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Everything posted by Gromnir
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again, if such a belief makes you feel better 'bout yourself, who is we to deny your little fantasy. Gromnir is just a simple board poster and clear not as clever as you, but, "better a witty fool than a foolish wit." so, which category do you thinks you belong to, the fool or wit? now, on-topic... is still moot. HA! Good Fun! I don't think your stupid Gromnir (as I said it's diabolical). Quite the contrary. I do think you have a nasty streak which you are dumping all over this forum. oh, more talk 'bout Gromnir instead o' topics? what did we note about that earlier? *snort* in spite o' your confusion you seem quite aware o' material for which you should take offense, no? and please review. what we had no patience for is when posters purposeful misrepresent. claim to not understand Gromnir? fine, but you have no such excuse for josh comments, cain comments or indira comments. pretend as if what indira were suggesting were same as obsidian claims o' need/goals for an experience mechanic were conversely mendacious or cretinous (denotative, not connotative.) so, much as with this topic itself, we have a functional choice o' two diametric opposed options. we seem harsh to you? gosh. am tending to agree that we is harsh, but only with the willful obtuse or mendacious. indira statements and josh position were not confusing, even if Gromnirs posts elude you. no excuses. HA! Good Fun!
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again, if such a belief makes you feel better 'bout yourself, who is we to deny your little fantasy. Gromnir is just a simple board poster and clear not as clever as you, but, "better a witty fool than a foolish wit." so, which category do you thinks you belong to, the fool or wit? now, on-topic... is still moot. HA! Good Fun!
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Icewind Dale: Enhanced Edition Announced
Gromnir replied to CoM_Solaufein's topic in Computer and Console
additional observation: is there a way to possibly enhance Heart of Winter so that it doesn't suck? we think not. HA! Good Fun! -
Icewind Dale: Enhanced Edition Announced
Gromnir replied to CoM_Solaufein's topic in Computer and Console
we woulda' paid $100 each if enhanced editions o' bg, bg2 and iwd were using the iwd2 rules mechanics. *sigh* is not to be... and am knowing how much some o' you folks hate d20 d&d, but we thought the one thing iwd2 got right were the 3.0 d&d rules. am also curious about an eventual ps:t enhanced, but am not certain where/how we would start improving the game mechanically. ps:t were... different. gain abilities up to 25. can choose 3 different classes, though only one at a time. there already exists the widescreen mod for ps:t, as well as kinda post bis patches that fixed remaining bugs. have a group o' developers sit and try and figure out how to improve ps:t w/o changing too extreme might result in a bunch o' folks staring blank at the walls for a considerable amount o' time. add more factions? sure, but that would take considerable new content rather than mechanic fixes, yes? you could add other factions and have 'em be little more significant than adding a kit, but that would be kinda lame. am s'posing cleric option for TNO could be added, but wisdom is already the You-Win ability. is tough to come up with mechanical ps:t changes... in part 'cause ps:t were so odd/broken, but still wonderful. HA! Good Fun! -
hey, if that belief helps you sleep at night, run with it.... damn mixed metaphors HA! Good Fun! I'm glad to see you come in loud and clear when you want to insult people. actual, we typical come in kinda oblique, but hey, we work with what we got. HA! Good Fun!
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hey, if that belief helps you sleep at night, run with it.... damn mixed metaphors HA! Good Fun!
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as an aside, Gromnir is getting very creative with rogue escape ability, particularly when coupled with a cipher. cipher abilities frequent target an ally, so escape (1 per encounter) is proving to be an essential ability for us. perhaps surprisingly, crippling strike works with ranged or melee weapons, so we typical use 2x per encounter as well. regardless, rogue is definite Not an auto-attack candidate in our beta plays. HA! good Fun!
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But you believe combat xp can never be perfectly balanced and we agree, it never can be and we don't care it's miniscule in the differences. So very strictly perfectly balance combat xp cannot be implemented, but you would argue it never could no matter the time frame, so why agree to your conditions when we don't want them. However the system that we are in favor of could be implemented in the allotted time. mischaracterization o' our arguments... or any argument we has seen. Gromnir has noted that an advantage o' quest based xp is that it avoids the need to balance. and you is incorrect, being an optimist, we has actually suggested that a perfect balancing algorithm may exist, but that it would be prohibitively difficult to achieve. given that the alternative, quest xp, doesn't require such complex calculus, it strikes us as a far more rational, and pragmatic approach. regardless, you were wrong. "the entire issue is moot. is too late to create a new mechanic which achieves goals... especially as feedback from QA on this game reinforces obsidian belief that the current xp system is working as anticipated." you claimed that this were a point o' potential disagreement. it isn't. both the obsidian developers and other kill-xp proponents with tech know-how agree that a mechanic that seeks to balance cannot be added to PoE at this late date. moot. "Look Gromnir you can lecture me all you want about combat xp can't be perfectly balanced. I get that. I also know this isn't going to get implemented. However a system i would prefer could be implemented in time for launch. In the context of your argument I don't wish to conform in terms of coming up with a perfectly balanced alternative when I'm not interested in it. " is not a matter o' perfect balance. you jokers is so funny. even so, some honesty from start would serve you better. if you were like indira and could at least admit that you don't consider balance a necessary quality, we would disagree with you, but you would not make yourself such an easy target for scorn & or ridicule. not care about balance? is a perfect acceptable pov. many folks don't see a need for balance in a sp crpg. the developers disagree however and made promises based on their beliefs in the importance o' balance from the start o' the kickstarter. moot. HA! Good Fun!
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I don't care about what you feel that it's fun for you. Considering time/resources, they should stick to what they have and use their remaining time/resources to fix/balance/polish the game and not catering some loud people. Unless that loud people want to pay from their pocket those optional systems. Then that's ok a long as the resource known as time allows it. The only way they will have the time to allow it is if the pro-combatxpers come up with around 200k or so and make another donation. They are asking them to overhaul the one system that has more to do with game balance and power curves than anything else. It would easily take a month or two possibly more to do just that, forget about all the bugs, polishing, and everything else you have to put on hold. It is a ridiculous request that is not as popular as people think and it is not going to happen. As a D&D CRPG modder, I can tell you, in all sincerity, that this is not true. Even a single experienced person could do it, and well in time, before release. If they wanted to have it in, that is. I have already asked one OE dev about it, and provided a solution/set up for how it could be done, even for free. He declined. Also, they already have some creature/monster/enemy ranking system in, since you have this "most powerful foe defeated" feature in. It's a design choice more than anything else. *Ahem* Not everyone agrees with your assertion that it is to late Gromnir though I admit it will not be changed by choice. naughty. you should not misrepresent indira. our post: a bit misleading no doubt. whether you could slap together a kill xp system ignores comments such as josh made in regard to this issue: "Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs." please note josh did not say that implementing a kill system for xp were technical difficult. he did observe that such a system were extraordinarily hard to balance for designers and QA. implement a system is only the start o' the effort that would be needed to Fix your "improvement." would you give xp for sneaking past monsters instead o' fighting. stun thinks sneaking past monsters is unworthy? does you? how much for lockpicking? if you give for kills, then why not lockpicks... and how much for lockpicks? again, am believing there is a fundamental misconception 'bout the problem. end post. indira responded thus: Gromnir: Agreed. It's basically what I'm saying: Josh & Co would be more than capable of inserting it (like I just wrote, it's already in, at least rudimentarily). However we do not agree about perfect balance. I say like Sensuki: "balance==banalce", in this case it's true for an xp system in a CRPG. Obviously, it needs quite some tweaking and decent min-max variations over the course of the game, but in essence: I want the game to be slightly imbalanced. This makes each playthrough so much more fun. As for my system (I said that in another thread): I'd keep it pretty close to the BG2 system, so yes, lockpicking and disarming traps, would be in, for instance end repost. therefore, even indira agrees with our statement that, "it is too late to create a new mechanic which achieves goals... especially as feedback from QA on this game reinforces obsidian belief that the current xp system is working as anticipated." the difference is that indira does not value the same goals as obsidian. nevertheless, indira did actually agree with our assertion, so, you is incorrect. no new mechanic that achieves balance is possible. is moot. HA! Good Fun! No he stated they could do it, and that he did not believe perfect balance was necessary. As in he doesn't agree those stated goals of perfect balance are necessary. Nor do many of us. actually, no. he/she agreed that a new mechanic that included the promised balancing could not be added in the requisite time with the available manpower/money resources. he/she doesn't believe such balancing is necessary, but he/she agreed that that josh's statements about the balancing being prohibitive for qa and designers was accurate. this is simple reason folks. an engineer says he can't build a replacement bridge by December that will satisfy certain design requirements such as weight limits, longevity, etc. another engineer shows up and claims that a bridge can be built by December, but her specs is complete different. not all bridges is the same just as not all xp mechanics is the same. a primary goal mentioned in the kickstarter promise were balance. indira says balance ain't necessary? well, that's nice, but it ain't actual helpful or responsive... she offers a very nice rope bridge, but that ain't what obsidian promised or would be willing to replace their current design with. so no, as we noted, a balanced xp mechanic cannot be constructed in the time remaining, and indira agreed... she simply doesn't see balance as a necessary quality. issue is moot. HA! Good Fun!
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am sympathetic, but please note that the kickstarter pitch were perhaps not what you imagined it to be. http://forums.obsidian.net/topic/67963-backer-beta-developer-impressions/?p=1495069 the developers were up-front and clear that body count would be de-emphasized in PoE and that making all builds equal viable and giving all such builds equivalent potential for xp acquisition were primary goals. there should not be a surprise in 2014 when it weren't a surprise in 2012. HA! Good Fun!
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I don't care about what you feel that it's fun for you. Considering time/resources, they should stick to what they have and use their remaining time/resources to fix/balance/polish the game and not catering some loud people. Unless that loud people want to pay from their pocket those optional systems. Then that's ok a long as the resource known as time allows it. The only way they will have the time to allow it is if the pro-combatxpers come up with around 200k or so and make another donation. They are asking them to overhaul the one system that has more to do with game balance and power curves than anything else. It would easily take a month or two possibly more to do just that, forget about all the bugs, polishing, and everything else you have to put on hold. It is a ridiculous request that is not as popular as people think and it is not going to happen. As a D&D CRPG modder, I can tell you, in all sincerity, that this is not true. Even a single experienced person could do it, and well in time, before release. If they wanted to have it in, that is. I have already asked one OE dev about it, and provided a solution/set up for how it could be done, even for free. He declined. Also, they already have some creature/monster/enemy ranking system in, since you have this "most powerful foe defeated" feature in. It's a design choice more than anything else. *Ahem* Not everyone agrees with your assertion that it is to late Gromnir though I admit it will not be changed by choice. naughty. you should not misrepresent indira. our post: a bit misleading no doubt. whether you could slap together a kill xp system ignores comments such as josh made in regard to this issue: "Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs." please note josh did not say that implementing a kill system for xp were technical difficult. he did observe that such a system were extraordinarily hard to balance for designers and QA. implement a system is only the start o' the effort that would be needed to Fix your "improvement." would you give xp for sneaking past monsters instead o' fighting. stun thinks sneaking past monsters is unworthy? does you? how much for lockpicking? if you give for kills, then why not lockpicks... and how much for lockpicks? again, am believing there is a fundamental misconception 'bout the problem. end post. indira responded thus: Gromnir: Agreed. It's basically what I'm saying: Josh & Co would be more than capable of inserting it (like I just wrote, it's already in, at least rudimentarily). However we do not agree about perfect balance. I say like Sensuki: "balance==banalce", in this case it's true for an xp system in a CRPG. Obviously, it needs quite some tweaking and decent min-max variations over the course of the game, but in essence: I want the game to be slightly imbalanced. This makes each playthrough so much more fun. As for my system (I said that in another thread): I'd keep it pretty close to the BG2 system, so yes, lockpicking and disarming traps, would be in, for instance end repost. therefore, even indira agrees with our statement that, "it is too late to create a new mechanic which achieves goals... especially as feedback from QA on this game reinforces obsidian belief that the current xp system is working as anticipated." the difference is that indira does not value the same goals as obsidian. nevertheless, indira did actually agree with our assertion, so, you is incorrect. no new mechanic that achieves balance is possible. is moot. HA! Good Fun!
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it is our belief that the major pacing issue folks is dealing with is that you start at level 5 equivalent. am admitting our first combat were confused. subsequent combats has likewise been confused, but what has disconcerted us more since our first couple play experiences is that we frequent cannot tell friend from friend and friend from foe... and we got no idea which foes is under the influence o' which debuffs. that being said, combat speed slowed down considerably once we figured out what each class could/should do. that learning curve to be understanding the capabilities o' the classes were multiplied by the fact that we started with level 5 characters. at least, it is our belief that pacing is more a matter o' info overload than anything else simply 'cause game has slowed considerably for us on subsequent beta plays. nevertheless, there is a great deal o' micro-management with combat. that appeals to us. then again, am admitting that some micromanagement is related to our aforementioned learning curve comments. am suspecting that use o' some abilities will become nearly reflexive once we get a better handle on combat. sure, we will still be micro-managing, but the complexity will decrease a great deal making the micro-management less cumbersome. as for paladin, fighter and rogue suffering from auto-attack, we don't get that at all. the fighter, rogue and mage do not throw many surprises at us from a design perspective-- they are what we expected. mages get lot o' spells, and very familiar spells. fighters is good in combat and can take hits. we use rogues as flankers and disablers. *shrug* these classes is not surprising us with what they can do, but then again, we sorta expect them to be the archetypal options on an otherwise diverse class list. that being said, we have not utilized fighter, rogue or paladin in an auto-attack mode in combat. with the per-encounter abilities o' each class, we typical find that there is always an option we can be considering the use o' in any given combat. sure, some abilities is limited to use-per-day, and so we may choose auto-attack instead, but, we always has options and we don't feel limited to auto-attack. however, and this is a Big however, we observed that with a paladin as our main character, combats lasted longer than with any other character we has played thus far, and those options include: chanter, cipher, druid, mage, ranger, priest and barbarian. our paladin buffing o' fellow party members were, no doubt, very useful, but it simply took longer to dispatch any foe with a paladin as our main character. that being said, it is possible that Gromnir had his head lodged up his kiester and were playing the paladin all wrong. nevertheless, the feel we had for the paladin were that it did not contribute relative as much to our offensive power as any other class we played. as for druid and mages, well, with so many casters, we believe you may get pretty much anything you want simply by choosing a different class. want your abilities to be per-encounter? play a cipher. want particular powerful offensive spells? play a druid. wanna simply roll-stomp everything? play a chanter. *shrug* am not thinking the developer want to make all casters capable o' many per-encounter abilities... that is why they got so much caster class diversity. 'course, priests are, once again, heal-bots. oh, sure, they gots many useful buffs and offensive spells, but you are likely gonna want at least one healer-type in your party, and the priest is your only option. just random thoughts inspired by your post. HA! Good Fun!
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which complete ignores that we can sneak past all the spiders in the cave. admitted, we haven't tried to stealth past the ones outside the cave. *shrug* doesn't matter. if we sneak past spiders and then kill or use dialogue to finish the ogre quest, why should we be penalized? we accomplished the goal. is bizarre that you can't grasp this basic concept. your stealth-only resolution fixation complete ignores one o' the benefits o' quest only xp: the developers don't discriminate, nor do they care how you accomplish the quest. refusal to provide a numerical advantage to one resolution v. another is one o' the chief benefits o' quest xp, and you seem mentally incapable o' grasping such an utterly obvious concept... but you didn't get your ps:t foible... which you actually edited your way into. you can't grasp that it is taking fewer resources to Not balance than any mechanic which would be, necessarily "extraordinarily hard to balance for designers and QA staff." you don't realize or recognize that adding a mechanic that would be "extraordinarily hard to balance for designers and QA staff" is far too resource intensive to achieve at this late date. you don't understand that the espoused goals o' PoE as noted in the kisckstarter were, "Avoiding combat does not lead to less experience gain. You shouldn't go up levels any slower by using your non-combat skills rather than your combat skills. We plan to reward you for your accomplishments, not for your body count," which clearly conflicts with a notion o' per-kill xp awards. ... is simply not worth responding direct to you at this point. really. our admission o' a complete failure to make you recognize concepts as axiomatic as water is wet or autumn follows summer aside, the entire issue is moot. is too late to create a new mechanic which achieves goals... especially as feedback from QA on this game reinforces obsidian belief that the current xp system is working as anticipated. *shrug* am genuine beginning to understand nietzsche's mental breakdown. the true horror is that we recognize that we is the guy doing the flogging o' the horse. HA! Good Fun!
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you are trying to be rational. that Will fail. HA! Good Fun!
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And I'm still mystified by Gromnir's inability to grasp the concept behind loss of Quest XP for the Stealthy playstyle but not for, say, talking. Especially since he seems to be championing the false notion that the Quest XP-only system rewards all playstyles equally. And then of course, the utter subject-changing and red herrings he'd respond with whenever ANYONE pointed this out to him. (well, that part's not so mystifying) Hey Gromnir, Can you complete any quest in the beta via stealth? sure we can complete quest via stealth. we can stealth past bugs and spiders and all kinda stuff. we can use stealth lots. you asking stoopid on purpose... again? or perhaps are you asking a silly question such as can we complete a quest via nothing but stealth. *chuckle* we would observe that such a query is rather pointless and is one very good reason for implementing quest xp as it don't discriminate or punish based on how we accomplish goals. but thanks for showing just how limited you wanna be in this discussion. oh, and you can complete solo, and you will level faster, just not enough to unbalance. you get +5%. yippie. HA! Good Fun!
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no disagreement. is more than a few folks on these boards who is sick o' us waxing poetic concerning ravel/ei-vene/mebbeth/marta character. no matter what criticisms we got for chris avellone, the development o' that "single" character changed the way we look at crpg writing. HA! Good Fun!
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ps:t were our favorite crpg. being our favorite does not mean that we cannot recognize flaws. one glaring flaw were the xp mechanic. wisdom, a stat which were the prime attribute o' no playable ps:t TNO class, were an xp Multiplier. not only were many quest rewards tied directly to a minimum wisdom score, but having a high wisdom resulted in potential more than 33% improvement in all xp gained in the game. playing as a high strength and low intelligence/wisdom fighter, as were a viable and enjoyable build in all othe ie games, resulted in a player not only missing a significant amount o' wisdom specific content, but it created an xp penalty for those players foolish enough not to boost wisdom. ps:t, as much as we loved the game and still frequent replay it as a high wisdom, high charisma player, were a classic example o' developer schadenfreude. you wanna play a vanilla fighter in ps:t? HA! joke is on you, 'cause not only does ps:t combat suck, but you is getting a functional xp penalty for playing as a traditional fighter build. great game, but with some bad mechanics. nothing precludes a great game from having some flaws. HA! Good Fun! Honestly I would call Ps:T a adventure game with rpg elements. Most people played with max wis/int/char anyway most folks who played it later than winter 1999 likely did go wisdom/int/charisma route... which were most people, 'cause initial sales sucked, and the memory leak made near unplayable for many anyways. again, not a perfect game, but recall that the game starts you off as a fighter in a d&d game. am expecting that many folks played game for a goodly bit as a fighter, if not most folks who were just starting the game with 0 board feedback or walk-through. HA! Good Fun! edit: can't spell walk-through? sheesh. in any event, ps:t, as fantastic as it were , were horrible for exp mechanics, balance, etc.
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ps:t were our favorite crpg. being our favorite does not mean that we cannot recognize flaws. one glaring flaw were the xp mechanic. wisdom, a stat which were the prime attribute o' no playable ps:t TNO class, were an xp Multiplier. not only were many quest rewards tied directly to a minimum wisdom score, but having a high wisdom resulted in potential more than 33% improvement in all xp gained in the game. playing as a high strength and low intelligence/wisdom fighter, as were a viable and enjoyable build in all othe ie games, resulted in a player not only missing a significant amount o' wisdom specific content, but it created an xp penalty for those players foolish enough not to boost wisdom. ps:t, as much as we loved the game and still frequent replay it as a high wisdom, high charisma player, were a classic example o' developer schadenfreude. you wanna play a vanilla fighter in ps:t? HA! joke is on you, 'cause not only does ps:t combat suck, but you is getting a functional xp penalty for playing as a traditional fighter build. great game, but with some bad mechanics. nothing precludes a great game from having some flaws. HA! Good Fun!
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he weren't aware that ps:t were the most schadenfreude o' the ie games insofar as xp were concerned. and he weren't aware that zero balancing takes less work than an xp system that requires balancing efforts, and, etc. list gets longer with each post. http://forums.obsidian.net/topic/68043-do-you-want-experience-from-combat/?p=1497923 keep in mind the linked post alone deserves a dead trout smack in the face, seeing as how he edited his post from reference bg2 exp mechanic to ps:t. but yeah, at least when confronted with actual statement from josh, he admitted that it weren't a balance problem... though he still managed to grouse about the fix. HA! is genuine funny for us to see stun posts as they do more for quest xp side o' the argument than does any three quest xp proponents combined. we need simple wait for him to post to be offered new ammunition. HA! Good Fun!
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Pretty disappointed, this launches in December?
Gromnir replied to khermann's topic in Backer Beta Discussion
I wouldn't count on that. Well, I'm not banking on it. I feel confident when the full game is released I will be more than satisfied with the results, but I think enough people are invested enough in this game that if something is lacking it will be relatively easy to fix and someone will be passionate enough to do so. I seriously doubt OE is going to release an incomplete game. the only worry/concern for us is that obsidian already has an expansion for PoE in the works and as such, some know problems or concerns may be considered expansion fodder for the developers. 'stead o' going the extra mile to stabilize and optimize PoE, the plan may be to simply get PoE out before DA:I, then fix PoE known concerns with a paid-for mega-patch/expansion... but that is extreme cynical. am still hopeful that PoE will meet and/or exceed our reasonable expectations for a kisckstarter funded ie throwback game. HA! Good Fun! -
Link? http://forums.obsidian.net/topic/67912-does-having-more-characters-in-your-party-reduce-xp-gained/?p=1493247 I find myself to be very fond of that system. I know that will make things tough for solo players, but... shouldn't it be harder for people who decide to go it alone? am admitting we currently like it most 'cause stun tried to use as an example o' unavoidable xp exploit, when in fact it revealed that the developers were aware and were countering the obvious issue. is just more classic stun hi-jinks. am still mystified 'by his inability to grasp the concept behind loss o' kill xp for stealthily moving past combat encounters to complete quests when xp is being awarded for kills. regardless, as noted before, the ultimate issue is moot. the resources to change the current xp mechanic and achieve promised balance/diversity is not possible... and we still ain't seen a superior mechanic that would encourage diversity and balance even if it were more resource intensive, though such a mechanic could conceivably benefit a future game. as we already noted, if some poster creates such a unicorn, we s'pose obsidian would be grateful for that kinda Future benefit. HA! Good Fun!
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excellent. see, we are getting clarification by asking questions. we do not know what other questions you asked of developers. did you ask them what were their impressions o' quest xp mechanic via formal QA and the considerable informal testing o' game so far? did you ask if quest xp were functionally discouraging players from engaging in combat as some folks here fear? were quest xp achieving goals o' more diverse gameplay and builds? were quest xp resulting in players replaying various boss battles to see what xp rewards were best. were obsidians pleased or displeased with quest xp thus far? etc? is always a good thing to ask relevant questions. am curious to see what answers the obsidians provided you... if you asked such questions. HA! Good Fun! Those are indeed excellent questions, which already had been put forward on these forums before I asked OE about this (just one dev, mind you), so I didn't ask those. perhaps those questions you think is good has already been asked? though am thinking the answers would be more meaningful to you if you got answers for yourself. regardless, as elerond already pointed out, a balanced system that rewards all styles o' play, promotes diversity and doesn't give specific reward for body count were part o' the initial promises and goal o' obsidian for PoE. implementation o' a per kill exp system is therefore problematic 'cause, "Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs." even you admit that a balanced variety o' a per kill system would be requiring much resources. so, while we does encourage you to ask the excellent questions, the issue is still moot. obsidian did not hide goals o' a balanced xp mechanic, and balancing your mechanic would result in prohibitive resource allocation. your goals for an xp mechanic is not part o' obsidian's equation for achieving goals as promised. and stun is still complete deluded about stealth. stealth in combat should not necessarily grant more xp than stealth to avoid combat. stealth xp rewards only for combat usage discourages a potential valid gameplay style. but again, we couldn't explain to you that no work is requiring less effort than that which would be needed to balance an per kill xp system... effort even indira seems to concede would be considerable. am also still enjoying your laughable ps:t foible. you actual edited your post to achieve worst possible example from an ie game. is classic. HA! Good Fun!
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excellent. see, we are getting clarification by asking questions. we do not know what other questions you asked of developers. did you ask them what were their impressions o' quest xp mechanic via formal QA and the considerable informal testing o' game so far? did you ask if quest xp were functionally discouraging players from engaging in combat as some folks here fear? were quest xp achieving goals o' more diverse gameplay and builds? were quest xp resulting in players replaying various boss battles to see what xp rewards were best. were obsidians pleased or displeased with quest xp thus far? etc? is always a good thing to ask relevant questions. am curious to see what answers the obsidians provided you... if you asked such questions. HA! Good Fun!
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I don't care about what you feel that it's fun for you. Considering time/resources, they should stick to what they have and use their remaining time/resources to fix/balance/polish the game and not catering some loud people. Unless that loud people want to pay from their pocket those optional systems. Then that's ok a long as the resource known as time allows it. The only way they will have the time to allow it is if the pro-combatxpers come up with around 200k or so and make another donation. They are asking them to overhaul the one system that has more to do with game balance and power curves than anything else. It would easily take a month or two possibly more to do just that, forget about all the bugs, polishing, and everything else you have to put on hold. It is a ridiculous request that is not as popular as people think and it is not going to happen. As a D&D CRPG modder, I can tell you, in all sincerity, that this is not true. Even a single experienced person could do it, and well in time, before release. If they wanted to have it in, that is. I have already asked one OE dev about it, and provided a solution/set up for how it could be done, even for free. He declined. Also, they already have some creature/monster/enemy ranking system in, since you have this "most powerful foe defeated" feature in. It's a design choice more than anything else. a bit misleading no doubt. whether you could slap together a kill xp system ignores comments such as josh made in regard to this issue: "Not only is it extraordinarily hard to balance for designers and QA staff, but it inevitably leads to nasty metagaming that, in my opinion, runs counter to some of the guiding principles of many RPGs." please note josh did not say that implementing a kill system for xp were technical difficult. he did observe that such a system were extraordinarily hard to balance for designers and QA. implement a system is only the start o' the effort that would be needed to Fix your "improvement." would you give xp for sneaking past monsters instead o' fighting. stun thinks sneaking past monsters is unworthy? does you? how much for lockpicking? if you give for kills, then why not lockpicks... and how much for lockpicks? again, am believing there is a fundamental misconception 'bout the problem. HA! Good Fun!