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Quote:I'm intimately familiar with the differences, and aware the game is in C. But lets take your example. It seems you were making inf from nothing using the market interface. Do you know they made that possible while changing the market interface? Or were they changing something else that interacted with the market interface to make that bug possible? We'll probably never know.Factor of 10 or 100 more likely when you're making changes to the code itself; factor of 100 more likely when you're making those changes to a LOT of places in the code. This is straight C under the hood; a lot of the advantages of OO are stunted or totally absent here.
The point is they could break the game in any of a hundred ways making any change. It would be ridiculous to be afraid of asking for specific changes because those changes might introduce bugs, because any change might cause a bug. -
Quote:This.The value of a single slot on an active and educated marketeer is worth far, far, far, far more than the 440K that item cost to craft.
Plus, waiting to get field crafter means you spend all that time you could have had it without it. People who craft tons of stuff want field crafter for its convenience during that time, not to wait and get it at the rate it takes to sell items like common IOs at their maximum prices. Those are items with maximum prices a lot of marketeers consider piddly for the time they tie up slots. -
Quote:I don't want to say such caution is misplaced, but it has to apply for every change. While I know it's not likely, they could have caused the problem you're describing making some costume change. They have broken really strange things working on stuff that seems to us to be totally unrelated.There's one reason I'd be very, very cautious about things like raising the inf cap: bugs. I found a bug (July of this year maybe?) that would have let me, over the course of an afternoon, make literally hundreds of billions of inf out of thin air. I'm still not comfortable discussing the details, but there was a thread where people were talking about the last 5 sales for a purple all being some really outsize number like 900,000,908 . That was me, accidentally finding the bug. I reported it over the weekend and the servers came down Monday or Tuesday to fix it.
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I was under the impression that this did indeed work.
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Quote:I don't agree with this at all. There was some of that, certainly, but I feel it misses what appeared to me to be the most vocal and most virulent of opposition to the merger - those who wholeheartedly maintained that merging the market unequivocally violated their RP worldview. There simply was no justification for a merger that these folks would accept, no matter how well framed. To them, the concept of a merger was itself anathema.The market merger outrage was a case of needing to come up with an RP validation for a game balance change, and some people feeling that the RP validation wasn't good enough.
In my opinion, the people who were dissatisfied with the RP explanations provided were often voices of moderation. They at least accepted that a merger could be explained to their satisfaction, even if they did not get the satisfaction they would have liked to have seen.
Edit: There were also a couple of people who seemed to have trouble separating the game fiction of playing a villain from real-world consequences, and actively (and seemingly fully seriously) wanted anyone who played a villain to suffer an explicitly inferior gaming experience as punishment for playing a villain. Merging the markets would implicitly improve the experience of market-using villains, and was thus unacceptable under this view. -
Quote:Well, the tiny minority part is what I mean about them probably not considering it worth doing. The ensuing outrage part is sort of what I meant about them not thinking about it, at least objectively.That right there is probably enough of a reason for them to leave it alone. Why go to the trouble of letting us store more inf, then deal with the ensuing outrage from people who haven't a clue about what the inf cap actually does just to make things a bit more convenient for what is ultimately a tiny minority?
I think we know they'll do things that cause moral outrage, at least from what are probably vocal minorities. They just have to think there's a good enough reason to do it. After all, they merged the markets, something that cause quite possibly the purest (in the sense of not being rooted in game balance) of moral outrages I think I've ever seen. What'd it take? From what we were told, it was the realization that maintaining separate markets was becoming a burden on their development time that they could spend on other things. -
Quote:I'm not really sure. I mean, think about the stuff they'd have to do for that. They'd need a new (but simple) structure of some kind in the DB to represent accounts, and something would have to be stored either in our characters or our global account to link them to the bank accounts they had, and (probably most labor intensive) the bank would need some sort of graphical interface. Given how the devs like to do this stuff, they'd also probably create a building or indoor office for us to interact with it (though they IMO could certainly re-use the market or Vault Reserve for that).At least i can email to my alts if they do nothing not sure why the cap is such a problem but i think a bank would be best solution to reworking a new cap.
I'm not saying the bank is a bad idea at all. I just have a hard time imagining it's actually easier than what we're imagining would be needed to change our inf from a 32-bit to a 64-bit number.
What seems likely to me to be the easiest-to-implement suggestion for working around the existing cap was the inf token idea. Of course I'm not sure what's involved in the creation of new "special" salvage items, but they seem to do it pretty regularly these days, so I'm guessing it's relatively simple. Having a merchant where you could buy and cash in the tokens/salvage for (say) 1B is probably simple - it seems to me like it'd just be a standard merchant interface where they had this one item for purchase and sale at (presumably) the same price. -
I agree. I feel that "benefit" of the inf cap is wishful thinking by folks who think that marketeering is morally objectionable.
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They may think that, but I would be surprised if any fervency with which they think it is actually based on, well, thinking about it very hard. Being philosophically opposed to raising the cap (especially if the cap actually affected many players) even if it was trivially easy is, in my opinion, something someone would only do in ignorance about about what an easily reached cap does and does not do. Such ignorance could be born of (or at least facilitated by ) not actually thinking very hard about it.
Not to say I think that sort of ignorance or lack of thinking about the matter is out of the question. -
Quote:Shocking, since a Controller doesn't as easily get soft-capped defense to three positions.Yeah cause a fort gets even close to the control a troller gets really pointless reply.
Hey, look, this guy can almost act like a twelve-year-old.Quote:Great name btw bet you are really cool at video games and stuff that does not matter.
FWIW, my forum and global name is my handle from FPS games of days gone by, and it's intended to be a joke. I guess I should be used to people assuming dumb stuff on the internet.
Wait, I though being awesome at video games didn't matter. I'm so confused.Quote:P.S. list the amount of 50s you have in a sig is just plain **** at best any way. *walks away from thread and gets back to playing*
By the way, thanks for the opportunity to report you for posting that last bit. Doing so may be petty, but I'm going to enjoy it. -
Uhh. You do realize they buffed the hell out of most of the pools when they gave them a 5th power, right? I haven't seen people griping about PPPs since then. There are way better powers than the Mu Guardian nowadays.
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Quote:I think, to your point, worrying measured sustained DPS outside of the situations you're talking about is kind of meaningless anyway. We use AVs and pylons and such to measure our sustained DPS because they're the only things that generally last long enough for us to sustain an attack chain long enough to bother measuring what we were sustaining. Since that means we have to sustain those attack chains, well, they have to be endurance sustainable. So that's pretty much always what we'll end up measuring.Granted, we often talk about DPS in the context of soloing pylons and AVs no temps no insps. Maybe that should be "endurance sustainable DPS" to distinguish. Because we need even more terms.
I'm sure there are some middle ground conditions, maybe fighting some Elite Bosses or something, where we might win a fight faster using a higher DPS chain that's not actually sustainable for longer term fights. But I'm not sure it's worth the effort to develop and document, even for the numbers freaks we foster in this forum. -
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My Night Widow is already an Arachnos outsider, having been essentially chased out against her will by vengful operatives in a power play against her commanding Arbiter. As such, she has Arachnos loyalties, but is forced to pursue other paths to power (and safety).
Like most of my villains, I dovetailed this with most of the in-game canon as presented by contacts, and envisioned a kind of non-baby-eating villainy. I imagined this as leading to something of an amoral mercenary approach to gaining power and influence. Doing for-hire jobs for both non-hostile Arachnos and non-Arachnos employers is a way to gain contacts (favors), money and information, while keeping skills sharp and developing new capabilities (levels, slots and IOs).
To me, the way GR presented the Rogue "alignment" fit how I already envisioned nearly all of my villains anyway, including my one Widow, so she's now a Rogue. She seeks out jobs that let her get loot, gain influence/infamy (both in an RP and game mechanics sense) and have a good fight.
I have another new SoA, but currently very low level and still a villain. I predict taking that one rogue too, but the backstory is not yet fleshed out. -
My point was really that I don't think they believe it's anywhere near seizing up. I can't really see the game's health being threatened by this. I am pulling numbers out of the air, but I'd bet less than 5% of characters have to worry about this. I also doubt the percentage of characters with the "problem" are increasing at a significant rate.
Even if 50% of characters were affected by it, it'd still be a QoL thing. It'd just have a better chance of being prioritized higher. -
The devs have, at this point, done much seemingly harder things than tweaking the variable/column type used to store our inf. I'm sure they could.
The 2B inf question is do they think it matters enough to do. My 2B inf is on "no". -
That post really needs to win some sort of award for poker-faced tongue in cheekitude. This despite the fact that poker faces are impossible to apply to text-based interactions - that post nonetheless practically projected a straight face into my home office.
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In I9 beta, they did. And for a while, people ran around utterly destroying things with procs in powers like Rain of Fire, Ice Storm, and Burn.
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Quote:I never slot level 50s of these. It's always more valuable to me to be able to exemplar down as far as possible and retain the +recharge bonus.Shh don't tell people that! For some reason lately they've been paying more for the lower level ones.
Then again, "for some reason" might be because they want to slot them on lowbies. I know I like to slot those asap.
Have you looked at the difference in enhancement% on a level 50 versus a level 25? Even for defense, where small % changes can be a big deal near the softcap, once you actually calculate the difference in total enhancement (remember, people don't typically just slot the Global in meaningful +def powers) times the base defense of a power, I have found the difference in a level 25 versus a level 50 to almost always be ignorable.
FYI, the lower ones have typically, though not always, been more expensive for a very, very long time. -
Quote:Just to be clear, I'm not just talking about really min/maxed ticket farming. I'm talking about any form of dedicated ticket farming, where you play the same mission with the same foes over and over. (To answer your question, in the better farms those foes usually are tailored in some fashion to be weak to your strengths, but it doesn't have to be anything spectacular. It being spectacular just probably makes you able to take on more foes and thus earn more tickets faster.)I have seen comments about specific builds for ticket farming before but i am not sure I get how you would build for that other than lots of AOEs to kill lots of critters quick.
Is it a question of picking the right mission to match your strengths
In my experience, there are only so many people willing to run farms for hours at a time on a regular basis. I'd say probably 1/3 to 1/2 the people I know well in game have farmed the AE at some point, but probably only like 1/10 or fewer of them do it with any regularity. The rest get bored and want to do other stuff.
That may happen with AMerits too. Even though you can't quite "farm" them in the same sense, you do still have to repeat the same content a lot. We're getting more in I19, though, so that may help sustain it. -
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Honestly, that sounds like last year's event, in terms of the spawns. There was a fair bit of complaining about how hard the spawns were to handle, especially on low-level characters.
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Quote:I'd like to see some breakdown of that. I use all these tools, and I would currently never try to outfit myself using any of the non-market tools as my general source of gear based on my perception of the time it takes me to obtain specific goods. I would use all those tools to produce goods either that I could sell on the market in order to buy what I really want, or sometime to produce strategically chosen items for which xMerits or tickets are the more cost-effective options.And to be accurate, I did mention up thread that the market was now for all intents and purposes irrelevant. Between tickets, merits, and the new hero villain merits just about anyone can completely evade the market and equip their character in good time.
My experience is not that the market is the only way to outfit one's self, but I certainly find it is the significantly more efficient one in general. This includes the fact that I typically produce stuff via drops, tickets, Merits, etc. and sell them. (Whether I produce random goods or not depends on the source.) I haven't tackled meaningful "marketeering" (flipping, etc.) in over a year, and I am working on the assumption that "marketeering" is more profitable per unit time spent logged in that fighting, especially since I really don't engage in classic farming.
So I guess I should start by asking what you mean by "good time".
