Plaintiff wrote...
I think DA:I should award XP the way Deus Ex:HR does. XP for killing, XP for killing quickly or creatively, XP for non-lethal takedowns, XP for making it through an area without being spotted by enemies, XP for finding hidden paths, XP for successful persuades.
I pretty much agree with this. Stealth in particular has tended to suffer in Bioware games, and I think this is largely a function of the fact that if you sneak past enemies, you don't get experience for killing them. That already provides a significant disincentive to pursue stealth or other non-lethal methods of dealing with encounters.
Maria Caliban wrote...
My favorite learn by doing system was the Quest for Glory games, but those games also had classes and time limits so there was a large emphasis on time management. The first game I played - Trial by Fire - also had impressive fail states for the story if you couldn't manage to solve the puzzles or become good enough at a skill in time.
One of my favorites as well. Just to add another useless bit of trivia, I believe that the Quest for Glory series was the first to feature a character importation system as well.





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