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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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Darkwing
post Feb 11 2006, 03:15 PM
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Joined: 11-February 05



Hopefully they will break the market down into select merchants.

You'll have the bog standard merchant who will buy basic items off you (or non-magical non-unique non-artifact items) for a low cost (lets be honest, they wont sell the hordes of swords you stumble across, so why should they buy them at a high rate?)

The really expensive items that you find at later levels could be sold to an exotic merchant (who you may have to unlock with a quest or two to gain his/her favour) who has considerably larger funds accessible to them. That said, the more items they buy off you of a similar type, the less they will give you money wise - supply and demand etc.

I'm hoping this kind of system is in play. That way the player still has a way to get cash, but they have to work for it, and have to explore different regions to get different high-level items from mobs, rather than camp a spawn spot and fast-travel to the nearest merchant to sell a multitude of the same items for a massive profit.

my $0.02
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