Money, easy or hard to make?

Post » Sat May 28, 2011 7:17 am

Oblivion, Morrowind, and Daggerfall all suffer the same problem, at a certain point, you no longer need to upgrade, only maintain. At this point, your wallet explodes, because maintaining your character is cheap. Sure, It's expensive to buy that glass armor, or it's a big resource drain to get that daedric (both morrowind examples), but once you've got them, you just need to afford the repairs. A high level character can easily earn enough money to make huge profits despite the repair bill. Oblivion's even worse, since once you're a journeyman armorer, you can repair all your equipment for a pittance. And recharge all of it with a few sacrifices of bandits to your black soul gem's.

I think a good example of what would be a major improvement is X3's economy. That economy is well balanced so it takes very long amounts of time to get yourself to various levels of spending ability. And even once you can afford, or heck, even once you're building, m1 and m2 capital ships, the damn things are incredibly expensive to outfit, equip, and keep supplied, and the only way to avoid paying someone else for the equipment and supplies is to build vast complexes of ten to twenty to 50 plus space stations that form a stable loop of production. The Math involved in calculating what you need for such a complex is by itself a royal pain in the ass, not to mention the cost, which is at least a 1 million+ for any station beyond a delexian wheat farm or some other low-level food production facility.
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Alyna
 
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Post » Sat May 28, 2011 12:57 pm

Harder at lower levels and then very easy at higher levels. Most RPGs work that way and I like it that way.
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 8:26 pm

I don't really care if money is easy to earn or not... as long as I have something http://www.gamesas.com/index.php?/topic/1160987-skyrim-traders-guild/page__st__40__p__17052119__fromsearch__1#entry17052119
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Mandy Muir
 
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Post » Sat May 28, 2011 7:23 pm

Much harder to get at low levels.
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Anna S
 
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Post » Sat May 28, 2011 9:42 am

You should be able to drop it to like Morrowind and obviously put it in containers
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Amysaurusrex
 
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Post » Sat May 28, 2011 1:54 pm

Good Loot should be hard to find, and the cannon fodders should drop low level loot like tattered leather rags and rusty iron dagger, and the like.

Bosses should have relatively better loot, but not much.

Enemies in higher level areas should have somehow higher level loots, but again in relatively bad condition, so that they would not be worth much.

Merchant in newbie areas would not have much money, but would be easier to haggle.

Merchant in higher level areas, should have more money, but should bargain hard, and buy cheap and sell dear.

Quest should be more important than oblivion and a good source of some decent income.

Each item that you loot or steal that is in better condition than the regular junk, should be a nice surprise and should be like a treasure for you.

Trainers should have steep prices for the lessons. so that in later games, you would know where to spend your money, as the income would be more than the early stages of the game.

Especially if we had to learn Perks from their related skill trainers, it would have been more appropriate, and would be another reason to spend the greater income of later stages of the game.

So you could learn a single skill perk per level, but from a skill master, not as a choice on level-up sessions.

Some dangerous bosses would drop great items as loot, or treasure stashes, but they would be rare, and some high level merchants would provide great item for sale, but they would bargain hard, so you would always have some milestone for your life, as you gathered your money.

Some NPCs would be really hard to persuade for some specific situations, and would require some heavy bribe moneys if you wanted to waver them toward your cause.

All in all, money should be hard to find, and finding enough money to be able to learn new tricks, or to be able to purchase a badly needed item, should be quite a milestone for our characters.

Edit: If they make the game so that you select a perk at level-up sessions, one of the first mods that I would make would be to shift those perks toward their skill masters, and remove them from the level-up sessions, and you could learn only one perk per level from their respective skill masters, and the price for those lessons should be steep, and would grow steeper for higher level perks.

And I would make it so that you could upgrade your skill perks to higher level version of them in level-up sessions, or maybe adding a tiny buff to your character in each level.
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Katie Samuel
 
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