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OLD SCHOOL  •  7.8  •  REAL MAP  •  1X EXPERIENCE  •  1X SKILLS
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Quests should reward progress without destroying the value of equipment.

Gold instead of equipment rewards

Equipment rewards from quests are replaced with balanced gold rewards. The quest still provides meaningful progression, but it does not continuously create another permanent piece of equipment in the world.

Why this matters

On a long-term x1 server, repeatedly creating equipment through quests can make important items common very quickly. Once that happens, monster drops lose value and player trading becomes less interesting.

Equipment should come from the world

Valuable items are intended to gain their importance through hunting, rare drops and player-to-player trade. Finding strong equipment should feel meaningful.

Gold should remain useful

Supplies, travel and trading all require gold. Future economic features are also evaluated around the same principle: gold needs sinks and purposes, not endless inflation.

x1 loot means decisions matter

Hunting is not supposed to guarantee profit every time. Supply costs, hunting spots, risk, loot choices and market prices all matter. This is part of the old-school progression Bastion is built around.

Bastion economy: quests create value and gold; the world creates equipment.
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