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?
Urgency should be enforced using in universe means, else it is fake. Anyone who had the misfortune of playing oblibians should understand how disgustingly bad can fake urgency get.
As for XPs, I'd happily remove them from, let's call them "motivation restricted" sidequests.
I don't disagree with that and yet I still think it's a bad choice.
I think both XP based system and storyfag/quest centric design are both essentially bad choices, not quite tapping the genre potential.
Yet they undeniably work out sometimes, and they will work better with suitable reward structure, less loopholes and less development effort required for those.
Side-quests become the grind
I have addressed this a few dozen times already, excuse my disinclination to repeat myself even more.
running past combat scenarios is the norm.
That assumes combat is easy to run past, which implies that either the system or the encounters are hopelessly broken, having one job (being in your way) and failing at it.
Yes baaaaad system and/or baaaaaaaad encounters are baaaaaaaaaaaaaaaaaaaaaaaad.
Baaaaaaaaaaaaaaa!
What motivates exploration is what you can find rather than generic reward currency.
There is a reason why it's usually games with good, hand placed content that are explorers' paradise.
Handplaced content is or can be unique, XPs, being generic "currency" are not.
Quest-only XP suggests that you could complete 99% of the quest, not turn in it, and thus not "learn" anything from it.
Quest stages. There, dismissed.
I agree. Ultimately, combat for XP is an easy way to balance a game.
Not really. Goal only XP has an advantage of actually balancing the game rather than punishing the party for certain solutions, of avoiding degenerate gameplay aiming at reaping more rewards than deserved and of being actually simpler to implement.
It's simpler, yet better which is sort of a deal breaker.
Goal XP only ceases to be viable solution when ratio of general content to quests increases but then XP in general is working poorly and more versatile system is called for.
DraQ just completely ignores the fact that players are rewarded for combat in his favorite game: Skyrim
Never heard him bitch about that before for some reason, I guess combat XP isn't so bad after all.
DraQ in about every post in this thread so far said:
Use based is superior but costlier, more complex and buggier alternative that shines in freeform, non quest-centric games.
Congratultions! You have won reading comprehension special olympics.
You could make due just derping around and following the main plot, exp was aplenty just doing that.
Too bad that interesting content wasn't.
It doesnt matter, fact is you get xp by walking tru a checkpoint, not by beating the enemy
In kill XP you only get XP by dealing that final blow. You can fight a dragon all you want but will only get the XP by stubbing it in the toe with that final blow - some challenge, swish and it's all over.
But i do feel forced to take quests! obs says "there is only one way to get the cookies".
Then don't give XP for every shitty little quests out there and conversely, dole out XPs for stuff player *will* want to do making it quests of sort (like exploring some anceint temple ruins for an item of POWARRR).
Fuck, this is so obvious i dont see how you can miss it, he replaced an inexistent problem with a real one.
Have it ever occurred to you that perhaps I'm NOT missing it?
And no he *possibly* replaced an existing and severe problem with its milder analogue. The solution isn't to go back, but all the fucking way through - if the player cannot be forced or unconditionally motivated to do something, it shouldn't give XP.
Im guessing you did that? fun fun fun
No, it definitely wasn't fun fun fun.
But it allowed me to get to use fun fun fun spells and shit earlier, on encounters where they were fun fun fun, plus it helped with some hairier encounters very early on, so knowing that I endured and in enduring I have grown strong.
Which is the shit I'm talking about - antithesis to fun AND reason you engage in out of healthy self-interest.
at least it never did on BG.
Lack of alternative quest solutions in BG might have something to do with that.
And about asking the player, its sawyer and his design goals that are alienating a big part of the fanbase, so im guessing he didnt ask the player, he decided for them.
Quite the contrary, he had the audacity of asking each individual player rather than the majority of unwashed rabble. Quite an incline.
I want to roleplay. Its you that seems to need a helping hand with that.
No,
I want to roleplay,
you want to LARP.
I want my decisions to be supported by mechanics rather than to knowingly pick suboptimal ones because fuck if I know.
You apparently don't care about outcomes.
A sensible person would have stayed home.
That's why we have quest hooks.
Funny coming from someone who thinks progression in RPGs in bad.
And what does progression have to do with role playing?
If that's supposed to show good combat without rewards... when talking about RPGs then lol.
Lol. I sometimes forget that combat in RPGs is not allowed to be fun or interesting and the constant trickle of XP is the only thing that can keep the player from succumbing to apathy and despair.
It needs to die because if it's there you're somehow being forced to play a "retard"?
You should try it once.
I mean not playing a retard.
Start on the 'Dex.
The only part i kinda agree is the forced to do quests, and the perfect solution would be DraQ's. Just remove XP even from side Quests. If the player wants to explore or do sidequests, he will do it for in-game rewards like Money,items or Information. The only thing giving XP will be the main path quests that the played would be forced to do anyway.
Or at least only give XP for stuff player will want (like unearthing some powerful and universally useful secret via exploration) or have to do (like surviving an ambush).
I agree that handplaced rewards for every individual solution would be better, except one problem. What if your so clever and creative solution was in fact too clever and creative and didn't cross the level designer's mind, so he didn't script any XP for it? The way it works now, at least all solutions will be rewarded.
But OTOH you can reap multiple rewards by being 'clever' by trying all the paths, backtracking and finishing with combat, so it evens out!
Don't you see it?
Bah!lance.
Fails miserably on account that your combat class levels up by talking or sneaking, it is the equivalent of a soccer player becoming better at kicking the ball by doing accounting. Fuck that noise.
Or someone becoming better at lockpicking and diplomacy by bashing goblin heads, oh wait...
Abstraction of doing some shit in you do, practice or study in your down time, and a stupidly small part of each build or level up, get real.
So when the warrior gets better at fighting because of sneaking and talking it's bad and makes no sense, when thief gets better at picking locks by stabbing goblins it's good and abstraction.
Fifth, current implementation of rewards strike me as bullshit, instead of different rewards for different outcomes you get the same shit, so players dont "find the optimal outcome for their character and always pick that", instead of fixing it with creative rewards he removes the option, brilliant, why didnt i think of that.
I agree that handplaced rewards for every individual solution would be better, except one problem. What if your so clever and creative solution was in fact too clever and creative and didn't cross the level designer's mind, so he didn't script any XP for it? The way it works now, at least all solutions will be rewarded.
So a bug or an omission can make the system shit?[/quote]
Actually, finding optimal outcome should be based on in universe factors and expected consequences, not what the designer considers to be objectively better. It's player's playthrough, not the designer's and XPs are completely arbitrary reward currency *IMPOSED* on the player by the designer.