How do you prevent money from becoming obsolete in an RPG?
How do you prevent money from becoming obsolete in an RPG?
>playing RPGs
Plan your goldsinks ahead of time and don't add a bunch of bullshit currencies with every new activity. Or just make everything outside potions cash shop only.
Make items more expensive. In most RPGs you reach a new town and you can afford every new piece of equipment for all your characters, that's retarded.
Also I want to fuck Menhera-chan
Useful consumables, hard cap on money and consumables, promote using consumables via tutorial text/conversations and instill a feeling of "Nothing's too good to not be used" in the player.
Almost want to compare to OoT, but you can get all your shit from cutting bushes.
Have stores that actually sell good things.
Do the Yakuza 0 thing and make money the basis of your leveling system while doubling as commentary on the Japanese bull economy hysteria of the 1980s.
Monsters don't give loot.
Items are random.
Communism reigns supreme.
Levelling up costs money and the amount scales with the level.
money is both xp and currency.
Make combat more lethal, so potions are needed. L Removing debuffs from a character should usually be from items. Support character focused more on buffing/debugging skills than any healing.
Make crafted gear be the best in game.
Make chests/doors that require money to open.
By the Wizardry original design, money should become obsolete at some point in a RPG, is a common feature, not an issue. Any game that tries to make money useful at least until the end of the game is good enough in my book.
I personally like how Souls and Bloodborne handle "currency", even at endgame and NG+ souls are still useful. In FF4, at end of the game you have a last store that sells elixirs and megaelixirs at a pretty high price, at that point that's the only items left that can be useful for the final dungeon so all those Gil never gets wasted. In FF13 money is actually somewhat rare and you mostly use it to buy materials to further level up your weapons, so money never gets obsolete until the final boss.
Just have some endgame gold/moneysink if it matters.
Otherwise, enjoy that it's obsolete. Overcoming the "poverty phase" in any RPG is a highlight, unless it happens too early.
have your currency not based on gold, but on consumables.
Why is she so cute bros
it's the bob cut
>3 exalts
>500 chaos
>only 500 chroma
What a poorfag.
>ywn have a cute, normal, underage 2d wife that will love you more than life itself
I really really really hope that AI and VR advance enough to the point where I can.
a proper economic system so i cant just sell the 1000 diamonds i just duped into existence.
Social status so i have a justifiable reason to blow all my money on an unreasonably large house
Make it unfarmable to limit the amount you can get per playthrough, make items expensive enough that you have to do actual decision making.
communism
By not dropping it. You get money from selling stuff you got. And some places pays differently amounts, some dont even buy it. Also there should be a limit of how much a npc would buy.
>consumables
>consumables
>consumables
>consumables
Tales of Maj'Eyal doesn't have consumables and money is still relevant in that game.
define the price of everything from the get go, try to visualize the world economy, just because you killed an ogre in a cave doesn't mean the poor farmers nearby have 1000 gold pieces to give to you.
maybe add different reward systems, where the farmer might give you his most valuable possession instead, or just puts in a good word for you to the local lord.
make merchants not buy every piece of crap you pick up, the skeletons you killed in that old decaying temple have swords and armour, but they probably aren't worth the metal they're made off, being rusted and banged to oblivion. you get the idea, don't have every quest reward you with money.
That's just the same as having an NPC that lets you spend gold to reroll affixes or what have you, except that it makes you deal with the worst forex market imaginable. Because you know, player interaction is key to a clicker-game.
I also hate how RPGs have weapons and armour that are level dependant.
>do quest where you find a supposedly powerful staff hidden in some catacomb somewhere
>get staff and it's pretty good
>basic staves 2 levels later are better
I hate this shit, I prefer weapon and equipment systems similar to how D&D does it, all long swords are the same, but you can find magical or enchanted ones with a bit of extra properties, pillars of eternity had a similar system as well, instead of +1, +2 and so on, they have fine, excellent, superb and exceptional qualities and they're all percentage based, but every piece of weapon and armour in the game can come in those various different enhancement levels and some you can enchant yourself.
when equipment is easily defined like that, instead of having 100s of axes with varying random effects and damage for various different levels, you can easily define your games economy.
game?
add in government taxes like an adventurers tax or something, make it based on income like a real tax system. if you're raiding too many dungeons and making an insane amount of money, make the severity for tax dodging even higher. make it so merchants won't accept your goods (barring stat checks) and make town guards alerted to who you are
Path of Gambling
I tried getting into it, but dunno maybe the diablo style arpgs aren't for me.
PoE1 has a quest where you can possibly pay an income tax to the Duc at the end, you can refuse and it's an optional quest, however it's irrelevant since the income tax is nothing compared to the amount of money your fort beings in, plus, if you pick up literally everything you find along the way you'll be rich by selling literal garbage.
Well, you should probably first consider that armor has to be crafted for the person wearing it, at least if we're talking armor that's made of metal. Then you should consider the question, what are rats doing with money?
If you read something like The Three Musketeers, you'll get a very different perspective on what money and life are like for an adventurer. D'Artagnan steals a bunch of money from his landlord and distributes it among the four of them (himself, Athos, Porthos, and Aramis), and then they all proceed to blow it all on stupid shit, so that they're forced to resort to even more bizarre schemes to fund their equipage for the siege of La Rochelle. How are you gonna work that into an RPG?
even if you add incentives for players to blow money on stupid shit, like prostitutes, some players might save, pay the prostitute to see how the interaction goes then reload
the only fun part of POE is playing around in PoB planning builds and min-maxing them. Actually playing the game once you've done it a few times is a boring chore.
Give the character a home base. Allow it to be customizable. Allow many of the cool customizations to have useful functions (fast travel, supplies, helps with party members side quests). Invest in businesses. Businesses give you a cut of the profit, soon NPCs want to live near your castle. It becomes a kingdom. Compelling storyline with good character arcs. Fun battle system. Manage your kingdom, while also adventuring around the world and saving it from RPG bullshit. Its your favorite JRPG + some kind of CIV simulator or Simcity at the same time. You need money for all that shit.
Do what borderlands did and add scaling to the cost of all items even junk so when you reach max level 5 grenades cost 500,000 credits instead of 5.
The fuck were they thinking
well this is presuming the game is designed from the ground up with this system in mind. my main fear with it is that it'll feel to the player like a blackhole you throw money into to gate progression. ideally, you'd have things change around the city in a subtle manner like more guard patrols in and around the confines of the city, older buildings being renovated, merchants having better goods etc. also, the system cannot be all knowing. for instance, a character who has high personality or charisma should be able to pose as a different person then themselves so when the merchant gets audited the auditor reports the tax to either a fictional or different person than the player (there should be a way for this to backfire on the player though, maybe an investigation instigated off a few met conditions and npc auditor stats).
I was having a lot of in BL2 until I got to UVHM, holy shit I've never experienced such severe whiplash in a game. How did they even allow this to go live.
Makes some bastard that says
>COO!
all the fucking time demand a fuck ton of gold from you to advance the plot
Make leveling up only possible by spending gold
>Equipment degradation and maintenance
>Believable prices
>Carry weight
>Eat/Sleep/Drink systems
>Don't fill the house of literally who's withgems and other expensive objects
>Dynamic economy
>Tolls and taxes
>A pouch system with a hard cap
I'm thinking of doing a Skyrim playthrough where I have a carry weight of 90-110, quest rewards no longer scale with level and more expensive items/service. I think it'll be fun.
who is this character?
You don't, having more money than you can spend is part of the power fantasy.
You could also go the patrician/GTA way where you can buy property/pay for colonising new lands/feed starving african children/crash a kingdom's economy by buying out all their coins, just new shit to do with hoards of wealth. Something like pathfinder with upgrading your own keep is pretty good too.
Eve online