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File: reilly.gif (377 KB, 300x169)
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>end-of-game dungeon on separate plane
>defeated enemies still drop money
>>
It’s because God didn’t invent money. Demons did.
>>
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>>3993472
>>
>>3993472
Literally canon in Shin Megami Tensei.

>>3993454
In Phantasy Star 4, the final dungeon enemies (which doesn't take place on another "plane" but more a sludge of concentrated evil beneath the surface) only drop 1 meseta.
>>
>doomed planet facing ruin near end of game unless player takes on the final boss
>morbid, stressful music plays
>player hops into flying machine
>upbeat high energy music plays
>>
>>3993454
>Kill final boss
>Post-battle screen rewards you with copious amounts of XP and currency
>Goes straight in to end game cinematic
>No option for new game plus
Just why?
>>
>>3993454
>Partway through the game you go to a different country
>All the cash you saved up from your original country is now worthless
>>
>>3994028
What if its the global reserve currency that any vendor will trust?
>>
>>3993902
The only game I know that does anything like this is FFL3.
>>
>>3994929
>The only game I know that does anything like this is FFL3
What did the ATF mean by this
>>
>>3993902
I kind of like it when they do that because even though it doesn't make logical sense since the game is over, I always feel kind of snubbed when the big fuckoff final boss gives 0 xp and 0 gold for killing it.
>>
>>3993454
Yeah, all fantasy world planes run on the gold standard so their currencies are interchangeable but not even aliens on this plane want to do business with stupid apes who use toilet paper as currency.
>>
>Kill monster from another dimension, or a dragon god, or an eldritch that-which-should-not-be from another planet
>Weirdo at the shop will buy its guts
>>
>>3995332
>scarce consumable with listed market value of just 1 fantasydollars
>shopkeepers apparently telling you that's how much they are willing to pay for such a rare item
>>
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>break into 1000 year old a sealed tomb
>lit torches in the corridors
>>
>>3995608
maybe one of the mummies gets up to relight them
>>
>Fantasy village filled with heavily armed guards
>Needs help taking care of some jobber creatures
>>
>>3993454
>be on important time-critical quest
>spend weeks doing chores for people
>>
>>3995608
I'll do you one better
>Tomb sealed for 1000s of years
>find intact weapons and armor from current time period
>>
>>3995332
It really makes me angry that in most RPGs shopkeepers are just treated as glorified ATMs for converting inventory to gold. I genuinely cannot think of a RPG game that had a sensible market economy that not only reacts to the player but the world at large. The closest I ever played was the original Caravaneer, shame the second was so shitty.
>>
>>3997275
This is literally how it works in Elder Scrolls, draugr will relight the torches in the tombs.
>>
k
>>
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>>3997314
>I genuinely cannot think of a RPG game that had a sensible market economy that not only reacts to the player but the world at large.
In Witcher 3, shopkeepers are picky about what they'll buy

A simulated trade economy isn't really a "feature" for RPGs, that's what merchant games are for.
>>
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>>3997275
I hope he gets extra hazard pay, then.
>>
>>3997314
>I genuinely cannot think of a RPG game that had a sensible market economy that not only reacts to the player but the world at large.
Does M&B count?
>>
>>3995332
>>3997314

In EO it kind of make sense because generaly the world is post-apo shithole and people just kinda survive by sticking to small settlements surrounding Yggdrasil trees. The shopkeeper may be confused, scared and repulsed by what you bring to his shop but what they can do? Buying shit from adventurers and using it as material for expensive equipment and items is their job.



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