Should you get more xp from kills?
Should you get more xp from kills?
... As opposed to...?
We don't even know HOW MUCH xp we're getting from kills in Fallout 4. It's too early to even discuss if we should be getting more or less.
If past Bethesda games are any indicator, XPs will be ridiculously easy to get and you'll level up way too fast just playing the game the way it was intended to be played (i.e. without exploiting XP glitches).
Totally true about how fast the XP comes in for past Bethesda games.
You do want to get XP fast when you just start out.
Going from a happy civilian life to struggling to survive would be a very effective if harsh teacher.
I bet you would also get lean and mean fast.
Hopefully thinks slow down once you get a few levels under your belt and keep slowing down as you progress.
In the old fallouts, 1 and 2, you can get alot of xp from kills, in 3 and new vegas it seemed capped at 50xp per kill, or a Little more. Not sure about the other fallouts.
Definitely need less xp from everything.
In past games, at higher levels, all the enemies basically gave out the same xp.. and the difficulty xp was completely backwards. Very Easy 25xp for per deathclaw.. on Very Hard, 75xp per deathclaw. That made no sense.
In fact, intelligence might end up as a dump stat for the first time in Fallout series purely because it governs xp gain. We'll have hundreds of hours, that level cap will be hit anyway before the end.
Depending on the perks who are linked to Intelligence Remember... You need science for the weapon modifications. And hacking. All of them is on the intelligence perk line.
http://i.imgur.com/tJjZKM4.jpg
There's no way to say until we know how many levels there are and how far apart they are. Things should move fast in the beginning and then slow down in terms of kill experience as you get used to the system, but with the caveat that kills requiring strategy award more XP later on.
..to make it even faster? Kind of like the "10% more XP!" and "gain an instant level!" perks in FO3. Never felt the need to grab either of those.
Not sure what games some people are playing, but BGS games have normally not had XP being "easy to get" at all. In fact, that is why Skyrim changed the system (i.e., so that people who complained about grinding skills would perhaps be satisified... of course, they weren't because the system just changed to a different type of grinding).
The main problem with pretty much any RPG, even BGS' "develop your character based on how you play as you play" (i.e., XP is slotted into each skill rather than an overall character XP, excluding FO3), is that the curve for gaining XP levels (in skills) was always way too slow compared to how often you'd use various skills (assuming you actually did just play rather than grind somehow).
RPG developers need to address the fact that many of us prefer to play intelligent characters. Intelligent characters do not go out adventuring / exploring prior to properly training themselves (i.e., they do not take needless chances with risking their lives). There needs to be a way to properly train yourself without grinding and without going out and risking your life because doing anything else violates roleplaying for a vast number of intelligent character concepts. Example: my characters are intelligent and are not going to go out adventuring / exploring in dangerous areas only to run into a locked container / door that they cannot open simply because they didn't train lockpicking skills in a safe and secure environment (which is what you would do, of course). Same thing with any other skill / ability.
Check out http://tamrielvault.com/group/fallout-character-building/forum/topics/perks-chart-news?xg_source=activity which they think they have some of the perks from the perk chart identified.
Since there are 10 perks under each special, looks like you need the row number in stat stat to get that perk.
For example Sniper is on row nine of the chart under Perception.
Want Sniper, you need a 9 Perception.
The low level perks are actually pretty critical.
Even having a 3 Int will give you access to First Aid and Gun Nut plus one other perk they haven't identified.
Having a 3 Agility gives you access to Gunslinger, Commando, and Sneak.
Having a 3 Luck will give you access to Fortune Finder, Scrounger, and Bloody Mess.
Give you a reason not to have a bunch of dump stats with a rating of 1 unless you have a real good reason.
I'm personally hoping that they give equal weight to other ways to means of solving problems.
I liked that in Deus Ex HR, you really did have several ways to complete a mission.
And with the slightly lower starting stats, and perks having stat requirements, each Sole Survivor will be very different.
So there will really need to be multiple ways to complete the mission,
I'd rather get the majority of experience for exploration and quests then for combat.
Combat xp shifts the focus to combat, and just turns Fallout one step further in the direction of a shooter with RPG features.
It also opens - in conjunction with respawning random NPCs - the door to unlimited leveling and breaking the whole underlying system. Then you end up with godlike character builds that are leveled out before you reach the games end and that takes away from the experience of the game itself.
Edit: some spelling
If the "perk chart" really works like that, it's a different matter of course. Though I'm rather worried about Bethesda once again making all chars a perfect 10 at endgame. They had done Skyrim right, then ended with "legendary skills" that killed any character diversity.
Considering skills are no longer apparently a thing, melded into a new system, and with higher level, it makes one think of what level 30 in Fallout 4 will mean, compared to being level 30 in previous games. By then, you were set for the rest of the game. This time around it seems like it'll work differently.
That would depend on where the Line of Badass is drawn. This is a line I am not expecting to cross until way after 5-10 hours of gameplay.