How should we balance Gold in TCO?

It's fine, no balance needed. Keep it the way it is.
50% of the synthesis recipe cost should be added to the selling value.
Reduce the price of synthesis recipes.
Constant trickle of gold income: (i.e. 10gold/min).  [Not supported by Aero :P  ]
Creep/Monster kills should reward more gold.
Options 2 and 3.
I have a better idea and I posted it below.

Author Topic: Gold Balance  (Read 2950 times)


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Re: Gold Balance
« on: November 03, 2011, 11:05:24 am »
Such jobs would not only be tedious but also mindbogglingly boring. I suggest the gold income should be proportional to the difficulty level such that in harder difficulties you earn greator amounts of gold for the same tasks. I still think the best way would be to get gold by killing creeps...the higher the level of the creep the more the gold. That would keep the motivation for killing every creep in the level and should make the game much more fun to play with. And i beleive you could change the fixed price of some objects. Say create a trading object like grain sack or jewellery or whatever. Some shops should sell at more value and some shops at less so you can incur profit or loss selling different items at different places. You could make a new skill called trader that would help the player get profit.

Dude , the ideea of income is STUPID!I don't even know why Skasian would pick that(yeah , I'm with Aero so wut?).Think about it , you play in easy dificulty , you get to ch7 , you remain afk 3 hours , you return and you hav dozenz of gold.It's completely unbalanced.


Archangel, which of the improvements do you actually find the best by gold gained per effectiviness ratio?

Oh and one thing (prepare for the worst):

It's very uninspiring to read a long wall of text when there's no empty lines here and there. :P

At least someone hwo dared to say that.