shteev wrote:What's the deal with carrying over total gold from the last game? We all just do a couple of dummy runs to gain cash before a proper run, don't we? A mechanical and rather tedious task, I feel! I mean, the Factory is pretty hard, and you *need* that cash, right? Or, maybe other players who are better than me don't need the cash, and they can make do with starting with 10-25 cash, in which case... why make magic items which cost 120?
So everyone can beat the game eventually. Being cock-blocked out of part of the game forever is no fun. But if you're not skilled enough to beat the game without those items, it takes longer.
The only problem I have with the existing system is that it takes too much longer without the Goblin. Yes, the race with its original ability was never used except for gold-grinding, but there's nothing wrong with gaining the ability to grind gold faster as an unlockable reward. I wouldn't mind seeing the ability re-introduced - perhaps as an ability on a "super-Tinker" class that additionally grants 5 or 10 gold whenever a glyph is converted.
Hmmm, thoughts on that:
NEW CLASS: Master Trader
Unlocked by completing a normal dungeon using a Tinker without spending gold.
VALUE FOR MONEY: Whenever a glyph is converted, gains 10 gold in addition to the racial benefit
LOOSE CHANGE: Gold piles contain 1 more gold than normal
Third ability I'm not sure would be best of these two possibilities:
CAVEAT EMPTOR: Can convert a non-potion item to gain 10 gold
WHOLESALE DESTRUCTION: Whenever an item is bought from a shop, a free BURNDAYRAZ is cast on the nearest enemy.
The first ability is more focused on the class as a gold generator, but I kind of like the second more for the humour value and also to stop the Master Trader just being a pre-change Goblin Tinker with a free racial.