Valueless items?

Post » Tue Sep 06, 2011 11:33 am

Why would a barter system be troublesome to implement? A full barter system was implemented in both FO3 and New Vegas.

I kind of like the idea of certain items having no value. It keeps us greedy players from stripping the environment bare of decoration to sell it all. Plus, I do think it represents the relative value of the item to the player character - you don't need it, you can't sell it, and you can't use it, hence it is worth 0 gold.

And yeah, most medieval societies worked with some sort of barter system, but honestly, what merchant is going to buy a bunch of spoons from you? Or a fork, a ball of wadded up yarn, and an ink well? Who are they going to sell them to? It is still just worthless junk to them as well. You try going to a pawnshop in real life and trying to get money for balls of yarn and a handful of silverware. You'll get laughed out of the store.

And if I were a merchant in Skyrim, I damn sure wouldn't buy food off a stranger that just walked in out of the mountains. He probably has a steady and known supplier for that sort of thing rather than relying on buying vegetables that have spent days at the bottom of a stranger's pack.

I just want Skyrim to have things WORTH stealing in people's houses. You know, gold, gems, jewelry, heirlooms, grandpa's old magical boots, etc. Maybe even artwork like paintings and statues. Then we can be respectable thieves, instead of emptying the houses of their contents for a grand haul of 10 gold. I stopped stealing from most places in Oblivion. Just wasn't worth it.

Are you sure you know what you want? You said you stopped stealing from most places because it wasn't worth it. Well, then why do you want valueless items? Hmm, who would want yarn, or cloth? A clothier perhaps. What about a few extra forks? A restaurant would have use for a few extra forks, for the right price. Maybe there are others out there stealing the forks from the restaurant, so they need a few spares. I still disagree with balancing the value of items based on the usefulness to the player and not usefulness to the player character. In our real world there are some valueless items that only have sentimental value, and I'm fine with the old mans lucky coin (made of a worthless metal) being worthless. But items like a couple feet of cloth, a ball of yarn, or a shovel, all would have value to someone in our world, back in the middle ages. You just have to find a buyer.

I can't remember if this is true or not for Oblivion, but in Morrowind most barterers bought items specific to there specialization. If an item wasn't in that group of items they were interested in, well they didn't buy it because it was worthless to them. I think of the player, when it comes to bartering, as a general salesman; can see the value in most items. And that's the way it should be in game because Bethesda doesn't know that I decided my character used to be a farmer and now places high value on tools of that trade. A scythe, hoe and a hand full of seeds would be worth something to my character because they know how to make a living using those items. So BGS can't say that those items should be worth 0 coins.
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Carolyne Bolt
 
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Post » Tue Sep 06, 2011 9:10 am

I agree. OB had a lot of pointless clutter.
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Christina Trayler
 
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Post » Tue Sep 06, 2011 5:40 am

Well if the developers made it worthless it obviously has no use to the player.
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Nicholas C
 
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Post » Tue Sep 06, 2011 1:31 pm

agreed
that bothered me to no end
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Alister Scott
 
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Post » Tue Sep 06, 2011 12:41 am

I disagree with your logic here.There are different types of merchants, which specialize in selling certain items or if they are a pawnbroker, they will sell and buy anything and everything. A merchant that specializes in farming equipment, or a pawnbroker, would be interested in buying a scythe. There are farms in Tamriel and farms require equipement. They have demand for scythes, so scythes (should) have value.


This is true but on the other hand the devs would need to develop a (probably) complicated system as to when each merchant stops buying something of a certain type. Sure a merchant might be able to buy, for example, 5 spoons before that merchant decides "Hey, I don't think I'm going to be selling more than this number of spoons this week" and then stop buying from the player. Also, it has to be considered that with the overwhelming amounts of all this random stuff the whole economic system could easily be exploited to the point where the player is a millionaire very early in the game.
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Natalie Taylor
 
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Post » Tue Sep 06, 2011 2:40 am

Most merchants should be specialized anyway. A smith would buy a good sword, he might have some use for that silver bowl but he won't buy that fancy cloth or that sack of potatoes.
A smith also would have no need for weapons that are inferior to his own work, a baker won't buy the stale bread you stole in the village two miles down the road, and a clothier might be willing to dispose of your old rags, but only if you are replacing them with one of his quality suits.

If you want to sell that motley collection of spoons you stole in a fit of cleptomania, you should roleplay a hawker and try to convince random people on the street to buy them but not Shopkeepers, who are cunning traders themselves, and try to make a living by selling their own products.
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Cat Haines
 
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Post » Tue Sep 06, 2011 1:29 am

IB this is TES not WoW WHARRGARBL

Indeed it is not.
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Rik Douglas
 
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Post » Tue Sep 06, 2011 5:09 am

Keep in mind that the character's actions influence the economy. This strongly suggests that prices are not fixed. Who knows? If you slaughter all the farmers in the region, maybe you won't get one gold for it. If you spend all your time being a farmhand (a job perhaps?), maybe you could get a really great price value for said scythe.
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Cathrine Jack
 
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Post » Tue Sep 06, 2011 8:28 am

Well if the developers made it worthless it obviously has no use to the player.

Yes, to the player of the game an item might not have worth, but to the player's character it might, which is why most all items should have a value (sentimental value does not count).
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Mylizards Dot com
 
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Post » Tue Sep 06, 2011 2:58 am

This is true but on the other hand the devs would need to develop a (probably) complicated system as to when each merchant stops buying something of a certain type. Sure a merchant might be able to buy, for example, 5 spoons before that merchant decides "Hey, I don't think I'm going to be selling more than this number of spoons this week" and then stop buying from the player. Also, it has to be considered that with the overwhelming amounts of all this random stuff the whole economic system could easily be exploited to the point where the player is a millionaire very early in the game.


Like it wasn't hard to become a milionare in previouse TES games.
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Suzie Dalziel
 
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Post » Tue Sep 06, 2011 10:39 am

Either make some items a fraction of a gold piece, or only begin to have value if sold in bulk.

So, selling one fork won't earn you anything, but selling 10 will earn you 5 gold.
Or, a fork is worth is worth half a gold coin.
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Tinkerbells
 
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Post » Tue Sep 06, 2011 12:52 pm

We need clutter/misc item to have a little more value. In medieval times, thieves stole basic items like silverware, and maybe some good clothes, or even tools from a farmer. Thats what thievery was about, not stealing only jewels or weapons. So for the thief characters who would earn gold by stealing basic items, we need clutter items to be worth more.

Worked fine in Morrowind.
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Catherine N
 
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Post » Mon Sep 05, 2011 11:24 pm

This is true but on the other hand the devs would need to develop a (probably) complicated system as to when each merchant stops buying something of a certain type. Sure a merchant might be able to buy, for example, 5 spoons before that merchant decides "Hey, I don't think I'm going to be selling more than this number of spoons this week" and then stop buying from the player. Also, it has to be considered that with the overwhelming amounts of all this random stuff the whole economic system could easily be exploited to the point where the player is a millionaire very early in the game.

Give spoons a value of 1 septim, I don't care, as long as they have a value logical to their game world worth. I think a simple system, like the value of something to a specific merchant (the something is an item that the merchant regularly trades) is determined by:
if x equals or is greater than 1 then v = b - 0.05b(2^x) , if x equals 0 then v = b
v is the value of the item to the merchant
x is the number of that item the merchant has in stock
b is the base value (the value displayed in the players inventory)

Obviously, that equation needs some modifiers to work in the game. The players mercantile skill should add a modifier to the equation, but that is a basic equation that can work to change the value of items depending on who is buying. If the merchant does not buy a specific item then v for that item = 0 to them.

So if the npc has 4 spoons, he then no longer wants to buy any because they are worth zero to him.
v = 1 - 0.05(1)(2^4) v = 0.2 of a coin round down to single digit place v = 0
If the npc has 3 spoons v = 0.6 , round again and you get 1 coin.

Of course this equation won't work without modifiers, as I said, since using only this basic equation all items would become worthless to a merchant when the number of that item in the merchants inventory reaches 4.
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Yung Prince
 
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Post » Tue Sep 06, 2011 3:05 am

I hated looting stuff to find crap like cups and forkes
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Neliel Kudoh
 
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Post » Mon Sep 05, 2011 11:22 pm

Well if the developers made it worthless it obviously has no use to the player.

Not to the player perhaps, but almost everything has *some* value to someone somewhere. This was answered via a mod in Morrowind that added value to clutter, and there was also a clutter merchant. Go to a flea market or garage sale and you'll see things you never thought anybody would have any value for, but people buy it.

The only good solution I think would be to have certain merchants only want to buy certain things, but far more specific than in previous games. Thus it would be far more complex, and probably not something we'll see anytime soon, unless it's possible to mod in such things through the CK.
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Ann Church
 
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