Giving you more money - ID: 600

From Silversword RPG Wiki

FORUM: Feature Requests

This topic was started by Archon Shiva on 19/04/2012, 21:14:44

I want to make this perfectly clear - I love the game and want to give you more money. For that purpose, after buying the compendium weeks ago, I am now purchasing the larger gold bundle. Please see this not as a commentary on the amount of money available in the game, but as an incentive to continue expanding and upgrading it - so long as it remains economically viable to do so.


That is an awesome way to contribute. I shall do the same.


Hello Archon,
Hello JoeDu,

(and all the other contributors!)

thank you very much! I really appreciate this favour, and I am honoured to continue the work on this game. Improvements and an expansion are coming, although at the moment I have no release date (sorry, my wedding goes first ;-) ).

Again, thank you very much!
Kind regards
Mario


There is absolutely nothing wrong with this idea, but it does bother me a little that there might be a profit motive in making stuff in game expensive so that people are encouraged to make in-game purchases to compensate.

As long as you can play the game without doing that and without going through undue hardship, then I think it's OK. You're just making an easier way available for people who want to make their game a bit easier (which I often do). But people who don't buy the extra gold should be able to complete the game without undue hardship. As I'm only at level 6, I'm not in a position to comment.

In most games (I'm playing Skyrim on the PS3 too at the moment) you start off a bit starved for money but by the time you get to mid game, you have more money than you'll ever use, especially if the game allows you to make money in game. In Skyrim you can smith weapons and armor (or jewelry), you can gather alchemy ingredients and use alchemy to create potions, and you can enchant items. All of these are potential moneymakers. It would actually be neat if Silversword (or maybe Silversword 2) had a similar potential to add crafting to the game so that players could offset some of that expense by their character's labor.


Worry not, carbon; while it's true that the purchase came at a point where money was useful, it was really a case of getting something immediately rather than soon, right after I'd just spent a large amount I should probably have waited on. Money in the game is just tight enough to be interesting - although it's all about buying spells: equipment prices are comparatively low, and healing/mp services are just unsustainably costly.


I'm about to level 9 and the game seems well set up to get you the money you need approximately when you need it so that seems to confirm what you're saying. I guess it's more plausible to spend money for the spells than it is for training. It's hard to imagine some fighter trainer in some small d&d town with hundreds of thousands of gold pieces from training high level characters without totally destroying the local economy.

The idea is to somewhat slow you down acquiring new skills. There ought to be a better way though. For one thing, rather than a training hall, I'd rather pick what attribute I get and get some point to spend on spells and health. I feel like I have more control over the progression of the characters. I hate reloading and trying again and again to get decent upgrades. I guess I'd make the spells and training free, but provide lots of neat stuff for the player to buy at the store to use up all the money. Maybe that wouldn't work as well, don't know.


Well, that's kinda what this game is aiming to be. It's Bard's Tale (2 or 3, let's be honest), with a slightly more modern interface, touchscreen rather than keyboard (so no more memorizing the entire spell book!) and an auto-map function because you won't have graph paper everywhere you play.

There is a profound lack of turn-based, party creation games where you have strong control over leveling. Dragon Wars (by much the same developers) was probably the pinnacle of that genre, and I would definitely pay for a modern DW game. But Silversword isn't the game you're asking for - this game is Bard's Tale, and isn't trying for the best possible experience so much as the best possible version of the Bard's Tale experience. Bard's Tale *is* re-loading to get better HP, in a sense.

Well, either that or I completely misjudged it.


I think you can pay homage to a game without replicating its flaws. I'm watching a lets play on Youtube for Wizardry 8 which may be the apex of this genre of game. There are lots of nice features there, but it's still THIS kind of game.

After all, the author doesn't want to sell JUST to Bards Tale players right? Especially with Bards Tale IN THE ITUNES STORE. He wants to sell to people who (like me) never played Bards Tale and just want a good party RPG game. Why not show how good a game you can create instead of how closely you can mimic Bards Tale? Look for ways to optimize the experience without losing the style of the game?