QUOTE (Hrnchamd @ Oct 26 2008, 06:42 PM)

I agree that soul gems are over-valued; I know how to change it. People here need to discuss some balanced prices, I can't dictate them. Please, discuss and find some good numbers, and a good formula.
I agree as well. So let's see whether we can find a formula which would be seen as an improvement by most people. For reference,
this list of trapped soul values might be useful.
The current formula for the value of trapped soul gems is:
(Trapped Soul Value) = (Gem Value) * (Soul Size)
This formula has (imho) two weaknesses:
W1: The trapped soul value rises very quickly and very high. As soon as the player can kill bonewalkers (3000 gold per soul) or ancestor ghosts (4000 gold), a single trip to a random tomb with a couple of common soul gems in his backpack can generate enormous amounts of money very quickly.
W2: The value might also start too high. Petty soulgems have a base value of 10 gold. Filled with a rat soul, their value is 100 gold. Given that rats become very easy to kill after a while, the profit that can be made by filling petty soul gems with the souls of weak creatures and selling them might be disproportional. I'm not certain about that myself though since I'm not sure how much money will be lost during buying/selling for an average character.
Here are two formulas that might perform better in-game:
F1: (Trapped Soul Value) = (Soul Size) * 10This formula would leave the values of the weaker creatures' souls unchanged (rat souls would still be worth 100 gold), but drastically reduce the values of stronger creatures. Bonewalkers would drop from 3000 to 750 gold. Golden Saints would drop from 80,000 to 4,000 gold. Galbedir's grand soul gem in the Balmora mages guild (which many people like to steal) would now be worth 3,000 instead of 60,000. This would still make it a worthy target for a thief (as it should be), but it wouldn't be as overpriced as it currently is.
This formula also takes the gem's base value out of the equation. I think this is reasonable to do since in terms of usage, (please correct me if I'm wrong as I'm not 100% certain on this) a rat soul in a petty soul gem has the same enchantment power than a rat in a grand soul gem. This means: As soon as a soul gem is filled, the usefulness of the gem is solely determined by the size of the trapped soul, and nothing else. Hence, there is no reason why the price of the raw material (empty soul gem) should still influence the price of the product (filled soul gem).
F2: (Trapped Soul Value) = (Soul Size) * 9 + (Gem Value)This formula would bring the empty gem value back into the equation, but only as an additive factor. This way, it's not possible to reduce the value of a soul gem by filling it with a soul - which would be possible with F! and, although it's plausible (raw materials with high potential use *can* be worth more than products which utilitze only a small fraction of this potential), some people might find it a bit off. The multiplier for soul size is reduced a bit for compensation. This would leave rat souls unchanged at 100 gold, bonewalkers at 715 gold, and golden saints at 3800 gold.
The soul size multiplier could be further reduced. 715 gold is still pretty much for a bonewalker soul, considering that a common soul gem is only worth 40 gold and that bonewalkers, while annoying, become quite easy to kill once you know how to handle them. Another detail which might be worth some thought is that ancestor ghosts (which can be summoned and trapped as much as you have soul gems for them) would yield 940 gold, that's pretty much for an investment of 40 gold even if you take the merchantÄs profit margins into account.
F3: (Trapped Soul Value) = (Soul Size) * (Soul Size) / 50 + (Gem Value)This formula would reduce the value of the *small* souls as well, which might be a good idea depending on whether statement W2 from above turns out to be true. With this formula, rats would be at 12 gold, bonewalkers at 152 gold, and golden saints at 3,400 gold. Such a formula would discourage players from "soul grinding" with weak creatures, and encourage them to capture souls of big creatures instead.
Personally, I think that with this formula, the value difference between mid-level and high-level monsters (like bonewalkers vs golden saints) becomes too large though.
F4: (Trapped Soul Value) = (Soul Size) * 4 + (Gem Value)That's the same formula as F2, with a further reduced soul size multiplier. With this formula, rat souls would end up at 50 gold, bonewalkers at 340 gold, and golden saints at 1,800 gold. Summoned ancestor ghosts would be at 440 gold, Galbedir's Winged Twilight soulgem at 1,400 gold.
Reducing trapped soul values this much would, of course, make filled soul gems easier available for player. For example, a player could now actually buy Galbedir's soul gem. I don't think that's a bad idea. High-level souls will be much cheaper with this formula, but in order to make use them, a player must either pay for enchanting services (which are very expensive) or be an enchanter himself.
Hmmm. Personally I'm leaning to F4. However, I may have missed something, and also I didn't take the rest of the economy into account yet. Comments, Suggestions?