When I sell something of a very high value, and sell many such items, the game says that the vendor has no more gold to buy that item.
Is there a way to reverse it? Thanks in Advance !
Why are vendors so poor ?
Débuté par
ZX_Diablo
, mai 11 2012 06:28
#1
Posté 11 mai 2012 - 06:28
#2
Posté 11 mai 2012 - 07:35
You can give your self gold in the console:
~
DebugMode 1
givegold (gold amount)
DebugMode 0
~
~
DebugMode 1
givegold (gold amount)
DebugMode 0
~
#3
Posté 11 mai 2012 - 08:08
But can I not give the vendor the gold?
#4
Posté 11 mai 2012 - 12:29
A vendors gold is a setting on the store. If you want to increase their gold, the best thing to do is buy from them.
#5
Posté 11 mai 2012 - 01:11
Can allways use a diffrent vender. You shouldn't be haveing so much stuff that you use up the venders. Atleast I have never realy had this problem and I tend to horbe stuff to sale all the time in the OC. Not to mention they tend to not give you a very good price for most items. Where you saleing at and what are you saleing. Remember the first two venders you meet are in a small town and not ment for big exchanges. Like Kamal said buy stuff and the money increeases. Some games the creater has set in refresh for the venders where if you come back after a day (or rest) they will have money again. The OC isn't like this so like any normal vender, they got to sale stuff to make money after all.
#6
Posté 11 mai 2012 - 02:40
The default is for venders to have unlimited gold, so when they don't, it's because the module builder doesn't want them to have too much gold. Restricting the amount of gold in a game (i.e. a 'low-gold world') forces the player to be more careful about what they buy but also makes side quests with gold rewards much more important. The limited gold can also act as a check on the PC's power, preventing them from over-equipping themselves and unbalancing the game.
Note that buying things from the vendor will increase their gold supply, so think about stocking up on medkits, ammo, and potions. If you have companions, think about fully equipping them with all the magical odds and ends, rings, boots, et al.
A big source of the problem, IMHO, is how expensive relatively mundane magical weapons are. You get a +1 short sword that you're ecstatic about until you find that +2 cold iron Kukri, and then you can't wait to pawn it off. If a builder tries to give their players a decent selection of magical weaponry scattered throughout the module, they're also giving the player the power to crash the local economy by flooding it with spectacular loot. I've taken to giving my magical weapons the plot flag just so players can't sell them.
I know folks have strong opinions about the OC monty-haul, are there any other thoughts about how a game economy should work?
Note that buying things from the vendor will increase their gold supply, so think about stocking up on medkits, ammo, and potions. If you have companions, think about fully equipping them with all the magical odds and ends, rings, boots, et al.
A big source of the problem, IMHO, is how expensive relatively mundane magical weapons are. You get a +1 short sword that you're ecstatic about until you find that +2 cold iron Kukri, and then you can't wait to pawn it off. If a builder tries to give their players a decent selection of magical weaponry scattered throughout the module, they're also giving the player the power to crash the local economy by flooding it with spectacular loot. I've taken to giving my magical weapons the plot flag just so players can't sell them.
I know folks have strong opinions about the OC monty-haul, are there any other thoughts about how a game economy should work?
#7
Posté 11 mai 2012 - 05:44
Well I don’t know about the OC as a matter of fact I haven’t played it in so long I can’t even remember how it goes.
But in my little project I’ve tried balancing the economy by giving the vendors a large menu of things to sell. Plus I made some items like healing potions and even +1 arrow’s unlimited, this enticing the player to spend their gold, kind of like Wallmart. I even have special vendors placed strategically throughout the game that have special but very expensive items for sale, tempting the player to spend more gold.
Another trick I use is to give a lot of items with charges this giving them a limited life span, once again giving the player an excuse to gallop back to the store and spend more gold.
The goal here is to keep the player in almost state of broke, this forcing him to keep on questing. Not until the final-final encounter will the player receive a fair but satisfying reward of loot.
Am I a little off topic? I’m sorry, couldn’t resist the opportunity to throw in a little Fanglewood promo.
But in my little project I’ve tried balancing the economy by giving the vendors a large menu of things to sell. Plus I made some items like healing potions and even +1 arrow’s unlimited, this enticing the player to spend their gold, kind of like Wallmart. I even have special vendors placed strategically throughout the game that have special but very expensive items for sale, tempting the player to spend more gold.
Another trick I use is to give a lot of items with charges this giving them a limited life span, once again giving the player an excuse to gallop back to the store and spend more gold.
The goal here is to keep the player in almost state of broke, this forcing him to keep on questing. Not until the final-final encounter will the player receive a fair but satisfying reward of loot.
Am I a little off topic? I’m sorry, couldn’t resist the opportunity to throw in a little Fanglewood promo.
Modifié par Alupinu, 11 mai 2012 - 05:46 .
#8
Posté 15 mai 2012 - 11:15
Restricting what certain merchants will buy from you forces you to shop around, and reduces the likelihood of exhausting any one merchant's coffers. It also makes for a degree of realism in the module. Why would a merchant who deals primarily in wands, scrolls, rings and amulets want to spend good gold buying a tower shield or a suit of armour?





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