Economic Responsibilities

Post » Sat Dec 11, 2010 10:47 pm

Income tax. War taxes...
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Mr.Broom30
 
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Post » Sat Dec 11, 2010 9:07 am

The thing is, would a Greybeard really just "sell" such an item to the highest bidder? I imagine that's the kind of thing that get passed on to you for being "worthy" of bearing such an object.

And even if it was buried in a tomb and found by a thief, either he would not realize the value and let it go for maybe a couple thousand gold, or he would recognize the power and use it himself to become rich. Anyone who could afford it, wouldn't need it.

What's really needed is less gold. If you only got 25 gold for finishing a quest rather than 50, you'd have to spend a lot more wisely.

The GreyBeards would probably give it to you after you kill x amount of dragons or something heh, that was just an example.

More likely would to have some mysterious character like M'aiq sell some high brow items. Like the fork of horripilation! :P

I don't necessarily think LESS gold is the key, but overall better gold income progression as you level. Not too little, not too much, for your current status.

But don't you agree about the end game sale items? There's nothing worse for your motivation than to buy the most expensive item in a game.
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Blaine
 
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Post » Sat Dec 11, 2010 11:25 am

That doesn't solve the problem. All you've done is replaced one problem with another. Now no one can afford anything.


How so? Values for all the low level stuff wouldn't change, so you'd still be able to get a relatively decent amount of coin for your loot. What I described just reduces the exponential craziness of the later levels.
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Suzy Santana
 
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Post » Sat Dec 11, 2010 10:27 am

But don't you agree about the end game sale items? There's nothing worse for your motivation than to buy the most expensive item in a game.


Totally. That's why I'd hope for larger castles, militias, ships. And none of this should be concrete, either. Castles get sieged and need repair, men are killed and need to be replaced, ships sink and must be rebuilt.

Also, most games like TES have this "perfect" economic system where you have to spend 100 gold to make 200...although it requires to to make that initial investment, it is always returned. Or the gambling systems become too easy to beat. I'd like to see losing money in a big way.

Obviously, sometimes you want to role play someone who always wins at cards, but in that case you should boost your luck attribute.
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Averielle Garcia
 
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Post » Sat Dec 11, 2010 11:54 am

I liked that you were poor in oblivion. It made it more rewarding when you finally had enough money for item X. What needs fixing is the end-game economy!
If you got rich to fast then the whole saving up for something aspect would be lost.
Plus it is a challenge for thief characters. How do I become rich fast? - that needs to be challenge and your character should be specialized in order to do it fast! I want trade-offs for whatever kind of character you play. Good characters will often be poor but people are willing to help them, thief characters have low "prestige" and people will tend to be unfriendly but they have more money (example).
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Kristina Campbell
 
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Post » Sat Dec 11, 2010 1:12 pm


That woulld really muck up the Thieves Guild and Dark Brotherhood. Moreso the former, as it would eliminate the beggers, who you bribed information from.

Sounds like a plus then, for people who wouldn't do those guilds. And those that do, wouldn't help clean up crime anyway. Maybe as a reverse you could invest in skooma dens or something.
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Jennifer Munroe
 
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Post » Sat Dec 11, 2010 8:04 pm

Personally, I've never had any problem with ending up with lots of gold and nothing to spend it on, in the "late game" of an open-ended game.

Yeah, I've seen threads like this - "I need more things to spend my gold/caps/credits on!" - before in other game forums (OB, FO3, etc), but I've never really followed the arguments. Sorry. :shrug:

But that's just me.


(Scarcity always seems like an "early game" challenge - getting set up and self-sufficient. Once you've become powerful and successful..... ok, you've got a bunch of gold / gear / property. That's fine, whatever.... I've got more important things to deal with at that point.)
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Milad Hajipour
 
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Post » Sat Dec 11, 2010 1:14 pm

Some recent threads about gold seem to focus on the lower end where people feel gold is too greedily horded by the Oblivion engine and players felt poor until they got very high level, when they were too rich. I agreed. I hated low-level treasure and money because there essentially wasn't any, more the most part. I didn't feel enough sense of reward... some people don't feel good just helping others, I guess I'm greedy, but I want to stumble into a treasure trove from time to time and feel wealthy in game. I hate being poor. That's my real life. I want to spend money in a video game. We spend enough to BUY the game, but then are poor inside of it? How is that cool?

The reason money is so jealousy gaurded in Oblivion is because you can become rich at higher levels and then the game is broken. They sought to avoid that by making it harder to get throughout their system.

I think some new ideas about how to make the player be required to spend more money contributing to the world (you are the hero after all) need to be thought of and brought forward. Here are few of mine.

1. Guild Dues at higher levels should become pretty serious. But you should be able to learn or do something special for that responsibility too.
2. If you get a girlfriend and start a family in the game, you need to provde a house and the supplies to feed and maintain them. You should leave extra money in their account for when you won't be coming home for a while. They will draw out a percentage each week to spend, plus 20-50% more each week for random unpredicted problems occuring that require money (little Dovakhiin broke his arm, and had to go to the doctor...etc)
3. You can help to build a small town into a bigger town and help create a new economy, trade routes, and help establish /locate a unique product/mineral that gives that town a unique economical boon. You need to contribute some money each month toward establishing that.
4. You can go around to each village and pay them a little money to help build their infrastructure and keep their poor off the streets to reduce crime. If your money is successfully used to reduce crime (theiving or murdering for food etc...) then you earn some kind of a cool reward in game that makes you more powerful somehow.
5. Maybe you need to pay people to upgrade your home into a mansion, with greater and greater appearance, stonework, chandaliers, and all the good stuff ... statues, paintings, etc ... all at great cost.
6. Maybe you need to support your guild by buying whatever new rising star has joined the Guild a new set of armour. It's like a tradition. Someone also bought you one in the early levels of the game. Now it's your turn to give back. How much you donate to the armour, how cool it is, helps establish if you area greedy lord or a generous lord, and how much other people around Skyrim will help you in return (for free) because of that.

Those are only a few of my ideas, I'll write more later after work. Let me know some of yours in the meantime. How can we allow Bethesda to give us more money in the early levels and not worry about making us too rich to break the game?

What are your suggestions?


^This. As always, more interesting ideas from Skystorm77. :smile:

I like the idea #6. What I'd like even more is if generic companions are in, like the Mage Guild Apprentice, he will recieve gear based on the amount of gold you've donated to the guild/faction. I hate for my guildmates to wear rusty iron still while I'm running around in Ebony going for Daedric.

Love #3. You should be able to upgrade towns with the wealth you've amassed, be it gold or materials. What I'd like to see is if you could donate to towns and mold the economy of them. Example:

You go to Town4. Town4 is a fledging town at the beginning of the game, with one/two farms. You arrive and donate several thousand gold and alot of metal/wood to the town in exchange for the power to decide what becomes built and what doesn't. Among your decisions you decide to build a forge and mining operation, essecially turning the once sleepy farming community into a busy metal production town. The farms are gone, replaced with strip mines and dark stone buildings, and the bakeries are replaced with armor shops and weapon shops. Now, Town4 specializes in metalworks, and provides the player the perfect place to go for all his/her metalwork needs. What's more, it was his/her idea made possible, an idea that radically changed an entire town.

I guess that would take too much work, but it's just an idea I had.
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tannis
 
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Post » Sat Dec 11, 2010 3:05 pm

Personally, I've never had any problem with ending up with lots of gold and nothing to spend it on, in the "late game" of an open-ended game.

Yeah, I've seen threads like this - "I need more things to spend my gold/caps/credits on!" - before in other game forums (OB, FO3, etc), but I've never really followed the arguments. Sorry. :shrug:

But that's just me.


(Scarcity always seems like an "early game" challenge - getting set up and self-sufficient. Once you've become powerful and successful..... ok, you've got a bunch of gold / gear / property. That's fine, whatever.... I've got more important things to deal with at that point.)


I agree with you. MW was worse than OB but you know, you pretty much are the baddest thing around and are saving the world! At a certain point I really didn't care if I had too much money. I would be fine though if houses were more expensive. Like if Rosethorn Hall, the most expensive house in OB, was 500,000 plus extra for the upgrades, instead of the 25,000 that it was. The shack in IC was 2,000. It could have been sold for maybe 5,000 or more since it was just a shack. Unless dragons bring down property values, I think they need to up the prices. And allow for more items to be bought and placed like armor stands etc.... instead of buy this package and you go home to have your kitchen done. Sell more items in smaller groups or individually for items that you can actually more and place yourself. I wanted, in OB, to buy some more lamps as most houses seemed too dark for my tastes.
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Charles Weber
 
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Post » Sat Dec 11, 2010 11:01 pm

That doesn't solve the problem. All you've done is replaced one problem with another. Now no one can afford anything.




Tax in a video game? That would be promptly modded out.


Not really, because if you have to pay rent in a video game, its probably because the game is built around those rules; therefore, its part of the game logic and structure to look for means to keep your house. I actually made that explicit in my post. Guess reading and interpretation are not skills people develop here.
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Brandon Wilson
 
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Post » Sat Dec 11, 2010 9:27 am

Not really, because if you have to pay rent in a video game, its probably because the game is built around those rules; therefore, its part of the game logic and structure to look for means to keep your house. I actually made that explicit in my post. Guess reading and interpretation are not skills people develop here.


No I read it, it's just stupid, regardless of what you call it.
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xxLindsAffec
 
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Post » Sat Dec 11, 2010 9:45 pm

No I read it, it's just stupid, regardless of what you call it.


Im not "calling" it anything. And its not stupid, you simply didnt understand it cause you dont know how to read, or interpret the semantic differences between comas and periods (as I was giving examples and not categorically saying this ONE thing was what was needed). Now, whose fault is that? Yours. The first step in solving your problems is admmitting you have them. Dont worry...we are here to give you support.
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Siobhan Wallis-McRobert
 
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Post » Sat Dec 11, 2010 3:40 pm

Some recent threads about gold seem to focus on the lower end where people feel gold is too greedily horded by the Oblivion engine and players felt poor until they got very high level, when they were too rich. I agreed. I hated low-level treasure and money because there essentially wasn't any, more the most part. I didn't feel enough sense of reward... some people don't feel good just helping others, I guess I'm greedy, but I want to stumble into a treasure trove from time to time and feel wealthy in game. I hate being poor. That's my real life. I want to spend money in a video game. We spend enough to BUY the game, but then are poor inside of it? How is that cool?

The reason money is so jealousy gaurded in Oblivion is because you can become rich at higher levels and then the game is broken. They sought to avoid that by making it harder to get throughout their system.

I think some new ideas about how to make the player be required to spend more money contributing to the world (you are the hero after all) need to be thought of and brought forward. Here are few of mine.

1. Guild Dues at higher levels should become pretty serious. But you should be able to learn or do something special for that responsibility too.
2. If you get a girlfriend and start a family in the game, you need to provde a house and the supplies to feed and maintain them. You should leave extra money in their account for when you won't be coming home for a while. They will draw out a percentage each week to spend, plus 20-50% more each week for random unpredicted problems occuring that require money (little Dovakhiin broke his arm, and had to go to the doctor...etc)
3. You can help to build a small town into a bigger town and help create a new economy, trade routes, and help establish /locate a unique product/mineral that gives that town a unique economical boon. You need to contribute some money each month toward establishing that.
4. You can go around to each village and pay them a little money to help build their infrastructure and keep their poor off the streets to reduce crime. If your money is successfully used to reduce crime (theiving or murdering for food etc...) then you earn some kind of a cool reward in game that makes you more powerful somehow.
5. Maybe you need to pay people to upgrade your home into a mansion, with greater and greater appearance, stonework, chandaliers, and all the good stuff ... statues, paintings, etc ... all at great cost.
6. Maybe you need to support your guild by buying whatever new rising star has joined the Guild a new set of armour. It's like a tradition. Someone also bought you one in the early levels of the game. Now it's your turn to give back. How much you donate to the armour, how cool it is, helps establish if you area greedy lord or a generous lord, and how much other people around Skyrim will help you in return (for free) because of that.

Those are only a few of my ideas, I'll write more later after work. Let me know some of yours in the meantime. How can we allow Bethesda to give us more money in the early levels and not worry about making us too rich to break the game?

What are your suggestions?


I like these idea a lot kuddos to you!! I doubt we ll see them in this installment but i sure hotpe they are on the next.

As for extra money could be fun if we could fill coffers of gold pieces with coins falling from it.
Would be more than a credit card account with a lot of zeroes we had till now.

Another idea would be hire Bards, skalds whatever they re called to sing praise to you and try upping your fame, or the inverse pay them to kill someone image, bribe important people and donate money for works that are neccessary so if your low famed, you have a non combat way (as long you don t screw too much around the place) to maintain a reasonable fame as does Mafia, lords, kingpins and the like.
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Christie Mitchell
 
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Post » Sat Dec 11, 2010 9:55 pm

Im not "calling" it anything. And its not stupid, you simply didnt understand it cause you dont know how to read, or interpret the semantic differences between comas and periods (as I was giving examples and not categorically saying this ONE thing was what was needed). Now, whose fault is that? Yours. The first step in solving your problems is admmitting you have them. Dont worry...we are here to give you support.



Forcing the player to pay gold for nothing in return (except for the continued use of something they already own) is stupid, not fun, and stupid.
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Princess Johnson
 
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Post » Sat Dec 11, 2010 12:54 pm

Some of the ideas sound interesting while some sound annoying, but I have no problem at all with becoming rich in the end game. Your work should pay off eventually I would think.
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N Only WhiTe girl
 
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Post » Sat Dec 11, 2010 7:20 pm

Forcing the player to pay gold for nothing in return (except for the continued use of something they already own) is stupid, not fun, and stupid.


For the record, I am the modder behind the only real economic overhaul for Oblivion, and it is quite popular, including having won the file of the month vote on TESNexus - and one of the features of the mod is that your houses are taxed. It is not stupid, and personally I find it less fun to be insanely rich with no good roleplaying reason to go cave exploring. The house taxes is just one of many means of giving the player good reasons to go gave exploring looking for good loot to sell.

So to me it is neither stupid nor unfun.
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latrina
 
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Post » Sat Dec 11, 2010 1:39 pm

It may be that I never played a single character long enough, or that I've always used a scaling mod (and therefore didn't have the world covered in daedric & ebony), but I don't think I've ever had a character with more then 30-50k gold. Certainly never bought more than 1 house.


But like I said earlier, I've never really noticed a problem with having lots of money in "late game" RPGs. It's always just been "the way it is", so I guess I'm used to it.


Of course, different people = different opinions.


As long as the mechanisms put in place to placate the "I don't want to be rich" crowd don't make the "I've never been rich" crew suddenly have to struggle for every gold piece, it's fine with me. (Like, charge upkeep all you want for the houses - I'll most likely never buy them. But don't just install a blanket "50% less gold" or "everytime you enter a town, the gate guards charge you 25% of what you're carrying")
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Jennie Skeletons
 
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Post » Sat Dec 11, 2010 9:51 am

if you need a way to pay your bills and your in some dungeon you can use dragonshouts to send the money :P
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Chris Guerin
 
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Post » Sat Dec 11, 2010 1:44 pm

Just threw a dart and it landed on your post :)
Money sinks are fairly easy to design. Aye, ahve you seen the price of granite countertops lately?

Houses.. you can have everything from a hovel for 2k to a grand castle for millions. An obvious one for those who like houses and decorating. Me? I just like cabins, so that won't work. Adding repairs to it might help...hmm maybe a water heater and a sauna ;)

Special knowledge.. like how to wear more enchanted rings or amulets.. or how to use more armor at the same time... taught by VERY demanding people...as in truely huge amounts of gold. yep. Why not make harder baddies who need better things to kill them with? Items, skills, etc. at higher cost for higher level.

The ability to buy weapons and armor for the civil war... Ah, support the military industrial complex! Complete with costly research, schmoozing and bribery!

The ability to buy perks outside the skill perks... basicaly special training or abilties you buy from certain very very greedy people.

Yiour own pet dragon.. that would HAVE to be spendy;/ Meh, just conjur something once in a while to feed it and build a hanger to keep it in. Well, then the establishment will start asking questions...and you have to buy them off...oh, and then the shots and vet bills as well! Remember folks, have your dragon spayed or neutered!

The ability to bribe goblin tribes or some such to go attack your enemies towns or cities. Eh, a few dozen lockpicks should do the trick ;)

The ability to hire assasins to kill those you dont want anyone thinking you killed;/ But...but...I AM an assissin! Hmmm...but this could go back to adding political intrigue and decisions with consequences regarding the civil war...careful...now that's building a deep storyline!


But I never really noticed anything being "broken" when I was rich. I just didn't care about money anymore, which freed up time to adventure...kind of like what I imagine real life would be as well. The player with the most money wins? And that's the whole point, to make TES as real as possible...right? ;)
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Samantha Wood
 
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Post » Sat Dec 11, 2010 10:39 pm

Random thought... aren't "money sinks" a multiplayer thing? Something to keep the player-driven economy in persistant-world games from getting even more out of control than they already are? (i.e, how much of an actual need for them is there in a single-player game with a game-run economy?)
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sas
 
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Post » Sun Dec 12, 2010 1:40 am

I agree.
One of the key economic problems is that, while you get plenty of things to sell, there is often very little for the PC to buy. And if you try to add in any kind of costs, you're going to have to pry the gold coins out of the hands of the Nerevarine/Champion of Cyrodiil/Soon to be Dovahkiin, because they don't want to give up a single coin. I half expect them to complain later when they have to pay for any services due to 'being dovahkiin' it should be free.

Anyway, most of the ideas seem okay. I'd like to go without the family stuff, and instead focus into economy of a player town or building up a stronghold in a more detailed fashion, including paying your guards salary and managing various things.
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Dewayne Quattlebaum
 
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Post » Sat Dec 11, 2010 8:12 pm

Random thought... aren't "money sinks" a multiplayer thing? Something to keep the player-driven economy in persistant-world games from getting even more out of control than they already are? (i.e, how much of an actual need for them is there in a single-player game with a game-run economy?)

Random answer: no, money sinks are for keeping your partner happy in the kitchen :bolt:

erm, I don't konw about the multi=player aspect, but I agree with the single player aspect where there's no competition or power over another person based on money. No real need to be "fair" if you're just playing by yourself. It still boils down for me that the point of adventuring is fame and fortune that you can enjoy when you retire :shrug:

I know! Buy yourself a new car horse, caviar, 4-star daydreams..even a footbaaaaall team.
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Connie Thomas
 
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Post » Sat Dec 11, 2010 11:57 am

Random thought... aren't "money sinks" a multiplayer thing? Something to keep the player-driven economy in persistant-world games from getting even more out of control than they already are? (i.e, how much of an actual need for them is there in a single-player game with a game-run economy?)


Money sinks are more important in an MMO-esque environment, but player economy has been a part of RPG games from the very humble beginnings. However, in most RPGs this is handled by movement from one zone to another opening up items that the player could not access prior to then. This is hard to do in an open world game such as the ES. It also depends on playstyle, some players will spend large amounts of times grinding levels and as a result they will always have money. Others move quickly from zone to zone and they will likely never have enough money.

On the other hand, most RPGs don't handle this well end game, where they can no longer introduce new items to buy. Money becomes easy to obtain and everything is within the players price range. The problem here is that no real thought is gone into the economy itself, it's just a standard increase in prices and utility as the game goes on, kind of like creatures. Most people don't think about how terribly convenient that creatures in the zones you visited gradually increased in power. If you had had to go in any other order you would have likely been slaughtered.


Such systems are convenient for that formula of a game, but don't work in the ES games. I think it is terribly important for money to be hard to acquire and to have things to spend it on throughout the game. Otherwise money is worthless as a unit in the game as there will never be a point where you have less than you need. Edit: Perhaps, less than you want would have been a better wording.
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cheryl wright
 
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Post » Sat Dec 11, 2010 3:01 pm

I can see that.


I've just always felt that being "rich" in the late game (i.e, having more money than you need / no longer having to worry about expenses) was one of the markers for "success" or "power". When you're low level / new / weak, this is a concern. When you're high level & powerful, it's no longer an issue.

Again, different perspectives. :)


(edit: and, especially in an open world game with many options, it varies incredibly by player. Most of my OB characters.... well, they repair their own armor, recharge their own magic items, and don't buy horses or houses. Unless the character is trying to NPC-train up a higher level skill - which I don't often do - by the time I have 5k-10k gold, I'll never need gold again. Once you hit mid-game, all you do in shops anymore is sell, unless a quest needs a store-sold item. Everything you use, you salvage off enemies or out of dungeons. ...check that, I do need to buy Repair Hammers. But that's it.)


another thought... the "realism" of the ES games' loot system (the fact that enemies have all their gear available to take, unlike your average "kill a dude, he drops one item" game, means that there's so much loot out there that you'll quickly be overwhelmed with it. Makes "balancing" the economy another step more difficult.
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Kevan Olson
 
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Post » Sat Dec 11, 2010 6:27 pm


(edit: and, especially in an open world game with many options, it varies incredibly by player. Most of my OB characters.... well, they repair their own armor, recharge their own magic items, and don't buy horses or houses. Unless the character is trying to NPC-train up a higher level skill - which I don't often do - by the time I have 5k-10k gold, I'll never need gold again. Once you hit mid-game, all you do in shops anymore is sell, unless a quest needs a store-sold item. Everything you use, you salvage off enemies or out of dungeons. ...check that, I do need to buy Repair Hammers. But that's it.)


another thought... the "realism" of the ES games' loot system (the fact that enemies have all their gear available to take, unlike your average "kill a dude, he drops one item" game, means that there's so much loot out there that you'll quickly be overwhelmed with it. Makes "balancing" the economy another step more difficult.


I was going to make a post about this very thing. The real mud in the water is trying to define things like 'end game' in an ES game. Some people create their character and play for a couple weeks. Others play the same character for months upon months. While one type of player isn't worried about having problems moving up in the game world, because it's just a means to an end, the other player might feel that 'end game' circumstances are a dark shadow looming over their game that they want to avoid.

The death/loot part is also quite a good point as well. Most NPCs aren't given with a strict thinking of what profit the PC could obtain by killing them, but rather what that NPC should be considered to own and possess.

Overall, I think dealing with the economy under such circumstances is a bit of a conundrum. I think they tend to do okay when considering all the different factors there are.
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Code Affinity
 
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