» Tue Mar 15, 2011 10:08 am
i kind of had an idea about this. doubtful we'll see it in a game anytime soon though.
but say you have a unique steel shortsword with a mediocre enchantment. there is really no way of putting a price on that in the human mind, but computers have been pricing them mathematically and systematically since the beginning of rpgs.
i think there should be a system where instead of selling it for gold, it can be more like actually bartering where you give them the shortsword and ask for something you (as the player) think would be worth (though you can still sell for gold if you wish). keep in mind that there would be no price you could see upon looking at it in your menu, this way it can fall to your judgement and add depth from your mind to the game.
the way it could work is depending on that skill (mercantile/speechcraft or something), you could do a better job convincing the person you are making the transaction with the item's worth. then the computer would roll. the number the computer rolls is what the person you are making the transaction with thinks its worth. so you could say, "i want to sell this shortsword for 60 gold." the computer randomly rolls 52, and the person says, "i'll give you 52". (the number of times you can do this before annoying the other person depends on your skill). but you could also say, "i will sell you this shortsword for that enchanted ring." well in the computer's set value (which you cant see) the ring is worth 58 gold. so if the computer rolls above that value, you get the ring (probably a high skill), whereas if you roll lower, the person refuses to give you the ring.
how this will work is say there is a perfect median set in the computer of what this item is really worth. the more you stray from that median, the more jurastic the chances of the roll become.
so say the sword is worth 60 gold. you want to sell it. so this could go one of many ways.
1. you guess 60 with a low skill. the computer rolls and could give you numbers more like 25-60 gold or something.
2. you guess 60 with a high skill. the computer rolls and gives you numbers closer to 55-60
3. guess 120 (an unreasonably high number) with a low skill. the computer will roll numbers more along the lines of 40-100.
4. you guess 120 with a high skill. the computer rolls number closer to 100-115
or...
5. you guess 55-65 (almost what its worth). the computer takes this number as about the right value rolls just as it would if you had guessed correctly depending on your skill
6. you guess 20 (very low). the computer takes this as an offer, and as you would expect, it would be accepted no matter what your skill.
and not only your skill would count. it would find an average between your skill and the person's skill you are trading with. and also, the more you traded with the same person, the more steady their prices become
not only would this simulate the human mind working randomly as it does in real life, but it would force you to get a feel for the economic system in the game world. you would find yourself saying things along the lines of "a nice sword is probably around 300 gold, while a poor one would be 60, and an outstanding one is 1000", or maybe something similar, but depending on what its actually worth they could be along the lines of 3000, 600, and 10000. and when you are actually selling for gold, you could feel less like "this is worth 10 gold and my skill is high, so i can get 10 gold for it." and more like "this looks like i can get 10 gold for it, so i'll sell it for 10 gold". and things like that would be for you to figure out by experience, forcing you not to rely on your skills in the game, but also in real life, while also testing your knowledge as a player.
and as for what categorizes "poor sword" and "outstanding sword", this would be a perfect way to incorporate the new item viewer available from the menu. like an outstanding sword could have a lot of engravings and details, while poor swords could look generic, or simply have cracks or signs of rust.
i know its not foolproof, but i'm sure there are ways safeguards can be put in place to always make sure its balanced. but i think something like this would be cool anyways.
and i know it sounds like a chaotic mess, but thats programming for you. anything behind the scenes of a game really is a chaotic mess, but once its put into practice, this is really a more user friendly and natural way of transaction than knowing set values ahead of time.
and this whole concept comes from the idea that not everything in fantasy rpgs would have a price tag on it.
well thats my idea haha.