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Originally Posted by Pex
Just a few more thought that would've made a game more interesting (IMO):
- a few merchants wanting the same item and you can offer it to the highest bidder,
- haggling when buying/selling stuff
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I like both of these. I can see where those repetitive "bring me the holy mace" quests might actually *mean* something if you could bid it up over a limited time with competitors, and haggling could be tied to local rep to make it very interesting.
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- some thievery (pickpocketing or burglary when you actually steal money)
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To be honest, I love the idea of burglary and pickpocketing in RPGs, but never seen an implementation I've liked. The problem is that it's so binary, from my perspective: you win, and get everything, or you lose, and logically get very angry marks and the guard after you--which leads to many players simply reloading. It might as well be a 100% success rate, since failure is either too wimpy to matter, or too realistic and not something anybody wants to accept. I've no answers for how this could be done in a way that makes failure acceptable, but still heavy enough to deter constant light-fingered activity.
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- not having quests where you actually have to spend more money to do it than what the reward is.
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Heh! Yes, I agree. Though if you do the raubritters with a lot of merchants buying in, you end up coming out way ahead--and there's that one merchant option where you're offered an alchemist's kit: that alone is worth just about any quest.
You know, somebody should probably do a Darklands clone set in another part of Europe, perhaps France, with more activities, so that the current rights holder can't claim copyright infringement.