Fig455 on 16/4/2006 at 22:48
*slowly backs away from peeperstorm*...
Uncia on 17/4/2006 at 09:51
"Wah, wah, Morrowind's biggest failure is that after a few hours you become a god and noone can hurt you!"
*developers fix most exploits that allow that*
"Wah, wah, why doesn't Oblivion allow me to become god so noone can hurt me??"
mrPither on 17/4/2006 at 11:39
Two things have caught my attention so far with the xbox 360 version:
- The amount of money merchants have does not change when buying/selling things. For example, the smith in Anvil always has 1200 gold regardless of what he has just bought from me.
- In Fort Strand (near Anvil), I killed a bandit who dropped an enchanted mace called "Rockshatter", apparently a quest item of some sort. After picking it up, I searched his body and found the same mace again in his "inventory".
So now I have two Rockshatter maces. And since it is a quest item, I cannot drop or sell either. Not that I complain. Quest items apparently have no weight. The mace gives "shock damage 11 and 20% weakness to shock", which makes it perfect for dealing shock treatments to the creatures of Oblivion.
It is likely I can get rid of at least one of the maces by completing the quest, which I have not yet come across.
Spitter on 17/4/2006 at 12:46
Quote Posted by mrPither
- The amount of money merchants have does not change when buying/selling things. For example, the smith in Anvil always has 1200 gold regardless of what he has just bought from me.
It's not a bug, it's a feature! The gold the merchants have is actually the maximum amount of cash they're willing to dish out per transaction. It's not realistic, but I find it streamlines the bartering system (in a good way). You no longer have to wait for the merchant to resupply his gold reserves.
Uncia on 17/4/2006 at 13:04
Indeed. It both prevents you from getting too much cash from lucky finds (which was easy to do in Morrowind if you just invested a few days of item juggling into) and allows you to sell your entire inventory without having to swap merchants or abuse the wait system. It's brilliant. :)
BTW, anyone know if your Mercentile skill improves per number of sales made (and if selling a batch is the same as selling separate) or per amount of cash made?
Spitter on 17/4/2006 at 13:44
Per sales and selling things in a batch counts as one sale. The mercantile skill raises ludicriously slowly - I took it as a major and it had increased by two points by level 17. There's a mod that I applied that makes it increase faster - I don't have the link handy right now, though.
Uncia on 17/4/2006 at 14:20
I imagine using a trainer to get it higher might actually be in the spirit of things. I mean, you're investing money to learn how to invest money. ;)
WingedKagouti on 17/4/2006 at 16:35
Quote Posted by Spitter
Per sales and selling things in a batch counts as one sale. The mercantile skill raises ludicriously slowly - I took it as a major and it had increased by two points by level 17. There's a mod that I applied that makes it increase faster - I don't have the link handy right now, though.
Not sure what you're doing, but have you tried increasing the Haggle bar to the maximum a merchant wants to trade for? I've found that I can get 1-2 Mercantile/level with it as a Minor skill just doing my normal stuff.
Of course, if you're leveling fast due to constant use of your other Major skills then you'll likely not trade as many times per level.
Spitter on 17/4/2006 at 17:12
Quote Posted by WingedKagouti
Not sure what you're doing, but have you tried increasing the Haggle bar to the maximum a merchant wants to trade for?
Yes.
I'm also a thief so I keep hauling back loot all the time.
WingedKagouti on 17/4/2006 at 18:36
Your problem may be that it's a Major skill and thus contributes to your level ups.