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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.


This is a fake issue because there is no issue at all. This is the reward for exploration and it applies to ANY RPG and I WANT this kind of reward for my thoughtful exploration. Otherwise I'd be pissed that I spent lots of time for nothing. In fact, this will discourage me to explore things at all. Why bother if there won't be satisfying reward in the end?

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He spends most of his money on potions because he's not that good in combat.

Increase potion drop % for him judging on his constant low amount of money? Not really hard to implement and if he will be stocked with potions enough to survive - he could buy something else
with his not so impressive amount of money.

Honestly, I'm not really a fan of such indulgences and TES-like level area generalization (when enemies in particular area has level cap according to your own level so you won't have so much issues fighting them). It destroys the whole point of micro-managment of your hero. What the motivation to invest into development of your hero if it won't be justified later? You have high level due to your clever character development and high dps? Here, we increase level of enemies too! or Decrease if vice versa. Have a lots of money? Bye-bye good chest loot and enemy drop. This is what makes RPG dull and boring to me.

Such kind of concept offers nothing to learn from your own experience on game mechanics. It always suits for your needs. Might as well add button "Finish game". Just my few cents on the core issue of such adjustments.

Last edited by Kein; 11/12/12 03:27 PM.