1000 gold is a lot of money in OB, if you believe the fighters guild quest line where you need to help a woman get her heirloom for money. However, 1000 gold was so ridiculously easy to get that it didn't feel like much at all, while the whole game world felt like it was much. So how about always having 1000 gold feel like much, and that a quest that rewards you with 100 gold would be a fair deal? To balance this out, everything in the game would have to scale down a bit so that only the really greatest weapons and armors would be worth over 1000. I don't think that the only fast way of getting money should be looting and selling, but many other means of earning money should be added. Quests that reward us with more than the loot gives us, hunting deer and selling every single part of the animal for profit etc. If an Iron short sword would be worth 40 in-game golds, then a deadric shouldn't, imo, be worth 2600 gold, but more like 900 or something similar. the whole problem with gold being the only currency however is that the minimum amount of gold an item can have is 1 or 0. If it is 1 and an apple is worth 1, we must start thinking if a sword is worth 40 apples or if a fur gauntlet is worth 3 apples. Perhaps the intoduction of silver could bring balance to this, one gold piece worth 10 silver and an apple could then be 1 silver. DA: Origins did it in a fairly good way, having x amount of silver would turn it into gold in your inventory automatically, keeping track of your currency. If an apple would be worth 1 silver, then perhaps a silver dagger could be worth 4-6 gold, (40-60 silver). The question about currency and item value in Skyrim is imporant as it may well make the game or ruin it.
Data for the curious:
1 ounce of gold IRL costs ~$1400, Silver is $37 a more realistic ratio than 1:10 would be 1:30 (but Tamriels Au:Ag ratio could be crazy compared to earth's). Even if every coin was 1/100 of an ounce (unlikely) you would be paying $14 an apple.... making some assumptions:
say a coin is 50% gold and weighs as much as 2 quarters. a quarter weighs ~.2 ounces. Also assuming gold in Tamriel is exactly as plentiful (and valuable) as on earth...
one coin would be worth ~$280. a 40 coin sword would cost $11,200. the 2600 coin deadric sword would be worth $728,000. Do these numbers sound alright to you? If we wanted an apple to be worth $1 we would need a coin to be about .17% gold. A gold nugget weighs .25 feather and has a base cost of 25 so 6.25 coins per feather. Then your 40 coin sword would be worth 6.4 feathers in gold. Since the ratio of feathers to pounds is still in dispute, we can't know how similar this is to earth, but it just does not "look" right to me. Morrowind did not seem to have any form of raw gold, so that doesn't help. Daggerfall priced gold at 40/kg. A steel longsword would cost 20g (I think). In earth terms this looks like a steel sword costs as much as .5kg gold or 16 ounces or $22,400 ( O.o). In fairness, the price of gold in 96 (when DF was released) was ~$390 (yes our economy has inflated that much since then. Thanks Keynes) so the sword would be $6,240. Looking at these numbers I think its safe to say either Tamriel does not value gold (they have other valuable things like glass and ebony, I guess) or the dev's just picked arbitrary numbers for values.
The problem people seem to have is that gold essentially becomes valueless to the player in the end. Many people seem to think just adjusting the relative value of currency and goods will fix this. No. It's a band-aid approach to a deeper problem. Maybe it will make the game more playable, but it won't make the problem disappear entirely. You will still run out of things to do with your money.
I think there should be a finite amount of gold. say "x" tons mined and "y" tons still in the ground (to be mined). Adding silver would be alright, but its not necessary. Silver weighs more (per value) and would only weigh the character down. Money values that instantly (magically) translate from Cu to Ag to Au to Pt would be irritating to me, a realism fan. (Bank notes like Daggerfall would be ideal. Print your own denominations! :biggrin: .)
The economy should be flexible. Prices should rise and fall according to supply and demand. Ideally there would be things like population growth; wear and tear on tools, clothes, armor, weapons; food consumption; food shortages; mine exhaustion, prospecting, and development. Obviously, this is beyond the scope of intended development of this game, but I think these should be as commonplace in games in the future as good graphics are today.
My major point is that if infinite supply was eliminated, so would be "late game wealth" excesses. If you can't farm glass (which currently respawns forever -- "banditite") for a couple hours and make a house worth, you won't have to decide what to do with it. It does not matter how much money is available, as long as the supply is stable, prices are dynamic, and NPCs understand items values.
Simply, "cut out the inflation."Goods should be created and require shipping, allowing bandits/mercenaries (and the PC) to intervene and steal/protect products. <== a quest line that requires no quest giver. See a merchant under attack? Help the merchants or take advantage of a looting opportunity? This requires no quest reward, as either action has long term effects and instant rewards (if you consider helping innocent people reward in itself)
Goods creation will greatly enhance the smithing skill.
dragons burned the town's fields? Go hunting for meat ==> Profit!
Fire at the clothier? Go hunting for fur ==>Profit!
Market flooded with Weapons? Could mean cheaper mercs. Means less bandits. (don't smith until you can't get paid decently to go adventuring!)
Trade stagnating? Mercs can't find work? more bandits as mercs turn into thugs!
Realistically speaking, what I would like to see (and expected to be implemented as far back as morrowind) is simply dynamic prices. Buy "here," sell "There". Sell too much of "this", prices fall. See Mount & Blade.