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Hobz

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About Hobz

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  1. On the contrary I think most of them, if not all, could very well be. Because even clearing a cave of spiders, or wiping a group of bandits can be a "goal". But in the end we don't know yet, and those "goals" would have to be designed slightly differently than the quests we know now. I guess time will tell.
  2. @Valorian Absolutely not, it's like saying doing side quest promotes a play style over the others. You can choose as a player to explore the world whether or not you tend to rely to fighting or sneaking to resolve problems. I'm afraid i'm not making myself clear, of course you WILL receive xp for wiping out a group of cultist for exemple, but you will gain that xp as part of a bigger goal "getting rid of the cult" not a few points at a time, cultist after cultist, just like a more diplomatic player won't get xp after each npc he convinces. In the end for the "fighting style" it doesn't matter how the xp is distributed. It's just that the guy snicking up and making the ritual go all wrong buy removing a regent will have the same xp, because he will also have "delt with the cult" but in a different way. The snicking and lock-picking will not reward points in and of themselves, just like every cultist did not gave you xp. Again, i'm not saying "you should not fight and be rewarded for it" i'm just saying rewarding for accomplishing goals, whatever the way you choose to use, would be great. And if a matter can only be dealt with buy hacking and slashing then give the reward after the fight for "dealing with/surviving the bandit ambush". I'm good with it.
  3. 1) Because it's not just discovering that will grant xp, but exploring it and solving the problems inside. 2) But most importantly, because xp on kills promote one playstyle over the others, even slightly, while discovering a secret door is not.
  4. You're saying that like there is nothing but "encounters" in the game. Since it's a crpg, you'll have to set a reward for sneaky or diplomatic ways (or any other ones) every time those ways will be available. You might as well set the same reward for the fighting way an remove xp from kills.
  5. That's exactly the type I was talking about when I mentioned mindless animals and such -- you get XP for killing those. Yeah, because outside quests you can only kill mindless animals and such.. Objective does't necessarily means "quest given buy an npc in the inn". If you stumble upon a secret dungeon (or basicly anything beside random trash encounters) while wandering around, obviously you'll be rewarded.
  6. Glad to see they're heading toward objective based xp, granted objective is different from quest. You might wander around, stumble on a cultist ritual performed in a well hidden cave and be inventive : sneak in to swap their magic crystal with a regular stone to screw everything up, or talk the leader into chanting in reverse with a similar result ; without feeling compelled to just kill them all for additional xp. In the end you loose nothing since everyone will be rewarded, but you gain in immersion and you make approaches other than brute force just a "viable", and it seams pretty significant in a game with both expert and iron-man mode.
  7. What I don't like in having spell you can use once or twice per day is that I think it gets in the way of each encounter being a challenge on its own. I'd rather have to manage my resources on a per fight basis so that each encounter requires me to use them all and use them well, than having to decide which easier fights i can win without my major spells and which I don't. I don't like having a spell so powerful I can't use it on every fight.
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