Dev Log #26: Alternative Experience System

2 Rate up
< >
NecronosisWolf Jan 14, 2014 @ 3:45pm 
i feel like it'd be better to put in both because finding oddities signifies you've explored an area, learned of your enemies, and you ;earned how to get around it as the normal killing experience is also good since your learning to protect yourself from the creatures that dwell in under rail be it bandit rathound or psybug everything should give some experience perhaps even crafting as well like a few points depending on the higher the skill because making more of an items signifies your getting more experienced with said skill and crafting i don't know maybe it aint a good idea after typing it all out
CPU - Hell on Earth Jan 13, 2014 @ 4:45am 
I played Fallout 1 and 2 a lot. I finished them multiple times with combat builds supported by some social/other skills, but combat and enemy farming was the main source of xp. I didn't really liked that after my 2nd playthrough, because it just kept getting boring. A few months ago I found someone on Youtube who made a Diplomat character in Fallout 2 WITHOUT ANY fighting skill whatsoever. It was so painful for him to play that way, but it was the most interesting both luckiest and unluckiest character i ever saw in that game :D

I hope this new xp system will inspire builds like these:P
Styg Jan 12, 2014 @ 11:07pm 
@IronPierrot No oddity will be exclusively obtained through usages of specific skill (like lockpicking). Though there might be a few oddities in locked containers or rooms, they will also be placed elsewhere so you will be able to obtain the maximum number of that type without lockpicking and such.

@arclightshock37 It is indeed inspired by Salem (same developers as H&H) skill leveling system.
arclightshock37 Jan 12, 2014 @ 4:23pm 
Sounds like the Curiosity system used by Haven and Hearth. It could work and would certainly be interesting and give one a very good reason to be thorough in their exploration and looting which is the biggest draw for me in games like this (besides survival elements like basic needs, something I think this game would benefit from as an extra option for those who want to play with those elements). I'm looking forward to trying it out.
YGC | IronPierrot Jan 12, 2014 @ 3:55pm 
Interesting but it’s going to make lock picking and hacking even more vital considering the best “Oddities” would most likely be in locked containers or behind locked doors again forcing people to build a certain way. I also see people taking the easiest way through the game and ignoring side quests since there will be little benefit doing otherwise unless they are sure they will get a good reward. Quests with crap rewards will be even worse since before at least you got some xp to lessen the sting and making oddities quest rewards would be the same thing as the old system only more annoying since you may not be able to use it. All in all I look foward to it and how you're going to make it not suck. Good Luck :D
TJF588 Jan 12, 2014 @ 10:53am 
I'm most immediately brought to the thought of Xenoblade Chronciles, where you can gain experience simply from reaching various areas.