» Tue Jul 13, 2010 3:32 am
The problem with EVERY fantasy economy is the Hero becoming an unlimitted supply of everything.
I've always hated the barter/mercantile skill because they don't work in this type of game. Barter skills work in Sandbox games like EVE Online(And its predecessors) and Mount&Blade because of the robust Commodity system, where you're selling goods you have to purchase from elsewhere at lower prices, and supply and demand are taken into account. However, the problem is The Elder Scrolls are trying to apply that when it's using the
The only non-commodity economy game that got a barter skill anywhere near correct were the first two fallout games. Barter became a viable skill because of the difficulty in acquiring cash, and rarity of EVERYTHING needed for survival, as well as the ability to actually barter without the need of an actual currency. They also strengthened the trade system in that game by making the sell value of the player's items static, so any item could be used as a Currency. However, unlike Fallout, the Elder Scrolls have a Production economy, not Scavenger economy, which should make any given merchant's items sell at a static value (or governed strictly by supply and demand, not the merchant's Barter/Mercantile skill), while the items You try to pawn have the flexible value.
The merchants in any town can be assumed to have a solid enough customer base that they don't need to offer specific discounts to you, while you're the travelling Salesman trying to unload the assorted unique trinkets you come across like they're really valuable.
I don't like limited store currency, where you can leave the register empty after selling all your stuff. Instead, the developers should choose between whether they want to go with the unrealistic "Vendor Trash" system, where merchants transmute your stuff to cash. Or they should go after a more "Realistic" but very, very frustrating system where the merchants actually pay attention to what they're buying.
Whether to go for "Realistic Pawn Shop" or "Vendor Trash" system depends on the anticipated buying/selling habits of the PC. "Pawn Shop" Does NOT work in any game where merchant inventories are completely irrelevent to the player after the first few levels (When's the last time you made any significant purchases in Oblivion or Morrowind at higher levels?). What needs to happen, for the sake of enjoyability (if not realism), is have merchant inventories be level-scaled (including Dungeon-loot table materials), so the player is more than just a supplier of Worthless Expensive Junk.
In fact, level-scaling town loot with dungeon loot is somethign that isn't done enough, and is actually unrealistic if you want a workable believable economy: As you sell valuable stuff to merchants, because they buy it, it means there's a market for what you're selling. By selling unwanted magical arms, armor, and artifacts, you end up outfitting other adventurers (Even if you never see them nor evidence of them, they can be assumed to exist in the compressed 90% of the world), who go out exploring the 90% of the world between the 10% you can play around in. (Watch out people! I take BIG STEPS!), and bring back and sell different loot to the merchants, so there's always the chance of the merchant having something you want or need. ("Heya Mr. Dhovakin, A mage just brought in this magic suit of Ebony Armor you might be interested in). It also allows the shop to sell stuff that's above your level (That Rusty Iron Longsword you sold last month was bought by some farmboy... he came back in full Steel armor yesterday and carrying a Dwarven Longsword... Interested in seeing the Falmer artifact-weapons and Chainmail armor he sold? Or how about this nice new selection of scrolls?)
It would even justify the level-scaling of townspeople's loot as well: The rich and priviledged would want fancy shiny loot, weapons, and armor for prestige, and when you destroy the demand for those 100 Iron Swords you sold last week by bringing in thirty or so Dwarven weapons, the old stuff goes on clearance, and purchased by the lower classes for self-defense against thugs and gangsters who bought that nice selection of Battle Axes you sold last month, and the middle classes would buy those shiny steel swords you supplied so they'd have shiny weapons that say "We're still richer than the poor guys with Iron weapons!"
And I don't know of any Elder Scrolls game where you can still shop from someone you stole from: If you paid the fine, you didn't really steal from them because they still got paid for their stuff. If you went to jail, they aren't trading with you because you can't buy stuff from a prison cell. They're too busy running around like morons to trade from you if you resist arrest. And if you're not caught? They're trading with you because they don't know you stole from them. And really, where's the logic in refusing to take the money someone's offering for what you have they want when they've already proven they could get it without paying?
And I also disagree with the Mercantile experience being monetary benchmarks instead of based on quantity of sales: Who's the better merchant, the guy who someone to buy a 2-GP apple for 5 GP, or the shmuck who sold a Priceless Suit of Heirloom Armor worth hundreds of millions of gold for 25 GP and a feather? According to the "Mercantile should be based on Gold Value" crowd, the guy who sells the armor for 25 GP's the more skilled merchant. Personally, I think XP should be based on either individual sales (As in Oblivion). The guy who convinces a merchant to buy each individual arrow he has to sell does learn the art of trade faster than the guy who just sells everything he has at bulk for a reasonable price. Just think of it this way: What is your character actually saying to get a merchant to buy an item? The solution to Oblivions "Sell one arrow at a time" is to have the merchant's disposition drop with every sale of a non-unique item because you're wasting their time. In addition to making each sale less profitable, once the merchant's disposition drops low enough, they will cancel all transactions and kick you out of the store for the day (once the day's elapsed, the disposition could reset to "1" above the kick-out threshhold). To make up for the occassional forced disposition drop (Making identical transactions in a day may become impossible), each daily unique sale could raise disposition by 1 (Instead of basing it on an arbitrary cash limit).