How does the experience system work in this game [Solved]

Talk about anything Legend of Grimrock 1 related here.
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Halk
Posts: 169
Joined: Wed Apr 11, 2012 8:18 pm

Re: How does the experience system work in this game [Solved

Post by Halk »

seebs wrote:I'm really confused, is it really the case that the game is recording which slots, not which characters, have participated in a fight?
That's right Seebs.
Kostas
Posts: 81
Joined: Tue Apr 24, 2012 11:57 am

Re: How does the experience system work in this game [Solved

Post by Kostas »

Did the DEVs say they would fix the slot instead of char based xp bug?
Did they even acknowledge it?
oodyboo
Posts: 73
Joined: Thu Apr 19, 2012 3:21 pm

Re: How does the experience system work in this game [Solved

Post by oodyboo »

There's an easier way to make sure everyone tags all 4 monsters in a group. You don't need everyone to do area damage. Have characters 'cross' attack when monsters are moving perpendicular.

...but.... There's really no point in bothering with this ridiculousness.

Just blast them down and when you get to lower levels you can easily kill a few extra monsters and you'll have just as much exp as if you gamed every kill for exp. It's much much much less tedious.

On my first half play through, I wasted countless hours making sure everyone hit all the monsters and it was a pita on the 4x groups. Even on the smaller groups deciding to reload because one of your guys lands a critical hit before the last guy gets to attack is pretty terrible. The game is much faster and more enjoyable when you stop checking exp every kill.
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Brodie301
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Re: How does the experience system work in this game [Solved

Post by Brodie301 »

Well said. It is not a "bug" or "flaw" it was designed that way. All of my chars are same level, only a couple hundred xp apart. And I have not reloaded or swapped a spot one time.
The FORCE is with me!!!
1varangian
Posts: 90
Joined: Thu Apr 19, 2012 10:35 pm

Re: How does the experience system work in this game [Solved

Post by 1varangian »

The differences in XP gain are small enough to go mostly unnoticed if you use all 4 characters evenly.

The only minor issue is that slow heavy hitters gain less XP overall. If they miss against a weak opponent and the other three kill it in the first round of attacks, the poor Fighter gets half. Over a longer period of time it stacks up and they get less XP even if they did the most damage overall.
seebs
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Joined: Sat Apr 14, 2012 8:58 pm

Re: How does the experience system work in this game [Solved

Post by seebs »

Brodie301 wrote:Well said. It is not a "bug" or "flaw" it was designed that way.
Those two states are not mutually exclusive. Designs frequently have side-effects that devs didn't really fully think through in advance.

I don't see why people feel compelled to try to defend this one so much. No one has offered an actual game-design benefit to the weird tagging rule, let alone the slot-based implementation it uses. There's a lot of outraged defense of this of the form "who cares it's okay", but where will we see someone who thinks this is such a good design that other games ought to be using it?
Kostas
Posts: 81
Joined: Tue Apr 24, 2012 11:57 am

Re: How does the experience system work in this game [Solved

Post by Kostas »

Brodie301 wrote:Well said. It is not a "bug" or "flaw" it was designed that way. All of my chars are same level, only a couple hundred xp apart. And I have not reloaded or swapped a spot one time.
It is a bug because the monster tag is done by slots and not characters. Did you understand this thread at all?

Whether there is also a flaw in design is up for discussion, but the rational arguments point to there being one.
oodyboo wrote:There's an easier way to make sure everyone tags all 4 monsters in a group. You don't need everyone to do area damage. Have characters 'cross' attack when monsters are moving perpendicular.

...but.... There's really no point in bothering with this ridiculousness.

Just blast them down and when you get to lower levels you can easily kill a few extra monsters and you'll have just as much exp as if you gamed every kill for exp. It's much much much less tedious.

On my first half play through, I wasted countless hours making sure everyone hit all the monsters and it was a pita on the 4x groups. Even on the smaller groups deciding to reload because one of your guys lands a critical hit before the last guy gets to attack is pretty terrible. The game is much faster and more enjoyable when you stop checking exp every kill.
WE KNOW!
The point isn't that the game is unplayable.
The point is that there is a minor flaw in the game design that isn't promoting anything.
There hasn't been a single argument for it (except constant appeals to emotion and "deal with it kid" insults)
The only argument for it was provided by me (monster xp total being divided among living members would make it easier to "push" 1-man parties)

The fact that there are monster respawns is besides the point.
We're just discussing a minor game design issue and arguing merits. We're not whining or asking for "direct action now!", we're just calmly trying to get our point across.
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