I fail to see how this is a bad thing, or that it needs fixing, you get to keep what you kill, seems perfectly fair and fine to me, especially in that kind of world.I don't see an easy way to fix it. Your brute has all that hard-earned loot to sell. Your merchant is on a salary.
Fixed it.Fix: Walking around with lots of money should attrack more walking loot.
There cannot be an actual economy like we have it - in a post apocalyptic setting.
If there was some bartering included that would seriously reduce the problems that "money" creates. But im not sure is that even feasible.
Admittedly my suggestion of making high quality stuff insanely expensive will create a slight problem that character with high crafting may get very rich - BUT... if such a character doesnt have a high trading skill he wont be able to sell that stuff for full prices. And, as far as i understand - high quality materials needed for crafting the best items will be very rare.
Even so - it is much lesser problem then just letting it go unchecked.
Like I said, gameplay-wise there isn't a huge effect, so I can ignore it for the most part. It's just strange that joining the army will make you mega wealthy but being a skilled merchant will always leave you (relative to fighting characters) quite poor. Especially when the Commercium throws gold around like candy.I don't see an easy way to fix it. Your brute has all that hard-earned loot to sell. Your merchant is on a salary.Man, this game has one funky economy. Is there any place in Maadoraan where I can buy poisons? There's like a hundred different merchants but they're all either dummies, or sell the same useless bronze weaponry, while I have 5000 imperials burning a hole in my pocket.
Yeah the only major gripe I have is how the economy seems really strange. My dumb, ugly brute of an imperial guard is running around with 15000 gold, but my smooth talking, high trade merchant got something like 2000 gold total in the entire playthrough. I mean, it doesn't really matter since as I merchant I only spent money on paying thugs not to kill me, but still.
We will try to fix the economy in the next updates. One issue we are having is that metal ingots sell for 1 gold at a min, so if we lower the price at which you can sell your stuff, it will be better for you to just melt everything you get and sell the ingots.
Its not strange at all. When you look at that through the setting. A merchant is there to "earn" for the Comercium, not for himself. And he has no access to phat loot.Like I said, gameplay-wise there isn't a huge effect, so I can ignore it for the most part. It's just strange that joining the army will make you mega wealthy but being a skilled merchant will always leave you (relative to fighting characters) quite poor. Especially when the Commercium throws gold around like candy.
I do like the idea Tigranes suggests of making healing cost more. Right now healing after fights is more of a nuisance than a resource sink.
Make material ingots sell only in batches, not individually.
from a player view you are basically requiring players to read a guide beforehand so they know they have to do some arbitrary unconnected things in the right order or be forever locked out of an area and quest. this is hidden jrpg sidequest/ultimate weapon level of bad design. it wouldn't be so bad if you let people pick background options/perks some of which would give out woh points, but it's still meh and a rather stark contrast to the way the rest of the game seems to be designed.Well, if you weren't trustworthy enough before, why would he talk about it again? He's asking you to go get his money, so he has to trust you fully.
Its not strange at all. When you look at that through the setting. A merchant is there to "earn" for the Comercium, not for himself. And he has no access to phat loot.
- also, Comercium isnt just about money, but about power, leverage and influence.
No, youre just seeing it wrong. The Merchant will get extremely influential (i hope so but i still havent played the Merchant) while the IG will get wealthy and then waste all of that money on superficial stuff. For a Merchant in AoD the money is just a tool, not the ultimate goal.Its not strange at all. When you look at that through the setting. A merchant is there to "earn" for the Comercium, not for himself. And he has no access to phat loot.
- also, Comercium isnt just about money, but about power, leverage and influence.
That doesn't make it any less strange that an Imperial Guard will get fabulously wealthy while a merchant remains rather poor.
That can change easily with addition of more money sinks, etc.Sure, in the game an IG has access to phat loot, but really only the PC does, none of the other IG grunts have thousands of gold from looting all the fallen enemies of the IG. One would think the Imperial Guard as an institution would get the majority of the spoils of war instead of (only one of) its lowly soldiers.
I think you still apply too much of our reality to it and i dont doubt these things will be handled before the game goes out in full.And yes, the merchant is there to earn for the Commercium, but in real life that tends to mean earning for yourself as well. Large, wealthy organizations generally pay their talented workers very well because that talent is what earns them more money. Even through the lens of the setting of AoD it's confusing as to how a merchant who has proven very valuable to the Commercium is a dirty peasant in comparison to a soldier who is good at killing things. Being a good, talented soldier tends to not make one wealthy unless actually in command.
No, WoH should be earned.let people start with one point in woh
This is the simplest solution.regardless of how many times you have talked to him, let the old dood offer you his quest as soon as you have -
Sounds good too but the first solution is simplest to implement. And most internally consistent and coherent.offer you a miniquest to test you further
Make material ingots sell only in batches, not individually.
And then we have the issue of not being able to "sell" less than 10 like we have with arrows.
Well, if you weren't trustworthy enough before, why would he talk about it again? He's asking you to go get his money, so he has to trust you fully.speaking of which, it's kinda stupid that when you don't have 1woh when speaking with him for the first time after letting him in he never ever mentions the quest again.He's an ex-raider. You'll learn more when you do his quest.
also the quest is not in the superdemo?
But that first quest is one of the easiest to do so most players go and do it as soon as possible to get some SP and a very good armor. Which means they most probably didnt have a chance to get a WoH yet and you do need to talk to him to get that armor - which is very necessary for many builds. In AoD these are HUGE incentives.
It seems it unintentionally turns into a setup that demands player to be telepathic.
Well, atleast in the case of a Thief and a Boatman, as far as i know, since these two builds dont really have a chance to earn the WoH so early. And even so the player would need to know that opportunity even exists - in order to go and purposefully get WoH - to get that quest.
While the game has several moments like this and setups like this - it seems to me this one takes that approach a bit too far and could or should be slightly adjusted.
In the end, i dont think the player should already have a WoH, in advance - people earn that - so someone expecting a person to have WoH since birth - practically - isnt really logical.
I dont see why Aemoas cannot "hear" that you earned WoH sometime later - and thus proven yourself to be trustworthy - which aligned with the fact you helped him and his family to enter the city should be a very convincing argument to trust you.
- in this way the player doesnt loose even the possibility of a quest appearing at all - but its still dependent on WoH.