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Valherran
Firebrand
RambOrc
Valherran
borsuk
RambOrc
Valherran
The Ultimate DooMer
- xp for kill is the source of much evil in games. Suddenly monsters stop being just guardians and become the resource you seek.Which also makes most meaningless areas in a map have a meaning. Plus it rewards you later on by making you more powerful at the business end of the game.
You develop distaste for disposing of enemies in some ways, such as pushing them into lava, traps, causing infighting. All creatures must die by your hand or you're missing out.Unless it's coded so that doesn't happen...after all you have to push them into lava pits, you have to cause them to infight etc. so it makes sense you should get the reward for killing them that way. (I ended up doing it like that cos I don't know how to set it up otherwise, but in the end it makes better sense this way unless it's for multiplayer)
- Magic/Faith/Rage . I'm not sure what adding these resources really accomplishes. Hexen already has common resources available to all classes: blue mana, green mana, flechettes, discs of repulsion.Different spells for different classes. Better than just bashing hordes of identical mobs with the same 2/3 weapons (which was a big fail in Hexen IMO, hence why I added a load of new weapons, mobs and spells to my mod). New items/spells are also easier to implement than trying to make every item work differently depending on class. (there's only so many ways you can use a porkalator or a banishing device. Maybe the mage could summon a horde of pigs which then fly towards their target and explode or something...but then again pigs might fly <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->).
I'm not a fan of Berserk mode of fighter. Deal damage faster and take less damage. I would prefer genuinely game-changing abilities instead.The fighter isn't meant to be any good with magic so I guess they went with RPG tradition in giving him the rage <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
- stat increases: you begin to deal more damage, basically, so you compensate by making monsters more durable. Power spiral.Only some monsters were given more health, and they don't scale with level.
Faster attacks, or stronger attacks ? Two names for the same thing: more damage.But not when you take time into account - ie. will one stat give you more burst damage (over a single attack or a short period) or will it give more sustained damage (over many attacks or a long period). The number of enemies you're facing at once will also influence which is better...hitting harder suits single targets, hitting faster suits multiple targets.
borsuk
For me the meaning is "I feel obligated to clear the area even though I already have what I came for". I would rather go somewhere more challenging. Rewarding tedious, low risk activities is the definition of grind. I think grind is bad. If a player finds an item like Partial Invisibility/Shadowsphere, which (in Zdoom) allows sneaking past monsters, a player aware of xp for kill mechanic probably won't use such item. Or a shapeshifting spell: Rat Form for sneaking around and going through small holes. Coding such an item is putting dead code in a game. You discourage stealth and limit options, which is not necessary at all. This also hurts speedrunners (not that Hexen is good for speedruns anyway, but this is making things worse). One more side effect for you to think about: with xp for kills, a player who puts a weight on fire button and comes back 2 hours later will be rewarded with extra experience (and in case of Kmod, silver bars... unless there's some new mechanism I'm not aware of). If character improvement is tied to items instead (i.e. finding weapons), or even there's arbitrary XP bonus for finishing a level or something similar, you can't farm your way to max level in the first area. I like random encounters and spawned monsters in Hexen, but as a threat, not a reward. xp for kills changes the way people behave in the game.- xp for kill is the source of much evil in games. Suddenly monsters stop being just guardians and become the resource you seek.Which also makes most meaningless areas in a map have a meaning. Plus it rewards you later on by making you more powerful at the business end of the game.
Endless parade of special cases. Maybe I'm a bad programmer, but I wince at the thought. If I lead impossibly difficult monsters to a room, close the door and escape through a small hole, I've beaten them, but I'll get no reward. With no xp for kill I also won't get rewards, but I'm not expecting them.You develop distaste for disposing of enemies in some ways, such as pushing them into lava, traps, causing infighting. All creatures must die by your hand or you're missing out.Unless it's coded so that doesn't happen...after all you have to push them into lava pits, you have to cause them to infight etc. so it makes sense you should get the reward for killing them that way. (I ended up doing it like that cos I don't know how to set it up otherwise, but in the end it makes better sense this way unless it's for multiplayer)
You can have spells use blue or green mana instead. I like the fact they're not renewable. Last time I played Kmod I was a cleric and I left piles of Quartz Flasks and Crystal Vials lying everywhere. Self heal is too powerful. Worse, it encourages sandwich gameplay (badly wounded ? Stop playing until you're healed). I'm getting offtopic, but I think basically unlimited green/blue mana for mage was equally bad. And the nerf of sapphire wand: it affected only very early levels, then you'd get it back anyway, and stronger.- Magic/Faith/Rage . I'm not sure what adding these resources really accomplishes. Hexen already has common resources available to all classes: blue mana, green mana, flechettes, discs of repulsion.Different spells for different classes.
New items/spells are also easier to implement than trying to make every item work differently depending on class. (there's only so many ways you can use a porkalator or a banishing device. Maybe the mage could summon a horde of pigs which then fly towards their target and explode or something...but then again pigs might fly <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->).I agree with the first sentence. They were noticably out of ideas for some Tome of Power effects, especially in Hexen2. Cleric could use Porkalator as usual, while Fighter would transform... himself into a dragon. There, all 3 classes covered. As for banishing device, has Ramborc posted my PM about Abyss in developer forums ?
The fighter isn't meant to be any good with magic so I guess they went with RPG tradition in giving him the rage <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->See above. An ability like berserk is not worthy to be put into a sequel of Heretic, which had Tome of Power ! I want to be a dragon !
I'd say the difference is negligible in most cases, and besides, the optimal build is to increase both equally. If damage is a product of strength and speed, you do best by increasing the lower attribute.Faster attacks, or stronger attacks ? Two names for the same thing: more damage.But not when you take time into account - ie. will one stat give you more burst damage (over a single attack or a short period) or will it give more sustained damage (over many attacks or a long period). The number of enemies you're facing at once will also influence which is better...hitting harder suits single targets, hitting faster suits multiple targets.