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TopicWhat is the most blatant example of ludonarrative dissonance you can think of?
Shinebolt
10/25/20 6:25:45 PM
#53:


LuciferSage posted...
if there were enough adventurers out there killing end game mobs to cause an economic collapse, that would raise even more questions. why were lesser bosses/midbosses along the way so scary and dangerous, when there's so many people out there that can kill them? why aren't *those* people in my party? where were all those people when *my* village was attacked? you get the idea.

Who said anything about endgame mobs? I just have all my party members equipped with accessories that increase the amount of money dropped and kill the enmies with a skill that increases it even further.

Sahuagin posted...
my idea for this is that there should be companies or factions that are interested in securing land or reducing threat levels of certain areas. these factions offer the player contracts for killing certain enemies. then when you go out and fight monsters, you get paid based on all of the active contracts you have.

I guess that could work, but there are some games that have an actual contract/bounty system where you collect quests to kill mobs for rewards yet you can still get money off of enemies without any active quests.

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