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> Oblivion Economy?, unbalanced like Morrowind or fixed?
Uruhara_Kisuke
post Feb 6 2006, 08:19 AM
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I was wondering what the economy of Oblivion will be this time round.

Are the typical complains from Morrowind addressed? in particular-

- exploits from MudCrab and Creeper?
- low npc max septim counts?
- highly valued endgame gear that has modest drop rates from medium level monsters?
- low expenditure from training?

As I understand it, Alchemy fortify potions to boost stats are capped, so I *think* the rate of making and selling potions to make a fast buck will be somewhat gimped.


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Uruhara_Kisuke
post Feb 6 2006, 02:37 PM
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Well fair enough that mudcrab and creeper are easter eggs.

I can agree fishing villages having a lower cash flow due to low economic activity

However, this does not explain the forced barter trading to take place with high end gear, if even rich merchants in Caldera, Ebonheart, Sadrith Mora and Vivec itself have no npcs capable of buying it from the PC at one shot, requiring instead the tedious attempts to first load up npcs with cheap gear, so as to garner septims for expenditures.

I hold a vastly different view on training being cheap only through exploits though, as anyone capable of killing a golden saint/dremora (about level 9~12) will soon find themselves the owner of 5.6k~120k item.

What some mods did was increase the cost of training, fast travel and spells, adjusting merchants mercantile and persuassion skills, as well as nerf drop rates from golden saints/dremora. All these policies are rationale I concur with. The lack of viable trading partners still bug me though.

The only information I managed to find was investment in npcs that allows them to have a higer septim count for trading in Oblivion, and horses/houses are not supposed to come at bargain prices too... wonder how that will actually work out.




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