Another_Fan

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  1. Quote:
    Originally Posted by Zombie Man View Post
    If you want neg-rep, find something in CoH that is being abused and say in the forums it's an "exploit." And boy, will the neg-rep nerd-rage flow your way. People who cheat don't like being called out on it and will try to force the language to disguise their behavior.

    Of course, doing that just to prod that nerd-rage is technically trolling, and I'd have to call you out for doing that.

    ROFL

    I'd like to respond but how can I create a better indictment than the above. Perhaps when the all high passes on you will be up for the throne.
  2. Another_Fan

    Pvp hero side

    Quote:
    Originally Posted by black_barrier View Post
    i dont think they will.

    melt armor is on such a horrid timer that it would require a huge buff before you see a nerf to heat ex.


    thermals are only op when they are elec/therms.
    same thing as kins are only efficient farmers when they are fire/kins.

    i wouldn't expect a nerf.

    LOL if it hints of skill expect a nerf.
  3. This will get you just short of the cap on ranged defense it seems like what you were aiming for. Going from 36% ranged to 44.8 will greatly increase your survivability


    Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    NiteFire : Level 50 Mutation Blaster
    Primary Power Set: Fire Blast
    Secondary Power Set: Ice Manipulation
    Power Pool: Fitness
    Power Pool: Speed
    Power Pool: Leaping
    Power Pool: Leadership
    Ancillary Pool: Flame Mastery

    Hero Profile:
    Level 1: Flares
    • (A) Thunderstrike - Accuracy/Damage
    • (3) Thunderstrike - Damage/Endurance
    • (3) Thunderstrike - Damage/Recharge
    • (5) Thunderstrike - Accuracy/Damage/Recharge
    • (33) Thunderstrike - Accuracy/Damage/Endurance
    • (34) Thunderstrike - Damage/Endurance/Recharge
    Level 1: Chilblain
    • (A) Thunderstrike - Accuracy/Damage
    • (33) Thunderstrike - Damage/Endurance
    • (36) Thunderstrike - Damage/Recharge
    • (36) Thunderstrike - Accuracy/Damage/Recharge
    • (37) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Thunderstrike - Damage/Endurance/Recharge
    Level 2: Fire Blast
    • (A) Thunderstrike - Accuracy/Damage
    • (7) Thunderstrike - Damage/Endurance
    • (9) Thunderstrike - Damage/Recharge
    • (9) Thunderstrike - Accuracy/Damage/Recharge
    • (40) Thunderstrike - Accuracy/Damage/Endurance
    • (50) Thunderstrike - Damage/Endurance/Recharge
    Level 4: Fire Ball
    • (A) Positron's Blast - Accuracy/Damage
    • (5) Positron's Blast - Damage/Recharge
    • (7) Positron's Blast - Damage/Range
    • (13) Positron's Blast - Accuracy/Damage/Endurance
    • (13) Positron's Blast - Chance of Damage(Energy)
    Level 6: Hurdle
    • (A) Jumping IO
    Level 8: Fire Breath
    • (A) Positron's Blast - Accuracy/Damage
    • (11) Positron's Blast - Accuracy/Damage/Endurance
    • (11) Positron's Blast - Damage/Range
    • (15) Positron's Blast - Chance of Damage(Energy)
    • (17) Positron's Blast - Damage/Recharge
    Level 10: Hasten
    • (A) Recharge Reduction IO
    Level 12: Aim
    • (A) Adjusted Targeting - To Hit Buff
    • (15) Adjusted Targeting - To Hit Buff/Endurance/Recharge
    • (19) Adjusted Targeting - Recharge
    • (21) Adjusted Targeting - Endurance/Recharge
    • (34) Adjusted Targeting - To Hit Buff/Endurance
    Level 14: Health
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (17) Miracle - +Recovery
    Level 16: Build Up
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (19) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (23) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (25) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (27) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 18: Blaze
    • (A) Thunderstrike - Accuracy/Damage
    • (27) Thunderstrike - Damage/Endurance
    • (29) Thunderstrike - Damage/Recharge
    • (29) Thunderstrike - Accuracy/Damage/Recharge
    • (31) Thunderstrike - Accuracy/Damage/Endurance
    • (37) Thunderstrike - Damage/Endurance/Recharge
    Level 20: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - Chance for +End
    • (31) Performance Shifter - EndMod/Recharge
    • (31) Performance Shifter - EndMod/Accuracy/Recharge
    Level 22: Ice Patch
    • (A) Recharge Reduction IO
    Level 24: Combat Jumping
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (25) Blessing of the Zephyr - Knockback Reduction (4 points)
    • (48) Luck of the Gambler - Recharge Speed
    Level 26: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (36) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 28: Shiver
    • (A) Pacing of the Turtle - Accuracy/Slow
    Level 30: Blazing Bolt
    • (A) Sting of the Manticore - Accuracy/Damage
    • (34) Sting of the Manticore - Damage/Endurance
    • (39) Sting of the Manticore - Accuracy/Interrupt/Range
    • (50) Sting of the Manticore - Damage/Interrupt/Recharge
    • (50) Sting of the Manticore - Damage/Endurance/Recharge
    Level 32: Inferno
    • (A) Obliteration - Accuracy/Recharge
    • (33) Obliteration - Damage/Recharge
    • (46) Obliteration - Accuracy/Damage/Recharge
    • (48) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (48) Obliteration - Chance for Smashing Damage
    Level 35: Freezing Touch
    • (A) Lockdown - Accuracy/Hold
    • (42) Lockdown - Accuracy/Recharge
    • (42) Lockdown - Recharge/Hold
    • (42) Lockdown - Endurance/Recharge/Hold
    • (43) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (43) Lockdown - Chance for +2 Mag Hold
    Level 38: Maneuvers
    • (A) Red Fortune - Defense/Endurance
    • (39) Red Fortune - Defense/Recharge
    • (39) Red Fortune - Endurance/Recharge
    • (40) Red Fortune - Defense
    • (40) Red Fortune - Endurance
    Level 41: Super Speed
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    • (43) Blessing of the Zephyr - Knockback Reduction (4 points)
    Level 44: Char
    • (A) Lockdown - Accuracy/Hold
    • (45) Lockdown - Accuracy/Recharge
    • (45) Lockdown - Recharge/Hold
    • (45) Lockdown - Endurance/Recharge/Hold
    • (46) Lockdown - Accuracy/Endurance/Recharge/Hold
    • (46) Lockdown - Chance for +2 Mag Hold
    Level 47: Fire Shield
    • (A) Steadfast Protection - Resistance/+Def 3%
    Level 49: Assault
    • (A) Endurance Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Defiance
  4. Another_Fan

    what if...

    Quote:
    Originally Posted by UberGuy View Post
    I don't know many people who combine a desire to have IOs with that sort of laziness. If they're really investing the time in figuring out what to get and slot, nearly every one I've met has taken the time to look for lower level IOs if they understood when doing so was "better".

    I thought about this and what leaped to mind was crafting. People can't take the trouble to craft a recipe that for an additional 2 million in misc expenses sells for 20 million more. The reverse is also true people don't bother to save 20 million by buying the recipe and some salvage.

    I don't even want to think about the people that list IOs in slots that have no bids at less than cost.
  5. Another_Fan

    what if...

    Quote:
    Originally Posted by UberGuy View Post
    There are some things where the lowest-level version is the most expensive. However, it's common that the highest-level one sells at a far higher rate.

    Some things, though, a lot of people either don't care about exemplaring or they don't understand the (admittedly convoluted) rules, and people go hog wild for the level 50 version.

    There is an even simpler explanation.

    Most people don't feel like checking 40 different price ranges for the same thing.
  6. Quote:
    Originally Posted by EvilGeko View Post
    When merits first came out, I was anti-rolling. However, I don't think it's a bad strategy anymore. It's still not necessarily the best way to make money. When recipes find themselves floating into the 100mil range for 200-240 merits, I'm generally of the opinion that buying is a lot safer.

    I've rolled the 400+ merits that my last two 50s earned on the way up. One made out like a bandit, the other did fine, but a bit less than what I would have earned anyway.

    The next one up will buy one Blessing of the Zephyr -KB (Because they're getting harder to buy by the day it seems), and roll the rest.

    This isn't the old merit rolling. The original random rolls were definitely bad. The current rolls are weighted towards things people actually use.

    Edit: P.S. I doubt there were many people more against the original rolls than I was.
  7. Quote:
    Originally Posted by UberGuy View Post
    If it's an oversight, it's one of those "we just never thought about it hard" kind of oversights. They know it works a specific way, and people have complained about non-selectable randoms since IOs were introduced (even back when you got them outright instead of merits).

    In short, I have no idea what the rationale is, of if there really is one.

    IIRC this was something that was to be corrected. Everytime I see the shifts on this I get the feeling there are factions in the developers, those that see obviously annoying and pointless parts of the game play as legitimate. (Forcing people to run around to vaults and crafting tables or in the worst case zoning(Have you wondered how much of the premium for crafted items is paid by slow loaders ? )) and those that look towards more skill based challenges as legitimate. (Say what you will about it there is no skill running around zones many levels below you, just time consumed).
  8. RE: Halloween salvage

    If you are a farmer you might as well farm it in pi. The mobs that are dropping it for you are the same ones dropping purples.

    Re: Farming

    Check your performance if you don't need to farm at -1 don't. While there is little performance difference between a 49 recipe and a 50 recipe there is usually significant price differences and sales volume differences.
  9. Quote:
    Originally Posted by SonicBang View Post
    AR is actually similar in damage to Arch but the thing is that AR's cone nuke can't hit everyone like Arch pbaoe nuke can. Oh and, with fire you need to be in melee while with AR you need to be at range for the cones so they don't really synergize at all.

    This. If you want to farm with AR use /em or /mm
  10. Quote:
    Originally Posted by Heraclea View Post
    My unscientific impression of the purple sets is that they're all of a kind. In no particular order, they offer regeneration, recovery, hit point, endurance, and recharge bonuses. The only difference between one set and the next is the order in which these several bonuses are acquired.

    I don't believe there are any purple set defense bonus;
    there is a PvP IO that offers global defense that I am aware of. It's unlikely I will ever own one, because I don't do the sorts of things that drop them, and if I did I'd just be letting them drop for others rather than getting them myself; nor will I ever have the kind of inf needed to buy them.

    The purple sets generally do not interest me. Only a few of the bonuses they offer are things that I prioritize, and I generally take care of those things in other ways.

    Coercive persuasion 5% ranged 2.5 energy 2.5 neg a very nice set much under appreciated.
  11. Another_Fan

    Respec Recipes

    Interesting the only thing I could see driving demand are people wanting to recycle ultra expensive pvp recipes and purples. That balance doesn't seem to be shifting to a state that would drive greater demand for respecs.
  12. Quote:
    Originally Posted by je_saist View Post
    Group Fly, nor the Pets, are broken at the system level. However, the behavior of both is not in line with the behavior Another_Fan expects. The event is NOT a Kludge as Another_Fan calls it.

    Something Another_Fan doesn't seem to realize is that Group_Fly has been around a heck of a lot longer than the ExpandAlone City of Villains. It, and the Tier 4 Teleport Power, were designed for a different style of gameplay and with different intentions, than they wound up being used for. Group Fly wasn't ever intended to be used as a Travel Power for Mastermind's, and the base power-system never really has been modified to account for the gameplay changes City of Villains brought to the game.

    What Another_Fan expects is to be able to activate Group_Fly, hit the Heel Button for the Pets, and have all of them keep close proximity to him as he flys through the air. However, the travel logic of the Pets means that even if you just casually walk down the street with Heel on, the pets don't actually stay preciously with you. They also generally travel at a slower rate than you. So it's very easy to out-run, out-jump, out-fly, the pets. Part of this is down to the basic pathing of the game. As most of us realize, NPC's have next to no AI. They simply pick a path, and follow-it.

    Because the radius of Group Fly is limited, it's very easy for pets to fall out of the radius of the cloud as the player flys, simply due to the limited pathing knowledge that forces the pets to avoid impacting with each other in casual travel, and the lower travel speed caps.

    The result is that there's no simple Fix, as Another_Fan expects.

    First, the developers would need to implement context specific recognizing capabilities in the pets. Thus the pet system would be able to recognize when the MasterMind's Group Fly had been activated.

    Second, the developers would need to implement more advanced following NPC follow routines, in order to insure that all the pets moved together as one at the same speed of the owner of the power. This also means buffing or modifying the pets to have the same fly speed caps as the player.

    Now, there are a couple of quick fixes that could be implemented. One option might be to implement a speed-check for players with fly. A Mastermind might be able to hit a button and only travel at 10% increments of their maximum speed. This might be possible without having to rewrite or create entirely new sections of code.

    So much wrong above, so little time.

    The Kluge is the fix for the not well working power by following a pet then steering the pet.

    The power needs fixing because its garbage. The simple fix is to make group fly so everyone flys at the same speed for the power. It would also be a nice idea to take out the ACC debuff so people might want to actually use the power. After all just how many penalties does it need after the insane endurance costs.


    Oh and before you go on about how long its been around and used for a different style of play hover and fly have both been corrected, grp fly probably not because virtually no one takes it.

    And just a finall little bit on your code rant, the bots are aware of when they are flying, their animation changes. The rocket boots activate, seeing as they and none of the other pets fly on their own there is your state indicator. Using this as you tried to suggest ? Channel the argument ?? is even more Rube Goldbergesque than the original follow the pets around.
  13. Quote:
    Originally Posted by Leo_G View Post
    ...I might just make 2. Or, with dual builds for epic choices, aura selection, toggle management and costume change binds, may be able to roll that into one character that can switch who's holding the pistols and who's the guns....but I *might* want to make one a female demon so that would mess that up...

    ...hell, maybe I'll just make them both female!
    Science pack ftw
  14. Quote:
    I have an acquaintance in game who, upon reaching level 27, fills every slot with level 30 generic IOs. Level 30 generics, she reasons, are as good as green SOs and they never expire. The last time she did this, she spent about 10M buying/crafting the salvage, recipes and IOs she required. The process is not an easy one for her because she's at the constant whim of shortages in the market, and have to, at times, pay many times the going rate for the things she wants.

    Quote:
    Originally Posted by Fury Flechette
    The market implications would be interesting, because I think it would encourage more hoarding than is already occurring.

    The market implications would be interesting, because I think it would encourage more hoarding than is already occurring.

    This is EXACTLY the reason given by the devs during the final Hero Con panel when players asked for recipe storage.
    Hmmm

    Lets see what the bill of materials for this project looks like

    123 Items:
    1 x Ancient Artifact
    10 x Alchemical Silver
    11 x Ancient Bone
    8 x Circuit Board
    9 x Demonic Blood Sample
    1 x Inanimate Carbon Rod
    12 x Improvised Cybernetic
    6 x Inert Gas
    5 x Iron
    1 x Luck Charm
    5 x Masterwork Weapon
    9 x Rune
    6 x Scientific Theory
    7 x Stabilized Mutant Genome
    6 x Spell Ink
    2 x Alchemical Gold
    5 x Commercial Cybernetic
    1 x Corrosive Gas
    2 x Carnival of Shadows Mask
    2 x Data Drive
    2 x Ensorcelled Weapon
    2 x Mutant DNA Strand
    2 x Scope
    1 x Scientific Law
    3 x Steel
    3 x Symbol
    1 x Enriched Plutonium

    You have 123 pieces of salvage needed which ovewhelms the vault and personal storage of a level 27

    and 44 recipes which is about 3 times what a level 27 can usually store personally (leaving out wentworths as you are using it to buy things for the build)
    __________________________________________________ ___________

    Yep the devs win again on the account wide storage / Personal Storage
  15. Another_Fan

    Master of....

    Quote:
    Originally Posted by Ironblade View Post
    It was the EASIER solution and able to be implemented almost immediately. The devs have already said it is only a TEMPORARY fix.

    Income tax was TEMPORARY

    And I am sure it still is only a temporary solution.

    http://www.usatoday.com/money/indust...hone-tax_x.htm

    And the tax above, on your phone service was also temporary.
  16. Wandering onto my hobby horse again, this goes to the overall question of how to best use your currencies though.

    I took a look at Heraclea's replies and with the exception of uncommon/uncommon salvage it looked like a remarkably time effective strategy.

    Setting up the SG for storage and crafting saves much time right from the start. Concentrating market activities on specialized market toons makes much sense. The only problem I have with the strategy as a playstyle is that to maximize the benefits you have to target a server and decide to do that from the start. Its an upshot of the fact that the devs have decided to turn crafting into an exercise in running back and forth between stores, crafting tables, vaults, and auction houses. Having the centralized character doing the crafting/market play means keeping far fewer lists and worrying much less about where things are.


    Edit: Going back to the original poster, At level 30 you have something like 12 recipe slots, 30 salvage storage (in the bag of holding not the vault), 15 ??? auction slots ?? As was noted in another thread the redside market is moving very slowly how did you manage to move your loot and what did you do with it and how long did it take ?
  17. Another_Fan

    Master of....

    Quote:
    Originally Posted by enderbean View Post
    You would still need the minimum number of people to start the TF, but then have all but one quit (so there are two left). The other person would need to log out but not quit. You have to have the minimum 2 people so the TF does not disband. You would then be able to solo the TF. However, one of the recent patches made TFs ignore the difficulty settings as people were getting Mo badges on -1 with no AVs and it was felt this was cheating the system a bit.

    Looking at that logically, you have to ask just how did anyone think that was the correct solution ? I mean the other option is to not award the badges unless you are on normal difficulty or better.
  18. Quote:
    Originally Posted by Aura_Familia View Post
    Okay, what the hell is up with the redside market?

    I've had some stuff listed since last friday that just won't move. And this stuff is like selling for a fraction of what the last 5 was.

    Is the population of redside THAT low?

    During the AE farm area I seem to remember stuff moving the next morning.
    Could the lack of more 50s be and lower pop be having an effect?

    I also see some items listed with hundreds for sale and ZERO buyers.

    I'll see your lists to sell, with my bids to purchase. I have bids in the 20-30 range on recipes and crafteds often over a range of five levels, none for sale none moving.
  19. Quote:
    Originally Posted by Redlynne View Post
    Easy and common solution to this problem:
    • 1. Put all pets on Follow.
    • 2. Select *a* pet (doesn't matter, too much, which one).
    • 3. Have your mastermind Follow selected pet.
    • 4. Issue Goto command to selected pet (and only selected pet!).
    • 5. Repeat step 4 until you arrive at your intended destination.
    The reason why this works is that the pets are all following YOU, and you're following A PET which is the only one who is receiving commands to Goto (somewhere). You follow the selected Pet and the rest of your entourage follows you (through the sky). Because your mastermind is following A PET, you (the mastermind) don't travel any faster than any of the pets do ... meaning that no one falls out of the Group Fly PBAoE radius. Everyone flies at the same pace ... which is what you really wanted to have happen in the first place.
    KLUGE


    To the devs please fix grp fly
  20. Another_Fan

    Power Boost

    Quote:
    Originally Posted by Novella View Post
    Nope, no PVP here. I know softcaps me at 45.2%, but I fight a lot of groups with debuffing so the extra defense never hurts. With PB applied it gives me 91.6% which is overkill, but when fighting enemies with Rad powers such as Praetorian Clockwork, hanging out at the Path of Rage in the Shadow Shard any little bit helps.

    I do fight a lot of DE because I like doing the Eden trial and I run Numina one every 24 hours for the easy merits.

    I know its reaching, but I am really trying to find reasons to not have to drop it because I hate respecing characters. I generally have my builds planned out perfectly so that I can just bank my respecs for those rainy days.
    Praetorian clockwork are rads ?????????????

    Where were the details spelled out ?
  21. Quote:
    Originally Posted by B_L_Angel View Post
    Gave the bronze rolls a try/ got some mixed results


    I was working up to level 30 and didn't want to burn tickets on the way so I bought some salvage that was selling for around 2 million and listed it on the market


    BBOE 1,755,555
    Mil cyb 2,500,000
    Pangean 2,000,000
    soul trapped gem 2,111,111

    Or about 4000 inf/ticket


    Here are my results for rolling 30 rolls in the 10-14 category

    I was planning on working my way up but the process of rolling checking prices and recording them was taking too long and I have an early day tomorrow. I will do some of the higher level ranges then.

    10-14

    You received Unquestioning Loyalty: Acc/End (Recipe). 16 sale 0 bids 25k
    You received Explosive Strike : Knockback/Dam (Recipe). (20) 0 sale 1 bid 1500
    You received Curtail Speed: Dam/Slow (Recipe). 1 for sale 0 bidding 1000
    You received Triage: End/Rech (Recipe). 9 for sale o bidding
    You received Horror: Acc/Rech (Recipe). 14 for sale 0 bidding
    You received Cleaving Blow: Dam/Rech (Recipe). 1 for sale 0 25-35 k
    You received Paralytic: End/Hold (Recipe). 14 for sale 0 bidding 1k
    You received Befuddling Aura: Acc/End (Recipe). 8 for sale 500, 1000
    You received Neuronic Shutdown: End/Hold (Recipe). 1 for sale 0 bidding 100k
    You received Discouraging Words : To Hit DeBuff (Recipe). 1 for sale 100k-150k
    You received Bone Snap: Acc/Rech (Recipe). 2 for sale 10k-25k 1 outlier 500k
    You received Salvo: Acc/Dam (Recipe). 0 for sale 50k or so
    You received Paralytic: Acc/Hold/Rech (Recipe). 7 for sale 10k or so pricing
    You received Bone Snap: Dam/End (Recipe). 3 for sale 25k
    You received Far Strike: Acc/End (Recipe). 15 for sale 3k to 10k
    You received Commanding Presence: Acc/Dam (Recipe). 100k to 300k
    You received Befuddling Aura: Confuse/Range (Recipe). 1k
    You received Triage: Heal/Rech (Recipe). 2k
    You received Unquestioning Loyalty: Acc/Dam (Recipe). 2k to 10k 2 for sale 1 bid
    You received Bone Snap: Acc/Dam (Recipe). 25k 0/0
    ou received Air Burst: Dam/End (Recipe). 10k
    You received Eradication: Acc/Rech (Recipe). 1,000,000 4 for sale
    You received Razzle Dazzle: Acc/End (Recipe). 555,555 -1,000,000
    You received Stagger: Acc/Stun/Rech (Recipe).1000- 5000
    You received Far Strike: Acc/End (Recipe). 3k to 10k
    You received Unspeakable Terror: Acc/Rech (Recipe). 900
    You received Air Burst: Dam/End (Recipe). 10k
    You received Befuddling Aura: Acc/Confuse/Rech (Recipe). 4k
    You received Salvo: Acc/Dam (Recipe). 50k

    Call it 2 million for 1800 tickets ? I vendored most of the cheap stuff and listed the more expensive items.

    So that gives about 1,111 inf /ticket

    Its a small sample and I may be having hard luck.
    Just a point of reference and I appologize for jumping on my hobby horse in your thread but this has bearing on best use. You said it was taking too long ? How would you say the recipe vending/marketing/crafting compared to salvage sales ?
  22. Forcefields hands down

    3 SO slotted shield+bubble =35.2% defense

    Defense = NOT being hit. If you have a choice in this game would you prefer to take less damage and the secondary effects or would you prefer to just not be hit ?
  23. Quote:
    Originally Posted by DumpleBerry View Post
    I have thought long about this comment, and I'm not really sure you've shopped at either store.

    Perhaps you could elaborate on this concept?

    Sure, the idea is if you have a place where you can buy things for a fixed but high price (Macy's, Barney's, Tiffany (Actually their prices are variable) etc) you eliminate variably priced channels such as ebay.

    My point was this is not the case in the real world and there is no reason to suspect it will be the case in the game. As things stand you can buy common recipes from a crafting table, yet people still use the markets and frequently pay more than the going rate at the table. Take a look at midrange endmods. If you wanted to you could make money reverse vending them. Buy them at the crafting table and sell them for a profit at the market. *


    *Yes city of schleppers rises again.
  24. Quote:
    Originally Posted by Ironblade View Post
    The irony is strong with this one. Talk about not hearing. From what I see, all those people you quoted know exactly what is meant by 'price cap'. It just looks like you're creatively misinterpreting them to make some alleged point.
    For the contextually challenged that referred to what people calling for a price cap were in effect asking for, versus the marketeers interpreting it in as damaging a fashion imaginable.

    Quote:
    Originally Posted by maggotface View Post
    Translation time!

    "If you dont play the way I do, youre not really playing!"
    Quote:
    Originally Posted by KaliMagdalene View Post
    It's totally true. If you do anything involving crafting or the market, you're not really playing the game anymore!

    Also, up is down and red is green.
    Oooh it looks you two are still stung by the other thread. Try some ointment.

    P.S. If you want to play city of schleppers more power to you for me time is money.
  25. Quote:
    Originally Posted by Starsman View Post

    One thing that will happen for sure uppon merging is that most heroes will monopolize purchase of high demand items. Heroes have more money than villains therefore they will pay more and easily hoard all the rares and epics.

    This is so wrong I think it was about to make my head explode.


    Prices tend to be higher on the villain market generally. So if your theory were at all true we would expect to see the opposite. We can take this further though. The only way Heroes can "Monopolize" the purchase of items is by paying more for them. Not a little more btw it would take alot more, much much more. This would be a giant windfall for the villains who would be trading their items for scads more inf than they would have gotten normally. While I would normally be the first to point out in this game INF is not the goal having a tricked out character is, in this case it doesn't matter. Either the items come back on to the market and the villains with all that money buy them at a lower price, or they make their way into bases where smeagol wannabes admire their items. Either way new supply makes it into the markets and the villains will be able to buy items at a lower price.

    I just don't see it as a loss for my villains to be able to sell to people that want to pay alot for my junk.