Kingdom Come: Deliverance II

Kingdom Come: Deliverance II

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Voyuer Feb 25 @ 6:27pm
getting more money out of merchants
i have all this end game armour thats in great condition and i'm forced to sell it all one piece at time at a loss on each transaction with every merchant. you would think the merchants that sell such high quality/price items such as armourers and weaponsmiths would have more money on hand than like 700 grochen at a time. anyone got a good way around this? someone with a large float i can sell to in bulk? i don't even NEED the money at this point in the game but i hate just leaving valuables behind and my horse can't carry much more.
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Showing 1-15 of 24 comments
Andysan Feb 25 @ 6:34pm 
Easiest solution is to grab the richer merchants mod on nexus.
Originally posted by Voyuer:
i have all this end game armour thats in great condition and i'm forced to sell it all one piece at time at a loss on each transaction with every merchant. you would think the merchants that sell such high quality/price items such as armourers and weaponsmiths would have more money on hand than like 700 grochen at a time. anyone got a good way around this? someone with a large float i can sell to in bulk? i don't even NEED the money at this point in the game but i hate just leaving valuables behind and my horse can't carry much more.

it's insane to me that in KCD1 there was a perk that basically doubled merchants gold, and it just simply doesn't exist in KCD2. There are a lot of borderline useless perks they could've just left out entirely.
1) You could install mod. 2) 600-800 groschen in the game are almost 10 golden coins IRL. Do you think that merchants would hold more than such a big sum in the shop? For comparison - it was a price for a craftsman's house with a workshop and 5 bedrooms.
Originally posted by makbthemf:
1) You could install mod. 2) 600-800 groschen in the game are almost 10 golden coins IRL. Do you think that merchants would hold more than such a big sum in the shop? For comparison - it was a price for a craftsman's house with a workshop and 5 bedrooms.

That Troskowitz scribe must be making absolute bank then considering he regularly has like 1400 gorschen.
Originally posted by Propane Salesman:
That Troskowitz scribe must be making absolute bank then considering he regularly has like 1400 gorschen.
Yup, because ordinary books in 1479 cost 14 silver coins (equivalent to 50 groschen in the game), which was quite a sum. Rare books could easily cost 5-7 goldens, just like a fine riding horse.
Voyuer Feb 25 @ 7:28pm 
Originally posted by makbthemf:
1) You could install mod. 2) 600-800 groschen in the game are almost 10 golden coins IRL. Do you think that merchants would hold more than such a big sum in the shop? For comparison - it was a price for a craftsman's house with a workshop and 5 bedrooms.
yes actually i do. the smiths routinely deal in high value items so i don't think its a huge stretch that they would have way more money on hand or at least access to larger reserves if a transaction called for it. either you're wrong about how much float they had on hand or the developers have vastly overestimated the value or weapons and armour in the game.
Originally posted by Voyuer:
yes actually i do. the smiths routinely deal in high value items so i don't think its a huge stretch that they would have way more money on hand or at least access to larger reserves if a transaction called for it. either you're wrong about how much float they had on hand or the developers have vastly overestimated the value or weapons and armour in the game.
No the prices on weapons an armor are historically correct. Obviously you could never just enter the shop and buy helmet for 5k - you should order it, and then wait several months to be made, but it's an artistic license. The sums merchants have a) are historically reasoned b) balance economy to make game a little bit harder. Game basically want you to became annoyed with looting and selling stuff, so you would have less chance to have equivalent of 2000 ponds - 144 thousands of game groschen in your 50th hour of play. Because IRL it was a price of a small fortress, or buying a baronet title.
Voyuer Feb 25 @ 8:01pm 
Originally posted by makbthemf:
Originally posted by Voyuer:
yes actually i do. the smiths routinely deal in high value items so i don't think its a huge stretch that they would have way more money on hand or at least access to larger reserves if a transaction called for it. either you're wrong about how much float they had on hand or the developers have vastly overestimated the value or weapons and armour in the game.
No the prices on weapons an armor are historically correct. Obviously you could never just enter the shop and buy helmet for 5k - you should order it, and then wait several months to be made, but it's an artistic license. The sums merchants have a) are historically reasoned b) balance economy to make game a little bit harder. Game basically want you to became annoyed with looting and selling stuff, so you would have less chance to have equivalent of 2000 ponds - 144 thousands of game groschen in your 50th hour of play. Because IRL it was a price of a small fortress, or buying a baronet title.

actually solid well written answer. still think there should be a bulk buyer but it makes sense in the context of what you're saying.
Originally posted by makbthemf:
Originally posted by Voyuer:
yes actually i do. the smiths routinely deal in high value items so i don't think its a huge stretch that they would have way more money on hand or at least access to larger reserves if a transaction called for it. either you're wrong about how much float they had on hand or the developers have vastly overestimated the value or weapons and armour in the game.
No the prices on weapons an armor are historically correct. Obviously you could never just enter the shop and buy helmet for 5k - you should order it, and then wait several months to be made, but it's an artistic license. The sums merchants have a) are historically reasoned b) balance economy to make game a little bit harder. Game basically want you to became annoyed with looting and selling stuff, so you would have less chance to have equivalent of 2000 ponds - 144 thousands of game groschen in your 50th hour of play. Because IRL it was a price of a small fortress, or buying a baronet title.

makes sense. then should the loot system be changed then? because the amount of loot given is crazy when the merchants in game don't have a lot of money on hand. or use artistic license and give them more cash. why use artistic license to allow players to buy items that would have to be forged irl but then drop tons of loot that u can not sell or use? it just seems kind of dumb to allow artistic license for purchising items but not allowing it for selling it. either don't use artistic license at all or allow it for both sides of the transaction? to me, i think way to much loot is available in its so simple to repair damaged armor and weapons that it makes all drop viable. maybe to repair weapons and armor the player has to work in the forge and bang away for a certain length of time with the proper materials gathered up. many players won't bother if they have to spend an hour of real time repairing or making weapons and armor. i would spend the time for rare items or if i needed money then i would get in the forge and hammer out a couple swords or something. maybe that would prevent the wonton grabbing of battlfield loot
Last edited by moyer4487; Feb 25 @ 8:42pm
Originally posted by moyer4487:
makes sense. then should the loot system be changed then? because the amount of loot given is crazy when the merchants in game don't have a lot of money on hand.
Yeah, it should be - horse and Jindrzhich's inventory should consider volume of items. But the casual gamers would cry in that case. Reduction of maximum carrying weight is another option - after all 420 pounds are not possible to carry by humans for a long time. And 600 pounds are barely possible to carry by horses.

But after all the KCD2 was developed for casual gamers, hence inventory is huge.

Originally posted by moyer4487:
it just seems kind of dumb to allow artistic license for purchising items but not allowing it for selling it. either don't use artistic license at all or allow it for both sides of the transaction?
Artistic license is needed to implement the author's idea. Warhorse obviously wanted players to wear more than one armour kit in the game. That's why traders works like modern shops - just enter and buy. And obviously they didn't want players to become overpumped moneygods. Developers couldn't remove looting, because it would break the game completely, and they didn't want to balance economy properly (that's why silk garment in the game cost 40 groschen, or 7 silver coins which is a complete nonsense. IRL it would cost 2-7 gold coins, or 12 times more.), hence they tried to balance economy in lazy way - just reducing the amount of money in traders cash desks.

Originally posted by moyer4487:
maybe to repair weapons and armor the player has to work in the forge and bang away for a certain length of time with the proper materials gathered up. many players won't bother if they have to spend an hour of real time repairing or making weapons and armor. i would spend the time for rare items or if i needed money then i would get in the forge and hammer out a couple swords or something. maybe that would prevent the wonton grabbing of battlfield loot
No, we shouldn't. Jindrzhich is not a blacksmith no more. He's a professional warrior now. Selling the loot was the main source of income of soldiers in Middle Ages. Sometimes looting started when the battle was still active 😉
Marosh Feb 25 @ 10:23pm 
If the trader get more money you would get richer than Sigismund in no time. Honestly, there is just to much good loot in general. It is a bit wild getting multiple full plate set by just killing a small bandit camp. And with a few repair kits, you top them off to 100% condition.
The amount of groschen you get is also way to much. I have no use for 20k+ groschen. I mean, for what do I need that much money? For the fancy armor that the next bandit probably has?

Imho a simple solution would be reducing the amount of loot, make Quality 3 armor shop exclusive and don't allow the player to repair to 100% condition.

Let the player repair up to 50% and with a trader up to 75% (random numbers here) and if you really, really want 100% condition armor and qualitiy 3, you need to buy new gear. Then the trading becomes a "here is 5 used pair of gloves and a bit of groschen, gimme your best gloves you have".

Trading becomes less groschen focused.

Right now, there is not a single trade where I actually pay. I always empty out the groschen of the trader, regardless if I buy new stuff, because I have to much to sell.
makbthemf Feb 25 @ 10:33pm 
Originally posted by Marosh:
Imho a simple solution would be reducing the amount of loot, make Quality 3 armor shop exclusive and don't allow the player to repair to 100% condition.
There's a simpler solution - just reduce the max carry weight of the character to 200 pounds on 30 level of strength, and the max carry weight of the horse to 500 pounds minus the weight of the players's inventory and minus 160-180 pounds of Jindřich. But the game was made for casual gamers, who would hate it obviously.
Last edited by makbthemf; Feb 25 @ 10:39pm
Don't waste your time...just loot what you are going to use. there is no purpose for all the money unless you are going to be buying the Master skill training for every skill...though I hit 30 in all my skills without it easy enough.

I mean I get it...it is the standard RPG thing where you strive to horde and horde and horde to finish the game with a ton of stuff you never use...but this would be a great game to break that tradition on. On my second run I started looting nothing but gloves/gauntlents and the lighter helmets. I just got to Kuttenburg and I still have about 10k groschen. There is going to be a couple peieces of armor I will want to buy, but one random bandit event and I will have the loot I need to trade for them. After that...I will probably stop even looting the gloves and helms.
Last edited by Gustuv Wynd; Feb 25 @ 10:56pm
Use the barter system. Select all the gear you have to sell and sell it. Find something he's selling that's an improvement over your gear and pick it up. Trade him and pay him a minor amount for the really expensive gear or still make some money off the transaction. If everything you have is better then what he has what do you really need the money for? Potions? Easy enough to cover those costs if you don't make em yourself. Weapons? Same thing lol
Baron01 Feb 25 @ 11:07pm 
Originally posted by Voyuer:
i have all this end game armour thats in great condition and i'm forced to sell it all one piece at time at a loss on each transaction with every merchant. you would think the merchants that sell such high quality/price items such as armourers and weaponsmiths would have more money on hand than like 700 grochen at a time. anyone got a good way around this? someone with a large float i can sell to in bulk? i don't even NEED the money at this point in the game but i hate just leaving valuables behind and my horse can't carry much more.
I think this is the oversight of the developers and band-aid fix when they realized how easy is to make money in the game. OP made the point clear, you do not need those extra money but it just does not make sense. You either need to make traders have more money, or some kind of system that increase their money supply as you trade with them more often, or reduce selling price of gear.

My view is that the overall economy is not tuned well--quest rewards are very small to a point past mid-game when it is almost upsetting to get 150 groschen for a quest that took me an hour to do. It is all the more ridiculous when I have 5k+ groschen to my name at that time. The quests in 2nd area are only worth doing them for their non-monetary gains as few hundred groschen at that time are completely non-consequential when I can fight endless amount of Sigismund enemies or bandits that carry gear worth multiple thousands of groschen.

My idea of the solution is something in line of the following:
1. increase amount of groschen rewarded for completing quests
2. reduce selling value of gear by 15 to 30%
3. make valuable gear more rare - NPCs should only wear 1 or 2 valuable pieces, rest should be average gear.
4. introduce system for traders to increase their money supply the more often you trade with them
5. remove players ability to steal so much valuable gear from traders or at least tone down respawn of the valuable gear.

Ultimately, this all comes down to what player wants to do. KCD2 is not a survival game where the developer can limit access to all resources and make austerity central point of the game. If you want, you will always be able to make more money than you will ever need in these type of RPGs.
Last edited by Baron01; Feb 25 @ 11:15pm
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Date Posted: Feb 25 @ 6:27pm
Posts: 24