Watch Full Movie Manchester by the Sea (2016)

Manchester by the Sea (2016) Full Movie Online Watch Free , English Subtitles Full HD, Free Movies Streaming , Free Latest Films.


Quality : HD
Title : Manchester by the Sea.
Director : Kenneth Lonergan
Release : November 18, 2016
Language : en.
Runtime : 135 min
Genre : Drama.

Synopsis :
‘Manchester by the Sea’ is a movie genre Drama, was released in November 18, 2016. Kenneth Lonergan was directed this movie and starring by Casey Affleck. This movie tell story about After his older brother passes away, Lee Chandler is forced to return home to care for his 16-year-old nephew. There he is compelled to deal with a tragic past that separated him from his family and the community where he was born and raised.

Watch Full Movie Manchester by the Sea (2016)

So..do not miss to Watch Manchester by the Sea Online for free with your family. only 2 step you can Watch or download this movie with high quality video. Come and join us! because very much movie can you watch free streaming.

This entry was posted in Project Gorgon. Bookmark the permalink.

6 Responses to Watch Full Movie Manchester by the Sea (2016)

  1. Mouse says:

    As you stated, the major worry with Trade Trust is gaming the system. An off-the-cuff example of something to prevent is spam buy/selling. Sell cheapish item A, rebuy it with the markup (or overpay somehow?), repeat. All that selling low/buying high builds up the Trade Trust value, even though the low/high delta is quite small.

    Sort of the reverse of your drop million gold scenario. Player might lose 10 of some small denomination per sale, but power up so they can sell the big ticket item for 10% higher and gain thousands of a larger denomination.

    It’s the sort of thing that makes sense in real life and human pattern matching would prevent such things, but setting actual logical rules for a computer to control can be a bitch.

    I’m actually someone who enjoys economic gameplay beyond ‘buy low, sell high’. and, honestly, I’d question whether it’s worth your time:
    Say it took a year of 8 hour days to earn 100 gold. Having established rapport with an NPC I can buy that uber-expensive item for 99 gold, instead. That’s savings of about 3 whole days work, which is huge, and I should be thrilled, but as a human I just see 1% change and feel meh.

    Or coin flows through hands like water and I earn thousands at the drop of a hat. Getting a 20% discount on a million gold item also feels meh. Again, 20% would be huge, but I feel like gold is so easy to earn that the discount is meaningless.

    The sweet spot in between is incredibly small and still wouldn’t generate much more than the ‘meh’ except for those few really who like to play the economics game.

    Finally – if I’m getting a 10% discount all the time (example: WoW exalted reputations), I see it as the default and feel overcharged when I’m not at that rank. Since I only see my own purchases/sales, it’s undetectable – I can forget other folks are being charged 10% more, so I take it for granted. If somehow everyone’s purchase prices were disclosed, then at 10% discount I still feel rather blase, but the guy with no discount starts getting irked that he’s paying more all the time (or you triage for half the difference in price).

    Three scenarios, two with boredom results, and one with disgruntlement. Is it really a value add? You have a lot of great ideas and implement a lot of interesting things in unique ways – as sole developer, vendor discounts just doesn’t seem to be cost effective for you.

  2. Azuriel says:

    Sell cheapish item A, rebuy it with the markup (or overpay somehow?), repeat.

    One possible way to get around that would be to put in code that a vendor doesn’t want to re-purchase an item he/she just sold. Or maybe they will – GameStop is fine selling new and buying used – but the Trade Trust doesn’t increase more than one for each item. Then again, maybe the player will purchase 1 of everything and then resell.

    If you do go with this Trade Trust thing, I think you’ll have to make it so that it only increases once every X hours or whatever, to dissuade gaming it. Hell, you could probably make it as short as 20 minutes – long enough for questing until your bags are full and then return. Maybe this will just encourage players to sell 1 item to 20 different vendors though…

  3. Mouse says:

    Azuriel – or run rings. Buy item from A, sell to B. Buy something else from B, sell to C. Continue through selling Y’s item to Z. Buy from Z and sell to A. Entire loop takes long enough that A’s once again happy to see you when you get there.

    It’s a tricky thing to balance. It can be balanced. It can be fair. It can even be fun. Getting it to be all three is hard. I just question if Eric should spend time on this vs. some other of his crazy-cool features.

  4. Jason says:

    Some good ideas and good feedback. One thing that might work well in conjunction with your Trade Trust is the concept of diminishing returns. We use this in Istaria, the more of an item you sell to a vendor the less that vendor pays you for each item. Eventually it is no longer cost effective to sell and you must switch vendors.

    Combining that with a Trade Trust system would provide some interesting mechanics.

    1) You might only earn Trade Trust while selling at > 95% of the value of the item.
    2) The more Trade Trust you earn with that NPC, the longer the NPC is willing to buy at the higher rate (the sale price curve flattens a bit).
    3) This could work in the converse as well, the higher your Trade Trust the lower the sale price of the items you might buy from a vendor.

    With Istaria the value returns to norm after a period of time, but with Trade Trust it might not and this might encourage players to work with a set of Vendors to build up their trust. Note that this sort of system wouldn’t be “fun” but it can be balanced and fair. Note2 that this system wouldn’t work so well if you had tons of vendors around who would buy everything. Unless, the actual goal was to reduce the price of items that the vendor sells cause they were crazy expensive at first.

    Finally, another thought entirely… What if trade trust were earned not for buying or selling to vendors, but for doing other things for them? Such as daily quests (you could do all manner of thing with that, from basic collect or kill quests to spreading rumors about the vendor’s competitors to truly being underhanded with the competition, etc) or tie it to an overall faction value.

    Completely crazy idea here but what if you treated vendors sort of like your allies in Dragon Age. Each has his or her set of items they “like”, if you bring those to them and sell them then you gain trust. Bob the Blacksmith might actually collect Porcelain Pig figurines from the distant kingdom of Piggyton and so if you bring and sell them to him he likes you more.

    Sorry, yes, I know its nuts but I’m brainstorming here!

  5. Kdansky says:

    You might want to look into this: http://www.youtube.com/watch?v=Fy0aCDmgnxg

    MMOs are generally really bad at this, even those with giant budgets.

  6. Tzyx says:

    Hi Eric, have been following your project with interest, good luck with it! Look forward to your post about racial bonuses, something i find an interesting topic.