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Bir çeviri sorunu bildirin
Pretty unrelated, but I though that it would make you feel better.
You know, I'm not sure I need it. You're dungeon delving for riches. You're not a drug fiend who pawns every book and tankard you find.
agreed - adding in selling would only result in the Diablo Effect - where you are constantly running back to town to sell all the broken garbage you've collected. There's no reason to drag around piles of broken leather pants because some guy camped outside a cave will buy them for a copper penny.
Er... I don't agree with your agreement. >.> I mean, don't get it wrong; selling *is* going to be added to the game, for one. It just doesn't currently exist. Furthermore, Diablo mechanic? Diablo didn't perpetuate its own supposed mechanic; such vast sums of gold as I've seen people carrying on my few online excursions were never necessary in any capacity. That's just people being people. As long as the game doesn't *need* you to hoard every last little thing to hawk for the meagerest sums, I don't think the game's doing anything wrong.
I agree with your agreement with me and further disagree with the agreement between the others.
For instance- what happens if I find a shop mid dungeon that sells something I want, but I'm 50 gold shy? Well, I go back through the dungeon finding as much trash as I can to sell until I get the amount I need.
That's just a logical avenue to take. But that avenue means retreading enemy-free, fun-free zones to collect the money I need to move forward. It's encouraging antifun.
But I may have an idea to help alleviate that. Perhaps, when making a single purchase, a shopkeep will allow trade-ins toward the purchase price of that single item. It all has to be done at once, and you never get liquid currency back, but it would allow you to trade in high price items you've been carrying around, while encouraging a forward pace.
Long story short: don't let the door hit you in the butt. I'll be enjoying my dungeon crawler, thanks.