Originally Posted by Raze

You do not have to intentionally leave a summoner alive to be effected by summons giving experience.

Fixing summons giving XP does not require redesigning and re-balancing the game on a fundamental level.

I'm sorry, but I disagree with your assessment. I have yet to come across a battle with a summoner where I felt I was being rewarded an abnormal amount of XP. You really do have to go out of your way to allow a summoner to create a lot of extra MOBs to the point where you're gaming the mechanics. It was not a problem a player would find themselves accidentally stumbling upon during a normal play-through.

Regardless, the fix (in that case) was easy: remove the XP from the summons and apply a greater XP bonus to the summoner to make up for the loss. That allows a designer to control precisely how much experience an encounter is worth regardless of how many summons are created. I was in favor of it, but I dislike that others were rallying for that fix while now protesting the fix of another exploitable mechanic.

An exploitable mechanic is an exploitable mechanic, and if the developers can find a way to easily fix it they should be encouraged to do so. I don't see the point in spending so much energy objecting to the flaw being brought to their attention. I feel like people are being overprotective with this particular setup because they want to have the option of abusing it. Since when is that a good reason to not fix an exploit?

I'm also not sure how people outside the development team can insist that fixing this problem requires a "redesign and re-balance" of the game on a fundamental level (particularly when this problem can actually cause balance issues to begin with). If you want to suspect that it might, or be concerned that it would, that's fine. But running interference on the request because you think it might isn't helpful.

I suspect the developers are bright enough to look at these reports, discuss how they feel about the matter, and evaluate how feasible making a change is. I feel fairly certain they don't need players running around telling them which questionable functionality not to fix, and yet some of the people on this forum seem to be on a crusade to do exactly that. And I'm not getting the sense of the purest of motives at work here with some of these responses either.

Originally Posted by Raze
Eliminating XP from summons does not otherwise impact gameplay. Depending on how you wish to try to prevent 'save scumming', it can negatively impact gameplay (reloading an earlier save for various reasons, and then going through an area getting the exact same loot as before doesn't add anything to the replayability).

I never suggested that all containers should use the same loot system (in fact, I specifically said this was regarding particular special containers that are guaranteed to reward the player with an abnormal amount of treasure). All other random containers would remain as they currently are.

Finally, I'm not sure what this has to do with replayability, as nobody is suggesting these special containers have the same rewards in them from one playthrough to the next. Yes, saving in front of a container, looting it, reloading your save and looting it again should produce the same results - but let's not label that as lost "replayability". I thought we were playing a turn-based tactical RPG, not Treasure Lotto. If the game starts feeling more like the latter, then this problem really does need to be fixed.

Originally Posted by 912
Sorry but this Thread is so stupid... when the game editor comes out there will be Plenty of Mods with "uber weapons" if u let the drop always be the same they would be even more encouraged to use those Mods.. so simply let it be as it is

That being said (sorry for the harsh words) here a Solution that would benefit everyone
(But i dont think its even worth wasting developing time for that):
-Give the Bosses Much better Loot
-Reduce the Loot of the "Boss Chests"
-Disable Saving during Combat


I think people are making too many assumptions about what is going to be possible with the editor in terms of the main campaign.

That said, I don't have a problem with any of those suggestions you made. However, there are special chests just sitting around (outside of boss (or any) encounter) which guarantee nice magical treasure. These are actually the most easily abused and wouldn't be impacted (unfortunately) by that change.

I actually don't have a problem with someone getting different treasure every time they beat an encounter, because it requires more effort than simply reloading a saved game and clicking on a static object to see what you've won. It's the super-chests sitting in the middle of a very safe location that have a key sitting right next to them that I take issue with.