» Thu Dec 02, 2010 12:17 pm
I wouldn't mind replacing the actual gold value with a "rating" that's based on the value-to-weight ratio. That's even more convenient, and it's more believable than a number that you somehow know.
Because you have to consider that taking away the value stat of an item simply makes you look at the object and judge how valuable it is for yourself. Once you know the game's rules, that is kinda equivalent to a gold value. The gold value stat is more convenient, however, and it basically tells you "from the looks of this item, your character estimates its value" - that's exactly what you'd be doing yourself without the price tag. So that is actually an RPG feature - instead of placing it into the player's hands, the game lets the character make an estimation (which by the way only roughly corresponds to the actual value you're getting anyway). And well, we have to accept it as a given that the hero of a game has an eye for that. So the feature itself isn't so much the problem, it's the representation of it; seeing a fixed, precise value is unbelievable.
In Oblivion, the gold-to-weight ratio scale had a pretty small range. You usually wouldn't even consider items below a value of 10:1. And valuable items only rarely reached 70:1 (and if they did, like some potions, then it wasn't very balanced).
In the end, I think, a scale with about 7 different levels would be precise enough (going from 10:1 as the lower end to 70:1 as the upper end, for example). The rating should of course use small descriptions and not a scale.