You know some other cool things they could put in for money sinks? (NUMBERED LIST TIIIIIIIIME!!!)
1. Special containers that hold ingredients, gems, potions, runes, ammo, and other miscellaneous items in 1 inventory slot.
2. Summoning your player stash (or a special alternate "magical" stash) to your current location. Maybe there's a special "fade gem" that you have to buy in order to do this.
3. Unlocking extra weapon sets.
4. Unlocking an extra *gear* slot (ring, amulet, trinket, bracers, earring, nose ring, belly button ring, nipple ring . . . um, maybe I better stop there, but you get the idea). In fact, you could start the game with only armor, boots, gloves, helm, and have to unlock them from there, on the PC and NPC's. This'd add another dimension of interesting tradeoffs to the game, and since you'd acquire these things slowly if at all, it'd be easier to learn the ins and outs of the entire system. Maybe make each progressive slot on a given character get more and more expensive, so you might want to spread it out a bit.
5. Letting you take a piece of gear and change which slot it goes in. Of course, this would work best for "invisible" pieces of gear like rings, amulets, etc.
6. Making a particular piece of gear a part of a given gear set so you can get the set bonus. (Well, if they made the set bonuses actually MATTER.) Maybe make it so you have to simultaneously destroy a piece of gear with the set designation already on it so you can't ever have more than X number of pieces of that set no matter how you move them around.
7. Buying actual *expensive* stuff for companions instead of little 3cp trinkets. Yeah, it's nice that you thought of me when you saw the bauble, but if you REALLY want to impress me, GO BIG.
8. Gambling on random gear.
9. Adding extra random enchantments to items. Then removing them. Then adding them again. Torchlight 2 had an entire system for this. It was part of the reason why I was ALWAYS EFFING BROKE in that game even though I pulled down just absurd amounts of cash. That and every time I saw a set item at the blacksmith, I bought it. Cause I might want it later, yo.
10. Upgrading a vendor so they get some better stuff.
11. Increasing the base "tier" of an armor piece or weapon piece you really like, so, for instance, it goes from "Grey Iron" to "Silverite" or whatever.
12. Better ammo for ranged weapons. (*All* classes should have some kind of ranged weapons, too.) They had this in Origins, but it was SO limited that I just sold it instead of using it. (Plus you could make a lot of money selling all your ammo.) You need to be able to buy it in potentially unlimited amounts so you don't feel like you have to "save" it for the important fights, but likewise it should burn up some money. Actually, this would be a GREAT use for a DA2-style crafting altar with scattered materials/recipes that you can find to get more options. Maybe for mage staffs you get a "volatile lyrium crystal" that kicks out a useful effect but burns out after a while. And maybe you can pick up a few "endless quivers" or "endless bolt cases" or "stable lyrium crystals" that kick out unlimited ammo with a less-powerful effect, but they don't run out and they're still better than the standard ammo.
13. Maybe take ALL the upper-level power items and put a *big* negative set penalty on them (call it "overcharged" or similar) so if you put more than one on a given character, that character takes some godawful ruinous debuff. Then charge to remove this effect from an item.
14. De-cursing items in general. Or, removing cursed items once you've donned them. (I, personally, like the idea of an item not showing that it is cursed until you've put it on.)
15. In addition to the stat/ability/skill tomes, why not put in some that directly increase health, mana, attack, defense, armor, crit chance, regeneration, or resistances? Or damage? There are other stats in the game, and this sort of thing could lead to more interesting variety, particularly if you give characters only so many "tome slots". Then you can charge to unlock more of those, too.
16. Let people buy temporary helper pets like the dog in DA2, have them stick around and help in combat until they get killed. This might be a neat thing for certain people, too, as they try to keep their pet alive throughout the entire game. Hell, make it an achievement.
17. Buffs for the temporary helper pet(s).
18. Gear for the temporary helper pet(s). Ideally, you'd make gear for them by taking a regular piece of gear and turning it into a "collar" or "harness" or "kaddis" or similar. If they die, you can get it back by looting their body.
19. Cosmetic alterations to gear. This could be done in a number of ways, from letting you cycle through all the possible options a la NwN HotU, or by letting you take a piece of gear and giving it the appearance of another piece of gear, destroying the other piece in the process. They could also have, say, dye packs that let you change the major colors on gear.
20. Letting you make additions to your home base that let you get a temporary buff when you go back there.
21. Let you donate money to factions, and in return you get influence effects on members of those factions that might give you some extra options here and there (like, say, the opportunity to get the Special Response in a given dialog even though you don't have the appropriate tone).
22. Let you buy training manuals that slightly upgrade specific skills/abilities or even let you gain unique abilities that just aren't available otherwise. Heck, if you combine this with my earlier recommendation about tomes, you could have a whole friggin' library . . . and you could do this Skyrim or Gothic style in that these tomes ARE YOUR ACTUAL CODEX ENTRIES so learning stuff actually increases your power. I'd also like to see a smattering (or even a lot!) of dialog options that you get based on whether or not you've picked up a given codex or set of codex entries. This could just be *wildly* awesome.
There are a lot of possibilities even just working with mechanics that already exist in the games.
Modifié par PsychoBlonde, 29 décembre 2012 - 02:18 .