Modifié par Alienmorph, 25 mai 2011 - 12:32 .
ME3: XP for killing enemies,Yes or No? (Now with poll!)
#76
Posté 25 mai 2011 - 12:31
#77
Posté 25 mai 2011 - 01:21
That way it would add a bit more of a feeling of randomness and wouldn't feel quite as crap as the current "Do a mission = Level up" bollocks.
I'd also get rid of the stupid mission over screens or at least move them onto their own email tab so I could just ignore them.
the way it is in ME2 just feels like a cop out. Is there actually an xp system in it? It just feels like a case of - "if mission is over add x number of skill points."
Modifié par Orkboy, 25 mai 2011 - 01:26 .
#78
Posté 25 mai 2011 - 01:30
#79
Posté 25 mai 2011 - 01:56
#80
Posté 25 mai 2011 - 02:02
#81
Posté 25 mai 2011 - 02:09
#82
Posté 25 mai 2011 - 02:21
Modifié par JayhartRIC, 25 mai 2011 - 02:23 .
#83
Posté 25 mai 2011 - 03:24
#84
Posté 25 mai 2011 - 03:49
#85
Posté 25 mai 2011 - 03:52
XP for kills not fussed either if they want to calulate it towards your progression there is no real reason to show it on the screen. I much prefer to progress the story rather than hang back waiting for respawning enemy just to clock up XP
#86
Posté 25 mai 2011 - 03:58
#87
Posté 25 mai 2011 - 04:02
Modifié par Ghost Warrior, 25 mai 2011 - 04:03 .
#88
Posté 25 mai 2011 - 04:08
As for the XP per kill: No.
#89
Posté 25 mai 2011 - 04:30
#90
Posté 25 mai 2011 - 06:02
Bluefuse wrote...
No, then we would want to go and hunt down every single enemy. That shouldn't be necessary.
Why wouldn't you want hunt down every single enemy?
#91
Posté 25 mai 2011 - 06:49
Fear_me_leader wrote...
Yes the system in Me 2 was to slow in my opinion
Of course, even an instant's thought would reveal that how XP is awarded has absolutely nothing to do with how much XP you get.
#92
Posté 25 mai 2011 - 07:02
wepeel_ wrote...
Nashiktal wrote...
Removing the exp tether to enemies allows the developers to develop missions without the headache of calculating what enemies should be where, and how much they are worth. Now they can just create the situation, and the amount of enemies however they wish.
Now if they would only get rid of the corny *mission complete* screen....
The thing is that the developers should be calculating which enemies should be where. When designing an area, they should actively think about "where are they, how many of them are there, where do they move to, where do they come from, how many move together, what kind of attention range do they have" and so on, instead of just going "well, put up some cover objects in this room and have 5 waves of enemies spawn as the player approaches" or "just have enemies spawn indefinitely at this point two at a time until the player fights his way to that position". It's a cheap, arcade-style way of introducing enemies and starting encounters, that doesn't really belong in an RPG in my opinion.
Sure, some special situations like being ambushed by husks or sneaking into a rachni nest can warrant enemies suddenly appearing from every possible opening in the environment, but apart from things like that, every opponent placed in the game should be premeditated by the developers.
What? I think you need to re-read what I wrote my friend. The waves thing you are brining up isn't a problem with removing exp from enemies, but from choices in level design.
#93
Posté 25 mai 2011 - 07:10
adam1923 wrote...
I think there should be a small amount of XP for killing enemies and a large amount for quests.
Yea Witcher 2 you kill enemies and you get maybe 5-10 experience at most but doing quests from something like 50-3000 at most. By the time you reach half way in Act III your max level leaving the rest of the game at max level so you can enjoy all your talents.
#94
Posté 25 mai 2011 - 07:44
#95
Posté 25 mai 2011 - 08:53
Then you also run into issues about how much XP to give for non-combat situations (which ME1-2 both have had a few of). Giving XP via 'progression', and I'd rather it be dished out through plot points in a mission instead of all at the end, ultimately smooths it out ENTIRELY regardless of how the player plays. That's the point I was trying to make. Don't like the combat? Thats fine you'll level up just as fast as someone who loves it.
And really, if you don't like the combat like you've stated, do you WANT to have to grind up your XP from monsters instead of have the option to 'shield up and run past'? Fact is it frees them up to make any situation they can think up and they are 100% assured everyone will get the same amount of XP. And that's a good thing, that's how PnP has always handled it for that same reason - pure variation and flexibility.
#96
Posté 25 mai 2011 - 08:59
#97
Posté 25 mai 2011 - 09:01
For major/mini-boss kills, YES
#98
Posté 25 mai 2011 - 09:03
#99
Posté 25 mai 2011 - 09:07
#100
Posté 25 mai 2011 - 09:14
Sgt Stryker wrote...
I would like a system where, instead of lumping all the XP for a mission at the end, you get chunks of XP for completing sub-goals at various points in the mission. This would also do away with the Mission Complete screen, and all the silliness that entails.





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