A Realistic Economy System?

Post » Fri Nov 06, 2009 9:42 pm

For Oblivion, there was obviously supposed to be some kind of economy system but it was really flawed.

Shopkeepers had a finite amount of money, but that limit reset after every single transaction?

In Skryim, I'd like to see a system where if you buy something off a vendor, his money available increases.(Like on Morrowind) If you spend enough money, he can afford to bring in better quality products.

The opposite if you sell to him. In this case, however, if he were to only buy and not sell, he would eventually go bankrupt, right? This leads me to my other point:

Should all NPCs be able to trade with merchants? What's the point of a market if you're the only one who can buy stuff?

All of this would create a realistic economy which Oblivion lacked. I thought the game felt felt very "fake" in this regard.

Thoughts and/or opinions?
How would you like the economy system in Skryim to be?
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ZANEY82
 
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Post » Fri Nov 06, 2009 11:56 pm

I agree. I feel a good store will be the one that not only you, but NPCs also invest their money in. So you could sell a merchent a sweet sword. He could then sell it for a profit and be able to bring in new stuff off of the extra money he made. Eventually some places should be able to get contracts with explorers n such so they can get in rare items you wouldent be able to get otherwise.
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Lisa Robb
 
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Post » Sat Nov 07, 2009 2:47 am

A major issue with a more complex economic system is preventing NPCs from buying all of one particular item, precluding the player from getting that item due to high demand. Also, a complex economic system takes into consideration factors such as supply and demand, whereas most items have a fixed price which can be changed based on your ability to haggle & your mercantile skill.
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Dale Johnson
 
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Post » Fri Nov 06, 2009 3:09 pm

I hated how in Fallout 3, I could blow around 1,500 caps at Craterside Supply and come back a week later and Moira would be broke. She didn't buy any better inventory items with my hard earned money. I was also kind of disappointed with the way things turned out in New Vegas. They said that there would be multiple currencies with different exchange rates, but they just treated NCR Dollars and Legion coins just like the Pre-War Money.
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ZzZz
 
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Post » Fri Nov 06, 2009 3:36 pm

I think the biggest thing to worry about is player economy. We all know that once you start making enough money to fix your weapons and buy armor, and buy potions your money just keeps increasing. Yes, you can buy horses, and yes, you can buy houses. But there's still no real money "sinks," like daily food requirements, hiring servants for your home, or mercenaries to help with more difficult quests. Also, there are few, if any, static sources of income, such as if you own a mine or rent out land to farmers.

Also, the amount of money it takes to buy a full suit of low level armor is really low. And since people don't need money, they are not tempted to sell all the high level armor they get from questing. I mean imagine if you finally bought your full first suit of steel, then found a dwarven pauldron. Normally, you'd ditch your steel and plop on the dwarven, which would eventually become a whole suit. I want to see people have to decide...like, I can either keep this dwarven pauldron, or sell it and hire mercenaries to raid deeper into the dwarven ruins. The player needs to feel pinched for money...even when he's rich, because his expenses get higher and higher.
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Rebecca Clare Smith
 
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Post » Fri Nov 06, 2009 1:02 pm

I think the devs, though they are the experts and know more, should look at some mods for OB and MW when creating games because they truly have some nice ideas there. Enhanced Economy for example is one of my favorite OB mods and I think something like that should be implemented IMO.
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ijohnnny
 
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Post » Fri Nov 06, 2009 5:19 pm

Yeah, I figured this could be something that could be fixed relatively easily with a mod, but this sort of thing should be in the original game IMO

EDIT: That enhanced economy mod is exactly what I'm talking about. I'd be really pleased if they implemented something like that into Skyrim
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Chantel Hopkin
 
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Post » Fri Nov 06, 2009 1:24 pm

I expect to see something like Fallout. so yeah, it's probably going to be 'real' but don't put too much stock in it. Real economics can be a reeeaaall pain in the butt if they factor in stuff happening in the game with the prices of stuff. nothing causes impossibly high prices like a crisis.
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Matt Gammond
 
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Post » Sat Nov 07, 2009 3:46 am

its rather difficult and i don't know if from a game play standpoint if people would like the results of a realist economy
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Crystal Clear
 
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Post » Sat Nov 07, 2009 4:43 am

Personally, I would be fine with even something as simple as Morrowind's system. Obviously an in depth economy with merchants acquiring better items if you buy a lot from them or sell them high quality items would be nice, but I would much rather have something like more quests. I think the real issue is that Oblivion and Morrowind for the most part were too easy in terms of equipment. In Oblivion the only thing that mattered was your level, which I absolutely hated, and in Morrowind, it was pretty easy to get something powerful from the stores relatively early. I want it to be a challenge to get good equipment, and not as soon as you leave the starter area to be decked out in full steel, that should take time!
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Maria Garcia
 
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Post » Sat Nov 07, 2009 2:06 am

I agree. I feel a good store will be the one that not only you, but NPCs also invest their money in. So you could sell a merchent a sweet sword. He could then sell it for a profit and be able to bring in new stuff off of the extra money he made. Eventually some places should be able to get contracts with explorers n such so they can get in rare items you wouldent be able to get otherwise.
and at some point you would end up in a fight with a nobody and he would have your super strong sword lol :P that could end up making funny outcomes
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Lyndsey Bird
 
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Post » Fri Nov 06, 2009 9:30 pm

Fortunately, they don't need to brainstorm too much about economy system - just usehttp://tesnexus.com/downloads/file.php?id=25078 as starting point and inspiration, and include barter system like in Morrowind (I'll give you this and I'll take this & this & this and you pay me 10 gold difference, or if I move the slider keep the change).
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maya papps
 
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Post » Sat Nov 07, 2009 12:49 am

Mount and blade did this fairly well and it was an Indy game. I can't see why TES hasn't already done this. You could make money by, for example, buying wine in Skingrad and selling in the IC or Cheydinhal, or where ever rich snobs don't produce their own booze. I imagine it will come in due time (as soon as Radiant AI works as well as everyone wants it to). I always felt a little guilty picking all the graqes in Skingrad for potions. shouldn't that lead to a huge drop in the supply of wine? but no one even noticed. They also didn't notice all the potions of restore fatigue I sold to the mages guild. A dynamic supply/demand economy would mean that exploits like the alchemy = money problem would take care of themselves without a band aid fix like "all PC made potions are worthless"

keltic's money management suggestion would go along way to make mercantile less of a novelty and add a lot of depth to game play. But WHAT should those money sinks be? I doubt we will have M+B style armies for upkeep. Mercs, maybe but they take CPUs meaning less enemys at once, they get in the way, frendly fire, options to order them about would have to be developed and some people like to go it alone. Housemaids should be optional at best. Making food necessary and expensive would be frustrating, unless there were alternatives to buying it (hunting?). Equipment is no good since you will eventually get the best and therefore not need to buy anymore.
Maybe part of the Main quest is that an NPC extorts money from you on a regular basis or threatens assassination attempts (like the mafia). Or a villain demands ransom money for a MQ essential NPC. or a king demands tribute / taxes.
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Ella Loapaga
 
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Post » Fri Nov 06, 2009 8:57 pm

I think the devs, though they are the experts and know more, should look at some mods for OB and MW when creating games because they truly have some nice ideas there. Enhanced Economy for example is one of my favorite OB mods and I think something like that should be implemented IMO.

WHat he said^

Mor i mportantly, I hope the devs look at Oblivion and Morrowind mods and incorporate some of those brilliant ideas in to the vanilla Skyrim game!
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Anthony Santillan
 
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Post » Fri Nov 06, 2009 7:46 pm

I hope the economy operates similar to X3: Terran Conflict.
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Mel E
 
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Post » Fri Nov 06, 2009 10:51 pm

Frankly, I could care less.

I just want some place to buy and sell goods :shrug:

Now if economic manipulation was part of a questline....that would be different...gads, that'd be almost like having to think!
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Mandi Norton
 
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Post » Fri Nov 06, 2009 11:26 pm

it might be pretty hard to program it, and it would certainly take up much space.
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Lily Evans
 
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Post » Fri Nov 06, 2009 11:04 pm

I don't think they need a realistic economy. People don't need to actively trade goods and things don't necessarily need to flux without the player's input. They should still do at least the bare minimum and handle this the way games have been handling it since the 1980s - different towns have higher demand for some things and lower demand for others, making it easier to buy the things that are in lower demand (thanks to greater supplies and lower prices) and easier to sell the things in higher demand (thanks to fewer supplies and higher prices). A static system like this (ie. one where every supply and demand remains the same in every location no matter how much time passes or how much the player is involved) would be trivial for them to implement and would go a good way towards making the game's world feel more alive, and a slightly more dynamic system (one with slight random fluctuations in the supplies and demands, and where buying or selling mass amounts of goods to different towns can influence prices in them) would be pretty spectacular and suddenly give the Mercantile skill some actual use and depth.
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hannaH
 
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