- Joined
- Jan 28, 2011
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I don't think Josh would have time to be a good project director if he had to do the area designers' jobs in addition to system design and creating the setting.
Yes, that's true, I took a lot of these alternative routes in my second playthrough and didn't feel I was missing out. Thing is though, you wouldn't necessarily know this on your first playthrough. I feel like thinking if something can be bypassed, then it probably doesn't have anything important in it is quite an assumption to make when you haven't played the game before.because xp isn't the only thing you could be missing out on.
You could, but I think in practice the game was pretty good about never putting anything really important in or near an avoidable battle (not including cul-de-sac "treasure room"-type areas of course)
You could prevent that if you really wanted to. By for example only awarding xp for killing hostiles.*sneaks in, then doubles back to kill everyone to maximize xp gains*
Yup. Been there, done that.I don't think it's necessary to remove combat xp though, you could just award xp for sneaking/bluffing your way in.
*sneaks in, then doubles back to kill everyone to maximize xp gains*
Josh is trying to save people from themselves.
Care to name a few?
One of those guys had pretty sweet stag helmet, so that's actually an example of how you can miss things.When I was looking for an egg near Dyrford Crossing, I was able to talk my way out of combat with the group of adventurers which arrived before me. I was able to scare a number of them off and pay off the remainder to avoid combat and get the egg I was looking for.
One of those guys had pretty sweet stag helmet, so that's actually an example of how you can miss things.When I was looking for an egg near Dyrford Crossing, I was able to talk my way out of combat with the group of adventurers which arrived before me. I was able to scare a number of them off and pay off the remainder to avoid combat and get the egg I was looking for.
I don't see why everything should be rewarded equally. If you murder and rob someone a logical outcome is that you get to walk off with their stuff; if you don't, you won't.
That's not even a good argument if you were right. Plenty of what is good in art could be reduced to primal lizard brain pleasure circuits. Aesthetically pleasing color schemes, predictable rhythyms and consonant tones for example. It isn't good design to pretend those things don't exist. But, you're not right. Having XP rewards for fights gives combat victory a systemic value so there is some positive reason to engage in combat. I predicted before the game came out that combat would feel like a slog because there's no point to engaging in it beyond necessity, and that is how it feels. And the game is designed that way; enemy encounters are mostly just there to be speed bumps between point A and point B. If the XP system was different then the enemy placement would have had to be different, it wouldn't be the same thing plus pavlovian rewards (although even that would have been a little bit more enjoyable). It would actually free designers up to make combat skippable, because it wouldn't be inherently just a waste of time and resources that any right-thinking person would skip given the chance.I don't get why trash mobs would be more fun to fight if they gave xp. The mechanics of the fight don't change. The game has a level cap you can reach pretty easily anyway, so combat xp and no combat xp end with the player in the same place. The only real argument in favour of combat xp is the primal lizard brain pleasure at seeing numbers go up a la cookie clicker.
Plenty of what is good in art could be reduced to primal lizard brain pleasure circuits. Aesthetically pleasing color schemes, predictable rhythms and consonant tones for example..
my favorite moment in PoE:
- finding god of random in random ass loot place in middle of nowhere. That was brilliant.
<3 xoxo
Thanks,
Randal
WTF is going on????????????
I slaughter (almost) everything for potential loot moreso than experience. Could be a hidden item in the area or a drop. It's unknown, and I want the unknown to be known.
Any time I see an obvious shortcut I never take it because it means I'll have left something unexplored. I always take the 'wrong' path in any area just because I know it doesn't lead to the end. I can, and have, missed lots of things, but it won't be due to just simply bypassing an area knowingly.
Lots of itches to be scratched. Might as well be extremely thorough.
Why should he drop more gold/xp when he runs away vs when you cut him down?
that would make his play style worse.. now he has to check for peaceful solution rewards on top of violent ones.
Isn't that more to the limitations of the designer, I mean you could run someone off while they are busy packing up all their loot from exploring a tomb/dungeon, ambush a party as they camp forcing them to leave behind most of their fancy loot (I mean D&D was kind of designed with this in mind as putting on armor actually took quite a bit of time and you couldn't sleep in it), you could route a war party leaving their supply train behind, et cetera. But yeah it would be nice if you could perform highway robbery on that band of highway robbers especially in the case of no kill xp PoE encounters.Probably only time I see acceptable to get similar money or item is when you manage to intimidate or trick the enemy to give you an item and run or leave, other than that kinda doesn't make sense.
Not sure what game it was but I remember a game that if you didn't get an item from one person, you get the item later when you complete the quest from the other party if that makes sense. That feels a little cheesy but hey.
Make the amount of gold you can carry limited by the number of purses you have and have a chance to lose a purse in combat for every purse carried allowing you to recover them on a victory of course. Make this apply to enemy parties and you have a means by which to give partial monetary awards to fleeing enemies.Just a quick thought, but some older RPGs had your party lose money if you escaped battle. "In the rush to flee you dropped 10 gold coins.". I'm sure developers could come up with some sort of system to incentivize making enemies flee in some way that would actually make using spells and methods that make enemies run away more useful in some way.