Can shops get more gold?

Post » Wed Apr 16, 2014 12:21 pm

So I had a TON of 300 gold worth necklaces and circlets. I managed to sell them but I had to go to Whiterun, Solitude, and Markarth. Everyone was poor. Except for the blacksmith in Whiterun. He (I killed the woman that worked outside Warmaidens I didn't know she would actually die) had 30k gold from all of the iron, malachite, ebony, and moonstone I bought from him. But I don't want to BUY I want to SELL. How do I get the traders to have more gold?

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El Khatiri
 
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Post » Wed Apr 16, 2014 7:01 am

Wait for it to reset. Or perk Speechcraft and invest in the stores.
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Mario Alcantar
 
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Post » Wed Apr 16, 2014 10:23 am

That is another thing. Well, two things. Can I create my own store or will my wife just run it? Also, How do I invest?

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Julia Schwalbe
 
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Post » Wed Apr 16, 2014 10:59 am

Or download a mod that gives merchants more money. But I don't know if you're on PC or not.

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Emma
 
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Post » Wed Apr 16, 2014 3:38 pm

I'm not on pc.

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daniel royle
 
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Post » Wed Apr 16, 2014 3:03 am

TES games have never been about selling your loot for tons of money. If you look at it one way, there is not that much to spend money on in the game, outside of the houses, so there is not a great need to acquire massive amounts of gold. Items were used for Barter more so than actual buying and selling, in that you took items to trade for what you wanted, and then made up the difference with any gold you had.

You can invest in the shops if your Mercantile Skill is high enough and the Merchants can have an additional 1500 gold to barter with.

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K J S
 
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Post » Wed Apr 16, 2014 2:49 pm

This has always been something that bugged me.

Do merchant gold caps even make sense? If the economy is, for the most part, static?

Merchant replenishment is easy as resting in front of that merchant for 24 hours. It's kind of tedious and probably not necessary.

Thoughts?

I'd personally like to see a more dynamic economy where merchants have a chance to reject the items that you are selling to them. A quick example would be an item that is kind of unconventional, like a potion of slowfall (Morrowind). How hard in theory would that be to sell vs a potion of ultimate healing.

It would almost be an extra "desirable" index trait each item could have.

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jeremey wisor
 
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Post » Wed Apr 16, 2014 1:00 pm

I do love having gold to spend in case of emergency. Especially for arrows such as Ebony.

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Destinyscharm
 
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Post » Wed Apr 16, 2014 4:54 am

The invest perk in the speech tree is your best bet to increase the amount of gold the merchants have. Or if you do the Thieves Guild quest

Spoiler
Tonilla in the Flagon always has like 4000 on her. Same goes with any fence you come across.

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amhain
 
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Post » Wed Apr 16, 2014 3:25 pm

are you talking, something like fable's economy system? (+ a rejection system) sounds like a good idea

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Lilit Ager
 
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Post » Wed Apr 16, 2014 5:41 am

I see it as making the act of selling a much more dynamic and engaging task than a bunch of lists and numbers. It would involve you placing items on a table, and bargaining with merchants on items. Using your speechcraft you can sell something for something closer to it's face value, or even convince someone to buy something they wouldn't normally buy.

Voiced dialogue would also help bring this to life.

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Andrew Tarango
 
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