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Quote:I don't disagree. I think, though, that your expectation to be able to do that (purple your characters when they hit 50) is not at all what the devs have in mind. I believe that there is lots of evidence that they expect purples to be something players pursue once they are 50, or at least very near to 50. What's that evidence? They only drop from level 47+ critters. Unique of all IOs, they can only be slotted at exactly level 50. Finally, they are very rare in the sense that they take a long time on average to produce. (Ignore randomness for a moment - even using Alignment Merits would take 40-50 days to produce one purple.)I got ya. Personally, i can't see playing with my wife from level 1 to 50 and in that journey, being able to purple our toons out once we hit 50. IF that's what we choose to do just by "playing the game". With todays prices, if one isn't big into marketeering or farming, i just can't see affording the "best IO's". I may be wrong but i don't know and if someone hasn't done that then all it is, is speculation.
So, yes, if you want to land at 50 and then immediately purple out a character, them maybe you need to farm or marketeer. I just don't think that's something the Devs are likely to review any time soon, because I think that, essentially, that's working as intended. -
Quote:I'm not farming for rewards. I'm badging with a side of playing a character that I'm digging having made more kick-butt than before. This is a hero gone rogue for the sake of badges. I need Mayhem mission arsons for the badge. If I wanted to I could farm a single Mayhem instance for the arson badge, but kicking the butts of lots of bad guys on a high difficulty setting is a hell of a lot more fun to me than loading up a lowbie and farming their Mayhem for side missions. So I'm running paper missions and then running a Mayhem. Before this I was running tip missions to go from Villain to Rogue and I'll soon need to go from Rogue to Hero.MY definition of farming is repeating ANYTHING for the sake of rewards. Door missions, ITFs, farm maps, WW, whatever. To play is one thing but when it's spammed over and over for rewards is farming, imo. Single target toons are no different. I can farm a BM set to 0x8 with my Katana/Regen.
That's the whole point you're missing. I'm just playing the game, and taking what comes my way, and it's plenty good to make billions of inf. You seem so embedded in the farming mindset that you can imagine that anyone would play on high difficulty settings or run repetitive combat for any other reason than high rewards. I do it because I think it's fun, and if I didn't I probably would have stopped playing this game three years ago.
It would be dumb to do what I'm doing if I wanted to farm. I don't. I want to kick stuff's butts. Shockingly, I've shown that kicking stuff's butt in a way that a farmer would scoff at [The defense enters the player eryq2 as exhibit "A"!] is still enough to earn a staggering amount of inf in a couple of months.Quote:He chose to call people dumb or insist that they don't know any better because he can make money by "farming" door missions. DUH. What i said, was it may not be more efficient. By the time you take in consideration of travel times, his deaths and selling, it MAY NOT be "dumb" to select 1 map and reset it.
What does that have to do with the point? Why are you bringing up what you can do with farming when your whole position is about what you can't do without farming? What you can do in a farm is completely irrelevant to that except to set a baseline for what time frame you think is reasonable for earning, say, 20B inf. All that matters is what someone not running something like a BM farm can achieve. Stop talking about what you can do in a farm - it has no bearing on the discussion.Quote:I may be "dumb" for farming but it's nowhere near inefficient when in 5 runs over the weekend outside of AE i made 900mil inf. in 2 drops. Not counting kills and deleted tons of common recipes for 100k each and all salvage other than rares.
There is a difference in being a liar and being wrong. You made a claim, and I believe that claim has been thoroughly disproven unless you want to contest the 20B inf target number as adequate. That doesn't mean you were trying to deceive anyone, but it might mean, for example, that your claim was not backed up by suitable facts. I tried to provide those facts, and I believe they support my position and not yours.Quote:I don't have to be a liar because i don't agree with someone else.
Your response to that, so far, has been to try and redefine my activities as being the same as yours. Hopefully clearly, I don't think is remotely reasonable to redefine what I'm doing that way, and moreover, I think you have repeatedly undercut that position by pointing out how inefficient I am being about my alleged "farming door maps". -
We shouldn't forget that we haven't gotten the market in a vacuum. Without the market there might not be much interest in hitting the cap, but many other changes would make it quite possible completely without market play, assuming you play at 50 regularly.
IOs made it possibly for characters to attack more often, survive more damage, and go longer without running out of endurance. Collectively these increased how much reward/time they can earn fairly significantly. Common IO recipes follow an exponential recipe price progression with level, as opposed to the linear one used by SO/DO/TO enhancers, increasing average earnings (edit: @ level 50) by as much as 50%. Then XP "smoothing" came with some significant to changes to rewards. Notably, over-level mobs became worth significantly more (and under-level mobs became woth much less). Before I16, it wasn't easy for the general population to fight as many foes at once as was optimal for their IO-enhanced capabilities, but with I16 that changed. Then on the tails of that, the Inf earning rates of level 50 characters was doubled.
I have a sub-thread over in the market forum showing that I'm earning something like 150M every 10 days playing a fairly AoE-poor level 50 melee character. (It's a DM/Regen Scrapper.) That's inf created from scratch from defeats and recipe sales, not including any market sales.
From that it's pretty clear that we'd have people hitting the inf cap even if we had no market, assuming we could still have IOs the way we do today without a player market to trade them on. -
Quote:I think I see. I just read it as though you were correcting what I had said, but I think I get what you were saying now.What I was saying, and it seems it was worth saying because I'm now repeating, was that after careful consideration the OP really isn't interested in anyone correcting his understanding of game mechanics
Possible. He was involved in a pretty involved market discussion (in the Test Server forum of all places) and when presented with some detailed information that was contrary to his position, he moderated his viewpoint to something more middle-ground. That doesn't seem to be going on here, though.Quote:I don't think it matters to the OP. Either our information proves accuracy was nerfed, or our information is wrong. Either way, I don't think our corrections are meaningful to the OP. I'm not even sure the OP is reading my posts at all.
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For many but certainly not all players, the change to make Fitness inherent is a nice band-aid for this. I know it lets some things I dropped off the bottom of my power pick priority list fit back on my characters, though perhaps with limited slotting.Quote:The real catch to black hole is that many CoH players simply do not like highly situational powers. And that actually traces back to a totally different error on the part of the devs: balancing attacks with long recharge, and balancing defensive sets with power layering. If players could make full attack chains with fewer attacks, and enable the core protections of their defensive sets with fewer powers (for those with defenses) there would be less antagonism towards situational powers, I think. -
I'll post it in its own thread this evening. I want to give info about its capabilities, limits and assumptions, and writing that up while I'm on work calls all day just isn't going to be good, either for work or the post.
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Yeah. That was actually one of the really bad things IMO about how the original, announced punishing was done. Yeah, people were told from the authorities that punishments would happen. Then time passed, and people kept doing things. It seemed potentially reasonable that punishments were being issued behind the scenes, because it's policy to not speak of it, but people were still using exploits.
Then, four or five weeks after the original announcement, and with no other warnings of "hey, we're gathering data, so lay off if you're still exploiting", the hammer came down. That's a long time, both to wait before doing something so sweeping and to leave the problems in play - to do both made a real mess. It didn't help the PR side of things that the hammer caused collateral damage. -
Quote:That's correct. You never lose slots for exemplaring.I also recall reading somewhere that the game doesn't record the level each slot was granted at.
Think about the respec process, if you've ever done one. When it comes to placing slots, think about how it handles them in the 30s. When you're leveling up you place slots two or three at a time, and there are levels in the 30s where you get three slots two levels in a row. When you respec, these cases are handled as bundles of six slots in one shot, not two successive cases of three slots apiece.
Instead, this is what the exemplar scaling rules for enhancements are supposed to simulate. Multifunction enhancers like IOs and HOs are extremely friendly for this sort of thing - back when all we had were SOs it was potentially very painful. You might three-slot damage, but usually only had one slot of some things like accuracy, recharge or end reduction. Having that one enhancer get shrunk significantly could be really painful. Now with IOs and the like it's common to have much more enhancement even of those "lesser" attributes, so while everything is still scaled down, we can often have larger values to start with. -
Before I get to the point of this post, let me reiterate that I don't think wide-scale banning is viable or smart, and I am not at all convinced that any banning really is productive. I don't want to see bans. I mostly want the devs to fix truly exploitable things as soon as they can. I don't get worked up about exploits. They come and go. As long as they get fixed in a timely fashion, they don't cause much real uproar. For reasons possibly beyond reasonable control, this exploit wasn't fixed in a terribly timely fashion.
All that said, I don't buy the argument that the fault of people using exploits lies solely on the heads of the devs. Unless you're a new player who doesn't have enough experience to gauge what a normal reward rate is, you absolutely will know when something is too good to be "normal". If you go back and reuse this discovery for those too-good-to-be-true rewards, then you are unequivocally exploiting what you have found in the sense of that word meant to have negative connotations. It's absolutely a matter of degrees, and thus there can be grey areas where arguments about whether something is that sort of "exploit" are valid. What we're discussing in this thread is not one of those cases. If you've played the game for any length of time, there is no way to mistake how good the rewards are as anything but broken.
Again, I'm not into punishing exploiters. If exploits are addressed reasonably quickly, I do not think they individually cause lasting harm to a game. I do not vilify those who use exploits, or hope they are punished. But I really wanted to comment that I don't accept some of the claims of "innocent user of the mechanics" that I've seen tossed around some here. If you do this, you may get punished. The more you do it, the more likely that probably is. You may not like the idea that the devs may take action, but if they do you get punished for really using the exploit, you have no defense. They broke the game, but you took advantage of it. There's no way you wouldn't know. -
Yeah, making "salvage" coins seems like it would be super easy to implement. It would just be a special store NPC. Basically buying stuff like that from a table or NPC is a re-use of the crafting system. For example, the NPCs now that lets us turn Reward Merits and inf into Alignment Merits are almost certainly letting us combine inf and Reward Merits to "craft" Alignment Merits. Such a coin like you talk about would just have one component - inf, in some large quantity. Similarly, the NPC would let you sell the coins back to them, converting them back into inf. (Making sellback "lossy" has been discussed as a kind of inf sink, with varying feedback.)
If the coins could be mailed, they would really be a handy bulk value currency. CoH's astral diamonds. -
Quote:If that were truly strictly the only thing changing, they probably could do that. I think what's happening a lot of times is that there's rarely such an isolated change rolled out. I suspect that things may get pushed in the patch pipeline that include changes that do require the server and client to change in lockstep.I do have to say, btw, that one thing that surprises me about the game is the requirement that they do a whole new build to change enemy stats. I don't know if that's standard of graphical MMOs or not, but I always assumed all creature stats would be maintained separate from the user client and could be fixed by rolling out "behind the scenes" changes, which would roll in either immediately or at the next server reset.
Now it's entirely possible that there are things about critter changes that really do require them to update both sides at once. Someone who had looked at the game files might be able to tell us more about unconfirmed reports that critter powers have info in the client files, for example. But whether info like that truly needs to be in step with the server still probably wouldn't be clear without dev comment. -
I'm pretty hopeful it will land tomorrow just based on test server fixes for known show-stoppers, and I'll be jaw dropping if our topic-du-jour isn't rectified with it.
Edit: I've read elsewhere that it is indeed fixed on test. -
Quote:Do you really think banning people will stop unbanned people from using exploits? I think that's outrageously naive. The only way that would work is to ban people until all that's left is those with the moral fiber to never use an exploit. Oh, there will be people it stops from exploiting out of fear, but I don't think you're going to keep those people in such an environment. If they would like to exploit but don't solely out of fear of punishment, I think they're going to look for what they see as greener pastures, consciously or not.All the people who say we can't banhammer them because it'd kill the playerbase are ignoring that possible scenario being all too plausible as well. I'll refrain from calling it a fact as I don't have any little voices in my head telling me it's true. =p But personally I would rather see them an army of little GM's going "Puuurrrrge them!" [/warhammer40k] Right now for the short term hit over then watching the endless exploits bring coh down long term when they've done all there is to do and move on.
Truly mass punishment for something like this is stupid. Even last time around, what they did was not mass bans. Probably a very small fraction of the total player base was punished, just a large enough portion that a lot of people knew someone who was punished. I can promise you that not everyone who used those exploits was punished - only folks who really, really pushed it. (Oh, and some folks who, it seems, got incorrectly caught in the dragnet.)
Lesson shown large last time around, relying purely on automation to identify exploiters cannot be fully trusted - people had characters deleted who were untrained level 50s due to non-PL level pacts. So you have to choose between reviewing all the hits your automation identifies as potential exploiters or risk punishing people who truly did nothing wrong. There are on the rough order of a hundred thousand active accounts for this game. If even just 1% of people used the exploit, that's a thousand accounts that need to be reviewed once automation identifies them. Do they have the staff man-hours to do that, even if it's CSR-type folks who do it? How long would it take given existing workload? Is it worth it? If not, do you risk punishing "good" players, or do you scrap the idea of punishment altogether? Or do you instead try to write a very narrow filter that identifies only the most intense exploiters so it's easier to hand-check them? This lets you set the image that you're doing something, but it's undercut because potentially lots of less intense exploiters go unpunished (and talk about that fact).
Either way, mass punishment of stuff like this is simply impractical. It's a dream world. The main correct response is to correct the defect and move on. The main issue with this one was a matter of timing. Things like this come up all the time in lots of games, but their impact is determined largely by how long they're left in the wild. Events conspired that this one became widely known at a time when the devs could not react in a timely fashion. Stuff happens. -
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It's very off-topic, but I have to wonder, Sam, if your grandmother ever actually owned a cat.
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Probably because so many people summarily delete TotHs, I occasionally check the market price of crafted ones and am pleasantly surprised to find them selling for 10M or so. As long as there's not a huge backlog of them for sale, I usually throw mine up there and often manage to sell it in short order.
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I've been running a fair bit of paper/scanner and tip missions, and my orange rate has actually been pretty decent, IMO. I can't quantify it in terms of drops/hour or anything without going back and data mining my chat logs, but it felt pretty reasonable. I haven't gotten that many good rares. But I got a LotG: Def/End (which I kept to use) and a couple of Sirocco's Dervish pieces (Acc/Dam and Dam/End). I also got an Impervious Skin mez resist drop while on a Synapse. All the rest was super junky - Sandman and Glimpse and stuff like that.
I'm guessing it's just random being random. -
That's correct for set bonuses, and special, non-proc IOs like the LotG global recharge and the KB protection IOs (which behave like set bonuses). You can lose the power and you retain the bonus(es).
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Quote:It's something I whipped up in Python. I'm happy to share it, but the initial version was targeted to a very narrow purpose. I've modified it to make it a bit more generally useful, mainly meaning it accepts command-line arguments to let one tell it what logs to parse and put some boundaries around what data to accept.what are you using as your parser UberGuy, and is it something you c/would be willing to share?
I should finish it up tomorrow, and I can host it for anyone who wants it to download and mess around with. It will need a Python 3.0 interpreter. (3.1 would probably work, but I haven't tried it.) I am fond of the ActiveState free install. Edit: Hm, they don't offer 3.0 any more. I guess I should upgrade anyway. -
Quote:By your definition, anyone running any combat content in the game is farming. If you're going to define farming like that, then here's how I can restate your argument.So, you're farming door mishes... What is the difference in that and 1 big map? Other than the scenery and having to run back and forth to missions.
"The only way to outfit a character with purples is to use RMT or play the game."
If you think that's asinine, I do too, but I'll point out that it's your redefinition of farming that makes it so.
That's the point. I don't have to get on a farm map. I'm not farming. I'm playing a character I enjoy playing anyway, playing stuff that's readily available to play, but that is not farming in any traditional sense.Quote:I don't find that more effective than just running a big BM map a couple times. I logged on last night, ran it twice, got an Apoc and sold it for 700mil. Friday night, i sold a Hold for 200mil. That's nearly 1 bil in 2 days of farming. So, you're gonna hit 1 bil in a month of doors....
More importantly, I showed that I did this with quite reasonable downtime. I didn't give quotes based on extrapolation from only my peak earning rates, but rather based on whole days. Then I showed just how much I spend playing (or not) on each day, so people could judge for themselves whether or not I am playing an unusually large amount.
Yeah, woo, boy. Let's call what I was doing "farming" when it included going after PPD kill badges at -1 level, then still running a bank mission at +2/x1 every 5 papers and completing an arson for the badge. Let's point out that it included a Synapse TF, a RWZ raid, a Hamidon raid. Yeah, all that was included in the metrics I posted, but I was "farming".Quote:To say one don't have to farm, and then you post charts of "farming doors" is kinda, err, um, yeah.
Your entire position is "you have to farm" and then you poke holes in my "farming" methods. Hint: my methods were inefficient because I was not farming.Quote:Not to mention the time to run +3s and dieing compared to 0s and living. To each their own, but to call someone dumb for farming a different way than you is, um, dumb.
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What Instant Healing is not is an "oh crap" button. If you use it because you're already about to be screwed, it's not going to save you. I have to say I rather successfully use it as a god mode. Is it like popping Unstoppable? No. But it tremendously increases the average DPS I can sustain for quite a while, and if I am paying attention to what I'm doing, that's really useful.
Modern Regen is the powerset of "pay attention to what you're doing". If you don't or can't, you'll faceplant. That's why I like it. -
Shield also benefits Scrappers more because their damage levels come from a higher base, where Brutes have a low base and are brought up near Scrapper levels from large Fury contributions. Adding AOO's bonuses add up to a larger net for the Scrapper. (I haven't checked, but AOO should also be a larger buff per foe, as the Brute AT modifier for self damage buffs is 80% of that of Scrappers.
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For regular play, or something like Pylon soloing? For regular play, I hardly notice it. And for me, "regular" is being surrounded by foes up on the x5-6 team size settings.
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When IOs were first created, that was one of many alternate suggestions to the current binary cutoff.
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Quote:Have you ever watched reality television? Imagine if AE sessions were televised.From the original description of what infamy and influence were -- a measure of your ability to get people to provide you with assistance (i.e., enhancements or salvage or recipes) because of your reputation in the community, whether for good or ill (i.e., redside, it's through intimidation -- they do it because they're scared of you), I've never understood why you earned influence or infamy in AE missions. It seems to me that diving into your electronic navel, although it may be realistic enough for you to improve your skills with your powers, does nothing to increase your respect or fear in the community, and it certainly does nothing for the prestige of your SG. "xXxBlazingBoltxXx? He's that 'hero' who spends all his time running virtuals over in the AE building, isn't he? I've never heard of him taking down so much as a single Hellion or Skull; save your adulation for someone who's actually helped protect Paragon City."
I think there needs to be XP in the AE because to do otherwise makes it the demesne of a tiny fraction of the game base who are interested in artistic pursuits for their own sake. I do not believe that's enough people to justify continued dev investment in the tool. Hell, I have doubts that the number of people who use it for XP justify that, but the relative frequency of exploits found there must certainly prop that stat up. -
Quote:First of all, the thread like that I remember wasn't purples. Also, the guy doing that (purples or not) is not "many of the marketeers".Can someone please clarify for me...how is the current exploit doing anything different to the market than many of the marketeers have been doing all along?
Not long ago there was a thread going on the Market where one of the many marketeers was deliberately buying up large numbers of purple recipes to simply delete them, cranking up the market on them. To this action he was actually *praised* for what he was doing.
To answer the actual question you couched behind hyperbolic accusations, AE exploits increase the actual money supply in game relative to the amount of goods they create. People PL-ing in the AE don't create the same proportion of drops per inf created that they do in other content. Even if they take their tickets and roll up a nice distribution of bronze, gold, silver and salvage drops (which no one does) they stay in the map long after they hit the ticket cap, so they produce disproportionately more inf than tickets, and thus more than drops.
Even if this did nothing at all to market supply of goods, it would make the sale prices of market goods creep up, because there would be more money in the system chasing the same number of goods - inflation in a much more economically correct sense than the usual MMO use of the word ("prices on X went up!") But on top of that it actually reduces supply rates of certain goods. Very few people in these farms are using their tickets to create random common salvage. None of them are producing any purples. So now more money is chasing fewer goods.
When someone buys up all of something the market, that only creates a market supply drought as long as that person can keep up the purchasing. It doesn't change the actual rate of supply in the game for an entire category of items, like purples or common salvage.
Whether or not this is actually a problem depends on your perspective. High prices mean higher profits per sale, so if you actually use the market to sell stuff you can typically "keep up with the Joneses". It seems a lot of people despise high(er) prices on their face, irrespective of whether they represent an actual decrease in buying power. Others insist on viewing the market as a store, where only the sale prices of goods matter.
