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Found 6 results

  1. Hi everyone! I tried selling my enchanted (Fine, Burning Lash, Slaying (Kith)) War Bow to Sonild in Admeth's Den. When I click the Bow in the trade menu it looses it's two Enchantmens (Burning Lash and Slaying (Kith)) the moment it's placed on the bottom section of the trade window. I wouldn't have noticed the change had the price not gone down from 1610cp to 410cp. I'm not sure whether I enchanted the Bow with (Fine) or bought it with the enchantment, but I did put the other two enchantments on it. The bug isn't very gamebreaking but I couldn't find anything similar on the first 5 pages of the forum so I thought I'd share. Cheers!
  2. The Torment:ToN video showed off a movement/animation system using irregular speed and inertia. ("improved on PoE technology, or something like that) Maybe not for combat, but for just moving around, I would really love to see that being traded back to PoE. PoE's animations are fine, they do the job, but they look robotic and especially compared to Torment's movement, they just hurts the eyes a bit. I understand in RtWP combat these would change the mechanics too much, but for out of combat movement, they'd be wonderful to have. It's super late in development, I realize that. But, perhaps it could be applied as a patch after release. Thoughts?
  3. It's hard to know what's worth buying unless you've memorized what each of your guys is wearing. Would be nice if you could view your toons' armor/weapons without closing out a complicated trade. Then you know whether that expensive sword really beats your equipped +12 Hackmaster. Since you don't know what the merchant will have to trade, you won't know whether he'll have a relevant upgrade until you've opened trade. This improvement would allow us to sell our equipped mace if the blacksmith has an enchanted warhammer we can afford.
  4. Just finished replaying NWN2 expansion Storm of Zehir (played it through before right when it came out) and thought to share some thoughts, especially as SoZ contains many of the features one might hope to see in PE and being Obsidian work is obviously something they would draw from. http://en.wikipedia.org/wiki/Neverwinter_Nights_2:_Storm_of_Zehir ** Will contain some minor spoilers. ** First to get it out of the way, the interface and camera were horrible. After a couple of years pause it took until halfway through the game before I didn't have to continually struggle with the camera. No obvious way to use feats or abilities, constantly forgot how to get the cartable spells or choosing what to memorize if I accidentally closed the window. Traveling in the overland map. Overall, it was good fun. Great to see possible encounters pop up and detour to avoid or take them. Made the exploring seem worthwhile and for once there was some use from ranger skills. Seems impossible for anyone to actually live in a territory though, either jungle or sword coast, with monstrous bands and undead and whatever rushing you every 5 seconds or so. Way, way too much pointless combat. I was overjoyed when finally got the teleportation system fixed, only to be disappointed in how the trips were one way only, giving not half the hoped relief. Locations and encounters. Most of the areas were tiny in RPG terms, dungeons or temples or whatever having usually only a few rooms and most every occupant rushing you from wherever they were as soon as the fighting started. I really, really liked this if only as a change of pace. No clearing mobs one room at a time but one big prolonged fight. Combat. Well this I disliked then. I do use the NWN2 AI on and let most of the party do whatever they want, which is part of the problem. The AI behavior settings were very welcome, though even set in the lowest the spell casters were pretty loose with magic. The visuals of mid high level D&D were the main problem for me, the combat was one big field of fiery explosions from spells and weapon effects, then the losers drop dead. Never in control of anything, just one big mess where you can't tell who's actually accomplishing stuff. Companions, adventurers guild. So you make the base party and later pick up one or two reinforcements. And many of the reinforcements come up hopelessly late in game which is something I'm happy to hear PE is going to avoid. The adventurers guild, which you get into maybe halfway through the game was a unhappy affair all in all. Hearing at that point, there'd be some minor bonuses if I have an all Elven party, or if all the members in the party are well accomplished in ranger skills or other stuff like that, was just disappointing, as almost certainly almost every party was not able to get anything out of there. Something for the replayers maybe. Enchanting and creating items. I remembered this was in and picked a good load of crafting skills which were of no use. Might have crafted one sword or a piece of armor. Generally though, you get your hands on usable ore so late in game, you're almost sure to have already found or bought better stuff already. Enchanting was easy enough, fun and useful. Adding bonuses and damage effects to weapons and armor. Creating wondrous items not so much, needing hard to come by ingredients, the most stupid example being some magic boots which I never got to make. I had the gems and the skins of rare animals, but never found a pair of ordinary hide boots to use as a base! Trade and upgrading your stronghold Added a fine layer into the game, the desire to get enough trade bars to meet the next something was a working way to ensure the willingness to explore and build up the trade network. Building church and orphanage and upgrading the stuff the patrols had was a fine thing, though completely pointless actually. From rags to riches came a bit too abruptly though. Once you have a couple of trade routes established, the income totally dwarfs every other money source in the game. I don't mind that actually and it *was* fun to reach the "money is no object" state, for once. It just came all too quickly once the cash floodgates were opened.
  5. 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.
  6. 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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