MythicEmperor wrote: »This is a great idea. I really wish I had a use for the assistant, but then again I'm the type who would rather walk across Tamriel to get to a wayshrine than to spend 146ish gold to travel to it.
FluffyReachWitch wrote: »The rest of the fences that you interact with in the game are those who have already decided to set up shop in the safety of their local outlaw's refuge. They pay a standard rate for your goods and charge a standard fee for laundering, probably because they can afford to. If you are with the Thieves Guild, you're essentially part of the organization that helps them keep in business in the first place. So you have more room to haggle for a better deal.
The smuggler on the other hand is following you around, risking their neck being out in the open and having to travel so much. Perhaps it is not unreasonable that they charge more for their services. (Gameplay wise, it's also an incentive not to rely on the smuggler too much. It's easier than running to the refuge with a bounty on your head, but you don't get the same cut.)
MythicEmperor wrote: »This is a great idea. I really wish I had a use for the assistant, but then again I'm the type who would rather walk across Tamriel to get to a wayshrine than to spend 146ish gold to travel to it.
Put them in the quickslot then u can access them quickly
I am sure u will use them more often if ZOS make them actually useful
FluffyReachWitch wrote: »The rest of the fences that you interact with in the game are those who have already decided to set up shop in the safety of their local outlaw's refuge. They pay a standard rate for your goods and charge a standard fee for laundering, probably because they can afford to. If you are with the Thieves Guild, you're essentially part of the organization that helps them keep in business in the first place. So you have more room to haggle for a better deal.
The smuggler on the other hand is following you around, risking their neck being out in the open and having to travel so much. Perhaps it is not unreasonable that they charge more for their services. (Gameplay wise, it's also an incentive not to rely on the smuggler too much. It's easier than running to the refuge with a bounty on your head, but you don't get the same cut.)
MythicEmperor wrote: »FluffyReachWitch wrote: »The rest of the fences that you interact with in the game are those who have already decided to set up shop in the safety of their local outlaw's refuge. They pay a standard rate for your goods and charge a standard fee for laundering, probably because they can afford to. If you are with the Thieves Guild, you're essentially part of the organization that helps them keep in business in the first place. So you have more room to haggle for a better deal.
The smuggler on the other hand is following you around, risking their neck being out in the open and having to travel so much. Perhaps it is not unreasonable that they charge more for their services. (Gameplay wise, it's also an incentive not to rely on the smuggler too much. It's easier than running to the refuge with a bounty on your head, but you don't get the same cut.)
It may make sense, but what doesn't make sense is losing hundreds of gold by not spending a minute to get to a normal fence. I would rather stomach the minute than the gold loss. Maybe its because I'm a magblade with invisibility so getting to the refuge is no problem.
SolarCat02 wrote: »Can the assistant launder things, or just fence them?
If you can launder through the assistant, I could see laundering the things you really don't want to lose.
SolarCat02 wrote: »Can the assistant launder things, or just fence them?
If you can launder through the assistant, I could see laundering the things you really don't want to lose.
u cant
FluffyReachWitch wrote: »The rest of the fences that you interact with in the game are those who have already decided to set up shop in the safety of their local outlaw's refuge. They pay a standard rate for your goods and charge a standard fee for laundering, probably because they can afford to. If you are with the Thieves Guild, you're essentially part of the organization that helps them keep in business in the first place. So you have more room to haggle for a better deal.
The smuggler on the other hand is following you around, risking their neck being out in the open and having to travel so much. Perhaps it is not unreasonable that they charge more for their services. (Gameplay wise, it's also an incentive not to rely on the smuggler too much. It's easier than running to the refuge with a bounty on your head, but you don't get the same cut.)
But hey, what level of bounty makes you willing to lose 35% income just because there is a guard between u and sewer?