Extra Purse
Posted: Tue Aug 09, 2016 9:59 pm
So. You head out of town to level and earn some gold. Kill a monster only to find that all the gold is Gone. For a player that's just out farming exp it's not such a big deal but if you're a lower player that needs the gold in order to level and get items/decking done you're gonna run into issues. Yes, there are quests that address this issue to some degree, but lets be entirely honest. It's annoying to have thieves (no offense intended to you thievie bastards) running through the entire map and robbing every mob they come across blind. It's what they're designed to do but it's problematic in the fact that then, when the rest of us go to farm monsters to earn gold we first have to kill those already robbed spawns in order to just get them to respawn with gold on them.
My idea. Have two purses on each mob. One that has a set amount that thieves can steal from (could somehow be tied to the room instead of the monster itself - dependent upon if it's even possible to code something like that) and the other the purse that it drops upon death from being killed. That way the thieves can run through and steal or, if the mob has already been stolen from, encourages people to actually kill those mobs after robbing them blind. Now to keep things balanced it might mean that the drop gold and steal gold may end up being reduced to some degree but, in all honesty, it's annoying as hell to end up having to kill stuff just to get monsters to spawn with gold back on them.
I realize that quests are going to offset the gold problem but it's still going to crop up. New players that come into the game probably aren't going to want to sit in an arena, where the gold dropped isn't comparable to being out in the field, for long and to be honest, you don't want new players sitting in an arena anyways since they won't experience the game by doing so. A new player goes out into the world to kill monsters. Something dies. Doesn't drop shit for gold (maybe it drops items, but maybe it doesn't since items aren't a guaranteed drop). They're going to end up going back to the arena simply because they'll think it's more profitable to be there as opposed to killing the spawns the builders have placed into the world.
Anyways, that's my idea...now back to the game
My idea. Have two purses on each mob. One that has a set amount that thieves can steal from (could somehow be tied to the room instead of the monster itself - dependent upon if it's even possible to code something like that) and the other the purse that it drops upon death from being killed. That way the thieves can run through and steal or, if the mob has already been stolen from, encourages people to actually kill those mobs after robbing them blind. Now to keep things balanced it might mean that the drop gold and steal gold may end up being reduced to some degree but, in all honesty, it's annoying as hell to end up having to kill stuff just to get monsters to spawn with gold back on them.
I realize that quests are going to offset the gold problem but it's still going to crop up. New players that come into the game probably aren't going to want to sit in an arena, where the gold dropped isn't comparable to being out in the field, for long and to be honest, you don't want new players sitting in an arena anyways since they won't experience the game by doing so. A new player goes out into the world to kill monsters. Something dies. Doesn't drop shit for gold (maybe it drops items, but maybe it doesn't since items aren't a guaranteed drop). They're going to end up going back to the arena simply because they'll think it's more profitable to be there as opposed to killing the spawns the builders have placed into the world.
Anyways, that's my idea...now back to the game
