Skyrims Merchant System

Post » Tue Jun 08, 2010 9:21 am

The merchant system in oblivion made it way to easy to rich in the game by letting merchants having unlimited money, and once you were rich there was nothing to spent it on. im hoping its something like fallout 3's merchants system were theyhave a limited amount of money at one time then you have to wait for them to restock........ideas? opinions?
User avatar
jadie kell
 
Posts: 3497
Joined: Sat Jul 29, 2006 3:54 pm

Post » Tue Jun 08, 2010 1:54 am

The merchant system in oblivion made it way to easy to rich in the game by letting merchants having unlimited money, and once you were rich there was nothing to spent it on. im hoping its something like fallout 3's merchants system were theyhave a limited amount of money at one time then you have to wait for them to restock........ideas? opinions?


I like to make as much gold as I possibly can as fast as I can, but in Oblivion when a shopkeeper had a 1000 gold he/she could only buy items at 1000 gold but never run out of money. I believe they should run out and restock at a specific time. Also when I do get rich I would like to have something worth while to spend my gold on.
User avatar
lucy chadwick
 
Posts: 3412
Joined: Mon Jul 10, 2006 2:43 am

Post » Mon Jun 07, 2010 11:38 pm

The merchant system in oblivion made it way to easy to rich in the game by letting merchants having unlimited money, and once you were rich there was nothing to spent it on. im hoping its something like fallout 3's merchants system were theyhave a limited amount of money at one time then you have to wait for them to restock........ideas? opinions?

There are draw backs with each system. In Morrowind, people inflated a shop owner's coinage by buying all of his cheap items (that they had sold to him in the days before, for this very purpose of buying them back), thus jacking up his gold count to extreme amounts, then they sold him their expensive item. They then slept and sold all the cheap items back for full value (you could do this with creeper pretty easy, as he bought items at full value). It was a very inventive form of inflation.

The problem with Oblivion was that its merchants had unlimited money, but a maximum buying cap. This was really silly, and I'd have to say I would prefer a system's like Morrowind, if we were to not get a really improved merchant system.

What I think SHOULD be done, however, is that a merchant ebbs and flows with his or her item stock and total value. If that merchant just sold a lot of his or her merchandise, their prices would start to raise as they lost stocks, and their total capital would increase. Of course, the only way to accomplish this would be to have a market that ran even without the player. I believe we've actually heard about a system similar to this, as they mentioned that a town had its own self contained market that reacted to trends in how NPCs and the player bought items. Basically, if you pump a whole lot of items into a merchant, that item will be next to worthless, even if it was a ton of steel swords, simply because of the huge amount of them. Its supply and demand on a very basic level.
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Tue Jun 08, 2010 10:21 am

There are draw backs with each system. In Morrowind, people inflated a shop owner's coinage by buying all of his cheap items (that they had sold to him in the days before, for this very purpose of buying them back), thus jacking up his gold count to extreme amounts, then they sold him their expensive item. They then slept and sold all the cheap items back for full value (you could do this with creeper pretty easy, as he bought items at full value). It was a very inventive form of inflation.

The problem with Oblivion was that its merchants had unlimited money, but a maximum buying cap. This was really silly, and I'd have to say I would prefer a system's like Morrowind, if we were to not get a really improved merchant system.

What I think SHOULD be done, however, is that a merchant ebbs and flows with his or her item stock and total value. If that merchant just sold a lot of his or her merchandise, their prices would start to raise as they lost stocks, and their total capital would increase. Of course, the only way to accomplish this would be to have a market that ran even without the player. I believe we've actually heard about a system similar to this, as they mentioned that a town had its own self contained market that reacted to trends in how NPCs and the player bought items. Basically, if you pump a whole lot of items into a merchant, that item will be next to worthless, even if it was a ton of steel swords, simply because of the huge amount of them. Its supply and demand on a very basic level.

If they stick to a simple solution and not an actual economy, I'd rather have Morrowinds system. I can control myself to not to get rich quick.
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Tue Jun 08, 2010 12:11 am

I read that the cities would have a economy of their own and doing jobs would help that. Totally got that from fable2 :thumbsup:
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Tue Jun 08, 2010 10:19 am

I like to make as much gold as I possibly can as fast as I can, but in Oblivion when a shopkeeper had a 1000 gold he/she could only buy items at 1000 gold but never run out of money. I believe they should run out and restock at a specific time. Also when I do get rich I would like to have something worth while to spend my gold on.


I liked this because I didn't have to waste my time waiting around 3 days or whatever to sell my stuff. It's not realistic much like NPC's not buying ANYTHING, but I don't have time to fritter away waiting for the shops to restock.

I would be stuck in the waiting menu instead of fighting a dragon somewhere. :o In Fallout 3 I would just waste so much time getting rid of my stuff.
User avatar
Christina Trayler
 
Posts: 3434
Joined: Tue Nov 07, 2006 3:27 am

Post » Tue Jun 08, 2010 6:51 am

Really all they need to do is look at http://www.tesnexus.com/downloads/file.php?id=25078 mod. They did it for archery, why not the economy? :D
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Mon Jun 07, 2010 9:39 pm

Main problem with Morrowind was that merchants had very little money not that you could buy back, Tribunal added merchants with reasonably more money and it felt better. Creaper was asking to be abused and a stupid idea, why not add a merchant with 15.000 septim and 100 in mercantile? Or better let you get access to trading companies with plenty of money, no they don't deal with noobs, come back as a guild master or hero and we might want to talk with you.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

Post » Mon Jun 07, 2010 10:49 pm

Indeed, they should go with Enhanced Economy's system. OB vanilla was silly. you couldnt sell your higher priced loot anywhere without taking a loss in price.
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Tue Jun 08, 2010 1:32 am

The OB system was broke because the most gold any merchant had was like 1200 gold.

What's the point of getting items worth any more than 1200???? It was stupid and effectively made it so anything of value over 1200 was artificial because you could never sell it for more than 1200.
User avatar
Marcin Tomkow
 
Posts: 3399
Joined: Sun Aug 05, 2007 12:31 pm

Post » Tue Jun 08, 2010 5:14 am

Main problem with Morrowind was that merchants had very little money not that you could buy back, Tribunal added merchants with reasonably more money and it felt better. Creaper was asking to be abused and a stupid idea, why not add a merchant with 15.000 septim and 100 in mercantile? Or better let you get access to trading companies with plenty of money, no they don't deal with noobs, come back as a guild master or hero and we might want to talk with you.

In Vanilla Morrowind Creaper was the only Merchant that you could really barter your expensive goods with. They should have a few more Creapers and compensate it by using the Daggerfall system of several tiers of shops, some with better goods (available money in this case) but the expensive shops charge at higher rates.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Tue Jun 08, 2010 1:06 am

The OB system was broke because the most gold any merchant had was like 1200 gold.

What's the point of getting items worth any more than 1200???? It was stupid and effectively made it so anything of value over 1200 was artificial because you could never sell it for more than 1200.

You should be able to invest in shops as many times as you want.
User avatar
phillip crookes
 
Posts: 3420
Joined: Wed Jun 27, 2007 1:39 pm

Post » Tue Jun 08, 2010 5:16 am

If I am able to ruin the economies of entire towns, I should be able to ruin the economy for a single merchant :obliviongate:
User avatar
mollypop
 
Posts: 3420
Joined: Fri Jan 05, 2007 1:47 am

Post » Tue Jun 08, 2010 8:53 am

Coin dependent on the economy in the region they are in. And like FONV they upgrade with the character, but won't recharge as often. Casual mode with fast travel made even FONV way too easy to handle and get filthy rich early. hardcoe mode made it a tad less trivial to just outwait it, and if you didn't fast travel or wait, finding merchants with money could be a hazzle, which is ok by me ;) I'm still filthy rich, but at least I know I had to work for it.
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Tue Jun 08, 2010 11:25 am

considering my loot always got piled up and it sometimes could take me a full hour to sell all the crap I looted. no. the only thing I would like to change is that some merchants have more gold, otherwise the top teir weapons become worthless when looting because the merchant can't buy any thing more than 1000. I am not saying that I want it easy to get super rich, so in order to balance merchants having more gold they should add more ways to spend gold, as OB was fairly limited in that aspect. after a certain point I did not even really need to go into dungeons any more and it made one of the biggest parts of the game unneccessary.
User avatar
Melly Angelic
 
Posts: 3461
Joined: Wed Aug 15, 2007 7:58 am

Post » Tue Jun 08, 2010 4:02 am

The merchant system in oblivion made it way to easy to rich in the game by letting merchants having unlimited money, and once you were rich there was nothing to spent it on.


I would love it if certain shops had some very expensive/unique items.
Items that are so expensive that you can only afford a few of them in one playthrough,...that is if you even want to save up and buy one of them.The items would be worth the money,and would be like another way of defining your character.
Say you and your buddy both play as an Orc warrior character who specializes in axes and shields.You may have saved up for the unique and very powerfull axe,but your buddy saved up for the unique and very durable shield.You both would be jealous of one another because both items are unique and awesome.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Tue Jun 08, 2010 2:51 am

Really all they need to do is look at http://www.tesnexus.com/downloads/file.php?id=25078 mod. They did it for archery, why not the economy? :D

Yes Enhanced Economy greatly improve oblivion Merchant System expectedly in combination of some other mods
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Mon Jun 07, 2010 11:04 pm

Yes Enhanced Economy greatly improve oblivion Merchant System expectedly in combination of some other mods

Enchanted economy gives a max limit on money and the money refills over time who is nice and a armor merchant pays more for armor, however it’s to little money and will become to limited at higher levels, Fallout 3 is better here as it’s limits but they are so high it don’t restrict you much except having to sell loot over many days.
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Tue Jun 08, 2010 8:46 am


What I think SHOULD be done, however, is that a merchant ebbs and flows with his or her item stock and total value. If that merchant just sold a lot of his or her merchandise, their prices would start to raise as they lost stocks, and their total capital would increase. Of course, the only way to accomplish this would be to have a market that ran even without the player. I believe we've actually heard about a system similar to this, as they mentioned that a town had its own self contained market that reacted to trends in how NPCs and the player bought items. Basically, if you pump a whole lot of items into a merchant, that item will be next to worthless, even if it was a ton of steel swords, simply because of the huge amount of them. Its supply and demand on a very basic level.



Two Worlds 2 does this. It works great. It is even deeper then just looking at his inventory as a whole. If you sell a bunch of one handed steel swords, the value drops. But if you want to then sell a scroll, the value is still good for that item.... until you sell it, then the price goes down.
Each shop has its own money limit also. With these two things combined it works very well.


It is very effective.
User avatar
katie TWAVA
 
Posts: 3452
Joined: Tue Jul 04, 2006 3:32 am


Return to V - Skyrim