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Quote:Actually an unsigned integer can go up to 4,294,967,295, a signed integer (which is probably what they are using) can go from -2,147,483,648 to 2,147,483,647. It seems likely that they selected a signed integer to store a character's inf since it is generally convenient not to have to worry about converting from unsigned to signed and it also left open the possibility of a person having negative influence should they ever decide that was necessary (unlikely but you never know).I actually believe that this limit is a because of programming with an "unsigned integer?". I think I remember reading that somewhere. could be wrong.
So in reality it's probably a little bit of both, a signed integer was a convenient data type to store the value and the maximum it can store was more than they figured anyone would be likely to need (very true with the game at release) so it wasn't worth considering other options. -
Quote:If you had asked me that when PvPIOs first came out I would have told you "I doubt it". However when they released A-Merits they set the price 50% higher than purples which seems to imply that they want them to be rarer, especially when you consider that significantly more player time is spent on activities that earn purples than activities that earn PvPIOs so the non-AMerit generation rate of purples is almost certainly a lot higher than the rate of PvPIOs.What I am wondering, is did the devs actually intend for the PVP IOs to be rarer than purps... They are orange... SO, this is why I wonder. I know they are rare because PVP is not as populated, but because of the orange color, I would think that they are not really supposed to be as hard to get as purps, but because of supply that is why they are more rare.
Would it not make sense for say the Heros in RV to drop PVPs and maybe add monsters equal to heroes into each PVP zone to drop these recipies. I think that would help the supply some. -
Quote:My point is the devs already HAVE that tool, they are called Alignment Merits. Alignment Merits are limited in supply to prevent farming and can't be traded to prevent Marketeers. If they wanted to decrease the market prices of these items they wouldn't need to add an inf store for them they would simply need to lower the Alignment Merit cost.Okay, I said the Devs need to set their own "Buy It Now" recipe prices on te market to forestall market Griefing. My suggested rates are 250 mil for Purps, 500 mil for PvPs. This is to basically give a tool to the Devs to geek Farmers and Market Manipulators and empower the average gamer I believe the Devs should be targteing to increase game attractiveness.
In fact adding an Inf store would HELP Farmers and Marketeers a lot more than the players you claim to champion. What is the resource both Farmers and Marketeers can easily generate in huge quantities? Inf.
Conversely Alignment Merits favor the non-Farmers and non-Marketeers. Farmers can't generate them significantly faster than non-Farmers and Marketeers can't get them at all through the market. If the devs really wanted to increase the availability of high end recipes adding an inf store would simply aid Farmers and marketeers, lowering the alignment merit prices would aid the mythical casual player.
Quote:Wouldnt it be nice to have a very active game with lotsa newbs getting 50s and having lotsa Purps? YES. Especially if they did it through normal content. -
Quote:Ok, here's my question to you:Here is a suggestion. Try to stay on topic. (Topic equals Market is broken cause I/Os cost too much) So either add some reasonable postulates explaining why the market needs to be changed, and how it can be changed, and why the Devs should do this.... OR..... Explain why the market is perfect just the way it is, AND why the Devs would harm the game by making things a little easier for new players wanting a great toon.
When the Devs implemented Alignment merits they were effectively saying "we believe a purple/PvPIO should be worth between 10 and 15 times a top-end rare recipe". Given that and the fact that the markets seem to be tending towards supporting that exchange rate (at least for the desirable PvPIOs, less so for purples) why do you believe that (using your previous example) a Purple/PvPIO is only worth about 3.5 times a rare recipe (using your suggestion of selling them for 500 million and current market prices on high end rares)?
And to answer your questions:
The Devs have set the relative rates that they believe are fair. The market is currently offering better rates than that on at least some items which suggests that there aren't any problems with the market itself. While I personally wouldn't object to the devs opening up the supply of high end gear I recognize the reasons they don't (which other people enumerated earlier in this thread) and consider them valid from the point of view of the devs (or at least from the POV of NCSoft which is, after all, in it to make money). -
Quote:To me origin has never been "this is what makes all of your powers work" but "this is what makes you special". As an example, lets say you have two Broadsword Scrappers.That doesn't work for me. That will never work for me.
A regular guy getting a shot of magic? He becomes magic, period.
The first one has a magical sword that makes him faster, stronger and more skillful than he would be without it.
The second has a perfectly normal sword but works out a lot to become an excellent swordsman.
Obviously the first one is magic origin while the second is natural. Now suppose the second scrapper finds a magic sword that shoots fire (an explanation for picking up the Blaze Mastery APP). Does that suddenly make him Magic Origin? IMHO not really, the sword is a magical item but it's his skill that makes him a hero, the sword merely grants him a few abilities that he wouldn't have otherwise.
A characters origin will generally describe where a large portion of his powers come from (at the very least it should probably explain the powers in either your primary or secondary set) but it doesn't encapsulate all of a character's power. Magic and Technology function very well as "bolt on" powers to an existing Origin since they can be easily used to explain artifacts or gadgets that grant specific abilities. Science and Mutation can also work, a character finds out he has a minor mutation that he manages to harness giving him new powers or exposure to radiation changes his DNA for a similar effect (comic book physics, obviously). Even Natural can explain new powers for otherwise non-natural characters, using the example of the Magic Sword Wielding Scrapper above, he discovers early in his career that although the sword enhances his abilities he tires quickly and starts working out to increase his ability to wield the sword (i.e. he takes the Fitness pool).
Another way of looking at it is that the Origin is what starts the character on the path to being a hero. Powers he picks up later could conceivably be from any origin but they don't fundamentally change who he is and his origin remains unchanged. -
How did SwellGuy imply that casual = no skill? As you say, Casual versus Hardcore is more about attitude than anything else. Purples are not required for any sort of standard game play. The things they are important for are things that require a significant investment of time. The moment someone decides to set themselves a goal such as soloing AVs/GMs, soloing Pylons or the RWZ Challenge they are no longer a casual player.
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I've got three characters I plan to Incarnate: AR/Dev Blaster, Traps/AR Defender and Bots/Traps Mastermind (are you noticing a trend?). The two Trappers will definitely go for the Spiritual tree (because what Trapper can't find a use for more recharge) while the AR/Dev will go either Spiritual or Musculature (recharge is nice for more AoE goodness but it's less generically useful for him than for the other two).
If I could only Incarnate one it would probably be the Traps/AR since he's the one I enjoy playing the most on teams and is a lot of fun solo as well. -
Quote:No one has argued that that would not work, simply that price caps alone will not work (which was your first "suggestion"). In response to this claim the response (which several people already made) is that based on the observable evidence the devs do not want these recipes to be more common than they are now.So, maybe I missed that post. Could you repost where somebody in this thread gave historical real world data of this price cap situation. Beyond that, it seems you missed one post of mine. If the Devs presented a buy it now function in the markets, this would effectively cap all prices on all items SUCCESSFULLY. Cause if you try to sell an enhancer for 2,500,000,000 when your customer can buy the recipe for 500,000,000 you will be standing there a very very long time. That is why I keep getting flamed, called ignorant, told off, and suffering the slings and arrows of the malcontents. It has the possibility of ruining their abuse of the market, making the game more fair, and more fun.
Unlike in real world economies the devs are fully in control of the rarity of each and every item in the game. When they recently introduced the Alignment Merits system they were basically saying "this is what we believe the relative values of items should be". Alignment merits function as an effective soft cap for prices, if the price of an item on the market gets to high relative to other items then is becomes cost effective to buy that item with Alignment merits and sell it for profit.
In fact this is exactly what we are seeing happening at the moment. Take a look at the cost of a level 25 LotG 7.5% on the market at the moment (this serves as a good indicator of the value of using A-Merits in a direct buy since it is popular and produced almost exclusively by direct buys). It costs 2 Alignment Merits generally goes for between 110million and 150million.
Now take a look at the Gladiator's Armor +3% Defense IO. It costs 30 Alignment Merits and sells for 2billion on the market or between 2.1 billion and 2.5 billion off market (based on recent auction threads).
So compare the market value of the 15 LOTG 7.5s you could buy for the cost of 1 Gladiators Armor +3%. It works out to between 1.65 billion and 2.25 billion. So using the relative pricing scale set by the devs the Gladiator's Armor IO has about the value you would expect compared to other IOs people could spend the same rewards on. It is a little on the high end but there are a few factors to explain that:
1. Commitment. It takes a lot more effort to get the alignment merits for one Glad Armor than 15 LOTGs since you have to do it on a single character over the course of at least 20 days whereas the LOTGs can be split up on different characters
2. Lack of existing supply. LOTGs have been supplied by reward merit direct buys for some time so the relative increase in supply was small whereas before A-Merits the only source for Glad Armors was PvP random drops which trickled them onto the market in very small amounts, as the existing demand is sated they will probably drop in price to closer to the middle of the range.
If the devs want to drop the price of them they don't need to muck around with setting fixed prices, they can simply adjust the alignment merit price to increase the supply generated by players. The fact that they have not done so would seem to indicate that they are happy with the relative supply of items. -
The short answer is "however you want it to". You, of course, have the option of completely ignoring the Well of Furies fluff and making your own explanation for how your character is getting stronger but even within the bounds of the fluff there are plenty of explanations.
The simple version is that the character's skill with his weapon becomes better. A sword user might find that he is getting faster and stronger than he was before or is able to swing his sword for longer before tiring. A gun wielder might find that his sight improves and he is able to place his shots with more precision.
Or maybe the character finds himself able to use the power of the gods to imbue his weapon. His sword is now preternaturally sharp and never needs sharpening. The bullets he fires from his gun glow with a mystic energy and seem to penetrate armor more effectively.
Or maybe the Well does not directly increase the character's combat ability at all but instead grants him knowledge which he can use to increase his potency. While he sleeps the Sword user dreams of a small cave in the woods near Paragon City, when he wakes up he seeks it out and after passing many trials is granted a sword that is a relic of ages past when the Gods walked the earth and fought alongside humans. The gun user doesn't notice anything different but whenever he works on his gear things seem... clearer than they were before and he is able to make upgrades to his gear that he would never have thought possible. -
Regarding the Aggressor I'm not really sure what you want from the Defensive Support Sets. You say a mix of passive defenses (i.e. defense, resistance, healing) and active defenses (i.e. control) but I'm not clear how you plan to balance between the two. Several existing Armor sets (such as Dark Armor) are already designed this way so I guess the question is how would this AT differ from a theoretical Assault/Armor AT?
Regarding the Wildcard I don't think it would work. The Melee damage ATs all have mez protection for a very good reason, any AT that needs to stay in melee for an extended period will get hit by mezzes. Most non-melee ATs that need to spend time in melee range either get controls (Dominators), use hit and run tactics (Blappers) or get mez protection (Traps). -
See, I would say the opposite, flying in the shard is slow as molasses. The geysers are so much faster I find it puzzling that anybody bothers to use anything else. I keep a Raptor Pack around but it's mostly for the handful of places where the geyser route is inconvenient and the islands to far to jump even with the GvE Jump Pack thing.
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Welcome back. Unfortunately prices are now a lot higher than they used to be, this has been caused by a number of things:
1. Merits and Alignment-Merits significantly shifted the supply of certain items (primarily pool C/D recipes)
2. Level 50s had their inf drops pretty much doubled a few issues back
3. The AE further shifts things by providing a steady source of rare salvage and recipes but no Purples, this is made even worse whenever the farmers find a new exploit (we are just recovering from one such case).
The net result is a bit of overall inflation combined with a larger portion of the total economy being focused on buying the really high end recipes (purples and PvPIOs). -
Quote:There is a lot of truth to that, the only major inf sink in game is the 10% WW fee. The problem with introducing new Inf sinks is what to do with them. Most games offer "prestige" items which serve no in-game benefit but look cool (like motorbikes). The problem here is that we have entire communities built around things that serve no in-game benefit but look cool (specifically the costumers and the badgers). If we introduced inf sinks in their bailiwick they would be upset (and somewhat justified IMHO). In a game based around character customization adding cool options (like a cape made out of dollar bills) that can only be obtained by spending extremely large quantities of in-game currency seems rather unfair.If the system has a flaw, it is in the lack of money sinks. Not enough currency is absorbed by game systems. The value of the most basic currency ("inf", for influence / infamy / information, depending on which of the three sides you're on) has tended to succumb to fairly severe inflation.
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I would say Technology. The line between Science and Technology is a bit blurry but my take on it has always been that with Science something was done that changed you and gave you super powers. With Technology the gear is extraneous to you, if you gave it to someone else (and trained them to use it) they would be able to replicate your skills.
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Congratulations. Despite the fact that your character lacks a top hat and monocle and is not doing the teabag emote here is your Ebil Marketeer Membership card, no selling it.
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Well his secondary is Ice Blast. Against anything except an AV that should provide sufficient -rech to floor their recharge anyway. AVs have 85% resistance to -rech so it's a bit more useful against them but the large resistance makes it a 7.5% debuff which isn't as useful (and it's even less against higher con AVs.
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I think he is basically proposing an Inf store for all items (even if he's not actually phrasing it that way). Essentially it sets a soft cap on market prices since above that price there is no point in buying it versus going to the store.
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One other thing I thought of is that we might see a drop in the supply of Pool C/D recipes. Assuming it works like the GR beta top level TFs will give you a choice of merits or an Incarnate component which could lead to a decrease in the number of merits being generated.
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I'd go with Chase here. A Flying Fortress themed character just screams Tank (or possibly Brute) to me.
From a British viewpoint I think Spitfire and Hurricane would make great names for a Scrapper Duo, you could even play the public perception of the planes into their personalities (Hurricane is older and more reliable but quiet in social situations, Spitfire is younger, more skilled and a lot more outgoing but a bit of a braggart). -
Quote:Not quite starvation causing but a recent example from Venezuela:Do you have an actual example of this in real life? Or is this Glen Beck in disguise?
http://news.bbc.co.uk/1/hi/business/4599260.stm
A minimum price on raw coffee beans and a price cap on coffee sold at retail meant that the roasters no longer made enough profit to make it worth operating. This is a slightly unusual case in that there was a price cap on the final output and a price floor on the raw materials so it was the middleman getting squeezed rather than the raw producers but I think it still illustrates the basic point. When price caps drop below the market value of a good the suppliers stop or reduce the quantity supplied to the market and since the quantity demanded goes up not everyone who wants it can buy it at the market price.
There have been examples which did cause starvation but I can't recall them off the top of my head. Someone with a better knowledge of history than me might be able to help you. -
For the Pet Damage sets Blood Manadate is pretty much the only one with decent set higher set bonuses. I can see slotting a few from the other sets for the 2 and 3 piece bonuses but I can't see slotting the entire set. It would be nice to get some pet sets with a wider variety of useful set bonuses (or at least some recharge). The recharge intensive pet sets are much better since they both have a recharge bonus for 4 pieces and a defense bonus for 6 but of course the core MM pets can't slot them.
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Quote:That's not a bad idea. I need to finish planning my builds so I can see if that's worth doing for my characters.On the characters I choose to keep the build I designed after removing Fitness with my I18 freespecs on my lower level characters, I can simply add the slots to the Fitness pool as those characters level. As far as my "finished" characters are concerned the purpose of using the I18 freespecs was to make sure I don't have to sacrifice any enhancements I have already slotted. I can use the I19 freespecs to do a quick fine tuning of their builds, and I won't need more than 1 freespec to do that.
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Quote:Caltrops provides a -80% run speed debuff out the door (both PvE and PvP). A single -slow enhancement in it will floor another players speed even if they have the winter's gift IO. No need to use two copies of the power. You might get some benefit against players with lots of -speed resistance above and beyond Winter's Gift, how common is that in PvP?If you want to see why double caltrops is bad go find some Knives of Artemis and don't attack them until they throw down the Caltrops.
Now picture them using the ranged attacks they have exclusively(granted the Scrapper is likely to only have 2 possibly 3 or 4 counting Vet Rewards and ignoring Spines,Claws and Kin) still don't see the problem?
Ok now imagine that same scenario in PvP(which I feel is valid considering it was considered in the creation of Ninjitsu to begin with.)
That's why 2 Caltrops would be bad in a nutshell -
If you don't have any Fitness powers you will automatically get the inherent ones without a respec (according to the devs). What I don't know is what will happen if you, for example, have Hurdle and Health but not Stamina.
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Quote:This isn't really equivalent. The Leadership powers do the same thing as the TT powers but are a lot weaker. The devs don't mind people duplicating powers with similar effects they just don't like people duplicating identical powers.Also, most of my VEATs have taken Assault and Maneuvers twice. So they definitely get to take pool powers that duplicate powers in their secondary.
Quote:Beyond it being general design policy, is there a game-mechanical reason that taking Caltrops twice is more "broken" than taking Assault twice?