Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

13 Good

About TheUnoNameless

  • Rank
    (1) Prestidigitator


  • Pillars of Eternity Backer Badge
  • Pillars of Eternity Kickstarter Badge
  1. I see where you are coming from, but $$$ rewards don't HAVE to involve a classic RPG economy system. Finding a hoard of gold is exciting. Looting goblin's pockets for 5 gold pieces is terrible. One of the possible solutions is to avoid mundane economic interactions - paying 3 gold for meal, etc, unless poverty is the entire point of the game (which it almost never is). Instead of giving out gold in tiny batches, it can be given in "chests" basically. You finished a job, you got a "chest". Buying that new shiny magic item costs 3 "chests". Buying 10 healing potions costs 1 "chest".
  2. I think it goes back to implementation. Combat is usually the focus of the development, while crafting often feels like tacked on system, boring and unrewarding. Some would say it's better than nothing, but I don't think feature bloat is good.
  3. I thought a lot about this today, started discussing in the original topic, but I'll move here now. It's a great discussion, but I think it should start with going back one extra step and asking the more rudimentary question - "WHY does economy have to be a necessary part of a roleplaying game?" which can be distilled even further to "what makes economy fun?" I know it is a genre convention, but sometimes conventions have to be re-evaluated, otherwise we will never innovate.
  4. Hoarding money is not an issue, it is a symptom. The issue is that the entire gold economy doesn't work properly as a system. Think about it, in real world, dealing with money is almost never FUN. It's something we have to do to get to things that are fun - like binge drinking. Trying to shoehorn a boring real-world convention into a game about epic adventure is the actual problem.
  5. - Consumables, but only as long as they are meaningful and interesting. Not +1 damage, but some cool effect that creates a new tactical situation. - Stronghold customization and unlocking "side quests". Basically have a little adventure that requires investment to unlock. - Interacting with game world - guilds, political systems, bribes, etc. - Hiring an NPC, as long as it's a cool NPC, not generic "mercenary" with no character. What I DON'T want to spend money on: - Magic items. Objects of power should not be sold, there's nothing interesting or heroic in shopping, no matter how expen
  6. This seems to be overwhelming statement so far. "I like getting gold, but I don't like spending it, especially on consumables". Again, let's try to put genre conventions aside and seriously think WHY do we need gold in game to begin with? Could it be replaced with some less distracting and more intuitive gameplay system? Let's say we need to track character's wealth to allow for an option of bribing - sure, sounds cool, but this doesn't require building up entire gold economy! You can just make a parameter "Wealth" that goes +1 when you find a treasure and -1 when you have a major expense.
  7. I think you can distill that "trends" bullet point to one: * Don't like time sinks for the sake of time sinks Actually the "I don't want to buy artifacts/nothing to spend gold on" bit got me thinking. Isn't the whole gold economy thing kinda unnecessary in an story-based adventure game? I don't mean open-ended sandboxes like F:NV or Skyrim, I mean games like KOTOR or Baldur's Gate. Shopping was never really heroic or interesting. It distracts from a story and introduces the whole bunch of issues into the game: How to make gold valuable? How to make sure it's not more valuable than actual
  8. This is the problem, you are comparing an MMO to a Single-Player game. In MMO, it's a viable choice to either grind dungeons or participate in crafting. Single Player game should have "dungeon grind" option to begin with! MMO is persistent and rewards time investment, neither of these things is true for single player games. EDIT: In the same way, money sinks aren't needed in SP, story-based games. You decide how much gold will be in game when you create it. There's no continuous influx, unless you have procedural content like Skyrim. Single Player games don't have economies to balance, so
  9. I always struggles with the idea of crafting in single player games. What purpose does it serve? If I can craft better gear than what I find on adventures, treasures feel unrewarding. If I can craft generic items, very quickly crafting becomes obsolete. Same with durability - it pursues realism, but not only does it not actually 'feel' realistic (patched up broken armor should not be as good as brand new), it ends up a minor annoyance, distracting player from adventuring to run to the village to repair. Baldur's Gate 2 actually had great "crafting" system precisely because it wasn't really
  • Create New...