UberGuy

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  1. Looks like maybe a timing thing, as in they fixed it while we were trying stuff.

    I was doing various flushing and recycling, but still wasn't getting in. Then I read stuff online for a bit, tried again, and now I'm in.
  2. It's currently 3 hours after the maintenance window today ended, but I still can't log in.

    I'm theorizing that the IP address of the login servers have actually changed. When I try to log in, my game client acts just like it does when I have no internet, or no route to the login server.

    I can see that the client is trying to connect using TCP to 216-107-249-131.plaync.com on port 2106. However, nothing ever replies (my system issues SYN_SENT, but nothing comes back).

    Am I stuck waiting on Midwestern DNS servers to catch up to an IP address change?
  3. I still can't log in, 3 hours after the maintenance window.

    Was there an IP address change that has to propagate through DNS or something? My client times out when trying to connect to the login server.
  4. I think the most important part about this, in terms of market impact, is what it will do to relative pricing between things only Alignment Merits (AMs) can buy and things you can buy with both AMs or Reward Merits (RMs).

    Here's a basically fictional example of what I mean.

    Let's say today that an LotG global can be sold for around 150M, and a purple for around 300M. Roughly speaking, if you can get two LotGs and sell them, you can buy one purple.

    Let's say that a LotG costs 5 AMs, and a purple costs 15 AMs. Now let's say that, after the dust settles, we figure out that a single AM has a market worth around roughly 15M inf. The part about the dust settling is important, because I'm talking about letting people figure out the rate they can earn AMs, and the resulting opportunity cost relative to grinding out raw inf or RMs.

    Theoretically, if enough people have access to this system to grind out AMs as a way of producing things, the price of both purples and LotGs should drop. In the limit, purples would drop to 225M and LotGs would drop to 75M. (I don't believe it would converge so perfectly, but bear with me for the sake of the example.)

    The prices went down. That's great, right?

    Not so much for people who actually try to use the market to earn their way to purples by selling non-purple stuff. This situation would be a loss in earning power for sellers, because instead of being able to buy a purple after selling two LotGs, now they have to sell 3.

    Now I picked these numbers out of thin air - I have no specific reason to think this is the ratio of purple to non-purple costs we'll end up with. Still, I want to raise it up as something I find a bit worrying as a possibility. If the devs choose a poor ratio for the price of stuff in the AM "store" to the price of stuff you can get with RMs, they're can actually make the market less effective at letting people buy the RM-only goods.
  5. Quote:
    Originally Posted by Emberly View Post
    I was wondering if it was just me, seeing as there was still 400+ people logged in. I guess they were Euro people, maybe?
    Probably.

    I figured it was related to the announced change, but I opened a support ticket anyway. The response confirmed that it was related.
  6. I'm trying to figure out what explanation is worse...
    • That they didn't know that it would take the forums with it...
    • Or that it didn't occur to anyone to mention it.
  7. Quote:
    Originally Posted by Ironblade View Post
    Led a sheltered online life, eh?
    As I recall, my first threat of death or serious bodily injury occurred over a dial-up line using a 2400 baud modem.
    I don't think it takes a sheltered online existence to have never encountered this, at least not directed at one's self. Fortunately, people who overtly act like this are comparatively rare online, unless you're involved in an online community that's specifically likely to attract that sort of person.

    Note that I didn't say these people are rare in absolute terms. They're just a small part of most communities. As such, it's easy to not run afoul of them.
  8. I have my "bread and butter" attacks on numbers 1-4. If I have a Build-Up-like power, it's always number 5. If I have attacks that I use often but not all the time, they are on alt+1-4. I have all these powers in my tray, but rarely click on them, instead using the trays primarily to monitor recharge.

    Things like my armor/mez protection toggles (when I have them) end up in the third tray and thus bound to control+number. When I have a self heal, I bind it to the tilde key, and if I have two, I bind one to alt+tilde.

    My travel powers are always bound to my mouse side buttons, using binds that will cycle between them where appropriate. For example, I have one button that will cycle between hover/fly or CJ/superjump. For fliers, I also have a mouse button bound that will turn off hover/fly and turn on sprint.

    Esoteric things that I don't use very often but want to have handy are put on extra trays. As mentioned, you can have up to 10 trays. If you want a new one, click the "+" on your regular trays and you'll be given a new, "floating" one. I now have three additional trays open on most of my characters, with ones at the top of the screen holding things like temp powers and various teleporters and Ouroboros. When I want to use these things, I click on them with the mouse.

    Edit: I don't think you can use "regular" keys as modifiers the way you can alt, shift and control. However, you can use modifiers with your mouse buttons. (Alt+Button1 for example.)
  9. Quote:
    Originally Posted by Catwhoorg View Post
    I want to say its 90% XP (so a 10% reduction), but I can't find the relevant patch note. Grrr
    All I can find on the live patch notes is this, from the I16 live notes.

    Quote:
    Minion and Lieutenant Freakshow entities in the level 20-38 range have had their XP multiplier lowered to 0.95
    However, this is a quote of the original change, which came from Test server patch notes. (I found this as a quote of the notes - the original post appears to be gone.)

    Quote:
    Reduced experience and influence rewards for all Freakshow entities. Minions and Lieutenants modifier reduced from 1.2 to 0.8, Bosses modifier reduced from 1.4 to 1.0.
    My memory of the sequence of events was that 1st quoted change was actually a follow up to the 2nd, seemingly a concession that it wasn't so easy to defeat Freaks at earlier levels.
  10. Quote:
    Originally Posted by Havoc_X View Post
    Sorry "Uberguy" your one of the biggest reasons that the original thread was removed. You childish attacks on anyone that wanted a change/improvements to fixed a broken market was assinine. Give it a rest already.
    I am absolutely positive you are confusing me with someone else. The only "attack" I directed at the poster in question was to inform him that he was acting like a 12-year old, in specific response to his resorting to telling people to come see him in real life so they could have a fist fight. I kid you not.

    Also, that thread was removed because a poster resorted to death threats. It's really that simple.
  11. Quote:
    Originally Posted by DumpleBerry View Post
    Considering the whole "alignment" thing, if you switch sides I feel as if they should turn "negative." As in, if you have three unspent villain alignment merits, you'd have to erase all of them to become a full hero.
    That's brutal, but I do like it.
  12. Quote:
    Originally Posted by Havoc_X View Post
    LMAO... nothing like posting this in one of the most biased forums around... second only to the PVP crowd.
    Clearly if we hung out where you do instead, with people like you, there would be far less bias.

    Wait...
  13. This isn't a complaint, but there's nothing in that system that says that someone who wanted to not lose their earned H/VMs wouldn't just spend them and then set about switching. I mean, yeah, you could lose them, but I'm not real sure why anyone would, at least not short of a serious dedication to roleplay. (That or a lack of interest in actually spending H/VMs at all).
  14. UberGuy

    expand lvl to 70

    Quote:
    Originally Posted by _Pine_ View Post
    > instead of the devs fixing the hole in the wall that let you finish it fast, they just made it so that no one wanted to do it except for the stinkin badge.
    This is off-topic, but a hole in the wall was not all that allows this to be finished fast. I was never on a team that used a hole in anything, and we were doing it in 10 minutes. (We still could, but we never bother unless someone just wants the badge.)
  15. I mentioned this earlier, but I want to expand on it in case it's not clear to you (Driver 8) as a new player.

    The curve in how much characters earn at a given level is not linear with level. It's actually roughly exponential. Near level 50, characters are earning hundreds of times more inf per foe defeated than, say, a level 10. This is then compounded by the fact that near-50s also fight over-level foes more easily, which are worth even more, and can also probably fight and defeat many more foes in the same elapsed time.

    At low levels, it probably seems like nonsense to you that anyone would pay so much more than they need to in order to buy something, but compared to you, they are probably making vastly more inf per hour played.

    Interestingly, the market was explicitly viewed as a means for such wealthy high-level characters to pour their money on lowbies. This is one of the reasons why certain things only exist at low levels - the primary way for high-level characters to get them was supposed to be buying them from low-level characters. (As an aside, this hasn't worked that well for recipes - the "good" low-level ones are too rare compared to how long characters are at the levels where they drop.)
  16. Quote:
    Originally Posted by Driver 8 View Post
    Any advice for the confusing (and in my experience so far, common) case where there are thousands selling, none buying, and the last listed prices look like a bomb-test seismograph? That's the kind of thing that makes me pull my hair out.
    I can probably explain what's going on there as the aforementioned impatient and rich people buying things by rote price entry. We see it a lot, and some of the regulars here (some in this thread I think) bid that way regularly. The price is so seemingly volatile because there are people paying anywhere from 1-4 orders of magnitude more than they needed to.

    We see this kind of pricing all over the place, but the more expensive something is, the less frequently it happens and/or the smaller the overpayment. (It's very common to see someone pay 100,000 for something they could have gotten for 100, but you can probably guess it's extremely rare to see someone pay 1,000,000,000 for something they could have gotten for 1,000,000.)

    So, in summary, what you're seeing is that the item in question is basically worthless, but people are paying a lot for it anyway, because they are rich enough compared to the cost that they don't care.

    Of course, if they looked at the price/bid/list info, they'd probably see they could pay less and still get it, but for some folks, it's just more convenient to throw the inf at it and be done.
  17. Quote:
    Originally Posted by Driver 8 View Post
    http://forums.worldofwarcraft.com/ch...Id=11119&sid=1

    Ummm... you count 'em, my eyes are crossing. ;p Lots and lots?
    Wow (no pun intended). Yeah, you're right, that's 238 servers (no, I didn't count them by hand), and that's actually more than enough to divide up the population so that any one WoW server's market pool is comparable to all of CoH's. In fact it may actually be smaller given that it's further divided by faction.
  18. A couple of things you might not be up on... as nice as fancy inventions can be, you absolutely don't need them to play the game. The game was created and ran a long time before Inventions were added, basically all of the content is designed around on the assumption that you don't have them.

    Before we had a market, it was actually somewhat challenging (and fairly widely considered annoying) to keep yourself equipped in Training (TO), Dual-Origin (DO) and Single-Origin (SO) enhancements. However, in today's market world, you can make more than enough to buy those even if you list your drops rather unintelligently on the market. Your most likely bread winners are actually low- and mid-level arcane salvage. These are needed by people who want to craft Common Invention Enhancements, but high-level characters have to go out of their way to obtain such salvage. They tend to throw a lot of money at lowbies for this salvage compared to what lowbies need to be self sufficient.

    To get a sense of what's good to sell, the things to look at in the price history are the dates on the last 5 history, the number of bidding, and the number of listings.

    In general, something will sell quickly if it has lots of bidders and either few listings or a rapid pace of transaction in the history.

    The more of something is for sale compared to its number of bidders, the lower you want to list to ensure you move the item, assuming you bother to sell it at all. A low rate of transaction in the history compounds this - something with lots for sale and a low sale rate is going to be harder to move.

    The more bidders there are compared to the number for sale, the more likely you can sell at a high price. If something has a lot of bidders, few for sale, and you list for any price up to something in the last 5 history you're probably guaranteed an immediate sale. If you list for more you still might sell in fairly short order, but possibly not immediately.

    Remember, in this market, the buyer buys listing that had the lowest sale price lower than the bidder's price, so selling things fast is about being the lowest price seller. How far down the scale you're willing to go is something of an art. You want to be high enough not to be swept up by people looking for ridiculous bargains but low enough to undercut most everyone else. The more people are bidding and the fewer of the item are for sale, the less likely it is you will be bought by a bargain hunter, and more likely you are to be bought by someone who wants one right now.
  19. Quote:
    Originally Posted by Driver 8 View Post
    I don't think WoW's larger playerbase is a significant factor, though, because its markets are per-faction per-server, whereas CoX's are per-faction cross-server. Is that correct? If so -- I don't have numbers handy, but I think the population on one WoW server doesn't exceed the playerbase of CoX.
    How many WoW servers are there? There are something like 10 million WoW subscribers, while CoH has something like 100,000 subscribers.
  20. Quote:
    Originally Posted by Driver 8 View Post
    By 'bizarre enormous price swings' I mean something like this:

    10,500
    5
    100
    222,222
    1

    This is not what I would call useful market data.
    Based on the presence of 1, 5 and 100 inf sales in that list, I am guessing you are looking at common salvage.

    Common salvage prices are poster-children for the whole "more money than I need to buy that" phenomena I was discussing.

    At level 50, a +2 boss is worth something like 64,000 inf. A +2 minion is worth something like 7000 inf. (I'm going from memory, so I may not be right on with those numbers, but they're in the right ballpark). A level 50 can earn 100,000 inf by taking a deep breath in a room of foes. You can make something like +10M inf selling a lot of level 50 recipes if you craft them first (selling an enhancement instead of a recipe). So a lot of people throw 1-3 extra digits at the price of common and uncommon salvage just to get it right now so they can craft the enhancement and get back to beating stuff up sooner. Spending 15 seconds on buying that piece of salvage probably costs more in lost earnings than they spend by paying 10x too much for it.
  21. Quote:
    Originally Posted by Driver 8 View Post
    The market in WoW has what I see as two crucial differences. First, rather than a limited number of slots and an unlimited auction time, it has an unlimited number of slots and a limited auction time. You could post a kersquillion items or bids, but none would ever last longer than 48 hours. Second, the game engine allows (even encourages) addons which can get/store auction data and enrich your auction house interface.

    These things combine to create an extremely stable market. Although it differs from server to server (as the market isn't linked between servers), on an established server it's possible to post on the forum and ask what something should be selling for, and people who use the auction data addons can tell you quite specifically what a fair price for the item would be.
    I'm not at all sure why you feel that those attributes are what create a stable market in WoW. In fact, long-standing bids have a tendancy to stabilize prices, so 48-hour maximums actually is a force against price stability.

    CoH's market has high price volatility for a few reasons. Possibly the most strong influence on this is the short price history. People who do not spend time tracking long- and medium-term price trends base their bid and/or list prices on that history. But because that history is so short, it is subject to perturbation by even just one sale price that varies significantly from the other four. Some people will speculatively bid on low deviations and speculatively list on high deviations, and this can cause drift or even sudden shifts in the short-term trend.

    Another contributor for CoH's price volatility is that there is a lot of currency in the system. I can't really compare this with WoW, as I don't play it, but I can see what happens here. Imagine you are have just huge piles of cash on hand, and want to buy a Paragon Widget: Bonus to Ego. You want one right now, and you want it crafted, and you have more money than you know what to do with, so you bid 3x the going rate. Then combine that with what I described above about the short history and its impact on price volatility, and consider what might happen.

    Add in all of this that we also have some people selling things for much less than they are worth. This too is a potential shock to the price trend, though for popular or high-demand items this shock tends to be absorbed by flippers or other folks with low-ball but still "reasonable" price bids.

    Finally, WoW has a much larger playerbase - closing on two orders of magnitude larger. That creates much more market activity, and more market activity (buyers and sellers) improves how well a market converges on stable prices.
  22. Quote:
    Originally Posted by Tenzhi View Post
    Six of one and a half dozen of the other. Which is to say that only crazy people would do things they don't enjoy to entertain themselves, lest we forget that this is a game and its purpose is entertainment.
    "You keep using that word. I do not think it means what you think it means."
    • An inaccessible place is very difficult or impossible to reach. Adjective
      • ...the remote, inaccessible areas of the Andes rainforests. + 'to'
      • The route took us through scenery quite inaccessible to the motorist.
      • inaccessibility Noun (uncountable) /'ɪnəksesɪb'ɪlɪti/
        • Its inaccessibility makes food distribution difficult.
    • If something is inaccessible, you are unable to see, use, or buy it. Adjective usu v-link ADJ
      • Synonym unavailable
      • Ninety-five per cent of its magnificent collection will remain inaccessible to the public. + 'to'
      • We gained a rich supply of data which would normally be inaccessible.
      • inaccessibility Noun (uncountable)
        • ...the problem of inaccessibility of essential goods. + 'of'
    • Someone or something that is inaccessible is difficult or impossible to understand or appreciate. Adjective usu v-link ADJ disapproval
      • A lot of contemporary music is virtually inaccessible. + 'to'
      • ...using language that is inaccessible to working people. + 'to'
      • inaccessibility Noun (uncountable)
        • ...the inaccessibility of his literature. + 'of'
    I accept that you will not use the market because you do not enjoy doing so. That does not mean that the market is "inaccessible" to you. The word "inaccessible" has a meaning, and they way you are using that word does not fit the context of what you are saying. No matter how well-founded your reasoning for avoiding the market is within the context of what you do and do not enjoy, it does not mean the market is "inaccessible" to you. You can use the market (productively) but you choose not to because you do not enjoy doing so. Choosing to avoid the market is not the same as being unable to use the market, even if the end result is the same.

    Why do I care about the semantics? Because semantic manipulation of terms like this can be used to make a subtle argument. The claim that the market is "inaccessible" to you suggests a potentially serious design flaw. You see, I would agree that the market should be accessible to all players. I do believe that all players have that access, but your assertion makes that sound untrue. Likely at odds with you, I accept that once they have that access, what players can achieve with the market can be widely variable based on their interest, level of activity, and enjoyment of using the market. However, that variability is not the same as variability in their degree of access to the market. I do not believe that the market must appeal to everyone, because I know it cannot.
  23. Quote:
    Originally Posted by Tenzhi View Post
    But I don't expect that it will change to what I'd consider a more reasonable system. It's firmly entrenched and largely inaccessible to me (even moreso now than it was awhile back when I actually managed to mostly slot out a character with sets) and likely to remain that way (or become even worse).
    Based on what you're saying in the rest of your post, it doesn't sound like it's inaccessible to you. Instead, it sounds like you choose to make little and/or marginal use of it, because you don't enjoy it. I can't fault you for not enjoying it any more than I could argue with you about the types of pie you like the taste of, and I don't particularly expect you to partake of something you don't enjoy. However, assuming I understand you correctly, I don't really feel it's fair to describe that as inaccessible.
  24. Quote:
    Originally Posted by SwellGuy View Post
    The only thing I can imagine that would cause the prices of purples to fall significantly would be to up their drop rate a lot.
    There are other things they could do, and it's true that they all amount to increasing the supply at some level. But some versions have different effects than just bumping the supply across the board. Merits are kind of an example. For example, if they sold purples somehow in exchange for something (not merits) that was, by some other measure, worth less inf than current purple prices, presumably the market price of purples would fall to around that worth. (Plus, of course, some premium the very wealthy would be willing to pay because they can get money more easily than that hypothetical other thing - see crafted LotGs.)
  25. The people who think they want price caps want a fixed-price store. Price caps on an actual market won't do what anyone who has suggested it thinks it would.