rroyo wrote:
Thanks for pointing out some overlooked short-comings, Alessandro.
As soon as I get going again, I can get 'em fixed.
Hehe,
I was hoping to get your attention rroyo. I chose another way of saying: "Thar seems to be bugs 'round 'ere" because I thought of a little side quest that you could add, if it turns out you like it of course.
So here it is:
I think that I speak for everyone when I say that there must have been at least one moment when each of us wanted to experiment with something (a magick skill, a new weapon etc). There were times when the desire was so great that one almost got mesmerized by the idea of character editing. So why not leave one or two bugs intentionally, leave a clue (e.g. note on a corpse) somewhere, optionally add a link to the tempter of fate, the character would go there, I'm assuming he maxes out his character and then starts wandering around the world. After some time (a week perhaps, or a few days, assuming (again) that the player knows about teleport) the player encounters an enigmatic, magick character, a bit like his consciousness incarnated, that scolds him (sorry, English rule - assume male when gender unknown) for being on the wrong path, having reached an unnatural level of knowledge and wealth that can ruin his life forever (examples of movie and music stars pop in my mind right now), and basically frakking up his future. The player sees the error of his decisions and actions and asks what can be done (or we could perhaps make this a choice, as well, with 'door number two' being to remain as a god).
The Enigmatic Character (we could name him this) would have the solution already prepared: prepare a magick trick that converts the character stats back to what they were before finding the money (or killing for them) or, even more interesting, some of the stats and skills are indeed permanently affected based on the PC repenting and good intention formulating whilst sobbing ("I never meant for any of this to happen. I only wanted an easier path to becoming a mage/technologist/ mind reader/ diplomat/" etc.). And, as a symbol of good faith, the Enigmatic Character asks the PC to give up his fortune, assuring you it will be put to good use. The PC gives it up, and then receives a reputation ("Benefactor for the orphans, the old, the sick and the helpless") materialized in the inhabitants' of the major cities initial reaction to improve.
I do not know how difficult such a task is in terms of feasibility, but I find it is a rather good way to show people that being filthy rich does not make you happier.
Muro Lightning wrote:
Shopkeepers don't have insane amounts of money just like that. They simply accumulate money over time with every restock, so the value depends on how often did you visit the shop and how little thing did you sell to it. That's how it worked in vanilla, so I'm pretty sure it works the same way in the A:WIP.
Actually, these two I'm talking about really do. The one near the Tarant bridge has only about 34000 coins. I'm pretty sure I have not traded to much with him (maybe once or twice) because his offers are not good, even if I am a master haggler.
The one near the Tarant University, however, has so much money that I stopped counting the numbers at some point. And it is true, I have done business with him, because (not surprisingly) he never runs out of coins.
Muro Lightning wrote:
I totally agree on the "infinite money/character points = no fun" thing, though. Being a god has this minus, that one feels so very lonely having absolutely no challenges, be it Arcanum or real life.
Yes, in my opinion, a player who wants to be like that is most likely to choose the evil ending of the game: destroy life, await your own death. Yuppy!!
Thanks for the comments, guys.