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The big question: what should Diablo 3 multiplayer economy be based on?
Items, runes or just money?
I like the idea of money as a currency, because it makes everything so much simpler and easier to approach. However, if players can have a lot of money, it just won't work. My question is: what could be done that there wouldn't be too much money and money could be used as a currency?
1) You could get money just from NPC's/Quests/treasure chests. Why would monsters carry gold on them anyway?
2) Make a lot options to spend gold. Like repairs, hirelings, gamble and increasing the usefulness of items you get from the shops but also buying maps from vendors and so on.
There is a reason, after all, why real world uses money as a currency. It makes everything easier. I think the developers should make a real effort to implement this in Diablo 3. It would reward the players really playing the game and not just rushing/running bosses. You could get money that way, too, since you could trade your loot to gold, but it wouldn't be the only way.
I actually really enjoyed the trading / bartering system that was in place in D2 and I'd like to see its return. That way you don't have to feel obligated to go out and farm gold, which is extremely boring imo.
The reason we use money in real life is because it makes the accumulation of wealth more practical by circumventing storage requirements. Don't really need it in games if you do it right.
Ummm, the economy in D2 was utter crap when people starting duping SoJs and other items. Instead of trading items other people want for stuff we want, SoJs turned into currency.
Hopefully it will return to the original intended vision with the improvement of BNet. If gold we find can be factored in as well, even better.
I would cry if it becomes gold, that is 1 of the large banes of WoW.
The fun part of D2 is the massivly fluctuating economy, allowing you to do decent trades etc.
I dont care if gold is more sensible it just aint as fun. Gold would not stop duping anyways, the only way to do that is to design the game better in the 1st place. Which hopefully the 3rd time around they will manage
You could see gold dropping in the video and the axes sold for a few hundred gold each. If the ingame money was going to be the currency online then they probably wouldn't hand out that much gold, because gold tends to be the highest tier of money.
I just hope that the currency isn't farmable. The difference between gold farming and MF runs is pretty big, at least for me
I think the currency will be whatever item happens to take up the minimum amount of space, is consistent (all SoJ's were exactly the same) and usefull for all chars. I can't see gold being the currency. With games such as WoW that revolve around gold, there are a lot of uses for gold within the game, so much so that the game is virtually unplayable if you don't have gold. However in diablo, so far the only important use for gold has been repairing items and buying potions/scrolls (which are cheep to begin with). Oh and reviving merc's... but overall it is a game about item hunting, not gold hunting. That's one of the reasons it was so fun.
There is often a lot of trading around since you might not always be able to get exactly what you need. But maybe you can trade for another item which will make it easier for you to get the item you wanted later.
Or if you are lucky you are able to trade a medium valued item for something good, since some guy really needed it to complete his set.