NotaNuffian
This does spark joy.
- Joined
- Nov 26, 2019
- Messages
- 3,691
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- 183
There are multiple ways of earning EXP afaik, like killing, crafting and the last is doing quests for NPCs. If there are more methods, do tell.
But what if I remove the "doing quests for NPCs" method of earning EXP, will players still enjoy going speaking to the people of the land? Of course they do, because unless they know what to do by instinct, they still need guidance from the locals.
You know the common fetch quest in JRPGs where they will task for pickups, pest extermination and letter sending. While pest extermination might grant some EXP, the first and the last is definitely not providing any EXP from just the action, only after you finish the chores do you get the EXP.
I have recently thought that it is a bit of a stretch to grant players EXP for just talking with a bunch of NPCs, do some chores and viola, EXP. If it is money, it makes sense and maybe one can argue the EXP gain is for learning how to do the chore/ learning new lores. But does learning secrets really help to increase your physical stats? Maybe the intelligence and Wisdom stats, others stats are a No for me.
Even crafting things to gain EXP is a bit miffed for me too, possibly due to Undertale *insert Sans note* saying things like "gaining EXP is through murder". I understand that EXP is given so that players feel the sense of achievement on watching the numbers go up. Even the EXP granted when murdering makes little sense and only supported by you shanking someone until they dead their lifeforce is sucked up by you.
PS. This is derailing the topic a bit ->[The level system only serves as a benchmark like cultivation system with their golden pearl and MPreg and that itself makes me scratch my head hard.] Because when the EXP bar is filled, a ding is heard and you gain stat points to customise the character.
Why not just ditch the EXP and level system and opt for people grinding their skills and through grinding they gain stats? Because the game then turns into some weird grindfest with players not murdering because it provides the least incentives.
This is a branch off of this topic https://forum.scribblehub.com/threads/the-relationship-between-class-job-skill-and-stats.6372/
Tldr:
1. Does providing EXP to LARPers and Crafting classes make sense if they are not out their genociding?
2. Does leveling up via EXP and gaining stats makes sense? Taking from Overgeared (and other KR novels)'s imbalanced gaming structure that allows one to gain stats by repetitive sword swings that also levels up the sword mastery too...
3. Came from point 2, does having character level and skill level in the same system makes sense?
But what if I remove the "doing quests for NPCs" method of earning EXP, will players still enjoy going speaking to the people of the land? Of course they do, because unless they know what to do by instinct, they still need guidance from the locals.
You know the common fetch quest in JRPGs where they will task for pickups, pest extermination and letter sending. While pest extermination might grant some EXP, the first and the last is definitely not providing any EXP from just the action, only after you finish the chores do you get the EXP.
I have recently thought that it is a bit of a stretch to grant players EXP for just talking with a bunch of NPCs, do some chores and viola, EXP. If it is money, it makes sense and maybe one can argue the EXP gain is for learning how to do the chore/ learning new lores. But does learning secrets really help to increase your physical stats? Maybe the intelligence and Wisdom stats, others stats are a No for me.
Even crafting things to gain EXP is a bit miffed for me too, possibly due to Undertale *insert Sans note* saying things like "gaining EXP is through murder". I understand that EXP is given so that players feel the sense of achievement on watching the numbers go up. Even the EXP granted when murdering makes little sense and only supported by you shanking someone until they dead their lifeforce is sucked up by you.
PS. This is derailing the topic a bit ->[The level system only serves as a benchmark like cultivation system with their golden pearl and MPreg and that itself makes me scratch my head hard.] Because when the EXP bar is filled, a ding is heard and you gain stat points to customise the character.
Why not just ditch the EXP and level system and opt for people grinding their skills and through grinding they gain stats? Because the game then turns into some weird grindfest with players not murdering because it provides the least incentives.
This is a branch off of this topic https://forum.scribblehub.com/threads/the-relationship-between-class-job-skill-and-stats.6372/
Tldr:
1. Does providing EXP to LARPers and Crafting classes make sense if they are not out their genociding?
2. Does leveling up via EXP and gaining stats makes sense? Taking from Overgeared (and other KR novels)'s imbalanced gaming structure that allows one to gain stats by repetitive sword swings that also levels up the sword mastery too...
3. Came from point 2, does having character level and skill level in the same system makes sense?