Skyrim's Economy

Post » Tue Mar 15, 2011 1:24 am

Short and sweet:

Edit: One of the largest roadblocks towards and economy overhaul will be finding a sweet spot between the casual gamers who need shops to dump the loot they find - and not much else, and hardcoe role players who are hoping for an immersion and realistic world. Thats what this thread is here to find out, whats the best idea for everybody?

With 215 days, 9 hours and 15 minuets form this writing until release, i'd like to see these economy points implemented, considered, or at least discussed.

  • Item's value should be dynamic - if I can only harvest the Northroot in the North, it should sell for more septims in the South, and vice versa.
  • Merchants should be limited in they're inventories by what is available to them. A farm community may not sell expensive tableware or ingredients that are found in another area, ect.
  • Items sold to merchants should remain within they're inventories more dynamically, becoming unavailable over time to simulate the items being purchased by NPC's. Items valuable to the community may become unavailable quicker.
  • A shopkeepers bank should be dynamic - they're purse should be drained when items are sold to them, and increased when items are bought. They're money should naturally increse and decrease over time, not immediatly over night, to simulate NPC's purchases and interactions.
  • (Possibly Confirmed) A towns economy should be damaged if its main industry is damaged.
  • All junk items should hold value, even if it is exceptionally low.
  • The value of the septim should be more signifcant - armours and weapons should weigh more into the economy, rare items doubly so.
  • Stolen items should not be marked red, or noticed by shopkeepers, unless the item was stolen from the shopkeeper him/herself. Fences may still exist to increse value of stolen property, and log it in a possible theives guild.


Feel free to discuss or add to the list, and we'll hope any unanimous ideas are able to be implemented at this point.
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Tue Mar 15, 2011 6:14 am

Short and sweet:

With 215 days, 9 hours and 15 minuets form this writing until release, i'd like to see these economy points implemented, considered, or at least discussed.

  • Item's value should be dynamic - if I can only harvest the Northroot in the North, it should sell for more septims in the South, and vice versa.
    Cool, I agree with this. Prices should change, if the town needs it more
  • Merchants should be limited in they're inventories by what is available to them. A farm community may not sell expensive tableware or ingredients that are found in another area, ect.
    Agreed. It'd be weird to see a poor Nordic community selling full sets of silverware
  • Items sold to merchants should remain within they're inventories more dynamically, becoming unavailable over time to simulate the items being purchased by NPC's. Items valuable to the community may become unavailable quicker.
    Agreed again, but even better, NPC's should actually purchase things, and you can see said things in the NPC's home or on NPC
  • A shopkeepers bank should be dynamic - they're purse should be drained when items are sold to them, and increased when items are bought. They're money should naturally increse and decrease over time, not immediatly over night, to simulate NPC's purchases and interactions.
    Yup, and once again, NPC's should actually buy and sell
  • (Possibly Confirmed) A towns economy should be damaged if its main industry is damaged.
    I like it and hope it's confirmed
  • All junk items should hold value, even if it is exceptionally low.
    Agreed! Also clothing and silverware needs to be much more expensive. For 12 septims, in OB, you could dress like finest nobility.
  • The value of the septim should be more signifcant - armours and weapons should weigh more into the economy, rare items doubly so.
    Yes. In my opinion everything should be more expensive
  • Stolen items should not be marked red, or noticed by shopkeepers, unless the item was stolen from the shopkeeper him/herself. Fences may still exist to increse value of stolen property, and log it in a possible theives guild.
    Agreed and to add on, It'd be great if word would spread that said item was stolen and to be suspicious if you see an item like that


Feel free to discuss or add to the list, and we'll hope any unanimous ideas are able to be implemented at this point.

User avatar
Darrell Fawcett
 
Posts: 3336
Joined: Tue May 22, 2007 12:16 am

Post » Mon Mar 14, 2011 11:28 pm

Pretty much agree with everything you said.
Additionally, I think high level weapons and armor should be available to purchase from high grade vendors at the start of the game. They should just be extremely expensive and it should be difficult for you to accumulate enough wealth to purchase high level items until later on in the game.
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Tue Mar 15, 2011 3:27 am

I agree, but mostly to the everything being more expensive, because if everything was more expensive, then you would have to make more gold, and one way to make more gold would to get a job, like chopping wood, or cooking, etc... and luckily Skyrim has such a thing like that, so maybe everything will be a bit more expensive, since now theres a better way of actually making gold, without raiding a tomb or something of that nature...
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Mon Mar 14, 2011 10:57 pm

Pretty much agree with everything you said.
Additionally, I think high level weapons and armor should be available to purchase from high grade vendors at the start of the game. They should just be extremely expensive and it should be difficult for you to accumulate enough wealth to purchase high level items until later on in the game.


Absolutely. I remember in Morrowind having access to deadric items at the very start, and having to decide between either using the powerful weapon, or selling it to start yourself with a good bit of gold. This would work both ways, debating on spending your hard earned money on a single "high level" weapon, or outfitting in several earlier pieces of equipment.

Agreed again, but even better, NPC's should actually purchase things, and you can see said things in the NPC's home or on NPC


I love this idea, but didn't put it the post because I believe it would be stepping over the line of "whats possible" at this point. Many of the economy points I listed are closer to tweaks, while coding NPC's to buy, sell and use items would be far more difficult - unless it was already implemented (we won't know until November.)
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Tue Mar 15, 2011 8:21 am

[*](Possibly Confirmed) A towns economy should be damaged if its main industry is damaged.


This was confirmed. If a farming town's mill burns down, bad things happen to their economy.
User avatar
Marnesia Steele
 
Posts: 3398
Joined: Thu Aug 09, 2007 10:11 pm

Post » Mon Mar 14, 2011 7:43 pm

I love this idea, but didn't put it the post because I believe it would be stepping over the line of "whats possible" at this point. Many of the economy points I listed are closer to tweaks, while coding NPC's to buy, sell and use items would be far more difficult - unless it was already implemented (we won't know until November.)

They tried to do this for Oblivion but it needed too much work to get right so it was scrapped. People would run around and buy/steal everything, randomly kill each other, and all sorts of ridiculous stuff.
User avatar
sara OMAR
 
Posts: 3451
Joined: Wed Jul 05, 2006 11:18 pm

Post » Tue Mar 15, 2011 12:06 am

Short and sweet:

With 215 days, 9 hours and 15 minuets form this writing until release, i'd like to see these economy points implemented, considered, or at least discussed.

  • Item's value should be dynamic - if I can only harvest the Northroot in the North, it should sell for more septims in the South, and vice versa.
    Sure
  • Merchants should be limited in they're inventories by what is available to them. A farm community may not sell expensive tableware or ingredients that are found in another area, ect.
    Sure, and might pay more for such silverware
  • Items sold to merchants should remain within they're inventories more dynamically, becoming unavailable over time to simulate the items being purchased by NPC's. Items valuable to the community may become unavailable quicker.
    Here's an idea. Why not have NPC's actually BUY some of the things? I get cheeky and whack some Bosmer that's bugging me and all of the sudden he pulls out a magical ebony ax I sold to the merchant a week ago :bolt:
  • A shopkeepers bank should be dynamic - they're purse should be drained when items are sold to them, and increased when items are bought. They're money should naturally increse and decrease over time, not immediatly over night, to simulate NPC's purchases and interactions.
    If memory serves shopkeepers refresh after a full 24 hours. This simulates a full day of NPC purchases. I think a better system would be shopkeepers generally having more money than in Oblivion (2 to 3 times as much or more) and only replenish a certain amount every 24 hours. This way you can unload larger items for closer to their worth but you can't as easily refresh to unload your whole cart
  • (Possibly Confirmed) A towns economy should be damaged if its main industry is damaged.
    Sure
  • All junk items should hold value, even if it is exceptionally low.
    Depends. Lasara's Fancy Jewelry isn't a pawn store but Gro'shack's 'No Questions Asked' might take some cheap crap off your hands
  • The value of the septim should be more signifcant - armours and weapons should weigh more into the economy, rare items doubly so.
    Not sure what you mean here
  • Stolen items should not be marked red, or noticed by shopkeepers, unless the item was stolen from the shopkeeper him/herself. Fences may still exist to increse value of stolen property, and log it in a possible theives guild.
    Why not do it by type? Jewelry, art, and unique stolen items you need to fence, the rest is not noticeable


Feel free to discuss or add to the list, and we'll hope any unanimous ideas are able to be implemented at this point.

User avatar
NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Tue Mar 15, 2011 2:14 am

Depends. Lasara's Fancy Jewelry isn't a pawn store but Gro'shack's 'No Questions Asked' might take some cheap crap off your hands


Thats a good point, if merchants are be limited in they're inventories by what is available to them, maybe they'll be less likely to buy things that aren't useful to them. Rather than buying everything in a category, they'll only buy select things they need. Though, this could also be annoying to the less-RP minded folks.
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Tue Mar 15, 2011 7:51 am

Thats a good point, if merchants are be limited in they're inventories by what is available to them, maybe they'll be less likely to buy things that aren't useful to them. Rather than buying everything in a category, they'll only buy select things they need. Though, this could also be annoying to the less-RP minded folks.


I guess, I know they did this in Morrowind. I have no clue what they did in Oblivion, I didn't really pay attention in that game
User avatar
Sammie LM
 
Posts: 3424
Joined: Thu Nov 30, 2006 1:59 pm

Post » Mon Mar 14, 2011 9:41 pm

I guess, I know they did this in Morrowind. I have no clue what they did in Oblivion, I didn't really pay attention in that game


Oblivion was categories, "Misc" "Ingredients" "Potions" "Weapon" "Armour" "Books." merchants would either buy everything in the category, or nothing.
User avatar
Johnny
 
Posts: 3390
Joined: Fri Jul 06, 2007 11:32 am

Post » Mon Mar 14, 2011 6:08 pm

Agree.Agree.Agree. On everything in the OP.

One addition: Travelling Merchants. Make them able to survive. Please Beth, pretty please... I loved the caravans in Fallout3, but they all got killed by monsters and bandits before I could get any real use of them. It's my only beef with Fallout. Don't make the same mistake in Skyrim (please).

I also second TorrgusTherred's thoughts about making everything more expensive. It would somehow slow down things, for the better, imo.
User avatar
Mylizards Dot com
 
Posts: 3379
Joined: Fri May 04, 2007 1:59 pm

Post » Mon Mar 14, 2011 6:34 pm

I guess, I know they did this in Morrowind. I have no clue what they did in Oblivion, I didn't really pay attention in that game

You dont need to pay attention in OB, the game practically plays itself.

on topic: I agree with everything that was mentioned. I would like Skyrim to be more like runescape, moneywise, of course, I think the game would be much better if you actually had to try to get money (or, at least, it would take more time to get that baddass sword youv'e wanted for so long). I would also be thankful if button-mashing wasn't the only way to get money, wich has been confirmed, so cheers for bethesda making an RPG! (im only dissing OB, so dont freak out if you think im griefing on Morrowind).
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Tue Mar 15, 2011 4:45 am

As long as it doesn't interfere with my main shop goals (i.e, "dump this loot I found for cash, without too much trouble"), then go for it. If it makes finding places to sell stuff and/or buy basic supplies annoying or difficult.... then it's another one of those "realism" things that gets in the way of gameplay. :shrug:
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Tue Mar 15, 2011 5:24 am

As long as it doesn't interfere with my main shop goals (i.e, "dump this loot I found for cash, without too much trouble"), then go for it. If it makes finding places to sell stuff and/or buy basic supplies annoying or difficult.... then it's another one of those "realism" things that gets in the way of gameplay. :shrug:


That'll be the biggest roadblock, no matter what route Bethesda takes. Finding a sweet spot between hardcoe gamers and hardcoe role players can be difficult. I guess thats what this thread is here to find out, whats the best idea for everybody?
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Tue Mar 15, 2011 2:14 am

Finding a sweet spot between hardcoe gamers and hardcoe role players can be difficult. I guess thats what this thread is here to find out, whats the best idea for everybody?


hardcoe gamers and hardcoe Roleplayers are the same lot. It's hardcoe gamers vs. casual gamers in this discussion. Not disparaging casual gamers, some people just want fun things to be fun on their own instead of the fun being derived from contrived mechanical limitations that make you feel like you believe something. Some people find immersion entertaining and some people just want to kill goblins (cuz it's awesome). I think as long as each major town has a mix of stores (general stores/pawn shops where you can unload anything on the cheap, specialized shops that only sell/buy certain object and for higher costs) then you can appease both groups. For the sake of time efficiency casual gamers might choose to offload everything at a general store for less money while people who prefer cost efficiency and immersion might run to specialized stores to get the best price for their loot
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Tue Mar 15, 2011 9:19 am

Unfortunately Beth isnt in it for hardcoe Gamers or what ever terminology we've come to accept and the 5 million silent fans who may or may not be interesting in such Dynamics is where the money is at and it seems they would do without such features in mass, so I don't think its a hard descision for Beth to make really. Love the features but its something for Modders to consider, and Consoles to HOPE for those who care to actually make it in game. as stated above, its the "Casual" gamers where the money resides.
User avatar
James Smart
 
Posts: 3362
Joined: Sun Nov 04, 2007 7:49 pm

Post » Mon Mar 14, 2011 11:03 pm

I think they should take oblivion's system only add 3 zeros to everything.
iron dagger 6 gold? try six-thousand!
you got 200 gold for completing a quest? Nope, you actually got two hundred thousand

yeah, awesome, eh?
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Tue Mar 15, 2011 2:10 am

I think they should take oblivion's system only add 3 zeros to everything.
iron dagger 6 gold? try six-thousand!
you got 200 gold for completing a quest? Nope, you actually got two hundred thousand

yeah, awesome, eh?

Okay, but prices for everything also get bumped up 3 digits.
User avatar
Tom Flanagan
 
Posts: 3522
Joined: Sat Jul 21, 2007 1:51 am

Post » Tue Mar 15, 2011 7:43 am

I think they should take oblivion's system only add 3 zeros to everything.
iron dagger 6 gold? try six-thousand!
you got 200 gold for completing a quest? Nope, you actually got two hundred thousand

yeah, awesome, eh?


Doesnt make sense in the slightest.
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Mon Mar 14, 2011 8:27 pm

I would like to be able to sell my expensive crap for closer to it's value more easily. Maybe an auction system in major cities where you can put stuff up for auction.
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Tue Mar 15, 2011 7:24 am

I would like to be able to sell my expensive crap for closer to it's value more easily. Maybe an auction system in major cities where you can put stuff up for auction.


A creeper/talking mud crab-esque merchant might work better in Skyrim than an auction house, due to the lack of people (assuming NPC's bidding would be a coding nightmare this late in the game) to bid on each item.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Tue Mar 15, 2011 4:40 am

I'd like an economy to exist, and possibly bring back some parts from Oblivions radiant AI that were cut, like NPC's shopping. However beyond that, It'd be cool, but it wouldn't really make a big dif to me, and may be a lot of work.
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Mon Mar 14, 2011 5:57 pm

Everything in the OP I agree with, and would add a hell of a lot to the game. I hope gamesas has added this.
(im only dissing OB, so dont freak out if you think im griefing on Morrowind).

:stare: And this makes it better how?
User avatar
Rodney C
 
Posts: 3520
Joined: Sat Aug 18, 2007 12:54 am

Post » Tue Mar 15, 2011 5:59 am


Edit:
With 215 days, 9 hours and 15 minuets form this writing until release, ...



We are all sharing the pain :tes: :cry: :cry:
Group hug
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Next

Return to V - Skyrim