» Sat May 28, 2011 1:54 pm
Good Loot should be hard to find, and the cannon fodders should drop low level loot like tattered leather rags and rusty iron dagger, and the like.
Bosses should have relatively better loot, but not much.
Enemies in higher level areas should have somehow higher level loots, but again in relatively bad condition, so that they would not be worth much.
Merchant in newbie areas would not have much money, but would be easier to haggle.
Merchant in higher level areas, should have more money, but should bargain hard, and buy cheap and sell dear.
Quest should be more important than oblivion and a good source of some decent income.
Each item that you loot or steal that is in better condition than the regular junk, should be a nice surprise and should be like a treasure for you.
Trainers should have steep prices for the lessons. so that in later games, you would know where to spend your money, as the income would be more than the early stages of the game.
Especially if we had to learn Perks from their related skill trainers, it would have been more appropriate, and would be another reason to spend the greater income of later stages of the game.
So you could learn a single skill perk per level, but from a skill master, not as a choice on level-up sessions.
Some dangerous bosses would drop great items as loot, or treasure stashes, but they would be rare, and some high level merchants would provide great item for sale, but they would bargain hard, so you would always have some milestone for your life, as you gathered your money.
Some NPCs would be really hard to persuade for some specific situations, and would require some heavy bribe moneys if you wanted to waver them toward your cause.
All in all, money should be hard to find, and finding enough money to be able to learn new tricks, or to be able to purchase a badly needed item, should be quite a milestone for our characters.
Edit: If they make the game so that you select a perk at level-up sessions, one of the first mods that I would make would be to shift those perks toward their skill masters, and remove them from the level-up sessions, and you could learn only one perk per level from their respective skill masters, and the price for those lessons should be steep, and would grow steeper for higher level perks.
And I would make it so that you could upgrade your skill perks to higher level version of them in level-up sessions, or maybe adding a tiny buff to your character in each level.