swordofthesith Posted April 28, 2015 Posted April 28, 2015 Since this is the more serious discussion on the topic, I'm going to repost it here: Nerfing XP across the board isn't enough, imo. What's needed is to drop the murderhobo experience and the lockpicking/trap experience, and then increase the necessary experience for levels exponentially, so that higher-level requirements gets bigger than the lower-level requirements. My proposal was +3% per experience level. Currently it looks like this: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000My suggestion would result in: Level 1 2 3 4 5 6 7 8 9 10 11 12 XP 0 1,030 3,180 6,540 11,200 17,250 24,780 33,880 44,640 57,150 71,500 87,780And:No bestiary experience. No experience for lockpicking instead of using keys. No experience from disarming traps instead of evading/tripping. No crazy 10-50% bonus for small parties. Reduce the experience awarded for bounties by ~40%. The result would be that instead of just shy of level 11 by the end of Act 2, you should be firmly in level 9, maybe just below, assuming you did ~7 levels of Endless Paths of Odd Nua. You would likely not reach level 12 until the very end of the game at best, which is as it should be. For reference, currently, assuming that you do ~7 levels of Endless Paths, you end up with almost exactly 50 000 experience by the end of Act 2. Or, in other terms, halfway between level 10 and 11. My suggested changes should bump this down to approx. ~40 000 instead - so in the vicinity of "firmly level 8/just about level 9". Which should actually result in a much better pacing overall. + 1 for this proposal too. 1
Hassat Hunter Posted May 1, 2015 Posted May 1, 2015 Putting a blanket 25% ontop of it doesn't help if the problem is bounties. If they provide 50% of your XP (they do), then just ramming up XP is going to force these upon you, still being the sore over XP-giving thumb. I say rather than raising XP required to scale with too-OP bounties, nerf the bounty XP (and nuke trap/lockpick XP ofcourse). Then we can see if an increase is needed, probably it wont be. Fix the bug, not balance the game around the bug. Also, I don't disagree with exploration XP. Exploring is a good goal. I also don't mind keeping bestiary now, if only to appease the rabid kill-XP crowd (I kid ) at this point. Exploring, fighting, questions... it all should be there in a goal-oriented experience. However arbitrary adding XP to one of several skills (the best one too *facepalm*) is beyond stupid. The goal should matter, however you get there. If the however becomes the rewarded part though, then you're doing goal-oriented XP wrong... ^ 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. TSLRCM Official Forum || TSLRCM Moddb || My other KOTOR2 mods || TSLRCM (English version) on Steam || [M4-78EP on Steam Formerly known as BattleWookiee/BattleCookiee
Luckmann Posted May 1, 2015 Posted May 1, 2015 Putting a blanket 25% ontop of it doesn't help if the problem is bounties. If they provide 50% of your XP (they do), then just ramming up XP is going to force these upon you, still being the sore over XP-giving thumb. I say rather than raising XP required to scale with too-OP bounties, nerf the bounty XP (and nuke trap/lockpick XP ofcourse). Then we can see if an increase is needed, probably it wont be. Fix the bug, not balance the game around the bug. Also, I don't disagree with exploration XP. Exploring is a good goal. I also don't mind keeping bestiary now, if only to appease the rabid kill-XP crowd (I kid ) at this point. Exploring, fighting, questions... it all should be there in a goal-oriented experience. However arbitrary adding XP to one of several skills (the best one too *facepalm*) is beyond stupid. The goal should matter, however you get there. If the however becomes the rewarded part though, then you're doing goal-oriented XP wrong... If you award experience for killing, you are really contradicting yourself. You say that the goal should matter, however you got there. Then why should murderhobos be rewarded more? It is already enough of an issue that, with the infinite stash and the bodypart-based enchanting system, you have considerable incentive to just murder your way through everything. Screw appeasing the rabid murderhobos, there's no reason quest and encounter design, nor the XP curve, should be held hostage by that mechanic.
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