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Posts
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Joined
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Two questions:
- Do I continue to accumulate Incarnate xp even after I've unlocked Lore and Destiny?
- If so, will the "overflow" xp get applied to unlocking the new slots when they get implemented and released in a future update?
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I'm also somewhat inclined to wait for Titan Weapons to go on sale, simply because right now I only have one toon that would use the set, and it isn't even an alt I would play very often (it would be a re-rolled version of an existing alt that would have had a TW sword had the power set been available to me when I originally made her).
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Quote:I like this sentiment in general. But I'd be curious to see some statistics that show how many toons sell vs. buy (or do both in equal measure). I wouldn't be surprised to find that the vast majority of players use the market merely to buy things, not to sell things. Which, if true, would mean that more players are sensitive to purchase price, than they are to profit potential as a seller. If so, having buyers willing to overpay only helps the minority who sell, and sorta hurts the majority who only use the market to find affordable recipes and salvage (hurts in the sense that sellers may raise their minimum selling prices in an attempt to capitalize on what they think is a trend of overpayment behavior). I think if you really want to help folks out, do what I've seen some forum members do (or say they do), and buy up stacks of stuff that is already kinda expensive (overpay for it if you want to help those sellers out as part of this), and then put them back on the market for 1 inf.Also, if my overpaying for things helps new players and the more casual players build up some funds so they can actually afford stuff, then all the better.
BTW, does anyone know the algorithm used to match up bids with items for sale? I don't think I've ever seen it described. -
Ah. You only mentioned grinding for salvage in the "first option," which seemed to ignore or dismiss the astral/empyrean merits, which I consider the "fastlane" to incarnate component acquisition (except, maybe, for the Very Rares).
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Quote:This has been the lightning fast way for me.Then there's trying to do everything with threads. Which is the long, long way around.
In one day (i.e., several hours during a single Sunday) of running iTrials, I had enough threads and astral/empyrean merits to go from only having Alpha slotted at tier 1, to having Alpha, Judgement, and Interface slotted to tier 3. Just last night, in only two hours of iTrial runs, I unlocked Lore and had enough threads and merits to slot it up to tier 3 immediately, and I still have lots of threads and merits to spare. How can this possibly be called the "long, long way around?" -
Quote:Most IOs make "an immediate improvement", but that's not really saying much besides the obvious. The question, I think, is whether or not the improvement is so significant that getting it NOW versus getting it a little later (even a day or three later) has any serious gameplay impact in the mean time. I believe the rational case for GETTING IT NAO is vastly overstated, merely to make it sound logical and reasonable.I'm also of the opinion that some IOs DO matter - procs, for instance (Karma -KB, Kismet Acc etc.) can make an immediate improvement in a build.
Quote:Instant Gratification (like it or not) is an accustomed way of doing things...
"But I don't want to wait, and if I have the inf, why should I?" No reason you should, but for the players who don't have billions of inf to throw around (or who simply can't abide personal conspicuous consumption even when it is only virtual), it is useful, I think, to point out that they really aren't missing out on anything vital by simply waiting a little while for sanity to return to the salvage market. It's not like their toons will starve to death and be deleted from the servers if they don't slot the next IO in their latest build experiment RIGHT NAO. -
But why would he be talking about DOs or SOs in a thread about IO salvage and the cost of creating IOs (both in terms of inf and ancillary playing time)?
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But none of that provides a convincing rationale for the Must Have It Now point of view. There are very few, if any, cases I'm aware of in which a new IO or two will make such a significant difference in the immediately upcoming gameplay that IT MUST BE HAD RIGHT NAO.
And I don't get this whole "play time vs. inf cost" comparison. How does it consume "valuable playing time" to just drop in a buy order and then go off and continue doing what you were doing? Go pick up the item when the buy order is filled and get on with playing again. What's all this about waiting around for low bids to be fulfilled? That's completely unnecessary since the game doesn't stop, or prevent you from doing missions while you have outstanding market transactions.
And if you are trying to coerce fast purchases of particular bits of salvage in order to craft an IO that has a momentary, unusually high selling price, then one can hardly claim to regard inf as meaningless "play money" with no value. Playing the market in this manner is hardly the behavior of someone who values their playing time above petty inf-accumulation concerns. -
Quote:It wouldn't let me join the channel.Were you not able to join or able to join but couldn't speak?
Apparently it is a deprecated channel and will be going away, so it's kinda moot at this point. I am, now, joined to Virtue LFG Beta, Virtue TFs, and LFG Beta. -
Quote:Um, how does one outlevel an IO?Sometimes I'm in a situation where I know I am about to outlevel enhancements...
I'm not sure what you mean by "holding up the group". Surely you don't mean running off to play marketeer or fill or upgrade enh slots while the team is still running missions. I thought proper team etiquette was to wait until the team was disbanded, or you are done for the day/night to do all one's toon management. The simplest way to not hold up the group is to, well, not do anything that will hold up the group, right? -
Quote:Having a patient and capable "guide" in the league can make a huge difference to a newbie (like me). I spent most of Sunday running iTrials for the first time. League/Team leadership ranged from pretty good to virtually non-existant. The best was a BAF run in which we had a leader who graciously explained what needed to be done, though to be honest much of it didn't sink it until after I'd been through it. The worst was a Keyes Reactor run in which nobody seemed to know what to do, including myself. Having been through each of them 3 or 4 times at this point, I am able to muddle through Lambda and Keyes without doing too much damage to the overall effort, but I am still a bit lost on the details of what needs to happen when, where, in what order, and by whom.Reading it all was a lot to take in and remember, but when my guide said "fall back if you get a circle" it let me go "oh, I can fall back and kill adds until it fades".
I am grateful that the player community in COH continues to open its proverbial doors of participation to newbies, without reservation (I've heard tales in this forum of league-formers trying to weed out "undesireables", but thankfully that has not happened to me yet), but I wish someone out there would create some tutorial videos explaining (and showing) each stage of these things, so guys like me would know what is expected of them before diving in. Some folks may feel that the process of learning-as-you-go is exciting and "part of the game," but I assure you that the rest of my leaguemates who have done these things a hundred times already don't see it that way, and as a result, neither do I.
On bright side, however, I did manage to take my little L50 toon who, before I started on Sunday, only had her tier 1 alpha slotted, and open both interface and judgement, get all three slots up to tier 3, and even get some decent progress on unlocking lore and destiny. All of this in just one day of running iTrials (I have yet to go through UG though). The one benefit of running with highly experienced teams is that the astral merits drop like crazy, and you're in and out and on to the next run in fairly short order. It made for a somewhat dizzying first experience (with iTrials), but the resulting Incarnate progression was impressive. The Incarnate system and the Trials are just as fun and cool as I hoped they would be, but I still think a more illustrative body of tutorial material would go a long way towards converting frustration (for us newbies) into fun. -
Same thing, in my view. There isn't an IO in the game that I need so badly that I can't wait an hour or a day or a week to put into my build. My gaming time doesn't get "consumed" with waiting; I just go on with doing my missions/TFs/Trials/whatever while the market system plays itself out. Eventually my buy orders get filled, and eventually I craft the new IOs, and eventually my build gets better by a percent or two. *shrug*
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Just wanted to mention that I joined these channels, but the first one listed, Virtue TFs 2010, is a "private" chat channel and not available to me apparently.
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My most End-focused build is my L50 SJ/WP brute: 1.57/s EndUse, 4.9/s EndRec (plus four P-shifter procs), and 117 max End. The attack rate increase on this toon is also heavily boosted, making her attack chain more or less continuous during a fight, and I imagine that if it weren't for the set IOs in all her attacks providing almost 70% EndReduc, she might actually have minor End problems in long fights. As it is, she is never out of End, even through extended periods of continuous fighting. It takes a lot of L52+ Carnies dying all around her to make much of a dent, and she can usually survive one or two Sapper hits without losing all her toggles.
Some might say my build is over-concerned with Endurance, but it is one thing I like to not have to really ever think about. -
Oh I don't really think the devs would resort to banning just to "crush" exploits, though let's be honest it would be a most effective ploy. My point was that I see no logic in any effort to curb, slow down, or stop farming or any other kind of exploit one cares to mention. The devs certainly don't have to explain themselvesto any of us, but by the same token I've yet to hear any convincing argument from any of the experts here on the forums. There must be something quite vital I am missing because the attitude towards exploits seems in contradiction to the realities of the COH business model.
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This is the first I'm hearing of "solo Incarnate content", but I welcome it. Like others here (though we seem to be few in number), I am finding it very difficult to find iTrial leagues for BAFT or Lambda that aren't speed runs (or worse). The opportunities for iNewbies like me are exceedingly rare, and so playing "catch up" is approaching dismal chore territory.
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Quote:I will grant you all of your points. However, they rather contradict the notion of controlled leveling speed and restricted leveling methods, which the devs seem oddly attached to.Given that City of Heroes is one of the most alt-friendly MMO's in MMO history, I think this premise is flawed. The Devs have no desire to make us play the same character to the exclusion of others. They have given us VIPs 12 free character slots on 15 servers, 12 distinct Archetypes, scores of powersets and thousands of combinations. The reason the Devs keep adding content to the game outside of the endgame is because one of the original design goals of City of Heroes (prior to Ourobouros and Going Rogue) was that it would be impossible to do all of the content with a single character, forcing the players to create alts if they wanted to experience all of the game.
The other place where your argument falls down is that it is far easier and faster to level using Dev designed content now than it has ever been. The Devs smoothed the leveling curve, added repeatable content so that you could never run out of missions, increased story arc rewards, increased mission completion awards and added patrol XP. If the Devs wanted us to have a never ending grind to get to 50 and beyond, they failed miserably. -
No, they won't ban you. However, that is merely the most severe mechanism available to the devs to curb farming. MARTy, AE nerfs, etc. are the preferred methods instead. The devs seem to have an arbitrary and unpredictable view of farming (and levelling), so who knows what view--and methods--they'll resort to? I would rather they either get out of the way entirely or just disallow it all together, and I say this as someone who has no particular interest in farming myself.
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And here is perhaps where the (apparently unalterable) architecture of the game code has painted the devs into a bit of a corner. They still use "leveling speed" as a metric and tool for keeping players playing the same toon. The Incarnate system is, IMO, a far better solution, giving players something fun and exciting to do/strive for, rather than trying to put some kind of internal governance on leveling speed. But increasing the level cap is not available as a way for the devs to extend the end game for players. At some point, these somewhat clunky attempts at providing rough equivalents to level extension (E.g., Incarnate "level shifts") will just collapse under their own conceptual, if not implementational, weight.
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One thing I've noticed about the set IOed builds folks present here is that I rarely see more than 3 or 4 from any given set in a power. It is usually three from one and three from another, or four + two. The lesson seems to be that there aren't very many sets with 5/6-slot bonuses worth going for.
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Does anyone have any positive experiences soloing a Fire/Dark corruptor? I'm thinking of rolling one based on a concept and would like to get a sense of the difficulties I would be signing up for. The concept would ultimately add Mu Mastery.
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So do players who are heavily into RPing their toons, and consequently only want to do what their characters "would" do, stay away from Trials? It sounds like the demands of conforming to such rigid tactical boundaries are at odds with the philosophy of roleplay.
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While almost any AT can be a reasonable solo toon, I find that the ranged and support toons deliver an excruciatingly slow mission-completion pace because either they have to manage aggro so carefully (blasters) or because their dps is so low (defenders) that I just get impatient and frustrated with the toon and stop trying to play it solo past the early levels.
That's not to say they aren't playable, just that everyone's definition of "soloable" may be different. For me, a toon isn't soloable if it takes twice as long to solo any given mission as a melee toon. A toon like that is only suited for teaming because I just don't have the patience to travel such a slow leveling trajectory. -
So, I kinda know what global chat channels are, but it's been so long since I tried using them (probably back when they were first implemented way back when), I don't really remember how to get at them. Any quick pointers (or wiki links) explaining this? I've tried "joining" a channel (by name), but I didn't see it in the list of available channels to add to a tab after that. Was I just blind? Or is there some other voodoo I need to go through? And which of the tiny little chat channel icons (Team, Local, Supergroup, etc.) do I have to be in to send messages to one of these user-created chat channels?
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Quote:Yeah, this is what I figured was the case, and I understand how it gets this way. But it is kind of disappointing, that's all. And it's not just that it is intimidating, it simply isn't fun.Non-Speed trials are a little trickier, most of the Virtue raiders have done BAF/Lambda so much that we have gotten into a simple system that works and getting people to vary from it is tricky (in my experience half the league follows the leader and the other half just goes ahead and does the standard strategy anyway causing mass confusion). While this is nice for established people I can see that it might be intimidating for newbies. Unfortunately there aren't a whole lot of options here, you could try leading trials yourself and specify non-speed during recruiting but you might find it slow going just because a lot of people don't want to bother non-speed (still I'd encourage it if only because more trial leaders is a good thing).
It feels like the options for newbies who make their way to 50 and decide to try Incarnates are slim, and this state of affairs might very well just turn F2P players off to such an extent that they never bother subscribing and getting into the Incarnate system at all.