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Phanox

Initiates
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  1. Yes, what is the point of an economy in this type of game? Again, I'll point towards BG2 as early it served as a plot gathering the sum to continue the story, but besides that you had a couple of stores with selective powerful desirable items which also costs a lot, but at some point you were just filthy rich, and I think that's okay. It no longer servers a purpose and it doesn't have to, because at that state in the adventure there were more pressing concerns than worrying about your party-gold. And it did actually serve one purpose, which brings us back to crafting, which BG2 did so well compared to the MMO-model "gather 3 wood-planks"-kind of crafting. It could cost half your collected fortune to craft all those special artifact-items, but man, they were worth it, both because you knew the story behind each item, you knew you had accomplished great feats to gather the ingredients and parts, so you felt worthy. And it wasn't set up like a chore, rather, like a nice surprise. You didn't have a check-list of silly items you needed to gather, it was more fluid and roleplayed into the conversations with the NPC's. Also, having to "sacrifice" an NPC to be the craftman doesn't sound like fun. An economy, with moneysinks and all, should serve the core gameplay I think. From what I hear, they are added for the wrong reasons. In BG2 money served a purpose and then became just something you had enough of, and that was totally okay, because if you're a demigod chasing after your lost soul, you don't want to worry about money. Early game, it's great because it's about getting on your feet and learning how to survive and fight, and money can be part of that too, but like I said, I think it's okay if it becomes arbitrary at some point. You don't need a moneysink to make sure money goes out of the hands of the player, because what purpose does it serve?
  2. What is the point of a moneysink anyway in a singleplayer game? You have perfect control on how much money the player should gain and what should be bought. It's not like all monsters respawn and you can farm them all night long, right?!? And even so, isn't that a player choice? If the main point of having to repair equipment is a moneysink, I think it's a rather weak point for this sort of game.
  3. This update troubles me. I love the old IE games, and I especially like how they did crafting in BG2. It was a select few items you could craft and the materials required was a lot of gold and usually a few single special items like dragon-scale which required you to slay a dragon! You were worthy of the powerful item you crafted! And the items were unique and had lore connected to them, and not just some random +3 item. That is a cool crafting-system. After reading this update I'm concerned it will be a very MMO-esque system, with a crafting-interface and you go "Oh, I need some wood for the next upgrade, better go lumberjacking instead of actually adventuring", or monsters will be riddled with woolen twines and leatherstraps for you to collect. And honestly, it's not my idea of an epic adventure to go around collecting scraps and what not. It also very much takes out the charm of items if you just create the next arbitary upgrade for your party. I think it's A LOT cooler to find something special in a dungeon than smithing away at an anvil. A lot of lore and unique-ness is lost if it's just something you can make yourself. Even if the materials ARE exotic. In short; crafting is in general a boring drag. It's the reason you roll a fighter or a mage and not a blacksmith and sit and hammer all day. Cromwell and especially Cespenar were memorable characters in BG2 which made crafting a bit special, especially what Cromwell could craft.
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