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QCF Design Community • View topic - Economic Stability
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Re: Economic Stability

PostPosted: Sun May 13, 2012 12:27 pm
by TigerKnee
If you already upgraded your bank to max... you just spend money as an upgrade. LOTS of money.

Incidentally, I think the max gold bank upgrade should also let you carry in more gold into dungeon. After all, in alpha you could carry in A LOT of extra gold eventually.

Re: Economic Stability

PostPosted: Sun May 13, 2012 12:36 pm
by Sidestepper
I got offered the 2nd level bank quest after finishing my first bronze challenge, but that might have been a coincidence.

I agree that the open ended bank upgrades feel hollow if all they allow you to do is hold more cash. There isn't really a way to leverage that into anything other than... more bank upgrades. Giving a +1 adventurer gold per upgrade would be nice, but I'm also afraid of introducing a Grind2Win mechanic into the game.

Re: Economic Stability

PostPosted: Sun May 13, 2012 12:55 pm
by The Avatar
I agree. Also, it is sort of pointless. Especially once you get the second locker, because there's no way you'll get a third.

Re: Economic Stability

PostPosted: Sun May 13, 2012 1:16 pm
by TigerKnee

Re: Economic Stability

PostPosted: Sun May 13, 2012 4:36 pm
by The Avatar
I think maxing out your bank at 100,00 capacity and 35 gold per run is good, and it gives you the ability to buy exactly two more lockers.