TREPE Posted March 16, 2010 Share Posted March 16, 2010 I think my topic pretty much says what the idea is, but unfortunately I have no idea where to even start. So I ask and hope someone here is interesting in picking this idea up and running with it? Here are a few details to help get this ball rolling. Persuade skill would also enhance how much we get for selling items back to the merchant. Where the percentile is the multiplier to the base cost of the item in question: 1 tic: 30%; 2 tic: 35%; 3 tic: 40%; 4 tic: 50% I think it might be neat if there was some variation in geography and if certain, more rare, items sold closer to their base cost naturally. For instance a Grey Warden Longsword, or maybe a weapon that allows enchantment, may sell a little closer to its base cost than a standard infantrymen longsword. To explain Geography, say add a small amount of dirt cheap lyrium dust to that Merchant in Dust Town's list of goods. Yet, when you take that Lyrium Dust to the tower the Templar Quartermaster wants the product so bad he is willing to pay very close to the price he resells it at. OR say our friends at Soldier's Peak should be a whole lot happier when we sell him back 'Private Documents' and other such items. In the description it says it helps them 'expand' their business, which is what they say they wanna do... I will write down the item names and look them up next time I am playing. Anyhow, this is my idea and I hope someone picks this idea up and runs with it because I think a lot of people would be all over this mod. Link to comment Share on other sites More sharing options...
DarkeWolf Posted March 16, 2010 Share Posted March 16, 2010 I agree that it would be cool to have your persuasion skill allow you to "negotiate" better prices. One issue that I can think of that would have to be overcome is the fact that none of the merchants run on a standardized system. They're all singular NPC's with their prices and discounts programmed into them all individually. It is possible to script something like that, but not understanding the scripting language this game uses, or how to interact with all the flags and whatnot, I'm clueless on how to even begin a system like that. Interesting idea tho! I hope that some of our programmers on here like it enough to try it out :) Link to comment Share on other sites More sharing options...
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