Lhynn
Arcane
- Joined
- Aug 28, 2013
- Messages
- 9,969
Would it? how can you know? XP isnt that important, only in really XP starved games in which leveling means everything. It wasnt in BGII, and in BGI the low level cap made it so that it wasnt really an issue either, at least after you got a couple levels under your belt. So again, you talk out of your ass. Good unique items would be more valuable than 1/8 your level.You can have different rewards for doing stuff differently even without kill XP, but there's no better way to undermine player agency than dish out the biggest amount of XP for doing things in one specific way, even if it makes zero sense in the specific situation. As a resource XP is superior to everything else, and trying to somehow balance it with in-game consequences would be a daring but ultimately hopeless endeavor.
The game didnt make me care, it was a shit place that almost murdered 2 of your team members before you recruited them. I wasnt aware of the consequences, i just didnt care, i was chatting on the shoutbox as i was doing it, i have witnesses. it was a lazy set up to a decent place that was brought down by the game many flaws. Reactivity makes you care if you are invested in both the situation and the outcome, poe doesnt set either properly.Yes, you didn't care, even though in your previous post you just said that reactivity is one of the two things that makes people care, and it's only a quest that determines the future of an entire town or something. I wonder why Obsidian were so lazy, because obviously it would have been incredibly easy to implement reactivity that would make the players *care*, even in the case that the game's mechanics would heavily favor the playstyle that you already resorted to without any kind of extra incentive like kill XP. I'm also sure that you knew on your first playthrough what the consequences of this big side quest during the first few hours of the game would be and decided to just go full retard with it.
Well, it seems I you mentioned the examples for me already. SSR was super linear and therefore a special case, but Bloodlines definitely fits the bill, and PoE's XP system would've definitely been better had it adopted the same approach without all of those compromises. Another obvious example is Deus Ex, which is pretty much the single best game when it comes to doing stuff in different ways (Human Revolution, on the other hand, is a cautionary tale about the dangers of combat XP). If you think those games are irrelevant and instead want me to name a really good party-based isometric cRPG with different solutions to quests and only quest XP, I'm unfortunately at a loss, although I'm not sure how that matters considering that it's equally hard to come up with examples of games where ditching combat XP completely sucked (and no, PoE doesn't cut it because Sawyer chickened out instead of going all the way).
Also note that I never even said anything about quest XP, so for instance use-based systems can fit the bill just as well, or systems where character development is based on training that uses time and/or money as a resource. Basically anything that doesn't always reward murder is a likely improvement if you want to encourage different playstyles.
If you are even suggesting VtMB is even remotely similar in structure to a medieval fantasy game like BG i guess we are done talking. I can quote many examples where kill xp worked better, including the games this game draws inspiration from, i have no idea why you want to change the formula but i can tell you this much, no matter its implementation, its gun b shaite.
Deus ex hasnt got a similar estructure either, so its out.