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DocDoomII

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Posts posted by DocDoomII

  1. Not so much of a combat log as intended by the OP, but a personal favourite of mine is the "kills log". I love when a game keeps track of how many skeleton I killed, how many trolls and so on.

    In the good old Diablo 1 you'd discover more about a certain type of monster, the more you killed of its kind. Like how many max HP can it have, what level range can it be and such.

  2. no need to complicate the game. this is not a "tycoon" game. so, NO to all points. i came from slaughtering a dungeon and am full of loot and i want to sell it to the nearest vendor i could find. but, wtf? he only barters?! i go to another one and he pays me in a different currency? puh-lease

    That wouldn't be random thoug...

    If you happen to clear a dungeon in a region inhabited by a tribal race of "whatever" and they don't even know what a coin is, it would be kind of stupid if they had a merchant that trades in gold coins... But maybe you can trade with them for shiny gems or by trading a piece of armor for a mimetic cloak. Why not?

    But maybe you like best to 'fast travel' to another continent where gold coin is universally accepted.

    • Like 1
  3. One think that I personally wouldn't like as a money sink is item durability.

    Diablo III is a good example of what I dislike most.

     

    And if implemented I would at least like to be able to repair things by myself with raw materials or scraps. I don't want to be forced to go about, find a smith or thinker and pay him to fix my stuff every hour or so.

  4. 1-Shopkeepers should not have unlimited money and be smarter

     

    Agree with the 'smarter' aspect. Icewind Dale did this, if memory serves. The more times you sold a specific item to a merchant, the less he paid for it. As for unlimited money, I'm kind of torn.On the one hand, I absolutely see the reason behind a merchant not having unlimited funds. On the other, all it seems to is force tedious travel to other merchants to unload your loot. And I don't like tedium.

     

    Well if you consider point 4 you have more options and not necessarily need to look for other shopkeepers. Plus having to walk a bit more than normal in the various cities/settlement would make them less of a "pit stop" (in, sell, out in a whopping 5 seconds).

     

    Anyway I like your suggestion on party maintenance (maybe some of the companion can be hired mercenaries?), fee for being member of organizations and income/expenses from managing your house!

    I'd also add, as an additional way to gain money here and there, monster trophies as in The Witcher 1, where killing particularly rare and strong creature gave you a money reward from the royal hunter. That would be neat.

    • Like 1
  5. My opinion.

     

    A system that values weight and volume is interesting.

    A "slot-less dynamic" inventory is the most fitting I think. Simply put the game should check weight and volume and when you get overburden you can't carry anything else.

    You could go as far as carrying an additional (limited) amount while suffering in walking speed, fighting, being stealthy and whatever else.

    Graphically, different items should be put one beside the other and identical items should just stack. This would save from having to play tetris after every fight.

     

    One thing that I'd like to change from the original infinity engine games are how special containers were handled. Instead of having a gem bag or a scroll case to waste space in the actual inventory, there should be a limited amount of slots (2-3 max) that you can use to "attach" such container (like attaching them to the belt) so you could have your main character with a money bag and a scroll case, your "thief" with a jewel bag and a quiver, your "cleric" with a potion sack and another scroll case and so on. Such containers should only have a (limited) volume capacity and no weight capacity, since the weight should still being subtracted from your total.

    The perk in this management is that by putting stuff in their appropriate special containers, while still having to carry the weight of the items, you free up volume in your main backpack.

    They would actually be "bonus volume".

    • Like 2
  6. Why hello fellow adventurers.

     

    I only registered today and would like to give few suggestion regarding economy for this promising project.

    Usually in cRPG it goes like this:

    Lot of kills

    Lot of loots

    Go to shop

    ????

    Profit

     

    To the point where after few hours you have enough money to buy whatever you need to upgrade your gear whenever you find something more powerful than what you already have.

     

    This aspect should be cured and expanded a little more!

    I won't talk about implementing 'social' skills like "Barter" or "Haggling" because many cRPG already have such things, and they are quite welcome to have, at least for me. I have other ideas and I'll try to explain them as best as I can even though I'm not so versed at explaining stuff in english (I really suck at writing if I'm not using my language)

     

    1-Shopkeepers should not have unlimited money and be smarter

    Let's face it, unlimited money from the shopkeepers is fancy and allows us to be laid back and just sell all of our trash in the first shop we see,

    BUT there should be a little more realism behind it. Shopkeepers should have only a limited non-totally-fixed amount of money, and their wares should be non-totally-fixed too, to simulate at least a bit the fact that the world is alive.

    I'm not talking about a shop having the "Almighty Sword of Doom +5" today and then tomorrow said sword being sold. I'm talking about the common things, like normal weapons and armor in variable amount or even sold out and then the next day the shop would restock.

    While with being smarter I just mean that if you are carrying with you 20 "Short Sword of Dullness" and try to sell them all to the same merchant, maybe he could offer you a lower price since you are making such item much more common.

     

    2-There should be more than one kind of currency

    Even more so in a world such the one that is being described for Project: Eternity with many different races and cultures!

    I won't go as far as asking for currency to be valid only in their respective territory of origin, but to have them to maybe loose value the further you are from their place of origin, since travelling and trading in distant land would be difficult.

    But I understand that too many currency would just cause confusion and complicate things too much.

     

    3-There should be traders that only barter and do not accept money

    I'd really love to find myself in some remote land were the population is less civilized than most and they still use barter to trade stuff!

    It would be interesting, if out of options, to have to trade a valuable piece of armor for a potion and arrows, even if I would net hundreds more coins by selling it to a shop in another land, just because you can't use your money where you are now.

     

    4-The player should be able, if willing, to try and become a 'door to door' trader

    Why not? When you have squeezed all the money you can from the shopkeepers, why not go to the local noble, a renowned weapons collector, to see if he is interested in your newly acquired "Sword of Impending Doom +3"

    Or maybe go to the local chief of the guards and try to sell him that super cool feathered "Helm of Peerless Presence" that will surely boost his influence over his garrison!

    The magic guild in the next city could be interest in buying ingredients for potions or magic scrolls or whatever magical things will be implemented in the game.

     

    The possibilities are endless!

     

    Share your thoughts!

    • Like 4
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