-
Posts
8326 -
Joined
-
Quote:Yep. I have a friend who basically never visits the forums who I've helped learn to use the market and the IO system in general. He doesn't really use the forums much at all, and I'm pretty sure he's never posted.Have you ever tried to explain to a friend you wanted to get started on the game what it would take to get a character geared out?
Another person around here was recently posting about his young son using the market and earning 100s of millions of inf on his own. Likely not a typical case, IMO, but I think still somewhat telling if true. -
Quote:The strawman in question is appeal to the unprovable "casual player" and their implied inability to compete with hard-core marketeers. It's an easy target, and which you certainly invoked in your reference to casual folk not wanting to reference the existing history.The devs can do no wrong, right fanboy? Also, look up strawman. I haven't used one. There's an ad hominem attack for you though.
You may have made limited reference to it, but folks in these parts are sensitive to its use, as it is frequently found hanging from the lance tips of many a windmill-tilting poster in these parts. -
Quote:Just to reinforce this... (This reply is not directed at Obitus.)Heh, yeah, or even playing the game normally and selling what's valuable when it drops.
One of my older characters had been sitting near the inf cap for a while. I had been creeping back up on it from whatever time I last spent several hundred million inf on her for. I was earning inf just playing the game, mostly on defeats. I hadn't played this character in a while, so I wasn't approaching the cap very fast in terms of calendar time, but then a few weeks ago I started playing her a lot again. I was running missions on moderately high difficulty, selling my commons to NPCs, crafting uncommon recipes worth 5-10M apiece those and all my common and uncommon salvage on the market.
On November 16, 2010 I hit the inf cap. I went to the market and stored 250M inf in a bid at 6:39 PM. Right now, that character has 1,883,053,440 inf, meaning that in 7 days of play I have earned 133.1M inf. That's net - I've probably spent around 30M inf outfitting the character with new sets after a respec.
The character in question is a DM/Regen - hardly a good farmer. This character hasn't been in the AE in months, so none of this is from primate wrangling. I haven't sold any of the purple drops I've gotten, since I have a use for them all. I haven't spent the 90 Reward Merits I've earned.
Surely I must be punished for my exploits.
Just imagine what I could be doing if I was running a more AoE-centric character, and/or one at the soft-cap. Just imagine if I was selling everything now with the expectation that prices on many things will fall if I19 closes extant exploits (extraordinarily likely).
I do not weep for the salvage that costs 100k, not just because I can afford it without blinking, but because, despite that I still place patient bids. Because I keep a stash of salvage in my bins and vaults, and use that when I don't want to pay prices. 1M inf for a Nevermelting Ice? Use one of mine, put out a bid for ... 5,001. Go play for a while. Probably buy it. Didn't buy it? That's OK, I probably got one as a drop. Put that in storage to replace the one I spent. Still didn't get one? Oh, well, I'll check on that tomorrow. Oh, I need that market slot to sell something for 10M inf? Yeah, why was I worried again?
If you don't personally have characters that can do this, you need to understand that other people do, and they will happily sneeze out what you may consider stupidly high amounts of inf for things that you don't want to wait for. If you and they are both out there, they get dibs, not just in terms of buying a bid over you, but in setting the trend for the price sellers will list things at. -
Quote:This is a false conclusion, based on the erroneous conclusion that "cost" is determined by what the flipper sold the item at.Yes but the fact is if the flipper wants to make a profit his relisted price HAS to be higher then the price he bought it for. No matter how you slice it the flipper makes the IO cost more.
As has been mentioned by other posters, the price for items on the market fluctuates. What's the "price" of something which has a sales history of something like this?
100,000
55,
101
1001
1001
Is the "price" 55? 100k? I think everyone knows it's probably none of those. Most likely it's somewhere in between the extremes. When people here say flippers don't raise the price, that middle-ground price is the price they're talking about.
A flipper does raise the price floor at which a patient buyer can buy things, because you have to outbid the flipper. But if we're talking about truly patient buyers here, they have two patient approaches. One is to try to "out-patient" the flipper - you can bid less than the flipper's price floor and try to wait out their bidding. The other is to use the price history to glean the bidder's price floor and bid that +1 inf. By definition, if you're trying to get a bargain by being patient, you are willing to wait. The flipper may force you to move your chosen time vs. price target.
Note that the above assumes a product that's actually operating around the price that the market will bear. If that's not the case, any seller can move the price upwards. This happens with new IOs whose true market value hasn't been realized, and it can also happen when there is an increase in supply of Inf in the system (like, oh, now).
How does this work? It's pretty simple. The price history tends to make prices "sticky". People see the price history and a lot of them tend to both sell and bid near the history. However, there may be people willing to pay much more than the price history indicates, but who don't have to pay as much as they're willing to because the price is "stuck" lower. But if supply becomes low, these people will start bidding higher, moving towards their personal "cap" on what they are willing to pay. If they actually manage to buy the product, this higher sale price will appear in the history, and the race is on. The essence of this has been captured in the past by folks observing that the price on anything with zero for sale can probably be raised. The observation is that if there are none for sale, someone probably is bidding (or will bid in the future) more than any bid presently in the history. There was a whole thread about people testing the theory and finding it held up very well.
So if you come into this situation and manage to buy one of the few items that drops, you can almost certainly resell it for higher than you bought it for. If you set about doing this consistently, you're probably raising both the price floor and the price ceiling, and thus the "true" price.
Now, arguably, someone "flipping" prices higher in a situation like this isn't a "flipper" in the sense the term is usually used around here. A "true" flipper tries to keep their list price just under most everyone else's to make sure they get the sale. The activity I'm describing requires one to list intentionally above other sellers prices in an effort to get as much profit per sale as possible, instead of getting the most sales per unit time.
It's worth pointing out, though, that you don't have to flip stuff in this environment to make the price go up. If someone comes along with one of these widgets they got the hard way and lists at an ambitious price, that too can "un-stick" the price. As with more "traditional" flipping, putting a flipper in the picture drives the market price towards an item's "true" market value faster. -
Just to help explain further why a proc works the way it does in a passive power ...
Passive (auto) powers have a behind-the-scenes implementation that makes them look a bit more like click powers than you'd probably expect. They actually "activate" every so often, giving you a buff that lasts for a little while. Just before the buff expires, the power will re-activate again, making sure the buff is consistent. For example, Physical Perfection activates every 10 seconds and gives you recovery and regen buffs that last 10.25 seconds.
Procs check their chance to do whatever it is they do whenever the power they are in activates, but no more often than once per 10 seconds in a passive or toggle. Since PP activates once per 10 seconds, that means the Performance Shifter proc gets to check and see if it gives you endurance every time PP activates.
When you exemplar down below the level at which you have an auto power, clearly the power stops activating. Since there are no more periodic activations, that means the proc can't go off any more.
PS: Toggles are implemented the same way, except you can control whether they go through their activation cycles by turning them on and off.
If you plan to exemplar much at all, I wouldn't put the Miracle or Numina in Physical Perfection, because if you exemplar down much at all you'll lose their benefits. If you have it, Health is a lot more exemplar friendly, especially after I19, where everyone has it down to level 2 (which means you can never lose access to it since we keep powers at our level +5). Adding a PS proc to PP is fine, but I would probably add one to Stamina as well (for the same reasons as for Health). -
Actually, at level 50 inf drop rates from defeats were doubled with the release of I16.
This is separate from the fact that, as characters level up they tend to be able to defeat more and higher level foes in the same span of time as a lower level character - something that's been facilitated by I16's difficulty slider settings.
As a result, at this point, reducing the rate of inf reward from enemies would have to be very, very significantly, especially at 50 but also at other high levels (probably L35+ or L40+), to have a strong market impact. I don't know how the devs look at doing something like this. My bet is that there would be howling about such a change.
Of the options, decreasing inf reward rates would probably be the simplest (from a concept perspective, not necessarily in terms of code/configuration) and most unconditional thing the Devs could change that would impact inflation. -
Quote:Hilarious and agreed.Personally, I much prefer the Hover animation we have now. The Flight animation looked ridiculous since you were going so slow, what with your body parallel to the ground as if trying to get minimum air friction. It was like a kid being slowly tugged along in a wheelbarrow, but leaning forward and making "ZOOOOOM!" sounds as if he were in a race car. It always looked silly to me. The Hover we have now is more what I would have expected. Though I will admit it doesn't look quite as cool now that the power has been sped up, to me anyway, but I still prefer it to Flight's animation.
-
Quote:EoEs in particular are probably a bad choice. Servers with strong raiding communities need very few of them. Servers without such communities need lots of them, and this shifts the onus to the attendees to bring their own. But n00b and leechy raiders wouldn't do this, which shifts a heavy cost to responsible leaders and attendees who try to supply them. That sounds like a pressure against forming Hami raids that servers who don't raid regularly probably don't need.I've been thinking that they should move EoE's to vendor-only, and make similar insps for some of the upcoming TF's or trials. It's less optional than just selling large insps, it's a recurring cost, and it affects only high-level players who want to run the top content.
-
Quote:Well, I think letting someone use Inf essentially creates that tradable merits no matter what. Even if I can't create merits on multiple characters in the same day, I can still send money from my rich ones to others and use that to create merits they wouldn't otherwise have. I can also use market monies to "earn" merits.If they don't limit on an account basis, inf=>merit have creates a merit you can trade. Also in your example, the high rate inf farmer could simply send 20 emails out and log in to 20 alts. I like the idea of trading merits. I would like it even better if they just made the recipe level slider actually work
That said, your example of mailing inf to alts definitely breaks the proposal I gave in response to Fulmens using diminishing returns. One character has to spend 16M to get 42 Merits in a day, where four distinct characters could get 80 total merits for 4M apiece or 16M total. So yeah, if they want to limit per-player rates of item creation, they couldn't implement at least that kind of scheme without limiting purchases account-wide. -
Quote:Yeah, I was thinking about that yesterday and forgot about it by the time I posted tonight. Putting in some sort of per/day purchase limit probably solves the problem I described above.I've said this before- I'd like to see merit buying on a 24 hour timer: first merit half a million, second a million, third two million, fourth five million, no fifth: something like that. If you're more than four merits short, you're not there yet.
Of course, at that point it's probably easier to map Inf purchases to Alignment Merits, since they already have an easy-to-compare purchase rate limit mechanism in place. Given current A-Merit prices though (20M Inf + 50 Reward Merits), and using a rough conversion rate of one A-Merit is worth around 100 R-Merits (very rough), then we've got 100 R-Merits = 20M Inf + 50 R-Merits, or one R-Merit is worth 400,000 inf. So if they let us buy around 100 R-Merits a day at price of 40M inf, that would be roughly equitable. (Edit: For access to purples and PvPOs, people might prefer or at least like in addition the ability to buy 1 A-Merit a day with Inf. My rough 40M is probably too cheap for that, though, since that makes 35 A-Merit PvPOs cost around 1.4B Inf.)
If they want to use diminishing returns they could let us buy R-Merits like 20 at a time (worth 8M Inf by my scribbling above), but start at a lower per-purchase price (4M Inf?) subject the purchase to diminishing returns like it's a TF.
That would look like this, for purchases made within 18 (20?) hours of one another.
20 Merits = 4M Inf
30 Merits = 8M Inf
37 Merits = 12M Inf
42 Merits = 16M Inf
46 Merits = 20M Inf
49 Merits = 24M Inf
52 Merits = 28M Inf
Obviously, one could play with this by fiddling with the initial value and the per-purchase cost. I chose 20 Merits because that's one random roll, and I mostly picked 200k Inf/Merit out of thin air.
I don't know if they'd limit it by account, since no other merit stuff is. But if they were looking to be particularly draconian, just to be safe, I suppose it makes some sense. You can't create Inf on multiple accounts at the same time, but I do suppose you can collect it on multiple characters simultaneously, using the market. Of course, that case becomes a pretty good inf sink.Quote:They could simply gate the rate that you could exchange inf and make it account wide.
-
Quote:I'm going out on a limb and guessing this has to do with whatever they use as their release management sytem. They'd need to create a branch release based on the current live code with the correction in place. They'd have to QC that branch to make sure they didn't accidentally load something they weren't supposed to (probably something from either I19 or even something further down the pike). Then they'd have to get it in the NCSoft deployment pipeline in front of I19 - this used to be a big pain when Cryptic was doing the coding, but maybe it's easier now that they're a subsidiary.While it is totally out of control on Freedom, I also see 'em on Triumph, which is on the low-ish end of the population spectrum.
I was genuinely shocked they didn't slap it down during the last maintenance.
And all that assumes there's no resource bottleneck. In reality they might have to delay I19 if they did all that.
Release management for complex software systems is a pain. I need to get up at 3 AM to help deploy a release on a Sunday morning, so I have some experience with this.
(I have no idea what tools or processes PS uses, however. I'm offering what seems to me like a reasonable hypothetical explanation for why they haven't addressed it ahead of I19. I fully expect it to be addressed when I19 lands.)
-
Quote:Well, let's look at this Reward Merit rates we know of today. The only reference I know of is still recorded on ParagonWiki here. It lists the target rate of minutes per Merit produced during merit-producing activity as 3.7. The devs apply a bunch of fudge factors to modify how many merits/minute specific tasks are actually worth. I'm sure we could have lively, many-party debate about how valid those fudge factors are, but at least we have a base target rate number to work with.That reminds me of one of my favorite jokes. I won't post the entire joke, but the punchline goes "now we are just haggling over price".
Just for the sake of argument, I currently calculate a merit as being worth around 1,000K inf, which means an alignment merit should be worth at least 70,000K inf. For the sake of argument, if you could convert inf into some original merit equivalent at the rate of 1,500K inf/merit it wouldn't have very much effect on item creation till the value of a merit rose by 50%. At that time it would start sucking inf out of the system . Depending on pricing you might see some speed due to salvage being more available, once again its all a matter of pricing.
Some of the top end farming numbers I've seen are 30 million inf/hour. I'm pretty sure those numbers were from before the devs doubled the inf reward rate that 50s get, but lets stick with the 30 number, since I doubt everyone who farms is "top-end". (As a point of reference, my more tricked out level 50 characters can earn from 5-10M inf/hour running things like paper and scanner missions, with that range depending primarily on how high I can set their team size and have them survive.)
So using that 30M inf/hour number, we get 500k inf/minute. At a target rate of 3.7 minute/merit, that works out to 1.85M inf/merit.
At a merit purchase rate of 1.5k inf/merit, we'd have a rough equivalent of 333.3 merits per minute. I'm going to guess exceeding the Dev's stated target by a factor of 90 or so is probably too gracious. That sounds to me like it would radically flood the system with non-purple, non-PvPO stuff.
Enyalios' number of 2M inf/merit is a lot close to my guestimate, and works out to an equivalent of 4 minutes per merit - a lot more like the Dev's target number.
My guess, though, is that they would hedge even higher, because elapsed time isn't the only constraint on Reward Merit production. There's also something of a barrier to entry, at least for stuff with the best peak Reward Merit rates, which are TF/SFs and trials. Not everyone has access to a team that can form up fast or run anything like the best completion times, so not everyone is churning out fast Reward Merits. I'm thinking that's why there's such a firm time constraint on Alignment Merits - they're the "common man's" substitute for Reward Merits in the sense that they really don't have any more strings attached than regular missions and arcs do. (Edit: Well, they do have to own GR and stay hero or villain. I don't know what that does to production rates.) Thus I'm betting way more people can produce them , and so (my thinking goes) the Devs put more firm limits on how fast any character can produce them.
So since anyone (at least anyone with a 50) can produce boatloads of inf with no comparable rate limits, I'm betting the devs would fudge any inf->merit conversion rates upwards from the ~1.85M inf/merit I got above. I have no idea what fudge factor they'd use, but I'm thinking at least a factor of 2.5 or so. So using that and the 1.85M inf/merit number, get 4.625M inf/merit. I'll fudge down to something "round" and call that 4.5M inf/merit, which would be 9 minutes per merit.
Whether that's high or low from what they might do is probably most heavily dependent on the number used as the estimate on inf farming rates. I have the sense that they would hedge high on this number to mitigate the impact of things like AE exploits. -
While I believe more people are producing Alignment Merits than were producing Reward Merits, I don't see very many people at all producing more than one alignment merit per day on average - and that includes quite a few people who are excellent at "breaking" the game. While producing Alignment Merits is relatively easy, I believe the devs made a good job of making doing it in bulk by a single player unattractive enough that it's not widespread.
Producing merits on more characters than you can log in at once had a large burst of activity when they were first created, and then tailed off as people got bored with running the missions. The serious game-breakers I know went back to farming for purples and/or inf as their hardcore wealth production methods, with alignment merit production they do once a day or so as a supplement.
So I don't believe that Alignment Merits increase the rate anything like allowing inf to create recipes directly (or, indirectly, by allowing inf to create merits) would. -
Yeah, I think the dev's implementations of Reward and now Alignment Merits shows they are very interested in putting greater reward/time constraints on the ability to create new items for use or sale than exist on the creation of inf.
Not to suggest at all that there's not variability in rates at which Reward Merits can be produced, but they are more restricted than Inf. The rate limits on Alignment Merit production are even stronger. (In that light, I find it interesting that the only available way to increase the rate of a character's production of Alignment Merits is to burn both Inf and Reward Merits.)
I agree that, if one is worried about Inf-flation, an Inf recipe store would do wonders. I just think the merit situation may be a hint that the devs don't want recipe creation rates to be subject to the wild (compared to merits) production swings we see in Inf today. -
I think the main problem with the powerleveling option is that, unless it's a mode for everyone in the mission, the powerleveler would still earn money. It's rarely the money that the powerelevelee earns that's interesting.
Now, if it was indeed a mission setting, people who care more about being level 50 than earning inf might use it, but honestly, I'm not sure how many people there are who don't care at all about getting inf on the character doing the heavy lifting. Often that inf is put towards kitting out the new 50, at least when one player owns both (all) accounts. I think those folks would just stay on the lookout for genuinely over-rewarding scenarios and use them without the PL mode switch. -
Quote:The transaction sink removes inf from the game system (not just the market). But people playing the game, primarily in the form of defeating mobs, adds inf to the system. If the rate of adding inf to the system exceeds that by which the market removes inf from the system, the amount of inf people will have access to will increase. Now, probably key to your point, if we assume some fixed rate of inf creation, you're right, eventually it we should reach a point where the size and rate of market transactions rise to level that removing 10% of each one will match the inf production rate. However, I think there is probably significant lag here. For any given change in inf production rates, there is a delay in how that really disseminates through the larger market, and thus a delay in how fast market fees eat into the new supply level. I would also expect some oscillation, because this is a feedback system. Combine that with general behavioral "noise" in our market's prices and the trend is probably extremely hard to see.Prices go up... the influence sink burns more influence and keeps inflation in check. Prices go down... the influence sink burns less influence and keeps deflation in check. While we can have events and game changes that cause inflation and/or deflation.... the market's influence sink should prevent a "continuous spiral" effect of increasing or decreaseing prices from ever happening.
Here's the tricky part - inf supply rates is not the only factor we see on market prices. Not only is the amount of inf in the system important, but its ratio to the amount of stuff for sale. I have the feeling that the AE and its fairly regular litany of exploits is a source of a lot of instability here, because newly found exploits not only introduce big changes in the inf supply rate (sometimes it's probably looked like a step change), it does so in a way that almost certainly doesn't come with proportional increases in other goods. "Traditional" farms produce inf and drops in more coupled proportions, though the relationship can still be complex because drop rates aren't a function of foe level, but inf rates are. -
I don't know how I missed news of this, but I just found out about it, and man, this thing transcends win to the power of a googleplex. Very nice stuff, and so very much appreciated.
-
I'm a huge fan of Touch of Fear, but let me mention that I don't think an IO'd DM/Regen needs it except for a few edge cases. The most common edge case where I would have used it is something like a Sapper, or other annoying single mob that I want to (mostly) disable to remove annoying debuffs Personally, I have dealt with most of those edge cases using epic pool single-target mezzes, which accept more helpful sets, in general, than ToF can accept. If there's more than one annoying mob, I can usually afford to mez one and just kill the other, and if I really don't want them to land their debuff on me, I can usually avoid it with well-timed MoG.
A power you may not have considered is Shadow Meld from the villain Soul Mastery Patron Pool. At high levels of recharge it comes back very quickly, and at moderate levels of defense it is essentially a mini-MoG. You have to go villain to pick it up, but you keep access to it even if you come back to hero side. My DM/Regen is my main badge collector anyhow, so I used the excuse to get a ton of villain-only badges en-route to the power.
-
Quote:It's all a matter of perspective and definition. As implemented, it's as though turning off XP means you're doing stuff where you don't learn anything new, but patrol XP means that because of stuff you character did when you were offline, they learn new things faster, when there's something new to learn.Well I have to admit then that I feel that when you turn off XP it should include turning off Patrol XP. To me it doesn't make sense that we still earn patrol xp when we are set our toggles to block off all XP gain.
I'm not defending it or anything. I just don't think it's abundantly clear that the toggle for not earning XP should/has to mean that you can't (somehow) improve how fast you earn XP when you earning start again.
In the interest of disclosure, I want Patrol XP to work as it does now. I turn off XP only to prevent myself from outleveling content. That means I only disable it at the threshold of every fifth level, when necessary. When I turn it back on, I am happy to speed faster to the next 5-level threshold, since it gets me five more levels of power picks and slots. -
It is not true. I have characters who I have logged out with XP turned off, and they have new patrol XP (blue "bubs") on their XP progress circle when I log them back in.
-
Quote:Looks that way. Which for me is pure, 100% win, because I typically only two-slot Stamina with EndMod these days, placing the Performance Shifter proc in the third slot and only occasionally going to four total slots. (In three slot cases I slot a common End Mod, a Perf Shifter End Mod and a Perf Shifter proc. In Four slots I use four pieces of Perf Shifter, and I'll still get more net +recovery out of using this Alpha line.)If I understand correctly, alpha-slotting this will mean that you can two-slot (the newly "free") Stamina with common 50s (ignoring the +end proc for the moment), and thanks to how ED works still very nearly have the same recovery as even three-slotted Stamina with this alpha-slot. Is that right?
Edit: Sadly, most of my builds are going to benefit more overall from Spiritual or Cardiac lines more than this. -
Quote:You can't. All you can do is shut off XP in total.Good freakin' heavens, you people are obtuse. The reason I want a "shut off Patrol XP" switch is because, yes, I do want to level at a "normal" rate instead of being "rewarded" for not playing the game by leveling up so fast I bypass content. Which is not at all the same as saying, "I want to level up not at all" (i.e., "no XP" option).
This isn't the suggestions forum. You should post your suggestions in that forum. This is the questions forum. To the question of "how do I shut off Patrol XP?" the only answer is "you can't, but you can turn of XP, period".Quote:It utterly amazes me how people will rain all over a request for an OPTION. As in, "Here's something that you don't have to use and won't get in your way at all, but it will make some other people happy." As if whatever doesn't benefit you personally somehow weakens the game. -
-
Quote:It's not supposed to have a limited duration in a click power. It's supposed to be on full time, no matter where you slot it. However, I've read in a couple of other recent threads that someone has tested its duration at around 10s. This would be nearly completely pointless.Does anyone know the duraction of the Aegis: Psionic/Status Resistance in a click power, like Kuji-in Sha?
If it's really working this way, because of how incredibly limited it would be and because it is inconsistent with both how this worked previously and how other similar IOs work, I believe it is a bug. -
2/3 of 45% is 30%, so I think it's as simple as it lowering the global recharge needed by 30%. (I'm assuming you retain 3 recharge slots in it, and that the 15% of the Alpha Boost that is affected by ED doesn't meaningfully move the slotted value. I didn't check that, though.)
