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Development Log / Re: Dev Log #25: Game Economy Changes
« on: February 02, 2014, 03:42:26 am »The whole joy I derive from RPGs is the prospect that my character gets better; over time he has more disposable wealth, he finds a steady way of making income, it becomes easier to carry goods to and fro (perhaps by travelling with companions or even having a car like in Fallout 2), and of course his overall skills increase. What I observe is the focus in this game is not to make this game about getting better but about constantly making rough choices so that you always feel like you just have enough to make it in the next area. But to me its anti-fun...the greatest part of every game I've played was when you finally get a great spell, an amazing weapon, a new car (Fallout 2), or steal an incredibly expensive item and end up with lots of money. Yes, in these moments the game feels unbalanced. That is part of the fun.The point of a RPG isn't to get to a point where the games stops being challenging. When that happens its a flaw of the game.
Even Bethesda realizes this and tried to solve this with a very poor level scaling attempt.
A good RPG should be challenging all the way through. If the game becomes too easy, it becomes boring to me.
Blackguards and Expedition Conquistador made a game that is challenging from the beginning to the end. FTL, even if is not a RPG, did this too. That happened in Fallout 2 because you could grind those random encounters.
And there is something odd in getting wealthy in a post-apocalyptic world just through selling common items and doing some mercenary quests.
There are supposed to be great parts to the game where you really feel more powerful or capable in some way, but it seems like your gaming philosophy is to repress this as much as possible. The game economy is not supposed to be perfectly balanced; people should be able to get rich because there is joy in getting rich...but with your system you have to probably wait days before you are able to sell the requisite items...I just don't understand where the fun is in this.And thank Styg for that! I want my experience of Underrail to be fun and challenging through the whole thing. Not just the beginning.
Maybe it gets better as I'm just at the start of the game, but I'm already frustrated because I don't even know if its worth purchasing traps for collecting cave hoppers anymore, because the guy who sells them only wants to buy 7 units of cave fungi or flowers, meaning I can't really sell my cave hoppers to anyone unless I have the patience to wait an hour for him to hopefully want something besides flowers. And even then he'd probably only want 5 when I have 15 cages. Its just maddening to be honest...when I look at the inventory screens of every other trader I know I'm basically going to be severely crippled in my cash flow and most of my scavenging fun will be useless as no one really wants to buy anything anymore.Wow, wait... what? You are catching cave hoppers for a living? WHY? It sounds like a slow boring inefficient way of making money.
Why not just play through the quests and sell what you find while exploring. Those items like armors and firearms sell really much better.
So I guess I'll be dropping the game, but I wish you all the best in the release.Good bye.
Now go play Fallout 1 so you can stop referencing the lesser sequel.