The economy in Oblivion
Posted: Sun Aug 21, 2005 8:08 pm
I hope the economy in Oblivion is more advanced than that in MW.
I don't know if there are mods to modify the economic system but MW could certainly use one. I DO like the fact they finally figured out that every vendor might not have unlimited cash ... it always seems silly to me, like in Everquest for example, that any old tinker-trader hanging about out in the wilderness can immediately cough up 10,000 platinum for an item you happen to have for sale.
Again the game would be a lot more fun if you really had to think to make money, just like in real life, rather than getting relatively rich in a few hours by collecting herbs or waspwings or whatever.
Also, as someone else pointed out, items should not just be limitless so that when you buy one another immediately appears for sale. What should happen is that the more you buy the higher the price goes, and equally the more of an item you sell the lower the price goes - supply and demand.
Also, you should not be able to sell anything to anyone. Again MW had a go at dealing with this, but it wasn't as refined as it could have been.
It also seems to me that items should have a geographic/class/guild value. For example, if I have a particularly nice poisoned dagger, which should be illegal, it might be worth a lot more to a thief than a regular vendor, although there might be some risks involved in trying to find the thief to buy it in the first place. Indeed there should be a risk involved in trying to sell an illegal item to a regular vendor in the first place.
Again MW had a go with this by allowing higher or lower prices depending upon how favorably the vendor viewed you. I really hope they expand this in O.
I realize I am in the minority on all this because most people probably prefer to get as much money as fast as possible to buy better equipment. I just think that RPG's that have a more interesting economy are so much more fun to play than just nuking monsters.
I don't know if there are mods to modify the economic system but MW could certainly use one. I DO like the fact they finally figured out that every vendor might not have unlimited cash ... it always seems silly to me, like in Everquest for example, that any old tinker-trader hanging about out in the wilderness can immediately cough up 10,000 platinum for an item you happen to have for sale.
Again the game would be a lot more fun if you really had to think to make money, just like in real life, rather than getting relatively rich in a few hours by collecting herbs or waspwings or whatever.
Also, as someone else pointed out, items should not just be limitless so that when you buy one another immediately appears for sale. What should happen is that the more you buy the higher the price goes, and equally the more of an item you sell the lower the price goes - supply and demand.
Also, you should not be able to sell anything to anyone. Again MW had a go at dealing with this, but it wasn't as refined as it could have been.
It also seems to me that items should have a geographic/class/guild value. For example, if I have a particularly nice poisoned dagger, which should be illegal, it might be worth a lot more to a thief than a regular vendor, although there might be some risks involved in trying to find the thief to buy it in the first place. Indeed there should be a risk involved in trying to sell an illegal item to a regular vendor in the first place.
Again MW had a go with this by allowing higher or lower prices depending upon how favorably the vendor viewed you. I really hope they expand this in O.
I realize I am in the minority on all this because most people probably prefer to get as much money as fast as possible to buy better equipment. I just think that RPG's that have a more interesting economy are so much more fun to play than just nuking monsters.