King Semos wrote:seebs wrote:King Semos wrote:If it was a game based around convenience like WoW, it would be a flaw.
That's a pretty total non-sequitur.
It's nothing to do with convenience or inconvenience; it's that if you play pretty normally, your party as a whole is likely to end up a level or two behind where they would have been if you play with careful attention to XP.
It's actually completely relevant, not sure how you think it's non-sequitur that's extremely surprising to me. Unless you just wanted to use that term. My opinion is relevant in a topic titled with a question.
WoW is totally irrelevant, except for the emotional appeal to "old-school gamers hold WoW in contempt".
So this is a problem to you, but not an inconvenience?
Well, that certainly isn't the word I'd have used for it.
Yes, it solves EVERYTHING. Because when I play, it is in the style intended by the developers.
That doesn't solve "everything".
If
anyone anywhere ever can describe a problem which it doesn't solve, it doesn't solve
everything -- and it is quite likely, given how the mechanics work, that the developers had not actually considered the question at all.
Here is the thing. Imagine that two people play this game. They both kill exactly the same number of mobs. At the end of the play experience, one player has all level 14 characters, and one has all level 12 characters. The first player can have a level 50 skill on each character, and another skill with at least a few points in it, not even including any tomes of wisdom...
I think other games have conditioned your expectations of how games should work. It's very common.
Why, yes.
Every game I have ever played that is not this game, which assigns XP to monsters at all has taught me that a monster's XP value is an attribute of the monster, or possibly the monster's relationship to the party's level.
So, my opinion still stands. Flaw?? No.
Yes, and it's a very nice opinion, I'm sure, but you haven't provided any sort of rationale, justification, or support. You have not argued that this is a desireable trait. You have not shown a way in which this model produces a better game experience than other designs do. You have not offered any real arguments against the way every other RPG has done this, except a hilariously blatant appeal to how you expect old-school gamers to hate WoW. (And I am assuming you have never actually played WoW, as its XP system is pretty totally non-comparable.) Oh, and a completely point-missing rant about keeping people even, which is unrelated to the core issue. The core issue is that one player might get 50% more XP for the same monsters, killed with the same characters, than another.
You've also done nothing to explain how it makes sense that everyone in the party gets 100% XP if you have a single mage move from one slot to another tossing poison clouds, or that the mage who actually did all the damage could get half XP. (Use poison cloud. Cast poison cloud, then move the mage to another slot. When something dies from the cloud, the person now in the slot you were in when you cast it gets full XP, the mage gets half.)
Meanwhile, I've offered actual game design considerations, with solid numbers rather than vague anecdotes, and pointed out concrete ways in which the rationalizations on offer do not actually work.
You gotta come up with something better than contempt for an irrelevant game if you're going to try to advance an argument at some point.