Wealth in Multiplayer

Thaladar
Level 10
1 year ago

When playing multiplayer game, does each character track their money separately (Personal Wealth) or is it grouped together like in Single Player (Party Wealth)?

Thaladar
Level 10
1 year ago

Now that we have played our first session, we discovered that it is Party Wealth (shared).  It really should be Personal Wealth (individual).  Or at least an option in the game setting to choose one or the other.  If Personal Wealth is selected, you would also need to be able to transfer money from one character to another.  A simple drag and drop from the gold icon to another character portrait (similar to moving an item) creating a pop-up box with a slider bar asking how much to transfer.

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
1 year ago

The game design is evenly split gold actually. 

I have not tested multiplayer though.


Steam profile : https://steamcommunity.com/id/baraz/

Thaladar
Level 10
1 year ago

The game design is evenly split gold actually. 

In single player this is fine.  You have one player controlling all 4 characters.  Party Wealth makes sense.

In multiplayer, most players want to buy and sell and individually for their character.  Having everything go to (and pull from) a single pool of wealth is not ideal.  We should at least have the option to manage wealth individually.

I realize this is how it works now (party wealth in both single and multiplayer).  I also posted this in Suggestions.  Perhaps that is a better place for this.  

Baraz
Level 14
Steam Link Newsletter Link Kickstarter Backer Weaponsmith (Bronze)
1 year ago

No, what I meant is that technically each character (in single player) gets 25% of the Gold.  If you bring, for example, 2 characters from one DM adventure to another DM adventure, those 2 will have a sum worth 50% of the Gold. 

BUT I understand from your report that multiplayer does not really apply this literally during the gameplay as such.   Not sure how it works, though I imagine the host has main control (?).


Steam profile : https://steamcommunity.com/id/baraz/

freedon
Level 5
1 year ago

It'll be hard to decide on who gets the gold. You'll have the abuse player who will run to get a chest or loot from corpse.

Not fair for the wizard who can't go up 4 levels like a rogue and loot the chest.
Gold should be automatically split 4 ways.

Thaladar
Level 10
1 year ago

It'll be hard to decide on who gets the gold. You'll have the abuse player who will run to get a chest or loot from corpse.

Not fair for the wizard who can't go up 4 levels like a rogue and loot the chest.
Gold should be automatically split 4 ways.

OK.  Yes, I can why you might want to always split up the gold for items that any characters sells. Or at least have this be an option.

But still tracking gold individually would let the wizard save up to buy scrolls instead of the Paladin blowing the entire party wealth on a new suit of armor.   

Llacote
Level 7
9 months ago (edited)

I don't see why game designers should try to mechanically resolve what is pretty much a player's problem.

If a Paladin is blowing huge chunk of gold on armor without leaving anything for other characters, chances are he'll also act carelessly and unilateraly during fights. And it may end with Wizard not having had the chance to learn a spell that would have proved lifesaver at some point, or a ranged Fighter/Rogue/Ranger getting an indispensable magic ranged weapon and ending up being half-efficient when it counts the most, etc...

If a Wizard scribes down every scroll he finds without first wondering if X or Y spell would really be useful to party, he's also probably using whatever spell he likes without considering how well it synergizes with party and preventing possibly the martial friend that has been tanking for him to get a better armor, ending up being struck down regularly at some point, and then Wizard will get it too.

Making gold "individual" would simply move the problem instead of lifting it: you'd now have individualistic players rushing to loot whatever they can exactly like the worst players in the worst hack&slash games. And it wouldn't at all resolve the "how to efficiently share and use the loot and wealth" and player discussions on whether to priorize ingredients, weapons or scrolls, just amplify it because of those individualistic / egoistical behaviours being pretty much obvious every step of the way instead of being restricted to the short moments where players interact wiht merchants.

If a person is not able to put emphasis on teamwork, then (s)he should probably avoid playing multiplayer in the first place, it would just end frustrating for everyone, self included... xd