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how much gold?


LadyHonor

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In a mod I'm making the warden has the option to buy houses, 3 of them. purchasing one starts a a quest to buy the other two. anyway I wanted an idea of how much to charge for these houses. each one is progressively larger. the thing is, unless you cheat or wait until late in the game, you aren't going to be able to afford them if they are outrageously priced, but heck, armor can easily set you back 500 gold. what would seem fair? I considered getting away with 25, 50, and 75 gold buy saying "yeah, well, they aren't enchanted. it makes a difference", but I dunno. does that sound fair?
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I wouldn't charge any more than 25/50/75 gold... DAO has a very limited economy and the best gear is really expensive. With no way to grind (since nothing respawns), it's difficult to accumulate large amounts of coin without cheating, using exploits, or installing a lot of mods that spawn free stuff for the purpose of vending it.

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very true. I think I'm going to lower those to 5, 10, and 15. that still seems high when compared to the 20 for wade's armor, but even with the additional levels, there still isn't a lot of wealth to spread around and still maintain your party's equipment.
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  • 1 month later...

I personally love Quests and Legends, but I hate the way it breaks the economy (there is a point where story progression requires you buying a boat for 5 thousand gold).

 

I like your idea, it seems unintrusive to the world's economy. Would this mod by any chance introduce some ways for you to make a little money on the side, just so it hurts even less? (Money is so god damned scarce, this is the poorest I've ever felt in a game since X-com).

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there are additional quests to earn more gold and a few new levels that allow you to collect junk to sell as well as a few items to help you along, but nothing game breaking.
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I wanted to add a few more things. One is that, since you say you are adding quests to the game in your mod, I don't think you should be concerned with how much an item costs in your mod, but instead whether your mod's quests actually give the player enough gold to buy that item. I particularly am concerned with playing a modded quest if it provides me with a decent ammount of gold and some items that I can use in the future.

 

Also, about the difficulty of the quest. Since I play with difficulty mods, my curve is relatively nice except for the fact that A) it gets too easy in the end, as it does for everyone, and B) there's a gap for me in the difficulty curve after leaving Lothering, since I require level 10 to do any of the main quests and the DLC, and you actually leave Lothering in the seven's.

 

So, when considering the difficulty level, you can either plan it for a level 7 character to fill in the gap, or make something more difficult than Temple of Vulak for those in the late-game who are bored.

 

If you are going the "more hardcore than Vulak" route, I would implore you to not make it a mob-fest with tens of enemies at once. It seems fun at first, but this game lags horribly, even on systems on which it should run smoothly, when too many enemies are present. So, just make a few bosses, give them ridiculous stats, and we'll manage.

Edited by addictinsane9
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