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Bioware, Let's Talk About... Gold


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#51
Navasha

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DarthLaxian wrote...

Navasha wrote...

   All of that combined would still work to reduce the overall amount of coin that players acquire unless they really work at it.


and that is were your system would get me to cheat (on my first play through - i do it on secondary ones anyway) because i want to be told a story when i play an RPG, i do not want to play FedEX - without a "deliver to"-adress (looking for a buyer for loot would take much time (and an offline RPG should not have time-sink stuff!) - except: if it's special items like say a chantry relic, a magical book or something like that which might open another quest chain upon delivery back to whoever lost it/had it stolen or wants to buy it) or need to "work" for it

i am PLAYING A GAME for heavens sake, i am not at work/at school/at university or something like that, i want FUN - NOT MORE WORK -.- *shakes his head and sighs*

greetings LAX
ps: i still would want more options what to do with my coin though from upgrading your castle and arming your troops to providing for charity to buying stuff and bribing people :)


Would you be willing to hire an NPC to do your selling for you?   That way you could focus on the story, combat, or whatever aspect of the game you choose and people who enjoy actually trying to barter away their loot at various vendors could also enjoy the game too.

#52
InfinitePaths

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I'd also like all the things OP mentioned I will tell my ideas and put them in 4 categories in which you can spend gold in.

Investments

This is pretty much self explainatory


Story

Also pretty much self explainatory,helping someone,increasing your companions approval,Helping an army...

Combat

Potions,Gear,custom made gear,hire a 5th companion who is silent and you can't control him,like a mercanary like a blade who has no effect to the story,hire the assassins to do your dirty work,Weapons and something creative...


Fun

Brothels
Shows
All kinds of creative stuff for time to pass by

#53
Maria Caliban

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Doctor Moustache wrote...

Fable 3 tried to make such a use for gold.  Having to spend all your hard earned money on the people of your country to make their lives easier, at the risk of not having the funds to defend them later, or hogging your money and letting them rot cause hey you gotta defend their asses right?

Well, no.  Because all you had to do was turn the kingdom into a communist state by buying up every hosue and shop in in the game.  It was easy to do and completely broke the end-game, giving you enough gold to make everyone happy and be fully funded for the end war and still have enough left over to buy yourself a death star.

That doesn't break the game.

The game gave you three option:
1) Horde the money for the battle and let your people suffer.
2) Spend the money on the people and everyone dies in the end.
3) Figure out how to generate enough money to both win the war and ease your people's suffering.

#54
PsychoBlonde

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Wulfram wrote...

Fast Jimmy wrote...

Where exactly was this price quote given? I'm not pleading disbelief, just curious as its source or context.


Hayder in the Chantry, giving the prices on the slaves Isabela freed.

(It's totally nuts, I'd assume he meant 100 silvers and forget about it)


Yeah, especially since he was a wholesale operation, and not retail.

#55
Guest_simfamUP_*

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Games should take a look at the Witcher. Its very hard to get rich. Why? Because loot isn't as abundant, and when it is -crap from corpses in TW2- there isn't much to buy. And stuff that is buy-able is VERY worth it or you really need it. The Witcher games are the only RPGs where I have actually struggled for money.

OP: Penalties are really needed. The option of using your own gold is a way of defining/developing your character. There's a lot to say about a person who gives her/his own gold willingly. The motives could be different though; theres a lot you can do. For example:

My Hawke gives her gold to feign generosity. But she really just does it because she can't be arsed to do it any other way; she has the gold, and what he asks is cheap: so why not use it? Feigning generosity builds a healthier business relationship between the business partner who does jack-all, and people will see you as a 'good guy' even though your not.

Though you can really express these things (in ANY RPG) the subjective realm still exists to explain your character's motives.

#56
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Maria Caliban wrote...

Doctor Moustache wrote...

Fable 3 tried to make such a use for gold.  Having to spend all your hard earned money on the people of your country to make their lives easier, at the risk of not having the funds to defend them later, or hogging your money and letting them rot cause hey you gotta defend their asses right?

Well, no.  Because all you had to do was turn the kingdom into a communist state by buying up every hosue and shop in in the game.  It was easy to do and completely broke the end-game, giving you enough gold to make everyone happy and be fully funded for the end war and still have enough left over to buy yourself a death star.

That doesn't break the game.

The game gave you three option:
1) Horde the money for the battle and let your people suffer.
2) Spend the money on the people and everyone dies in the end.
3) Figure out how to generate enough money to both win the war and ease your people's suffering.


There was a third option?

Why Yhatzee was WAAAY off.

#57
PsychoBlonde

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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 .


#58
Fishy

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Remind me of Bilbo Mithril Mail... When Gandalf said that he never told Bilbo that his Mail was worth more than the entire shire..

Modifié par Suprez30, 29 décembre 2012 - 02:56 .


#59
Gazardiel

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I was worried when I saw the title of this thread that it was going to be about allowing infinite gold grinding for epic gear purchases. I am pleasantly surprised, Serrah. *hattip*. I really like your suggestions because they are not only not game-breaking, but also feel like they're in-line with the types of choices you have to make in-game (often choosing between story/character development or mechanics).

However, all of that said, as much as I love video game economies, my original post was to find ways for us to use money that tie directly to the plot rather than just have ways to buy more equipment. While being able to buy an entire city, house-by-house, Fable-style is fun, it doesn't really contribute much to the story, other than giving you a way to have unlimited gold. Which defeats the idea I was putting forth originally.


^I also agree with this. I like resource-management games (HOMM3), and am definitely going to check out Caraveener now. But bringing in that level of mechanics would turn DA into something else, and even now, sometimes I'm tempted to switch to Casual difficulty so I can just indulge in the story. Having a third tier of an economic game would be too much.

Modifié par Gazardiel, 29 décembre 2012 - 02:12 .


#60
daft inquisitor

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LookingGlass93 wrote...

You know what I like spending money on in RPGs? Upgrading bases and customizing weaponry. I liked investing in  Vigil's Keep to the extent that it became impregnable. I liked giving Wade the max gold to make the best dragonscale armor. I loved the Hearthfire add on for Skyrim. Imagine if in DA2 we could have upgraded the estate, or bought the Hanged Man and decided what sort of bar it would be in the future? That's the sort of gold sink DA3 needs.

I AGREE!!

There was an old series of RPG Maker games (the names of which I can't remember now) that involved you recruiting a bunch of characters, and then having the option to go around and upgrade your base with different assets to accomidate them all. Training grounds, fully-stocked kitchens, etc., etc. Games that do this kind of thing are AWESOME in my book. Skies of Arcadia with Crescent Moon Island and the Delphinus, Suikoden (to an extent, because it's more about recruiting characters and having THEM add things than paying for them)...

#61
Little Princess Peach

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I have a feeling we will need to buy upgrades for that Castle we got showed in the concept art, call me crazy.

Investing in things is all well and good but that gives us more money...I would like to see a bank system of some sort but hey

#62
snackrat

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Navasha wrote...

Volus Warlord wrote...

So it'll be like Skyrim, where I have upwards of 20k of salable goods in my house because I bankrupted every merchant in town?


But you see that is part of the problem.   Elder Scrolls games have at least tried to add a bit of realism in that shops aren't bottomless pits of money, but still has an arbitrary value stamped on each item.   The value of something is what someone is willing to pay for it, not some artificial price tag.   

A merchant should only buy something from you, if they believe they can then sell it to someone else at a higher price.    So when you show up with that full set of ebony armor at a little village of farmers and try to sell it at the local shopkeeper, he should look at you and say, I will give you a 100 gold for it.    Not because that is all the gold he has... but that is all the gold he is willing to risk based on how often someone comes to him looking for a full set of ebony armor.  

If you find something of real value, then you should have to go searching for a REAL buyer to sell it.    If you found a second painting of the Mona Lisa stashed in your attic, would you take it down to your local grocery store to sell it?   If you wanted the full value of it... you would have to find someone that not only has enough money to give you for it, but also values it enough to pay it.  


If that system worked, I would love it. Because they have a 'base' valuem and even with perks and full speechcraft you can, at best, buy and sell at that value. With the 'risk' method, you could potentially buy cheap in one place, sell dear in another. Lumber may be more valuable to fringe settlements if you're willing to hoof it there. General merchants inexperienced with armour could sell you something you know the true value of, or make it cheap to move it quickly so they have space for something else. Why are hearts 0 for everyone? Wouldn't assassins and poisers, and summoners, want them?

And it can work the other way, too. Perhaps a merchant over-estimates the value of something because he thinks it is rarely than it is. Maybe Belethor would charge massive prices because.. well, he's kind of a douche.

However, such a mechanic wouldn't be applied to DA:I (or TESVI for that matter) because the purpose of the store system is ultimatly for convenience, not roleplay. Players don't want to spend half their playtime finding a store that won't rip them off anymore than they want to spend half their playtime finding a store that STILL HAS GOLD LEFT.

#63
nightscrawl

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Wulfram wrote...

(This is maybe sort of tangential to the thread, sorry)

The underlying assumption of the original post would seem to be that money should become a more prominent, or at least more real, concern for the player. I wonder if this is really right?

Is money management an important part of being an epic fantasy hero? I don't think so. If you go back to sword and sorcery then being constantly broke is part of the story, but you can't have that while also having the PC walk around with equipment worth more than their home town

So I would say that money is something that should stay in background - indeed could do with fading more into the background.

I focused more on the aspect of your spending having consequences, like choosing to donate to the Ferelden refugees being mentioned at some point. When you encounter Evelina in the sewers she chastises you for letting your fellow Fereldens rot while you sit up in Hightown feasting on sweetmeats. What if you had donated to the refugees, even giving them several dozen sovereigns, should she still say that? Ambient dialog or actual dialog referencing PC actions is important to making choices seem like they matter, even if there are no tangible rewards for the player (this includes additional quests and the like).

However, the rest, and concerning other comments about making the economy more "real" by having merchants react in a practical way when you attempt to sell them your latest cache from some dungeon, I have no interest in whatsoever. Having the monetary system be at all real or balanced is not something I care one iota about. I tend to loot everything, not out of a sense of hoarding, but just because I prefer to be thorough. I go and sell all of that loot. I never use gold cheats and I usually have a comfortable amount of gold by the end game. I may buy one or two high end things along the way, but I can't buy everything.

I prefer to not have to worry about money in a game and have enough where I can buy something if I really want/need it, but I don't need to be insanely rich. This comes from my experience with the MMO Ragnarok Online where I was constantly worried about money because everything cost money and all loot came from drops that were very rare. Having a system as some are describing in this thread would just be a burden to me, and not fun at all.

Modifié par nightscrawl, 29 décembre 2012 - 01:30 .


#64
AstraDrakkar

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I think it would be nice to be able to earn enough gold in DA3 to say, fund factions and organizations to assist you with your plans. It shouldn't be the only way to get results, since there should be more than one way to accomplish your goal. But it would be an interesting alternative.

Modifié par AstraDrakkar, 29 décembre 2012 - 02:01 .


#65
Lazengan

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David7204 wrote...

I completely agree. I hated how in Skyrim I could mix potions from ingredients worth 2 coins and available from every shop and turn them into potions worth 250 coins and immediately sell them back, even with a very low alchemy skill. Money very quickly became worthless. I think a stricter economy would go a long way to making loot and money feel valuable.


Gold in skyrim was worthless after 2 hours

I had to download a **** ton of mods to create an actual circulating economy, which in my opinion made the game far more interesting. Traditionally, currency in video games is not recycled, it is created or destroyed. 

I also agree with OP's idea, I actually never thought about it that way. You could make desicions affecting the plot without realizing it

#66
Fast Jimmy

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Lazengan wrote...

David7204 wrote...

I completely agree. I hated how in Skyrim I could mix potions from ingredients worth 2 coins and available from every shop and turn them into potions worth 250 coins and immediately sell them back, even with a very low alchemy skill. Money very quickly became worthless. I think a stricter economy would go a long way to making loot and money feel valuable.


Gold in skyrim was worthless after 2 hours

I had to download a **** ton of mods to create an actual circulating economy, which in my opinion made the game far more interesting. Traditionally, currency in video games is not recycled, it is created or destroyed. 

I also agree with OP's idea, I actually never thought about it that way. You could make desicions affecting the plot without realizing it


I did not realize there were mods to create a circulating currency economy for Skyrim. That is actually amazingly cool. 

I like the idea that if my character has all the gold in the kingdom, that really IS all the gold in the kingdom. As long as it is sufficiently impossible to achieve that as it would be in real life.

#67
deuce985

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I like DA's economy. You have to break the bank to buy legendary items. Even a completionist has to do this and then it pushes me to explore the world more. A money system where you can buy everything in the game a third the way through is a bad system. It gives you less motivation to explore environments and collect items. Why should I collect junk if I have no use selling it to buy anything else? Their current system is probably easier to balance and I like it. If they add too many things that require currency, they'll likely run into balance issues and money sink problems.

And for the love of god, do not use the annoying mini-games like Fable/Assassin's Creed. They do such a poor job balancing, I have all the money I can possibly spend at 25% game completion. What's the point in an economy like that? DA actually does a great job balancing its economy for completionist like myself. I'd rather not see that touched at all because almost nothing is balanced for people like me in games anymore. Personally, I don't see it as an area that needs that much attention. It's one of the more stable parts of DAO/DA2 for me.

Your proposal would likely push more testing into that area and I'd rather them focus on more important parts. Just my opinion.

Modifié par deuce985, 29 décembre 2012 - 08:10 .


#68
Guest_EntropicAngel_*

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I don't disagre with this, and in fact I can see the point in it--I am currently playing a DA:A playthrough (from DA:O)
and I have over 1000 sovereigns.

There's absolutely no reason in the world I should have that kind of money.

Now, i almost never ever buy equipment. i just go with the drops. But still, that's an incredibly amount of money. It should be more limited, and like you say, it would be nice if you could DO more with it.

#69
DarthLaxian

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Navasha wrote...

Would you be willing to hire an NPC to do your selling for you?   That way you could focus on the story, combat, or whatever aspect of the game you choose and people who enjoy actually trying to barter away their loot at various vendors could also enjoy the game too.


yes, in a way i would :)

i would want a treasurer you can hire :) and then asks you about things to buy, sell, upgrade and such stuff :) even more if the treasurer is someone like Arl Eamon (a real serious guy)

greetings LAX
ps: but i still would like (and need) to be able to veto him though (thus not surrendering all money-controll to this guy)

#70
XX-Pyro

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I'm vain and don't like being limited in gold in my games. I do want to feel like I'm getting somewhere. However more money sinks and things to spend on would be wonderful.

#71
deuce985

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More money sinks would probably make Bioware give you more alternate ways at generating gold. Thus, they will run into balance problems. I don't have faith many devs can balance a proper economy. It's something very rarely done in games. I'll take the simplicity because it's currently not bad. If it ain't broke, don't fix it.

I think DA being very linear is also why it's easier for Bioware to balance economy. They don't really have to account for open gameplay like Assassin's Creed or respawning enemies to farm.

Modifié par deuce985, 29 décembre 2012 - 08:42 .


#72
DarthLaxian

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PsychoBlonde wrote...

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.


nice ideas and all (sorry: but i stopped reading after number 5) but:

that leads to WORK again, and sorry, i want to PLAY and have a story told to me - i do not want to FARM like in an MMORPG (i have played my share of those - and while i love them, this is IMHO their greatest draw back!) so:

PLEASE DO NOT DO THIS!

greetings LAX

#73
AppealToReason

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Nein nein nein nein nein! I want all the gold and all the unlimited items.

#74
PsychoBlonde

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DarthLaxian wrote...

that leads to WORK again, and sorry, i want to PLAY and have a story told to me - i do not want to FARM like in an MMORPG (i have played my share of those - and while i love them, this is IMHO their greatest draw back!) so:

PLEASE DO NOT DO THIS!


So your problem is actually not only do you not want to work for anything, you don't want to play a game where OTHER PEOPLE can spend money on various upgrades if they CHOOSE to?  Something wrong with this idea.

If you don't like to work, you probably play on a lower difficulty anyway and you can practically finish the game with your starting gear on those difficulties.  There's NO need to purchase upgrades of ANY kind.  Upgrades of this kind are for people who LIKE to fiddle around with upgrades (me), and the fact that you have to unlock the more complex play options (such as when you're juggling 10 or more gear slots plus enchantments plus rune sockets plus tome enchantments plus who knows what else) actually makes the game more straightforward for people who can't be bothered.  Everybody wins.

#75
DarthLaxian

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AppealToReason wrote...

Nein nein nein nein nein! I want all the gold and all the unlimited items.


in a way, yes - i admit that and do me a favour: please stop using german (nein is german) to make me look whiny or i will start writing in german (i am from there), too :lol:

why? - because i am playing a game, if i want to work i go out and mow the lawn, fix the shed or paint the fence (not that i do not do such things with my time, too - but i will not pay real money for that privilege)

greetings LAX
ps: i like to fiddle, too and upgrade and change gear and what not (i am a completionist - except when it becomes work, like those collection quests in Mass Effect 1, or the FedEX-Quests in DA2 or something like that, if the quests are cool, make sense and they are exciting, they yes, i will do all of them!)

Modifié par DarthLaxian, 30 décembre 2012 - 04:40 .