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How will xp be shared in Project eternity. Will it be BG2 style where you can have 1 party member keep all the xp or will it be DA style where you still only get a share.

 

PLEASE make it like BG. It was so fun (and challenging - at the start at least!) being able to do extra play throughs with a solo character

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yeah Baldur's Gate style, but I wouldn't mind there being some party pickup mechanics so that when you recruit a party member they're within a certain level range of you and TOB style NPCs so that you can level them up like normal, rather than pre-selected options.

Edited by Sensuki
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What about EXP assigned based on actual contributions? The character who did the least activity gets the least experience, and vice versa?

Then you either have to grind to catch them up or they become completely useless and will never catch up. As they fall behind, they will only contribute less.
"Show me a man who "plays fair" and I'll show you a very talented cheater."
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What about EXP assigned based on actual contributions? The character who did the least activity gets the least experience, and vice versa?

Then you either have to grind to catch them up or they become completely useless and will never catch up. As they fall behind, they will only contribute less.

 

The real problem would be how to actually measure the contribution. A guy who successfully cast a hold spell and immobilized an opponent, but dealt 0 damage, for example. He potentially saved the team from defeat. How'd you figure out what's the appropriate xp share for him...

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keep it simple... simple i say! getting xp by results is a very time consuming process to implement right and in the end, as it has been said, some party members may never really get xp or may hoard all of the xp

if killing a wolf get's you 200xp, and you have 4 members you should get a message "the party gained 200xp" that is divided by 4 and each gets 50, or you get the message "XP gained 50", meaning that each party member got 50xp

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What? You thought it was a quote from some well known wise guy from the past?

 

Stupidity leads to willful ignorance - willful ignorance leads to hope - hope leads to sex - and that is how a new generation of fools is born!


We are hardcore role players... When we go to bed with a girl, we roll a D20 to see if we hit the target and a D6 to see how much penetration damage we did.

 

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I'd rather all potential party members spend their off-screen time usefully and remain at the same level as those currently adventuring with the PC. I'd also prefer that the number of companions in the party not affect how much experience each character earns.

 

I'd particularly like familiars, summons, etc. not to affect experience. If classes are balanced around using them, their contributions should be considered part of the summoner's contribution. Just as added damage attributable to a weapon is credited to physical damage dealers.

Edited by Lady Evenstar
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I think that exp should be gain only by completing quests, subquests or making large stepps to completing them, or doing some extras like finding a new way to use their abilitis let's say you find a way for new healing potion, or new armor.

This type of exp gaining were se in Vampire Masquarade - Bloodlines

 

I think that guy that kills 1000000000000000 rats, is less experienced then a guy that saved someons life, or done something great. I think that multikilling way to gain experience is overused and boooooooring.

 

Let's imagine a situation, we have a Super-Hero an he is asked "Were did you gain you power ?" and hi is saying "I killd 100000000 wolfs by running in the woods" that's dump. they should also gain exp by useing their abilitis lets say 2 exp for making a critical hit or not getting distracted by blow or hit casting spell.

 

And all party members (eventualiy even same from the base camp) should gain experience for that becouse teir participating in thous events.

 

Of cours if obsidian will do standard boring and dump exp-gaining like "Kill rat gain 25 points" i will still buy this game but it will by big fall ....

Edited by ArchBeast
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I think that exp should be gain only by completing quests, subquests or making large stepps to completing them, or doing some extras like finding a new way to use their abilitis let's say you find a way for new healing potion, or new armor.

This type of exp gaining were se in Vampire Masquarade - Bloodlines

 

I think that guy that kills 1000000000000000 rats, is less experienced then a guy that saved someons life, or done something great. I think that multikilling way to gain experience is overused and boooooooring.

 

Let's imagine a situation, we have a Super-Hero an he is asked "Were did you gain you power ?" and hi is saying "I killd 100000000 wolfs by running in the woods" that's dump. they should also gain exp by useing their abilitis lets say 2 exp for making a critical hit or not getting distracted by blow or hit casting spell.

 

And all party members (eventualiy even same from the base camp) should gain experience for that becouse teir participating in thous events.

 

Of cours if obsidian will do standard boring and dump exp-gaining like "Kill rat gain 25 points" i will still buy this game but it will by big fall ....

no need to worry about that anyway... there will be no combat xp as stated in one of first updates. you get xp for making progress in the main quest, for doing side quests, for clearing dungeons, for exploring and so on but not for body count and other menial tasks

The words freedom and liberty, are diminishing the true meaning of the abstract concept they try to explain. The true nature of freedom is such, that the human mind is unable to comprehend it, so we make a cage and name it freedom in order to give a tangible meaning to what we dont understand, just as our ancestors made gods like Thor or Zeus to explain thunder.

 

-Teknoman2-

What? You thought it was a quote from some well known wise guy from the past?

 

Stupidity leads to willful ignorance - willful ignorance leads to hope - hope leads to sex - and that is how a new generation of fools is born!


We are hardcore role players... When we go to bed with a girl, we roll a D20 to see if we hit the target and a D6 to see how much penetration damage we did.

 

Modern democracy is: the sheep voting for which dog will be the shepherd's right hand.

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Ehm, getting XP for criticals still allows you to gain on massmurder. Just saying.

 

Yeah, I think not giving XP for kills, except for the very rare kind (dragons, rare monsters, though battles) is a good idea.

I also think just the party used should level. People in the adventurer's hall might gain a small amount of XP on their own while they're away, but they should still be behind on the team.

^

 

 

I agree that that is such a stupid idiotic pathetic garbage hateful retarded scumbag evil satanic nazi like term ever created. At least top 5.

 

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I'm pretty sure Tim said that your not just going to get xp for combat, but for non combat skills as well. Maybe it will be for properly identifying a magical item, for crafting an item, for discovering a new dungeon, etc.? I don't like grinding in games, but like the option to if I want. I would prefer combat xp to be one of those ways to grind, but there may be other ways, such as how Skyrim did it where you get a little bit of lvl xp, and skill xp as you use the skill.

Edited by Falkon Swiftblade
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Ehm, getting XP for criticals still allows you to gain on massmurder. Just saying..

 

that depends on terms when critical may occur yhe system on exp gaining, lets say tat only after 15 hits you will have chance gain critical, and if you fight with this enemy before you will gain only 1/2 of exp from criticals.

 

In this terms when you encounter a RAT an kill him only mayby at first battle you will gain +2 exp (if critical occurs), 2 rat, 3 rat, 1000000 rat will propably give you nothing. When you encounter dragon you have chance (long battle) for even 40 - 100 criticals so this meand 80 to 200 exp (if we count 1 critical as +2 exp), but when you encouter a secound dragon you will have for killikng him 40-100 exp, another 20-50 another 10-25 and after that even afret killing 10 dragons you will get nothing only exp from Quest.

 

In spellforce we have this type of exp gaining 1 goblin gives you lot of exp but secound gives you less exp than first and 100 gives you only small numer of exp point.

Edited by ArchBeast
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I think everyone should have their XP based on the PC's. Either everyone just follows his level or they have set level adjustments and will always be X levels ahead or behind.

 

I like to have my entire toolbox be useful. And I hate to grind. If a companion falls enough behind that his ability to land an attack against the enemies the rest of the party fights is half that of the party, then there's little reason to ever use this character again. And how would the custom Adventurer Hall companions be? Would they start out at level 1 when you're 20, making them useless?

 

The worst I can be comfortable with is if there's a mechanism that allows them to catch up. Say you're level 20 and the companion is level 1. You fight a level 20 enemy and the companion gets bonus XP allowing him to start catching up. I still don't like it because it reintroduces the grind. Just less grind.

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"Show me a man who "plays fair" and I'll show you a very talented cheater."
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They could give a significant +XP% bonus to characters that are at lower levels than the party leader; perhaps +25-50% per level difference. Basically, the noobs are learning more from their peers than they would on their own. (Kind of like a rookie does on a sports team.) The greater the level disparity, the higher the bonus. This would allow for rapid catchup over the course of a few levels.

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In the camp of IE style. Shared XP only for present party members.

 

This, especially the bolded part. I prefer only party members who actually are in the party at the time the XP was earned receive their share. No way am I sharing XP with some dude who is resting back at camp while I'm taking on bad guys.

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I think that exp should be gain only by completing quests, subquests or making large stepps to completing them, or doing some extras like finding a new way to use their abilitis let's say you find a way for new healing potion, or new armor.

This type of exp gaining were se in Vampire Masquarade - Bloodlines

 

I think that guy that kills 1000000000000000 rats, is less experienced then a guy that saved someons life, or done something great. I think that multikilling way to gain experience is overused and boooooooring.

 

Let's imagine a situation, we have a Super-Hero an he is asked "Were did you gain you power ?" and hi is saying "I killd 100000000 wolfs by running in the woods" that's dump. they should also gain exp by useing their abilitis lets say 2 exp for making a critical hit or not getting distracted by blow or hit casting spell.

 

And all party members (eventualiy even same from the base camp) should gain experience for that becouse teir participating in thous events.

 

Of cours if obsidian will do standard boring and dump exp-gaining like "Kill rat gain 25 points" i will still buy this game but it will by big fall ....

 

Lots of hyperbole.

 

Not giving xp for kills is a horrible and counterintuitive system. You won't be able to kill thousands or billions of rats in the first place, if they're intelligent enough to not make enemies respawn.

 

In many cases getting the same xp for avoiding combat and defeating your opponents doesn't make sense, at all.

 

Player A: Kills a group of ogres that have been terrorizing the countryside for years and gets the stolen quest item. He spends a fair amount of time defeating the ogres and using a variety of combat tacticts. These ogres won't be terrorizing anyone ever again.

 

Player B: Sneaks past the ogres and gets the stolen quest item. Ogres are still alive and kicking and killing peasants. Sneaking past them took a lot less time and skill than killing them. / Bribes them by clicking a dialogue option to go somewhere else. They keep killing peasants at the new place.

 

XP reward for both cases: Same. Why in the hell?

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In many cases getting the same xp for avoiding combat and defeating your opponents doesn't make sense, at all.

 

Player A: Kills a group of ogres that have been terrorizing the countryside for years and gets the stolen quest item. He spends a fair amount of time defeating the ogres and using a variety of combat tacticts. These ogres won't be terrorizing anyone ever again.

 

Player B: Sneaks past the ogres and gets the stolen quest item. Ogres are still alive and kicking and killing peasants. Sneaking past them took a lot less time and skill than killing them. / Bribes them by clicking a dialogue option to go somewhere else. They keep killing peasants at the new place.

 

XP reward for both cases: Same. Why in the hell?

 

Peasants ar not your conserns, if you wanna by good boy (and end terrorising peasants) then you can fight them, poison their food, plant a fire at their camp, or intimidate them (if you are powerfull) that if they do this again you will kill and torture them like they do to peasants. You can also sneak to their camp thake quest item and gooldm you can join ogres and with them atack willige.

 

EXP must be the same not becouse they are the same dificulty but if lets say option A (killing ogres) whould grant the most of exp and other options less, almoust everywon will kill ogres regardles of other options or even whould not search for another options.

 

If you had a stronghold (castle) you might even offer those ogres a Job of your soldiers and nex try to influence them to be better or not.

 

You can also not gain (in this exapmle) exp by by taking an options but ending the quest, mayby killing ogres isin't the best way becouse these ogres may have famillys(friends comanions or even their clan) that whould take revange on por peasants. Or even not take any exp for this quest but only gold, or gifts.

 

But most inportantly killing ogres isn't the best expamle (dragons to) let's say that bandits capture a willige girl and now they want money from peasants for her. Killing and exping on kills isin't the best way becouse they kill this girl if you even move, you can atact them but in this wersion girl alvays dies, and gaining even 1 exp for that mision whould be a mistake ....

 

next, wondering thour the woods you should gain exp not for running and killing animals ( they are no enemis to the peaople, this is their home etc) they will atack you becouse they are affraid of you or are hungry, you kill only becouse you like or for money. In this exaple you should gain exp not for killing poor deer's but for uncovering map of this forest, finding secet roads, tresures etc.

 

off coure im not couting posibility for playing a hunter but i think that hunters in fantasy world whoud not get paid for killing wolfes (like in our world) but killing more dangerus monsters like wywerns or trolls.

Edited by ArchBeast
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I think everyone should... *snip*

 

Tale has the right of it. I have no love for any sort of XP grinding, so let's just base things off of the PC.

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Player A: Kills a group of ogres that have been terrorizing the countryside for years and gets the stolen quest item. He spends a fair amount of time defeating the ogres and using a variety of combat tacticts. These ogres won't be terrorizing anyone ever again.

 

Player B: Sneaks past the ogres and gets the stolen quest item. Ogres are still alive and kicking and killing peasants. Sneaking past them took a lot less time and skill than killing them. / Bribes them by clicking a dialogue option to go somewhere else. They keep killing peasants at the new place.

 

XP reward for both cases: Same. Why in the hell?

 

Isn't it a custom to give experience in PnP to players who use their character's skills?

 

And I don't agree its harder to kill than it is to sneak. Every situation is different. It might even be harder to talk your way through the situation (a more fitting test to 'Bard' characters than butchering) than either sneaking or killing.

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Player A: Kills a group of ogres that have been terrorizing the countryside for years and gets the stolen quest item. He spends a fair amount of time defeating the ogres and using a variety of combat tacticts. These ogres won't be terrorizing anyone ever again.

 

Player B: Sneaks past the ogres and gets the stolen quest item. Ogres are still alive and kicking and killing peasants. Sneaking past them took a lot less time and skill than killing them. / Bribes them by clicking a dialogue option to go somewhere else. They keep killing peasants at the new place.

 

XP reward for both cases: Same. Why in the hell?

 

Isn't it a custom to give experience in PnP to players who use their character's skills?

 

And I don't agree its harder to kill than it is to sneak. Every situation is different. It might even be harder to talk your way through the situation (a more fitting test to 'Bard' characters than butchering) than either sneaking or killing.

 

I don't know what is the "custom" in pnp games, but this isn't going to be one. Giving xp based on skill usage pushes forward a silly situation of plentiful xp for the most banal actions, like crafting.

 

It is harder to kill a tough encounter than to sneak past it or click a persuade option. Either you have enough points in sneak/persuade or you don't, there's not much philosophy or tactics involved. And like I said, eliminating threats is more fruitful than simply avoiding them.

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It is harder to kill a tough encounter than to sneak past it or click a persuade option.
Only if the alternative paths are not designed in accordance with their intended difficulty. Sneaking past a major boss fight should be an interesting experience on its own. Perhaps even challenging, with something more complex than pass/fail. Same goes for a dialogue encounter.
"Show me a man who "plays fair" and I'll show you a very talented cheater."
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