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The Black Wyrm's Lair Terms of Use |
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#1
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![]() The Tactician ![]() Distinguished Developer Posts: 7794 Joined: 1-December 05 ![]() |
Arguments and counter-arguments:
Arguments for option 1: (I) We don't need to remove the xp granted by writing scrolls, because erasing spells from spellbook and writing them over and over again is a cheat and if a player intends to cheat, he will eventually use the console command or an editor to add xp to his characters when he sees that re-writing scrolls doesn't work for this purpose. So, why should we bother with removing the xp when there are other ways to cheat? (II) The xp gained by learning spells from scrolls is a very nice and handy feature early in the game to help low level parties boost their xp to some extent (not by erasing and re-writing, of course). It's not the best choice to remove this handy feature just because some cheaters may abuse it. Blocking cheats is good, but only if it won't affect legitimate players' games in any way (in this case, it does). Arguments for option 2: (I) Players who play the game legitimately and do not practice erasing and rewriting scrolls won't notice any significant change in their game if we remove the xp granted by writing scrolls, because the total amount of xp a legitimate player gains from writing scrolls isn't that much in the entire game. He writes each spell only once and removing the xp won't affect his game. On the other hand, this change can appropriately block the xp exploit some players use. It's true that erasing spells and writing them over and over again is a cheat and doesn't actually have any difference with using the console command or editors to add xp to characters, but some misguided players do believe that there is a difference between these methods; as long as they can do something inside the game without using console commands or editors they think that it is fine. All in all, other players who don't abuse such exploits should not worry about this suggested tweak, because it won't affect their games in any noticeable way. (II) Moreover, why should learning a spell grant thousands of xp at all (specially when even failing to learn it can be easily overcome by trying another scroll of the same spell again and again till success - not to mention the possibility to reload the game)? (III) Since mages have an HLA to scribe scrolls, they have also unlimited number of scrolls in the game. In the progress report for IA v6, it is mentioned that scrolls gained via the HLA won't have any market price and can't be sold for infinite gold. When we block the exploits for infinite gold why should we not block it for infinite xp these scrolls can offer? I hope that I have been fair in offering the arguments for both options. As for myself, I am honestly 50-50 and undecided. Both sides' arguments have merits. That's why I'm asking for your opinions. Vote and send a reply containing your vote and your reasons as well (anonymous votes will be ignored). Also, note that if you see the results before voting, you won't be able to vote afterwards. Thanks. -------------------- Improved Anvil
![]() Cheating is not confined to using external software or the console commands. Abusing the flaws and limitations of the game engine to do something that a human Dungeon Master would not accept or allow is cheating. |
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#2
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Forum Member Posts: 146 Joined: 1-November 06 From: Saint-Petersburg, Russia ![]() |
I always use Sim's DEFJAM to eliminate XP gain for learning spells and disarming traps. Guess my vote.
QUOTE Do you mean that a warrior who kills an army of orcs to save a village should gain the same amount of xp he would gain for killing 4 or 5 orcs? I don't think that I agree. He would recieve XP for killing 4-5 orcs and another XP reward for completeing the quest to save the village from orcs. Quest and combat XP are different things. In fact I'd reduce XP gain for killing to minimum to avoid temptation to solve a quest peacefully, then going killing way, gaining twice as much XP as a result. Sadly there doesn't seem to be an easy way not to make a CRPG too discrete XP-wise with such limitation.PS To elaborate my conception in general. From roleplaying perspective it's killing orcs, disarming traps and learning spells what makes a living for adventurer in terms of XP. But at the same time it's exactly what bring metagaming aspect in. As example - there was no XP for traps/locks in BG1, so people either disarmed them with a thief, used Knock spell, or simply rushed ahead with the beefiest tank, whichever method was more suitable. In BG2 I think most of players would bring a thief no matter what. Do you see my point yet? The XP rewards cause (and they often do it on subconsciuos level) to go powergaming way. The situation with spells isn't that bad (as you can't learn the same spell ten times on a day), but is still worse than in BG1. One might say that for a tactical mod the roleplaying aspect isn't that important, but I disagree. This post has been edited by Ardanis: Oct 9 2008, 12:38 PM -------------------- aka GeN1e
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