#2 In Lilith you start with a "junk dealer" and it takes quite some time till there is a better one.
#4 Happy to read, that many of you favour the vendor quests.
#5 Give us a non-inflationary economy (unless this is part of the story ). Above conqueress currently carries more than 200,000,000 Gold (pieces) with her.
But if you do, then add some commas to the prices (like I did). I had to check over and over again, when a vendor offered a "sacrificial necklace of survival" for about 23000000 Gold - yes, 23,000,000 Gold.
I had a thought that maybe we can make a down payment of say 25% on the item. Then you can go back and get it when you have enough. If you end up not wanting it, you just lose the money. It would stop you losing out on that item you've always wanted.
Heh, that idea was actually discussed somewhere. Not the downpayment though, just asking the vendor to keep it in reserve. Although I like the downpayment idea, that gives you an incentive not to always use the 'lock' mode. 25% might be a bit much though...
I was going to suggest 10%, but thought of aiming higher, because it will force the player into only using it when really necessary. that said, I don't think people would bother if they didn't really intend to buy it anyway.
Or you could start with a small penalty, like let's say 5% and the more you use it, the higher penalty gets, capping at something like 35% or something. Similar way basically you buy back skill points from the Mystics, the price increases the more you use it.
Well I'd say keep it simple!
The last thing you want is the game ruined because of complex vendor types, guys running around you, sell amount limits and all that bull.
Like it is in TQ, pure and simple = awesome.
I liked how vendoring worked in TQ. Except I really want money to have buy-power. Also I think it'd be better to actually have a bit "less" money than needed, than to have more of it. When you're short of something, you can go and just farm some more to afford an item of desire... however when you're over (especially if by a lot) then you stop valueing it.
First and formost I want a healthy economic system... Make my char as poor as a rat, as much as I care for, as long as he can't afford everything he sees. Or on the other hand Include some money sink, but a worthwhile... I've suggested ( however there're people against it or disliking it ) a gamble system for rare/good items. I certainly don't see exactly how it would ruin the economy or end up a bad idea.
Concept seems simple ... say a Nomad helm costs 1 000 gold pieces... to buy it via gamble it would cost ... say 20 000 pieces ( well not exactly 20x more but a lot more, you get the idea ). And it has a ( fixed low? ) chance of like maybe 1% of ending up to be with a good affix ( i mean with good rare prefix and/or suffix or one of em ) and maybe 0.1% chance of having both affixes rare/good and 0.01% to actually get something "unique" out of that helm. When originally buying it you don't see anything ( any affixes or anything just plain basic stats ) so basically you will ( by my example ) end up buying 99 helms, before you get a good one. Paying 1.98 mil ... and that just to get one with a good affix... now 10x more (roughly) to get a good for both which would cost 19.8m and to get a rare 198m. That's just judging by this formulae. Effective money sink if you ask me.
P.S It's not like you'd have to gamble to get any decent loot in the game, but it'd be just another ( and different ) option to do so.. would maybe even cause "double" farming at certain places or monsters... Firstly for drops themselves, secondly for the money drops to afford the gambling, lol.
At current numbers are just vague rough sketchmarks, but you definetaly CAN live withouth ever having to gamble, but then again if the economy still ends up out-of-place. and characters becoming overly rich, sinking a few mils in this system would also be a viable option for balancing out.
Or simply add a "higher" value traders. So to say... they have higher odds of having good affix/prefix items, however also costing 2x or 3x more than the same thing would at a regular vendor ( granted it already would cost a cr*pload ).
As for auto pick up. I generally rather have more filters and filtering options ingame, rather than some fella ( with limited space I might add ) picking up everything HE thinks is useful. Especially if at one moment you discover that the imbecile has full inventory and haven't been picking up any loot for the past half-a-kilometer. Or even worse, him attempting to go "pick up" that necklace off the boss's neck and getting killed ( with all your valuable loot I might add ).
About the comma 1000's seperator ( ie 23,000,000 ), which I highly favor and like. Another option is to add suffixes? ( no not weapon ones ) like in some games.
Say 23,000 or 23 000 would be 23K ( K = Kilo = 10 in 3rd power, i think I spelled it right way? it's basically 10 x 10 x 10 or
1 000 simply. )
Same thing for millions and M ( M = Mega(scientifically) = 10 in 6th power or 10x 10 ( 6 times multiplyed ) adding to a total of 1 000 000 )
Yes this system has flaws, bigger than the comma ones ( unles commas have some issues with the code ) but this could also be a viable option. Basically a sum of 293,742,039 would be 293M ( yes it whount really show the 742K there, but it'll still be there ) however this option would require eather availability to "store" or "bank" some money or to actually check via scrolling over how much something precisely is.
However I strongly support the comma-seperator idea over this anyday. or adleast a space-seperator ( ie 23 843 238 ).
If you encounter lags. You might try to do the following:
In your Documents/My Games/Titan Quest - Immortal Throne/settings folder there is a file called "options.txt" open it. Scroll down and find a line:
forceSingleProcessorMode = false <--- Make sure it's false! If it says true, change it to false. This should decrease Lags by a Large margin if you have a multi-core processor.
Another thread necro today .