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Showing all 34 replies.
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>>12616408
"number go up" autists are the worst.
just play the game FFS does reaching level 100 really matter?
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>>12616408
Because it makes sense? If you want to get stronger over time you need to lift heavier weights and if you want to conpete against others who are higher skill level you need to apply higher level training. As for gameplay if all xp requirements were the same all obstacles in the game would become completely worthless as you can just one hit kill one enemy and get a level every time.
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>>12616432
actually you can still lift lighter weights and do the real life equivalent of low level grinding
however just like low level grinding you will eventually reach a point where it isnt worth it anymore
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>>12616408
Hooking the player on numbers going up early on, then decreasing the pace to maintain proper length of the game.
>>12616432
Levelling still becomes slower in most RPGs when you fight against late-game enemies as a late-game character, compared to fighting early-game enemies as an early-game character. Don't be obtuse.
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>>12616468
I know that but the progression becomes all screwed up if growth is a flat rate. I imagine that you can design an RPG that has that if you only incidentally get new enemies to fight or if enemies are so difficult to deal with that you might as well not even engage with them and are supposed to avoid them. I think certain rpgmaker games do that.
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>>12616408
It's so that you won't just get to level 99 from level 1 goblins.
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>>12616408
>>levelling becomes increasingly slower as you progress
>and this was appealing design how
Funny I was just thinking about this playing Fire Emblem Sacred Stones. You can upgrade classes earlier using limited consumables, but it slows down exp gains, so I don't do it. It's more enjoyable to keep getting level ups more often. If the exp gain wasn't reduced, I would upgrade despite the earlier level cap downside.
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>>12616468
why would you take a risk with high level enemies then if you can just beat up lower level enemies and still guarentee a level up?
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>>12616506
you can also have it where you are forced to progress in the game and are unable to go back so you can't just beat up lower level enemies. you can also make enemies completely disappear when you kill them. you can also make it where instead of traditional xp gain you instead get better equipment that is locked behind stronger enemies. to be honest none of these seem preferable to having traditional xp gain in rpgs.
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Zoomer brain rot thread
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>>12616554
When?
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>i must level up linearly
>i need big numbers to offset small peen
how about you try beating the game with what you have? shit ain't hard if you use your abilities and consumables tactically instead of throwing raw numbers at it like a mindless ape.
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>>12616408
Levels are bad design period
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>>12616604
Flat rules about bad design is bad brain noise.
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>>12616604
Let me guess, you enjoy final fantasy 2
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>>12616591
i'm getting too old for remembering enemy patterns
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>>12616926
tactical thinking has nothing to do with memorization, kid.
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>>12616428
If you didn't reach max level, you didn't beat the game.
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>>12616408
I’m sorry. Let’s just make the game get exponentially easier until you don’t have to play at the end.
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>>12617653
if you did reach max level, you didn't beat the game
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>early to early/mid game is the hardest part
>by the end you're so overpowered that everything is a breeze, and 90% of those nuanced abilities and techniques you've acquired go unused since you're better off just spamming the same couple of things over and over again while occasionally healing
Smooth Jazz of the Night was bad about this, especially with the bosses.
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the worst is when exp from regular enemies barely moves the needle while story fights/bosses have all the exp, it feels so controlled
zelda 2 being the biggest offender with those dungeons that just outright give +1 level, bypassing exp entirely
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>>12617964
I'm starting to think that fully controlled XP is actually the way to go. The player should get XP for doing something cool like defeating a boss or doing a sidequest or finding a cool secret, XP should reward players for doing things that are challenging and fun. There's no reason why shitmobs should give XP at all. Maybe it would force devs to reconsider why those shitmobs exist in the first place.

Also I think there should be locations that refill your healing items for free in order to discourage hoarding. Like give the player a maximum number of healing potions, for example 10, and then hand-place a potion refill point between every challenge. Then balance each challenge with exactly those 10 potions in mind. I'm sure a notable non-retro example of this springs to mind but it really does fix a lot of issues.

Some RPGs would benefit from more controlled, more intentional and more thoughtful design. Now CRPGs that are more centered around branching role-play options and emergent gameplay can get away with not doing these things, but more restrictive JRPGs and ARPGs have no excuse. The restrictiveness of those subgenres should amount to more finely-tuned experiences. Unfortunately it rarely does.
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>levelling becomes increasingly faster as you progress
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