Big demands
Moderator: Gamemasters
Big demands
I find big demands somewhat unrealistic and lack certain RP qualities, today I was wandering around as a street peddler selling herbs, and I got an order of 250 redheads and 250 sandberry's, well this is all very well, I would have got several ingots out of it. But the point is, I was RPing a man who sells herbs, just carries a bag around with him peddling small bunches to people. Now in medieval times, no street peddler would ever be able to cope with such huge numbers, and a good days work would be selling 9 or 10 bunches.
The thing is, people make potions in huge quantities to make money, in RL an alchemist would only have a few potions himself, when a customer asked him for a specific potion he would go out and but 1 lot of the herbs he needed and make 1 potion.
A suit of armour would cost insane amounts and a smith would only sell one every few months
I guess the point I'm trying to put across is that the whole economy in illarion is very unrealistic.
The thing is, people make potions in huge quantities to make money, in RL an alchemist would only have a few potions himself, when a customer asked him for a specific potion he would go out and but 1 lot of the herbs he needed and make 1 potion.
A suit of armour would cost insane amounts and a smith would only sell one every few months
I guess the point I'm trying to put across is that the whole economy in illarion is very unrealistic.
of course its unrealistic! if this game was a quite realistic game it would totally suck! you could only carry about 30 or so ores at a time, depots wouldnt be able to hold much stuff, getting fish would take quite a long time, it would take ALOT more time to cut trees down, smithing would take 100 times longer, skills would be incedibly hard to raise, once you die you would be dead FOREVER, unless that GMs played the gods and they thought you deserved another chance (ex: someone killing you over a very pointless arguement, a way that they would bring you back is something like you do something foolish and try to explore the demon cave, or a zombie pops out of somewhere and you die)
instead of this game being realistic they make it have "realism" an example of where this was recently applied is; instead of being able to smith anywhere at all, now you need an anvil.
thats why this game is fun
realistic = bad
realism = good
instead of this game being realistic they make it have "realism" an example of where this was recently applied is; instead of being able to smith anywhere at all, now you need an anvil.
thats why this game is fun
realistic = bad
realism = good
That the economic is a bit unrealistic, is well known. Try to read the old discussions about SMACC and other themes to this. There exist many good suggestions to better economic.
SMACC was also an attempt to better economic ingame to garantue minimum prices, where's no real need for some goods like in our economy with ask and demand.
In former times, there was it possible to carry as much as you want, the weight system limited this. In former times, you could work as long as you want, now there's a stamina system. And I am sure, there will be more changes to the economic system to make it better.
SMACC was also an attempt to better economic ingame to garantue minimum prices, where's no real need for some goods like in our economy with ask and demand.
In former times, there was it possible to carry as much as you want, the weight system limited this. In former times, you could work as long as you want, now there's a stamina system. And I am sure, there will be more changes to the economic system to make it better.
Gui, perhaps when herbs and potions go bad, the economy will be in a much more realistic state. I have litterally hundreds of potions sitting in my depot. Most people can make their own potions, so they don't buy any. I really can't wait till things go bad. Then the economy will be active and fun. I really wish gems were about 10x as hard to find as they are currently. Goldsmiths cut their own gems.
When armor is hard to make is when it will be expensive. Like chainmail taking maybe 20 iron and coal to make. If you mess up, down the drain.
- Grant Herion
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- Caranthir the great
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- Caranthir the great
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- Caranthir the great
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Quality over quantity, and in this respect I find you statement akward.
If it's the same if you'd sell 20 or 1, whats the problem? I can't see one. On the contrary, this will add additional dose of realism to the game, considering how utterly underpriced some items are. Also, you'd be having less job in selling one 'thing' to one person than selling 20 'things' to 20 fellows.
If it's the same if you'd sell 20 or 1, whats the problem? I can't see one. On the contrary, this will add additional dose of realism to the game, considering how utterly underpriced some items are. Also, you'd be having less job in selling one 'thing' to one person than selling 20 'things' to 20 fellows.
Well, if this extremely difficult system was put into action, there would be NO customers. Newer people would have their shovels break and get no ores because you want resources to be rare. Then there would be no money to buy anything, add this with the upcoming feature(I believe) or armor and weapons "wearing". So then they would become expensive AND you would have to buy them regularly, personally it sounds like a mess
- Falk vom Wald
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@FooserJohn: Newer people would not take a shovel, walk some steps and dig and a dig and dig and dig.
They would look out for someone to guide them, they would work for a little period for someone, earning money, rising skills while beeing supported with the tools they need.
Newbies should start with roleplay instead of skillraise, that what I feel.
If I would have to decide, Newbies wouldn't be able to cast, nor would they be able to fight. After a period of interaction they would get these things of course. But we do not need to discuss this, because there are no plans to change anything that way.
They would look out for someone to guide them, they would work for a little period for someone, earning money, rising skills while beeing supported with the tools they need.
Newbies should start with roleplay instead of skillraise, that what I feel.
If I would have to decide, Newbies wouldn't be able to cast, nor would they be able to fight. After a period of interaction they would get these things of course. But we do not need to discuss this, because there are no plans to change anything that way.