this post was submitted on 13 Jun 2025
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In Elder Scrolls or Rimworld for example, you'd be limited by how much money the trader has.
Or you could trade with something of equivalent value. And before you know it you're encumbered again, now with a set of oak furniture to sell to someone else.
Rimworld does pretty well on not just "money trader has" but specifically that traders don't deal in, well things they don't deal in.
Elder scrolls to my knowledge, the blacksmith will sell you a sword... and literally buy cheese wheels down to his last penny.
what's he going to do then... flip the sign from black smith to cheese shop, until he builds up enough cash to restock on metals, why isn't everyone a general store at that point due to customers selling and buying random stuff.
Do you know how long a man can survive on nothing but cheese?!
If you do, please let me know, it's been weeks and some things aren't working right anymore, and I'm scared
Do we finally have an answer to the foundational question of lemmys eternal September (Reddit API exodus)?
Why did you remind me of that thread?
The ES merchants do have specific categories of items theyll only trade in. If "food" and "weapons" are thier categories then yeah they'll do that.
Though to be honest almost any rimworld trader will happily buy several tons of 5% crap that will deteriorate into nothingness in the next 5 minutes.
My favourite part about the elders scrolls shopkeepers was in Morrowind, where anyone you could barter with would immediately equip whatever silly hat you just sold them.
So, fun fact about that, this enabled one of my favorite exploits.
When you sell stuff to merchants, they'll automatically equip it, if it's of higher value than what they already have equipped. Most anything with a constant effect enchantment is higher value than almost anything they're likely to be wearing.
So, you go enchant yourself a shirt with Constant Effect Damage Health on Self 1pt. Sell it to a merchant, and then wait patiently for an hour until he keels over dead. Proceed to loot his entire shop without getting a bounty for it and then move on to the next shop.
Pro tip, if you get too happy with this strategy, remember not to do this to the creature merchants as well or you can very easily find yourself left in a world without commerce.
Wait. The scamp and the merchant mudcrab? How does that work? They can't even equip stuff, can they?
Hmm. I think you're right actually. I was never brave or foolish enough to test it though.
But I know for certain that this works on any and every humanoid merchant, as long as you're smart with what element you pick. No frost damage on Nords or fire on Dunmer, for instance.
In Elder Scrolls, you either need a perk or a (mercantile) level requirement (depending on the game) to sell them anything, otherwise they will only buy and sell in their goods in their catagories.
Only with certain perks on the speechcraft skill tree unlocked. Before that the shopkeepers only buy what they sell. At least in Skyrim
I was playing The Witcher 3 recently and I'd amassed way too many random animal pelts so I just went to any merchant who would buy them and sold about 200 various deer and goat pelts until the merchants had no money left. I have no clue what the merchants are going to do with all of those pelts but that's certainly not my loot goblin self's problem anymore!
Sell 'em to the cheese merchant...or more likely trade them, for all the ore you sold to the wrong guy
In Starsector markets have infinite money, but the per-unit price actively drops the more of a good you offer. Combined with sky-high taxes if you're not selling on the black market (which has its own gotchas), this makes it impractical to earn a profit off of hoarding a single good. You're expected to watch the intel feed for market shortages and take advantage of their desperation if you want to make it as a bulk trader. Or be a little sneaky and create a shortage yourself.
It's one of only a few games where trading requires more than finding a good route and traveling back and forth. It's surprisingly fleshed out for a title that's mostly focused on combat.
Starsector mentioned, let's goooo.
I love games that do that, one of the mods for FO I used to use did that where the more you sell an item the less it's worth for a bit,although I think I could switch areas and have that reset because I think it was per area
Yeah, this mechanic is pretty common in any decent RPG. I've always found it weird when I run into a RPG that doesn't put a limit on how much you can sell. It removes a lot of the immersion when you can just dump 10k into a shop (or give the clear grocery merchant armor and swords lol)
First thing I always mod away:
I want to play the game, not the inventory.
Fair, I sometimes will mod away(or adjust) weight limit, but I do like some form of realism in my games, so I keep the others.
I also wanna add that I refuse to mod it period until I have beaten it at least once how the devs intended it to be as well though.