Persuasion & Haggling
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XGOPAidanlol
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I think it would be cool to be able to persuade or barter with people you are trying to hire. The higher level of persuasion, the higher a chance you could lower their price. Anyone else like it?
Last edited by XGOPAidanlol on Mon Nov 05, 2012 4:44 am, edited 1 time in total.
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XGOPAidanlol
- Posts: 28
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wow i feel dumb... let meh fix that lolBlxz wrote:XGOPAidanlol wrote: with people you are trying to higher.
Trying to hire?
I more like haggling on other thinks than swords for hire. For example: Sabre for 9000 if you have high haggle skill you could be able to lower price by *Insert max % of price lowered by haggling*
Anyway added to suggestions list
Anyway added to suggestions list
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- iSuck345
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I think there's already a name for that skill but it's not implemented. It's called bluffing.
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- Santaissick
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But haggling can be part of the bluffing skill too. Haven't you seen all the "money change scams" on youtube? It might be too much if new skill was added.
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013
That is still not haggling. That is organised theft or 'lying'. Haggling is not lying, bluffing or anything like that. Haggling is debating prices. So I say, I'll sell it for $100. You say: "No way, it is only worth $80. Sell it to me for that". That, my fellow forumites, is haggling.
pie
- Santaissick
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I know what haggling is
I was only trying to make an explanation how it would result into lowered prices if haggling were implemented and combined with bluffing skill. And I know that method I was referring to isn't exactly bluffing either, but close enough for me 
"What was once a pile of dirt, is now even greater pile of dirt, as I shoveled more dirt on it." - Kim Jong Un, 2013
Depends on the implementation. But since being a shopkeeper is an advertised possibility for this game then it is almost a requirement to have some form of haggling.John wrote:XGOPAidanlol wrote:EITHER WAY... good idea or not? xD
Good.
But if you are going to have a large amount of guys then some kind of passive system works best. And how do you build skill for it? Does it just increase every time someone buys or sells something? or would it be a fixed and random starting attribute that determines if someone would make an effective shopkeeper.
I personally wonder if a mix of the 2 could be cool. Maybe have some hidden (semi hidden?) limit as to how good someone could become in the skill as well as room to improve UP TO that limit. Maybe it could even apply to other skills like running? After-all, I can practice everyday for the rest of my life but there is no way I will ever beat Usain Bolt in a footrace no matter how hard I try. On the otherhand he might struggle to match my skill with foreign languages or the sheer sexiness of my beard, even if there is still room to improve for either of us.
pie
- iSuck345
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If haggling is debating prices, then it can be part of charisma.
"Religion is regarded by the common people as true, by the wise as false, and by rulers as useful."
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Resurrecting this thread as it has the most relevant title for the topic.
+1 to Chris sharing his thoughts on the Bluffing skill
+1 to adding Persuasion/Speechcraft skill(s) and Charisma attribute
This system could easily benefit from the currently implemented assaults, and even more in the future with EVEN MOAR assaults.
+1 to Chris sharing his thoughts on the Bluffing skill
+1 to adding Persuasion/Speechcraft skill(s) and Charisma attribute
Think of how Speechcraft works in any of The Elder Scrolls games. Characters gain experience in speechcraft anytime they perform any type of persuasion, more experience for a successful persuasion attempt than a failed one, and each time an item is bought or sold, their Speechcraft gains a smaller amount of experience than the amount gained when attempting to bluff, persuade, or intimidate.Blxz wrote:But if you are going to have a large amount of guys then some kind of passive system works best. And how do you build skill for it? Does it just increase every time someone buys or sells something? or would it be a fixed and random starting attribute that determines if someone would make an effective shopkeeper.
This system could easily benefit from the currently implemented assaults, and even more in the future with EVEN MOAR assaults.
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