Jump to content

Serdan

Members
  • Posts

    216
  • Joined

  • Last visited

Everything posted by Serdan

  1. There are going to be romances, right?
  2. I much prefer using the keyboard. It's easier on the wrist. Though unequipping an item on one character and equipping it on another requires 5 mouse clicks, while with keyboard it's 2 mouse clicks and 1 key. Definitely more efficient. Btw, holding a cigarette doesn't require the whole hand. ^^ I get your point though. Using only the mouse should still feel smooth.
  3. Between characters? Hell yes. You cut down the number of mouse clicks by 50% or something.
  4. How so? I watched your video on it, but you only used the mouse. I should think moving an item from one character to another would normally involve the keyboard, just like in IE.
  5. Unfortunately you can't access your inventory in combat in PE *dies inside* They need to redo the weapon slot system anyway. There should be 2-4 right-hand slots and the same number of left-hand slots that you can mix at will. Of course the best argument for such a change is: OMG WE NEED PIRATE STYLE!!!!
  6. The goal could be to get past an encounter on your way to a quest objective. Or the combat could be fun and engaging. Why are you not getting this? They have to decided to go with good design. The point is that XP was invented to solve a problem. Judging by your comments one would think the problem was that GM's sucked at designing encounters. XP is a useful mechanic for controlling the pacing, which also ties into the learning curve. How and when XP is given is largely irrelevant as long as the designers achieve the desired pacing.
  7. Oh, yes, thank you. I was totally in danger of losing track of this conversation. Point? And sometimes victory is its own reward. Progression for the sake of it because sometimes the means by which you progress are inherently rewarding, without the need for a hamfisted pat on the back in the form of XP or *shudder* "Achievements". That's a problem with encounter design and the currently unbalanced and clunky combat. Adding kill XP would simply be treating the symptoms. If an encounter serves no purpose, then it should be removed. I've been playing BG2 too and XP has never been a significant motivation for anything I do in that game. If I found myself checking the XP bar after each encounter that would be a sign that I was bored with it and should be doing something else. XP is a useful mechanic for controlling the pacing in a non-linear game, but that is all it should be. Linear games like Zelda have absolutely no need for XP because the designers have precise control over the options available to the player at any given point. If you're making a game and find yourself treating XP like an inherent component of the reward structure, then you're probably designing an MMO or aRPG. Genres known for having one-dimensional reward structures and for being addictive because of it, though personally I just get bored all the faster. The inability to change one's mind is not a virtue.
  8. Progression by completing a challenge is not a reward... it's simply progression. Even if you wanna call it a reward for some unhelpful reason it is not at all comparable to something like kill xp.
  9. Well, you know, there is actually a pet system... "Hamsters and rangers everywhere, rejoice!" I want a kitty though.
  10. There are whole genres where the primary motivation is simply to win... They tend to be multiplayer. Irrelevant really, given Xienzi's absurd generalization, but there are other genres where the primary motivation is simply to complete the game. Winning against the designers, in a sense. (e.g. Portal) The point is that immediate "rewards" are not necessary for the enjoyment of a game as long as the gameplay is actually fun.
  11. Victory should be its own reward. And it is when the battle is challenging. On the other hand, XP awards don't make easy and boring fights any more interesting. Yeah, no. Unless you get something after the battle be it useful items or XP, victory is never its own reward. At least, in a game. There are whole genres where the primary motivation is simply to win...
  12. I'd just like the option to turn off any notifications of XP gained, especially if they implement exploration XP, kill-XP or similarly pointless stuff. For once I'd like to play a good RPG that doesn't make me feel like I'm in a fricking Skinner box.
  13. That's actually part of what I liked about PS:T, so I'm glad they're doing it that way. So far I'm impressed by the dialogues in the BB.
  14. I really don't care. What matters is a steady rate of progression. You could conceivably do a no-xp system where you get levels at set points throughout the game and I'd be fine with that.
×
×
  • Create New...