Harder Barter uses a logarithmic scale which DOES make items more expensive, but is primarily focused on making it so that the player receives less gold from SELLING and increases the effect of Mercantile on both buying and selling. The effect of this is that a single good loot drop doesn't break the economy, and all services (particularly training) become functionally more expensive. Combined with MDMD, the inevitable midgame power threshold problem doesn't arise, because the player isn't strong enough to tackle a lot of the challenges and can't BECOME strong enough by spamming trainers. There are still plenty of uses for gold, you simply have far less of it.Are you playing dumbass or for real?
Another, new, way to deal with money, another way to make it useful again, is DIFFERENT from making harder barter check or increase price level~ MWSE Harder Barter is not a new way...
Aaaaaah, I see. You are avoiding the answer, which ofcourse is that MW dont have another, different, way. :meh:
MWSE is a new way also in the sense that it is compatible with any mod that retains vanilla price values ala Tamriel Rebuilt. Old .esp level economy mods that relied on directly editing item values couldn't do this, because new items from mods would break the economy.
The first quest that sends you in a dungeon for the dwemer puzzle box conditions the player that he should look very closely everywhere. The intent of the developers is plain as day, it's the appliction of Skinner's Box to hook teens and young adults into the gameplay loop.
The Skinner box criticism is valid with Oblivion and Skyrim (also Daggerfall!) where loot is levelled and random, but doesn't really apply to Morrowind's handplaced loot. Most of the dungeons are worthless to rummage through, so the average playthrough is far more focused on finishing quests and advancing through factions. The Skinner box only works if the box has a treat each time - in Morrowind, the box is often empty.