Seeing as how persuading actually requires you to raise cunning and place points into the coercion skill...
It seems that while you can use persuade to get out of some fights, its just more rewarding to kill everyone instead, which takes pretty much no effort to do and gets you loot and more xp.
And while replaying the game, i tried the "not so good" end to one of the main quests and was surprised by how much more rewarding it was. I ended up with about 1k more xp, a LOT more loot, and some unique items to boot.
The "good" ending for that main quest gives you a lot less xp, NO loot at all for the final boss fight, and you do not get any item rewards for finishing that main quest.
While story wise, the game makes it kind of hard to choose sides in some of the quests, rewards wise it doesnt seem to be that way...
Is anyone else surprised that killing everything gives mroe rewards?
Débuté par
Question2
, déc. 20 2009 06:12
#1
Posté 20 décembre 2009 - 06:12
#2
Posté 20 décembre 2009 - 06:23
No biggy, because the reward is in doing the deed! Right guys?
...Guys??
...Guys??
#3
Posté 20 décembre 2009 - 06:25
This was the same way in NWN1 & 2 iirc, but I still prefer talking my way out of things on my first playthrough. After that I just do what's going to benefit my character most, which means fighting everything and asking for a reward whenever the option is revealed.
#4
Posté 20 décembre 2009 - 06:26
Roleplayers vs Powerplayers, it will never change.
#5
Posté 20 décembre 2009 - 06:40
You can also roleplay as someone who kills everything instead of talkign his way out.
#6
Posté 20 décembre 2009 - 06:43
Question2 wrote...
You can also roleplay as someone who kills everything instead of talkign his way out.
Very true, but your first interest isnt powerleveling/loot, its just someone who enjoys killing:)
What l meant is, roleplayers dont care to much about some exp/loot missed...while Powerplayers will try to calculate down to the last .0037% bonus.
I guess it would be cool if you got some extra bonus for using skills over brute force...but other then extra exp cant really think what it should be...excecpt the obvious bit of nooky.
#7
Posté 20 décembre 2009 - 06:47
Somehow i dont think the easier choice should give you more rewards.
And if you want to make it difficult for players to choose something, you should make all rewards equally attractive, rather than clear cut favouring one.
And if you want to make it difficult for players to choose something, you should make all rewards equally attractive, rather than clear cut favouring one.
#8
Posté 20 décembre 2009 - 06:51
Question2 wrote...
Somehow i dont think the easier choice should give you more rewards.
And if you want to make it difficult for players to choose something, you should make all rewards equally attractive, rather than clear cut favouring one.
Now that l do agree upon, as most times, the people who use their brains are the ones that come up short reward wise.
#9
Posté 20 décembre 2009 - 07:39
Quite simple, really: The xp rewarded for talking/sneaking/bribing/whatever your way past combat should be roughly equal to the xp rewarded for said combat.





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