» Fri May 27, 2011 12:52 pm
My take on the economy in TES games (I've only played Morrowind and Oblivion, and only recently started MW, so don't have a high-level character with lots of money yet):
I do think that eventually, the PC should probably wind up pretty rich. That said, however, I too wish there were more cool things in the 'end-game' to spend lots of that gold on. Perhaps, also, more philanthrophy options (Maybe donate a million Septims to the Imperial Church, and get a cathedral named after you, or donate 10 Million and accomplish some major missions, and become Sainted, or something, lol).
That said, however, I always thought the economy in Oblivion could use some tweaking; for one thing, it does seem that some of the higher level, more valuable loot should have been more rare (Ebony, Deadric, and Glass items, for example, were just too common in Oblivion). On the other hand, the game compensated for this by a truly stupid vendor system - like, for example, the fact that even though you were selling items to vendors at far below their value, the vendors never got more money for future purchases.
It seems to me like as you do business with a vendor (particularly when you have low Mercantile skill and are only getting 30 percent of the value of the item), that vendor should gradually grow richer. That is, if I sell an item worth 3000 septims to a vendor for 600 Septims (because that is all the money that vendor has, but my mercantile skill means I *should* have gotten 1000 Septims), then at some point in the future, that item should be 'sold' by the Vendor, resulting in the vendor increasing their gold (to like, maybe 1000 septims).
Of course, that would negate some of the Mercantile skill bonuses, as implemented in Oblivion (in OB, when you reached Mercantile of like 75 I think it was, you could 'invest' something like 300 septims to increase the amount of gold the merchant had available). That problem is relatively easily solved - just give Mercantile skill other bonuses. It makes no sense that a Merchant wouldn't get rich off you if you are selling them valuable items at prices where they are ripping you off.
That does mean that over time, merchants would get much richer, meaning you would then be able to get much richer off them, exacerbating the 'too much gold' problem. As has been said by other players, the answer is more gold sinks for the players to dump gold on.
Take, for example, the Star of Azura. In Oblivion, you could get this item simply by running a quest. A quest should be involved, sure, but the Star of Azura is such a powerful item, it should also cost about 500,000 Septims (for those who might not be familiar with the Star of Azura, it was basically a reusable grand soul gem, which meant that once you get it, there is essentially no limit to the number of souls you can capture and, thus, no limit on crafting or recharging enchanted items, which means that all 'costs' associated with enchanted item recharge disappear once you have the star, so it's reasonable that the Star should have a very high cost associated with obtaining it - even at 500,000 septims, it would be worth it to get the Star).
On the topic of enchanting, perhaps the cost of using the Altars of Enchanting should be greatly increased?
In Oblivion, to get Master Level alchemy gear, you couldn't buy it, but you could find it as loot. That should be reversed - it should be something you have to buy, and it should probably cost you about 100,000 septims, or maybe more, for the set (or, perhaps you craft it yourself using components, some of which you must buy, and maybe some of which you find as loot or part of quests, and the purchased components would cost the 100,000 septims or so).
So, one the one hand, I think the economy should be such a) very valuable loot should be more rare, b)but players should more reasonably be able to, in most cases, get closer to the full value that they *should* be able to get, based on the combination of mercantile skill and how much the vendor likes you (speechcraft/charm spells), and vendor available funds should increase as you sell them more valuable stuff (so that you aren't always 'capped' at 800 or 1000 septims per item regardless of how much money the vendor would have made off of the previous items you've sold), and c) there should, as you get to higher levels, be more gold sinks to spend money on, since you will have a lot of money available in the 'end-game'.