History Main / KarlMarxHatesYourGuts

6th Nov '16 1:35:17 PM TheRedRedKroovy
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->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\
'''Don E.:''' Sure did. That's what called leverage. I'd think that preventing the end of the world is worth $25,000.\\
'''Liv:''' I don't have that.\\
'''Don E.:''' Come back when you do.
-->--''Series/IZombie'', [[Recap/IZombieS2E18DeadBeat "Dead Beat"]]



[[AC:Non-Video Game Examples]]
* ''Series/IZombie'' provides the page quote in the episode [[Recap/IZombieS2E18DeadBeat "Dead Beat"]], where Liv, seeking to prevent [[spoiler:Major from turning into a zombie after he's arrested for the Chaos Killer murders]], tries to buy brains from the [[FantasticDrug brain dealer]] Don E. due to her brain supply in the morgue being cut off. Don E. will not budge on the price even after Liv tells him that if she doesn't get the brains, it will cause a ZombieApocalypse, telling her that the threat of that happening is simply more reason for them to pay up.
6th Nov '16 1:30:14 PM TheRedRedKroovy
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-->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\

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-->'''Liv:''' ->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\
6th Nov '16 1:29:58 PM TheRedRedKroovy
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Added DiffLines:

-->'''Liv:''' You did hear the part about the apocalypse, didn't you?\\
'''Don E.:''' Sure did. That's what called leverage. I'd think that preventing the end of the world is worth $25,000.\\
'''Liv:''' I don't have that.\\
'''Don E.:''' Come back when you do.
-->--''Series/IZombie'', [[Recap/IZombieS2E18DeadBeat "Dead Beat"]]


Added DiffLines:


[[AC:Non-Video Game Examples]]
* ''Series/IZombie'' provides the page quote in the episode [[Recap/IZombieS2E18DeadBeat "Dead Beat"]], where Liv, seeking to prevent [[spoiler:Major from turning into a zombie after he's arrested for the Chaos Killer murders]], tries to buy brains from the [[FantasticDrug brain dealer]] Don E. due to her brain supply in the morgue being cut off. Don E. will not budge on the price even after Liv tells him that if she doesn't get the brains, it will cause a ZombieApocalypse, telling her that the threat of that happening is simply more reason for them to pay up.
26th Oct '16 3:41:05 AM Sammettik
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* Played straight in VideoGame/MarioAndLuigiDreamTeam, where every item and piece of gear costs the same across the entire island. And the shops only start selling more advanced stuff as you personally progress through the story, so literally nowhere in the world sells anything you'd need in the final dungeon before you reach the final dungeon. It is sort of explained by how there's literally just one brand of shop in most places though, with an identical design, shopkeeper and goods selection.
** Sort of averted in MarioAndLuigiSuperstarSaga though, where your Stache stat dictated how much things cost in shops and how much you'd get if you sold them back. So if you raised your stats high enough you could make a tidy profit, although it wouldn't be in a particularly realistic way.

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* Played straight in VideoGame/MarioAndLuigiDreamTeam, ''VideoGame/MarioAndLuigiDreamTeam'', where every item and piece of gear costs the same across the entire island. And the shops only start selling more advanced stuff as you personally progress through the story, so literally nowhere in the world sells anything you'd need in the final dungeon before you reach the final dungeon. It is sort of explained by how there's literally just one brand of shop in most places though, with an identical design, shopkeeper and goods selection.
** Sort of averted in MarioAndLuigiSuperstarSaga ''VideoGame/MarioAndLuigiSuperstarSaga'' though, where your Stache stat dictated how much things cost in shops and how much you'd get if you sold them back. So if you raised your stats high enough you could make a tidy profit, although it wouldn't be in a particularly realistic way.
23rd Aug '16 1:19:05 PM Malady
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* Averted in ''Sub Culture'', where some items are bought higher in some places than they are sold in others. Refined thorium notably is sold cheap by the refinery and can be resold for a good price in cities.

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* Averted in ''Sub Culture'', ''VideoGame/SubCulture'', where some items are bought higher in some places than they are sold in others. Refined thorium notably is sold cheap by the refinery and can be resold for a good price in cities.



* Completely averted in ''Atelier Lina''. The price of goods fluctuates year round, and buying stuff in one town to sell in another town is the fastest, easiest and most profitable way to make obscene amounts of cash in a very short amount of time.

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* Completely averted in ''Atelier Lina''.''VideoGame/AtelierLina''. The price of goods fluctuates year round, and buying stuff in one town to sell in another town is the fastest, easiest and most profitable way to make obscene amounts of cash in a very short amount of time.



* Partly averted in all ''{{Suikoden}}'' games since II with regard to trade goods, where you can buy low in one town and sell high in another. Played straight with most items, of course.

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* Partly averted in all ''{{Suikoden}}'' ''VideoGame/{{Suikoden}}'' games since II with regard to trade goods, where you can buy low in one town and sell high in another. Played straight with most items, of course.



* Inverted in the Franchise/TalesSeries, going all the way back to ''VideoGame/TalesOfPhantasia''. You can break the game's economy horribly by buying and selling stuff in bulk in the right towns.

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* Inverted in the Franchise/TalesSeries, ''Franchise/TalesSeries'', going all the way back to ''VideoGame/TalesOfPhantasia''. You can break the game's economy horribly by buying and selling stuff in bulk in the right towns.



* In Guadia Quest of ''RetroGameChallenge'', there are bars of precious metals that sell for the same price they cost. However, these are useful, as they prevent you from losing half of your money if you are wiped out.

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* In Guadia Quest of ''RetroGameChallenge'', ''VideoGame/RetroGameChallenge'', there are bars of precious metals that sell for the same price they cost. However, these are useful, as they prevent you from losing half of your money if you are wiped out.



* Full on averted in SidMeiersPirates. The prices of each good vary from port to port depending in unchanging factors such as what they produce and what they need, which usually match up with the actual history, and variables like the wealth and size of the town. It's possible to play a straight up trader, or to attack shipping routes to drive the wealth of a city down, or even play protectorate and nurture a few cities into wealth.

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* Full on averted in SidMeiersPirates.''VideoGame/SidMeiersPirates''. The prices of each good vary from port to port depending in unchanging factors such as what they produce and what they need, which usually match up with the actual history, and variables like the wealth and size of the town. It's possible to play a straight up trader, or to attack shipping routes to drive the wealth of a city down, or even play protectorate and nurture a few cities into wealth.



* The trade system in VideoGame/{{Pharaoh}}. Caravans come to and fom the city, so the prices for buying and selling items are fixed (unless Ra is available for worship, one of his blessings lets you sell at 150% for a while), and while you can import items and sell them later, the result will always be a net loss (unless you've somehow obtained more than you started with, through the generosity of your neighbors). However, one of the main ways you're supposed to make money is to buy raw materials (clay, barley, straw...) and sell the (much more expensive) finished product (pottery, beer, meat, bricks...) via RefiningResources.

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* The trade system in VideoGame/{{Pharaoh}}.''VideoGame/{{Pharaoh}}''. Caravans come to and fom the city, so the prices for buying and selling items are fixed (unless Ra is available for worship, one of his blessings lets you sell at 150% for a while), and while you can import items and sell them later, the result will always be a net loss (unless you've somehow obtained more than you started with, through the generosity of your neighbors). However, one of the main ways you're supposed to make money is to buy raw materials (clay, barley, straw...) and sell the (much more expensive) finished product (pottery, beer, meat, bricks...) via RefiningResources.



* In ''LordsOfTheRealm'', not every merchant charges exactly the same prices for the same goods, but merchants will never offer to buy goods for a higher price than another merchant is selling them for, so it is impossible to make money by buying low and selling high. This is true even if the merchants are in completely different counties within medieval England, such that you would think that geographic differences would cause price differentials. Also, prices never fluctuate, so, no matter how much of a particular commodity you buy or sell, the price will never change.

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* In ''LordsOfTheRealm'', ''VideoGame/LordsOfTheRealm'', not every merchant charges exactly the same prices for the same goods, but merchants will never offer to buy goods for a higher price than another merchant is selling them for, so it is impossible to make money by buying low and selling high. This is true even if the merchants are in completely different counties within medieval England, such that you would think that geographic differences would cause price differentials. Also, prices never fluctuate, so, no matter how much of a particular commodity you buy or sell, the price will never change.
12th Aug '16 8:01:32 PM nombretomado
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* Merchants in {{Albion}} may have varying prices. Some even have two separate inventories for selling and for buying that have different exchange rates, but the rule of thumb is that regardless of the exchange rate, they will give 20% less for everything you sell them, then what they would ask when you're buying the same item. The way it's set up, buying something from the cheapest merchant then reselling it to the most expensive merchant will most likely get you the price back, but not much more. On the other hand, there are a LOT of merchants who are more than willing to buy your hard earned loot and VendorTrash, for pocket money (read, half the price an average merchant would give you).

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* Merchants in {{Albion}} ''VideoGame/{{Albion}}'' may have varying prices. Some even have two separate inventories for selling and for buying that have different exchange rates, but the rule of thumb is that regardless of the exchange rate, they will give 20% less for everything you sell them, then what they would ask when you're buying the same item. The way it's set up, buying something from the cheapest merchant then reselling it to the most expensive merchant will most likely get you the price back, but not much more. On the other hand, there are a LOT of merchants who are more than willing to buy your hard earned loot and VendorTrash, for pocket money (read, half the price an average merchant would give you).
4th Jul '16 11:41:07 AM REV6Pilot
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** ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have variable buying ''and'' selling prices (as your Barter skill improves, both of them converge on the true "value" of the item). However, location and relative rarity don't factor into it; Little Lamplight might be the only place you can find radiation-absorbing superfood Cave Fungus, but the traders in the next town over will pay just as much as the ones all the way across the map. Certain communities ''will'' offer rewards for specific resources they're short on (Little Lamplight needs [[ImAHumanitarian "Strange Meat"]] to grow the aforementioned Cave Fungus) but only if you give them to the right person -- the town merchant will offer the same price as they would anywhere else.

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** ''VideoGame/{{Fallout 3}}'' and ''VideoGame/FalloutNewVegas'' have variable buying ''and'' selling prices (as your Barter skill improves, both of them converge on the true "value" "true" value of the item). However, location and relative rarity don't factor into it; Little Lamplight might be the only place you can find radiation-absorbing superfood Cave Fungus, but the traders in the next town over will pay just as much as the ones all the way across the map. Certain communities ''will'' offer rewards for specific resources they're short on (Little Lamplight needs [[ImAHumanitarian "Strange Meat"]] to grow the aforementioned Cave Fungus) but only if you give them to the right person -- the town merchant will offer the same price as they would anywhere else.
28th Nov '15 4:36:00 PM nombretomado
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* Averted in ''SecretOfEvermore'': In the same bazaar where you get the trading quest chain, there are loops that allow you to gain money (by buying cheap goods, trading those goods for more expensive goods and then selling the more expensive stuff to an appraiser).

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* Averted in ''SecretOfEvermore'': ''VideoGame/SecretOfEvermore'': In the same bazaar where you get the trading quest chain, there are loops that allow you to gain money (by buying cheap goods, trading those goods for more expensive goods and then selling the more expensive stuff to an appraiser).
21st Nov '15 6:58:43 PM Deblin
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Often a JustifiedTrope in {{RPG}}s, since no matter how much the player is [[FridgeLogic obsessing over the profitability of various sales]], the character is most interested in pursuing the plot or his profession as an adventurer and has little interest in trade and Return on Investment metrics. It can also be used as an AcceptableBreakFromReality, with the prices representing what the character is willing to accept and the designers kindly cutting out the hours he spent wandering the city looking for an inn that only charged what he considers a fair price.
12th Jul '15 4:24:17 PM Aquillion
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This can also, ironically, overlap with AdamSmithHatesYourGuts when there is both a single price no matter where you go and that price rises as you move along (or a variation on that scheme).

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This can also, ironically, overlap with AdamSmithHatesYourGuts when there is both a single price no matter where you go and that price rises as you move along the plot progresses (or a variation on that scheme).
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