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Quote:You can try to lump them together all you want. I'll happily point out that doing so is moronic.Once again you get the two together as a package. Some people may dislike the abstract idea of a market others may dislike the particular implementation that we had.
We had a piece of software. It did certain things. It now does those things using more keystrokes, more mouse motions. It's very basic for people who have a working software interface to be dissatisfied with changes to that interface that reduce their operational efficiency. This happens with all sorts of software, from loan origination applications to word processing to incident management. Those are applications where people get a certain level of productivity per time, and reducing that productivity potentially reduces their reward. Now that's a real world scenario where you're talking money. But in this game, the market and playtime itself is also something that has a measurable return on time spent. The market changes reduce that. Of course the most prolific and productive users of the market don't like that.Quote:I really never cared why in particular. This is a game, if people didn't like using the market to get their shiny at a reasonable rate that was enough. Now your "Haves" are complaining that it is harder for them to have, seems they have something of a sense of entitlement going.
You can try to dress that as some sort of entitlement to suit your own arguments all you want. It's painfully obvious that it's a twisting of the reality of the situation to pretty much everyone else. -
Very specific, quantitative descriptions have been given of how it now takes longer to perform the same activities. That is a degradation in performance. It unquestionably came with some benefits, but when those benefits did not apply to the users now degraded they are experienced as a pure degradation.
For example, I never had problems opening the old interface. There were people who did, and now they have a working interface. That's awesome, but it doesn't change the fact that the new interface is slower to use than the old one. Both I and the people who could never use the interface before would benefit (further) from the new interface being further improved to reduce the increased need for scrolling and clicking .
Being able to bid on a 10 stack of enhancements or inspirations is nice, but of far less regular utility to me than being able to see what I'm doing as I bid on salvage and sell IOs without having to constantly twiddle my scroll bars. The old market didn't need a window divider, but the new one does, and it moves to the bottom of the window every 3rd time or so I revisit the market. That's not an improvement.
I didn't address the breakdown, so while this point is true, I don't see the relevance.Quote:And once again neither of us has hard data on the breakdown on why people that didn't like the market in the game didn't.
Which has nothing to do with the price of tea in china. Again, you're lumping together people who don't like either the idea of the market or the current status quo between the "haves" and "have nots" with people who either like the market or at least don't mind it as a means to an end, but who dislike the changes to the new interface.Quote:What I had said was their position was just as valid as the people who liked it. -
Quote:What an incredibly self-serving argument. How convenient for you it is to lump people who don't like crafting or playing "City of Day Traders" with people who actually like doing those things but are unhappy because there's a new interface for doing so that has new issues.People liked/disliked the old market as a package. People like dislike the new one as a package. I wouldn't be surprised if some of the people that disliked the market before start trickling into this forum to brag about their market victories now.
People in the former category don't want to play because they somehow feel they have to use the market but often claim they can't (and don't want advice on how to). People in the latter category know how to use the market and consider doing so a big part of their play, and are depressed because it's been degraded.
I'm not sure if you need to wake up and smell the coffee, or if someone shouldn't just pour some on you. -
Another post of "gotchas", but these are more complicated.
There are a few different types of benefit you can get from IOs.
- Set bonuses from slotting multiple pieces of a set.
- "Set like" bonuses from slotting one special IO. Examples - Luck of the Gambler:Recharge, Steadfast Protection:KB protection, Impervium Armor: Psi Damage Resist. These benefits appear in your "Set Bonuses" list on your powers tab, just like regular set bonuses.
- Random chances for some benefit when you activate a power. Very common examples are "damage procs", which have a chance to deal bonus damage when a power affects a foe. These have some special rules I'll touch on below.
- A benefit that affects you when you activate a power, and usually lasts for 120s after that activation. This also has some special behaviors I'll touch on below. Examples - Miracle:+Recovery, Celerity:+Stealth.
Random chance IOs will work at any level as long as you can activate the power they are slotted in. Obviously, if you lose access to a power for any reason (including exemplaring, Arena settings, or Ouroboros/TF challenge settings) you can no longer activate it.
When you slot a "chance of" IO in a passive or toggle, it may not do what you expect. Passives and toggles have hidden activation rates, usually ranging from 0.5s to 10s. No matter how fast these powers re-activate internally, a "chance of" IO isn't checked for activation more than once per 10 seconds. This can have some possibly surprising effects - for example, Rain of Fire actually summons a pet that uses a passive power to deliver the rain's attacks on targets nearby. Putting a proc in this power will check every target in the effect once at cast time and once every 10s after that for the duration of the rain (15s).
The "120s" benefit IOs follow the same basic rules as random chance IOs. They're basically "chance of" effects with a 100% chance to happen. When you do something like slot a Miracle:+Recovery in Health, it basically becomes an always on effect, because its benefits last 120s and Health internally re-activates every 10 seconds. This often causes confusion, because people then have a hard time distinguishing that from "set like" bonuses. However, if you lose Health, you lose the benefit of the Miracle, no matter what level it is.
Hope that wasn't too dense. -
Quote:Here are a few rules I can think of that might catch you unawares.Like I said, I have absolutely no idea what I'm doing and any help is greatly appreciated.
- You can't have benefit from more than 5 of the same bonus. I'll come back to this, because "same bonus" is somewhat complicated.
- Keep an eye out for unique IOs. These are IOs that you can slot only once, anywhere on your character. Something like Mid's designer, linked above, will catch attempts to slot more than one of the same unique IO and disallow it.
- "Stealth" IOs that you can slot in travel powers are unique as a category. You can only slot one stealth IO, even though there are several distinct ones from different sets.
- Take note of what sets your powers can take and compare them to the set type for an IO before you buy something. For example, attack sets are broken into Ranged (Single-Target), Melee (Single-Target), Melee (AoE) and Ranged (AoE) categories. Sometimes it's surprising what sets a power can (or can't) take.
It's important to recognize that this doesn't relate (directly) to how many of a particular set you slot. Pretty obviously, slotting more than five copies of the same set would put you over the limit for at least some of its bonuses (depending on how many pieces you slotted in each power), but you can go over the limit sooner if different sets you have slotted both give you the same bonus. For example, both "Luck of the Gambler" and "Scirocco's Dervish" grant "+10% Regeneration".
Finally, the real rule isn't based on number and attribute, but on something else that you can see represented in your own character's info window, on the powers tab under the "Set Bonuses" heading. Each of these bonuses has a name. For example, "+10% Regeneration" is shown as "Large Regeneration Bonus". For each bonus of this type you have in effect, this name will appear once in the list. (Sadly, this makes the list fairly hard to read, especially since there's no clear ordering.) Why is this important? Because some things with the same numerical bonus have different names in this list, and you're allowed to have up to five of each, within the limits of your ability to actually slot that many appropriate sets. For example, there are "+7.5% Recharge Time" ("Huge Recharge Time") bonuses available in a couple of sets, and this is also the same bonus size and attribute granted by the Luck of the Gambler:Recharge IO. However, LotGs appear in your set bonus list with a distinct name: "Luck of the Gambler: Recharge Time Bonus", and so they don't count against the limit of 5 with "Huge Recharge Time" bonuses. -
Quote:Mac covered most of this, but it's because:This the type of character building I don't understand:
Why IO for the defense softcap and ignore slotting Darkest Night when you could get the same results using less slots and more cheaply, simply by slotting one power?
- Defense counts against foes that weren't caught by your debuffs.
- Defense counts at its full strength against foes of all ranks and levels, whereas toHit debuffs are reduced in effectiveness against higher level and higher rank foes, and are massively reduced against things like AVs.
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Well, be careful about the "no leeway" part. Certainly there's no leeway in that power, since six-slotting it uses up all the slots by definition. But you can make up for some of that in other places. For example, accuracy and recharge bonuses from other sets or special IOs can pick up the slack fairly well. Sets like Obliteration and even purples tend to be low on endurance reduction, which you can sort of make up for in +recovery. Neither are what I'd consider introductory IO use, though.
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Quote:I do wonder what the point of that is, though. It's really saying "hey, don't do this till you're at the top end of the range, or get someone who is to start it for you". It just seems kind of needless.On a "signature" Task Force, enemies will spawn based on the task force's maximum level (and the leader's notoriety setting) regardless of the team's composition. Therefore Signature Task Forces are usually done by characters at (or above) the top of the level range. The majority of Task Forces are considered signature.
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I have, in six years of play, almost never had lack of endurance be what kept my Defenders from saving a team in a bad spot.
OT, I like the new Vigilance as far as it goes. I already soloed my Defenders a lot, making it basically pure gravy for me. I promptly soloed my first GM with my Dark/Psi right after this bonus went live. Do I think it makes the rest of Vigilance better or more worthwhile for teaming Defenders? Not in the least. But I'll still take it. -
Quote:It amuses me that you're so scrapper-locked on this campaign of yours that you see it everywhere, even when it's wildly inapplicable.But re reading the thread has amused the heck out of me. So many people that vehemently resented the idea that many people in the game might just not like the market, whining so loudly that they dislike it now
Most of the complaints here are by people who do like the market. What we don't like is the loss of efficiency or functionality in the new interface to the market. Complaining about the things in the new interface that are inferior to the old one has nothing to do with "just not liking the market".
I'm quite used to the new market now. It takes more screwing around than the old one did to both enact multiple trades and to determine what's going on when a lot of slots are in play both buying and selling. It's also still buggy in new and sometimes expensive ways. The latter needs to be fixed and the former shouldn't be expected to make anyone happy. -
Quote:No, I agreed with other posters that they're an option.Actually, I generally find them to be a hassle to make. I don't play this game to craft. I play to be a super-hero.
You are basically saying that you have to have IOs to play 'effectively'. Another shut up and learn to play.
Actually, +0/x1 is the baseline setting. I misread the setting as +1/x1. So you haven't actually increased your difficulty. (The default, +0/x0 is functionally identical to +0/x1, and really seems to be more of a misleading labeling than anything.)Quote:+0/x1 settings should be the basic playing level for anyone that isn't playing a 'gimped' build like an Empath with almost no attacks.
It doesn't. While I concur that Night Widows can be quite challenging, I never had that much of a problem with them, and I soloed quite a few villains through them before we even had IOs. I don't know what to tell you. Inspirations are expected to be used in the game.Quote:A duo (like playing with my friend that joined the game because of me) should not require special settings (lowering difficulty, IO slotting, etc.)
I'm not sure how this is part of the issue if the bosses can be defeated solo. Even a -1 sidekick is more help than no one at all, and if they can be defeated with no help at all (and they can), then that shouldn't be the problem.Quote:Part of that I think is because they are holding over the -1 Sidekick level... even though I think more people would be happier being even level with their team/mission leader. -
Well, not proof of anything, but so far I've listed 6 crafted enhancers on a character with about 6 10-stacks of salvage in her market slots. Every time I was prompted about market fees, I turned the prompt off and then re-listed. So far so good; if I end up getting burned I'll let folks know this is a dead-end. To be honest, I can afford all but the most outrageous lost fees. (I still petition them, though; its the idea of it that irks me.)
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Quote:In order to find what's going on in each category, I have to click on each tab, and then, depending on what's in each category, I may have to scroll down within that category. That's significantly slower than simply grabbing the scroll bar and panning the list left.I keep hearing this but I don't get it. In order to see all my slots, I had to scroll from side to side. I PREFER the tabbed interface because it lets me see a summary of all slots plus the category with which I'm currently working.
Also, when you picked a place to "work" in the horizontal list, it didn't move. Because you could view your entire slot list, including slots that were not in use, you could "buffer" the list against what the current vertical lists do. The current lists in each category stop showing slots after the ones in use, no matter how many more you have. That means that adding and removing items constantly shifts the bottom of the list, but the scroll bar doesn't keep the end slot in view. So as you work the list, you have to constantly keep scrolling down to keep the last slot in view, especially if you click on it (which you have to do to list it).
Far more interface manipulation all around for the same functional activities. -
Oh, hell no. I mean, I understand they're trying to be helpful, and some folks will consider that better than being out a ton of cash, but wow would that suck.
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Quote:Did you get a prompt first warning about the listing fee?It doesn't seem to be based on how fast you do things. I was specifically watching the chat window since I had heard of this bug, and it clearly said that I had put the enhancement in the market. I even waited a few extra seconds to make sure it knew what it was doing.
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They aren't required. You're choosing to play with optional difficulty increase. IOs make it easier to manage that difficulty increase. If you don't want to use IOs, and you don't want challenges as hard as what you faced in the OP, then don't increase your difficulty.
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OK, I have a new theory on this. Unfortunately, I'm trying to prove it with negative tests.
The theory is that the new prompts have something to do with this. I got the idea in my head that they might be the culprit, and I started disabling them before selling anything. What I do is wait till I get the prompt, click the "don't remind me" radio, then decline the operation. Then I do the operation again, but now with no prompt.
So far, I've not been bitten again. Anyone who suffered this know for sure if they had prompts disabled first? -
Quote:The old market interface used to do this as well. Usually it affected everyone on at least a given server and one whole "side". (If WW was doing it, the BM wasn't necessarily). Usually this was an indication that something was wrong with some aspect of the market server backing that interface, or at least the game server's connection to it. Weekly maintenance usually fixed it, for example.Since I've been back, they've released a patch that says it's supposed to fix the spam message (presumably from WW Overload), but neither before nor after that patch, since my return, have I received messages telling me that WW is too busy to process my request. Instead, if I'm bidding, cancelling, or just dragging and dropping into WW, more than half the time, I get no message at all (to indicate either success or failure), the UI appears to accept my action, and between 1 and 10 seconds later it's all undone.
However, the new interface does it a lot more regularly to a lot more people, and the problem doesn't go away when they restart the game. It's affecting a lot of people. -
Quote:That's what I'm thinking of. You can actually modify previously compiled apps that don't have that option set, and I actually did that with a couple of graphics apps on my 32-bit system. I didn't, however, do that to CoH. (The launcher would just love that, I'm sure.)You can tweak this a little. In XP, you can add the /3GB switch to boot.ini. This changes the setup, so that Windows splits it into 3GB user space and 1GB kernel space. In Vista and Win7, "bcdedit /Set IncreaseUserVa 3072" does the same thing. However, in order for a program to take advantage of this extra space, it has to specifically tell the OS that it's what Microsoft calls "Large Address Aware." 32-bit LAA programs will also be able to use the full 4GB address space when running on a 64-bit OS.
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Just confirming what MTS reports. I've personally tested it to verify it.
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Quote:What I can offer, TV, is an anecdote in the opposite direction.I did not mean to imply that the game is leak free, but if you are experiencing a memory leak that prevents you from playing for more than 20-45 minutes and it is not related to your graphics drivers, I would really like to hear about it.
Also, we've had a couple threads going in the last few months to try to identify leaks but we believe that we have resolved what we were able to identify. If you are experiencing another memory leak, especially if it's this bad, please PM me the details. We may need to start another thread to get some more information.
Edit: if this is happening all the time, no matter what you do, let me know. I don't personally get that behavior and it doesn't look like we're seeing it in QA, so I'll need specific information about your setup. If there are specific things you do to get it, that's extremely useful information to us
For the longest time I ran CoH on an XP (x86) rig containing an ASUS mobo with NVidia video and 4GB of ram (2.5-3 GB available depending on my vid card - I went through a couple).
I do strange things like watch the real and virtual memory use of my applications. Before I16, CoH used to use around 500-750MB of real and virtual memory (1.0-1.5GB total) on load, and then relatively quickly rise to around 1GB of each (about 2.0GB total) as soon as I did anything non-trivial, and then it would slowly rise from there. In particular, every time I zoned (at least for the 1st time in a given zone) or met a large crowd of characters, my memory usage would increase. As far as I could tell, it would never go down. If it topped around 3GB of combined real and virtual memory it would crash. (This isn't totally unexpected, since 32-bit Windows limits processes to 3GB of addressable RAM.)
In I16, it felt like both my baseline and my rate of memory consumption increased. My game rarely reached the peak and crashed unless I did something like attended multiple zone raids in a row, but what looked like a "3GB crash" did happen to me several times in I16 - probably more in that than issue than had ever happened to me in all the issues before.
Since I17, what I find is that my initial memory use is higher - I load the game and the game image is pretty much at ~1.0GB each real and virtual memory use immediately, but I don't really seem to add much over time, or if I am, the rate is much lower, making it harder to notice. -
Quote:Vengeance is a handy tool, but it's not required. There are quite a few ways to make a team pretty much invulnerable to all but the most unfortunate of circumstances. +Def isn't exactly hard to come by - bubbles, cold domination, traps and VEATs all provide it in large doses. I don't think adding non-Vengeance +def to a team really should count as requiring a specific team composition. But even without +def, other buffs are can be terribly helpful. +res is extremely useful for taking the edge off of blows from AVs and the like. (When something hits you through +def, and it will, eventually, having some DR underneath it can mean the difference in a failed MO run and not.) While +def and +res are pretty unconditionally helpful (barring hitting caps), buffs like stealth, +speed/recharge and +recovery are also helpful to a wide array of characters, and can often help them keep themselves (and their teammates) alive better.I don't know how your speed runs go, but the ones I participate in usually have multiple instances of vengeance being used, the trip to the hospital as a fast way to get to the contact, as many missions failed as possible, and fallout is a nice tool to deal with the AVs.
Mixing any level of the above benefits with IOs is obviously going to be bonus, again at least up to the caps.
And let's not forget inspirations. I'm one of those players who sits on his inspirations a lot, just because I like seeing what I can do without them. But for something like a MO or even a speed run, I have no fear of popping them like candy.
Armed with high +def, high +res, or a mix of +def, +res and/or +regen, a good player is going to be pretty hard to kill. Note that by "good player" I don't mean they have to be some veteran wonder-gods. They do need to have good situational awareness, with the kind of awareness they need depending on their AT and powersets. Buffers, for example, often well serve the team by having a close eye on their buff expiry. (Knowing who actually needs your buffs helps keep this sane - constantly Clear Minding the melee ATs when they aren't facing something like Ghost Widow is just a going to frustrate the buffer.) Melees need to pay attention to their own aggro levels and health in relation to how much punishment they can take.
Certainly, such skills probably come easiest to veteran players, but I've met new players with excellent situational awareness. It's got a lot to do with focus and mindset - actually knowing the game inside and out is just bonus.
Do I think the odds of meeting such players in a Pug are very good? No, I don't. But I do think there are quite a few good players around. The trick is figuring out who they are and finding a way to get play time with them.
Edit: I have seen people commit AT/powerset/level "bigotry" for even non-MO runs. The people I have seen doing so the most are folks I consider to actually be sub-par players (at best), and I consider most of the resulting "bigotry" to be done in ignorance. Interestingly these same people often have a much higher opinion of their own game knowledge or skill than I think is warranted, and seem to feel greatly justified in their extreme selectivity, because they feel they know that's the right way to succeed. -
Quote:There are many reasons for this. I post this a lot; I should copy/paste it somewhere for easy reference.It is also my perception that the inflationary spiral has accelerated in the last year or so. It was formerly rare to see recipes going for more than 5 digits; now it is common. The prices of many rare salvage items have doubled or tripled from the ~1 million rule of thumb that once held true. A character who has been recently played will have more inf from selling their drops at the current prices than those who were last active when prices were lower.
- IOs used optimally allow any given character to inflate the rate at which they earn rewards. IOs allow characters to fight more foes at once without suffering defeat, fight higher level foes without suffering defeat or end exhaustion. They allow us to cycle powers faster at lower total cost of activation. In other words, they potentially allow us to fight more, higher-value targets and do so for longer than otherwise possible. All these things increase reward rate.
- We got both XP "smoothing" and patrol XP at the same time. This makes it easier for more people to get to 50 in less time. Assuming some fixed percentage of people will spend play time on 50s once they get one, this means we are accumulating people who play 50s faster than before. 50s earn more inf than anyone else.
- XP "smoothing" came with at least one undocumented feature - it made over-level mobs worth more XP and inf than they had been previously. Higher-level characters are more likely to fight over-level mobs, and earn more inf per mob when they do so.
- I16 allows us to make our ordinary missions into mini-farms, and allows "real" farmers to run bigger farms without padding players. This solved a "problem" that many IO'd characters faced - the inability to fight enough and/or high enough level foes at once to actually fight at their limits of performance. Combined with the very first bullet, this allows characters to optimize their earnings rate, almost certainly at a point much higher than ever before.
- I16 was followed by a patch witch effectively doubled inf earning rates for level 50s.
These are all factors which are accessible to players who aren't doing anything that I think should be considered terribly aberrant, unless one considers spending a large percentage of play time on level 50 characters to be aberrant.
On top of this, numerous changes have variously reduced market supply of at least certain goods. When Merits were first appeared they were supposed to decrease global supply of pool C/D, but various (real) exploits and poorly tuned TF/arc rewards actually spammed them out a lot faster than intended. As this has been addressed, supply rates have almost certainly trended down, though global merit rates have been adjusted up once so far.
Before the AE, the best PL techniques produced level 50 recipes including purples, but now the AE is (still) one of the best XP time opportunities, and it produces no purples and likely produces far less total C/D drops even if people spend their tickets wisely. (Many people interested primarily in PLs simply let their tickets cap, and also spend them on gold rolls, both of which tend to produce dramatically less stuff per player per time compared to regular mobs.) It's pretty hard to say what this has done to pool A supply per inf generated given I16's mini-farm changes probably increased supply.
None of these factors include the fact that probably hundreds of billions of inf have been injected into both game economies by various AE exploits since I14. I've been aware of a number of those exploits as they developed, and watching the market track their rise and fall is mildly fascinating - price trends seem to track the popularity of them quite tightly. And of course, those exploits also created a huge burst of new level 50s, all of whom wanted good stuff but who produced virtually none.
So we've got at least certain pools of drops with decreased drop rates with peak inf rates way up. We've probably got more 50s, fighting more stuff more effectively while earning more per kill than ever before. Combine that with the fact that I think the market tends to concentrate wealth in the hands of a small population of heavily engaged market users, who then toss it around to buy the most desirable shinies and I think it's no surprise that the prices have been on an upward spiral. -

