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Why not a forest (or some specific places like a dungeon or spooky castle) where enemies/beasts respawn BUT only the first time you visit that place (with respawning) you gain the full XP you usually gain depending on your current level.
So but the second time (and more) you only gain 1 XP point per kill or even nothing so the balancing of the game is still intact.
Also "loot" is very limited the second (and more) time you visit places where enemies respawn (or even no loot at all?) !
Just gamers who like to fight more and gamers who like places that aren't never "totally dead"/"empthy places" are happy and gamers who don't love respawning simply don't visit such places more than 1 time per playround.

Even inserting a skill to make yourself invisible (like in DD or DKS) and pass unseen most enemies is a possibility I believe.


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Originally Posted by Grinsevent
On a pure ROleplay concern, it should not respawn ... I mean "hey guys, I killed everyone here, do you want to come at the same place ? "

In your playing time, saying one year (in the game, and i'm unsure of it), Some wolf shall come back, but no goblins ... or humans (1 year is not enough to make people come back in town, I think)


Well on the other hand, if you wasted 10 bandits, 10 other bandits could take their place. Not within seconds, but after e reasonable amount of in-game time it is feasable since the area has potential work for them now the compentition "left".

But respawning should be very minimal IMHO, perhaps for some wild life its okay, but not for human(oid)s.


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hi again Joram ^^! and yeah the respawns could give loot only and no XP! if thats one of the main concerns. This to me just has one of the better looking combat systems I have seen!

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I think that Monsters should respawn. I don´t like to go through a world without any Living Creatures in it. If you ever played Gothic/Risen you know what I mean. Monsters and Bandits should respawn after a couple of days/weeks. And they should give XP. when you´re a good Player than it´s ok, but new Players may will have problems with some Bosses and when they have Difficulty problems then they can level up a bit and try again. Thats an essential part of RPGs in my Opinion: to have the opportunity to level up your character when you have the feeling the enemies are to strong.


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Hmm..if you run out of monsters there is after all the option to use the villagers as sparring partners >:)

Seriously, another thought which I ever had loved to see is something in between those proposed wishes.

We know about the problems of game balancing on one side and xp farming on the other.
What is in MMO games essential (unfortunately) can quickly derail most other games, especially solo games.
The classic munchkin will give a damn on game balance as he just wants to dominate the world and bug other players as fast as possible.
For most of us I am sure we prefer a balanced, immersive world even some like to be able to eradicate ‘evil’ and like the feeling of accomplishment by the enemies stay dead as others don’t like the idea of a dead world.

Both points are quite valid so here’s a possible solution.
If the game world is big enough (and I doubt that would be a problem like by all Larian games before ) then it would be nice to see some natural ‘spawn points’ in form of e.g. an orc settlement, a dragon nest, a burrow, a bandit hideout, a troll cave, etc.

Such systems are often used by real time strategy games (RTS) or arcade games like Gauntlet to supply additional enemies once the roaming ones are gone.
An additional advantage is that the re-spawning could be controlled that way, allowing the dev team or maybe even the player with an option slider like e.g.: ‘infertile - natural – bunny love – enough already - open the gates of hell’.

The players could then also decide themselves if they really want to shut down the ‘threat’ for good and destroy the spawn points and wipe out those innocent eggs, baby and mommy orcs, etc., showing the world who the true monsters are 

Additionally could monsters, not the player type, still migrate in even that might depend on the reputation players get how fast and thorough they wipe out former settlers.
That could lead to some interesting ways of xp farming when impatient players hack fire wood for the orcs, hunt for them and play romantic music in the night for them to speed up their ‘harvesting’ ;p

I would really love to see such ‘spawning points’ in rpg games as it does not makes the world more immersive and believable but could be a helpful way for the dev team and/or player as balancing tool and appeal to different playing styles.


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*yays* Am so glad to see people on both side of things posting! and that some are looking into solutions! I love the reduced XP idea and also the latest idea of orc settlements and such being spawning points! then they have to be actually visited and won't block the story path.

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