Irwanday01
Novice
- Joined
- Jan 11, 2006
- Messages
- 35
Quote:
2) All Main cities should have a toll to pass through the gate.
An interesting idea, but not one I'd particularly like implemented honestly. It would make sense for routes throughout the world, but not access to cities. Pay 100 Toll to cross the bridge, or fight your way through the wilderness filled
My thoughts were something like this< A toll for crossing the road could be paid also, but since we already have to go through a gate on all the main cities( so we can load the city) why not make it cost something. Also if you have to pay at a hotel it will cost you to sleep, if you decide " hey im just going to sleep in the wilderness" it will cost you to use the gates.
Irwanday01 wrote:
6) maybe montly membership fees for guilds.
Perhaps. What happens if you don't pay though? Perhaps contributions could go towards various bonuses that are taken as normal - e.g. good trading prices, free low value guild items (supply chests), etc. -, and these things could be denied for non-payment of fees.
[free guild items should have little to no re-sale value though, since they've got guild markings on them]
I was thinking if you didn't pay you membership to the guild, the members dispostion would drop towards you so you couldn't buy and potions, spells, ingredients, get training, or MAYBE even do missions. Also every time you advance in the guild you should have a higher fee to pay, because you are now able to get more services.
I was thinking this as well.Irwanday01 wrote:
1) loot should only be as valueble as can be afforded to pay. for example if the richest merchant in the province has 10000 septims than the most valueble items should cost around that.
Or perhaps higher valued items should sell for quite a bit, but for a lower proportion of their value. If the richest merchant can only afford 10000, he's unlikely to pay 10000 for an item worth 10000. There's no point having items worth 10 times what anyone will pay, but twice what anyone can pay isn't necessarily a problem.
Irwanday01 wrote:
2) items should be more valueable in certain locations. If a fish cost 10 dollars in Anvil (on the seacoast) than the same item should cost 25 in the middle of the province where there are no fish. or maybe fruits and plants should cost more in bruma where it is always snowing, where crops cant grow.
Nice thought, but I'm not sure it'll be worth doing. If the items are low value, it won't have much effect over-all, and might still be a lot of trouble to get working. It would add a bit of colour, but I don't see it being easy enough to be worth your while doing - perhaps it'll be easier than I imagine though.
well with this one I thought it would be of some benefit, it may not make a difference if you only selling one item. But lets say fish are worth 10 septims in Anvil and 25 in Skingrad. if you sell 20 fish it will make a big difference.
Irwanday01 wrote:
3) for every 24 hours that passes a merchant should respawn 20% of his loot. that way if you have all the merchants money through a transaction, it will take him five days to be back to his original amount of money.
I'm not sure about this. I think a bank + letter of credit system would work better. A merchant would still have an upper limit for the value of letter of credit he could give out, but that would be much higher than his available gold. This way, any reasonable amount of items can be sold to a merchant with a fairly large shop, since he'll write you a letter of credit to cash at a bank. It's credible, but without all the waiting around for money to respawn.
yeah im not set on my idea either, but i know the sleep sell method is a huge exploit, and it needs to be fixed. For me anyway.