Showing all 143 replies.
>>
>>3965618
To some degree I can agree but I also found EXP to have potential to be played around with.
Fire Emblem games for example, forces you to decide which unit should be fed EXP. And absolutely not let Jagens take those away from you.
>>
>>
>>3965618
>Games should reward exploration, completion, and engaging with the mechanics, not grinding.
This is a significant part of what allows Zelda to be better than the entire RPG genre. It's a better realization of what RPGs ought to be doing that doesn't make the same mistakes.
>>
>>
>>
>>
>>
>>
if i remember correctly, Pillars of Eternity only gives exp for quests, filling in the map, and bestiary entries, so you can't grind respawning enemies for levels
and being a faux-d&d crpg, leveling gave you options to expand and refine your build rather than just being a direct power increase
>>
>>
>>
>>3965632
>>3965709
>"This number makes these numbers go up"
That's literally how video games work on a fundamental level, retard. What do you think happens in this hypothetical game where you get new shit by finishing quests or talking to the right NPCs? Under the hood it's all making a number go up, or giving you more ways to make enemy numbers go down. Any "innovation" you come up with is just going to accomplish the exact same thing as experience points but with extra steps
>b-but GRINDING!
You know you don't HAVE to have infinite random encounters or respawning enemies, right? The player is only going to be able to get as much XP as you let them, if you don't want your players grinding you can just literally make it impossible to do.
>>
>>
>>3965653
>Equipment, abilities, party members, classes, items
Depends on how you do it but those seem to be sidegrades (don't have to be to be fair), where lvl up is an upgrade.
Sidegrade is not always useful, upgrade is.
It may seem like the point but you swap "damage and hp inflation" to "Another 'reward' that I won't use".
Elden Ring has both. When I level up it's nice, when I find some incantation not for me it's like spitting in my face (incantation that is useful does feel good of course)
If you want to make those upgrades and you give me stronger and stronger equipment and abilities, the power curve would be out of control, unless there is only 1 way to play, I guess than it would make sense.
Only game that comes to my mind and has done upgrades without levels is Sekiro.
>>
>>
>>
>>
>>
>>
>>3965659
>Stop giving XP for combat and you just incentivize speedrun bullshit to skip encounters, aka not engaging with the mechanics
>clever ways of handling an obstacle shouldn't be rewarded so I can grind like an MMORPG
Spergtastic argument.
>>
>>
>>3965618
What is it with these "X is an outdated concept" mentioning core elements of the RPG genre? If you don't like RPGs just play a different type of game. Leave RPGs alone for those of us who enjoy these games.
>>
>>
>>
>>
>>3966682
If you genuinely want to change opinions, consider starting an OP with reasoning behind claims, rather than simply making inflammatory statements.
>EXP is an outdated and obsolete mechanic.
Why?
>Games should reward exploration, completion, and engaging with the mechanics, not grinding.
Why?
Etc.
>>
>>
File: dumb-wojak.png (64.8 KB)
>>3966490
>>3965622
>>3965653
These fags just want to play Zelda, seeing numbers on the screen triggers them because they are low IQ. Rather than just accepting that they don't enjoy RPGs and moving on to games more their taste they stamp their feet and demand the entire genre change to accommodate them. Skyrim was designed for this exact audience btw.
>>
>>3967045
>seeing numbers on the screen triggers them because they are low IQ.
>they stamp their feet and demand the entire genre change to accommodate them.
>Skyrim was designed for this exact audience
Have you ever modded Skyrim to put floating damage numbers on screen? It’s great, can’t go back again
>>
>>
>>
>>
>>
>>3966490
OP is an idiot, but you don't NEED exp to have an RPG. I sincerely think every /vrpg/ user needs to read at least one non-DnD /tg/ rulebook in their life, because some people here genuinely can't conceive of RPGs that stray too far from what Gygax made in the 80s.
I think posts like OP's are born of people who are essentially reinventing the wheel and can't express it properly. Rather than thinking "What would it be like to not have X feature?" they immediately jump up "X Feature must be removed from all future RPGs". I swear I don't see this zero sum mindset in any other videogame genre.
>>
>>
>>
>>
>>
>>3965618
I like individual skill levels, like sword proficiency making the character more likely to land blows, and land them squarely or parry incoming attacks when they're using swords, or turn an incoming square blow into a glancing one, or redirecting it from a vital location (head/face/neck) to a non-critical one (shoulder/hip/forearm)
I don't like EXP giving character more hit points and damage. HP should basically static and set during character creation, damage should be a function of the character's strength the weapon they're wielding, and how square/glancing the blow was and how vital/noncritical the location they hit was.
>>
>>
>>3965618
If the RPG has some open world or sandbox-y elements: leveling by doing is the best for me. I just enjoy using a skill and seeing my progress as I use it more and more. It also allows for some breaks in your playthrough: for example in Morrowind I always enjoy the moment where I got a good foothold and can start working on skills like Alchemy. Having to go buy the necessary equipment, going around traders for ingredients, exploring the map while being focused on picking up plants instead of just going from point A to point B...
If the RPG is somewhat linear, the next best thing in my opinion is the Underrail Oddity system. It removes any issues of "missing" XP from different playstyles (Human Revolution had this problem with stealth and non-lethal giving way more XP) and you can also easily reward exploration. I don't know if any other game has implement such a system but if yes I am curious.
After experiencing those two systems it's always a bit of a letdown going back to the old get XP from beating up people or completing quests -> level up a completely unrelated skill
>>
>>
>>
>>
>>
>>
>>
>>
>>3966490
I imagine this thread was made because there's been similar discussions on /tg/. For a long time now RPGs have tracked character progression by kills, but the original rules of DnD had the amount of gold you earn as EXP. It was considered a weird rule until recently, when people tried it and realized it actually allows for significant flexibility and creative strategies. Like you can have your party spec into stealth, or you can bait enemies into attacking each other and not worry about EXP loss. Naturally, people are reconsidering and experimenting with EXP as a concept, and it was only a matter of time until it leaked to vidya RPGs.
>>
>>
>>
>>
>>
>>3965618
I've been working on a game without EXP and after a while I had to cave and use them anyway.
The main thing is that EXP are very flexible. Systems like exploration rewards or resource based power can work, but they require you to adapt the game towards them while experience points don't. Simple example: alchemy themed game where you gain stats from materials. Works fine with one player character, but if you're party based you now have to deal with players funneling all resources to one character.
EXP is an abstraction that every player understands, a very granular reward for any activity and an idiot-proof way to make players stronger.
In any exploration based progression the delta between good and bad players is much larger and thus you'll have more difficulty tuning the difficulty. And a player might end up frustrated because they missed a key ability in the starting area. In contrast, with EXP you can ensure that players will eventually catch up to your content.
Of course you can use EXP simply as the backbone for your other systems. Dragon's Dogma 2 for example has you unlock some classes through a quest and others through meeting teachers, and then later on your ultimate abilities through class quests. But a more common example is equipment: add some horizontal progression to items instead of just bigger number to make the items really interesting, then make some special pieces for quests. That should give you the feeling of meaningful exploration while still letting the dev have the detailed control of player power from EXP.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
There's already games that don't use EXP. for progression, thing is they're harder to design and most people out there don't have any reason to bother especially since the audience itself doesn't want games that don't use EXP.
>>
>>3982078
>they're harder to design
Nah, Zelda has been doing it for years, it uses hearts and sword upgrades for progress works fine and is arguably easier to design around then giving every monster in the entire game its own exp value and making sure the player doesnt get too little or too much.
>>
>>
>>
>>
>>
>>
>>
>>3982103
One way to soften it up or to add spice, essentially
>It'll boil down to rock paper scissors
This is by no means a bad thing. The question is what do you want? If you add more options, some flavour and maybe trap choices (actually a nogo imo), you can have a system that has been tried hundreds of times. It's serviceable, but not groundbreaking.
>>
>>
>>
>>
File: 1777009915245667.png (612.0 KB)
>spend 10 minutes in combat struggling to defeat the enemy with various clever combinations of tactics, buffs and luck.
>or click the [persuade] let's not fight dialogue choice
>the EXP award should be equivalent for these two things
>>
>>
>>
>>
>>3965618
>an outdated and obsolete mechanic
explain why
is chess outdated and obsolete?
I think you don't actually understand what games are and look at them as nothing but virtual reality experiences where the point of the mechanics is to simulate real life
now, the history of games is definitely intertwined with war simulation, so your confusion isn't unfounded. it's just very reductive to limit games to that and consider them as failures because technology has evolved and you can now simulate with less gamey abstractions
>>
>>3982199
Not necessarily, but should open other parts of the game. Somehow we still follow 70s design principles of right and wrong choices. See bg3. It wants to be sandbox and open, but a single decision can lock you out of hours of gameplay. One door closes, the other opens.
>>
>>
>>
>>3965619
I actually hate Fire Emblem's EXP system because it encourages sub-optimal or cheesy gameplay in order to feed exp to a unit. I'd rather the game just award one level for everyone who participated in a battle and just lower jagen stat growth so they naturally fall off.
>>
>>
>>
>>3965618
EXP is just there for the people who can't git gud at actual combat strategy, party composition, and exploration. If you're good at those other things, you'll find equipment and abilities that will allow you to overcome enemies stronger than your level would normally allow. If not, you'll whine like a bitch and grind until you can one-shot everything.
The only people who complain about EXP are the shitters who need it.
>>
>>3984985
>If you're good at those other things, you'll find equipment and abilities that will allow you to overcome enemies stronger than your level would normally allow.
The problem is that there is no convention for this though. If every RPG 'agreed' that 0 EXP/no leveling was possible and acted as an intended hard difficulty for challenge completionists, then this would be fine. But there's no standard for this and so at best you have "well, just don't level TOO MUCH", but nobody agrees on which 'too much' is or how powerful you should be at a given point of a game to be challenging. It's a dumb excuse that lets you go "ha, you were just to overleveled to be challenged" whenever someone beats something without any gigga IQ strategy.
>>
>>
>>
>>
>>
Dumb thread premise, didn't read anything, but learn by doing systems (most notably colony ship) have resulted in my belief shifting towards:
>EXP as a form of progression is meaningless
And instead, that a character's experiences in the game, post-adolescence(post character creation in most cases), should redefine their relationship with said world without directly increasing player power. A character shouldn't generally gain something without losing something else. You can still have vertical power progression via equipment, economy, reputation, etc.
>>
>>3987025
>NOOOOOOOOOOO DON'T POINT OUT RETARDED GAME DESIGN
>YOU JUST DON'T LIKE THE GENRE
Thanks god most people aren't as retarded as you and things move forward, I bet you think gold as exp was good design too
>>
>>3965618
A mechanic I thought of was medals or badges clear a scenario well and get a mid tier silver badge and mid tier stat boosts from it. Later on when you have more badges come back and get the gold version of the badge etc.
There is something comfortably mind numbing about grinding and just watching the numbers get bigger though.
There has to be some sort of permanent reward for killing an an enemy. Because sometimes it feels like a slog and gold an items are temporary and XP is permanent and feels like a decent consolation, even a small amount.
>>
>>
>>
>>3987385
>some guys stopped doing a thing before video games even existed
>that means it should never ever be allowed to exist anymore in anything!
God, you're so stupid that it's painful. Why are the autistic like this?
>>
>>
>>
>>3965618
I think XP should all be doled out as an item you can expend as you please across your whole party, like funneling it all into one character or saving some for a new character you know is coming so that you can bring them up to parity immediately. They did this for archetype experience in Metaphor: Refantzio when you have a character who is capped out on their current archetype, so I just let everyone max out their own starting archetype and their respective direct upgrades, then used literally the rest of it to level all the MC's archetypes, not even knowing that there's a great item you get for unlocking all archetypes for him at the time I did it.
>>
>>
>>
>>
File: Marcus.jpg (23.4 KB)
>>3966098
I strip my Jagens of their weapons, FIRST TURN, and I send them into the corner of the map to get exactly 0 experience the whole game.
Once possible, I field them onto a map where they are able to get instantly killed by a boss, so as to not stink up my army with their presence and to have no potential to be fielded to garner ANY exp.
>>
>>
>>
>>
>>
File: 1775688719032244.jpg (53.4 KB)
>>3965618
No, it just needs to be done in a more dynamic way.
One exp bar? No. THREE experience bars.
>combat xp
>social xp
>knowledge xp
Combat xp is only earned from fighting, and raises your combat level, unlocking all the combat skills.
Social xp is earned from quests, and from all the persuasion and intimidation skills used during it. Levelling it unlocks the ability to complete quests in peaceful ways and get more money.
Knowledge xp comes from exploring and reading books n scrolls. It unlocks abilities that help you find books n scrolls. Also slightly empowers magic.
>>
>>
>>
>>
>>
You dumbasses whining about EXP and LVL are in the wrong board. This stuff appeals directly to the (endless) progression & power fantasy. It's also why LitRPG is a huge success. The idea of becoming stronger through hard work and seeing your progress being visualized in numbers going up is highly addicting.
>>
>>
>>
>>
It would be needlessly obtuse for any reasonably complex RPG to hide abilities behind specific quests. It's only desirable in more simple games, like Zelda or metroidvanias where abilities are tightly controlled.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>3993577
Yeah, there shouldn't be any levelling in the Witcher. It should just play action-adventure style.
Geraldo would always be the same strength, and enemies always the same strength. But you would take on harder enemies.
Fighting monsters should just require you gathering the right potion ingredients and being prepared.
Not everything needs levels.
>>
>>
File: 07d4d711a5072f299fc80cd86c58eb5c.jpg (45.8 KB)
The problem with XP isn't grinding, but metagaming.
NPCs aren't aware of "XP" as such. It's a the most important resource for the player, but it's existence isn't acknowledged ingame. An evil MC has no reason to help out a struggling pregnant women from a village with her mundane troubles, but the player knows he will be handsomely rewarded with "XP", thus encouraging to break RP.
Also, the amount of XP received by completing Quests is utterly arbitrary. It usually hovers around 1/10 to 1/2 of the amount of XP required to level up for the level the developers expected the average player to have at that point and time. Meaning, a fetchquest in BG1 where you have to buy a book from a bookstore yields 100XP, but doing basically the exact same thing in the beginning of Throne of Bhaal yields 4000XP.
It's a terrible system. Increasing proficiency of skills by using them, or turning XP into a real resource like Souls from the Souls' series are far superior.
>>
>>3993770
>but the player knows he will be handsomely rewarded with "XP", thus encouraging to break RP.
Good point.
But it also makes quests feel better. Old RPGs like Fallout and Baldur's Gate had garbage quests, but I got my dopamine hits from the XP participation reward.
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>