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Just to be clear, my post was about the additional strategic component that selling adds, not about the general availability of gold. I'm confident the additional gold drops with no selling can be tuned to a point where the gold availability is even if its not already.
While loans sound interesting, layaway seems more attractive to the shopkeeprs. With loans, the player could buy all consumables they need, go deep into debt for the shopkeeper's best item, and then die in the dungeon. With layaway, the shopkeeper doesn't sell the item for a "week" and can sell it if the player doesn't come back in time. If I were a shopkeeper I know which one I would do. Mortgaging the house is an interesting idea, but I think a powerful strategy would be to mortgage the entire house initially for a large chunk of gold to get a really good head start. At least, that's what I would do. The alternate, to let the character buy the home and/or barn, patio, front porch, attic, garage, and super secret hideout to enable additional late game storage space, is interesting as a late game gold sink (is 3 additional slots worth 100k AU?), though this seems variant territory. |
I enjoy the decision of whether to sell some of my gear (esp. Artifacts) for a really good / important item. I wouldn't say I would refuse to play no-selling, though. And I think either the layaway option or the debt option would cover my one interesting sell scenario.
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I'm in the middle of my first no-selling game, and I'm still on the fence.
I like that gold drops are now meaningful amounts. In selling games, I ignored most gold on the floor unless it was directly in my path. In no-selling, it's worth a detour to pick up. Coinage becomes flavorful and significant, which is good. I don't like the frustration no-selling adds to finding a good item that I won't be able to use. For instance, yesterday: I'm attacking with an enchanted rapier for 70 points a round, and I find a nice ego maul. The maul will do less damage because I only get one attack a round. In a selling game, I get the satisfaction of carting it back, turning it into AU, and buying something I want. In a no-selling game, I sigh and dump it on the floor. Lame. I like having more inventory slots free to pick up useful consumables that I wouldn't normally carry in a selling game. But I don't like the lack of choices to make in town. I was short 4000 gold for the first statgain potion I saw in the Black Market. In a selling game, I could have chosen to give up some equipment to get the statgain potion -- an interesting and difficult choice, and one that I think has been mentioned earlier in the thread. In my no-selling game, I had to jump back to the dungeon and hope for gold drops (and the potion had been recycled by the time I got the gold). Frustrating. |
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its a joke!
why bother making changes to make a change that isnt even meaningful or good to work more like it was before the change? i think more thinking is required, please , no rage!~ |
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