Money sink still needed, especially later in game
Posted: Sat Feb 26, 2011 8:55 am
There is not much to buy in the shop, but even with new loot rules money still accumulate. Wand would be good candidate, but they are heavy, not so good for rogues&mages&shooters.
Suggestions:
Increase wand charge/cost proportionally 2-3 times for top-tier or decrease weight.
Make more types of wands (only for top-tier) to make them more attractive - especially area damage/area denial wands for fighters
Increase cost of recharge top-tier wands.
Another option:
Scribes/loremasters can sell charms for temporary luck boost
Another change, may be too radical:
Game already have divine classes. So introduction of gods is not contrary to the game atmosphere. Of cause gods were banished by Sher'Tul, but some could return(quest may be needed). That way altars could be introduced and sacrifice money/artifacts on altars, for gods favor. God favor would bestow on player some random positive effects like positive side of Paradox. Gods could be tied nicely into magic-antimagic conflic.
Suggestions:
Increase wand charge/cost proportionally 2-3 times for top-tier or decrease weight.
Make more types of wands (only for top-tier) to make them more attractive - especially area damage/area denial wands for fighters
Increase cost of recharge top-tier wands.
Another option:
Scribes/loremasters can sell charms for temporary luck boost
Another change, may be too radical:
Game already have divine classes. So introduction of gods is not contrary to the game atmosphere. Of cause gods were banished by Sher'Tul, but some could return(quest may be needed). That way altars could be introduced and sacrifice money/artifacts on altars, for gods favor. God favor would bestow on player some random positive effects like positive side of Paradox. Gods could be tied nicely into magic-antimagic conflic.