There's no XP for specifically killing enemies, but resolving quests or challenges will be rewarded with appropriate XP and battles are a part of that. Remember also we use "Crisis" design that are a bit more diverse than just combat, and you may be able to find a non-combat solution to an encounter and still get equivalent XP.I always worry when I hear that battles have no tangible payoff.
A rpg that has little to no combat(if the player so desires) is a good rpg, you can beat the final boss of PS:T talking to him, that is a good thing.
I don't get this sentiment.
Would you seriously want to dodge all the combat in the game if there is no XP reward?
It depends on how combat heavy the game is and how tedious the battle system is.
I guess you're right. Planescape combat gave exp but I avoided it as much as possible because it wasn't that great.Combat not being good is a problem of combat not being good though. If combat is bad and tedious, but offers exp, that doesn't make it suddenly worthwhile, it just mitigates a problem without directly addressing the issue.
Didn't they make it turn-based so that they could make every combat encounter unique and interesting? Kind of like Divinity.
I don't get this sentiment.
Would you seriously want to dodge all the combat in the game if there is no XP reward? Rather, I'd probably dodge some battles that feel too intimidating and go for others I can reasonably try. I feel like that's how I'm supposed to approach a combat situation - Rather than always rushing in for that extra bit of XP.
There are plenty of incentives to battle in games - The fact that they're fun is enough to make me go at them pretty consistently. Story factors also come into play as well. XP for killing just makes combat slightly better than any other alternative.
Didn't they make it turn-based so that they could make every combat encounter unique and interesting? Kind of like Divinity.
Didn't they make it turn-based so that they could make every combat encounter unique and interesting? Kind of like Divinity.
Not really. Not that it wasn't a factor, but by that same logic you could point out PoE had already done the work on RTwP that we could lean on. There were multiple factors going into the decision, including a backer-only vote.They did it because they already did the work creating a turn based game for Wasteland 2.
New Update: Elucidating Effort Efficiently
It says so on the image.note: this is wip and will be painted over to create the final render
It says so on the image.
I mean that they won't be using 3D models for the game, this will become a painting. They are laying out the environments though this way.
In case anyone get's concerned over what they see. The actual content is stunning though.
TL;DR: Pillars of Eternity launched; Nathan on companion design; Colin talk from London
Colin McComb discusses developing for player experience and perception at EGX.
https://www.youtube.com/watch?v=7FqNSE96y0I
TL;DR: The Bards Tale IV Kickstarter in two weeks; From the Depths: Indigo released; Nathan Fabian on conjuring dynamic floors; other news
New video showing off the world and a bit of the combat as well:
https://www.youtube.com/watch?v=ybqE8FlLrqg
Is this seriously coming out in 2015?
TL;DR: Special promotion for Torment backers of Bards Tale IV; production update; Adam explains Fettles; the lore behind the Valley of Dead Heroes
TL;DR: live streaming Torment talk; Asylum art; progress on physical map
TL;DR: Adam at PAX; an update on production and interfaces; Adam on character generation
Installing now.
Keep us updated if there's no NDA stuff.
There's no NDA. Backers can share impressions or even screenshots and video, we do not like trying to control that kind of sharing.It's highly unlikely that anything is non-NDA. It's an Alpha.
Sweet, nice to see you guys going all in with the backer interaction and feedback.There's no NDA. Backers can share impressions or even screenshots and video, we do not like trying to control that kind of sharing.