should reward any approach equally to avoid conditioning a single solution to a problem, not only that, every action should have context within the game, if it doesnt it should not be rewarded in any way. I just hate both notions, i think they go against the spirit of traditional D&D and should be put down.
Tough luck because its the game that provides the context. You just bring in the actions.First, the rpg does not get to tell me what to think or what context do i give to my actions
What, derping around repetitively sprited rectangle popping bears?Second, i dont want to feel obligated to take on any quest, if i want to go on my own and stumble with adventure i should be able to, not only that, the game should encourage me to take that approach instead of giving me a list of chores that will make me stronger, BG did this superbly.
Meanwhile popping bears in BG1 was oh so interdasting.I dont know what to say man, it appears im not going to convince you and as i said before, i know exactly where you and Zombra are coming from, i just believe its shitty and boring. They lack soul and are anti-fun.
Yes, and since, unlike some here, I don't entertain any illusion that PoE will feature substantial and complex enough unstructured content to support freeform play, that's what they are - faux freedoms.Why would one make more sense than the other? You're getting into the territory of faux freedoms for the player vs. actual linearity.
Last paragraph of my post you quoted.You're thinking too hard. I'm not at all mixing anything. The idea is to try something new, not blow minds. I find the concept of fighters learning in the field vs. wizards learning at home to be very interesting. (...)
If it serves a purpose (even such as loot or progressing the quest) it's not pointless. If it is pointless, then it should feel pointless.the futility and pointlessness that tickles the back of your mind while you slog through any monster encounter that does not feel immediately important.
I have thought about somewhat similar system (where you'd only get positive XP for doing stuff matching your alignment), but since I really dislike alignment...Sticking to a simple LG/CE alignment, should a good mage who wanders into a wood get XP for slaughtering wolves? The ancient DM in me says...yes...but...it would be much more devious to hand out 0 XP but shift the alignment down the CE axis. When alignment is in the negative, wandering out and slaughtering packs of wildlife...yeah, I can see XP for that.
The same LG mage kills a goblin--minor impact, small XP. Slays an ancient liche? major impact, great XP reward. Naturally you get to the alignment traps--the rare 'good' goblin is mowed down by a PC. Here, hand out XP as usual, and then when the PC finds out later--XP deduction, alignment hit. heheh.
Obviously this dovetails into "what is alignment/reptuation/fame/honor" etc and the difficulty of constructing a bug-free expert system to measure and award.
I can agree that the main problem is rewarding all quests with XP because it leads to player wanting to do all things for all people - which quickly runs into exact same problem as kill XP did, except with quests.But I do agree that quest xp only does encourage the player to want to do things for people. I don't see it as a bad thing, but I can understand how some might.
Would thrice.That said, players should be kicked in the balls sometimes if they always go for combat regardless of the situation, just as much as if you behave like a sycophant to evade the smallest confrontation. Because that makes sense story wise and forces them to think things through and pay attention to what's happenin..
I cannot believe you said that
The more alternatives the player is presented with, the more he can get through with his intuition instead of following a canned progression, the closer you get to a proper roleplaying experience.
You.Listen to me, combat without xp reward in this sort of games doesnt feel like combat, more like a tacked on minigame that is meaningless, and worthless, even if fun. It soon becomes a chore, because it doesnt help your progression, only hinders it. This thing takes away the meaning behind it, and its the main fucking activity in the game. Do you not see what is wrong with that?
I? I'd ask the player.Well, i dont like being presented with alternatives, that in itself feels like canned progression, rather have the alternatives just be there and let me figure out they exist (sadly this is so fucking rare), thus i really dont give a fuck, as long as its an enjoyable ride. What is a proper roleplaying experience? because if you ask gygax youll probably end up dungeon delving and fighting the cast of star wars. If you ask the guys at whitewolf youll probably end up avenging your lovers death at the hand of the vampuletos. If you ask bioware they will put you at the start of a gay romance and they give you 3 options, you either use lube, you tease you wont, or you dont. If you ask beth they will tell you to go take a hike.
Because in the end, you both want the same thing. Games that the gameplay aspect and the narrative/roleplaying aspect are separate, so one can ignore the part that finds shity/boring. The only diference would be what part the individual player would skip.You're talking about degenerate storyfags. Why are you lumping us in with them?
That while someone could say "well. more options are good, games are entertaiment, why should i not be able to remove gameplay if i'm only interested in story? How does it affect you?" he misses the point.
What if someone wants a more holistic experience where the game's story and gameplay are of equal importance and depend on one another? You would be forced to both roleplay and engage in the gameplay yes, but both parts would be stronger for it.
So, it's like buying a soup mix with packets seperate ingredients? I added nearly all of the packets ingredients that select RPGs have given me in the past into boiling water, but I skipped (or just sprinkled) the packet of roleplaying?
Sawyer thinks it's a bad idea to allow customers to skip certain ingredients, so he measures all the ingredients he thinks are important into one packet in order to make sure every customer gets a dose of roleplaying?
Perhaps someone would like to ask me about why I don't like roleplaying before choo-chooing it into my mouth? Be prepared for people to spit that shit right back into your face.
Basically this.Now you know why DraQ put you in the same category with BSN fagsPerhaps someone would like to ask me about why I don't like gameplay before choo-chooing it into my mouth? Be prepared for people to spit that shit right back into your face.
lol. Flat XP progression and traditional alignments ... the game would be a sort of "Worst of D&D Showcase", eh? I'm sure the Codex would cream their jeans if you announced a title like this.I have thought about somewhat similar system (where you'd only get positive XP for doing stuff matching your alignment), but since I really dislike alignment...
Role-playing was 'discovered' in the late 70s-early 80s, but wargaming was a thing for decades before DnD.
Origin of RPG.One evening, Mary sat by the fireplace, listening to her husband and Byron discuss the possibility of reanimating a corpse with electricity, giving it what they called "vital warmth."
The discussion finally ended well after midnight, and Shelley retired. But Mary, "transfixed in speculation," couldn't sleep.
Meanwhile I want to see story and gameplay intertwined as tightly as possible. I want my gameplay decisions to affect the story and I want story and my understanding of it affect not just my gameplay decision but even situational judgement. Story should be gameplay and gameplay should be story. Coincidentally (not actually) it also means incentivizing behaviour that would be sensible in universe and disincentivizing one that isn't - AKA roleplaying and not roleplaying. If something would make no sense in the story it should have yield no benefit in mechanics.
If you don't want to Role-Play in your Games, then find yourself a different genre.
If something would make no sense in the story it should have yield no benefit in mechanics.
The bolded part is easy. If a side quest is at an urgent state and you ignore it to procced with the main quest, the side quest should fail, as the whole situation would sort itself without you, and you won't get xp for it. When you decide to turn up, there should be only corpses.If something would make no sense in the story it should have yield no benefit in mechanics.
Since most RPGs have a main story that is defined by urgency either throughout or at certain points, would you want xp rewards removed from side quests that are done while the game is at an urgent stage (for instance when you're at the typical "the World Eater is about to devour us all! Enter the portal into its lair once you're ready" final stage)?
If one of your side quests is at an urgent stage and you decide to proceed with the main quest instead before coming back, should that part of the main quest give no xp rewards?
The bolded part is easy. If a side quest is at an urgent state and you ignore it to procced with the main quest, the side quest should fail, as the whole situation would sort itself without you, and you won't get xp for it. When you decide to turn up, there should be only corpses.
Yes, and since, unlike some here, I don't entertain any illusion that PoE will feature substantial and complex enough unstructured content to support freeform play, that's what they are - faux freedoms.
This means that PoE will essentially be story oriented, though less than for example PS:T, so some linearity is to be expected and acceptable.
Not my favourite kind of game as I prefer being given free reign over my actions, but I enjoyed PS:T, and can enjoy something BG2-esque or even BG1-esque if it's less fucking boring and sparse.
I also enjoyed Deus Ex, and Witcher which both used the captured shtick rather effectively. If the player is sufficiently constrained it can work.
If it serves a purpose (even such as loot or progressing the quest) it's not pointless. If it is pointless, then it should feel pointless.
I don't see why cRPG players should be the special snowflakes getting their instant gratification if everyone else doesn't.
The bolded part is easy. If a side quest is at an urgent state and you ignore it to procced with the main quest, the side quest should fail, as the whole situation would sort itself without you, and you won't get xp for it. When you decide to turn up, there should be only corpses.If something would make no sense in the story it should have yield no benefit in mechanics.
Since most RPGs have a main story that is defined by urgency either throughout or at certain points, would you want xp rewards removed from side quests that are done while the game is at an urgent stage (for instance when you're at the typical "the World Eater is about to devour us all! Enter the portal into its lair once you're ready" final stage)?
If one of your side quests is at an urgent stage and you decide to proceed with the main quest instead before coming back, should that part of the main quest give no xp rewards?
Yes I agree whole heartedly. I find the Gygax style of alignment lacking--it is good for PnP but distressingly poor for the limitations encountered--and removed--inside the deterministic computational realm.I have thought about somewhat similar system (where you'd only get positive XP for doing stuff matching your alignment), but since I really dislike alignment...
Meanwhile I want to see story and gameplay intertwined as tightly as possible. I want my gameplay decisions to affect the story and I want story and my understanding of it affect not just my gameplay decision but even situational judgement. Story should be gameplay and gameplay should be story. Coincidentally (not actually) it also means incentivizing behaviour that would be sensible in universe and disincentivizing one that isn't - AKA roleplaying and not roleplaying. If something would make no sense in the story it should have yield no benefit in mechanics.
If you don't want to Role-Play in your Games, then find yourself a different genre.
If you have 10 orcs in a room, you can assign 5 XP per Orc, and award 5XP/Party_Size to each PC as they are whittled down...if they are a random encounter. However, in terms of a deliberate encounter challenge as part of a planned adventure, that XP might be better awarded at the end of the quest. In story agnostic terms, the orcs are a challenge and it doesn't matter how the orcs are overcome, as long as they are--gameplay as story as gameplay. In story specific terms, killing the orcs might not be the best fit--what if the Orcs have information, are held against their will, or otherwise could help a PC?