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Showing results for tags 'Demand'.
This topic is more straightforward than the ones I usually post, but here I'm simply asking how you'd like the mercantile skills to work in Project Eternity. In most DnD-based games I've played its given an abstraction centered around haggling and persuasion, and while this is part of getting favorable prices it obviously isn't the whole picture. Historically, there was of course quite a strong tradition of traveling merchants in medieval times, and I'd guess that this is because prices then varied between locations, just as they do now. Very few games make use of this in my experience, and I think that this could make mercantile activities interesting while refraining from making it into its own little mini-game. So do you find glorified speech skills an adequate portrayal of business acumen, or would you instead prefer the majority of profit stem from strategy rather than salesmanship? I myself am no economics expert, so a full-on economy simulation probably wouldn't be necessary for me to suspend my disbelief, but other people might be more knowledgeable.
Now that you released the first video of the game, it's obviously to everyone's joy that the lighting effects are so brilliant. Since that wisp like character moved around and showed off the lighting it really got me thinking : How cool would it be to create caves or certain areas where there is literally no static lighting effects and it requires certain members to equip torches or use light spells? That would be so much fun if you can do something like that!