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KayAU wrote:hitting a level cap is like taking a pay cut because you have accomplished too much.
KayAU wrote:I don't mind if there's a finite amount of XP available
Game_Exile wrote:KayAU wrote:hitting a level cap is like taking a pay cut because you have accomplished too much.
How have you accomplished anything by level grinding in an RPG?
Game_Exile wrote:Good, because the devs should design the game so that they decide exactly when you stop getting XP. In fact, the entire XP mechanic needs to be reworked. Why should shooting aliens in the head make you a better computer hacker? I wish they would design some mechanics that make you think about what you're doing and plan ahead... .
KayAU wrote:I'm not talking about "level grinding". I'm talking about doing quests and fighting baddies. Within the framework of a computer role-playing game, these are accomplishments, and the primary reward mechanism is normally that your character(s) become more experienced and capable. When you hit a level cap, this reward mechanism is taken away, and this naturally reduces the enjoyment you get from doing stuff.
KayAU wrote:That being said, if it was possible to grind, and someone wanted to do this, who would I be to tell them how to enjoy their game? While it is not enjoyable to me, I see no reason why others should be prevented from it. Grinding isn't immoral.
Game_Exile wrote:The only reason D&D had those bloated character stat rules in the first place is because people naturally want to have complex rules, and they needed to have them somewhere.
Game_Exile wrote:And in a video game RPG that "somewhere" should be in the game "world" and in the ways the player directly interacts with the game world.
Game_Exile wrote:If you can level grind, then everyone will level grind every time it removes a challenging obstacle...Grinding is immoral in the most extreme sense. It is more evil than evil itself, if you get my drift.
Ryzak wrote:I'm actually very much in favor of a level cap - it encourages choice, which is an important part of what makes an RPG, an RPG. I don't have a particular preference for what that level cap *is*, but there should never be a point where you level so far that all challenge disappears in the game.
I don't think it encourages choice, I just feel its an artificial barrier in place that suddenly freezes your character to a specific level.
Game_Exile wrote:Ideally, the "reward mechanism" for having your character do things would be simply to get things done. Your "reason" for doing quests should be as close as possible to your characters' "reasons" for doing quests. Long term planning in the game should be shifted away from the character stat and, instead, into the game "world" and the ways players interact it. RPGs should be about exploring and learning about a complex game world which works in complex ways.
Game_Exile wrote:If you can level grind, then everyone will level grind every time it removes a challenging obstacle. It is the mentally most efficient, i.e. simplest, way to win the game. If you know there is a simpler and safer way to do something, then purposely doing things in a more complicated and dangerous way would require either extreme self discipline with respect to challenge or a nihilistic/suicidal instinct.
With a sufficiently large and expensive selection of skills, there will be just as much choice with or without a level cap.
Phaederuss wrote:A level cap is objectively better gameplay wise and design wise than having no level cap. Honestly I've never heard of this notion of playing the game just to level up. I mean if that's your only motivation then you might as well not play at all in my opinion.
FeelTheRads wrote:So it's better to have 4 identical characters? What's the point of choosing if you can get everything anyway? What's the point of the party?
FeelTheRads wrote:Limited experience is not the same as level cap? I don't get it. If the character could still grow but there's no place to get experience from... what's the difference? Just because you have some illusion that you character is not limited? It still is.. but indirectly.
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