Timeline for How to create a non-inflationary player progress system (RPG)?
Current License: CC BY-SA 3.0
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| Jun 14, 2019 at 9:41 | comment | added | Ruther Rendommeleigh | "So ultimately, what you need to look to is not how much gold in absolute numbers you're giving the player, but the gold relative to the desired level-appropriate items." - This assumes that the player spends most of their gold on items, and in reasonably short intervals. A frugal player might still decide to, say, skip an item tier or two only to be hit over the head with hyperinflation. | |
| Nov 10, 2017 at 8:06 | history | answered | Nicol Bolas | CC BY-SA 3.0 |