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Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:28 pm
by delacroix21
I was LOVING this game at first, but now I find it a chore to play. The whole "each party member must hit the enemy to get full XP" is absolutely annoying, and made more so by monsters in groups of 2 or more. I find myself saving and reloading often as 1 party member does not get full XP. Furthermore, it is distracting from just playing the game and using tactics into forcing the player to micromanage and actually prevent other characters from attacking until the 1 party member who missed his attack gets a hit to connect.


Guys, this is a great game dont get me wrong. But this XP thing is plain stupid and should be changed.

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:33 pm
by dark
I have to agree, at first I just thought it was one character that was gaining XP quicker because of its race or class. Then I realized it was different. I do not understand why they went with this type of XP system. This is a party based game, not a single character running around doing all the work. If that were the case, then I should be able to split my party up on puzzles and stand them in front of a pit trap lever and have each of them push a button separately. Get my point?

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:37 pm
by dazman76
The more I think about this problem, the more I tend to agree. I prefer the simple system adopted in other games - an example being FF7. If all party members are alive when XP is handed out, they all get equal XP. If a party member is dead, that member gets nothing - the others still get the same amount each. This 50% rule might be OK, if it wasn't for the groups of enemies, as you say. Sometimes you may choose not to use a member for whatever reason - low energy but forced to fight due to being trapped - and that really shouldn't be turned into a punishment for that character. While I'm all for metagames and mechanics, this does seem to detract from the main aim of enjoying the game :)

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:39 pm
by skurg
I agree too.

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:42 pm
by gasgas
Although I may agree, this is not so noticeable. You won't go further than 13th level I believe. I finished with only 3/4 of the bar full.

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:49 pm
by MikeKathos
To be honest the only time I was having a problem with somebody being behind in exp was my mage at the start due to a lack energy tpically which is easily remedied by using the spears for the first few levels. By the 9th or 10th lvl all my guys were pretty much on the same level and none of them ended up over 13 except 1 who hit 14 because of the exp necklace. The exp system isn't that big of a problem in my opinion.

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:52 pm
by dark
Well, apparently the devs thought about this too, why else did they put an amulet in the game that gives one party member an extra 25% XP?

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:54 pm
by Loktofeit
dark wrote:Well, apparently the devs thought about this too, why else did they put an amulet in the game that gives one party member an extra 25% XP?
Wait... what?!? Do want! Share spoiler?

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 5:57 pm
by Drax
Loktofeit wrote:
dark wrote:Well, apparently the devs thought about this too, why else did they put an amulet in the game that gives one party member an extra 25% XP?
Wait... what?!? Do want! Share spoiler?
SpoilerShow
There's an amulet located as a secret on 6 (I think) that gives the member wearing it 25% more xp.

Re: Please FIX the XP system!

Posted: Wed Apr 18, 2012 6:01 pm
by gambit37
I don't think the XP system needs fixing per se. But it *is* a bit weird that I can get a level up in my fighters, when they have done absolutely nothing for the last 10 minutes and all the work has been done by mages. It means I can't develop my mages in the way I want. I realise this is not Dungeon Master, but the shared experience model means I'm tied to the way the designers want my characters to progress, rather than choosing it myself. Dungeon master was more flexible in that regard.