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Posts
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Quote:Sadly, I have carefully confirmed that this bug is not related to manipulating things before the market notes them. Since I was first hit with this bug, I have been extremely careful to list items only after I see the market chat say I have placed the item on the market.I just wanted to drop back in and confirm this. I just pulled a couple pieces of salvage I bought out of the market. I watched the chat window which showed I had collected the items, but the market interface still displayed the items as being in a market slot for several seconds before they finally disappeared.
Tonight I tried to list a crafted LotG. Instead of listing that item, the interface listed a stack four uncrafted Posi's Damage/Rech - a basically worthless item that I couldn't even say why I was holding a stack of.
The LotG was in slot #14. The Posi's were in slot #1. I definitely, absolutely got a message from the market saying the item was stored.
By the way, the CSRs do refund inf for this sort of thing. They refunded my (smaller) market fees from the 1st time this happened. I'm certainly hoping they do so again. -
That's correct. You can't buff the intrinsic damage a damage proc outputs, but by reducing damage resistance you can make a foe suffer more damage when that output is delivered.
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The general rule is that if the IO provides a set bonus or a "set-bonus-like" effect, it will stop working if you exemplar down more than 3 levels below the IO's listed level, and keep working otherwise, even if you lose the power it's in.
A "set-bonus-like" effect is something that, barring exemplaring, is always on no matter where you slot it. Examples of such effects are LotG:+Recharge, the various +4 point KB protection IOs, and the Steadfast Protection +3% defense unique. One way to distinguish these bonuses is that they have no conditions in their description. (No listed duration and no "chance of".) Another is that they appear in your "Set Bonuses" list on the Powers tab of your info window.
This is contrasted with procs (X% chance of Y) and the various "for 120s" IOs like Miracles and Stealth IOs. The later are, functionally, procs with 100% chance of activation. They depend on your power activating. They will work no matter what level you exemplar down to, as long as you retain the power they're slotted in. Pretty obviously a damage proc can't activate if you lose the power it's slotted in, but similarly a Miracle slotted in Health can't do anything if you lose Health. Unlike the "set-bonus-like" IOs, a level 50 proc or a Numina's unique will work all the way down to level 1 assuming you didn't lose what you slotted it in. -
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Quote:As a developer myself, I kind of doubt that. The new market interface looks an awful lot like the stuff we got with the AE. My guess is that the performance problems were an excuse to make changes at all, and they decided to use new, better interface components to revamp the design while they were at it.I'm glad that they removed the enormous preloading present in the old market interface, but I'm not at all hot on the other changes they decided to make while they were at it. The one justification I can think of is that the new market interface had to be written with a new set of tools in order to avoid preloading, and that new set of tools didn't allow them to keep some of the much-missed features of the old interface (horizontal item list, category/name searching), so they had to redesign using the tools available.
On the face of it, I think that would be fine. Unfortunately, I think they then committed a sin game devs everywhere are guilty of (and some other software devs too). I think they designed a new interface without a good understanding of what their users were actually doing with the old one. -
Quote:I'm not going anywhere, but I get it, and the market isn't even that much of my time spent playing. What I've realized while it's malfunctioning, though, is that it's part of my daily draw. I want to see what happened with the doo-dads that I tried to buy or sell.Seriously I read this thread, and I see people saying that they can't play because of the new market interface and its what is causing them to leave the game ? and people accuse me of hyperbole ?
More importantly, I look forward to toying with a new build ... that the market is providing me the raw material to create. It's the same sort of feeling people get when they level. You go get something new and go back and take it out for a spin. But new builds and IOs provide a much longer-term version of that experience for a single character than leveling to 50 does.
The market isn't what I come to play the game for, but it's functionally essential to what I do enjoy about it. Take the market away and my dose rate of new shinies drops off, and that reduces my interest in play. -
Quote:It's more complicated than just the amount of RAM. It also depends on hard drive speed and amount of disk fragmentation on the drive your game is installed on. Remember, all these little files are stored inside PIGG files. When the game has not already cached them, it must read all the images, all the item names, plus all the item descriptions. Not only is the drive then seeking around inside a single PIGG file, it's actually seeking around in multiple ones. (This doesn't involve any secret digging around - just look at the file names and you'll see there are separate ones for text and grapics resources.) Having your game on something like a 5400 RPM "green" drive that's also badly fragmented (something that patching can do for you over the long term) could really degrade the market load screen time.I suspect the people that complained about this had systems with 1GB of RAM or less. The desktops that I run the game on have 2GB or more, and never had any noticeable response lag. But when I loaded it onto my laptop with only 1GB, opening the market window, especially on red side, might result in a disconnect as the machine was busy swapping to accommodate the data influx. These may be the same people that are "slow loaders" when zoning or entering missions. Even before ultra-mode, the game seems to need a 1.5GB to 2GB machine for smooth sailing.
My game's installed on a 10,000 RPM drive that I periodically defrag. I'm thinking that's pretty atypical. -
A direct, proactive change on this basis seems unlikely. What it sounds like they do is monitor the median completion time and make adjustments. If people start taking longer on median, the reward will go up accordingly.
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Quote:That all assumes they have no mez resistance. If they share the powers of the raid versions (not necessarily a good assumption) they have 50% mez resistance as well.50 points of hold protection / mag 9 holds = you need 6 controllers spamming their single target hold to hold a mito.
Dominators have it easier because of Domination, but still. Congratulations, the LGTF is now controller / dominator only.
What the heck, Castle? I'm truly confused at how having 50 mag protection on a 8-character task is a good idea.
(And if I sound bitter, it's because I just wasted two hours running this TF, twice, just to find that now "WAI" means "full controller team or you're screwed". I'm not happy right now.)
Edit: Scooped. -
Quote:Castle, this is going to sound pretty mean, but I ask it as a serious question. Did you guys actually give that any thought? Did you really consider how many teams could actually achieve that?I fixed the bug which made their power not shut off when held. However, I ALSO fixed the bug which made them perma-hold themselves, so the LGTF will be harder than you remember. Too hard? Perhaps -- the Green Mitos have 50 points of hold protection (as opposed to -50...) now.
I get that they were easier than intended before, but you surely understand that the mag 50 protection was effectively never tested, ever, right? And now it's thrown on live? -
Er... not sure how NoScript could be at fault unless you failed to whitelist the forums. Which I'm pretty sure you wouldn't have done, or would have noticed (since it would horribly break a lot of really basic stuff).
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Quote:That feature failed me completely. It warned me if a 700k listing fee for a 14M list price, then immediately charged me 7M when I accepted.I will say that the "are you sure you want to spend a squillion inf on fees?" button has come in really handy when I move ten salvage in and it tries to sell them for 30 million each.
This is a known issue, and it's supposedly fixed on test. You have to log completely out to fix it currently.Quote:You know, I was gonna say I've gotten a little bit used to the new interface, and while it's way slower than the old for doing most things, I could at least live with it. But no, crap's broken again. I can't "Get" anything now. Oh wait, the "Post" button is greyed out too. Ugh.
It's coming back every time you zone, including logging out and back in later. The same issue applies to the new "delete useful salvage" prompt. It's incredibly frustrating.Quote:Having to unclick Autocomplete, the stupid warnings, seemingly far too often. I'm not sure if those options are toon-specific, but I could swear I already unclicked those for certain toons, but they're back up when I relog w/them later.
Others have said it already, but it bears repeating. There's a radio button for this right next to the search box. This is one of the major changes that got put in by player request during beta. If you disable autocomplete, typing in names works just like it did on the old interface - including being a lot slower and loading a lot more info up front, so be warned. Sadly, the radio button setting also does not seem to be persistent.
This is a major, major, intense hatred I have of recent changes to the game. This behavior is not limited to the market interface. Once upon a time, your recipe list would remember what you had opened and closed unless you zoned with it open (kind of like the badge window does still). Now it resets every time you open it. I freaking hate how the Memorized recipe "folder" defaults to open, and now it is open every damn time I open my recipe inventory.Quote:I also agree with others that the vertical lists for bids are horrible. The horizontal slider was far superior and user-friendly. even if I expand certain windows in it, it won't keep for the next session. I have to keep expanding them again. -
You can work around this by clicking the "Find" button to cause the item to appear in the market search list above. That display correctly shows number of bidders and listings. Of course it adds yet more clicking to the process. This one though looks like a pretty clear bug/oversight with something that should work. Here's hoping they fix it this year.
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These are everything aesthetic/functional I dislike about the new market. Auto-fill prices needs to die in a fire while wrapped in acid dipped barbed wire. It's absolutely f'ing horrid. It increases time I spend at the market more than anything else, because I have to constantly carefully check to make sure I am not stacking digits on a prior bid.
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Quote:Vista was a colossal PR failure for a reason. It was slower than what it replaced, less intuitive to the users, and had driver problems for a decent while after it became available. Like this market interface it contained improvements, but they were buried under issues that were more important to the end users than the improvements.I like it, but then I'm still using Vista, so what do I know. I think it probably suffers the same stigma as Vista; The interface is ultimately easier to use, but the playerbase was so used to the old system that this new one feels needlessly complicated.
That and the crashing for a week after launch, and trying to mate with itself, I'd say it's very much like Vista.
Case in point for the market - when I add something to the market, it appears at the bottom of the list. If my list is longer than my market window (and it almost always is) then I have to scroll down to see the new addition. If I then click on the addition, which I have to do if I want to do anything more with it, then it expands, and it is now taller than it was before. Once again, I have to scroll down to see the whole entry.
This interface is not beyond salvage - most of the issues it suffers from can (probably) be rectified with reasonable effort. Right now, though, it requires more manipulation of the interface to achieve the same ends. That's one of the most fundamental no-no's of interface design.
I never suffered any undue performance issues or crash problems with the old interface. That means, for me, this interface is a pure increase in overhead. I have no reason to appreciate that. -
Quote:It's way higher than that. As mentioned, the only zones we know with a limit that low is the Hive or the Abyss.Not to rain on the hyperbole parade but there's a limit on how many people can be in a zone at one time. Beyond that it creates a new instance. I don't recall what that number is off the top of my head, I'm sure someone else can chime in with the figure, I think it's in the neighborhood of 50 people.
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Dude. How many chicks do you actually know? I have no idea what Arcana's gender is, but I'm with Bill. The above is dumb.
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Keep an eye out. The market interface pretty distinctly screwed me this evening. I listed something (an IO) for sale for 14M and change. It informed me (as it insists on doing after every time I zone) that this would cost me 700k and change. I accepted. It then informed me that I had been charged 7M and change. When I looked, it had listed a stack of 10 Rune salvage for 14M apiece. That stack of salvage was at least 4 rows up in my market storage list from what I was selling.
I both bugged and petitioned this. I'm not hugely upset about losing 7M inf, but I am incredibly worried that it will do this again on something much worse, or sell something that I did not want to sell. I had a purple drop I got tonight stored in the market at the time this happened. I would have been really fracking pissed to have listed it for 14M. -
Quote:You've got to understand that your drop sample there is way tiny compared to what's needed to actually begin to see pattern. We've got a long-running where we're talking many thousands of drops measured across multiple players over the course of months, and that's barely enough to see the trend in purples.Okay, I have a Dropstats log. And its a little weird. As it says that no "Rare" recipes dropped. I did get only one Rare recipe, and it was for the new temp powers. Apparently purples (Very Rare) are more common than oranges (Rare). The reason why I have no salvage is because my salvage is full.
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No. All we've been told is "for the weekend" and "until further notice".
A patch was loaded to test on Saturday, so I suspect we'll see it go live on Monday, but that's nothing but a guess. -
I've been getting plenty of commons. There's no reason to expect anything about common drop rates to be different. Again, these things are different drop pools.
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I've no idea how much I've deleted, but it's a lot. On the upside I'm going to dump several hundred salvage on the market when it comes back. (Multiple characters with 80-85 salvage slots.) I want badges.
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The bug is with the interface, not the contents. There's zero reason for them to touch the data stored behind the interface to correct the fact that it doesn't transfer full stacks from the market to your inventory. That's like assuming that Toyota will destroy your car during a recall for the accelerator issue.
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Quote:Temp powers are, indeed, their own drop pool. As you observed, this is what allows you to get a temp power and an enhancement recipe from a single defeat - something I have seen and even have a screenshot of happening to me solo.I'm going to go with the assumption that they are a separate drop pool from standard recipe drop pools. My reasoning for that is the fact that three times now I've gotten a regular recipe drop and a temp power recipe from the same mob. Unless something about the drop pools isn't WAI, that would lead me to believe that they are in a pool of their own.
They are not part of pool A. Both in beta and live I have gotten pool A and temp power drops from the same mob.
My theory on this new glut of temp recipes is that it may be intentional. Here's why I think that may be the case.
- There are a lot more temp power recipes now. To keep the odds of getting any one comparable to before, the overall drop rate needs to be increased.
- Temp powers now have clearly marked rarity. There are yellow and orange temp powers now, which was not the case previously. In order to meet some desired level of availability for these presumably more rare recipes based on their rarity in the overall pool, the total drop rate may have been increased. (This increase and the previous one need not have been unrelated.)

