Goblin-King wrote:Honestly I think the current system for consumable items works just fine.
The risk of a player accumulating too many items to breeze through bosses is too big and game-breaking.
Just make the bosses tougher? And *lemony goodness* all over the players who actually used their items through out the game?
No, keep the current system. That also makes it easier to balance a quest as you can easier expect a certain average of found consumables.
IF... You decide to include a shop with consumable items, they should be so expensive that it's a decision whether to buy that helmet or buy a potion. It shouldn't be like, now I've bought all the armor I can carry, time to buy 5 potions for the last 50 gold.
"At the moment" (everything may change), the system should work as follows:
- Equipment can be bought at the market, or found in a few quests, and it's kept forever. Can be sold for gold.
- Consumable are found ONLY inside the dungeon, cannot be bought outside.
- Once you finish the dungeon you have 2 options:
- Continue the quest
- Back to the world map
The first option means you can keep your consumables, but dead heroes won't resurrect, and "probably" alive heroes won't heal (this is something I must think about, it could be really hard). In the next dungeon you will get a bonus on XP.
If you decide to go out, you will be able to continue the quest later. However, consumables will be lost. Dead heroes will resurrect and the others will be healed. The bonus on XP will be reset to zero.
This way if you're good enough you can complete all dungeons and get a huge bonus on XP. If you're a newbie you will need to go out often, getting less XP.
What you think?



























