Jedi Exile
Arcanum
- Joined
- Oct 10, 2010
- Messages
- 1,179
Only normal weapons did broke in BG, so it wasn't really important because you could find enchanted swords, daggers etc. relatively soon.
This is more like it."Project Eternity, or, How I Learned to StopWorryinglistening to Sawyer and avoid every update as a plague to avoid to rage."
herp said:if we put unique gear in stores, people complain that they don't want to buy gear in stores
Put unique items in dungeons AND shops as per BG2 (I don't think I ever heard anyone complain about the "Adventurer's Mart" or the Collector's Edition shop but I may be wrong).
I'd like a sincere answer to this question, though I know not all of you are of the same mind: what do you want to spend (in-game) money on?
I worked on IWD, HoW, TotL, and IWD2. In virtually all of these games, I heard these two complaints over and over and over:
When unique items were in stores:
* I don't want to buy unique items in stores.
When unique items were in dungeons:
* I have nothing to spend my money on.
In all of these games, items you found on adventures were almost always one of the following: a) directly usable (i.e. gear or consumables) b) wealth items or c) quest items. If something wasn't usable, it was usually a wealth item (gold, gem, etc.). A wealth item only existed to give you gold, but for gold to have some sort of value, there needs to be something you want that costs x gold. If high-value items aren't what you spend your gold on, what do you spend your gold on? In PE, you may spend gold on your stronghold, but there's no guarantee of that. And according to a lot of you, no one uses consumables, so if consumables aren't used, they're just wealth items -- not something you would want to spend gold on.
Part of the reason for having a crafting system was to make consumables less common in the world. Only people who want to make/use them would see a relatively large quantity of them. Since crafting ingredients are stored and sorted separately from other items, their presence subtracts nothing from the carrying capabilities of players who ignore the system entirely.
There are recurring trends I'm seeing:
* Don't like crafting.
* Don't like durability.
* Don't like consumables.
Combining those with with the two points at the top, it's hard for me to figure out where the gold is going to go. There is also the possibility that players don't actually want a long-term gold economy in a SP game, that gold in the mid- and late-game is ultimately something to accumulate and that most/all forms of gear upgrading simply happens through quests and exploration. That's not an invalid way to go, but I'd like to hear thoughts on it if you have the time.
Josh sounds butthurt.
Because its a progressive duty to cater to everyone and enrage everyone at the same time.Josh sounds butthurt.
Also, who are these people who don't both pick up and buy? Why does Josh want to cater to weird fetish players so badly?
Yeah I have a feeling this was a bit unexpected for them
Maybe there wouldn't be such a wealth accumulation issue if he didn't give people an infinite inventory to loot everything and dump on a merchant later.
Yeah I have a feeling this was a bit unexpected for them
They should have expected it. Like I said, the people who oppose durability are the same people who oppose time limits, for basically the same reasons. And Obsidian knows quite well how vocal the time limit haters are.
Inventory in IE games is rather broken too, though not as badly. Main problem with IE games economically is over-abundance of magic items and merchants who gladly buy all the shit you have (although it makes sense in BG with the iron shortage and all)Maybe there wouldn't be such a wealth accumulation issue if he didn't give people an infinite inventory to loot everything and dump on a merchant later.
Not that I'm a fan of the stash, but I've never player an IE-game where I had to leave behind loot or ran out of money.
So the reason you didn't reply to my argument against the above is that you didn't want to stop posting it?
There's a difference between annoying mechanics and hardcore mechanics, though I realize the difference eludes most of the Codex for much of the time. Spirit Eating could be avoided entirely by taking the good route (in which case management was easy), and it was a central mechanic of the game on the evil route. It had strong impact on the game and its management had many consequences that were entirely integral to how the game played.
Conversely, durability is just an insignificant fix for another problems. It adds all the annoyance of the spirit meter without any of the advantages.
Inventory in IE games is rather broken too, though not as badly. Main problem with IE games economically is over-abundance of magic items and merchants who gladly buy all the shit you have (although it makes sense in BG with the iron shortage and all)Maybe there wouldn't be such a wealth accumulation issue if he didn't give people an infinite inventory to loot everything and dump on a merchant later.
Not that I'm a fan of the stash, but I've never player an IE-game where I had to leave behind loot or ran out of money.
Problems that PE will likely have too.
Other than 'money sink' existing solely to fix a broken economy...
Maybe Josh have been possessed by Gaider and Laidlaw and now he is fighting their malignant influences they whisper into his ears?