seebs wrote: Look, we get it. You are so amazingly cool and old-school.
Good points.
seebs wrote: You hate WoW. You hate "games like WoW". And that makes you SO much more credible.
Actually I played WoW for many years, I had 10 level 85 characters in full epic gear when I quit. I quit not because of the game at all, it's actually quite good. I quit because you are forced to play it with other people, the vast majority of whom have a never-ending obsession with stats and gear instead of learning the game mechanics and playing well. Once my friends stopped playing, it was no longer fun.
seebs wrote: Seriously, I should just give up and send you my original DM and CSB disks, you're more worthy of them than I will ever be. Wow. I just wish I could be you.
I appreciate the offer but don't bother, I'm enjoying playing LoG.
seebs wrote: But back in the real world, "you take a 37% XP penalty unless you X" is pretty similar to "forced to X" in practice. It's nothing about a "skewed sense of reward". It's more a belief that rewards ought to be at least roughly stable.
Back in the real world experience is not quantitative. But in the world of Grimrock there are no 37% penalties. If you use the following simple guidelines I promise your exp will be fine.
1) prioritize attacks from least to most damage
2) throwing weapons on all/most of your party members works excellent for exp tag.
these are great for mages so they don't waste mana on weenie monsters too, or even on your strong characters that often "one-shot" monsters. they never miss
3) if one of your guys misses his attack, just strafe around until he manages to hit. if he misses a lot, see #2
That's pretty much it. If you attack like this, with very little effort you can get "full exp" for almost every (~95%) monster in the game. There are a handful of 4x skeleton groups but they aren't worth worrying much about. Use the same guidelines above to maximize exp, but if one guy misses 90 exp it's really no big deal. With this strategy my characters are all within a couple hundred exp of eachother, I suspect none of them has missed more than 750 total exp by the time I got to level 6. You can easily make up for tiny bits of missing exp when you get to uggardians or lizards - they respawn and give 500exp a pop. There are even skeleton guys in the prison early on but they give so little exp it's nearly as ridiculous to wait for their respawn timer as it is to reload every time one of your toons misses exp.
This means you can kill approximately two extra monsters on level 6 or 9 and make up all the exp you possibly missed in the entire game up to there. You can respawn them easily by changing level or probably resting nearby.
So really, there's a bunch of these threads going around and it's pretty unbelievable when you consider how easy it is to resolve. I have posted the above explanation in different words at least three times.
To be honest, before I had played through to see the respawning monsters this was one of my pet peeves about the game too, but once you realize there is essentially an infinite pool of experience for the taking, obsessing over a few hundred missed exp seems insane.