Sawyer and Barter

Briosafreak

Lived Through the Heat Death
J.E. Sawyer now has a new request for Fallout fans:
<blockquote>People generally seem to still think that Barter isn't very useful. I'd like to hear even more comments on the Barter skill and its implementation. I appreciate it. </blockquote>
You can comment on this thread on the Black Isle Studios forum or just use the comments feature and post it here at NMA.
 
Jumping Puzzles

Post Apocalyptic: It's an economy based on scavaging.
The Player Character's ECONOMY is based on loot first and 'cash' rewards second. Trade is the first step in building, or rebuilding, any society beyond the confines of the hunter gatherer. Why diminish this reality?

Karma, prestige, charisma, and whatever affect this "means of exchange". Why diminish this reality?

How many benefits are there in FO for PC's that have SOCIAL SKILLS?
Why lose another benefit for the proposed "Master of Disquise", who could trick a discount by the proper camoflage?

Considering dropping the "rug merchant" perks? Fine. Consider on.
Barter is intricately part of the any player path, whether 100 or zero points are placed in that skill.
Dunning down the early struggle for weapons and resources,
how will that be balanced? Jumping puzzles?

4too
 
I don't know, but maybe the developers want to think of something innovative themselves (rather than asking what a few educated fans want in the form of "feedback") and mayhap fix the barter system?

First off, in a post-apocalyptical world, I'd imagine bartering would be the only medium of exchange, since paper money had no value behind it anymore without platinum, spice, etc. backing it. So maybe currency would fall back on camels, wives, or something with "worth". The first Fallout (*wistful sigh*) had bottle caps as money and I thought that was rather witty and more in place for humor. But the second Fallout's sudden exchange to gold pieces never went well with me, I don't know why. The point is, thinking on the circumstances, bartering would be viable but would shiny pieces of metal offer the same appeal?

Okay, relating to the game now. I always found that if you tag the Barter skill early on, pump it to 100% or even higher, the game became decadently stale. Suddenly, I stopped traveling around New Reno searching for some mafia men to tango with in the hope of loot. Fighting a well-armed group of highwaymen seemed pointless and I'd just run away. I'd have an extremely high surplus of money in my inventory, blowing it on the nicest piece of armor or weaponry the minute I entered town. The point here, now, is that an unbalanced Barter skill kind of takes away from the grittiness of the world. I felt no triumph, no elation, in attaining a hunting rifle with a high Barter skill when, adversely, a less skilled character would have to scavange and scrounge for every little bit.

The solution? Perhaps a set value on the items, regardless of barter skill. It's ludicrous to buy trunkfuls of power cells for but tuppance. Even an oily conmen would find that feat unsurmountable.

*Shrug* My two cents.
 
Bottlecaps were accepted as currency only because the Hub backed it up. It was the offical Hub currency, and the Hub's great economical influence affected every town in it's vacinity (Fallout 1 map), so everybody used it.

I wouldn't trade a crapy pistol for any number of metal bits, unless I knew I could get stuff for them.

Other then a big orginized trading center present, the whole idea of currency should be thought over.

Except, of course, currency you can actually use. Stuff like water, for example.
 
Gunslinger said:
First off, in a post-apocalyptical world, I'd imagine bartering would be the only medium of exchange, since paper money had no value behind it anymore without platinum, spice, etc. backing it. So maybe currency would fall back on camels, wives, or something with "worth". The first Fallout (*wistful sigh*) had bottle caps as money and I thought that was rather witty and more in place for humor. But the second Fallout's sudden exchange to gold pieces never went well with me, I don't know why. The point is, thinking on the circumstances, bartering would be viable but would shiny pieces of metal offer the same appeal?
I have to agree and disagree. I agree on the bottlecaps, that was great and a bit of fun. The money in FO2 just seemed strange. it wasn't NCR currency backed by them, it just seemed to appear out of nowhere. Changing the currency system is a big thing and it was never explained why the shift to coins had taken place.

I disagree with the thought that removing money might be a good idea. True, in a world such as this, it would add benefit. But in game terms, how on earth are you going to cart around all that junk just so you can buy the latest armour? You'd need to haul around tonnes of items just to get anything of decent value. Money/Bottlecaps assits in this and creates a quick and convenient tool for item exchange. After all, that's what money is.
 
How to make barter more usefull ?

Damn good question.

Maybe you can have certain merchants that will only sell their good stuff if you have a high enough barter skill. Do not read ALL merchants but just enough so that it becomes worthwile to put a few points into barter. The player should still have access to a number of merchants but others may only be willing to sell to you with a decent to high barter skill. Or let them have some sort of special stock wich you can only access with a high enough barter skill.

I have to say, bring back the bottle caps. The money in Fallout 2 seemed unrealistic and not in line with the setting.
 
Barter in various Fallout Games

In FO1 and FO2, I never thought barter was useful. In FO1 I generally made it a point to come back and massacre the Raiders after peacefully freeing Tandi, which pretty much set me up for the duration of the game economically. Sure, with a high barter I could've gotten certain key gizmos slightly sooner, but not appreciably so.

In FO2 there's a similar situation in The Den, since Tubby and the other merchant (the one with the kids) are both scum and nobody minds if you blast them and steal their stuff. With their SMGs and Revolvers and such, it's not a big deal to blast all the slavers for even more loot. A high barter just doesn't improve this situation much either.

Fallout Tactics was a whole different can of beans, however. Barter and Gamble were THE two skills to tag with your character (let the other 5 guys handle combat, I'll keep us awash in geegaws and other assorted implements of destruction.)

I'm not sure whether the best solution would be making more of the merchants such total skinflints (a la Fallout Tactics, where the Brotherhood was so violently averted to giving its soldiers proper equipment that they only promote men to quatermaster if they have 150%+ barter) or whether a better solution would be removing such early monty haul opportunities as FO1's Raiders and FO2's Tubby/Slavers. The suggestions regarding barter-based dialogue options are good though; Having 6 skills related to killing and only 1 related to talking makes this a lot more like an FPS than an RPG, another skill with direct impact on talking certainly wouldn't hurt matters, particularly in the case of Barter, which already has its own niche and wouldn't feel tacked-on.

I'm not too big on the merchant only offering certain things to people with a high barter, however. What merchant is going to turn down the opportunity to offload some tremendously expensive thing in exchange for either cash or many things of lesser value (and thus more useful in trade) merely because said person isn't a shrewd haggler? Seriously, one of the things I generally did in early towns in both Fallout RPGs was exchange my heavy things (leather armors, spears, etc) for lighter things of comparable value (the early towns couldn't afford to give me cash for all of it) and I imagine merchants think along the same lines. Likewise, a highly valuable thing, even if it weighs little, is often undesirable because you can't exchange it with most vendors; the vendors simply can't pay you a fair price for it. Most of the time I talk to a vendor I merely want to trade in things for cash and ammunition, 10mm pistols are a better medium of exchange than say, G11E rifles. Note that I'm talking about early-on. Obviously once I'm doing most of my trading with the rather ludicrously well-equipped fellows (which is an entirely different rant...) in San Fran, G11E's are fine...

While we're on the subject of Fallout Merchants, I would like to see a much different reason why I can't merely kill the merchant and take his things. FO1 and FO2 both really bothered me in that respect. How the merchants suddenly had nothing if you killed them. I should be able to kill merchants and take their things. However, the merchants, who presumably cart valuable things across desolate wastelands full of dangers, should probably have guards. Even the stationary merchants (Hub, Reno, etc) probably do 99% of their business with unsavory types. It just makes no sense for these guys to have no protection. Even in places like the Hub, sure the cops would try to stop me, AFTER I'd already killed the merchant. Fat lot of good that does the merchant, neh? Fallout 2 came close to doing this well, since at least the wandering merchants (who generally had nothing of value, hilariously) had a half-dozen or so guards in metal armor with heavy weapons, but too many of the stationary merchants remained poorly protected (or totally unprotected!), particularly in rough-and-tumble places like Reno and The Den.

Anyway, thus concludes my longwinded silly rant on merchants and bartering.
 
SEC. 3. And be it further enacted, that all duties which shall be paid or secured to be paid by virtue of this act, shall be returned or discharged in respect to all such goods, wares or merchandise, whereupon they shall have been so paid, or secured to be paid as within twelve calendar months after payment made or security given, shall be exported to any foreign port or place, except one per centum on the amount of the said duties, which shall be retained as an indemnification for whatever expense may have accrued concerning the same.
SEC. 4. And be it further enacted, That there shall be allowed and paid on dried and pickled fish, of the fisheries of the United States, and on other provisions salted within the said states which, after the said last day of December next, shall be exported therefrom to any foreign port or place, in lieu of a drawback of the duty on the salt which shall have been expended thereupon, according to the following rates—namely: Dried fish, per quintal, ten cents; pickled fish and other salted provisions, per barrel, ten cents.
 
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Briosafreak said:
[People generally seem to still think that Barter isn't very useful. I'd like to hear even more comments on the Barter skill and its implementation. I appreciate it.

This is precisely why he needs to get off his ass and get away from that den of idiocy that is the IPLY forum. I'm not talking about heading to SomethingAwful's forum, either, as anyone that would pay a monthly fee for forum access can't be the sharpest tool in the shed.
 
I think people didn't care much about the Barter skill because "investing" into Steal was a good way to become rich and proved useful on other occasions.
 
Saint_Proverbius said:
This is precisely why he needs to get off his ass and get away from that den of idiocy that is the IPLY forum. I'm not talking about heading to SomethingAwful's forum, either, as anyone that would pay a monthly fee for forum access can't be the sharpest tool in the shed.
Just because you were banned there doesn't mean that other FO fans can't use the IPLY forums to post their ideas. Why aren't they?

Something needs to be done, that much is correct. I have posted a lot of ideas for VB that could probably use some (or a lot of) tweaking, yet few people remain there who are capable of handling a serious debate. The answer is not to require Sawyer to leave the official forums of his parent company, but to start participating. Dialectics is the best method for imporvement, after all.

Briosafreak is doing a good job pasting NMA posts at IPLY, but it would be much more productive if he didn't have to do that.
 
Hory said:
I think people didn't care much about the Barter skill because "investing" into Steal was a good way to become rich and proved useful on other occasions.

Because bartering allows someone to get better deals on things legally. If it was just about money, you can get rich off gambling as well.

Sammael said:
Just because you were banned there doesn't mean that other FO fans can't use the IPLY forums to post their ideas. Why aren't they?

Even before I was banned, years before, many of the Fallout fans had decided that forum was nothing more than a waste of time due to the overwhelming number of stupid suggestions, ideas, and rampant trolling from the IE fanbois. I was one of the few that hadn't completely written it off, though I can certainly see why Rosh and others have.

Basically the situation is that Mohammad/Mountain situation. If JE Sawyer wants the answers from the Fallout community, he should come to us. We shouldn't have to move the damned mountain.

Besides, you're talking about a forum ripe with censorship, bullshit bannings with no real or legitimate reasons, and so forth.. A forum which is more likely to have the plug pulled by the IPLY execs than either DAC's or NMA's forum is likely to go away. Even if they don't yank the entire forum, what if they decide, HEY! We don't like the feedback about Fallout 3! Let's delete every reference to the game and make it illegal to talk about! like they did with Fallout Enforcer?

Given all the shit that's happened in the last months, saying we should go there is a lot more to ask than for him to come here.
 
You are right on a number of accounts (particularly regarding the bullshit that's been going on since FO:PoS was announced). However, the Mohammad/mountain analogy simply doesn't work.

I am pretty sure Josh does read either NMA or DAC (or even both), as he has implied so in the past. However, my point here is that he obviously does not want to post either here or at DAC (or he would have done so thus far); without an actual exchange of opinions between him and the fanbase, there is very little chance of the hardcore fanbase influencing design decisions, which is bad.

I want FO3 to be a good game. I do not believe that it will be a good enough game without the fanbase being involved in a more direct way. Since I doubt anybody here wants FO3 to be crap, you* should do more than just act you have the moral high ground. If you want Sawyer to come here, ask him. Directly.

*In this context, you = the fallout community, not Saint Proverbius explicitly.
 
Well JE is always welcomed in here, and I believe he would benefit more from it also. Both the DAC and NMA's boards are open for JE, so come on down JE, we got hookers, casino's..no wait... :P
 
Sammael said:
He is the only Mohammad Fallout has.

You seriously need to get over this desire to worship developers beyond what they really are. It's thinking like that which blocks you understanding the analogy.
 
Flying The Flag

It's the length of the threads as much as the content that keeps me
from venturing consistantly into the I'play forums. I appreciate a focal point.

My cognit time is very limited these days. I am more than pleased that
Briosafreak is stirring things up. The stimulous is engaging the last vestiges of my conscious ramblings, every day.

There's value in J.E. "Flying The Flag" on any forum he has time to navigate. The better known his persona. The less likely any
phrase like FU's ""cool particle effects"" will blurr our understanding of his intentions.

FU's phrase morph'ed into a comic and positive image.

J.E. does have enough rhetorical repetitiion... [ I' m sure we'll detect his signiture cliches. ""how could the number of ...... have anything to do with......""] ..... and enough stage presence to thwart shallow mimicry.

The nativistic analogies need not be literally messianic, to
empower "the Chosen One". We all get a shot at playing the hero,
no matter where or when we play the role.

4too
 
Saint_Proverbius said:
You seriously need to get over this desire to worship developers beyond what they really are. It's thinking like that which blocks you understanding the analogy.
You cannot be serious. It is you who has difficulties understanding why the analogy does not work.
 
Glad we're all talking about the future of the barter skill, and not IPLY forums, JE Sawyer, or Mohammed and the Mountain.
 
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