Maria Caliban wrote...
I'd like to see a loot/money system like in Assassins Creed II.
The only things you loot from enemies is coin and consumables (daggers, bullets, poisons) though you can carry one of their weapons at a time. Making money isn't about digging through pockets, but investing in your villa.
If they wanted to control the economy, instead of having your income increase real time (you'd make X amount of coin per 30 minutes), they could have it based on quest completion.
I do not like these mechanics in any game I play because they absolutely ruin the economy. Every AC game that uses this, I end up with so much money 1/3 the way through the game, money becomes useless. I can buy EVERYTHING I want. Fable 2 had the worst system by far. When you turned your console off, you'd still accumulate money. I didn't play my console for a few days and loaded it up with too much money to spend on anything...
Dragon Age's economy is actually pretty decent. That's something I feel is underrated in both games. No matter how much you loot and sell, you have to break the bank to buy legendary items. That gives me incentive to keep collecting and selling to vendors because I want to continue perfecting my character. If I'm 30% through a game and I have so much money I can buy whatever I want, I lose motivation to collect money anymore. Most games overlook this and it's a major flaw.
It's actually really bad design(IMO) to reward a player with only money doing side-quests when you have mechanics like this to gain extra money. If you have nothing to spend money on or too much, why should you continue questing without proper rewards? Now, if Bioware was to properly reward me or balance those mechanics, I could see them putting it in. Maybe giving me alternate rewards completing quests like a MMO?
But overall, I do not think they'll balance this because I've yet to see a game do it properly(at least from what I can remember). It's important that you have many ways to have money sinks throughout your game to continue to motivate the player. If you're not even halfway through the game and you view currency as being useless, you've already messed up in your design somewhere. IMO of course.
*****EDIT*****
I read what you said wrong, I apologize Maria. But my point still stands on that.
Modifié par deuce985, 25 novembre 2012 - 08:15 .





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