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How much gold would you pay for a perk?


6Domino6

  

1 member has voted

  1. 1. Which price version would you go with?

    • Hardcore
      0
    • Normal
    • I want quests! (note: would still require you to pay gold afterwards)


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After much consideration of trying to balance it for players who have plenty of gold I've decided on two variations of gold requirements for the perk book mod:

 

"Hardcore"

Novice: 50,000

Apprentice: 200,000

Adept: 500,000

Expert: 800,000

Master: 1,000,000

 

"Normal"

Novice: 20,000

Apprentice: 80,000

Adept: 200,000

Expert: 320,000

Master: 500,000

 

These values are not final by any means, but that is more how I want to have it because some players make money easily while other players find gold is harder to get.

 

The gold however is only the first step to what I truly want to do: Make quests to unlock the ability to buy the perk books that would give you these skills. The scripts would still check if you have the required skill level to learn the skill. So no learning the stealth master perk with 20 sneak just because you have the gold.

 

The quests would most likely be a minimum of five per skill tree to avoid making 251 quests. There would be one quest to unlock the ability to buy each rank of perk books. That would be 90 quests, still a feat but more manageable. I don't have time to pan it all out currently, (on my way out in a few minutes), but the higher the skill, the harder the quest. Certain skills may have unique quests due to what they change (ie killing a dragon to get dragon smithing, or an atronach to get the perk that lets your atronachs stick around longer) but that wouldn't be in the initial release.

 

Note: The OP was edited because I didn't want people to think that it was going to be only gold long term, because that was not what the thread started out as. I wanted to know how much players thought was an acceptable amount of gold for a single perk.

Edited by 6Domino6
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closer to fg109s. Perks are serious business. This would also imply the ability to go beyond the softcap with perks? a high level would have little problem getting those amounts. Gold sinks are kinda lacking in skyrim anyways. What more meaningful gold sink than a perk really? Like most, I know I have many hundred thousands of gold in un messed with blacksmithing, enchanting and alchemy stuff just sitting around in my four purchased houses, with no real reason to go through the trouble of turning them into gold. I wish I had a reason. I just don't. hundreds of thousands of gold is the equivalent, for someone who really want's their next perk, of added, meaningful gameplay :D

 

for someone with near max alchy and speachcraft, 10,000 is like...7 particular potions.. Haven't delved into it for a while, but I think a 7x creep root or w/e and a 7x giants toe will get you that. A quick trip to eastmarch for the root, and to a giants mound, along with a few alchy shop visits for the giants toe and you have a new master level perk...does not compute.

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I haven't played all the way to max level which is why I wanted input. The furthest I made it was Lv20 I think before I decided I wanted to make my mage and then the CK came out...and I've been booting that up instead ever since. At higher levels I know that gold is easier to come by, but it is typically lower levels that end up hurting for gold. I'm not sure if I would go as far as 1mil gold for a master perk, but I'm considering half that for the masters currently.

 

I'd like something that starts out being hard to obtain but relatively easier as you progress...but part of the reason my L12 mage is broke is because npcs have nearly NO money...when I sold everything she had about 20k extra and that's just from stuff I was carrying :/ Not counting stuff in my house.

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I have to ask... what's the point of lower level characters buying perks? just level maybe? My highest is 50, and another level is still not that big a deal if that's my goal. Of course to be fair my speechcraft, alchemy, smithing, block, and enchanting were all at or approaching 100 by around lvl 30, so my combat skills are leveling faster than they probably would on a lot of higher level characters.... if the math even works out like that, whatever.

 

Part of the reason I didn't suggest a leveled cost myself, is that it then becomes obvious that when you start a new character, you go nuts to make as much gold at low levels, and blow it all on perks then. but where does that leave you? trying not to level up combat skills, and still with excess money when you get to max level. You created more playing time, but it was playing time when you couldn't engage in combat without great loss, and you were mindlessly grinding money. wow... overthinking brought to you from years and years of faithful following of wow developer blogs >.<

 

Seems like the *time* to be able to buy perks would be at max level, or at least some medium level like 50, or stretching it, 40.

 

Buuut any of these things could just be options you can configure for the mod. (optional files etc...) Some form of this mod out there would be cool :D

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I wouldn't pay anything for perks. I like the idea that you earn them instead of buying them. Though on the other hand I would buy a limited can only buy so many perk point reset just incase I used a point in something or a whole tree and much later in the game could use the point(s) someplace else.

 

1 million for a whole skill tree and cannot ever buy it again.

100,000 per point maximum amount of points would be the same amount as the tree with the most perks.

 

combined you can remove all perks from 2 skill trees at 2 million septims.

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I actually think its a good idea.

 

It's not forcing you to buy perks, it's just possible to do so.

I would definitely make them extremely expensive (1 million for master perks).

It would also be best, in my opinion, to keep it so that you can only buy the perks you have the skill for so that players can't just buy whatever perk they want while keeping a low level char.

 

Would be good to see this come to light.

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