Xewaka wrote...
So what you're saying is that any possible alternative route should be punitive to the player compared to the murder mode. That is exactly the kind of thing that must be avoided, and that is why removing XP from anything other than objectives (primary or secondary) promote a more varied gameplay. When you remove the mechanical limitation of being forced to have each path offer the same XP, you have the players resolving each situation in the manner that best fit their tastes and the character they're playing.ishmaeltheforsaken wrote...
I disagree entirely. Objective-based XP is great, and I want it, but kill-based XP is also important to me.
Removing it entirely only works when there are actually other ways of completing an encounter slash objective than just combat. If combat is unavoidable, I want each kill to get me experience. If combat is avoidable, but I choose to take the combat route (which I, personally, likely wouldn't, but a lot of people likely would, so let's pretend I'm one of them, ew), then I want each kill to get me experience. Experience slash loot are the ways to make combat rewarding (beyond the simple pleasure of fun combat).
The rewards for non-combat solutions have to be balanced accordingly, of course.
Must be because I play PnP regularly, but this need of having XP ping on each kill is utterly ridiculous to me.
The most hilarious thing about ME2 to me: the one game where they get it right and make XP per mission is the one game where they lock every door until you've killed every mob anyway. Infiltrator was a huge disappointment the first time around, let me tell you.




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