The dynamic Skyrim economy: a worthy addition, or a waste of

Post » Wed Nov 03, 2010 6:15 pm

Just curious.
User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Wed Nov 03, 2010 8:26 am

I think it can be great, if they actually do it right.
Not that they are incapable, I just fear they would take the easy way to do it.

Economies are usually pretty hard to get right. But if they do, it offers so much more to do in game...
And its something that will offer an exploit for people to complain about later.
User avatar
des lynam
 
Posts: 3444
Joined: Thu Jul 19, 2007 4:07 pm

Post » Wed Nov 03, 2010 5:31 am

Definitely worthy. Should there be a poll for this?
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Wed Nov 03, 2010 11:01 am

Worthy.

However, I think voice acting is a waste of time; Just imagine all the money/time/space voice acting takes up in a game. Take it all out, and I bet Skyrim would be far more detailed (Open cities on consoles perhaps?) :o

Sorry, I derailed the thread there a bit, so yeah, I think the whole new economy in Skyrim is worth it.
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Wed Nov 03, 2010 6:10 pm

Will make it a poll.
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Wed Nov 03, 2010 11:53 am

never mind I got it
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Wed Nov 03, 2010 6:44 pm

I think it's going to be gimmicky, so a waste of time. I never buy food, there's plenty of food to be found everywhere if I ever needed it, so crops being destroyed and raising the price of corn is a gimmick. The other example of destroying the saw mill is gimmicky too. Besides arrows, and maybe low level wooden shields, what else would I ever buy that depends on the sawmill? My house!? It's all a waste of their time, and any other things they come up with will be one off quests where we have to choose to blow up a mine or some such nonsense and then steal and iron in a nearby town will be expensive. Unless money is hard to come by, non of these price hikes will matter. Plus I find everything I ever need adventuring, and shops are only good for selling stuff.

Now if they added in a better overall economy, where if I try to sell a bunch of crap and the store only buys 1/5 of it and refuses to buy anymore, that would be cool. I'd like to see a better overall economy, then some gimmicky "arrows and corn" cost more economy.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Wed Nov 03, 2010 6:54 am

I think it's going to be gimmicky, so a waste of time. I never buy food, there's plenty of food to be found everywhere if I ever needed it, so crops being destroyed and raising the price of corn is a gimmick. The other example of destroying the saw mill is gimmicky too. Besides arrows, and maybe low level wooden shields, what else would I ever buy that depends on the sawmill? My house!? It's all a waste of their time, and any other things they come up with will be one off quests where we have to choose to blow up a mine or some such nonsense and then steal and iron in a nearby town will be expensive. Unless money is hard to come by, non of these price hikes will matter. Plus I find everything I ever need adventuring, and shops are only good for selling stuff.

Now if they added in a better overall economy, where if I try to sell a bunch of crap and the store only buys 1/5 of it and refuses to buy anymore, that would be cool. I'd like to see a better overall economy, then some gimmicky "arrows and corn" cost more economy.


It may be a bit gimmicky, but I still think it's neat. It could be (if it works right) amazing for rolepaying.
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Wed Nov 03, 2010 2:59 am

Unless it has some profound impact on the shopkeepers and interactions with other cities, I don't see the point. Seems like a bit of a one-time "PRESS E TO DESTROY THE LUMBERMILL AND NOT BE ABLE TO BUY ARROWS TEE-HEE" gimmick for me.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Wed Nov 03, 2010 8:33 am

I don't think they're trying to implement an advanced economic model haha.

Basic supply and demand principles should be easy enough to implement.
User avatar
OJY
 
Posts: 3462
Joined: Wed May 30, 2007 3:11 pm

Post » Wed Nov 03, 2010 4:49 pm

I don't think they're trying to implement an advanced economic model haha.

Yeah I agree they probably aren't going to make an accurate economy, and it will probably a couple of items connected to item prices, as suggested above.
Which is why I don't expect it to be anything worth while.

But I still have to say, if done right it would be awesome.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Wed Nov 03, 2010 12:40 pm

I think its great. More tangible gameplay elements and world changes the better. Adds to the living world and RP aspect.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Wed Nov 03, 2010 6:01 am

I just don't think shops/buying is important enough in to make any of this worth doing. I never bought from stores on a regular basis after the first few hours of gameplay. They were only a place for me to unload my loot. By mid game everything I had was worth more than any shop owner could pay. Money becomes a joke, shops are a joke, this "economy" was a joke.

That is what I want them to work on. Making a few items cost more through some dynamic manner isn't the solution, if past games are anything to go by. If they keep the economy and loot system close to how it's been in past games, then it doesn't matter how much shops charge for things. I'll never be in there buying! That's why this isn't a solution to the economy, but if they've worked out the major flaws and everything has changed it's still gimmicky. They would need to incorporate everything sold somehow, make price changes dramatic, make supply dramatic etc. Plus, if arrows cost 20 gold an arrow what's stopping anyone from fast traveling to the next city where they are only 10.

So again, the corn and sawmill examples are neat and different, but after my first playthrough are just a gimmick. Fixing the broken ass economy is where they need to focus, leave this stuff for later(or never)...

Edit:fixed iPhone Changing my words
User avatar
Connie Thomas
 
Posts: 3362
Joined: Sun Nov 19, 2006 9:58 am

Post » Wed Nov 03, 2010 3:06 pm

Nobody can opine here because NOBODY KNOWS what the system is gonna be. The thing about damaging the mill is just an idea they have thrown into the air, and dont know how to implement it as a game mechanic. Therefore, asking people's opinions on things nobody knows is dumb.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Wed Nov 03, 2010 4:28 pm

If done right, it would be one of the greatest additions to the game, and give it incredible credibility, and breathed life into the events, and gives them believable consequences.
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Wed Nov 03, 2010 11:41 am

Nobody can opine here because NOBODY KNOWS what the system is gonna be. The thing about damaging the mill is just an idea they have thrown into the air, and dont know how to implement it as a game mechanic. Therefore, asking people's opinions on things nobody knows is dumb.

Have you seen every thread in this forum? What we've been told about the economy is equal to everything else we've been told, meaning next to nothing. That's why we speculate and talk about the little stuff, cause there is no big stuff that we know.

Edited out Dunwich, weird iPhone yet again.
User avatar
Nick Swan
 
Posts: 3511
Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Nov 03, 2010 10:37 am

Waste of time, much like...ah nevermind.
User avatar
Peter P Canning
 
Posts: 3531
Joined: Tue May 22, 2007 2:44 am

Post » Wed Nov 03, 2010 2:54 pm

It's far too early to tell.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Wed Nov 03, 2010 5:41 pm

Just curious.


Can you explain what you mean by "dynamic economy"?

Are you referring to new info from a specific article?
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Wed Nov 03, 2010 3:54 am

Meh. I probably won't use it unless it's really well done. So far, it sounds gimmicky, but obviously we'll have to wait and see.
User avatar
Rebecca Clare Smith
 
Posts: 3508
Joined: Fri Aug 04, 2006 4:13 pm

Post » Wed Nov 03, 2010 4:47 pm

Can you explain what you mean by "dynamic economy"?

Are you referring to new info from a specific article?


Given the OP, most likely old info- Todd's "you can destroy the [sawmill, was it?] and the local economy will be affected" quote.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Wed Nov 03, 2010 7:54 am

Given the OP

Is that what I think it means...
User avatar
Schel[Anne]FTL
 
Posts: 3384
Joined: Thu Nov 16, 2006 6:53 pm

Post » Wed Nov 03, 2010 3:48 am

Wether this is done in great detail or wether this is going to have some profound effect on each and every player of the game, is NOT the point of it.

This is just part of a puzzle which this games company is trying to put together, to get the game world to be more believable.

I'm all for it.
User avatar
Lily Evans
 
Posts: 3401
Joined: Thu Aug 31, 2006 11:10 am

Post » Wed Nov 03, 2010 6:02 am

Towns should have a constant circulation of trade between them. Perhaps an alchemist receives her ingredients from a nearby village, and if that supply is cut off she will be unable to brew any new potions for you to buy. So far from what we've heard, the economies seem to be self-contained from within each town, which makes it kind of pointless if you ask me.
User avatar
Assumptah George
 
Posts: 3373
Joined: Wed Sep 13, 2006 9:43 am

Post » Wed Nov 03, 2010 7:51 am

Apart from the fact it's yet another thing we know indeed next to nothing about, I can't see how this part of the game will ever amaze me. I think there are better things to invest valuable development time in.
User avatar
emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Next

Return to V - Skyrim