So we have traveling merchants

Post » Wed Apr 20, 2011 12:18 am

I'd be protecting the merchant! I wouldn't feel right about robbing him... I gave him/her my WORD! I just... :cold: I CAN'T BETRAY YOU TRAVELING MERCHANT! :cry: I WILL SUCCEED IN FULFILLING MY CONTRACT AND PROTECTING YOUR LIFE AND PRODUCTS! :whoops:
.... :eek:
Why? I really don't know. :lol:

I always have a hard time playing a bad guy... :shrug:




are you a dynasty warriors fan by any chance? :hubbahubba:

I was, until 5... 5 irked me lol. 3 was good. 4 was purty good, 5... was a comic book? and everything after 5 is complete rubbish. Disgusting. No offense if you like that. lol
It was fun. lol
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Javaun Thompson
 
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Post » Tue Apr 19, 2011 11:02 pm

It depends. Is he the only one that sells lockpicks or some spell that I need? Does he train? Is he crooked or does he give a good bargain? I'll just have to see what my character thinks of him and if she/he needs this traveling merchant.
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teeny
 
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Post » Wed Apr 20, 2011 8:43 am

I'll have to wait to see just how it's done, but I like the idea itself. It'd be a great way to use Radiant Story to generate some of the "Fill" quests, a Player who tends to gravitate towards mercenary work certainly could, and would look forward to providing escort to traveling merchants, it could potentially go so far as to increase the economic prosperity of a city, and allow them to offer more goods for barter, that's getting (Way) ahead of myself though.

the way they explain "radiant story" makes it seem like these things are possible. I would also like it if you merc'd for someone, and you do a good job, that person would remember that you were a good mercenary, and maybe tell his/her friends.

Then you could be in a tavern and some person you haven't seen before could come by and say "I hear you're a competent escort, how'd you like to earn some extra gold" or if you're known for preforming hits "I hear you know how to take care of certain things blah blah blah"
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Adam Porter
 
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Post » Wed Apr 20, 2011 12:12 pm

I will be a caped crusader with one goal in my vigilante mission. Rid the world of those dreaded merchants!
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kristy dunn
 
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Post » Wed Apr 20, 2011 12:24 am

Todd DID NOT say that. That was the usual and unwelcome embellishment of game journalists. Read the article well. Thats NOT a Todd Howard quote.
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Anthony Diaz
 
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Post » Wed Apr 20, 2011 6:20 am

Todd DID NOT say that. That was the usual and unwelcome embellishment of game journalists. Read the article well. Thats NOT a Todd Howard quote.

hm, the article just doesnt have an end-quote. there is a start-quote at "Dealing", but it never closes.

I think this is just a misprint, i really think this is a Todd quote.
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Ezekiel Macallister
 
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Post » Wed Apr 20, 2011 4:27 am

Todd DID NOT say that. That was the usual and unwelcome embellishment of game journalists. Read the article well. Thats NOT a Todd Howard quote.



I can't remember if Todd said the words, but even if he didn't, it also doesn't even say "Traveling" merchant, these are just extrapolations off the "Merchant" and our embedded image of the recent "Traveling Merchants" in New Vegas. Still, it's a cool concept to consider, even on such a drawn-out level.

Personally, I'd be surprised if there wasn't some kind of traveling-merchants in game. It made New Vegas's world feel a lot more alive. Optimally, I'd love to see caravans that not only include merchants, but also random travelers, banding together for 'safety in numbers" kind of thing.
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Margarita Diaz
 
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Post » Wed Apr 20, 2011 10:51 am

I can't remember if Todd said the words, but even if he didn't, it also doesn't even say "Traveling" merchant, these are just extrapolations off the "Merchant" and our embedded image of the recent "Traveling Merchants" in New Vegas.

well it IMPLIES that there are traveling merchants. "Drop an axe in a forest" and a "Merchant chum might retrieve it for you". why else would a merchant be in the forest?

and something that even MORE so proves there's traveling merchants is
he won't be able to enlist you as a caravan escort - but his unsuspecting widow might.
a merchant enlisting you to escort a caravan means transporting items.
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Carlos Vazquez
 
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Post » Wed Apr 20, 2011 12:02 am

what about 20 mudcrabs? that'd just be brutal to let him be torn apart

If 20 mudcrabs are attacking at once, then clearly this is the work of Sheogorath. The thing to do then would be to bribe the mudcrabs with lettuce, yarn, and a lesser soul gem. Or else use Wabberjack on all 20 mudcrabs and see what happens :flamethrower: . Which come to thing of it, makes me ponder: will Wabberjack have a Dragon as one of the random end results?
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Tessa Mullins
 
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Post » Wed Apr 20, 2011 4:44 am

I would protect them. Every time I try to play as a bad guy I end up feeling bad and playing as a good guy again. I'm not opposed to looting their dead corpse if I stumble upon it on my travels though. I'd like escort missions, it would give me an excuse to explore without using FT.
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Yvonne Gruening
 
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Post » Tue Apr 19, 2011 11:32 pm

I will be a caped crusader with one goal in my vigilante mission. Rid the world of those dreaded merchants!
And to find a cape.
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Prue
 
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Post » Wed Apr 20, 2011 12:32 am

And to find a cape.

Oh, I will find a cape.
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Luis Longoria
 
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Post » Wed Apr 20, 2011 3:34 pm

Oh, I will find a cape.


Perhaps killing two birds with one stone, taking a cape form a merchant!
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Georgia Fullalove
 
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Post » Wed Apr 20, 2011 10:47 am

I'd love to see this happen in-game, would give people a reason to walk to destinations instead of fast-travelling. Protecting merchants, or hoping to find one to rob, will prove to let players explore and make some coin on the side.

If 20 mudcrabs are attacking at once, then clearly this is the work of Sheogorath. The thing to do then would be to bribe the mudcrabs with lettuce, yarn, and a lesser soul gem. Or else use Wabberjack on all 20 mudcrabs and see what happens :flamethrower: . Which come to thing of it, makes me ponder: will Wabberjack have a Dragon as one of the random end results?


*walks into town*
*sees dog*
* :shifty: *
*casts Wabbajack on dog*
*flies out of town from the dragon-fire explosion action-hero style, going far enough to turn around and watch the dragon onslaught.*
*Optional: Equip http://images.whatport80.com/images/thumb/c/cf/Trollface.jpg/400px-Trollface.jpg/Masque of Clavicus Vile*
:flamethrower:
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Amie Mccubbing
 
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Post » Wed Apr 20, 2011 10:38 am

Depends on the rewards and how fast the caravan moves.
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Keeley Stevens
 
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Post » Wed Apr 20, 2011 2:40 pm

Best of both worlds. I will demand protection money.
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NeverStopThe
 
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Post » Wed Apr 20, 2011 1:57 pm

Protecting them. I thought about robbing them for a second, but then I figured they may be pretty important to have if I ran into them on the road and needed something from them.


I thought the same thing. I remember back in Fallout 3; with the traveling merchants. I would kill every one (a little different than robbing, but could end in the same situation) of them I would see so that I could take their stuff, and soon I wouldn't have any traveling merchants. And if I remember correctly, they never did re-spawn. :confused:
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Markie Mark
 
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Post » Wed Apr 20, 2011 7:53 am

Eh, I'll just pick their pocket.


Exactly, you don't necessarily need to kill a merchant to rob a merchant...just take his stuff when the caravan camps for the night and then act all innocent-like when you sell it back to him. Though, it shouldn't be that easy. There should still be one or more NPCs on guard and stoking the fire so that you have to have sneak around and pick the locks on chests to get the loot. Depending on the merchant's disposition towards you, maybe you'll get different outcomes if you try and sell his items back to him. It would be cool if the AI was dynamic and intelligent enough to allow whoever was on guard to trap you, e.g. he catches you pilfering the night before but if you don't start to make off with your loot (leave the campsite), he doesn't raise an alarm but instead waits till the next morning and calls you out in front of the merchant. Then, you would have to decide whether to give back the stolen goods and be fired from your merc duties or whether to attack and kill the entire caravan, or just hightail it out of there with the loot. This in turn should affect future interactions with this merchant and his family members and any shops they own in towns.
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Adriana Lenzo
 
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Post » Wed Apr 20, 2011 4:25 am

For sake of roleplay there is must be possibility to guard an caravan as freelancer mercenary or Fighter Guild member, but also Thieves guild can give possibility of raid thous merchants caravans, seems thats great teamplate for Radiant Story system.
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butterfly
 
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