Hey guys! I read this topic Gold Sink and I decide to post this suggestion because is something I always think on games with his own money system: Why enemies drop big quantities when lower ones can work -probably- better? Never think of post it because I don’t know if it’s interest of anyone, but here we go.
I’ll cover two topics, one about his drop-rate and other about the money itself. And as I always say, excuse my not professional english.
GOLD: Lowering his quantities
I’m not going to talk about gold doesn’t have any value because lacks of use, we all here know that. The game it’s still in beta and I know in a future we -hopefully- will have a lot of ways to spend Gold, making it a valuable currency.
When that happens, the best farmer players will have millions of gold. Manage big numbers is always a problem and more hard to control or manipulate it in terms of balance not only in the money system (Stash tabs value, NPC prices, player to player value), but also when we think in games with players causing “big damage numbers”, creating issues on how to balance the enemies HP, along with other calculations that I ignore (hehe). Being rich with million of golds is the same as being rich with 10.000 gold knowing each activity in game could cost a few coins only.
So as I read on the topic, instead of post in that place about discussing it, I think is better to just suggest to implement this and see what people think: Lower the quantity that can drop from monsters to single digits, as the user Macknum say.
As I imagine it: In Path of Exile (common example, don’t bite me) they don’t have gold but they have many types of currency because they have a use in itself. The common trade currency is the Chaos Orb, who also rerolls the modifiers on a Rare item, that gives value to itself. The thing is, these Chaos Orb doesn’t drop too often while at the same time every map you do drop a lot of other currencies.
Here, while exist things like Runes as equivalent, I think if Gold will have a place it’s better that monsters/treasures just drop single unities of Gold and say “Oh! Gold! Nice!” than just pass over a total amount of 1000 gold distributed in 100-200 quantities, so it will be more exciting to leave a map with 10-20 Gold (with luck) than leave a map with 10.000 Gold, as the same time in PoE you feel nice if leave with 10 Chaos Orb or more (in terms of total currency value, not pure Chaos Orb). That’s my point: The simpler the numbers are, the better for everyone. Numbers I give are example anyway, but the idea is keep them in very very low amounts.
Rename the Gold and redo its art
I know ask things like this is always easy but doing it is another level, so I’ll just mention it.
Gold is valuable in real life due to the properties it possesses and the uses it can have. We can say the same in the Last Epoch world?
Considering this is a videogame and we can use the excuse of “Magic”, I think the Gold should be replaced with something that people (npc’s and the players) across all the eras consider valuable to trade for his “Magic properties”, properties that help doing different activities that EHG may implement in the future: Crafting items, crafting materials, travelling to “X” content, access to ‘Y’ content, etc.
With that change of name (that I don’t dare to suggest) will come with an update of his art. Is not my job, but I can say how I imagine it: Check this random image as an example. The exterior could be gold, the interior could have a turquoise colour (the “magic” part, like an encrusted jewel) with a draw representing Mother Eterra in the middle. Just an example of a non-artist guy.
CONCLUSION
The reason of suggesting this -if both suggestions comes together-, it’s because could give to Last Epoch his own identity on how money works here and not just another game with “Oh, we have money here and it’s gold, the same as the another 100 RPG-Games and we can have millions easily”. Those are my thoughts.