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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,831
Maybe Josh is in AA or something and feels too stressed out around the freely flowing booze. :P

Sawyer doesn't drink or smoke and IIRC he is a vegetarian too. :P
 

DraQ

Arcane
Joined
Oct 24, 2007
Messages
32,828
Location
Chrząszczyżewoszyce, powiat Łękołody
People criticizing no XP for killing are retards, BTW.

There are two approaches to rewarding player with character growth - goal focused and process focused.

Goal focused works best with quest heavy games with tighter, leaner world and usually involved storytelling. In such game you can assume that the main activity of player will be completing quests and achieving set goals. This approach neglects the process, in fact it doesn't track it at all, it just assumes that if the player achieved the set goal, then player has tackled the challenges barring his way somehow (regardless if it's by killing them, or sneaking, past, or diplomacy or whatever) and should be awarded generic XP (since the system has no clue how player has achieved their goal). It's simple and efficient as long as quests are the meat of the game.
Awarding additional XP for stuff like kills, lockpicking or anything else in such system is shit design, because it rewards some approaches doubly, some (creative lateral thinking using mechanics rather than pre-scripted solutions) only once (creativity is bad for you, stick to swinging your way through), while convoluted "pathological" "solutions" are rewarded great multitude of times - the more the less linear the game in question is in terms of quest solutions.
Such systems work poorly in expansive, open-ended games focused on exploration or otherwise allowing player to define their goals.

Process focused is best exemplified by use based and it works best when any goals game logic may know about are at best sparse. Replicating it with XP system, by adding XP for combat, lockpicking, diplomacy, etc. does a perfect job copying its problems, but fails to duplicate any of its advantages, like being able to track what fucking skills is your character developing. It's much heavier and more involved system, and it might be spurious for lean, goal-driven games.

Whatever your approach is, combat XP is a humongous, kludge and giant clusterfuck of derp. The only legitimate uses I can see for it are H&S games (twitchy genocide simulators) and traditional crawlers (tactical genocide simulators) due to their extremely narrow focus (killing stuff followed by killing more stuff).

If you ask yourself "what would mondblut do?" and come up with some retarded scheme involving saving and killing the same party, possibly repeatedly, or whatever, to maximize in-game gains, then the system is badly designed and DOESN'T. FUCKING. WORK.

Besides, just see what effect on Deus Ex gameplay had addition of XP for hacking and enemy kills/KOs in Human Revolution. It resulted in player grinding hacking minigame on terminals they knew passwords for and compulsively knocking out all the enemies stealthily (in pairs if possible) using awesome button to maximize XP, when ghosting by would be both sufficient and more satisfactory solution in terms of gameplay.
:martini:
Where is your combat XP god now?
 

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,831
Party looks pretty awkward now with that empty room and silence, empty bottles etc :P
 

evdk

comrade troglodyte :M
Patron
Joined
Mar 31, 2004
Messages
11,292
Location
Corona regni Bohemiae
Codex 2012 Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 A Beautifully Desolate Campaign Steve gets a Kidney but I don't even get a tag.
People criticizing no XP for killing are retards, BTW.
Besides, just see what effect on Deus Ex gameplay had addition of XP for hacking and enemy kills/KOs in Human Revolution. It resulted in player grinding hacking minigame on terminals they knew passwords for and compulsively knocking out all the enemies stealthily (in pairs if possible) using awesome button to maximize XP, when ghosting by would be both sufficient and more satisfactory solution in terms of gameplay.

Yeah, I did all that :(
 
Self-Ejected

Excidium

P. banal
Joined
Aug 14, 2009
Messages
13,696
Location
Third World
People criticizing no XP for killing are retards, BTW.

There are two approaches to rewarding player with character growth - goal focused and process focused.

Goal focused works best with quest heavy games with tighter, leaner world and usually involved storytelling. In such game you can assume that the main activity of player will be completing quests and achieving set goals. This approach neglects the process, in fact it doesn't track it at all, it just assumes that if the player achieved the set goal, then player has tackled the challenges barring his way somehow (regardless if it's by killing them, or sneaking, past, or diplomacy or whatever) and should be awarded generic XP (since the system has no clue how player has achieved their goal). It's simple and efficient as long as quests are the meat of the game.
Awarding additional XP for stuff like kills, lockpicking or anything else in such system is shit design, because it rewards some approaches doubly, some (creative lateral thinking using mechanics rather than pre-scripted solutions) only once (creativity is bad for you, stick to swinging your way through), while convoluted "pathological" "solutions" are rewarded great multitude of times - the more the less linear the game in question is in terms of quest solutions.
Such systems work poorly in expansive, open-ended games focused on exploration or otherwise allowing player to define their goals.

Process focused is best exemplified by use based and it works best when any goals game logic may know about are at best sparse. Replicating it with XP system, by adding XP for combat, lockpicking, diplomacy, etc. does a perfect job copying its problems, but fails to duplicate any of its advantages, like being able to track what fucking skills is your character developing. It's much heavier and more involved system, and it might be spurious for lean, goal-driven games.

Whatever your approach is, combat XP is a humongous, kludge and giant clusterfuck of derp. The only legitimate uses I can see for it are H&S games (twitchy genocide simulators) and traditional crawlers (tactical genocide simulators) due to their extremely narrow focus (killing stuff followed by killing more stuff).

If you ask yourself "what would mondblut do?" and come up with some retarded scheme involving saving and killing the same party, possibly repeatedly, or whatever, to maximize in-game gains, then the system is badly designed and DOESN'T. FUCKING. WORK.

Besides, just see what effect on Deus Ex gameplay had addition of XP for hacking and enemy kills/KOs in Human Revolution. It resulted in player grinding hacking minigame on terminals they knew passwords for and compulsively knocking out all the enemies stealthily (in pairs if possible) using awesome button to maximize XP, when ghosting by would be both sufficient and more satisfactory solution in terms of gameplay.
:martini:
Where is your combat XP god now?
You're around 30 pages late, this is a stream circle jerk now
 

Cynic

Arcane
Joined
Feb 22, 2011
Messages
1,850
bros the figure on KS is $3,850,845 so including paypal that's pretty much $4M right?
 

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