Should we know how much item's are worth?

Post » Thu Dec 02, 2010 12:06 am

MODS MODS MODS MODS MODS!
:foodndrink:
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Nikki Lawrence
 
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Post » Thu Dec 02, 2010 9:40 am

Sure it might not make complete sense to know its exact value, but in real life you know about how much something is worth.
Why? Because as you age, you learn what objects are typically valuable, and you learn how to identify items that are relatively worthless.
If we assume the character is an advlt, who was raised somewhere in tamriel, he should know that limeware is valuable, but to an outside gamer the difference to limeware and pewter is a matter of preference, not hundreds of gold pieces.

Besides, the value of the object changes by who holds it, its value shown is only an approximation. Why else is does my sword say its worth 100 gold, but no one will buy it for more than 14 gold, but then if I want to buy it back its 160 gold. The point is, your character doesn't really know how much its worth, thats what the art of merchantile is about, finding out and manipulating how much the object is truely worth.

In other words, its redundant, although it really adds to realism, but its such an inconvienence. The current system works fine, if you assume the value shown of the object is just an approximation, no one really pays that.
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Julia Schwalbe
 
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Post » Thu Dec 02, 2010 6:04 am

I actually like the idea, to the surprise of myself!
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Skivs
 
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Post » Thu Dec 02, 2010 3:20 am

personally i would rather know the price. However the economy need to be changed to better fit a person who just came out of prison. WHY IS IT SO EASY TO MAKE MONEY.
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Alexis Estrada
 
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Post » Thu Dec 02, 2010 7:12 am

If it was in, I would want it to be an option you could turn off.
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jennie xhx
 
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Post » Wed Dec 01, 2010 10:24 pm

I've always liked the idea of not konwing what I'm getting into. Gads, it's been ages, but didn't AD&D have a percentage chance of identifying an item based on INT. Oh! I definitly remember the original Wizardry series letting Bishops ID things instead of going to the trading post. Wow, many cobwebs coming off there!

ON a parallel, how about just including more cursed items as well.
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Dark Mogul
 
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Post » Wed Dec 01, 2010 11:21 pm

I would rather keep it as it is... this way they can place more of a variety of crap all over without me spending time organizing my pack to fit in then finding out it is worthless. It is pretty damn obvious in any game when I find something shiny and unique it will be expensive... so I will have many more negative experiences than positive if the value estimate is removed.
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hannaH
 
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Post » Thu Dec 02, 2010 7:26 am

id like to see something akin to pawnstars when you selling your stuff at the store. if it was some weird item they would have an "expert" npc come in and anolyze your items.
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hannaH
 
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Post » Thu Dec 02, 2010 11:41 am

this is actually pretty cool, the lower your mercantile, the more general your idea of its worth. Item a worth between 1 and 1000 money units, as you get more skilled it would be like exactly 642 money units,
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x_JeNnY_x
 
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Post » Thu Dec 02, 2010 9:33 am

The RPG side of my says yes
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Suzie Dalziel
 
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Post » Thu Dec 02, 2010 6:42 am

Not going to read every post but I would say there is logic behind why you know the value of everything. You may start in jail but you had to have grown up there right? Or nearby, in a different province. So logically you are going to know that silver is more valuable than pewter, and that steel is more costly than fur. I see kids all the time buying things, even when they are like 5. Knowing the value of things in your region is something you learn your whole life. I have never bought a basic pack of silverware but if I went to a Walmart I bet I could guess close enough to bring enough money. The only things that should be more approximate are things like weapons, armor, and jewelry, things you need to know quite a bit about to know quality.
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Lucie H
 
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Post » Thu Dec 02, 2010 12:36 am

wow the more i think about this the more i want it, maybe be able to rip people off with fake jewelry or watches, getting an item appraised to see if your getting scammed. I love you creator of this topic you are amazing. Wow i hope they use this idea, :celebration:

on a side note does anyone know if mercantile is still a skill
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Sandeep Khatkar
 
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Post » Thu Dec 02, 2010 1:34 pm

I actually kind of like the idea. IIRC, Daggerfall implemented a system similar to this in that you didn't know how much every item was worth until you sold it (with a few exceptions). In fact, enchanted items needed to be identified and 'appraised' by someone in the mages guild before you had any idea of what they were valued at (a service which also cost money).
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+++CAZZY
 
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Post » Thu Dec 02, 2010 9:43 am

I've always liked the idea of not konwing what I'm getting into. Gads, it's been ages, but didn't AD&D have a percentage chance of identifying an item based on INT. Oh! I definitly remember the original Wizardry series letting Bishops ID things instead of going to the trading post. Wow, many cobwebs coming off there!

ON a parallel, how about just including more cursed items as well.


Not based just on Int, it was a chain of non weapon proficiences based on a Int or other stat check and skill role.
You had Appraising, forgery, gem cutting, history, armourer, weapon smithing, spellcraft.. basically if you had experience as a smith, an appraiser and some history knowledge.
You stood a good chance of knowing that the sword you found was silvered, was a relic of a noble family in the city nearby, and was worth roughly X.
But without spellcraft may not realise that the cold touch of the blade was a frost enchantment of some sort.

I'm all for cursed items, as posted alot these last few days.

Not going to read every post but I would say there is logic behind why you know the value of everything. You may start in jail but you had to have grown up there right? Or nearby, in a different province. So logically you are going to know that silver is more valuable than pewter, and that steel is more costly than fur. I see kids all the time buying things, even when they are like 5. Knowing the value of things in your region is something you learn your whole life. I have never bought a basic pack of silverware but if I went to a Walmart I bet I could guess close enough to bring enough money. The only things that should be more approximate are things like weapons, armor, and jewelry, things you need to know quite a bit about to know quality.

That is what descriptive text was for in P&P, the Dungeon master would describe what it was made of, where it was found, if it was shiney and looked valuable.
Since TeS actually names an item, then shows you exactly what it looks like, the cost on screen is not needed.
As all you have to do is see, "Silver Tankard", and anyone playing knows it's silver is a tankard, sees how big it is and what one looks like.
So they know it's worth something, if they don't then honestly my complete lack of education and misspent youth makes me smarter than most I guess.
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Emily Jones
 
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Post » Thu Dec 02, 2010 11:27 am

An 'about' price might be cool. Say you pick up a steel sword. Say the sword will sell for 160 gold. Now say when you look at it, it says it's worth about 200 gold.

You take it down to sell and get say 120 for it, or somethin' *Whatever the calculations are/would be/could be* As your mercentile skill increases, you're able to tell more reliably how much an item is worth.
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Zualett
 
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Post » Thu Dec 02, 2010 4:10 pm

I think one of the things that sullies my elder scrolls experience is knowing much items are worth just by looking at them, it would make for a much improved experience, especially for thieves, if you didn't have the exact prices on every item, you would have to be more selective and also have to use more intuition when selling to shopkeepers, for example a bookseller will know more on the value of books or a smith on weapons, it would also improve the mercantile skill if it was similar to alchemy when identify the property of ingredients a la oblivion, where the higher your mercantile skill the more accurate estimation when inspecting items. Thoughts?



Thats a pretty good idea dude. I agree completley
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Quick draw II
 
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Post » Thu Dec 02, 2010 12:52 pm

That is such an AWESOME idea! I wonder though, is it to late for Bethesda to add this kind of improvements in? Hopefully not.

Based on your mercantile skill you could estimate how much money should a given item be worth for an average general store merchant. Also wouldn't it be cool, if using the same skill you could try and deceive characters with either significantly lower skill and/or in case of merchants trading in different goods? Scripting that special condition for certain merchants shouldn't be that hard (not for the best developer in business anyway). I guess that would be a two-edged sword, because even if one crafty enough could easily make up price of a shiny, and expensive looking yet plain stone and "sell" it to the towns general supply store owner, then to sell an ancient manuscript, or a magical stall our clever hero would have to look for a specialist.
But who said that it has to necceserly be a merchant?
"Our hero is passing trough a small provincial town, after exploring nearby dungeon. What he found their, is an ancient tome regarding begging Daedric Gods. He knows fully well, that non of the barly literate townsfolk wouldn't even look at the ancient writings, and the wounds received during exploration make it unable for him to undertake journey in search for any bigger settlement. Fortunately, he also heard that old nobleman, scholar on gods, religion and mythology lives nearby. After brief search for information, (tavern it is!) he learns that villa of his is located just north of here. Inside he shows the volume to an interested customer, who at the dusk of his life spends time and money on trying to understand the divine ways. He's also one of few, who would appreciate value of this truly priceless piece of art."

I think that while describing Radiant Story I heard Todd mention that it may make strangers spontaneously come to you an offer a trade. Personally I think it would be a great improvement and big addition for realistic feel if not only traditional in doors, 'shop' merchants (or even strictly 'merchants' at all, for that matter) could trade with you. It always felt kinda plastic and 'gameish' to me.
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gemma king
 
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Post » Thu Dec 02, 2010 3:39 pm

I think one of the things that sullies my elder scrolls experience is knowing much items are worth just by looking at them, it would make for a much improved experience, especially for thieves, if you didn't have the exact prices on every item, you would have to be more selective and also have to use more intuition when selling to shopkeepers, for example a bookseller will know more on the value of books or a smith on weapons, it would also improve the mercantile skill if it was similar to alchemy when identify the property of ingredients a la oblivion, where the higher your mercantile skill the more accurate estimation when inspecting items. Thoughts?

I think if you have a high mercantile skill you can estimate its base value, the higher your mercantile the more exact it will be.
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Mike Plumley
 
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Post » Thu Dec 02, 2010 1:37 pm

It's not a combat simulator either, doesn't mean we shouldn't flesh out that aspect.

On the one hand, I agree with the OP. On the other hand, we actually don't need this system. The reason is, although we see the exact price it's worth, it's all relative. If your Mercantile skill is low, you still won't be able to sell it for what it's worth. So you know that a silver dagger is more expensive than an iron one. But when you sell it, the merchant gives you what he wants, and you take it, because your character "doesn't know any better." When your mercantile skill is higher, you say "hey look buddy, I know this silver dagger is worth 12 gold, and I won't sell it for less than 10. If you don't want it at that price, somebody else will."

I don't see how stripping down the UI is "fleshing it out."
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Reanan-Marie Olsen
 
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Post » Thu Dec 02, 2010 4:06 am

It's a nice idea, but I'd prefer it the way it is.
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Fam Mughal
 
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Post » Thu Dec 02, 2010 9:37 am

Enchanted economy for Oblivion changes it so merchants pay more for items they sell themselves, a weapon dealer pays more for weapon than the general traders. however you know that higher quality items are more expensive than other, also that boots, gloves and daggers have a better price / weight relation than claymores and cuirasses, the only real problem is if you should keep heavy items of a better quality or light of lower. Also many low level enchanted weapons are not worth much.
You also know you don't get full price for heavy daeric items.

And yes if you sell something your character take a note of the price so you can look it up.
To me the thing sound pretty complicated with no real benefit. Would prefer to bring back cliffracers as I always had ranged attack in Morrowind so let me train archery or destruction.
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Dean Brown
 
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