Own a shop, crafting/blacksmithing

Post » Fri Apr 08, 2011 12:36 am

We've been told there will be crafting, and I was reading the decorate your house forum then came an idea. If you can make armors and weapons and have weapon holding furniture and a display mannequin that you can put the armor you make and even a weapon on. Then when you have customers they'll come in and buy them, while you can hire an employee to keep the shop for you. But so that it wouldn't be tedious you can put more than one of that type of armor on the mannequin like 59 glass shields even though he'll only display one until they're all sold.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Fri Apr 08, 2011 6:55 am

Well. I'm not sure.
What you're talking about is jobs. They can be great, if implemented well.
So I'm undecided, it would depend on how Bethesda does it.
It has to be fun. Not too repetetive.

Edit: Fable had jobs. I wonder what people here think of them. I personally liked the jobs in Fable at start, but then I eventually got tired of them. As I said... they have to be implemented well, so that they don't get too repetetive.
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Thu Apr 07, 2011 10:06 pm

33,33% in all options :)
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Fri Apr 08, 2011 6:57 am

There is a risk however it'll only be a cool thing to do, then it'll all end up in a huge surplus of cash, which leads to the same problem Oblivion had where you could buy everything easily at level 20. What would you do in the store when you've hired an employee?
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Fri Apr 08, 2011 7:57 am

While it would be cool, it's not really what the game is about. I think the furthest they will take it is to allow you to sell your crafts at the local stores. Would be a nice past time, though, a break from the adventuring =)
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Fri Apr 08, 2011 12:36 am

I would like to sell my self made stuff in my own shop/store.

Givez me your moneyz peoplez! :laugh:
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Fri Apr 08, 2011 9:21 am

Undecided. More precisely: don't [censored] care, I don't buy games to roleplay the 9-to-5 grind. Rates right down there with Kinect support on my priority list.
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Fri Apr 08, 2011 12:22 am

Finally a good idea from a RPG standpoint and achievable.
All in all this coulg give radiant AI at least 1 interesting point.
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Thu Apr 07, 2011 10:07 pm

Well. I'm not sure.
What you're talking about is jobs. They can be great, if implemented well.
So I'm undecided, it would depend on how Bethesda does it.
It has to be fun. Not too repetetive.

Edit: Fable had jobs. I wonder what people here think of them. I personally liked the jobs in Fable at start, but then I eventually got tired of them. As I said... they have to be implemented well, so that they don't get too repetetive.



There is a risk however it'll only be a cool thing to do, then it'll all end up in a huge surplus of cash, which leads to the same problem Oblivion had where you could buy everything easily at level 20. What would you do in the store when you've hired an employee?


I understand both of your concerns, the easiest one to address is the "Fable Jobs" I too liked them at first, but yes they were very repetitive. I doubt they will have a mini-game way of making armor and if they do I'm sure it'd be more tasteful. It won't be a "Job" however you can make the custom weapons and armor in the game anyway that won't be anything extra. 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, and of course unlike Fable II and Fable III you will need to go to your store to collect your profits, but unlike fable 1 there shouldn't be a limit.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Fri Apr 08, 2011 2:05 am

While I doubt I'll be using this it would be a nice feature to have, adding to immersive roleplaying and having things to do beside killing everything that moves is a huge bonus :)
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Fri Apr 08, 2011 3:25 am

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.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Fri Apr 08, 2011 1:35 am

I like this idea. I had a lot of fun playing a item merchant in "Recettear". Can it be fun in TES?
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Fri Apr 08, 2011 4:25 am

I like this idea. I had a lot of fun playing a item merchant in "Recettear". Can it be fun in TES?


WOW that game looks pretty neat in concept, not gonna buy it though. I think that would be a nice add to TESV.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Thu Apr 07, 2011 6:43 pm

WOW that game looks pretty neat in concept, not gonna buy it though. I think that would be a nice add to TESV.


If you haven't, you can play the demo.
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Thu Apr 07, 2011 8:58 pm

I think its a pretty cool idea. I think it would work better however if you could decide what your shop sells by putting food or armour or whatever it is in a chest/crate in the back of your shop which is then managed by the kid you hire to work it. So say you are out questing and you find a nice suit of armour but instead of taking it to another shop you take it back to your shop, put it in a chest along with a sword that you crafted from some ore you made and then leave to let the place be run by your employee. You come back and the mannequin is wearing the armour you found and a nice sum of money from the sword which has already sold. I think the benefit of this would be that you make about as much money as if you were to buy the item instead of how much you sell it for which can be a decent profit. Of course from that profit your employee would geta cut of the money and maybe you should dictate how much you are going to pay him as a percentage of whatever is sold.

I think it could work, would be immersive, and not to much of a exploit to gain gold.

*EDIT after reading next post.

To add more of a risk/reward it could be set up that in order to own a shop you have to maintain a license from some authority which would cost so much money/month. Therefore if you don't keep items in the store to be sold you could theoretically go bankrupt and whatnot and loose you license.

Maybe you could also have your employee make small items to sell while you are away.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Thu Apr 07, 2011 5:58 pm

I can see being a traveling merchant, but I have a hard time imagining running your own shop. Either you have to be there to run it yourself or you hire someone to do all the work for you. The first doesn't sound like much fun and the latter sort of defeats the point. Additionally, I doubt it could be implemented well enough to be anything more than just a money generator. There would need to be risk or challenges. You'd have to keep the store stocked. You'd have to bring in customers so your business won't fail. You'd have wheel and deal with suppliers to keep things coming in. And other such things. Next thing you know, you're playing a business sim, not an RPG. So I just don't see it being implemented in a way that would make it interesting or meaningful.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Thu Apr 07, 2011 5:32 pm

It would be cool if you could make the town or village you settle in more prosperous because of the talents you have brought to the local community. To actually see the place improve over time. I know this is probably a pipe dream.
User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Thu Apr 07, 2011 7:10 pm

A way to make sure you don't make to much money? I hate to say it, but taxes. With Civil war, the would be governments are going to need a lot of gold, so I would assume they should be taxing the life out of people.

I'd like it. It shouldn't run away on you though. Dragonborn Swords has a ring to it, but potential customers shouldn't just come in because you have a sword shop. People who one would assume could by a sword should come and buy. The begger should't be buying that dedera dagger, while that noble shouldn't be amazed at the quallity your rusty iron daggers posses. Set prices should be realistic, you shouldn't be able to undercut every other shop out there with ease. They should try to undercut you however. If you drive another store out of business, they should try and get back at you. Vandalism, theft, and if that doesn't deture you and theyre willing to get shadey, assassins could come after you.

If your good enough at making stuff, the millitary could aproch your shop, with a realisticly huge order. The army doesn't need 5 steel swords and 5 steal shields. They'd need a good hundred, and you've be hard pressed to try and make that contract if you accept.

Big enough that it actually feels like you own and run the store, but not so big that you forget that you're the dragonborn. Big enough it feels real, but not so big it ties you down.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Fri Apr 08, 2011 6:39 am

Undecided. More precisely: don't [censored] care, I don't buy games to roleplay the 9-to-5 grind. Rates right down there with Kinect support on my priority list.


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?
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Thu Apr 07, 2011 6:09 pm

Well thing is, craftsmen are there to, well...craft. Even you look at most legends and stories, the master blacksmith who makes the Epic Sword of Win isn't the one who swings it. Castes have always been there, you have the ones who make armour, weapons, necklaces and what not for the valiant heroes and you have the heroes themselves. By everything that's been said so far, we're the hero - it's not our job to be crafting. Sure, RP and all that you'll say, freedom. I understand, I'm a RP'er myself...but the focus of the game is not on this. Let's no delude ourselves. I hope to see serious crafting down the road, perhaps a mod will address it one day, until then we'll have to make do with what we're given. And, realistically speaking, what we're given in this regard won't be much.
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Thu Apr 07, 2011 10:48 pm

I can see being a traveling merchant, but I have a hard time imagining running your own shop. Either you have to be there to run it yourself or you hire someone to do all the work for you. The first doesn't sound like much fun and the latter sort of defeats the point. Additionally, I doubt it could be implemented well enough to be anything more than just a money generator. There would need to be risk or challenges. You'd have to keep the store stocked. You'd have to bring in customers so your business won't fail. You'd have wheel and deal with suppliers to keep things coming in. And other such things. Next thing you know, you're playing a business sim, not an RPG. So I just don't see it being implemented in a way that would make it interesting or meaningful.


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.
User avatar
Misty lt
 
Posts: 3400
Joined: Mon Dec 25, 2006 10:06 am

Post » Fri Apr 08, 2011 3:26 am

I think this idea might be able to work if you run it inside of a quest rather then a free form system. Maybe you can have a merchant guild that you run the store for them. They take most of your profit, but the money you make goes to you raising your rank in the guild. Think of the thieves guild independent sealing quests. Then as you gain rank, you can get sent on quests to open up other shops in other cites or put other stores out of business.

A system like this would fix the money problem. The guild takes most of the money your store makes, but gives you magic items and new powers for gaining rank.
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Thu Apr 07, 2011 11:10 pm

Well thing is, craftsmen are there to, well...craft. Even you look at most legends and stories, the master blacksmith who makes the Epic Sword of Win isn't the one who swings it. Castes have always been there, you have the ones who make armour, weapons, necklaces and what not for the valiant heroes and you have the heroes themselves. By everything that's been said so far, we're the hero - it's not our job to be crafting. Sure, RP and all that you'll say, freedom. I understand, I'm a RP'er myself...but the focus of the game is not on this. Let's no delude ourselves. I hope to see serious crafting down the road, perhaps a mod will address it one day, until then we'll have to make do with what we're given. And, realistically speaking, what we're given in this regard won't be much.


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.
User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Fri Apr 08, 2011 2:09 am

A way to make sure you don't make to much money? I hate to say it, but taxes. With Civil war, the would be governments are going to need a lot of gold, so I would assume they should be taxing the life out of people.

I'd like it. It shouldn't run away on you though. Dragonborn Swords has a ring to it, but potential customers shouldn't just come in because you have a sword shop. People who one would assume could by a sword should come and buy. The begger should't be buying that dedera dagger, while that noble shouldn't be amazed at the quallity your rusty iron daggers posses. Set prices should be realistic, you shouldn't be able to undercut every other shop out there with ease. They should try to undercut you however. If you drive another store out of business, they should try and get back at you. Vandalism, theft, and if that doesn't deture you and theyre willing to get shadey, assassins could come after you.

If your good enough at making stuff, the millitary could aproch your shop, with a realisticly huge order. The army doesn't need 5 steel swords and 5 steal shields. They'd need a good hundred, and you've be hard pressed to try and make that contract if you accept.

Big enough that it actually feels like you own and run the store, but not so big that you forget that you're the dragonborn. Big enough it feels real, but not so big it ties you down.


I agree, we NEED taxes, that would be great especially if there was an apparent effect because of you paying taxes as well as an effect for helping the community of prospering.
User avatar
Crystal Birch
 
Posts: 3416
Joined: Sat Mar 03, 2007 3:34 pm

Post » Fri Apr 08, 2011 3:33 am

I don't have anything really against the idea of being "a shopowner", but I just don't see it as a worthwhile feature. There will likely be enough arbitrary busywork even without it, and the player is sure to drown in money and loot by default anyway. Implementing a shopsim feature would just eat time and resoirces from other, more impactful, aspects of the game. :shrug:

But if they decide to do it, they do it - I most likely wouldn't be utilising it anyway, so I wouldn't be there to criticise or praise the implentation.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Next

Return to V - Skyrim