greypatch3 on 13/5/2009 at 04:49
Haven't seen anything about this yet: How should the shops be handled for gear in the new game?
Options I can think of right off the bat:
T1&2 shops: static screen, mission-related, gold lost/not lost between missions.
T3 shops: Different merchants sell different items, gold can be saved, different fences buy different merchandise.
Something different: Maybe a combination of the two in some way, as in saved gold but pre-mission loadouts?
This would probably also have an effect on the style of the levels, though; if you can go to different shops and buy and sell, most likely you would need a hub system like 3, whereas a pre-mission load screen you could have either disconnected levels or a hub where, once you select a mission from the hub, you go to the store and buy stuff.
I am leaning to one choice, but I may change my mind if somebody comes up with a clever idea.
EDIT: Well, crap. I figured out how to make it a poll, but now I can't edit it and add one. Just great.
Dia on 13/5/2009 at 12:29
I really hated having to buy my gear in TDS! It seemed like I never had enough to pay for the items I needed at that particular moment and what's worse, there was no way I could just 'lift' the things I really needed. I rather liked the idea of Garrett going to one of his friends/fences in order to re-outfit himself. To me, the assumption that Garrett had already taken care of paying for his gear was there and he had only to pick his stuff up at his friend's shop (or home, or whatever).
Imho, shops are for looting & robbing. Garrett's a thief, afterall. ;)
Necros on 13/5/2009 at 13:21
I loved the way it was done it TDS. :p :cool: :) I'd like to see this version again, only do it better, give more lines to the store owners, make the shops look more different, more like a thief's shop not a simple store.
jtr7 on 13/5/2009 at 17:52
More Farkus style shops, not interfaces, with burly guards who won't let you in the otherwise unlockable door if you have a weapon drawn, and a mission fail if the player decides to kill the store owner--if not punish them by making it impossible to buy items specific to that store.:ebil:
Just brainstormin'.
I was surprised to see that the way the stores are built in T3Ed include staircases and upper rooms the player can never see in-game.
I'd like the stores to have different styles and an illusion of different methods, no red handprints so close to City Watch guard posts, different kinds of characters, different meeting places inside and outside of buildings, fake store fronts for illicit markets, but also the anonymous mission loadout stores for the mystery. Some missions could start off with the loadout store, and while in the mission, have the choice to visit a shop down a side street or in the sewers. Mix it up, for variety, and to increase the richness of The City.
The Magpie on 13/5/2009 at 20:08
I remember from first playing T1/2 that the "gold not being kept between missions" rule worked well in one way (incentive to explore and get all the loot there was), but not in another (incentive to spend consumable equipment as freely as possible). The latter way was the one cited as the main reason for this particular mechanic.
And I loved going to Farkus and Heartless Perry, too. Would have loved seeing more of how Viktoria would have handled her fencing, other than by house calls.
--
Larris
jtr7 on 14/5/2009 at 02:48
I know it's not a priority, but if they could, I'd like to hear more than the same four "idle" lines from them.
kamyk on 14/5/2009 at 02:51
Amen. That young female shopkeeper that flirted with Garrett. Gah, I can still hear her voice in my head saying the same stupid lines over and over. And the guy on Docks...