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What is the point of level and Attributes


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#226
Fast Jimmy

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Allan Schumacher wrote...

Just to make sure I'm clear on Jimmy's points:

Essentially, if you survive the combat with minimal damage, then the combat isn't all that challenging and you won't get much experience because you weren't really challenged. Take a lot of damage and still survive, though, and you'll gain more experience.

Is this correct? (I've been half following the thread and some of the posts have been longer so getting a chance to keep up has been tricksy these past few days).


In a nutshell, yes. With details on the exact XP spread, the caveat that the enemies would not scale and a requirement that health would not automatically regenerate after every fight and injuries would make a return from DAO. 

Also - they used to just call me Jimmy... but that... that was a long time ago. Fast Jimmy's the name now. :whistle:

#227
Fast Jimmy

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Sylvius the Mad wrote...

Fast Jimmy wrote...

<snip>

I will say this:

If a game were designed with the combat and XP system you describe, I would buy it immediately, because it has the potential to be brilliant.


I figured you and some of the other RPG nitty gritty mechanics guys on the forum would find the concept intriguing, at least at a theoretical level. 

#228
A Crusty Knight Of Colour

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It's definitely an interesting idea, Jimmy. I do believe AFL Supercoach (fantasy football) and possibly some Sports video games weight points and grades depending on the context of what's going on in the game. So a really good player in a really close match is given more credit than a really good player in a blowout match.

Which is similar to what your system proposes - the closer a party is to failure, the more the participants ought to be rewarded if they succeed.

(Though personally, I'd suggest a much simpler system of awarding EXP for quest completion and bonuses for reaching milestones that relate to character archetypes during the course of each quest - Kills, Successful Sneaking, Successful Speech/Dialog challenges, Healing/Reviving, etc.)

#229
Allan Schumacher

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Fast Jimmy wrote...

In a nutshell, yes. With details on the exact XP spread, the caveat that the enemies would not scale and a requirement that health would not automatically regenerate after every fight and injuries would make a return from DAO. 

Also - they used to just call me Jimmy... but that... that was a long time ago. Fast Jimmy's the name now. :whistle:



Okay.  This DOES mean that the game kind of self balances in that players that struggle will receive more experience, which eventually balances out in that the poorer players will get less xp since they'll be a higher level killing lower level guys.

How would you change the level up mechanics though, because right now I'd see this as punitive to better players, since poorer players open up greater versatility to their characters through additional abilities, and one thing I enjoy about RPGs is unlocking additional abilities.  If I find myself gaining less xp because I'm roflstomping the game, do you have any concerns that I'll actually find the game less enjoyable since I'll get less cool new abilities to play with compared to a poorer player?

#230
Anaeme

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I do not like this idea at all...If I am playing a difficult enemy, and I am tactical in my use of resources, companions etc.

Why should I get less XP than someone who just rushed into the fight and got themselves hurt?

Why should I be punished for using my brain  and being tactical during the encounter?

I do not agree that the number of injuries should count toward the amount of XP I get after a fight

Modifié par Anaeme, 28 avril 2012 - 06:28 .


#231
Anaeme

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Also, I must say that If I can kill one wolf, it does not mean I can kill a pack of wolves. The tactics and mechanics for defeating multiple adversaries are levels above what you need to kill just one enemy

encounters should be assessed by their levels


By the time a player reaches the level cap of any game, you should not be struggling to defeat your enemies

Modifié par Anaeme, 28 avril 2012 - 06:36 .


#232
Sejborg

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Allan Schumacher wrote...

Fast Jimmy wrote...

In a nutshell, yes. With details on the exact XP spread, the caveat that the enemies would not scale and a requirement that health would not automatically regenerate after every fight and injuries would make a return from DAO. 

Also - they used to just call me Jimmy... but that... that was a long time ago. Fast Jimmy's the name now. :whistle:



Okay.  This DOES mean that the game kind of self balances in that players that struggle will receive more experience, which eventually balances out in that the poorer players will get less xp since they'll be a higher level killing lower level guys.

How would you change the level up mechanics though, because right now I'd see this as punitive to better players, since poorer players open up greater versatility to their characters through additional abilities, and one thing I enjoy about RPGs is unlocking additional abilities.  If I find myself gaining less xp because I'm roflstomping the game, do you have any concerns that I'll actually find the game less enjoyable since I'll get less cool new abilities to play with compared to a poorer player?


Yeah. Don't implement that. It's weird. That way I would just start every fight with taking hits to face for XP without defending myself, and then I would start to fight back. Either that, or I would just waste everyone and leave a single enemy and let him smack me in the head until I have low healt before I finnish him. That kind of fighting don't seem fun to me. Not being able to get level ups because I prefer a certain playstile where I don't let my squad get hurt is not fun either. 

What's the point of level up if you only get them if you suck at the game?

Modifié par Sejborg, 28 avril 2012 - 08:59 .


#233
AkiKishi

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Allan Schumacher wrote...

Fast Jimmy wrote...

In a nutshell, yes. With details on the exact XP spread, the caveat that the enemies would not scale and a requirement that health would not automatically regenerate after every fight and injuries would make a return from DAO. 

Also - they used to just call me Jimmy... but that... that was a long time ago. Fast Jimmy's the name now. :whistle:



Okay.  This DOES mean that the game kind of self balances in that players that struggle will receive more experience, which eventually balances out in that the poorer players will get less xp since they'll be a higher level killing lower level guys.

How would you change the level up mechanics though, because right now I'd see this as punitive to better players, since poorer players open up greater versatility to their characters through additional abilities, and one thing I enjoy about RPGs is unlocking additional abilities.  If I find myself gaining less xp because I'm roflstomping the game, do you have any concerns that I'll actually find the game less enjoyable since I'll get less cool new abilities to play with compared to a poorer player?


It's the players that suck who need the most help though. This is one of those weird things with Japanese games in particular. You get S ranks and you get bonus stuff that makes it easier to get more S ranks, you get D ranks and you get no bonus stuff which makes the game harder.
While I get the idea of rewarding exellence, it's self defeating unless your just doing S rank stuff for bragging rights.

It's a bit like how games would give you more XP for playing on hard, and after a couple of levels it would be easier than playing on normal.

I like games that allow you to self regulate to a degree. I don't think I optimised any of the characters in DA or DA2 to any great extent except the PC and even then I never really went overboard to have the best most optimised stuff.
That sort of thing works better ,then If I do reach a sticking point, it's easy enough to just upgrade enough to get over it and move on.

Modifié par BobSmith101, 28 avril 2012 - 10:23 .


#234
AkiKishi

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Sejborg wrote...
Yeah. Don't implement that. It's weird. That way I would just start every fight with taking hits to face for XP without defending myself, and then I would start to fight back. Either that, or I would just waste everyone and leave a single enemy and let him smack me in the head until I have low healt before I finnish him. That kind of fighting don't seem fun to me. Not being able to get level ups because I prefer a certain playstile where I don't let my squad get hurt is not fun either. 

What's the point of level up if you only get them if you suck at the game?


It's an obvious work around like equipping a poor weapon in a learn by doing system so you get in more hits, and using a lower level spells and weaker armour.

I hated FFII for that. It just seems so counter intuitive.

I'm all for giving the system a shot though. I hate it when I run too far ahead of the curve when it comes to combat.

#235
Dragoonlordz

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Sylvius the Mad wrote...

Fast Jimmy wrote...

Again, I thought it might be an interesting and possible novel way of handling combat difficulty. Instead of making the enemies harder/faster/smarter/more resistant, why not instead increase or decrease the rate at which the player becomes more powerful? This allows enemies to be the same, but only the sliding scale of how good the player has previously done be the determiner of the combat difficulty.

Player skill is a metagame feature, though.  I'm not thrilled with the idea of the in-game reality being affected by metagame events without giving the player some way to avoid that.

Moreover, you're still punishing success.  if the player plays well, you're making he game harder for him.  You're taking away some of the reward.  That's akin to your boss saying, "Great job, Jimmy.  As a reward, I'm going to cut your pay to make your life that much more of a struggle."

How is that a positive outcome?


I agree, I honestly see no actual reason to apply such a system in the first place. If your a level 10 having a hard time with level 10 monsters then as always been the case you could simply drop down the difficulty setting. The way I see it punishes the players who are not struggling, giving them less experience as a reward for putting in the extra time and effort to overcome the battle therefore translates to less new skills and abilities opening up, less customization and less options. There is simply no need to use such a system and seems more like doing something different for the sake of being different which is not a good thing in my opinion. 

Personally there is no need for radical change for sake of it and that was one of the major issues that DA2 had.

What I would like to see is quite simple.

Combat scaling.

Monster unit types, new types (stronger) appearing/being used as you get stronger based on your level as you progress with the weaker ones becoming cannon fodder to back up the stronger ones after you have out leveled them (I see no reason to remove them once out leveled, they just switch roles to backup of the new stronger units that start showing up due to your level.

Reinforcement system.

A combination of static enemies fights (staged in other words) with very few if any reinforcements in those due to being smaller battle scales. Larger battles use reinforcement system where more units show up. When reinforcing make sense in how arrive at the fight from the enemy side, use doors, come over hills, climb up ladders, jump out windows, pop out from around corners etc. Use unit types in tactical order of appearance not higildy pigildy random drops of random units.   

Experience system.

I like leveling, I like stats and attributes plus I like customization from equipment/skills/abilities. I like dialogue choices and branching story based on decisions, I even like crafting. It's the reason a buy RPG's and the reason I keep buying Bioware's titles as long as they have them. With regard to experience it does not need to be changed to large extent, simply reward EXP for quests completed, reward it for combat and battles survived, reward it for finding things or solving problems and keep using it to open up more abilities and skills/equip new gear; if struggle in combat drop down the difficulty setting from hard>normal to easy like always have done in past been able to do.  I do not see the need for change for the sake of mere change in the experience system, that would do more harm than good I believe.

Out of combat skills and there uses inside combat.

Bring back stealth for use in both combat and out of combat, scouting and planning in combat and quests out of combat alongside such things as information retrieval, pick-pocketing and such. Traps coming back and being used in combat against enemies and out of combat in quest infiltration and breaking into places of interest where booby traps have been placed. Pick-pocketing, already mentioned etc.

RPG genre relies on these 'elements' to distance itself from other genres and appeal to specific groups who like such. Removal of such changes the game from RPG 'genre' to title where merely play a role (every single game ever made in other words). If Bioware does not want to make RPGs anymore and use these elements then why would I buy their titles? I only tend to buy RPGs for these elements and the occasional Turn-Based Strategy titles.

I have an personal issue/annoyance with diluting all genres into soup filled with random elements from different genres because when I want to order tomato soup I do not want bacon, peas, mushrooms, poop in the "tomato' soup (the ingredients obviously meaning genre elements). When look at a menu and see all meals containing the same ingredients that would not appeal to me. Having different focus between genres allows me to pick up only the things that I know might enjoy rather than random guess on every single title because they all have diluted elements from every other genre all thrown in a blender and turned to mush.

So keep the experience system, reward players for solving problems, surviving combat, finding secrets and completing quests. There will always be other games which do other things and have other formats and genre elements and I would prefer to have variety in selection of games not everything streamlined down to very same elements in puddle of ooze like sometimes I want to play a game with no dialogue choices then there are games I could buy with that (thousands if not millions of them in fact), in this case I would like to play one with so I would like a game I could buy with such (dialogue choices element). Same with experience and stats where if want to buy a game which does not require me to have such there are million other titles which do not use that element but in this case I would like a title which does use such and would like to keep that as an option as title could buy if want them. Use experience to unlock new abilities and skills, equip new gear and do more damage based on high attributes please. =]

Modifié par Dragoonlordz, 28 avril 2012 - 12:44 .


#236
Curlain

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Personally I prefer a XP points buy system such as White Wolf uses (and adapted in Bloodlines, also earlier in action RPG Redemption). It allows your character to progress in various skills and abilities (and you can feel and see that progress), but it eliminates both extremes levels tend to produce which is (according to the set-up of most RPG storylines) a apparently talented person (the PC) of ability/potential/fame is chosen for the quest/mission etc because of this, finds rats difficult to handle and is outclassed by the local guard. This character with not talent at all, then goes one to eventually be god-like, which always feels weird when I think about it. It somewhat always breaks immersion for me, as if someone if gifted at something (a sport, an instrument, or more relevantly, swordsmanship) it shows right away, they need to practice to master their potential, but the talent in real life is obvious as soon as they pick it up. Equally, unless they are demi-gods (such as the Bhaalspawn) becoming god-like can damage immersion on those grounds as well.

The system used in Bloodlines to some extent avoids both, you are not weak from the start, you are able to handle yourself to some extent (though there are enemies and challenges you definitely couldn't deal with at the beginning), and you are able have your PC learn and hone their abilities so by the end their significantly more powerful. Enemies that were a challenge before become easy, however you can never just steam-roll them by default either. This also feels more 'real', your greater ability and honed skills make such enemies much less of a threat, but they still remain a threat.

I also would be interested to see if such a points buy system could be linked a skills progression system used in ES games (or as it was done more simplistically in Lands of Lore), but in this case you would gain XP to spend in a certain area. So using your social skills for example (persuasion, intimidation, bargaining etc) would gain you XP to spend enhancing skills/stats relating to those areas, where as melee fighting would grant XP that could be spent enhancing phyical stats/skills that relate to melee etc.

Modifié par Curlain, 28 avril 2012 - 12:47 .


#237
MichaelStuart

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While I have said that I don't like leveling. I feel xp should only be giving for completing quests. When to give xp for killing individual enemies, you feel compelled to kill them. The same for giving xp for any individual task like lockpicking.
I think that giving more xp to people who play poorly will only encourage people to play poorer so they will get a better reward.
I feel a must say that any game that reward a player for playing a certain way is wrong. A good game should gave me a task and it should be up to me how to complete it.

#238
Fast Jimmy

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Allan Schumacher wrote...

Okay.  This DOES mean that the game kind of self balances in that players that struggle will receive more experience, which eventually balances out in that the poorer players will get less xp since they'll be a higher level killing lower level guys.

How would you change the level up mechanics though, because right now I'd see this as punitive to better players, since poorer players open up greater versatility to their characters through additional abilities, and one thing I enjoy about RPGs is unlocking additional abilities.  If I find myself gaining less xp because I'm roflstomping the game, do you have any concerns that I'll actually find the game less enjoyable since I'll get less cool new abilities to play with compared to a poorer player?


It actually balances out in that the poorer players will get MORE xp, but I think you did understand that and just accidentally switched adectives. 

And to your second paragraph, three points.

One - previously, you had discussed nerfing the main quest diffuclty, since not everyone would do the side quests. I feel like THAT is penalizing a player more than an invisible XP mechanic that most players will not even feel. After all... how many fights in the DA universe have people really and truly barely taken a hit on? Few and far between... and almost unheard of in large or hard fights, where you usually get the most combat XP.

So, yes, it does penalize the player... but then again, with the concept of side quests, someone is always getting penalized. If you do them, the person who does not is penalized and may rage-quit because they cannot get past a certain point in the main quest. If you nerf the main quest, the side quest of saving the cat from a tree can be a harder difficulty than slaying the dragon, which is bonkers when you step back and look at it (obviously, I'm speaking in hyperbole). And if you level scale everything, saving the kitten from the tree will be EXACTLY as hard as slaying the dragon, which is also ridiculous.

My concept scales a player's XP gained, in marginal, baby steps the entire game. Very rarely will you consistently be receiving the 50% penalty. Similarly, very varely will you receive the 200% bonus. More than likley, I'd ensure the game and combat design would match so that the vast majority of players would have problems getting below the 75% penalty range in any given fight and the vast majority of players never got beyond the 150% bonus. It would take some testing and tweaking, but I do not envision this system working where a player who is doing well and advancing in levels all of a sudden hits a brick wall, out of nowhere. It would be a small effect, felt throughout the entire game, that would help control the overall difficulty in relation to the only real metric we have to see how well you are doing in combat - how close you come to dying.

Second point - I completed my Masters in Business Administration degree a year and a half ago. During those classes, I took a Business Writing course that I thought would be easy. After all, I have a semi-analytical mind and I don't mind writing (as can be seen by the walls of text I have posted in here through the last few days), so I thought that it would be a fairly easy course. However, one of our first assignments was to write a sample, made up, Business Requirements Document (BRD). I went through and filled out the different sections with my made up scenario and turned it in. 

It came back soaked in red ink. I had failed to collect all the information needed (even in my imaginary scenario, ironic, I know), to take into account varainces that could cause issues, to address the risk levels of varying solutions in greater detail and, all in all, didn't do the assignment right. It was a crushing blow and made me realize that the course was not going to be cake walk. But this lesson stuck with me. After I got my degree, I was given a promotion at my work and now I write or review BRDs on a weekly basis. But none of those BRDs compare to the amount of learning I received getting back my first one soaked in red ink. 

There are many tasks I have learned in my professional and educational careers for the first time. But it is only the assignments we do particularly bad on that stick out with us and give us the most instruction and feedback.

My point being this - Experience has become in RPGs an expected benefit. If we kill a monster, we should get every XP point we are entitled too! But you have to remember - XP is an abstract construct for the concept of learning. And just like learning in literally every aspect of the human expereince - once you reach a certain level, you tend to plateau for a long period. It is the nature of things. You shouldn't be so good at combat that you can kill things with no effort... and then expect to learn more about combat to make your moves more impressive! That's completely counter-intuitive. Its not punishment, its reality. If you are REALLY good at something to the point where you don't try, then you aren't learning. That's why some children repeat the same grade, because they are struggling (and could, arguably be said, are getting more expereince from the 3rd grade - given that they are taking it twice) and other children skip kindergardern or the first grade - because if they have progressed so rapidly and done so well, that if they were to be sent to the next logical grade or step, they would gain almost no experience from it. Unfortunately, for a story-based RPG, it can be difficult to skip entire sections, so the only alternative is to place the "child" in the grade, but realize they won't learn as much (i.e., gain as much experience).

And my third and final point - there is  mantra for fun RPG design: ABL. Always. Be. Leveling.

Skyrim does this amazingly well, in many respects. You have almost two dozen skills, all of which are leveled up individually. You can go through one dungeon and level up your armor skill, your weapon skill, your sneak skill, your magic skill and your lockpick skill... which may in turn allow you to raise your overall character level. Which then means you get to choose a level-based perk!

Again, I do not want to mirror the Skyrim leveling system of advancing by doing (since that can basically mean you stand in front of a mudcrap for twenty minutes, just soaking in levels) for either the model I have proposed or in the DA franchise. But it does point out something obvious - people love leveling up. This can be done the TES way, where you essentially have a dozen different types of experience (Speech experience, smithing expereince, one-handed weapons expereince) which I think could be very interesting in the DA world, or you can go the Diablo route, and have standard levels that go up to level 50 or 60 in one playthrough. 

The multiple XP idea could work in DA, where if a character uses magic, say even a specific type of magic, such as Blood Magic, their Blood Magic XP goes up. By the same token, they could also be casting a buff on the entire party from the Creation tree. So when the fight is over, they could receive XP that goes to the Blood Magic tree and the Creation Tree. This, in turn, could allow them in circumstances to level up both Creation and Blood Magic in the same fight, a double level up if you will. Higher level skills or talents in these trees would take a ton of experience to unlock, so a player has the choice of diversifying their skills by using lots of different trees, or by sticking to one tree and work on becoming a purist.

The Diablo method would also be interesting, where every area or dungeon would likely result in a level up. But there would then be the requirement that you would need to follow the Diablo skill tree method (or something similar). Meaning if you unlock the Fireball skill, you'd actually need to level that skill up 5 times before you can unlock the Firewall skill, and so on and so forth. No longer would one skill be unlocked, but rather you'd need to consistently level it up after it is unlocked to keep it powerful and relevant,  in addition to unlocking other skills. 


Ultimately, my point is that people DO like to level up. So I'd suggest a leveling or a skill progression system that is allowing constant advancement, even if you are being penalized with the 50% XP gain in every fight. 









Also, as a complete sidebar, I think sneak and persuasion XP awards should be awarded based on the number of enemies you avoid fighting if you go that route (aka, if you successfully sneak past 5 darkspawn, it should give you the same amount of XP as killing those 5 darkspawn, or if you persuade someone to let you walk in and skip fighitng two dozen guards, it should give you XP totaling, or even surpassing, the XP gained from killing those two dozen guards). It has always been the case that these options are awarded with barely as much XP as killing an enemy, so combat is always encouraged as the way to achieve the highest XP levels. Totally not on topic, but it is something that has bothered me.

Modifié par Fast Jimmy, 28 avril 2012 - 01:02 .


#239
AkiKishi

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Fast Jimmy wrote...
Also, as a complete sidebar, I think sneak and persuasion XP awards should be awarded based on the number of enemies you avoid fighting if you go that route (aka, if you successfully sneak past 5 darkspawn, it should give you the same amount of XP as killing those 5 darkspawn, or if you persuade someone to let you walk in and skip fighitng two dozen guards, it should give you XP totaling, or even surpassing, the XP gained from killing those two dozen guards). It has always been the case that these options are awarded with barely as much XP as killing an enemy, so combat is always encouraged as the way to achieve the highest XP levels. Totally not on topic, but it is something that has bothered me.


Not rewarding combat just makes it easier to run from one end of the level to the other. Of course you miss out on items, so you could say that in itself is the reward from combat.

Sneaking and persuasion is more of an effort thing. In Deus Ex:HR not being detected carried huge XP rewards, but not being detected was also hard. Of course you could get the not being detected award, then double back and get the combat reward afterwards.
Persuasion which comes down to either a fixed skill, or a random skill. That's too easy to carry the same rewards. Again in Deus Ex:HR persuasion became a mini game and success carried a large reward. Still not the most difficult way in the world to get 1000 xp, but certainly more engaging than just having the right skill level and clicking.

#240
Fast Jimmy

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I agree that Deus Ex:HR does it better than most with the Ghost and Smooth Operator XP bonuses, but you can also perform silent takedowns of every enemy in the game to get more XP. Which, while not true combat, still involves incentivizing taking out your enemies. I think a sneak or a persuasion XP reward that involves avoiding enemies altogether would be a welcome change.

#241
Allan Schumacher

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BobSmith101 wrote...

It's the players that suck who need the most help though. This is one of those weird things with Japanese games in particular. You get S ranks and you get bonus stuff that makes it easier to get more S ranks, you get D ranks and you get no bonus stuff which makes the game harder.
While I get the idea of rewarding exellence, it's self defeating unless your just doing S rank stuff for bragging rights.


Poorer players may need more assistance, but is the best way to provide them that assistance unlocking more abilities and giving them a more varied and perhaps more interesting gameplay experience than a better player.


One - previously, you had discussed nerfing the main quest diffuclty,
since not everyone would do the side quests. I feel like THAT is
penalizing a player more than an invisible XP mechanic that most players
will not even feel. After all... how many fights in the DA universe
have people really and truly barely taken a hit on? Few and far
between... and almost unheard of in large or hard fights, where you
usually get the most combat XP.


You'll need to elaborate on how that is more punitive, since I'm not quite following.

So, yes, it does penalize the player... but then again, with the
concept of side quests, someone is always getting penalized. If you do
them, the person who does not is penalized and may rage-quit because
they cannot get past a certain point in the main quest. If you nerf the
main quest, the side quest of saving the cat from a tree can be a harder
difficulty than slaying the dragon, which is bonkers when you step back
and look at it (obviously, I'm speaking in hyperbole). And if you level
scale everything, saving the kitten from the tree will be EXACTLY as
hard as slaying the dragon, which is also ridiculous.


What I meant by having side content be more difficult is that optional content is where we can unleash the Kangaxxs, Firkraags, Gaxkangs, and so forth.  I'm not suggesting that a sidequest of saving a cat in a tree being more difficult than killing a dragon on crit path, and if I did then I misspoke and apologize.  What I meant is that we can be more liberal with the difficulty of optional content because we can more easily force the player to be very powerful with really powerful equipment (achieved by doing other content, crit path or optional) and not worry as much if we've just outright ruined someone's entire game experience because he loves BioWare games for the story and characters and we placed something prohibitively powerful right on crit path.


It came back soaked in red ink. I had failed to collect all the
information needed (even in my imaginary scenario, ironic, I know), to
take into account varainces that could cause issues, to address the risk
levels of varying solutions in greater detail and, all in all, didn't
do the assignment right. It was a crushing blow and made me realize that
the course was not going to be cake walk. But this lesson stuck with
me. After I got my degree, I was given a promotion at my work and now I
write or review BRDs on a weekly basis. But none of those BRDs compare
to the amount of learning I received getting back my first one soaked in
red ink. 

There are many tasks I have learned in my professional
and educational careers for the first time. But it is only the
assignments we do particularly bad on that stick out with us and give us
the most instruction and feedback.


This is actually meta and doesn't require in game xp to be reflected.  You cannot ignore the player and the player will learn how to play the game better through particularly challenging combats just the same as you learned through your schooling.  You wouldn't have learned as much if you intentionally made errors just so that your professor could bleed all over your paper, which an in game system that rewards experience for struggling through combats can do.


As you say, always be leveling, but if someone is getting 50% xp because they are dynamite at combat, it's going to greatly complicate things and the differences between someone typically getting closer to 50% experience and 200% experience is going to approach 4 times the experience difference which would mean poorer players would get access to significantly more powerful (and often cooler) abilities.  And given that it's a reflection of player skill, you actually remove the xp component from the player's character, since someone playing through their second time is going to inevitably get less experience because they'll just be better at the game.  An example in my experience was dealing with the Revenants in DAO.  They were very, very difficult for me my first playthrough, but on my second playthrough I had learned strategies to deal with the Revenants so that I could actually deal with them at lower levels than my first playthrough.  So I'd be getting less experience for meta reasons, because my character performs better at combat not because my character is innately better, but because the player controlling him is.


It's a tricky problem and I don't mean to sound outright dismissive of your solution, but I'm concerned about it being exploitable and when people realize that this is how it works, they get additionally upset or feel compelled to play the game a certain way in order to maximize their rewards.  So I think continued refinement would be necessary.  It is possible that it becomes more self-regulating than I give it credit for, since a poorer player that is one or two levels higher now finds the combat easier than the superior player simply due to character level difference. 

So how would you deal with the "Always be leveling" goal when taking into account that there could be varied experience gains depending on how good players are at the game?  On paper it sounds like good players will simply level less, but it sounds like you might have ideas to help mitigate that.

#242
Anaeme

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All quests should have two things:


An Encounter rating - This is a difficulty rating which applies a certain XP bonus above the guaranteed minimum whenever a player completes the encounter. Thus a level 10 encounter that provides a guaranteed 100XP no matter what, will provide an additional 20XP if a level 12 player completes it (120XP total). The same encounter will provide an additional 80XP if a level 6 player completes it (180XP total)


Minimum XP reward - No matter how the player accomplishes this task, they will get a minimum amount of XP as shown in the example above, this minimum will be 100XP.


what this does is that it guarantees that by the end of the game every player will have achieved a certain amount of XP no matter how they play. It will also help the developers ensure that people are advancing through the game at the desired leveling rate. A developer will be able to say that by the end of part one all players will have reached a guaranteed minimum of 90,000Xp for instance and possess a certain expected power level.


Any other XP bonuses above or below the guaranteed minimum will depend on playstyle, and will not leave anyone feeling unduly punished

Modifié par Anaeme, 28 avril 2012 - 08:49 .


#243
Sejborg

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@ Fast Jimmy and Allan Schumacher

Why implement a system that rewards lazy behavior? That is basically what you are sugesting and discussing. You are discussing a perverse system that penalizes a person who performs great and rewards the person who deliver poor results. The XP is the players reward for every job or kill.

Imagine a workplace where they start to give the worst employee a higher salary because he is struggling and doing a horrible job. Why should the rest of the coworkers even try to make good results, when they get better rewarded for doing a horrible job?

Implement that system and getting better gear will be like a penalty, because the better gear will make it harder to suck at your game, and therefore make it harder to level up. Fist fighting nude will be the best option if you want to level up.

#244
Guest_Puddi III_*

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If you take metagame/powergaming concerns out of it, it's not really punishment for playing better, it's just an attempt to reflect the 'true difficulty' of an encounter in the xp rewarded.

Practically speaking, players probably would feel punished, or more frustratingly, if they're not informed on the details, they'd feel like their character is becoming comparatively worse even though they understand the overall combat mechanics better than before. If they are informed on the details, it wouldn't necessarily punish playing well, so much as it would shift the parameters of what constitutes "playing well" such that "the best" are those who can find a way to stay in that slim region between almost dying and not actually dying as often as possible.

To me that seems tiresome, which is why if there's to be any attempt to address the issue of enemy difficulty, I'd still prefer a challenge rating system, even granting that hypothetically, not taking into account how people would actually play, the 'damage taken' system would probably be a more precise gauge of an encounter's true difficulty level.

#245
Anaeme

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Filament...it is a punishment for doing better, no matter how you chose to slice or dice it.

Like I have described above, Bioware should use an Encounter Rating and Minimum Guaranteed XP system for DA3

That will take away any issues of penalizing people who play the game smart.

Modifié par Anaeme, 28 avril 2012 - 11:51 .


#246
Joy Divison

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I don't think less XP for being more efficient/effective at combat is a good idea at all.

Lost in all this discussion is that the difficulty level switch should be the mechanism to make the game more difficult for the min-maxer type who enjoys making uberpowerful characters.

Make "nightmare" actually difficult and *poof* no more complaints about PCs being too powerful..

#247
the_one_54321

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D&D approaches this method much better with it's difficulty class analysis. Basing the XP award on damage sustained is going to rob the highly tactical and perfectionist players of all XP awards.

#248
Blessed Silence

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Allan Schumacher wrote...

I know we're evaluating stuff like this going forward.  I can't say much more than that though ;)


Although I think the idea is that, as you get more powerful, your versatility opens up.  You unlock abilities deeper into trees which are often quite powerful, and in many cases are direct upgrades to already existing abilities.

Part of the challenge of games with non-essential content is providing balance for those that do every little quest and those that prefer to follow only the main story.  I find myself leaning towards making the more difficult content off the crit path for this reason.

Games like BG and KOTOR used level caps, which I know is a huge disappointment for a lot of players because once you hit the cap you're effectively heavily restricted for any more player progression, and I think a lot of what draws people to RPGs is the idea of player progression.


I never felt the explination of the stats were good enough anyway .... I always got Will and Magic confused a long time.

But just slam points into 2 areas and you'll do fine.

As for the talents, many were a complete waste of time.  I always had to take some useless skills (for me) to get better ones)  Can't stand the trees with requirements that you HAVE to take one thing to get another.  Thankfully EverQuest 2 got rid of that in their AA trees.

I would rather level, have enemies hit a cap in certain areas so I feel powerful, make stats useful, and have it so I pick what skills I want w/o being forced to take one to get another (though I don't mind the level requirement).

#249
AkiKishi

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BobSmith101 wrote...

It's the players that suck who need the most help though. This is one of those weird things with Japanese games in particular. You get S ranks and you get bonus stuff that makes it easier to get more S ranks, you get D ranks and you get no bonus stuff which makes the game harder.
While I get the idea of rewarding exellence, it's self defeating unless your just doing S rank stuff for bragging rights.


Allan Schumacher wrote...

Poorer players may need more assistance, but is the best way to provide them that assistance unlocking more abilities and giving them a more varied and perhaps more interesting gameplay experience than a better player.


That's exactly what Jimmy is advocating, except from the other direction. Either way the result works out to be the same.I don't think they should get a more interesting game, just be further ahead of the curve.

Modifié par BobSmith101, 29 avril 2012 - 09:52 .


#250
AkiKishi

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Joy Divison wrote...

I don't think less XP for being more efficient/effective at combat is a good idea at all.

Lost in all this discussion is that the difficulty level switch should be the mechanism to make the game more difficult for the min-maxer type who enjoys making uberpowerful characters.

Make "nightmare" actually difficult and *poof* no more complaints about PCs being too powerful..


Nightmare is more difficult unless you cheese your way through, which is exactly what most people do. If you did away with the scaling, you could go back to the "challenge" days (read the earlier FF faqs) where you could brag to your mates you finished FFV with a party in single digits, without impacting on anyone elses game.