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General / Re: Uhm, the economical and crafting sistems stil need some more loving..
« on: January 22, 2015, 11:11:05 pm »
While I understand at least where you are coming from, I still disagree totally with you. The game is NOT encouraging you to stop what you are doing to try to make money. The vendor purchase restrictions actively DISCOURAGE this. You are, of course, entitled to game the system by farming vendor inventory respawns, but I'd like you to show me a system that can't be gamed. As it is, like I said I've found this system reasonably (not perfectly) balanced - by making intelligent decisions on what to carry, I've had always enough cash for what I need, but (until near the end of the game) never too much. You say that I am playing the game wrong, but I think equally it could be said I am playing the game as intended?
I don't necessarily agree that players will always do whatever earns them the most money - this is an artifact of playing games (like Diablo and Borderlands) that encourage loot and gold grinding. Personally I loathe that gameplay model, and the fact that Underrail discourages it (but doesn't outright prevent it) is a point of charm for me.
Unlike you, it is my experience that the loot you find or craft is better than the loot you purchase, with the occasional exception. This encourages looting and exploring. When I have needed money, I have gone on exploration and looting runs. I found they were quite adequate to get me the cash I needed, when I needed it. I understand where you come from when you say that discourages replayability, but I don't agree whatsoever. I STILL play the four Fallouts just for the joy of exploration, despite literally having discovered all the content in the games. I enjoy this. I think a lot of other people do as well. Maybe Underrail would be more replayable if it had some degree of randomness in the site contents
As for how it can be balanced with the current system, we'd disagree entirely on that because I think we have different ideas on what sort of gameplay to encourage. I'd definitely have vendors carry less cash, thus encouraging more goods bartering. I feel that some vendors should also accept more unlimited classes of goods but at a massive discount, particularly components - this would encourage trading off some of those excess useless components in exchange for that one component you really want. (Or maybe a system of component transmutation. The current breakdown options aren't useful enough.)
I'd like certain types of high-value or unique loot to be found in some of the exploration sites, if only because it's nice to have that sort of reward. But I've found exploration to be both reasonably profitable and enjoyable, despite what you claim.
This however would be antithesis to you, since it further ENCOURAGES the sort of play style I've been enjoying and which you don't like. And this is the problem - when you say it is "objectively unbalanced" you mean it is OBJECTIVELY UNBALANCED FOR YOUR PLAYSTYLE. You also say that most people will play in a way that will gain them the most money. In fact, I have been playing in a way that maximises my profitability, but this comes from identifying what is and isn't a profitable activity. If you consider ferrying every bit of loot out of a dungeon a profitable activity, then by all means do it, but the game discourages it. I think MOST (obviously not all) players will identify this as having a low time cost/profit ratio, and will prioritise their behaviour accordingly.
As far as modding is concerned, I've been a extremely enthusiastic modder over the years. When Styg gets around to releasing modding tools (or maybe even the source? One can hope) I'd be more than happy then to get together with you and we can try to redesign the economy, if only to see how different the game plays.
*EDIT I repeat myself too often
I don't necessarily agree that players will always do whatever earns them the most money - this is an artifact of playing games (like Diablo and Borderlands) that encourage loot and gold grinding. Personally I loathe that gameplay model, and the fact that Underrail discourages it (but doesn't outright prevent it) is a point of charm for me.
Unlike you, it is my experience that the loot you find or craft is better than the loot you purchase, with the occasional exception. This encourages looting and exploring. When I have needed money, I have gone on exploration and looting runs. I found they were quite adequate to get me the cash I needed, when I needed it. I understand where you come from when you say that discourages replayability, but I don't agree whatsoever. I STILL play the four Fallouts just for the joy of exploration, despite literally having discovered all the content in the games. I enjoy this. I think a lot of other people do as well. Maybe Underrail would be more replayable if it had some degree of randomness in the site contents
As for how it can be balanced with the current system, we'd disagree entirely on that because I think we have different ideas on what sort of gameplay to encourage. I'd definitely have vendors carry less cash, thus encouraging more goods bartering. I feel that some vendors should also accept more unlimited classes of goods but at a massive discount, particularly components - this would encourage trading off some of those excess useless components in exchange for that one component you really want. (Or maybe a system of component transmutation. The current breakdown options aren't useful enough.)
I'd like certain types of high-value or unique loot to be found in some of the exploration sites, if only because it's nice to have that sort of reward. But I've found exploration to be both reasonably profitable and enjoyable, despite what you claim.
This however would be antithesis to you, since it further ENCOURAGES the sort of play style I've been enjoying and which you don't like. And this is the problem - when you say it is "objectively unbalanced" you mean it is OBJECTIVELY UNBALANCED FOR YOUR PLAYSTYLE. You also say that most people will play in a way that will gain them the most money. In fact, I have been playing in a way that maximises my profitability, but this comes from identifying what is and isn't a profitable activity. If you consider ferrying every bit of loot out of a dungeon a profitable activity, then by all means do it, but the game discourages it. I think MOST (obviously not all) players will identify this as having a low time cost/profit ratio, and will prioritise their behaviour accordingly.
As far as modding is concerned, I've been a extremely enthusiastic modder over the years. When Styg gets around to releasing modding tools (or maybe even the source? One can hope) I'd be more than happy then to get together with you and we can try to redesign the economy, if only to see how different the game plays.
*EDIT I repeat myself too often