Exactly, that't what I mean. Good point.what about making their decision also based on what they need, not only what they might profit from. even if they accept the ingots you want to sell them they will have to sell the ingots again somewhere themselves later, most likely to a blacksmith and if there isnt one in the area then they might not bother accepting the trade because of the traveling distance, and maybe their next destinations are even further away from where they can sell the ingots and that affects their trade decision.
I really love your idea as long as you can't sell anything to every single merchant. For example a general store kind of merchant would buy almost anything, but you can't sell books to a blacksmith or plated armour to a fisherman... You get the point. Also I'm really into the idea of trading items, goods or whatever for other goods. IMO both system can work in harmony as long as the currency makes sense (like some other players already mentioned, no crazy amount of gold pieces..).@tiny lampe: You do make an excellent point.
However, I find it hard to think off a system that would prevent you from selling whatever you'd like to any merchant. How would the AI know if it's "inprofitable" to buy something? And how can the AI refuse to buy something? (and how do you tell the player that a particular merchant don't want to buy it?)
Add to this that this should (IMO) be handled dynamically. A steel Salet might not be attractive today for your general store keeper since he had a hard time selling them to others. (represented by him having quite a few in stock). But the very next day, maybe a band of mercenaries came through town, having recently accomplished a job thus having cash in their pocket. Now they want some new fresh armor and buy the merchants complete stock of steel sallets. Still they want a few more... (I.E. the sallets are in high demand) If you were to swing by the merchant today the sallet would sell off at quite a fair price(...).
That is always possible.Or he goes mad and morphs into a diabolic ghoul that tries to eat your face off!
I say no. If you ask me, it feels like this are more The Sims and not Sui Generis.I'm not sure if this has been discussed before, so I made a thread for it.
If I remember correctly, the devs have mentioned that money will be pretty hard to come by most of the time, and that player housing will be in SG. These go hand in hand with the poverty issue. Of course, you won't need to worry about food supply, but perhaps heating your house and other various things will require at least some money.
Input? Suggestions? Comments? Anyone?