Originally Posted by Kein
Is your economic system in DoS is out of balance you expect player to drag around bags of gold? There cold be two reason for that: game offers nothing to buy or the prices is so damn high so you had to accumulate money till you finish half of the game to buy something good. Either way it is bad and frustrating.


Imagine the following. Player 1 is not a very hardcore RPG player and merely picks up gold he finds in the world, e.g. after battle. He's a friendly guy too and doesn't ask quest-givers for rewards. He spends most of his money on potions because he's not that good in combat.

Player 2 on the other hand, opens every barrel and crate there is in the world, talks quest givers into giving him rewards, has a pickpocket skill maxed out and robs traders blind, and picks up and sells everything that's dropped after combat or that's just sitting there in the world. He even goes back for loot if picking everything up at once is impossible.

Who do we have to balance the game against? We've had emails of people saying there's not enough money in our games, and we've seen people (like Stabbey here) with millionzadollaz.

We have a system in place that automatically calculates money drops for enemies, and money drops found in treasure, which ensures that the hero is never out of money for, for instance, healing, repairing, upgrading armor on time... But because of the above, we had to tweak it a bit, and the end result is that people who really investigate every square inch and who don't get their asses kicked too much, will be filthy rich by the end of the game.

IMO, there are solutions to this, but they sound so 1988 that no RPG player would want to play that game because they're used to certain things now.