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.