Uncovering the fog of war has always been the IE games' true "grinding activity".
That's spot on and I never liked that. Still, making fog of war less of a function of range and more of a function of line of sight (because out in the open you can see pretty fucking far) would clear this issue.
It really is like that cliche about climbing mountains - "because it's there".
"...and may house phat lewt."
So, tell me, what would these players, that you know so well, do if there was no fog of war?
Play the actual game.
I really think so and also don't think so. True, you go there because it's there, but also true you go there because it may in turn help you be a better party. The very idea of knowing you won't really get anything is going to be in the back of the player's head
Why won't you get anything?
You may get loot, you may get information (that may also lead to extra solutions in quests), you may find an interesting location with its own quests or goals yielding XP and other rewards.
What you wont find is XP in the form of wolves and bears to pop.
First, XP as XP is single variable stat that governs everything. It is basically pot in which you put all your character quests and his deeds. 500XP for killing monster = 500XP for repairing well. As you get level, XP becomes currency in visible or not visible way. Then there is progression part.Why someone who kills people is now gaining repair skill ? Or someone who kills people with wrench is gaining heavy weapons skill. XP as one pot throws any realism out of window.
And that's why I consider criticism of goal only XP from realism grounds surreal - any XP system is already hopelessly abstract anyway.
It's like watching Monty Pythons Holy Grail and getting butthurt all of the sudden because the police scene at the end made no sense.
Still it is a problem which not only creates problem on basic level (like choosing how much XP is worth this or that) but also creates situation in which player instead of focusing on events or choices he make, he fallows XP. Thus after rescuing Orc lord from raping elves people kill Orc lord for additional XP. Or i choose A route because A route means more XP for me.
Which is the problem removal of solution or branch specific XP does away with completely.
No XP for monster kill means designer don't need to create geometric progression ! Geometric progression design for player XP table is design AGAINST GRINDING and powergaming due to grinding effect of killing for XP. No XP for killing = no grinding = this design doesn't need to be implemented.
Actually, you might still need geometric progression if the XPs are doled out not just on critical path, but also for some optional goals and random content (like my surviving an ambush example).
As you see XP in itself as unified currency is flawed. It creates disproportion of how you grow your character with his actions. The better designer is the less effect of it you see. But problem exists.
Creating instead of XP a multicurrency that will be given depending on your actions and it fits bloody well with what i said in chapter 3. Solve quest by talking ? Get personality point. Solved it by killing ? Get warrior point. Generality of this system could be as deep as you want down to every skill. Like for example repairing well = repair point. By deepening this system you can even skip it being currency and just add those points into actual skills. If you use broad points like fighter point you can use it as currency to spend on skills that are chosen to be warrior skills. Point is that this system gives answers for your actions.
So it's basically a hybrid of use-based and goal only XP.
But how would it handle more complex quests or attempted degenerate play?
It seems that with required tracking and decision capability it loses the main advantage of goal only XP which is simplicity, while still not being quite the use based in terms of versatility and power.
Apart from party issues there is also issue of tangled quests - what if there is more than one quest going at once?
The system looks interesting, but so far I don't see it being practically implementable.
Do you know how many people play this sort of game by "exploring the entire level and blackjacking every guard"? Yes, they could easily ghost through, make a beeline for the objectives and finish the mission. But they don't. They explore, and they take 'em all down. Why? Because they're there, and the level is there, and why suffer a hostile to exist when you can take him down?
http://www.rpgcodex.net/forums/index.php?threads/why-stealth-sucks-and-how-to-make-it-stop.93658/
also i would reload if i find an encounter, waste of my time (unless it has long loading times, then i guess ill fight)
So basically you'd avoid gameplay unless it gave you abstract numerical reward.
To me, quest-only-XP is just putting nice little bumpers up to guide the story linearly.
Let's play a little game.
What if there were no XP at all (like in other genres)? You build your already competent character of chosen class by distributing stats and so on, gather NPCs you like or feel will complement your party the best while playing and that's it - the only upgrades will be finding loot and possibly learning new spells or techniques from in-game sources (like spell tomes or NPCs).
What bumpers would this put up?
it's blatantly dumb to kill a bunch of shit and learn nothing
It's blatantly dumb to kill a bunch of shit full stop unless you have an actual reason.
You can powergame through BG or you can build a shitass POS and still make it through.
I thought Codex wanted its games less piss easy?
No. You usually need to be jack of all trades to "complete" a game. You have to use combat XP to build yourself up.
So basically what you say is that good mechanics (character building) is one that trivializes itself with overabundant resources (XP).
Are you retarded?
I think this grognard's dilemma owes less to combat XP and more to the industry-wide tendency of designing games in which combat exists as an inherently rewarding, non-threatening endeavor for the player to anticipate, rather than a chaotic, potentially disastrous situation for the player to fear.
True, but it's hard to accomplish the latter without doing something with save system.
Yes, avoiding some quests means you're not playing the game right.
So tell me, what bullshit answer do you have to: why is it good gameplay to actively search for quests but not to search for fights?
Or maybe there shouldn't be quests that you need to find and instead they should all be handed to you as you stride along the path set up by the developers? After you all you balance-fags love your fake choices.
ITZ like this thing DraQ was posting about.
(Seriously, just read what I have posted in this thread, it's all been addressed. )
Giving small amounts of XP for combat will not make these large problems IMO.
But why make them problems at all if they can be eliminated?
If you want to make the reward structure less linear and more organic, you can always sprinkle some (reasonably universal) goals around - obscure out of way location(s) that let you learn about the nature of the conflict built into the MQ, or obtain any other generally useful stuff or information, forced goals like getting ambushed or infected with deadly disease and so on.
Any goal, not just the MQ, should give XPs provided you can attach it to a really effective questhook.
This might sound bad to some of you but think of it like this: Ion Storm designed Deus Ex with exploration as one of the core concepts. They encourage you to explore using XP and loot.
Loot is a pretty natural reward for exploration and I think DX would have been better without exploration XP.
When you design your game you don't want your players to witness invisible or visible walls that box your gameworld in too often, so you shouldn't really reach for extraneous exploration incentives.
The psychotic serial killer problem is certainly a problem as combat XP in this case conflicts with another core element of the game, role-playing. Removing combat XP does not in fact remove this conflict because you can still get loot from killing quest-givers
No, but it brings the problem in-line to what could be expected in universe and allows it to be counterbalanced with in-universe methods.
Ideally we would like to solve both these problems and one way would be to tie the death of quest-givers strongly into the already present faction and reputation mechanics. Give the player in-game consequences for killing innocent people.
For example. And make those consequences impossible to get rid of entirely.
Not incentivising core gameplay is a much more serious problem IMO.
The incentive laying beyond core gameplay and forcing you to go through it, is still an incentive.
That's the whole point behind goal-only XP.