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The XP for Combat Megathread! DISCUSS!

Infinitron

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Stay in your playpen, XP addicts

That analogy doesn't work because side-questing isn't a endlessly repeatable one-step "knee-jerk" action that can be likened to the push of a response lever. It's a complex series of unique events that tells a story and provides its own rewards.

You could say that it's more like baking your own food. You made it, so you can eat it.

No, It's more like serving food, being a waiter. You get a nice tip (XP) for taking care of the customer's order (quest).

Maybe in a game world full of Skyrim-style randomly generated fetch quests. Not in a game world created by the world's finest RPG developer in the realm of choice & consequence, quest design and narrative design.
 
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Lhynn

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Not in a game world created by the world's finest RPG developer in the realm of choice & consequence, quest design and narrative design.
:nocountryforshitposters:

Seriously dude, keep their cock out of your mouth, its starting to get annoying and making it hard to separate your bullshit from your more sensible and interesting arguments.
These guys are in fact good, but they also screw up a lot.


it isn't as blatant
Tul, what you just said and conceding the point are about the same fucking thing.
 

ZagorTeNej

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Maybe in a game world of Skyrim-style randomly generated fetch quests. Not in a game world created by the world's finest RPG developer in the realm of choice & consequence, quest design and narrative design.

It's not about quality, it's about the system and besides, I've yet to play an RPG completely devoid of fetch quests.

Also, there are bound to be quests that blatantly conflict with your PC's class/disposition but hey it's not like you have a choice, better carefully listen to every dirty villager's plight and do his/her bidding if you want them cookies.
 

FeelTheRads

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Must confess I don't really understand why skinner boxes are frequently brought up in the eternal "combat xp vs quest xp" debate.

As you can see, questing is clever serious business for monocled gentlemen, combat is dirty work for peasants:
Not in a game world created by the world's finest RPG developer in the realm of choice & consequence, quest design and narrative design.

:avatard: :avatard: :avatard:

Chance to get a job +++

There is a slight delay with quest XP, so it isn't as blatant.

A patient rat is a smarter rat?
 

Gozma

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Jesus the XP system in deus ex human revolution is perverse. You get like a third of the XP for playing combatty and not reloading when you get spotted as you do for ultraboring sneaking down vents for 45 second intervals and watching the knockout animations a billion times. Is there a mod that fixes this, christ. I thought I was impervious to this kind of sperging now but they fucked it up so bad I can't even, why why

Edit - and then I realize there are only like 15 good skills to buy, which you will be able to get partway through the second big map; funny how these RPG problems fix themselves
 
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I think you guys are overthinking this shit. A lot.

I murder shit in games because I want to, and because I can. This isn't a 'problem'. If my character is a psycho that runs around murdering stray animals and innocents... who cares? It's my choice. Frankly in most RPGs at some point I find myself wishing I could make a beeline towards the biggest badass in the world and pick a fight just to test my strength. Who the fuck are you to tell me it's wrong? It's my god damned fantasy.

Incentives aren't absolute. If they were everyone would play the exact same way. Clearly not the case.

If you have a quest to stop ogres from raiding the village, and solve it by killing the ogres, why shouldn't it give extra xp? It was probably more difficult than other solutions. If the diplomacy option was something nobody wanted to do unless it gave the same rewards for less work, it was probably a shitty option to begin with.
 

imweasel

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Jesus the XP system in deus ex human revolution is perverse. You get like a third of the XP for playing combatty
Completely avoiding combat in Human Revolution nets you the most XP (ghost bonus), because it is the most challenging path. :M Most XP is rewarded for exploring and completing objectives, and it is much more than 2/3 of the total obtainable XP in the game.
 
Self-Ejected

Lilura

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If you have a quest to stop ogres from raiding the village, and solve it by killing the ogres, why shouldn't it give extra xp? It was probably more difficult than other solutions. If the diplomacy option was something nobody wanted to do unless it gave the same rewards for less work, it was probably a shitty option to begin with.

I honestly don't care, in your example I'd probably diplomatically remove the ogres but as they leave I'd shoot them in the back for kill XP in addition, such is my habit. Plus it's funny.
 

Rake

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If you have a quest to stop ogres from raiding the village, and solve it by killing the ogres, why shouldn't it give extra xp? It was probably more difficult than other solutions. If the diplomacy option was something nobody wanted to do unless it gave the same rewards for less work, it was probably a shitty option to begin with.

I honestly don't care, in your example I'd probably diplomatically remove the ogres but as they leave I'd shoot them in the back for kill XP in addition, such is my habit. Plus it's funny.
It's like this thing Sawyer was talking about...
 

RandomAccount

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It's like this thing Sawyer was talking about...

I've never gamed any NPCs or questees, and I've got all the IE games under my belt, some multiple times.

Did anyone decide to ask if anyone 'cares' about this supposed problem that some people have no concept of game empathy?

Aren't you being 'ist' to people who have no game empathy by deciding that they should be excluded. The poster you quoted clearly used the phrase 'plus it's funny', which sounds like a positive emotion for them (even if most of us would not find it funny, who are we to judge?)
 

Gozma

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Completely avoiding combat in Human Revolution nets you the most XP (ghost bonus),

Untrue; I think you get the ghost bonus if you never alert (as in, they never become "Alerted" as in the line of text over the radar) the enemies. I know you can 7-8 second cutscene punch them for 50 xp (the ideal solution) or whatever, just don't alert them (which is usually caused by one of them seeing a body of another enemy or hearing a shot noise).
 

DraQ

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Jesus the XP system in deus ex human revolution is perverse. You get like a third of the XP for playing combatty and not reloading when you get spotted as you do for ultraboring sneaking down vents for 45 second intervals and watching the knockout animations a billion times. Is there a mod that fixes this, christ. I thought I was impervious to this kind of sperging now but they fucked it up so bad I can't even, why why
:retarded:
Why don't you enjoy core gameplay being rewarded?
:neveraskedforthis:
:troll:
 

Carrion

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You can knock everyone out and still get the Ghost bonus in Human Revolution as long as no one sees you before you take them out. It really is a completely fucked-up system.
 

Damned Registrations

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Kinda makes sense to me. Obviously that method would take the most time and is probably about as difficult as sneaking past everyone (tossup whether the benefit of removing a guard outweighs the trouble of removing him.)

Not a true 'ghost' run, but the fact that it gives extra xp isn't inherently bad.
 

DraQ

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Zero to hero does make sense, its just has been cheapened as a concept. The character is surviving and learning from things that would kill another human. He is the embodiment of extreme adaptability, because the alternative is death.
You are living in a couple months what it took decades for others to experience, you are experimenting with your magic, learning new spells, trying them on living breathing things that are actively resisting them, all of this while a murderer with an axe is trying end your life. Constantly asking more of your brain, casting powerful and mentally draining incantations, fighting warriors of equal or bigger prowess than your own , watching their movements, watching the enemy tactics, how they take those blows, you take it all in, you learn by watching and doing, or you die right there.
And yet in-setting wizards still take decades if not centuries of extreme dedication to studying magic and magic alone, without getting distracted by petty shit like brigands trying to brain them with an axe to get anywhere.

No matter how awesome and living on the edge you are you are no going to achieve such mastery just by being badass for maybe several months. If it was this easy everyone would be bending the reality with their mind - after all the %pcname doesn't have the monopoly for badassery.
That all the badass wizards are fucking old, at least in terms of age if not necessarily biologically, implies that it still takes a lifetime (or several) of pretty much balls out effort to become one, which implies you just can't do this shit in months while also braining goblins and running errands for various fuckwads.

If, and only if it comes down to either a carrot on a stick or a leash, ill take the carrot approach, but as i said before, this doesnt necessarily have to be the case.
It does if you have abstracted away the meaning and causal relations from your advancement system as is the case in XP system (I have stabbed 10 goblins, and my lockpicking skill improved).

If you strip your system down to a carrot, you have a carrot left.

The value of all things is subjective to the world you are playing in anyway.
Not XP.
The value of XP is strictly objective.
There is no such thing in a properly constructed RPG (c or pnp alike) as build or playstyle that eschews the XP.

Extra motivation to play the game is not a bad thing, lvl 9 spells were a nice thing to look forward to, but they werent the reason you played the game.
It's not an extra motivation to play the game it's an extra motivation to play the game in single particular way which just happens to be degenerate and full of derp.


If I'm fighting, I want my fighting xp; if I'm picking locks, I want my picking locks xp; If I'm fucking, I want my fucking xp. The PROGRESS is a fact then. Yes, it's that simple.
34hbfqb.png
Augmented.

That analogy doesn't work because side-questing isn't a endlessly repeatable one-step "knee-jerk" action that can be likened to the push of a response lever. It's a complex series of unique events that tells a story and provides its own rewards.

You could say that it's more like baking your own food. You made it, so you can eat it.
...as compared to binge eating junk food.
:kingcomrade:

Yet another way XP-junkies are like Hepler.
:troll:

On the other hand, if you want to make an attempt to avoid it you're going to screw everything up. I mean imagine Morrowind's system, but, to level skills you have to spend 10 times more. I mean - it's good because you'd have to be really focused on the skills you want to raise if you want to be good with said weapon/something else. On the other hand - it would turn the game into grindhouse(which isn't fun) and after years of playing you'd be still able to make a demigod.
The main problem with TES system isn't the rate of progression but that it doesn't discriminate between tasks based on their difficulty (which wouldn't be that hard to rectify).

Once you can't become master swordsman by stabbing crabs or master arithmetician by adding single digit numbers a lot the system becomes much saner and more manageable.

So maybe limit the amount of skill points you can rise? Well, then you're punishing some warrior that had to sneak past some enemies that were too strong for him, aka adapt to situation. Which is again, bad and unintuitive.
Actually, if skills retain their usefulness even at low levels and the limitation feels relatively soft, that isn't a bad idea.

I think you guys are overthinking this shit. A lot.

I murder shit in games because I want to, and because I can. This isn't a 'problem'. If my character is a psycho that runs around murdering stray animals and innocents... who cares?
Exactly.

So why do you feel the game is obliged to explicitly reward your playstyle in particular?

Incentives aren't absolute.
XPs kind of are.

If you have a quest to stop ogres from raiding the village, and solve it by killing the ogres, why shouldn't it give extra xp?
Why should it?

It was probably more difficult than other solutions.
Sucky quest design and uneven resolution mechanics isn't a problem with character development.

I've never gamed any NPCs or questees, and I've got all the IE games under my belt, some multiple times.
I never cheesed TES mechanics so it's clearly problem free as well.
:hearnoevil:

exhaustive 'ghosting'
Kinda makes sense to me.
How is disappearing entire security staff of a facility 'ghosting'?
:retarded:
Ghosting implies leaving no traces, several dozen people dead/unconscious/missing seems like it could indicate that some sort of intrusion took place.

Not a true 'ghost' run
Exactly.
the fact that it gives extra xp isn't inherently bad.
Why should you be rewarded for making life harder for yourself?
It's the opposite of excellence and opposite of smart.

If anything, close to optimal planning and execution rather than piling dumb and risky busywork on yourself should be rewarded.
 
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Lhynn

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And yet in-setting wizards still take decades if not centuries of extreme dedication to studying magic and magic alone, without getting distracted by petty shit like brigands trying to brain them with an axe to get anywhere.
No matter how awesome and living on the edge you are you are no going to achieve such mastery just by being badass for maybe several months. If it was this easy everyone would be bending the reality with their mind - after all the %pcname doesn't have the monopoly for badassery.
That all the badass wizards are fucking old, at least in terms of age if not necessarily biologically, implies that it still takes a lifetime (or several) of pretty much balls out effort to become one, which implies you just can't do this shit in months while also braining goblins and running errands for various fuckwads.
And all that argument you have carefully constructed falls apart when i point out that A) how the fuck do you know what it takes to be a master wizard? stop being a retarded cunt. It took them a millenia to get "strung" because they took no risks and got lucky finding the answers to the questions they needed before their time was up.

B) There is a risky associated with adventuring, for example if you went outside to have an adventure and kill kobolds, then tomorrow wed be making you a farewell thread on site feedback. Adventurers getting strong is not a fact, its an exception, adventurers getting dead is a fact, in ANY setting that respects itself.
 

DraQ

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And all that argument you have carefully constructed falls apart when i point out that A) how the fuck do you know what it takes to be a master wizard?
Motherfucking statistics.
If of n extremely powerful wizards exactly n are old farts and exactly 0 are young adventurers it probably signifies something.

It took them a millenia to get "strung" because they took no risks and got lucky finding the answers to the questions they needed before their time was up.
It took them centuries to millennia of intense focused magical research, with access to instruments and infrastructure (mage tower or whatever the mages in the setting reside in) and without distractions like having to find somewhere to rest, something to eat, and not getting brained by a goblin.
Who would you consider more likely to be a better physicist - a guy working at CERN on daily basis or some hobo running around making molotovs and macgyvering contraptions out of junk to stop people trying to kill him?
Wizards are naturally academic, except the setting itself allows direct conversion of knowledge into power, without necessity for pesky intermediate steps like technology.
Militant vagrant lifestyle doesn't exactly help one's academic pursuits, so no, taking risks generally doesn't go in your favour and even when it does, a dude sitting in his tower and sipping tea with stimulants has better freedom identifying and picking worthwhile risks and organizing expeditions minimizing the actual risk part while reaping all the benefits.

B) There is a risky associated with adventuring, for example if you went outside to have an adventure and kill kobolds, then tomorrow wed be making you a farewell thread on site feedback. Adventurers getting strong is not a fact, its an exception, adventurers getting dead is a fact, in ANY setting that respects itself.
Yeah, most adventurers tend to get dead or otherwise out. A small bunch however are successful through combination of wits, luck and badassery.
If non-adventurous wizardry was the low-effort lifestyle you try to cast it as, the profession of mage would be much more common and adventurous wizards (the handful that survived, that is) would be both younger and more powerful than their sedentary colleagues.
Yet, you generally don't have powerful wizards born this way aside from %pcname.
Derp.

Of course, there are settings where magic is an innate gift more than result of studies, but it usually implies much flatter power curve and kind of pours the whole from zero to hero thing out with the bathwater.
 

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Furry Weeaboo Nazi Nihilist
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Why should you be rewarded for making life harder for yourself?

Because you're a fucking adventurer/hero/badass. If you want to be rewarded for making life easy on yourself play the sims. The whole point of an adventure is to do something difficult and reap great rewards, not to collect rent and sit around reading a book.

Your garbage about optimal planning and efficiency loses all meaning in a game, where such things require meta information. Moreover, making all solutions equally difficult and rewarding is absurd. Some things are just more difficult, and the rewards won't be appreciated by any except a select few. Playing as a pacifist is a restriction, and should be a challenge in gameplay, not an equally viable path alongside 'do whatever the fuck you want'.
 

DraQ

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Why should you be rewarded for making life harder for yourself?

Because you're a fucking adventurer/hero/badass.
More like "moron".
The whole point of an adventure is to do something difficult and reap great rewards
Therefore doing something difficult that in no way helps you reap your rewards is just plain retarded from adventurer's PoV.

Your garbage about optimal planning and efficiency loses all meaning in a game, where such things require meta information.
:hmmm:
So basically scouting, talking and all other sorts of legwork don't exist, neither does any sort of internal world logic from which you could infer consequences.


:notsureifserious:

Moreover, making all solutions equally difficult and rewarding is absurd.
Hope you got a lot of XP for defeating that strawman.
:M
 

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Furry Weeaboo Nazi Nihilist
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Legwork isn't fucking optimal though. It's a timesink just like combat. The optimal path isn't doing the legwork, it's reading a guide on everything the legwork would have told you and skipping to the solution. Claiming that the guy who wandered around talking to 50 people to deal with the ogres was some sort of genius while the guy who went directly there and slaughtered them was 'wasting time' is insane.
 

DraQ

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Legwork isn't fucking optimal though. It's a timesink just like combat.
Legwork is what you do to be able to plan ahead - avoid nasty consequences, conserve resources, get phat lewt.
Or is planning ahead also bad and the game should consist of mindless button mashing?

The optimal path isn't doing the legwork, it's reading a guide on everything the legwork would have told you and skipping to the solution.
:hmmm:
Why do I even bother?

Have you ever considered killing yourself?
But ok, what if the game has quests that are highly modular and randomized, so that you can't know any exact information in given playthrough beforehand?

Claiming that the guy who wandered around talking to 50 people to deal with the ogres was some sort of genius while the guy who went directly there and slaughtered them was 'wasting time' is insane.
And where have I claimed such thing (outside your head, that is)?
 

AN4RCHID

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Has anyone attempted to defend tying character progression to sidequests yet, or is the argument still "eh, it's convenient"?
 

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