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Showing results for tags 'Gold'.
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I have had multiple trainings for my watcher from different people around the deadfire (each costing 3000 copper), but after respeccing I've discovered that all my trainings are gone. Foolishly, I've overwritten my only save before checking my stats to realise my trainings were gone. Now I am sitting at about 18000 lost copper, and no way to get the trainings back. Is this an intentional feature, or a bug?
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Hi All, I just wanted to find out if this is a bug. I searched on Google and I found a lot of issues with this Quest but nobody mentioned this yet... Situation as follows: Quest Name -> Against the Grain. I offered Sweynur a round of drinks I go then and negotiated them for free but the game still charged me 6 cps? As far as I can see here: https://pillarsofeternity.gamepedia.com/Against_the_Grain My hero has got Honest 1 so it should be free? "Get a round of drinks for them, ask Pasca over at the counter for free drinks if you have 12 resolve or an honest disposition of at least 1, else it'll cost 6 . You can use your own drinks if you have any. Bring the drinks to Sweynur. [Diplomatic] approach now resolves the feud, without requiring any attributes."
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Hi developers, I finally see what folks are talking about (complaining about, really). I have almost all the content you've created, save a few original character ALTs and some dice, so this doesn't effect me as much as it effects others. However, I can plainly see that it kinda sucks that content you originally offered before in gold was changed to require $ (with no notice given in the actual game). I've been with you from the very beginning of PA and I think you should give your current loysl users a week or two to spend their gold at the original prices. It is fine to switch to requiring $, but you should give your loyal users a last chance to transition by spending their gold on characters, adventures, and dice, etc. Ok, you screwed up (saw the post about the announcement not going out)..... but you can still make this right. Just ask users (like me) which character alts, Adventures, etc. they want, subtract the gold at the original prices, and give access to those character alts and Adventures, etc. This is the right thing.....trust me on this. You give up a few bucks now to make your current loyal users happy and watch them stay with you and spend many more dollars on your new content going forward. I'm sure I don't have to tell you, but you can make a lot of money off of users like me and your other loyal users who will pay for new content going forward. I spent about $175 on the content for just the physical game of Rise of the Runelords Adventure Card Game. Take my advice....don't betray your golden geese!
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Good morning, I just completed a scenario from the story on Legendary to fulfill the daily quest objective (finish two scenarios on legendary). After winning the scenario, first I got the legendary rewards from the mission (think it was 350 Gold coins), but when the daily quest rewards were processed, I lost those gold coins and got the 100 coins of the daily quest instead. But when I look into the story, it states correctly, that I finished the scenario on legendary. I relogged three times after that, but the scenario rewards are lost. Hope that report helps! Love your game (just wish I wouldn't have to roll for 100% chances all of the time ;-) ) Andi
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24 hours ago I bought 4,000 gold in game. When it didn't show up as credited, I thought that perhaps I had somehow not completed the purchase so I tried it again. A day later, several restarts of the app and the update to the news app release I still haven't seen it credited. I have the Apple Store in app purchase confirmation Email so I know both purchases went through. How long does it usually take to appear in the game? I can submit a screenshot of my purchase to confirm if needed.
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Daily gold time limit?
Manrata posted a question in Pathfinder Adventures: Technical Support (Spoiler Warning!)
I've bought the daily gold reward from the store, and now it says 30 days remaining on the buy part. Does this mean the daily gold only works for 30 days? If yes, is that 30 real days, or 30 pick-up days? And still if yes, this is absolutely BS, nowhere before buying, or after did it indicate this was a limited time purchase.- 6 replies
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My gold was suddenly just all gone , included I pay $2 for 30 daily 200 gold ( totally 6000 ) Further more , I cannot get any gold after finish quest .... Or during mission ..... Anyone happen this same as me ? Help ! Can I get refund or any solution to track back my gold ? -----------------------------------------------------------------------------------------------update------- After 30 mins , I restarted my iPad Air , now all my Gold seems back , And I can earn gold normally in missions Lol
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I understand that replaying a mission already completed on normal or hard will not provide any gold (beyond the bonus for defeating monsters and closing locations), however any legendary difficulty will still provide 200 gold. If possible to programs it as such I would like to make a suggestion. Repeating a mission at any difficulty level where the scenario level is the same as the top level of cards in deck (or missions already completed) will provide gold. Replaying a mission at any difficulty level where the scenario level is two below the top level of cards (or missions already completed) will provide no gold. I don't see why I should be able to run legendary Poison Pill with Mersi in 8-10 minutes for ~225 gold (and stock up on allies/deathbanes/mastercrafted toolkits to pass to everyone else), whereas when I run a skinsaw normal to try and (so far fail to) find my newly unlocked treasure chest amulet for my monk I get ~35 gold in half an hour. This will get worse in the future. After role cards and level 3 boons are unlocked repeating legendary level B missions will be even more trivial.
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Hi. What would happen if I spend in-game gold to buy adventures/characters and later decide to purchase the season pack? Will the gold previously spent on content included in the season pack be refounded? Will I simply lose that gold? Will the season pack cost proportionally less? Sorry if this was already said somewhere. Thanks in advance
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This is a magic item valuation system which aims to make the game economy sustainable. It applies for merchants but has far reaching consequences on the world design. In short: Merchants pay very little for magic items and there is a good in-world (lore) reason for it.In not short: Non-magic equipment is bought and sold as usual - with some markup by merchants but not much (e.g. PC buys Mail for 200, sells for 140). Magic equipment is traded at extremely high markup (buy Mail+1 for 1000, sell for 20) because: In the game world everyone knows it is dangerous to keep (quality) magic items in the near vicinity because there is a chance a deadly creature "Buba" appears and kills everyone in sight - world lore, not a game mechanic (or possibly one that is off by default but can be switched on). The higher amount of magic concentrated in one place, the higher chance of "Buba" happening and there is no known way to avoid it. The magic items may or may not disappear. This makes demand for them as general merchandise very low. Most merchants have up to 4-5 weak magic items, as they see it as not too risky. They do not really want to buy more stuff. They sell rarely but at very high prices. They do not need extra magic around, so they are not interested to re-stock with magic items from you, unless it is at very, very low price. Most merchants refuse to buy highly enchanted items like +2 or +3 and up (there would be some demand for these, but the risk of keeping them around would be too high). There are merchants who deal with high magic, but they ask for high prices yet pay very little. Since they control the demand (you can sell only to them, and you can buy only from them) and they know it, they set the prices as they see fit. As a result, the player cannot make much money selling magic equipment and needs to spend a lot to purchase said equipment. Lots of extra stuff (read only if you're brave): The "High Magic merchants" have specially built stores. They use constructs to fetch equipment and sell these items by description (the game interface would be the same but a "drawn picture" show in the Sell slot, rather than an image of the item itself). They generally keep stock deep underground or have stores at desolate places. You need to wait for the item to be delivered by a construct at a specific location so the merchant is safe. They can be trusted, as the ones who exist have built themselves a reputation. There is no guarantee the items are available all the time. E.g. you could order an item, wait for it, then meet the merchant instead of the construct to get told by the angry merchant the construct has been completely destroyed and the item is missing, then get your money refunded. There should be no way to protect against Buba, as this would make the whole thing pointless. Buba can detect it, and if detected, Buba will destroy. Item magic strength should be easily detected by everyone with common devices made for that purpose. Each merchant would have these, as would many others. Magic items left in populated areas would disappear, even from containers (people would locate them, identify them and quickly get rid of them). There could be low-lifes who get rid of the items for a fee. One thing that would be missing would be the knowledge of the item's worth. This can be fixed by the availability to deposit an item for safe keeping with a High Magic Merchant. Higher quality items would cost more to keep safe until your return. An annual fee could be the item's worth in usefulness (what it would cost if Buba was not). Inn fees would increase as your equipment quality increases (less safe for the owner). Some would refuse a room when too much magic is worn. It could be possible to significantly decrease the risk of Buba by, say, keeping the items between huge solid blocks of (lead/gold/something). The idea is that they can be stored somehow more safely, but this cannot be transferred outside of a display room - you cannot carry around tons of lead/gold/something-else just so you can use safely your Light-weight Bow of Quick Movement. Also, this lead/gold/something-or-other should not be available to almost anyone, so it is off-limits for normal merchants. Possible upgrade for the stronghold - to make a magic item treasury / display room. To use the merchant item depository until then. Buba could appear in game, but it needs to be optional and when enabled, the chance of seeing that should be something like once in a few play-throughs. Very rare. But when it appears it should kill the party. People would hate that, so probably a better idea is to see another adventuring party, which was freshly Bubabbed. Legs and hands about with the stuff between missing, etc. And of course, the diary page entry about the fantastic magic item they had just found and can't wait to use. Creatures like dragons, undead, etc, could be safe from Buba, but not any player race. Almost forgot - trading between adventurers could be possible. But item/s for item/s - and it is only stuff you can take from them anyway, so no gold is gained.. Buba as a reason for this item valuation would provide good economy control but would need a lot of the lore in the world re-thought and changed. Probably there are better reasons which do not need to affect the lore as much. Also, "Buba" is only optional as official name of Buba within the game
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Josh Sawyer said: "I've heard people complain about having too much gold in every game I worked on. Until the end of F:NV when we introduced (entirely optional) GRA unique weapons that cost a fortune. Then people complained that the items cost too much." While I think gold availability is ideally suited to be a difficulty setting, there is the question what people really want. I would suspect that most of us wouldn't complain if they couldn't afford every weapon in a game, but I can't be sure. So here is another poll. If you think that too much money isn't a problem, think about this: If the player gets money too easily he can buy overpowered items in the shops. This means either shops can't have any good items or items found/looted or gotten from quest lose their appeal/value.
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Obsidian are quite good at providing a logical reason for the protagonist attracting followers, but what of more traditional forms of cohesion, that of financial renumeration? It may be more appropriate for some followers than others, the more mercenary of personalities, but even the most personally involved and charitable fellows will need a little pocket money. These will presumably be potent, skilled individuals whose services are in the world of Eternity quite highly valued, so their aid should logically be recompensed. Indeed if ones adventures become increasingly fraught with danger might the price of their assistance increase? Infiltrating the dreaded Onyx Citadel, infamous stronghold of the immortal Plague that Walks, should be judged as a little more risky than storming a back alley thumpers flophouse. Wouldn't a smart companion demand a few more pennies for this task? Indeed while recieving the quest ones followers could chip in to the conversation and demand better compensation, they are after all putting their lives on the line. Could you fall into debt with your companions, or knowingly decieve them and withold their pittance, thus affecting influence. Or might you have such a golden tongue as to persuade great loyalty, for the most meagre of purses. What of companions who have no control over their purse-strings, might they draw on their leaders credit, maybe even dip their fingers into the parties assets when no one is looking. Could this add another layer of personality and role playing in to the party dynamic? What say you gentles all, yay, nay or piffle?
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Alright, so a small discussion elsewhere got me thinking about economic systems in RPGs and how they tend to suck. In previous Obsidian games, especially Neverwinter Nights 2 and its expansions, the player would earn literally hundreds of thousands if not millions of gold pieces, and there was nothing to spend it on other than gold sinks such as Crossroad Keep. While this is all well and good, it highlights bad economy design - it's not well-balanced, it's an afterthought to the rest of the gameplay, and it's not at all realistic (not that realism should be an end goal in itself, but a degree of verisimilitude is nice). The one exception was Storm of Zehir, which revolved around trade and featured the player working for a merchant company. This involved establishing trading posts in other towns around the world, finding rare resources to buy upgrades to the player's headquarters, and, story-wise, dealing with three other merchant companies. These secondary gameplay systems tied into the plot in interesting ways and gave the game a free-roaming quality that many modern RPGs lack. The problem with Storm of Zehir is that it was to a large degree undermined by a lot of the staples of RPGs: loot buying and selling. There was very little worth buying in Storm of Zehir, just like the other Neverwinter titles, and furthermore the game featured a lot of Elder Scrolls-style mini-duingeons where you'd kill a bunch of monsters in a cave and get the boss chest at the end. Not bad from a gameplay standpoint necessarily, but it meant that as usual you had tons of useless loot you would never use, and tons of gold to spend. Despite the improvements to the economy brought by the trade system, it wasn't enough. Generally speaking, most RPGs have adventurer-based economies, where the entire world's gold supply seems to be generated solely to provide money to the player. The reason this exists mostly comes down to the fact that the player has tons of loot and needs to do something that feels meaningful with it. Selling loot is another step in the gameplay loop, and it makes the game feel larger and more complicated than it really is, especially in those situations where money is worthless (as in most RPGs). What I'd like to propose for Project Eternity is for Obsidian is to abandon that traditional adventurer-based economy. Finding swords, armors, etc. in ruins should be more or less worthless if you can't actually use that gear. Instead, what should matter is finding commodities that actually matter to people in reality: Sources of valuable resources such as furs, grapes, spices, ore. Locations of and details on important landmarks, dungeons, ruins, cities. Player skills which are valuable for different NPCs and factions in the game world. I don't know if a faction system has been confirmed for Project Eternity yet, but tying them into the economy would be an excellent idea. Consider how selling secrets on locations of resources or key strategic points to a trade company or mercenary company would be extremely valuable to them, but would make enemies with the other factions in the game, as would selling out your skills to a cause that is in conflict with another. This could all be handled more or less using global reputation mechanics, things that Obsidian already has a lot of experience using. Additionally, we know that it's been a priority for Obsidian to make non-combat skills useful in Project Eternity, so let's consider the interesting and valuable ways they could tie in with this economy system: Speech is used for persuading others to give you better deals. Appraise allows you to more accurately judge the value of goods and information you are selling. Crafting skills allow you to perform jobs for various factions, such as smithing magical items for their soldiers to use. These skills could also allow you to train and advise the craftsmen working for them, or even hire more employees. Last, they could be used to break down all that extra loot into base components (iron ingots, magical essences, etc.) that people actually want. Disguise could be used to infiltrate competitors and gain valuable details on their activities in a region. I think you get the idea. Now, the question is, is such a complicated system right for Project Eternity? That depends on the goals Obsidian have, and whether they want to try improving upon the traditional broken RPG economy, or whether they want to put greater effort into other parts of the game. But, I think this is well worth considering because it's a way to add an additional layer of meaning and gameplay consequence to quests, the game world, characters, factions and more.e.
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Proposed Inventory System
Hypevosa posted a topic in Pillars of Eternity: Stories (Spoiler Warning!)
Alright, if you could change the title to Inventory Management Proposal *Edited*, this is the contents (and thanks): The following is my proposal for how I believe the inventory management system in PE should work. My goal was to provide interesting depth while avoiding as much tedium as possible. I'm going to go over everything from the backpack, to equipment, to currency, and anything in between. Most of the system is automatic to stop 15 minute inventory rearrangements, while alot of detail, this is simply describing why and how it works. I'm a D&D pen and paper DM, naturally you'll see some references to that here - not that it's out of place since baldur's gate and other games are D&D based, but don't feel special for calling me on it. If you aren't interested in the details, I’ve put spoiler tags around the bulk of things and left the examples and TL;DR visible. First and foremost I propose a system that combines volume and mass. Mass being your typical carrying capacity that's limited by your player's strength. Mass, Treasure, and Currency: Volume, Tetris without the shuffle games: Types of Packs: Time or Room saving items: Equipment: How this system works: When not in combat, your backpack will always be opened automatically on going to the inventory screen, when in combat, your other containers like quiver, potion clip, and scroll case will be open since items in the pack take time to get to. You can also then drag any containers to the ground, effectively dropping all that gear if you need to lighten your load before combat. This should save time compared to dragging and dropping individual items, only to pick them up moments later. Example of how it looks outside combat with an empty adventurer's pack (forgive me, I only have MSpaint to work with right now... >_>): Now here's the same inventory, but where a sword has been placed in the bulky slot, freeing up more volume. And now the same inventory where there are 3 of that sword. Clicking once on the swords would take one, but double clicking would take all of them. Shift clicking would bring up the take X menu. If autosorting was turned off, instead the inventory area would show enough small slots to represent the space in the bag, but where the shape only allowed one bulky (4x8) item to fit. If there were a weapon or item too long to fit in the bag, it would be forced into a strap slot. TL;DR Advantages of this system: - Depth and tactics that combat has rarely been afforded in other games. ---- Dropping a pack or belt with gear on it can allow you to lighten your load before a fight without dropping tons of junk. 1 drop and 1 pickup. ---- Equipping whole quivers of 60 arrows instead of bundles of 20 allows one to quickly refit an archer. ---- Taking gear from an enemy's dropped pack, or a rogue pick-pocketing a strapped on item. ---- Leaving cursed or poisoned items out on dropped packs for enemies to take as a new kind of trap. ---- Enemies taking gear and using it for themselves from dropped packs. ---- Containers serve more purpose but aren't necessary to keep a pack from filling full of tiny items. - Less playing the shuffle game, but still keeping things more interesting than an infinite adventurer's backpack of storage. Tetris is optional for those who want it. - Gems and scrolls don't take the same space as a full plate armor - Currency and bartering are more interesting as there's less incentive to just instantly sell everything you pick up. - Interesting variations of containers lead to new roleplaying experience (like the pouches that create counterfeit money) Neutral points: - Slightly more realistic since volume is accounted for - Automatic transference of items is a little unrealistic. Disadvantages of this system: - Some items may be automatically transferred to another character's storage item without you wanting it there. (I'm assuming 95% of gems and the like are going to just need to be sold) - No carrying 10 full plate armors in one backpack (items needing bulky slots like full/half plate should be rarer anyways) - No carrying 100,000 coins on one character. - Extra containers needed to optimize inventory space and time to acquire found items (however, these containers should be easily found on others and not need to be bought - most mages or clerics would have a scroll box, many rogues would have coin purses or gem boxes, etc. We shouldn't have to find what random shop is carrying a gem bag for example) - An enemy trapping you in your own portable hole and your party being unable to free you in time or dying would kind of suck. -
I'm sure this is an old and dead topic, but I couldn't find it with a forum search so here goes. How can currency be given a real value to players in PE? In every RPG I remember, I would systematicaly collect and mangage loot to optimize the money I could get selling it. But for the life of me I can't understand why, because in every game money has been a completely useless resource, meant for hoarding and nothing else. Sure, I could buy weapons and armor from merchants - weapons and armor little or no better than what I find dungeon-delving. Heck, maybe I could buy property - a single-payment investment that meant nothing considering my income. And then there was there were the bribes for info and selfless acts of sacrificing coin to help the needy - what sacrifice? "No trouble, maam. I'll just sell an enchanted necklace or something and make it back. There's likely one in that barrel behind you anyway, so if you'll excuse me..." You all get the point, and I'm probably preaching to the choir here on this one. Money in RPGs have, so far as I know, always been completely useless. So how can we change this? First I suppose is to make money less prolific, and not just make items/services more expensive; I doubt many would argue much that this wouldn't be a necessary step. Player income needs to be considerably less abundant. But how can money then be given a real value, made to be worth the effort of collecting? Are critical items like health kits and portal scrolls (or whatever PE will use) to be given exclusively to merchants? Will investments into things such as strongholds require more than a single-cost payment? How else can we make the decisions of spending or sacrificing coin carry more weight than the nil it has in past titles? Would it be better to remove bribes or sacrifices made in coin from PE entirely? What are your thoughts on this matter, and what might you suggest be implemented if you agree that this is an issue that should be addressed?
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Hello everyone, What do you think guys, how monetary system in Eternity should look like? Most popular is just gold based, but I find it... ridiculous; "One beer!!" "One gold coin, please" Hm... Quite expensive, isn't it? I'd rather prefer gold / silver / bronze partition. Maybe it isn't very important aspect of a game, but standard gold system just make no sense to me.
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Should gold/currency have a weight associated with it? If you think it should, would you associate it with the difficulty level of the game or have it apply in all circumstances? Personally, I would like gold to have a weight associated with it. I would like to see it applied no matter the difficulty level of the game. I would also like to see an option for rewards other then gold, such as expensive jewels or standing in the community. Another feature could be each companion you have gets a share of the gold you find. So that Orc hideout you just raided may have gotten you 1000gp, but between the five companions with you, the PC only get a certain share. What are your thoughts? EDIT: Added no weight option to poll
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Does anyone know where to activate the VIP badges? Or are they not implemented yet?