UberGuy

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  1. Continuing attempts by the devs to mitigate the attractiveness of the AE have helped somewhat. For a while, the AE was so good, you were nuts to avoid it unless you had personal reasons for not wanting to use it. And it was really quite easy to set up missions that gave crazy good rewards.

    Fortunately or unfortunately, depending on whether you're a dev or an XP seeker, a combination of changes to the MA and the introduction of the I16 difficulty settings made "normal" content more competitive. I can go in a normal mission on a high difficulty and not feel like I'm just ridiculously missing out compared to most AE farm content. Of course, skilled folks continue to find new ways to squeeze off-the-charts XP out of the AE. I have little doubt a lot of people who still seek these out, but its adoption among the wider player base is nothing like AE was in its heyday, at I14 release and for a couple of months after.

    There's something important about that which ties back to what eryq points out - if our most prolific power levelers are running in the AE, they're producing a fraction of the drops they otherwise would, because it's typical for them to ignore hitting the ticket cap, which they can do easily but stay in the maps to continue gaining XP.

    Fortunately, folks who farm for drops' sake and not raw XP have an easier time setting up such farms thanks to the I16 settings. I doubt any of us know the ratio of farmers to power levelers, or how many people choose what method when they have overlap in those goals, but it has to help somewhat mitigate the "bleed-off" of drop production that I suspect the AE creates.

    I also agree that farmers, power levelers (when doing things that produce drops) and their ilk probably produce a big chunk of the market supply buyers enjoy. I have no objection to them doing so.

    I'm not really sure what any of that has to do with claims that so many people are in WW that it's reducing drops. The idea that our prolific farmers and PLers are standing around at WW too much of the time strains credibility. Certainly none of the ones I have known do that unless they're AFK or something, in which case they weren't producing any drops anyhow.

    Edit: By the way, I suspect that non-farming, non PL-ing people who prefer to play at 50 are pretty competitive suppliers, taken as a group, with people who spend a lot of time farming or PLing. They don't produce as much stuff per unit time, but I strongly suspect there are significantly more of them. Farmers and PLers aren't the only reason the supply is at 50 (or at max level). A lot of supply is generated there because it's at a point where our characters are at their most powerful, and a lot of people prefer to play there. (Which is a big part of why PL techniques are in high demand.) When I play, I usually play 50s, and while I'm not technically farming, I'm fighting a lot of stuff at once and killing it really fast. It's not as good as "real" farming, but I bet a lot more people have characters that can do what I'm doing than have the builds and/or the attention span to "really" farm. An awful lot of people find "real" farming really boring, but love rolling content at 50.
  2. Quote:
    Originally Posted by Alkirin View Post
    The only difference between the two cases presented and "whoops, I'm going after field crafter" is the motive, frankly. The mechanism and the effect is the same.
    You should understand the motive is at the crux of what so many people post on this topic about. There is what feels like a regular litany of people, often new, some of them regular chanters, who go on about how every price spike is a conspiracy intended to raise the price. Usually these posts include some sort of invective against amoral, immoral, or generally dishonest market users.

    Anything that looks like justification for that position is going to be met with resistance.

    Quote:
    At the risk of sparking a tangent on what marks 'meaningful impact' on the long term, my expression on this matter is that the impact is significant. It's not single-handedly ruining the economy or anything (I rendered it down to 'annoying' more than anything), not by a long shot, but it's dishonest (or just ignorant) to say that there is no notable impact or that some cases have had a long-term impacts (which I would imply that further cases spark the chance of a longer 'wake' - the period for which prices are inflated).
    Could you give some examples? Are any of them common salvage?

    Quote:
    My original intent in this topic is as I stated in my previous post. Mostly a criticism of the 'experiment', and a bone to pick at the conclusion.
    FWIW, I am stating no position on the OP. I'm not defending (or attacking) what he posted or might have left readers to infer.
  3. I usually end up chatting with people when I stopped off to dump heaping piles of salvage there. I often take that opportunity to go get a sandwich or make a pit stop, meaning I'm AFK there.
  4. Quote:
    Originally Posted by newchemicals View Post
    Actually, that starts adding up to a decent number when you consider how many zones have WW/BM and when you add in the fact there are several servers.
    Compared to the number of people playing? No, it doesn't.

    There are 9 zones with market locations. Granting a ridiculously generous 10 people per location per server, that's 1350 players.

    There are something in the vicinity of 100,000 subscribers. Assuming just 10% of them are online at a time, that's still somewhere in the vicinity of 10,000 players online at a time.

    That'd be 7.4% of all players. If there were 10 players in every market on every server, which doesn't line up with any experience of mine. Markets like and King's Row, Mercy Island, Port Oaks usually have no one in them, and even at peak log-in times I usually only see one or two people at most.
  5. Quote:
    Originally Posted by eryq2 View Post
    Too many people playing the markets and not the game, imo. Looking to flip, find niches or whatever they do to make a buck. Recipes don't drop if stuff isn't being killed. Go to any zone and youll see more people sitting in WW or the AE buildings than running missions.
    Did you think about what you were going to write before you posted that? Really?

    Ignoring the gaping logical flaw in what you said there, let's talk about how many people are actually in the markets.

    At the most, and in the most populated "transit" zones, I rarely see more than a handful of characters in the markets, even at prime time. How many people are you seeing?
  6. Could you explain what problem you believe that creates?
  7. Quote:
    Originally Posted by Alkirin View Post
    My claim was that manipulation should be called for what it is, when it happens, as opposed to crying 'tin foil hat' and pointing to any and all other variables as responsible - no matter the stretch, simply because they are present factors.
    My God, the irony. It burns!

    Your quote, above, is nothing less than wholesale justification for claims that any price spike is intentional price manipulation. It is, itself, the same tin-foil-hat claim in reverse. You are pointing to people in this thread and calling them tin-foil-hat wearers for poo-pooing people who we call tin-foil hat wearers for claiming that every price spike is price manipulation.

    That justification is bogus. We have two examples during a supply drought to people fessing up to intentionally futzing with supply and/or price. Do you know how many times we have had people cry foul and someone came and posted "oops, sorry, that was me getting Field Crafter"?

    The brutal truth is that for any given price spike, the only people who know what caused it is maybe the people who caused it, assuming it was intentional and they even noted that it happened as a result of their market actions. Anyone else looking in from the outside is guessing what the cause is. The problem is that your claim suggests that you know what any given cause is, and that you know when it's manipulation. I'm answering that implication, whether you intended it or not, because I think it's malarkey.

    Quote:
    The irony being that people defended the cases of Alchemical Silver of Ceramic Plates in just that fashion before the confessions were made.
    Of course we did. Alchemical Silver is one of the most discussed, analyzed and (probably) fiddled with common salvage in the game. The conclusion of all that? Most of the pricing of that salvage is due to low supply and high demand. When one is guessing what's up with something, as we all have to unless we're the one up to something, the best guess is the most common scenario.

    Quote:
    The two recent attacks were demonstrated proof of how manipulation affects prices
    Is this seriously all you're claiming? Because it's definitely not the argument you've been managing to have for the last couple of pages.
    • Flipping is not an "attack" on supply. Some of the argument you're having with people is deviating into arguments about what flipping does to the price of goods.
    • No one has ever claimed that an intentional attack on supply of goods does not affect their price. No one in this thread has tried to defend that position. The discussions has deviated implicitly into whether or not attacks on supply have meaningful impact on long term price.
    I think it would behoove you to state your position - what you are (and maybe what you aren't) arguing - clearly. Maybe it's not strictly your fault, but your debate with others is all over the map from my perspective.
  8. Quote:
    Originally Posted by Maniac_Raid View Post
    So let me get this straight... you're saying that you could be standing there, with Invisibility on(I'm assuming Superior Invis since you said you were Ill/Kin), the tank would run in, and then without you doing anything, everything attacks you?

    Because if you used any powers that affected the mobs, they would be alerted to your presence.
    Once someone on your team attacks, the mobs are alerted to your presence, no matter how stealthy you are and whether or not you have used any powers. If that initial teammate attacker does not actually hold aggro on the spawn, you can be attacked by other mobs in that spawn just for standing there. (This is a gripe of many a Stalker.)
  9. I think the market is a good deal healthier. I think it's a bit healthier compared to the old blue side and indescribably healthier red side. I think it's impossible to prove that this was due to the merger, because the merger came bundled with increased player populations and a new merit mechanic.

    I should note that we don't know what situations Posi's "crystal ball" were focused on. One of the most basic assumptions in pre-I18 market merger discussions on the forums was that the Influence and Infamy currencies would remain separate. The actual I18 merge completely undercut that assumption by merging both the markets and the currencies. Every (rationally supported) downside prediction for merged markets had its foundation in that separation of currency. Perhaps Posi's did too.
  10. Quote:
    Originally Posted by OutaControl View Post
    I rolled a new toon and someone asked me to join an AE farm. I didn't expect to survive anything at level 1 even side kicked but what I noticed was that the tank could only hold aggro on about 10 elements of out the 50+ in the room. once I level rez-ed the remaining 40 elements would immediately attack me, even those outside of the room would come running in to kill me.
    As others have said, it's almost certain that one of two things (or both) was going on here.

    1) An ambush.
    2) More foes than the aggro magnet could affect (which is 17).

    If someone is solo surrounded by foes, anything above the 17 mobs a character can hold aggro on will simply stand around. However, if there's someone else on the player's team, their aggro will spill over on that target. There's nothing the aggro magnet can do.
  11. UberGuy

    Inherent Fitness

    Quote:
    Originally Posted by Ultimo_ View Post
    So... you're telling me I don't know how to play? Really, after 6 years of playing the game and nearly 40 years of gaming and game design, you're going to tell me I don't know anything?
    I hate to be this harsh, but that's what your threads strongly suggest.

    When I can read your threads, then end up in game chatting with other people who I think are skilled/experienced and find myself in a discussion about your posts where we mutually scratch our heads wondering where you're coming from, I think that suggests you're missing something.

    You're entitled to your opinions about how things should work, and while people might state their disagreement, you can't be faulted for having your own opinions. Where I think you show very poor understanding of the game is in your claims about how things do work, and then the implications of those mechanics in actual play.

    I hope you understand that, fair or not, when your presented understanding of actual mechanics appears flawed or incomplete, other posters are going to take a dim view of your opinions on how the game could be improved. The perception will be that your opinions have been formed based on an invalid factual foundation, and that therefore the proposed changes/improvements will not have the desired effect.

    When anyone likes something, they're going to be wary of or resistant to changes in it - we see that on the forums every day. When they see suggestions on how to "improve" it that they feel are based on misunderstanding or misinformation, they are likely to be even more rabid in opposing the proposed changes. I feel like you very frequently end up in this latter situation.
  12. Quote:
    Originally Posted by Alkirin View Post
    I can't help but chuckle, given that the two items I've mentioned (Alchemical Silver and Ceramic Plates) were the result of malicious manipulation, in which the authors were kind enough to step forward about.

    ...Which pretty much just stresses the point I made.
    No, it doesn't. It is just support for the fact that it does happen, which I stated clearly in my post that I know.

    What it doesn't support is that it is the common cause.

    Price spikes are not a genomic match test. You can claim to have "proven" manipulation only in cases where people stepped forward and fessed up. You can't extend that "proof" to other cases.

    If all you're claiming is that buy ups and other price futzing does happen, big whoop, we all know that. If you're claiming what an endless stream of complainers come in here claiming - that any price spike is caused by such shenanigans, then I think your point is a one-legged stool.

    You should ask the people who did this how likely they were to have done it outside the supply drought brought on by the Halloween event.
  13. Quote:
    Originally Posted by Diellan_ View Post
    Little known fact: if you open a build file in a text editor, you'll see that it's actually in a nice human readable format with the build chunk at the bottom. EVEN IF everything goes completely horribly wrong and you can't import from the data chunk, you should still be able to import by copying that bit and doing the standard "import from forum post" function (most people don't realize that the import function can parse the human readable part of a Mids build without the data chunk, though it loses some data).
    That's cool, I didn't know that.

    I usually dig into stuff enough to have at least looked at the save files in an editor, but for some reason I remembered the files being in binary format. Maybe that was a long time ago, or maybe my fevered brain invented that.

    Thanks for looking into making the transition smoother.
  14. Quote:
    Originally Posted by Energy_Aura View Post
    The easiest thing to do to all your builds to make them viable is make a few clicks per build (removing Swift, Hurdle, Health and or Stamina and their slots) and save. This is ALL that is required to make the builds valid to the upcoming database.
    I really think you're underestimating the effort this requires make sure a bunch of pre-I19 builds remain usable. In comparison, keeping an old install of the program looks far more viable. Based on a quick check of what it does while loading with Sysinternals Process Monitor, it looks like the program doesn't use the registry for settings, so at least the settings for the new install won't cross-talk with the old program. (I was worried, for example, that setting the new one to auto update would prompt me whenever I would load the old one, but it doesn't seem it would.)

    And man, the people who don't find this on the forum would be in for a nasty surprise.

    I'm not saying it's easy, but seems like you could (technically at least) identify legacy builds with the original Fitness pool and treat it differently than a build with the new inherent version. If you're saying you could do that but it's a PITA, I can't really argue with that - it just won't make me happy.

    Here's hoping that DePr0grammer can work something out.

    Just to mitigate my griping, I don't forget that you guys are heroes for getting the program to do anything new. Much like how people give the game devs crap, we beg for new and/or more user friendly stuff with Mid's because we dig using it so much.
  15. First, let me thank you for your efforts. A lot.

    Second, is there really no better way to handle this? I have tons of builds that I keep for every character for reference purposes. It doesn't make any sense to do what you're saying to those builds. This approach means that there's no way I can use the new version of Mid's to open those prior builds. I'll have to keep an old copy, and any time I happen to double click on one of those old builds, it'll load in the new Mids and fail. While I truly appreciate your efforts, that's a pretty sucky situation to face as a heavy user of the program.

    It's hard to knock software that does as much as Mid's builder does when it's free, but I really wish you could do something other than offer us this work-around. I'm afraid it's not that helpful.
  16. UberGuy

    "Are you a god?"

    I have a character that had a pre-story pretty compatible with the Incarnate concept back in Issue 2. She is ageless, imbued with the power of a god or "entity" in old-school game terms. (Anubis, if you're curious.)

    The basic idea was the old AD&D concept of a deity's "proxy". For those not familiar with D&D, this was a non-deity imbued with a portion of the god's power. A proxy was something reasonable to have show up at places or times at which the god needed to make a (very) strong showing but not so extreme that the god would manifest personally (which usually takes something of multiversal apocalyptic nature to bring about). Think: herald of Galactus, but extended to gods of myth and lore (and thus probably without the world-eating overtones).

    Most of my characters have magical origins, and I find it easy to imagine them tapping into the powers of the gods as an extreme means of extending that power. Even if they don't become agents of the gods, they might be willing to steal power from the gods or perhaps just tap into the same power sources the gods themselves do. It seems to me the canon for the Well of the Furies leaves some good wiggle room there.

    I'll wait and see, though, what explanation meshes best with the canon for my characters who don't seem to me on a progression to become (demi)gods. I have a hero who's a guy in a suit of power armor, Iron Man style. I can think of a few decent possibilities for why/how he'd become god-like in a way that holds to that concept, but I don't yet know if they'll mesh well. I don't like for my character back stories to be at right angles to the game canon, so I'll wait till I learn more to flesh that out. I could just go for the whole "we used technology to tap magical/divine power sources", but I think I can do better than that.

    I don't see any of my characters becoming gods proper, though. Just very, very powerful beings.
  17. If everyone present was of a level appropriate to Skyway itself, then yes, that could explain it. It's not just a matter of having IOs. It's also a matter of having enough attacks to sustain some sort of attack chain (not necessarily in the "formal" sense, just enough to be able to attack constantly) and enough endurance recovery to sustain them. That's a challenge sub-20.

    I still think that's got to be a fairly unusual outcome for as many as 20-30 people, especially if some of them are able to buff the other people's damage, recharge, and/or end recovery.

    It's important to recognize that GMs are hard to kill explicitly because they're huge bags of HP. That big bag of HP which means their regen rate, in terms of average HP/sec, is very large. Anything that significantly impacts their regen rate, therefore, is going to be disproportionately effective at helping defeat them. Since you ran into a situation where the DPS of the assembled players wasn't up to that on its own, the -regen made all the difference.

    I promise you, though, that GMs are not indestructible without regen debuffs.
  18. Quote:
    Originally Posted by Megajoule View Post
    I actually have a somewhat different problem with GMs, in that they're set up so that they simply can't be defeated by any amount of force if you don't have a debuffer on the team. I still remember an incident shortly after GMs were buffed, because the Devs wanted to make defeating them a "zone event" - we had an entire zone's worth of players beating on Babbage, just like they wanted, and it didn't matter - his health bar didn't even flicker for ten minutes. When I finally gave up and swapped to my Rad, he went down within two. "All or nothing," "bring a (X) or you just can't do it" is bad game design, IMO.
    Um, I'm not sure what the situation was here, but the claim in the first sentence is simply factually incorrect.

    A given amount of -Regen is exactly equivalent to a given amount of applied DPS. The exact amount of equivalent DPS is dependent on the regen rate of the entity in question and the magnitude of the debuff. Certainly some of the powersets have extremely large debuffs (1000% +) that can punch through GMs' generally large resistance to -regen. Even so, completely shutting off a level 50-ish GM's regen is equivalent to around 350 DPS, which is something that can be provided by 2-4 level 50 damage dealing ATs. Getting 5 of them together could put out this kind of DPS with non-ridiculous builds and absolutely no outside buffs, so buffing them at all or applying -RES to the GM is going to make this quite achievable.

    I can only conclude that either the whole "zone worth" of people in question were very poor damage dealers (possibly because of their ATs and/or levels) or that statement must be hyperbolic on some level.

    Edit: Just to be very clear, I've been on teams that took down GMs with no -regen whatsoever. Having -regen makes it possible with less DPS, or makes it a lot faster if you already had sufficient DPS. Practice shows that it's not required.
  19. Quote:
    Originally Posted by Kazuo_Kiriyama View Post
    So, with LS working off of Range Damage IO's... if I slot the Devastation: Chance for Hold, will it actually work?
    Yes, it does. I have seen it in play.

    Quote:
    Those who have used this (assuming it works), how did you feel about the results?
    I don't have a Stormie of my own, so I can't really answer, but it was entertaining to watch.
  20. UberGuy

    perfect purples

    Quote:
    Originally Posted by GavinRuneblade View Post
    Actually, when you kill an AV you get a SO at your level. So if you exemplar down for a Posi part 2, the level 15 AV can drop a level 50 SO. Unless I am misunderstanding the mechanic. I tend to have my enhancement trays full anyway so never get them as drops so I haven't tested in a while.
    Sorry, I should have specified "recipe" in there.

    The SO drop rule for AVs is pretty old fare, predating the existence of Inventions. I suspect that if it could be applied to all critters for recipes as well it would mean that they always dropped something of your level, instead of the variation of +/-3 levels around the critter level we see with regular foes.
  21. Every now and then a market user, usually one with deep pockets, looks at things with many thousands available and decides they don't like that. Sometimes it's a whim, sometimes it's some (strange?) desire to see the item worth selling again, but they buy it all up.

    Given the generally slow salvage supply due to ToT, there may be some profit goal in play, but high-level commons are a terrible target for such schemes in general. (It may work, but for the effort they could probably make 10x as much inf working some other product.)

    My bet is that a week after ToT ends there will be thousands for sale again.
  22. Quote:
    Originally Posted by Evilhero View Post
    I am fairly new to using mid's hero designer and wanted to see if anyone could help me by letting me know how I can transfer my current builds in the game into the program?
    As others have said, you can't do this in any automated way. People simply print out, alt-tab or otherwise have their Mid's build available for reference as they go through a respec or while leveling up the character.

    Quote:
    Also I hear a lot about stripping characters of their enhancement sets, how is this possible?
    It's not possible in the sense it sounds like you mean. What people are talking about is running one or more respecs and removing up to 10 enhancements at a time (10 being the number you can preserve in your enhancement tray). As mentioned, the devs have said that they wouldn't mind if we were unable to keep any enhancements after a respec but still let us keep 10, hinting strongly that we shouldn't expect that to become any easier in the near future.
  23. Quote:
    Originally Posted by GavinRuneblade View Post
    Well, regen and WP might be close enough. I know that I'll never bother with another /regen unless the devs change the current mechanics and I get more and more addicted to /wp every character I make with it. And redraw is a huge factor in both my dislike of /regen and my like for /wp.
    But that's a statement of preference, not a statement about performance. I have a DB/Regen, and while I recognize that redraw impacts my peak performance, I have never once noticed it cause me issues in practice, despite running on fairly high difficulty settings.
  24. In order to understand the impact on performance, context may be important. What do you mean by "performance"? What are your goals. If you are interested in things like maximum DPS or maximum rate of debuff application, then redraw may matter. If you are worried about whether your character is going to be useful to a team, redraw isn't likely to be a major factor.
  25. Quote:
    Originally Posted by Alkirin View Post
    It's easy to look at what happened with Alchemical Silver and Ceramic Plate and say 'oh, that's just because of ToTing' or 'that's just because people use Alchemical Silver alot'. Don't get me wrong, those two factors are at play, surely. But that alone didn't drain the supply of specific common salvage to drive prices into the multi-millions for a short time. Contrary to some claims, the wake isn't always a 30 second window that sees prices dropping to the levels they were at - or even lower (exaggeration, but still).

    If it looks like a duck, quacks like a duck, and shares the same genome as a duck...
    First of all, no one has shown anything like the notion that it shares genomes with a duck. In fact, when asked for exactly that kind of proof, you've waved your hand at it and made that someone else's problem. Why should someone else do the work to defend an argument you're presenting?

    Secondly, no one is claiming it can't be a duck. The only reasonable claim being made is that it's probably not a duck, simply on the basis of there being simpler explanations.

    Someone could be manipulating the goods in question. It is poor to assume they are simply because of a few simple reasons.

    • Supply is naturally low due to large parts of the player base engaging in ToT activities, which produce little common/uncommon invention salvage.
    • People are still likely to be crafting other goods which require said salvage, including those who do so in bulk, such as those crafting for Field Crafter.
    • I've been aware of past events like this where a particular salvage was needed to craft a reward only available during the event, and a few players got together and successfully profited by trying to control its supply. (Just as in the "common wisdom" about how to make money doing this, they had to get out after a while or risk making a loss as other players caught on and joined in the profiteering.) Unlike that example, there is no reason I know of to specifically target any given salvage item in tandem with the general supply drought.
    I am selling nearly all my salvage at elevated prices, because I always sell at a price that is based on both what the market will bear and what will move quickly. Right now I'm listing even level 50 common salvage at 10-100x what I was listing it for before the Halloween event and it's still moving at comparable speeds.

    There's always the chance that someone is fooling with the price of something and doesn't care about whether they make a profit or not., Given how brief most price spikes in otherwise cheap stuff are, absent environmental explanations like changes in player behavior (like ToT), such behavior doesn't seem to be very common.