Berzerker Jay wrote: ↑Thu Feb 28, 2019 2:52 am
Weighing in, I think the XP should be delivered upon execution of an attack regardless of the success or failure. Simply aiming should not be enough. I'm pretty sure it works like this for the rest of combat XP. You still get XP if you fail in a lot of cases, and that matches actual learning where our mistakes teach us more than our repetitive successes.
As to whether we should fix exploits, one of the things I respect about Kenshi's development is that they fix these things and keep the difficulty level substantial. For this reason I have always explored and fully reported all exploits I've found in this game, and over the years I've found many. I sometimes miss the riches that could be gained stealing blueprints and selling them back for full-value.
I got a particular POV on "exploits."
I'm a bit of a, tabulate ALL the data kinda person.
So from my own POV, if a game comes by default out of the box asking if i want to play the game or run the editor.
And that editor it comes with by default, gladly opens up any save file and gladly edits anything the player wishes, feel free.
What exactly is an 'exploit" inside that game then?
The game itself already said in no uncertain terms to the player: edit your own save file with my own provided utility all you want.
So getting a toon to get more xp faster, inside the game engine...is what besides a waste of time, compared to doing what the game gives you to do by default in the editor? You want that xp right now real fast? Why are you futzing around with an exploit? The game editor will easily quickly let you do that already.
And again another addition to this is:
If it is a solo player game, why would i care about there being some out of context exploit in the game if I do not find doing it fun(xp faster than game defaults seem t provide)? If it is not fun to just make a toon stand still and shoot at a thing they never hit to grind out xp, then
A: why would you do that?
and
B: why would you care if anyone else was doing that?
So just say'n from my own POV a mechanic of: xp gains for shooting at any target hit or miss same all the time.
It is a very simple system but i find it works just fine.
The combo of mechanics are:
the AI unit will, if allowed automatically move to be in range of the target.
So the only way to just 'exploit' xp gains is a very forced willful choice of the player. And importantly, lands outside of any in world natural behavior.
A player doing weird odd mechanically prodding purposeful actions, is not in lore playing this game and so we're not as designers concerned about that player's "immersion." They were not trying to have it in the first place, they were explicitly not having it in order to make the choices they were making for the actions they took. Which is fine, we can leave them to do the things they obviously just find fun to do. It is a toy, it is for entertainment purposes and if they are entertained, then we as designers are, mission accomplished.
Meanwhile a player that only behaved, in world lore rationally is holding onto that immersion POV and is trying to play it as it presents itself. And they are then very unlikely to discover this xp gains situation, because they are not shooting, holding position and checking their xp gains bar as it goes. they notice the shots are missing, and their goal is to hit, so they do what that takes to make happen. And so they too are making the choices and taking the actions in order to have their fun.
if both are having their own fun, and each has no power in the game over the other. Then there is, from my POV, nothing here to be changed or "fixed."
The under the hood system is sufficient for the job. It is just labor time costs to make such changes, relative to notions of "stopping exploits."
Though again importantly, the design direction is everything.
If the direction is, a quality detailed emulation of human skill devlopemnt, that'd be one thing to aim at. And that direction should direct what kind of designs we are willing to implement or not.
But just shutting down arbitrary exploits", with seemingly arbitrary design choices that seek nothig other than ending one exploit after the other as unrelated things. Then we probably start to lose a sense of what the actual intended end goals of the design ought to be providing.