you would see if you killed your tenth monster or so, found that quilted armor and got a slight boost in level up speed until you find something better to use or it
in some point of the game it will (should) be usefull, of courese in this case it would be like the first 5 levels only
As long as they don't make it crazy like 50% extra XP or something; I'm fine with it. I mean you look at it 2 extra points per kill isn't going to be a big deal especially on higher levels.
It won't be imbalanced I'm sure. They'll work it out. Last thing they want is to put all this work into a game and have people beat it and be bored in a days time because they slap +60 exp gear on everything.
Thats not the point, the point is that its pointless.
Killing monsters grants you xp, not having equipped certain items while doing it. Items are there to make you kill monsters more efficiently or less dangerously.
I understand, but just think, while theyre sitting around killing quill rats for easy extra +6 exp or whatever, we'll be in Hell slaying demons with our +skill +stat +CtC cool gear.
They may be getting 1 more exp or whatever, but who's really winning?
I think they'll become another virtually useless item like %more gold in d2. It's not like they wasted a lot of time on it though, at least I don't think. It probably won't even stay. Who knows.
XP affects your character, having more gold doesn't.
Yeah but it'll be like anything else. More exp, or more damage.
So you can spend an extra minute killing a group of 50 monsters for an total extra 50 exp or you can kill them in half the time for the base 50 exp and move on to more monsters.
At least I assume that's how it'll balance partially.
I could live with or without exp items. I probably won't use them anyway, but if it is imbalanced to where you have to use them to be on pace with everyone then I will be disappointed, I doubt it'll happen though.
Ok, but say that you "don't have to use them" then whats the point of having them?
Some people like to play like that?
Its just like how some people like to keep progressing through the game story and difficulties, while some people will do runs of certain mobs over and over for exp instead.
One use I could see is, for myself, spending a lot of time in the same area because I need to explore every corner and kill every monster, but the monsters usually become way too weak by the time I finish, so I can afford dropping killing efficiency in favor of a slight XP bonus.
This may also be true in case of grinding where you come to a point where everyone dies so fast you don't need that extra damage and would rather get more XP.
But at lower levels? Meh.
But, really, for a game where you can move on to higher XP monsters (unlike S2, which has adaptive levels), the XP bonus is sorta pointless.
It's not pointless if found on an item that proves to be an upgrade to what you have as you stumble upon it. Maybe you get more armour, more stats, and the exp bonus is just a plus on top of that.
It's not pointless if found on an item that proves to be an upgrade to what you have as you stumble upon it.
Everything is nice when it's on an item you want to use anyway, but it doesn't make it less pointless. Having a +5 light radius may be nice on a super armor, but otherwise, it's pretty pointless. I believe the case is the same here.
In most cases, XP bonus will force you to sacrifice something else. But if there is nothing to sacrifice for, remove the feature.
30+ posts. Somebody thought it was worth discussing.
Quote from "Equinox" »
Everything is nice when it's on an item you want to use anyway, but it doesn't make it less pointless. Having a +5 light radius may be nice on a super armor, but otherwise, it's pretty pointless. I believe the case is the same here.
In most cases, XP bonus will force you to sacrifice something else. But if there is nothing to sacrifice for, remove the feature.
I agree with Equinox in a way here. I personally don't mind the extra XP bonus, especially so long as it is not multiples like another forum member said.
But I also feel an inkling of what Doppleganger has been saying. If it isn't useful, why have it? If it is useful, do we really want it?
Hmm, who would choose to XP +10% (I invented that, and, yes, that is a fractional multiple) over the STR +20? Why or why not? Would we enjoy making these decisions? Would it add an element of strategy to selecting gear?
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this is definitely not a thread worthy topic
CyberPunk RP Nexus
in some point of the game it will (should) be usefull, of courese in this case it would be like the first 5 levels only
I understand, but just think, while theyre sitting around killing quill rats for easy extra +6 exp or whatever, we'll be in Hell slaying demons with our +skill +stat +CtC cool gear.
They may be getting 1 more exp or whatever, but who's really winning?
Yeah but it'll be like anything else. More exp, or more damage.
So you can spend an extra minute killing a group of 50 monsters for an total extra 50 exp or you can kill them in half the time for the base 50 exp and move on to more monsters.
At least I assume that's how it'll balance partially.
Some people like to play like that?
Its just like how some people like to keep progressing through the game story and difficulties, while some people will do runs of certain mobs over and over for exp instead.
It's just a matter of play style.
This may also be true in case of grinding where you come to a point where everyone dies so fast you don't need that extra damage and would rather get more XP.
But at lower levels? Meh.
But, really, for a game where you can move on to higher XP monsters (unlike S2, which has adaptive levels), the XP bonus is sorta pointless.
In most cases, XP bonus will force you to sacrifice something else. But if there is nothing to sacrifice for, remove the feature.
I agree with Equinox in a way here. I personally don't mind the extra XP bonus, especially so long as it is not multiples like another forum member said.
But I also feel an inkling of what Doppleganger has been saying. If it isn't useful, why have it? If it is useful, do we really want it?
Hmm, who would choose to XP +10% (I invented that, and, yes, that is a fractional multiple) over the STR +20? Why or why not? Would we enjoy making these decisions? Would it add an element of strategy to selecting gear?