So because unlike most of you fuckers I didn't have the luxury of heading out to get Fallout 3 on launch day or whenever my copy of it arrived back home I've been biding my time revisiting Oblivion with various mods and stuff. One of the bigger ones, Obscuro's Oblivion Overhaul, does what I guess are a lot of rather neat things, but one thing that absolutly pisses me the fuck off about it is that the developer felt it nessecary to jack up the costs of training an additional twofold (which has nothing to do with the similar decrease in skill gain rates, no sirree) - supposedly he wanted to do something about the copious amounts of money folks can accumulate (which is a load of bullshit seeing as how you'd only get into that kind of serious money at the earliest about 15 levels in, at which point you start to get near the endgame as it is).
He then follows this up by introducing a bunch of items into the loot lists, a good number of which go into the tens of thousands in terms of value. :facepalm:
My personal annoyance aside, this particular bit of madness demonstrates this strange characteristic, perhaps flawed logic or outright irrationality on behalf of the developer, that you see in the economies of so many different game worlds. For whatever reason, the prices for goods - usually, though not always, combined to weapons and armor - follow an extrordinarily high curve in regards to their value verses their capabilities, to the point at which for the value of a single item at the end of the curve, one could outfit a dozen or several
dozen men with more mundane items of a similar nature that are only inferior to the high-end item by 50-60%, and with "extrordinary" items their values can be so inflated as to rival the entire GDP of a game province of no small size. For example:
In Oblivion: iron weapons are the low end of the spectrum, Daedric's the high end. An iron warhammer, once you hit master level in Blunt, has an attack power of 14, durability of 196, and a value of 60. The Daedric equivilent, on the other hand, has an AP of 28 and a durability of 784. How much do you think it costs? 750? 1000? 1500?5000.
For twice the damage and four times the durability you're paying an 8200% markup over the more mundane. But then again, there's the DWH's ability to hit ethereal enemies, so a more fair comparison would be a silver WH - a value of 200 and AP of 18. You're still
getting royally screwed, though - the damage difference is only about 64%, but it's still a 2400% increase in price.
Another example: Final Fantasy Tactics. Cheap broadsword you get at the start of the game costs around 200 smackers for an AP bonus of 4 - on the other end of the line for buyables, Rune Blades, on the other hand, go for 100 times that, a grand twenty grand a blade.
Take a guess as to their AP.
14. Though to be fair to the RB it's also got double the Weapon Blocking chance as well as a bonus to Magic Affinity/Ability/Whatever, but that's beside the point
I could go on trolling for more and more examples, but I'm sure you've got the idea and have seen enough examples of your own. What I want to know is, why is this such a common occurance in game economies? Why is it allowed
to continue being such a common occurance? While inflation is an understandable and unavoidable outcome due to demands for an item and the bidding wars that may erupt, why do devs feel that this inflation has to be on a scale of tens and hundreds of times
when determining price compared to similar items as opposed to several