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As soon as we got AMerits, the price on several high-priced Pool C/D rares dropped significantly from pre-I18 highs. Notably, they dropped below blue side highs; red-side highs were significantly higher.
It seems plausible that this is due to the comparative ease with which people can earn enough AMerits for both a large number of random rolls and individual Pool C/D recipes. While RMerits can be earned in large numbers, I do think the TF minimum team size requirements act as a barrier to entry for significant parts of the player base. So while the throttle on AMerit earning rates may be more significant compared to merit earning rates, I suspect more players are hitting the max AMerit rates than are approaching the max RMerit rates.
I suspect something similar is going on with tickets, but don't have as clear a theory on why. Perhaps fewer people are interested in ongoing ticket farming, or lack characters that are sufficiently good at it to spend their time on that. -
Quote:I think this is a really important thing to highlight, because I am positive a lot of people either aren't aware of it, or it doesn't really penetrate their consciousness.Last time I tried this, I found a couple thousand at low prices, then the last 4000 were at prices like 100K, 500K and so forth. I think of those as a fossil record of people who tried what you're recommending and ran out of money, time or slots.
For almost any in-demand item, there is usually a lower crust of items for sale at prices much higher than the usual "going rate". When you see supply on something drop and then prices shoot up, that's not always because some profiteer ran in and jacked up the price by selling his wares at 10x (or more) than the long-standing price.
Instead, what happens a lot of the time is that those 10x or whatever list prices were sitting just there for sale, but untouched because it was constantly being undercut by lower sale prices. When supply of the cheap stuff dries up, someone with more inf than patience showed up and raised their bid until they bought one or more of the high-priced items.
Now that this is in the history, some new people dropping in supply probably do raise their sale prices to reflect those "legacy" item sales, and we get a price spike.
Sure, sometimes it really is someone taking advantage of the supply shortage. And sometimes, that might even be why someone left "overpriced" stock for sale for a long time. But I think it's more common for active marketeers to want to keep their slots churning along, rather than tie them up with items that may not move for a long time. (Edit: Particularly with salvage.) -
Quote:When a theory syncs well with a lot of observable events, that lends a lot more credence to the theory that claims to explain the same phenomena, but doesn't sync with observable events or is only valid if you exclude some the same observations. It also helps when theories have had a lot of discussion. Theories about CoH market manipulation is have had a lot of discussion and even experimentation. There's certainly been a lot of static in the discussions, but we have still filtered out some pretty applicable knowledge, too. It's not that new theories are always wrong, though some people act that way. It's that new theories have an uphill battle to show why they're better than the existing ones - they need to present a good case in order to displace the current thinking, exactly because the current thinking has usually been put through a lot of paces.Everyone here needs to put their big boy underpants on and realize however "right" you think you are does not mean you are. And that is regardless of how many people agree with you. You aren't omniscient. Unless you can produce undeniable FACTS, your opinion is THEORY or OPINION and therefore it is no better than anyone else.
In your original posts on the topic, you said things that suggest you really aren't necessarily that familiar with how the in-game market really behaves. It's unfortunately pretty common for folks like that to come along and make sweeping declarations about what is going on about the market. How likely is it that someone who illustrates fundamental lack of understanding about something is presenting a valid theory about what's going on?
It doesn't help that it's common for people making what seem (to market regulars) like outrageous claims seem all too often hell-bent on the perspective that skilled market users are all some horrible people who act purely as leeches on the community of otherwise innocent CoH players. They lace their "theories" with denigrating references at best and outright insults at worst. That's a sore spot with a lot of us, and it doubtless makes us lash out worse than we should against people who just have seemingly poor theories. That's what I did with you.
I want to be clear - I don't think you did the things I'm talking about above, at least not in the same sense we frequently see. Based on your original posts, I handled you pretty dismissively and you challenged me to provide some backing for it. I took that seriously and posted a lot of information. You seemed to me to really consider the things I said, and you modified your position, even if just slightly, to account for it, and that really reset the tone of our conversation.
For what it's worth, none of that's is what was going on in my conversation with Another_Fan. Don't get me wrong, he's a frequent voice of dissent in the Market forum about how more manipulation goes on than the regulars want to admit. But while he and I are usually on opposite sides of that argument, you might notice that nowhere in that huge conversation did that topic actually come up between us. -
I've noticed the change. It's vaguely annoying only in the sense it makes it less convenient to jump in and AoE stuff to death. That suggests to me the change was fully intentional, and thus very unlikely to ever go away.
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There are some pretty simple observations that probably explain the price of the AoE set PvPOs.
- The harder one for me to back up is the observation that PvP and other hardcore players seem likely to drive the high-end prices of items. What I see among PvPers I know is that they have some of the most driven players, who will do pretty much whatever it takes to equip their characters. I don't know anyone who can break the game better than the PvP players I know, and they regularly turn it into profit. Even though not all of them do this, some if the ones that do are so rich they can often equip friends and teammates, even with top-end gear. I've also seen changes in PvP FotM trends directly correlate with shifts in top-end market price of goods over the course of numerous issues.
- Since I13, a lot of "true" AoEs had their PvP damage scale gutted hardcore. Single-target attacks are where the money is at in trying to deliver burst damage. I suspect anyone sloting AoE sets in PvP is after their set bonuses. Even then, the only one that looks really attractive (especially for its position in the set) is -KB in the PBAoE set. But you can get -KB in the ranged sets and get a strong attack in the bargain.
- Their PvE bonuses are not especially attractive. Javelin Volley is one of the only Targeted AoE sets which offers decent recharge enhancement, but its good bonuses are kind of lame unless you're on the prowl for knockback protection.
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Quote:So those toHit vs. foe level tables that often get referred to in toHit/defense mechanics discussions are really giving the result of a calculation.When we say players have base 75% chance to hit but critters have 50%, this is the intrinsic number that refers to (and now there are those 64% critters running around).
+0: -0%
+1: -10%
+2: -19%
+3: -27%
and so on.
Maybe not necessarily useful, but definitely interesting. -
Quote:Well, I'm not sure if I'm answering the question you asked, but only "% chance" and "for 120s" IOs are "procs" in the traditional sense. I think most people would not categorize "for 120s" IOs as procs at all, but mechanically they are identical to procs with a 100% "chance" of triggering when you activate your power.Oh, interesting. The 120-second procs work regardless of exemplar level, as long as the power they're in is active (or is an auto power). I had assumed that procs in general worked regardless of level, but apparently not?
Things like KB IOs and LotGs are not in any way tied to the slotted power's activation, thus the sense in which they are not procs. Slotting them is like gaining an auto power. You keep it unless you exemplar to low to have it, which in this case is the slotted IO's level -4 or lower. -
That giant robot looks bad-freaking-derriere. I know he's probably not really much bigger than the Crystal Titan, but he looked damn cool punching the ground.
I want to play that TF just to see that thing. -
Isn't Reichsman's shtick that he's supposed to have already sucked up the power of other worlds' Statesman equivalents?
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This was actually discussed quite a bit during I18 beta. Sadly, there wasn't a ton of consensus among the posting players, and I don't think the devs ever chimed in on the topic of the bar.
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As others have said, I don't see a ton of SG recruiting any more, for suspected reasons already posted. However, that doesn't mean there aren't SGs welcoming new people. If you're looking for a SG, I recommend posting about it in the forums for the server(s) you're interested in finding an SG on. Most of the active SGs that are interested in new inductees seem likely to have a forum presence, at least in the server forums.
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That sounds like a bug. I have one slotted in Hide on my MA/Regen Stalker, and it's +6% absolute.
Is it even possible for it to be based off of 75%? I didn't think that number was an actual attribute. I thought our "base" hit chance was a lookup based on our foe's relative level, and the 75% display in the combat monitor (valid only for +0 foes) was just a simplified display value. -
Quote:I wouldn't prefer one, but I would not say I would never do one.No you're not, I don't care how good a player is there are certain challenges where even with an infinite amount of time you will fail without the right team. Like a MoSTF I would NEVER do with a Fire Tanker.
Honestly, I buy the argument that if they truly know what they're doing, have decent support or at least a tray full of insps, they'll be fine. I've just seen it work too many times to not believe it.
Riskier than going with a tougher tank? Sure. Serious risk of failure if you know and trust the player? Not in my experience. In my experience the unknown player with the "right" build was actually a worse risk. -
Quote:Actually, I didn't even look. I figured you were around long enough to remember at least some of that stuff. The long-winded background was only intended to paint the big picture (and maybe be interesting info to newer readers), not specifically to educate you personally.Don't let the forum registration date fool you UberGuy, been here since before Issue 2 dropped.

Probably true, and I didn't really think of that. I will say that other than being poorly advertised in game, I think global channels are a much more effective way to get people together.Quote:You need to toss in global channels that did away with crowds around Trial and TF contacts or crowds at the Tram stations looking to form teams to explain today's near ghost town status.
Maybe. I'm not sure there's much mileage in dropping the mission complete bonus. It's only about a +2 boss's worth of XP. (Edit: I can't remember, does your level setting for mission difficulty still affect this?) If you play on low settings and don't kill everything, it's probably going to be a decent percentage of your mission XP. If you play on high settings and tend to defeat everything, it's a drop in the bucket anyway.Quote:The pendulum has swung way to far over to instanced missions since the early days. Maybe with all of the other changes, to debt, to the XP curve and to difficulty settings, maybe it's time to drop 1/2 debt and eliminate/reduce mission bonuses.
I really can't see them doubling debt in missions. They could halve it outdoors, but that seems kind of meaningless, given that there are so many other reasons to run missions. -
Quote:Whew. That's a good thing!You are still missing it. Its not about me being wrong or right.
If you say, so, Fan. At no point in this have I tried to change my message. I've gone round and round trying to say it in new ways, and apparently you think my message changed along the way. I honestly don't know how or why you think that I did change it with as many posts as I've dedicated to trying to circle back to the original point, but even I can keep it up so long. I don't even know if television-grade CSIs could find this dead horse, we've beaten it so long.Quote:Its about you squirming to come up with new ways you are right. It was always about you beating on the original posters about trivial points and not being able to acknowledge your own errors.
Revel in your self-declared victory. There was nothing to be won in any case. -
I was on some teams recently that spawned and fought him, and it seemed to us that there was no message.
It's certainly possible he was already spawned, but that seems fairly odd. Given his other constraints (stealthy, flyer, etc.) it might be better if he more aggressively got a replacement spawn, even though I understand that could be problematic on its own. (Having him despawn if you take a long time to form a team or DPS him slowly would be annoying as heck.) -
Heh.
I understand your diagrams. I understood the first ones. I bet a lot of other posters did to.
I just don't see how you can't get that they don't help you. They don't make what I said wrong, because what I said was a valid generalization. That's what you don't get. You're arguing for a specification of the generalization because there are exceptions to it. I'm arguing that the generalization holds regardless of how many Venn diagrams you post showing how the exceptions overlap. Especially when they overlap to the extent that prices here really do if you accurately depict the scale of the overlap relative to the size of the sets involved. I am willing to bet you won't try to do that scale depiction, though.
The beauty of it is that no one else cares about what you're arguing. Even the people on the other side of the argument in which that was said didn't care. I'm positive they could have run out and found examples of Pool A/C/D rares that cost more on the market than some purples do. They didn't need to, because they understood the point that was being communicated, and calling out exceptions to it that way wasn't germane to the point being made.
And you really don't get that, and that just amazes me to no end. -
Quote:They're become window dressing. They give a sense of immersion on their own, with no other players needed.Then what's the point with them? Why all the crime in the street?
I have a certain nostalgia for it too, but I recognize that there are real problems with it in this game.Quote:I miss the early days when you see dozens of players moving and fighting through zones. With all the ways you can take shortcuts nowadays from one zone to another I simply miss the enjoyment of sitting back and watch players flitting about to and fro.
This game gives its greatest rewards for defeating foes. It's combat-centric, and always has been, and I believe that's because at its core from day one, what our devs originally released was a cool, mid-scale team PvE combat simulator with a bad-*** costume editor. That set the pace and the expectations for everything that followed.
Not long after release people figured out how to build and slot enhancers such they could take on multiple over-level foes. Back then, the only place you could get lots of over-level foes was outdoors. "Street sweeping" was a direct outgrowth of this.
This was a serious challenge for the devs in the days before difficulty settings. They were creating instanced content that large swaths of the player base were not playing because the best reward was not in those instances. So they started doing things to attract people back into the instances. Larger mission end rewards, 1/2 debt in missions, and even the original reputation "sliders" (Heroic, Unyielding, etc.) were enticements to get players back in missions. That tradition has continued all the way through I16's difficulty settings (which helped move people back out of the AE after that became the most recent "street sweeping").
So they keep using carrots to funnel reward-interested players into mission instances. Combine that with travel powers and you've got a game world full of players traveling at 50+ MPH to get from mission door to mission door. They're going to blow past all that stuff, and that's what happens a ton of the time for an awful lot of players. I have only very rarely met players who were interested in moseying through zones. Even though I've met people who had characters with no travel power for concept reasons, they still tried to get from mission to mission as fast as they could given that restriction, at least in the days after street sweeping was no longer vogue.
Remember, the devs (I think Statesman told us) that they originally envisioned us fighting our way from mission to mission. How they could possibly have envisioned that while giving us travel powers like Fly, SJ and SS, I don't know, and nothing about how they placed missions relative to one another or laid out mobs in zones really seems to line up with that expectation. That said it's probably not the most extreme prediction error our original devs had for how people would play the game they built.
Ultimately, addressing this at this point would probably require a serious rejiggering of both the mission and reward systems, which doesn't seem that worthwhile to me for the benefit of bringing back that nostalgic outdoor teaming activity.
It's not like I want them to get rid of the zones completely, because they do provide a sense of depth, even if they have no players in them at all. It would be a deeper sense of death if there were players out and about in it, but the game is currently set up to make people want to be in missions. I think it makes complete sense for the devs to give players the ability to get into those missions more quickly as a QoL improvement. -
Quote:I suspect part of the point is that the screaming about manipulation is often about common salvage.Common salvage really doesnt show real signfiicance for the type of experiment you were trying to do. You need to get into a more sought after and higher priced item (IO's escpecially) to really see what you originally expected.
Set up something with a much more significantly priced item and see what happens. I bet the results are radically different. -
FWIW, if they could get us to a 64-bit signed integer for inf, the "hard" inf cap would become 9,223,372,036,854,775,807. Given the assumptions that 2B is derived from being near the max size of a 32-bit signed integer, that would probably become 9,000,000,000,000,000,000. That's 4.5 billion times as much inf as we can carry now.
Taking the richest people I have ever heard of on this forum including things like summing their wealth across all characters or counting things like having several hundred crafted purples in storage, and then throwing in a couple more orders of magnitude just to be sure, that would be something like at least 450,000 times as much money as I've ever heard of anyone having on hand at one time, ever.
That seems like it might be a number we'd never achieve. Someone might be able to do it, but based on the last couple of years of seeing people post about earning rates, it seems like that could be really hard. -
Quote:Aren't you an English teacher or something?it was never about facts as far as you were concerned.
You put the last nails in that coffin with the most recent posts
I ask because I have no idea how you can post those words, have them mean what I think they mean, and be serious. I really don't. -
Not sure from that post if you realize this or not, but the KB protection IO doesn't care if your power is on or not.
Only the IOs that say "for 120 seconds" or have a "X% chance" in their effect description need to be in active powers to work. The others work regardless, unless you happen to exemplar to more than three levels below the IO's level. (This includes the possibility that you actually lose the power the IO is in due to exemplar or any other powers restriction. The IO will still work even without the power it's slotted in down to its level-3.) -
Send that to Noble Savage. I bet his team could slip that in.
It'd have a wicked twist to it if they put it in a booster pack, though.
By the way, I almost typo'd his name as "Noble Salvage". Who wants a new character name? -
I know this isn't helping put the game on track, but there are some more aspects of the game that make this kind "long tail" on things like recharge (where the last few percent improvement are the hardest - and often most expensive to obtain) important.
There are two effects that play into this. One is HP regeneration. The fact that foes, especially big, tough foes like AVs and GMs, have high HP regen means that the benefit of an increase in DPS is not linear in terms of the time it takes you to beat them down. That means that the seemingly decreasing gains in DPS we get far out on the +recharge graph can translate to better improvements in kill than they may appear to. This is most important to people who build to do things like solo AVs, but it can matter even in more typically team-oriented fare. Beating down Reichsman comes to mind.
This also works on the flip side when you're talking about things like your own click heals (self or ally). A 5% increase in how fast you can dump healing on people could be a much larger increase in the time it takes mobs to kill you (or your allies). That can translate directly into the ability to play on higher difficulties, which probably means more XP or inf/time played. (Not that healing is usually the strongest effect we have going in our favor, but it can be extremely helpful as a backstop behind other mitigation types.)
Finally, getting your AoEs back faster can have a way, way nonlinear effect on how much stuff you can survive. This is because the damage you take over time is a function of how many foes you're facing. The faster you can kill them off, the less damage you take per unit time, and the more (or the higher level of) foes you can survive in the same timeframe. Going back to the footstomp example, killing off the minions in a x8 spawn 20% faster might reduce the damage you take per spawn by two or three times that. (I tried to quantify it better as I wrote that, but there are just a ton of factors.)
Anyway, the above isn't meant to try and convince anyone they should spend a lot of money on purples if they aren't interested in it. It's just to put a tiny bit of science into the idea that high order recharge buffs can be really a lot more valuable than their raw recharge ratio (or absolute time change) benefits might suggest. -
I am, Fan. I've always said this was about the categories. You just don't understand what I mean by that, or you don't care.
So neither do I. "
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