Own a shop, crafting/blacksmithing

Post » Fri Apr 08, 2011 2:50 am

To address this, you don't have to keep the store stocked. You could own it and do nothing with it at all. Plus don't think it'd be cheap to buy might be 300,000 gold. It will have to be an investment. Owning a shop is something RPers like to do. If you play D&D you know that most people like having a talent, like woodcutting, dancing, being a bard, and just about any skill you want to have that isn't really important. Same thing with owning a shop and hiring an employee. It would effect what the employee and other people think of you, it would also effect, if you hire a beggar, the social status of the person which would be nice.


That actually doesn't address my concerns. Doing it that way falls right into my concern that it's nothing more than a shallow money maker, which doesn't sound interesting to me. If you just buy it and hire someone to do the work, then there's no depth and no real meaning behind owning and maintaining a shop. It's just a new line of revenue to go along with looting corpses.
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Jani Eayon
 
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Post » Fri Apr 08, 2011 7:49 am

That actually doesn't address my concerns. Doing it that way falls right into my concern that it's nothing more than a shallow money maker, which doesn't sound interesting to me. If you just buy it and hire someone to do the work, then there's no depth and no real meaning behind owning and maintaining a shop. It's just a new line of revenue to go along with looting corpses.

That's with the assumption that you make money doing nothing. Which isn't the case as I stated in a previous post
" As for making too much money, I also HATE that, it ruins many challenges. I would most definitely like it to be usually much simpler to buy your own equipment, so that making weaponry is a challenge and/or costly. For instance owning your own mine and lumber yard, buying the materials you need, finding materials. Of course the rarer the materials the better the armors. It should by no means cheap or easy to own this shop and with other peoples shops around you should have competition, for instance if you have equipment more expensive than another store then people won't shop at yours and you won't make money "

None of the things you own would be automatic. Also none of them will pull in a huge amount of money. eventually after enough effort you will start making money, but not at all in an automatic way, you have to make or find the armors, if you make the armors you need to search for the materials or harvest them.

If you own a food stall you need to grow or hunt the food you sell and it won't make much money as food is generally cheap.
Also there would very likely be taxes. Which I would also like.
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Laura Richards
 
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Post » Fri Apr 08, 2011 1:18 am

Its one of the things I liked about Assassins Creed 2 was owning your uncles Fort/Town and the more you improved, the more income you received. If you could own a shop and stock it up with supplies you find on your travels or items you manufacturer or even you could automanage the items being restocked. You could improve its image to raise its popularity by hiring better people to manage the shop, the decor or the value of the items you sell.

You could build quests around it as well, such as a person is murdered in your shop or items have been stolen so you chase down the culprits etc.
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Logan Greenwood
 
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Post » Fri Apr 08, 2011 7:46 am

Well thing is, you have no clue you're a hero. You're meant to be a regular Joe that just got out of prison. You "happen" to have dragon blood but I doubt you even know it. So you're out of prison and what do you do, go slay a dragon, no you want to find out how to make a living.


You assume you just stroll out of prison. What if Esbern helps you out? Or he finds you shortly after you get out? So yeah, you've just been told by one of the last remaining members of an ancient order that you're the last remaining Dragonborn and what do you do, go craft a pitchfork?

The argument is just academic though, even if we argue and throw strawman arguments at each other, the game is too far down development to influence it.
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SUck MYdIck
 
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Post » Thu Apr 07, 2011 5:23 pm

That actually doesn't address my concerns. Doing it that way falls right into my concern that it's nothing more than a shallow money maker, which doesn't sound interesting to me. If you just buy it and hire someone to do the work, then there's no depth and no real meaning behind owning and maintaining a shop. It's just a new line of revenue to go along with looting corpses.


I agree. If they are going to do running a item shop, it should be fun and have it's own game play. It can run in two stages.

One setting up the shop. This stage you are picking what you want to stock and how you want the shop to look. How your shop looks dictates how many and what kind of people stop by. If you put a lot of orbs, potions, or other mystic do das, A lot of mages will stop by to buy mage stuff. Basically how you set up your shop changes who shops at it and what they want to buy.

The next stage is when the shop is running. You stand behind the counter and people come up to you with the item they want to buy. When they do that, your given a little price slider. You can slide it up or down with the face of the customer telling what they will say to a price like that. The idea is to get the price as high as you can and still sell it.
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Ruben Bernal
 
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Post » Thu Apr 07, 2011 11:16 pm

Personally, I'd love to see it, but primarily because I hope it would have a very solid crafting system behind it. I'd love to be able to start with nothing then find rocks, fashion a knife and axe, then kill some deer and make clothes etc. That would be absolutely epic.
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Breautiful
 
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Post » Fri Apr 08, 2011 8:15 am

Personally, I'd love to see it, but primarily because I hope it would have a very solid crafting system behind it. I'd love to be able to start with nothing then find rocks, fashion a knife and axe, then kill some deer and make clothes etc. That would be absolutely epic.


epic but not likely
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James Rhead
 
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Post » Thu Apr 07, 2011 6:49 pm

One of the first things I thought when they announced crafting skills. I'd love it if this were a part of the main game (or even a DLC), but we'll probably see a mod for this sometime.
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Alkira rose Nankivell
 
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Post » Fri Apr 08, 2011 8:25 am

That's with the assumption that you make money doing nothing. Which isn't the case as I stated in a previous post
" As for making too much money, I also HATE that, it ruins many challenges. I would most definitely like it to be usually much simpler to buy your own equipment, so that making weaponry is a challenge and/or costly. For instance owning your own mine and lumber yard, buying the materials you need, finding materials. Of course the rarer the materials the better the armors. It should by no means cheap or easy to own this shop and with other peoples shops around you should have competition, for instance if you have equipment more expensive than another store then people won't shop at yours and you won't make money "

None of the things you own would be automatic. Also none of them will pull in a huge amount of money. eventually after enough effort you will start making money, but not at all in an automatic way, you have to make or find the armors, if you make the armors you need to search for the materials or harvest them.

If you own a food stall you need to grow or hunt the food you sell and it won't make much money as food is generally cheap.
Also there would very likely be taxes. Which I would also like.


I'm confused. You say you have to make armors for the store, but that you don't or shouldn't have to keep it stocked. So what? After you make the armors, you sit back and watch the money come in? Or do you have to then go and make more armor (which is a lot like keeping it stocked)? You set the price to something you think is reasonable than sit back and watch?

If you're growing or hunting food, then that's basically a full time deal. Same with making armor or weapons. If you're not doing it full time to keep things going, then you are basically just sitting back and bringing in the money. Trying to simulate the competition also wouldn't be so easy to do in a meaningful way. How do you draw in customers? What customers are you aiming for? Does your shop location play a role? Does the quality of the items play a role? How often do people even need the things you sell? You'd have to develop some sort of economic system the likes of which I don't think I've ever seen outside of a multi-player game. Otherwise you've got a simplified version that while it may be interesting at first might quickly become boring and tedious.
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ONLY ME!!!!
 
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Post » Fri Apr 08, 2011 6:53 am

I'm confused. You say you have to make armors for the store, but that you don't or shouldn't have to keep it stocked. So what? After you make the armors, you sit back and watch the money come in? Or do you have to then go and make more armor (which is a lot like keeping it stocked)? You set the price to something you think is reasonable than sit back and watch?

If you're growing or hunting food, then that's basically a full time deal. Same with making armor or weapons. If you're not doing it full time to keep things going, then you are basically just sitting back and bringing in the money. Trying to simulate the competition also wouldn't be so easy to do in a meaningful way. How do you draw in customers? What customers are you aiming for? Does your shop location play a role? Does the quality of the items play a role? How often do people even need the things you sell? You'd have to develop some sort of economic system the likes of which I don't think I've ever seen outside of a multi-player game. Otherwise you've got a simplified version that while it may be interesting at first might quickly become boring and tedious.


Lots of people have made many post to address these things. What I mean by "you don't need to keep it stocked" is it's not something you have to do. If you don't have stock then you don't make money, if you don't make money you can't hire employees, or they quit. Please read the entire thread and see what you think.
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Eric Hayes
 
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Post » Fri Apr 08, 2011 6:22 am

I have deleted a number of off topic and quite rude posts. The moderators are very busy with the forums and will be less tolerant of this kind of thing, I certainly won't be forgiving if it happens again.
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Robyn Lena
 
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Post » Thu Apr 07, 2011 9:59 pm

I see, I was wondering why the forum was under review, must have been the "false assumption" series :P personally I found them hilarious. Oh well, let the discussion continue :D
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Kelly Upshall
 
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Post » Thu Apr 07, 2011 9:55 pm

I dunno about a actual shop, but the ability to buy a small shack somewhere with everything you need for forging and whatnot right in there.

Or even the option to buy a forge for your house, maybe put it in your basemant or something.
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DAVId MArtInez
 
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Post » Thu Apr 07, 2011 9:18 pm

idk, i like the idea because in oblivion i used to make hundreds of potions and poisons and it would be cool to have a poison shop.
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Siidney
 
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Post » Thu Apr 07, 2011 7:37 pm

That's a pretty narrow view of games. But it's your choice. But just because you don't like to roleplay doesn't mean that you should write off an optional system that people that do want it. Also, why do you play RPGs if you don't like roleplaying in some sense?


How do you extrapolate "Doesn't like to roleplay at all" from my not liking to roleplay the TES equivalent of a burger-flipper?

And please show me where I said it shouldn't be added- I don't care if it's added or not myself.

More precisely: don't [censored] care,


See?
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Manuel rivera
 
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Post » Fri Apr 08, 2011 12:39 am

How do you extrapolate "Doesn't like to roleplay at all" from my not liking to roleplay the TES equivalent of a burger-flipper?

And please show me where I said it shouldn't be added- I don't care if it's added or not myself.



See?


Alois, that's the kind of thing that got this thread stopped in the first place, and the post were deleted, please don't start it again.
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Anna Beattie
 
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Post » Thu Apr 07, 2011 7:15 pm

THis is what i think. I think that the charicter should has his own little shop in the shopping area. He has to pay a weekly rent payment (depending on how big the place is or how nice it is) and then if he makes alot more money he can A. Upgrade to a bigger store. B. partnership with another store. C. Create a walmart i mean monopoly ;) (i work at walmart so i have all right to bash it lol.) or just keep to your little store and try and compete with the big companies that have been there longer then you.
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Jessica Colville
 
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Post » Fri Apr 08, 2011 3:52 am

Best way to implement this, just make it so you can buy a store and higher someone to run your store. Then you can go and look at your profits and your inventory. Also make it some random stuff happens, like if the store gets robbed then have the employee dead and then add smashed crates and chests to the store. Adds to the immersion.
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Monika
 
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Post » Fri Apr 08, 2011 9:20 am

Best way to implement this, just make it so you can buy a store and higher someone to run your store. Then you can go and look at your profits and your inventory. Also make it some random stuff happens, like if the store gets robbed then have the employee dead and then add smashed crates and chests to the store. Adds to the immersion.


I do like this idea, but because of this you should be able to hire/purchase different things for security, like hire the mercenary guild to protect your store for a contracted amount of days. Each thing you to, hire an employee, purchase security measures, ect... should all eat into your profits. Make sure you keep enough funds in your store or your employees might loot the place for payment.
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Madison Poo
 
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Post » Fri Apr 08, 2011 2:48 am

Anymore thoughts on this? :shakehead:
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Cccurly
 
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Post » Fri Apr 08, 2011 12:23 am

Anymore thoughts on this? :shakehead:


I think we covered everything. Only thing left is to wait for the game or plan the mod.
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sarah simon-rogaume
 
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Post » Thu Apr 07, 2011 5:15 pm

A few ways they could spice things up with having shops, making them less repetetive, is:

1) Take us of this new radiant AI... and let there be a possibility that some thieves will steal your stuff :)

2) Let your really compete with other shop-keepers. Lure customers to your shop. Be dramatic in the way you sell? Lure your customers... lol :P

3) Allow you to become really good at what you do. Earn yourself a reputation. Blacksmithing shouldn't be something anyone could do, and to master it should require a lot of talent.

4) As you said, hire some people. That should make things a bit more fun and interesting.



I really like these ideas. One more thing. To answer concerns of making too much money, perhaps there could be a system in place where you pay a certain monthly/weekly fee to keep your shop in operation.
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Lucie H
 
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Post » Thu Apr 07, 2011 9:33 pm

I think we covered everything. Only thing left is to wait for the game or plan the mod.


I concur.
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Carlos Rojas
 
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Post » Fri Apr 08, 2011 4:25 am

Owning a shop would be cool! I imagine though that that might put the game in a direction that maybe not everyone would want it to go in. But it may be a mod, someone may make it!
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Rachyroo
 
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Post » Thu Apr 07, 2011 8:40 pm

Just sell your stuff to the traders or something because I don't think it would be very fun to stand around waiting for customers everyday. :P
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Sylvia Luciani
 
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