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« on: January 19, 2015, 04:23:11 pm »
Stealing or findng something and selling is just that, selling, not trading. By definition trading you go around, buying cheap selling high.
If we were to implement a real trade market like what you see in trading games then all merchants would buy everything at normal prices and expensive for items that they really need though I suppose it would be fair to say some items they'd have in surplus and buy at low prices too. At any rate this wouldn't fit an RPG.
I will not talk about BD series nor System shock since I didn't play them.
Fallout buys everything at the same price, the only modifier is your barter skill, not whether they need it or any such non-sense. Arcanum similarly buys everything at the same price. What changes the price is how much people like you which is affected by your beauty and possible quests made (race too depending on the place)... As a matter of fact did you ever had a problem in fallout selling loot? No, you might have had some problems carrying it, but there is no respawns so you store all loot of the area in one container and just go back and forth until all is sold (this only creates unnecessary busywork that beneficted the game in no way). As for Arcanum it's a non-issue because with all the party memebers you have you'll just be able to carry everything no matter what area you clear and in arcanum merchants don't even have money limits which makes it even better than fallout in that aspect but given how much longer after fallout it came it's only natural that they improved the formula. The carry weight is there only cause since it makes no real diference.
So as you can see, neither does underrail has a true trading system nor would it benefict the game in any way. What we are left with is a subpar economic system that still gives us too much money, doesn't encourages us to go out of the beaten path and frustates the players for not allowing them to sell their hard earned loot.
Not everything is bad of course. The early game as far as economy is concerned has improved. Even with the little I managed to tolerate of this economic system to play I could reasonably say that you get a lot more necessary starting money. But past that things are much worse than when I started playing.
Therein lies the problem. Not only does the current economic system aggravates players (yes not all of them but some right now and I imagine a vast majority when the game goes live), but it doesn't encourages you to go off the beaten path. What does that makes of the game? Well if players are not encouraged to go out of the beaten path then only a small part of the gamers will actually bother to see everything the game has to offer, that kinda makes a void where the developers spent time creating all those areas for nothing... It's exactly the same as I've always said about the GMS vault. It's a waste of time to go there! Why even design an area whose only purpose is to waste people's time? Most players are either going to go there once and never again touch it in any following playthroughs or they will read the wiki, see that tehre is nothing to be had there but a huge waste of time and they will not even go there once. This basicly means that developers wasted time doing something no one will care about.
A good game design will have players be rewarded by risk and time investment. If it's not worth it, players will ignore it and that nullifies the whole point of the developers having spent time and thus money in creating those areas.