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Serdan

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Posts posted by Serdan

  1. That still requires keyboard presses :p - should see my muscle memory for when I move items around in the IE games, I do it with lightning precision.

     

    Not me, but some people like to play one handed with coffee/booze/cigarettes in the other xD

    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.

  2. I'm more concerned about how moving items around feels worse than the IE games. Obviously when the UI delay and stuff is fixed it will be a bit better but it's still the same amount of mouse clicks but more awkward to use IMO.

     

    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.

  3.  

    Hello?  LOOK AT THE PICTURE.

    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!!!!

    • Like 1
  4.  

    Yes, victory is a good reward when you have interesting, multi-layered combat that is part of some goal/quest.

    When that part is missing, other things are needed. Like XP or memorable loot (not animal parts).

    The goal could be to get past an encounter on your way to a quest objective.

     

     

    So you recommend we remove all encounters on the maps that are not part of quests? And have empty maps?

    Or we can add minor quests that are connected with different trash encounters. Or we can add XP to trash encounters. Not much, just enough so they don't feel completely pointless.

    Or the combat could be fun and engaging. Why are you not getting this?

     

     

    So we are too different kind of players, and BG2 caters to both of us. That makes it a good game. Maybe PoE designers should learn something from this.

    They have to decided to go with good design.

     

     

    I don't understand the point of this second part.

    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.

    • Like 1
  5.  

    I didn't first mention Portal in this discussion and I even said it is not comparable.

    Oh, yes, thank you. I was totally in danger of losing track of this conversation.

    Point?

     

     

    And all games are about receiving some mental reward for your actions during the game.

    In Portal that is gained by progressing to next area.

    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".

     

     

    But PoE has trash mobs and to many people fighting those is not rewarding by itself and they want a traditional reward that worked well in 100+ games before - XP.

    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 recently and after each fight with tought trash mobs I like to check how much more XP my guys need to next level. The fights are easy and drops are almost meaningless and XP is only real reward. And I don't want really tough fights vs trash, I want those to be around a quest or some special encounters with named enemies.

    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.

     

     

    Random beetles or wolves will never be to me more than trash mobs.

    The inability to change one's mind is not a virtue.

    • Like 1
  6. Except in Portal you get immediate reward by advancing to next area.

    And Portal and cRPG games are not really comparable.

    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.

  7.  

     

    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...

     

    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.

  8.  

     

    When I defeat a slew of tough enemies (and most enemies are tough), I often get...absolutely nothing.

    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...

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