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i have been playing POTD difficulty and have noticed an issue when selling my items. The vendor says over 50k item value but when i sell i only get half of this . i have tried different vendors but with the same issue . i have linked two images below showing my issue https://imgur.com/a/TY7f1d3 https://imgur.com/a/4s9voH2
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hey guys, I just wanted some help in 2 problems that I'm experiencing. I'm afraid that I cannot explain them very well using words but I'm going to use 2 videos that I have created on this matter. sorry for my English level. it is not good at all but you'll be able to understand what I meant. I am including links of a youtube channel that I have created just to put these 2 errors, you'll find no other videos in the channel so please, don't think that I'm pointing you in that direction because of some sort of profit, it is just that I don't know other way of placing videos here. this video is for the money loss: https://youtu.be/wIpCowjeHec and this video shows the damage type issue: https://youtu.be/aHJlyaVZW_A I hope that someone can help me!! P.D. my install version is GOG v3.1.1.0024.
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So I quicksave outside Neretaka, land at Neretaka and select Supply to gain access to the merchant. I open the Stash and dump a bunch of armor into the trade window. I then reload the game (F8) and land again at Neretaka and open the supply merchant - At this point all of the items that I had in the trade window are duplicated into my avatars inventory and I can sell them again. I do not enter the town, I do all of this from the map screen. This does not happen if I open the inventory before landing at Neretaka, I have to land and open the supply to see the duplicated items. If I then leave the supply and go back to the world map, I can move all of the items from the character inventory into the stash, quicksave again, and then land at Neretaka, put the items from stash into the trade window and reload again for even more items... I cannot attach the save file as it is larger than the allowed size even zipped.
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So, the game sort of fizzled out for me, sometime during act 2. Oh, I am certain I'll pick it up again, but right now, I am on a break. There's a number of details in the game, that are disappointing. Most of them can be overlooked or ignored, e.g. the horrible load-times, the boring run-your-own-castle simulation and the fact that you can't buff up before a fight. But, there are two things that are really preventing me from enjoying the game the way I enjoyed and still enjoy BG and BG2. And that is crafting and companions. So why don't I like crafting and why not just ignore it? Well. That was my plan. Just ignore it. I've never liked crafting. The very idea of a warrior or a paladin or what have we, who is also a miner/herbalist/smelter/blacksmith/weapon-smith, have always irritated me no end, and struck me as silly and contrived. However, the way it's implemented in PoE makes it very hard to ignore. Do any of you remember the ~first~ magical weapon you found in BG? Mine was Silke's +1 quarterstaff. I spend an eternity - no pun intended - figuring out whether to have my own character use it, or give it to Jaheira. In PoE, you put some stuff on a sword, and there you go. So exciting. It makes the treasure you find boring and meaningless. Worse, it makes money equally pointless. Back to BG. Do any of you remember the treasure at the bottom of the Naskel Mines? The first really large treasure with several items and lots of money. Where I am now in PoE's Act 2, my character have got an absurd amount of money, enchanted weapons all around and nothing to spend the accumulated wealth on. Crafting! How I hate it! And on to companions. I mentioned Jaheira from BG. Bossy, irritating, meddling and utterly unforgettable. Her husband Khalid, the stuttering fighter. Viconia the evil drow. Imoen. Minsc. Dynaheir. Edwin. Xan the depressed mage. Xzar. Shar Teel. Well, Obsidian, I am sorry, but IMO you have created a dull, un-engaging and forgettable lot in comparison. PoE is not a bad game. Better than most of the travesties that goes under the name RPG today. But, it doesn't hold a candle to BG or BG2 either. And, IMO, crafting and boring companions must carry a lot of the blame.
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Maybe someone here knows, why the Kickstarter update screenshot shows the Boxed Copy for $50, when it was $65 during Kickstarter (and still is on my pledge page)? The Digital Collector's Edition, on the other hand, is more expensive now: I payed $80 ($65 + $15 for shipping) during kickstarter for a boxed copy, and now people that just joined can buy the same for less? I want to support the game, but I feel I'm just losing $15 here for no reason. I already sent a message to Obsidian yesterday, but got no reply....
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http://www.cbsnews.com/news/the-gender-pay-gap-is-a-complete-myth/ Justice achieved, why wasn't i told?
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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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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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Hi all, First of all, sorry for my bad English. I'm big fan of your games for a long long time. And I'm playing cRPG since I can remember. You are company I like the most in this industry since your name is next to all my favorite games. Your games are great and sometimes full of bugs but you can't make good and complex cRPG without few of them. My second favorite company, CD Projekt RED also make lot of them and yet they don't stop fixing what they can. Anyway, I'm programmer. But for some reasons I ended up as webdeveloper. Mostly I work with SQL, PHP, Javascript, HTML, CSS and stuff. Nothing fancy. Some time ago I decided to learn something new. I did some work in C++, Java etc but I decide to learn something different, something new. So I ended up learning semi-new technology - Node.js (started 2010 if I remember). In short, it's V8 Javascript engine that work on server side. It's also event based (like Javascript) and I wanted to do something cool with it. Since I learn about it I decide to get to know it better and make some project with it. So I started playing around and I decide to make small RPG game. What I wanted to create is game that: ~ load fast ~ not require installation of a client ~ or any other "plugin" (like Quake Live that is advert as Quake in browser but you still need download few hundreds megabytes of "browser plugin") ~ not require extra plugins like Java, Flash or Silverlight So I created proof of concept. I dig some 2d sprites and created sprite animation test. I put it here: http://nodegame.dariuszp.pl/ (look using Google Chrome or Mozilla Firefox only right now) Since I started with Node.js, after 12 hours of learning and work I made proof of concept, small online "game" in browser that right now work only under Google Chrome and Mozilla Firefox but with socket.io library it will work under new versions of Internet Explorer as soon as I convert some part of code to be compatible with it. http://alphang.dariuszp.pl/ All you can do is to sign in (just open URL and type your name, accept only letters and "_" ), move around and talk with other people that joined (hit enter, type, hit enter again to confirm, pain in the a** because I didn't include chat history). Right now I'm working on proper game (or engine to be more precise) when I have some free time and I want to make it open source so I will post source on github at some point under LGPLv3 license. But I did hit a wall with something. I'm a programmer. I have no talent for graphic. Sprite I used to animate players I dig from http://vxresource.wordpress.com/ . I tried to ask around about graphic and animated sprites but it's hard to find anyone that do something like that. So I came here to ask few questions. QUESTIONS ~ how much graphic designers (or 2d animators) take for this kind of graphic ? I'm talking about sprites with animations and static elements. As example for that alphang project I used this sprite: This one have 8 characters. Each have 4 animations, 3 frames per animation. I'm thinking that for my project I will need around 50 frames, 5 frames per animation. And those will be ~ move north ~ move south ~ move east ~ move west ~ attack north ~ attack south ~ attack east ~ attack west ~ die ~ wave Style more realistic but size like here, so 32px width and 48px height. Fire format - PNG, optimal for this kind of job and for websites as whole. ~ where I can find people that do this kind of thing ? So I could order stuff like that. I need to but it since I want to include it and distribute with the engine for free and if someone use it, I don't want them to have problems with copyrights or something. That's why I don't want to use something I dig on the internet. On that websites they say you only need to post author of the graphic you use but you can never be sure. ~ are there any sites with already made resources that are under proper categories and stuff ? Something like stock photos but with 2d resources for games. I'm talking about places when you can but this kind of graphic and do whatever you want with it, adding it to engine and giving away for free included (so full license except reselling of course) Any graphic designer, animator or someone like that who could point me somewhere ? So I could see how much money I will need to spend to create my project ? We are talking about around 20 human characters + 10 animals and around 100 static elements (walls, chairs, ground, env inside and outside). It's not much but it's just to create engine and working demo that contain few maps etc.