UberGuy

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  1. That he should have a full compliment of clones out after a reset is definitely not cool, and something I think people should /bug if they encounter.

    Edit: He didn't do that to me, for sure.
    Edit2: I wonder if in those situations he could be overflow spawning them in places we can't see them, like in walls or even floors. No idea what happens if he fills all his spawns with multiples. I'd be willing to bet that scenario wasn't well tested.
  2. UberGuy

    KM/Regen okay?

    I think I want to mostly echo both posts above. It will do fine, and +rech will make both sets very happy, but do be mindful of long animations, which can definitely be at odds with Regen's clickiness.
  3. They also have a higher damage buff cap of +400%, like Scrappers, Blasters and Stalkers.
  4. Yeah. My guess is that we may not always get that error, but that the back-end being slow may always be related to what sometimes gives us that error. It's hard to say, of course - there could easily be multiple things wrong.
  5. Yeah, the F.A.Q. bit did pop into my head.

    And personally, no, neither of the forms of your character would make me want to walk up and start interacting with the person behind it. I suppose the human form has a kind of goth schoolgirl look going on, which might get you a certain niche of interest, but the dragon form? That would definitely weird me out.
  6. I guess it's sort of akin to asking, if they did raise the level cap to 60, would folks level all their existing 50s to 60? What if it wasn't as easy as popping them into some farm and grinding them there? (Note I'm not implying that everyone with a lot of 50s does that, but it would be a factor for some folks.)

    Viewing Incarnate stuff loosely as leveling progress, the structure of the Incarnate system's component puts some limits on how fast you can progress that really don't have any equivalent in the XP world. The same people who can get to 50 fast are not necessarily going to be able to get all super-Incarnated really fast.

    I don't have a huge stable of 50s, but I do plan to get all of them all the Incarnate powers that make sense, because I do play them all. I don't retire my 50s. If I have a level 50, it's because I enjoy playing them. I do have enough of them now, though, that I have to leave some of them idle for a while here and there, because I tend to focus on playing one or two of them in stretches, and then switch.

    I'm not sure if that means I'll try to progress all of them in tandem as new Incarnate stuff comes out, or if I'll end up doing them a few at a time, and thus finishing some much later than others. But I do intend to progress them all.
  7. Heh. I don't know if I have an answer for your (mostly?) rhetorical questions.

    But out of curiosity, did he actually tell you to "faq" off? Or is that just your version of it here? Either way, I'm amused.
  8. When I get slow loads here, I can get them doing things that clearly have nothing to do with massive avatars. Examples:
    • Refreshing a page I've already loaded, and which was not slow the first time.
    • Posting a quick reply, which should update the existing page in-line.
    • Loading pages with no avatars, such as my own personal info page, searches, etc.
    Every now and again, when getting a really bad influx of slow performance from the forums, I will get a vBulletin error page saying there was a database problem. A few minutes later, it will work again. Because of this, I think that some resource contention relating to the DB is the most likely culprit for why these forums do that. I suspect the DB is running out of some resource and can't service the forum software requests. Our browser gets a conversation started with the web server, but we don't get web page info back, because that's constructed by the forum software based on info pulled from the DB. Such a problem might be in the DB tuning, the tuning for the forum software, bugs in the forum software (leaking connections, cursors, etc.) or hardware constraints on the DB server.

    (Note that such problems do not relate directly to database size, though size can affect query run times, and thus indirectly affect available connection pools or other resources that are affected by concurrency. That means that while pruning the forum DB, such as by deleting old posts, might help, it might not. The fact that the problem comes and goes without the devs pruning old posts in this forum suggests to me that the issue is not strongly related to the DB size.)
  9. Quote:
    Originally Posted by Charcoal_EU View Post
    With the level shifts, incarnate system is* level 51-60 content. Just without new zones. And:
    -it will break supersidekicking
    -it will break interval-leveled missions (that is, a mission from a contact in normal content will scale to your characters level so long as the character is within the contacts level range)
    -it will break expanded difficulty settings

    And those are the selling points of this game.
    Yes, because we know they will let it break all those things, right? The complexity of those issues surely couldn't have anything to do with why we weren't granted the rare and very rare Alpha Slots already, or why there was a signed-NDA closed beta for I20 that started during I19's closed beta, right?
  10. It depends on your goals. If your goals are to gain as much reward / time as possible, then yes, focus on AoE. If your goals are to have a good time and try different things, then don't worry about it. I tell you this as a relatively intense min/maxer. What I've learned is that this game is generally forgiving enough and easy enough that while the difference is technically significant, I can't find enough justification for it in practice to worry about it.

    Less philosophically, some (though certainly not all) AoE-capable power sets do not then have strong single-target damage, and strong single-target damage can be useful against "hard targets" like bosses and EBs, or even AVs or GMs, if you're of a mind to try and take on challenges like that solo.
  11. OK, it does look like Shards drop off of stuff that follow the GM scaling rules.

    I was just fighting stuff completely on my own in Lord Winter's Realm. The Winter Horde in there have no listed level and use the GM code - they always count as even-level foes. While fighting them I received stuff appropriate to a level 30 critter, including a L30 Multi-Strike and several pieces of Ancient Bone and Alchemical Silver. (No complaints there.)

    I also received an Incarnate Shard.

    Click for a full-sized view, and check in my "Rewards" tab (top left chat window).

  12. He seems to be in pretty good mental shape for a guy his age. That always makes me happy to see. (He might be in good physical health too, but that's harder to gauge.)
  13. Quote:
    Originally Posted by ShadowsBetween View Post
    In "that other" MMO, the minimum gear needed to do a dungeon is usually the gear that *drops* from that dungeon. The first people to finish it get bragging rights for doing it the hard way, and then get to pick and choose which of their "less worthy" friends gets the pity slot to come along and get twinked up so they can actually contribute.
    Which looks almost nothing like what they have done here.

    Doing the Apex or Tin Mage TFs without your Alpha slot is lunacy. It's so, so much easier to run every other level 50 TF out there, plus normal level 50 content drops shards. I haven't even seen a Cathedral of Pain form in weeks, and yet I've had enough Shards to craft my uncommon salvage, craft the one from Cathedral of Pain, and have 10-50 shards left over on all my 50s from doing all the other level 50 content I've done. Where's the indication that they're going to start making us have the slots to run the content that unlocks it? So far, if you don't have the slot you're nuts for even trying the content, because the alternatives are that much easier.
  14. Quote:
    Originally Posted by seebs View Post
    I guess, by "marketeer", I mean "make any effort at all to make good choices about purchase or sale prices when interacting with the market". In short, anything more elaborate than "list everything you don't immediately plan to use at 1 inf, buy by picking the average of last 5 prices and waiting".
    Why must "use the market" be devolved to "use the market like Forest Gump would?" Even if we do that, surely you know that there are people who post here who do market like that and have billions?

    Quote:
    It seems to me that, if inflation continues on the path it's on now, there will likely come a time when a level 50 who's done that won't be able to get cheap frankenslotted IOs from money they've made, because inflation has somewhat disproportionate effects on different kinds of value.

    The thing is... Yes, the amount you get from selling drops goes up. But that doesn't mean that your total wealth goes up as fast.
    I don't accept that this is meaningful. I know it's not, because that's how a low-level marketeer IOs themselves. If you never get to 50, your earnings from punching stuff is so small that it's irrelevant, and people still IO themselves.

    Quote:
    Say that at point A, you can afford X. Now, we double all market prices. Can you still afford X? Maybe, maybe not. Your total wealth has not doubled. The portion of it which came from market sales has doubled, but the portion which came from punching dudes has NOT doubled.

    So say you make 10M punching dudes, and 10M selling stuff on the market, and want to buy something which costs 20M. You can. Now say you make 10M punching dudes, and 20M selling stuff, and want to buy something which costs 40M. You can't.
    Again, this assumes that the portion that came from punching dudes was significant to start with. My experience with the market tells me that there's no reason to assume that.

    Quote:
    I really do feel that, at this point, the marketing thing is a sort of flaw in the game's design. Sure, I love it. I love that I can spend enough inf to have a really nice personal SG base for my solo villain without even blinking. But I know too many people who are a bit overwhelmed by it, who just find it too much work and not enough fun, but who would really like to be able to get decent I/O builds together.
    I do think the inflation in the system adds a psych factor that (and I don't mean the lack of money sinks, I mean the honest-to-God things that have been increasing the amount of inf/day the player base creates from scratch). However, I don't think that anything would change that for those people other than to not have a market, period.

    Quote:
    And I honestly believe that if you simply removed the inflationary tendency of the market, that wouldn't be such a problem. If you removed 90% of all inf from the game, and provided enough inf sinks to keep inf-per-toon at levels closer to the resulting level, I think a lot of players would find it much easier to get IOs, because the inf they get from punching dudes would be statistically relevant in a way that it isn't now. I'm not saying this would be a good fix, or a practical one, but I think a lot of players would find the market more usable if all the prices dropped a zero.
    I think the only way to achieve that is via money sinks so intense as to cause rebellion on their own. I'm talking something like the way base prestige used to work, which was basically a tax (your prestige due used to be a function of how much prestige you had, even if you tied it up in your base) or vastly larger market fees.

    Why do I think that? Market price is, very loosely, a proxy for time. The price of an item should relate to the product of how long it would take you to produce the item yourself times much inf/hour you can "produce" the old-fashioned way, conflated in some fashion with how badly you want the item. A level 50 can potentially produce 10s of millions of inf per hour. Let's pick on an LotG - that could take a multiple calendar for some people to produce by other methods. By that measure alone, it probably should cost hundreds of millions of inf. Let's say in four days elapsed time, our player might be able to earn 10M inf an hour for 2.5 hours played a day, so earn 100M inf. So if it takes them four days to earn an LotG, and they have 100M right now and want an LotG right now, it makes sense to pay that much. So for that person, an LotG might be "worth" 100M inf.

    Now let's consider that it might take me twenty days to produce a purple (probably way more if we didn't have Alignment Merits). In 20 days I could produce five LotGs, and sell each of them for 100M inf to people like my example player. By that measure, such a purple should probably cost 500M inf! That's a lot of money - 1/4 of our carrying cap.

    The thing is, today's prices are not that outrageous when you consider our actual earning rates. There's a ton of variation in earning rates based on what you're playing, who you're playing with (if anyone), what you're fighting, but the simple fact is that level 50s can produce gobs and gobs of money. Reduce that, and prices go down, but so do the rates of earning you seem to think should be a stronger component of our earning power.

    The only think I think makes some sense to do if the concern is for new players is to flatten the earning curve, so that what a level 10 earns from a defeat or a mission completion is not such a meaningless fraction of what a 50 earns. That isn't a new suggestion, and I can't lay any claim to it. I don't think it's important to do, but it would have more of the effect you're talking about.
  15. Quote:
    Originally Posted by Adeon Hawkwood View Post
    You forgot Inspirations.
    Fair enough. I tend to assume that people will use inspirations before reporting that something is too hard. We've had several people in these various threads reporting that they did use inspirations and still couldn't defeat him.
  16. It seems at odds with the fact that they created a dedicated sub-team just for end-game content, with the a main team still in place.
  17. Woah.

    Were they stuck, or did three come out at once and float around, with attendant messages?
  18. Quote:
    Originally Posted by gec72 View Post
    One technical quibble I have is that I'm not sure I was seeing the bifurcate pop-up text when I (or Trapdoor) was not on the platform. I could be wrong, but I swear there were more bifurcations than alerts.
    Hm. I think what happens is that if you aren't near him when he bifurcates, you don't get the message. I think that would be /bug worthy if you're near him but don't get it just because he's in the "wrong" place.

    Heck, it might be /bug worthy that there's no message even if it's based on being near him. It sort of depends on what they are thinking about why we get the message. I think of the message as sort of beyond the fourth wall, because it conveys information I don't think our characters could readily perceive. That makes me think it's meant to tell the player to do something we wouldn't otherwise know when/what to do, which then makes me think we should really see it wherever our character (or Trapdoor) is at.

    Quote:
    Of course, when I went to talk to him I fell in as well, and in speeding through dialogue and trying to jump out of the lava accidentally finished him off. Sorry, Trapdoor.
    Heh.
  19. Quote:
    Originally Posted by M_I_Abrahms View Post
    From what I've seen the major focus for the next several years will be the Incarnate system, given that at it's current schedule, it will be at least ten Issues before we get around to Omega, much less whatever lies beyond.
    I'm excited about the Incarnate stuff to come, and am aware they may spread it out over that many issues, but if that's all they release for 10 issues, it better rock everyone's socks into the 5th dimension or I think we all have something to be unhappy about.
  20. Without knowing an awful lot about what you enjoy, I'm not sure we can answer, because there's honestly no "typical" approach to this. It varies from player to player and character to character.

    I can tell you a few tidbits I use that may help you decide what works best for you.

    To consistently fight at a level setting of +2 or higher, you are going to want strong accuracy slotting (on the order of around 60% IMO), something that gives you +toHit (or debuffs your foe's defense) or both.

    +2 foes are, in my experience, some of the best reward/time across the widest array of my characters. Higher than that and they start to become hard enough to defeat (and begin to lay out enough damage) that I have to slow down. Some characters with very strong area effect attacks can break this rule of thumb.

    More foes tends to be better reward/time if you have area attacks to use. If instead your character is more focused on single-target attacks, you may actually do better with fewer, higher-level foes.

    I don't believe there's any clear expectation of how to set these on teams. Just to make sure you're clear on how the settings work on teams, the mission owner's setting controls the level of foes, and the number of foes is controller by the greater of the mission owner's settings and the actual team size. So a team of 6 players on a mission set to x4 is going to get 6 players' worth of foes. A team of four players on a mission set to x6 is also going to get 6 players' worth of foes.
  21. Quote:
    Originally Posted by Eiko-chan View Post
    So, content that is not for the majority of the player base is probably not worth as much development time as content that is for the majority of the player base.

    I'm not saying minority groups shouldn't get any development time at all, but if this content is supposed to be only for the best players, the most skilled, it should not be gobbling up as much resources as it currently is.
    It's not for only the best players. Trapdoor doesn't require the best players. He requires any one of the following.
    • A character that's got some strong DPS (which to me means a reasonably slotted Scrapper, Blaster, Brute, or Stalker). If you have one of these and it can't DPS him, you may not be one of the best players.
    • A character that's got -regen or mezzes.
    • The ability to find and obtain temp powers from one of at least three different sources we've frequently discussed.
    • A team.
    If you want to solo him with your Defender, you may need to be a better player. If you aren't that fancy, get team. Why are we blowing the requirements for this out of proportion?

    Trying to keep the discussion focused on the OP's topic, are we really going to assume that there's an endemic situation where our players can't deal with info overload on TFs, based on a couple of reports of it? Should we assume that they can't figure out how to build a team for TF filled with level 54 critters? People who are "better players" are completing these TFs with the "better player" team composition equivalents of PuGs. Is it so inconceivable that the people who aren't "better players" could figure out "hey, we should grab a bubbler and a Rad" or something like that? If they can't figure that out, how low are we willing to take the bar, here?
  22. Quote:
    Originally Posted by seebs View Post
    I think the key is that if the gap is too large, but the inf you get from selling As isn't very consistent, it is quite easy for someone who just lists unwanted stuff at 1 inf to end up unable to afford the typical going rate for B.
    But when have we realistically seen that happen? How long has it persisted?

    I can think of one time something like that has happened. It was relatively recently, and it has since receded. A-Merits lowered the price of all pool A/B/C/D recipes, but did nothing to the price of purples or PvPOs. It became noticeably more time consuming to sell drops or merit-bought goods and use the income to buy purples.

    But we're talking about purples and PvPOs in that example. I've never seen that happen to stuff that is available at the regular Merit Vendors, because I think the small dynamic range on Reward Merit prices for everything they can buy helped damp it. Possibly more importantly, prices on high-end pool A/B/C/D recipes have all risen again, and are actually at some of the highest levels I've ever seen them outside of ongoing exploits. (Unless, of course, I've missed the popularization of a new exploit. I've been attributing it to a big increase in the number of people playing 50s.)

    I just don't see the inter-pool prices doing things like that. If LotGs become 10x more valuable, it's likely that Crushing Impacts do too, or at least something proportionally close.
  23. Quote:
    Originally Posted by seebs View Post
    See, I think what threw people is this: We get people in here all the time claiming that it should be quick and easy to get purples, and that's obviously silly. You've got the more interesting point that, while it's quite easy to use the market to get the money for decent IOs, it's the only practical way to get a decent IO build. People who aren't playing the marketing game will have a much, much, harder time.

    The only way I can see to fix that is massive inf sinks.
    I don't know for sure what the devs really thought, but I believe they probably always intended us to use the market to obtain "decent" IO builds. I think the whole system is predicated around it. No one is expected to really get all the things they might want as drops, so people who get A and want B have a place they can "trade" A away and get B instead. But since A and B may not be of equal value, someone may have to trade let's say 20 A's to get one B. We actually trade in currency so that, among other things, we don't have to find someone who wants 20 A's all at once. We can sell an A to 20 different people and save up the results to buy one B.

    The notion that the inf we get selling 20 A's and the Inf we get defeating foes need to be equivalent is not clear to me. I think there are some advantages of simplicity to having it work that way, which gets back to making things easier on new players, but I am not at all sure it's important it be that way.
  24. Quote:
    Originally Posted by gec72 View Post
    "If you feel you are not prepared, I know of ______ which may be obtained that can help you in your effort". Obtaining ______ can be done by putting forth more effort elsewhere - branching/side missions, perhaps.
    I see no issue with that. Hell, a lot of players probably don't know about the options they have. I don't think we've really touched on that all in these discussions about the Incarnate content (there are three threads on it in in this forum section alone) - most of it has been centered on people who know about the alternatives, but cannot or will not use them. Giving people an in-game way to know about some of the useful, powerful combat tools seems reasonable, though I think it it might be a bit hard to convey some of them "in character".