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Persuasion & Haggling
Posted: Mon Nov 05, 2012 1:55 am
by XGOPAidanlol
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?
Re: Persuasion & Haggling
Posted: Mon Nov 05, 2012 4:07 am
by Blxz
XGOPAidanlol wrote: with people you are trying to higher.
Trying to
hire?
Re: Persuasion & Haggling
Posted: Mon Nov 05, 2012 4:43 am
by XGOPAidanlol
Blxz wrote:XGOPAidanlol wrote: with people you are trying to higher.
Trying to
hire?
wow i feel dumb... let meh fix that lol
Re: Persuasion & Haggling
Posted: Mon Nov 05, 2012 6:25 pm
by Marcuss2
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
Re: Persuasion & Haggling
Posted: Mon Nov 05, 2012 9:05 pm
by iSuck345
I think there's already a name for that skill but it's not implemented. It's called bluffing.
Re: Persuasion & Haggling
Posted: Mon Nov 05, 2012 9:59 pm
by Blxz
Bluffing is not haggling.
Re: Persuasion & Haggling
Posted: Mon Nov 05, 2012 10:18 pm
by Santaissick
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.
Re: Persuasion & Haggling
Posted: Tue Nov 06, 2012 1:09 am
by Blxz
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.
Re: Persuasion & Haggling
Posted: Tue Nov 06, 2012 1:17 am
by Santaissick
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

Re: Persuasion & Haggling
Posted: Tue Nov 06, 2012 3:36 am
by XGOPAidanlol
EITHER WAY... good idea or not? xD
Re: Persuasion & Haggling
Posted: Tue Nov 06, 2012 11:56 pm
by John
XGOPAidanlol wrote:EITHER WAY... good idea or not? xD
Good.
Re: Persuasion & Haggling
Posted: Wed Nov 07, 2012 11:17 am
by Blxz
John wrote:XGOPAidanlol wrote:EITHER WAY... good idea or not? xD
Good.
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.
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.
Re: Persuasion & Haggling
Posted: Sat Nov 10, 2012 1:32 am
by iSuck345
If haggling is debating prices, then it can be part of charisma.
Re: Persuasion & Haggling
Posted: Wed Feb 12, 2014 7:00 pm
by PnzrNorm
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
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.
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.
This system could easily benefit from the currently implemented assaults, and even more in the future with EVEN MOAR assaults.