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Posts
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Quote:True!Only if you lead lots of teams or run on teams that are doing your missions. Otherwise, it could actually be slower.
But I'm assuming that everyone will eventually start joining tips teams and will either lead them (by doing all the recruiting) or have their tips missions chosen by the team leader when his/her own run out. -
The thing is, so much team recruiting is done using the good old, "<Blah> team forming, pst if interested," method that F2P players will be completely excluded from joining teams that form this way (which is most of them, isn't it?).
I predict there will be a torrent of exchanges like this on every server:[Broadcast] Noobee: what is pst
[Broadcast] Anglyznorgast1cyzm: pst = please send tell
[Broadcast] Noobee: how do i send a tell
[Broadcast] PrettyPinkKittee90210: /tell
[Broadcast] Noobee: it says i cant cuz im on a free acct
[Broadcast] Anglyznorgast1cyzm: pay the 5 bucks or learn to love soloing, noobster
[Broadcast] Noobee: this game sux bye -
Really? I have an old inactive account that I'm pretty sure was my CoV beta account. I logged into it last night and found some old characters still there. *shrug*
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Quote:This trope conveniently neglects to add this necessary bit of dialog:Haven't I seen this on TV Tropes?
"Long ago, the wizards all banded together and created the Great Barrier, to keep the Big Annoyance from pestering us ever again!"
"Well yeah, but that was a long time ago, and I wasn't even alive then! So we should bring the Great Barrier down because the Big Annoyance isn't even around anymore!"
"...but the Big Annoyance is gone because of the Great Barrier."
"That's what I mean! The Big Annoyance is gone now, so we don't need the Great Barrier!"
"..."
"But if we take down the Great Barrier, the Big Annoyance will return and we'll need the Great Barrier again. Might as well just leave it up and save ourselves unnecessary stress." -
Heh. The leveling pace nowadays sure is different than when I first started playing. Back then the "terrible teens" were excruciating. Now there are so many ways to hook up with Lvl 50s and watch your xp bar fill up it isn't funny.
These tips missions (which are utterly new to me) are turning out to be a rocket ship to god-like power. -
Interesting.
Well, those Mentoring badges will get earned a lot faster now I imagine! -
Quote:I think this bears some elaboration. The key word in the above, for me anyway, is hybrid. I'm told by a friend who sort of follows the ups and downs of MMOs in general that quite a number of other games have converted to a pure "free plus microtransactions" model and ended up going from About To Be Dismantled to Raking In More Than They Ever Dreamed Of With Subscriptions. This suggests that the non-subscriber (the microtransactions) side of the ledger is where the real money is, and that a "hybrid" model is kind of like a strange compromise designed to minimize revenue potential.Anyone who has observed the previous subcription-to-hybrid conversions amongst MMOs is aware of the general numbers, which say that there is more money on the subscriber side of the ledger.
NCSoft may say they are hoping to use the hybrid model as a gateway drug to obtaining more subscribers, implying only a minor side benefit of additional revenue from subscribers due to microtransactions, but that seems to fly in the face of recent experiences elsewhere in the MMO industry that demonstrate the vast amounts of money to be made from the microtransactions alone (and the diabolical illusion that the game is "free" simply because there is no monthly subscription cost). -
Presumably, though, credit is still only awarded for those teammates who are lower level than the current mentor, right?
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Quote:I really have no sense of the speed with which spam accounts get banned (as a practical matter given the demands on the GMs), but I don't think RMTers would need to hit every server. Even a little experience with CoX teaches one that Freedom and Virtue get the lion's share of players and are therefore easily the best targets. And $5 opens /tell forever for that account, right? It's not a monthly fee is it? If so, a single $5 expense compared to $15/mo is a pretty huge difference and explains, to me anyway, why RMTers would never invest in real subscriptions but might not blink at free accounts with a one-time $5 "cost of doing business" fee (per ban) if it earns them hundreds or thousands in the process.A single account likely wouldn't be able to spam more than 1 server, they'll be banned in short order, so they'd only hit a few people... having to pay $5 for a single server will be prohibitively expensive, and is the reason the spammers haven't been buying the full game in the past for $15ish.
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Well all of this raises an interesting question (to me anyway). And that is, how do speed runners and Master-of team leaders know who is experienced enough to be able to keep up and who isn't prior to inviting them to the team? Presumably these teams prefer players who know how to handle themselves in these high-challenge scenarios. Since there is no easy way to advertise that you are an expert or that your build is all IOed out (or that the opposite is true), what is the usual recruiting method that maximizes success?
Do players respond with tells saying things like, "Hey I'm a Master-of expert, please invite me", or "I'm a Master-of noob who needs experience, would you take me"? And what sort of response do tells like the latter typically elicit? -
Right, so an RMTer who spends $5 can be assured of being able to do business for quite a while before a /spam report gets their account banned, yes? Given how much these guys presumably make, $5 per spam account every few days sounds like a drop in the bucket. Is that really going to be enough disincentive? RMT (as a whole) is, after all, a multi-million dollar industry, isn't it?
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Um, what is a "Master of" run? And why is a Mind Dom so important to one?
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Absolutely. And I look forward to doing the Incarnate Trials and all the TFs that I missed out on since leaving the game three years ago. I just didn't want to have to engage in anything resembling "grinding" to become end-game worthy, that's all. Everyone here has put my fears firmly to rest.
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Quote:You may end up being right about that. But I'm assuming, perhaps incorrectly, that subbers who go premium do so because they don't want to spend any more money on the game, period. They don't intend to "make another purchase", content with what remains accessible to them as a preemie.Only the few that never make another purchase. This is a simple case of penny wise dollar foolish. The Prems almost always end up spending more than they did with their subs.
The players that actually save money are the subs because they are now getting all the free perks for subbing that wasn't available on the old business model. -
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How does the game calculate "mentoring time" for the purposes of the Mentoring Badges now that sidekicking is handled automatically and isn't based on pairing up a particular mentor with a particular sidekick anymore?
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I think they may have meant it somewhat figuratively.
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I am probably mixing Freezing Rain with Ice Storm in my mind. I saw a Fire Brute in an AE farm bark out orders to "Turn off the damn Ice Storm!", I assume because of its scatter effect.
Looks like I'll be respec'ing Freezing Rain into my build tonight! Thanks guys! -
Why do we believe that just because the server maintenance is done for today that the Free accounts are now enabled? For all we know there are still some internal infrastructure steps being worked out within NCSoft to turn on Free access for all, and that the latest patch was just one small part of the process.
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Quote:Well, I don't have Tornado or Lightning Storm yet. This toon just turned L32 after all.Hurricane, how often do you use it? Which ATs do you cover with it? Lightning Storm, how often? Gale?
As for the others, well I use Hurricane very situationally, and almost only in emergencies. I use it when the ranged squishies start to aggro another mob by accident or an ambush hits us from behind and I need to keep the adds away from everyone. I'll also stand at a "Protect" target with it on so that mobs can't get close enough to hit with melee attacks. Or if the entire team gets overwhelmed I'll use a little bit o' Hurricane to keep the nasty melee-oriented mezzes away from my teammates. As soon as the situation seems under control, I turn it off immediately. Gale is similarly situational and probably gets used even less than Hurricane. I didn't pick up Freezing Rain because most teams with tanks or PBAoE scrappers seem to hate it with a burning passion. -
I almost never see teams play in a coordinated fashion. The only time I ever saw it was with my own group of friends, and even there "coordination" was mostly a set of optimal "routines" that just evolved from the five of us playing through 40 levels of content together with the same characters. But that still didn't stop the occasional bonehead move by one or another of us who got bored and just decided to go all lone wolf during a mission or something.
In general I have found that when you team up with a bunch of strangers you can't really expect anything in the way of coordinated or organized tactics. To the extent to which anyone understands their "responsibilities" based on their AT and power sets, much of what they know will get discarded when just wading in and attacking willy-nilly seems to be working just fine (e.g., nobody sticks around for targetted buffs and consequently defenders often don't bother giving them out because nobody, especially the melee toons, will stand still long enough to make it worthwhile, especially at the level cap).
So I wouldn't worry that the sloppy play that seems to grip most teams will occasionally result in repeated team wipes; it seems to be mostly a low level phenomenon (high level teams can typically survive this particular deficiency, so it goes largely unnoticed) and you will eventually just out level the problem. -
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Quote:I have found that trying to figure out how to optimally "integrate" with a team is less important than knowing how to just play your own AT (and power sets). Worry less about what everyone else is doing and just concentrate on doing what is smartest given what your character can do and the situation.Knowing how to play your character is nice, of course, but knowing how to play with your team mates ATs and powersets is a huge boost in performance, too.
For example, I am currently leveling an Ice/Storm controller. In most of the teams I end up on, the general strategy seems to be aggro the next mob (or two if the team is cocky) and just try to kill everything before dying. Hell, most teams don't even bother to rest up a little between fights and just dive into the next one while at half endurance (or worse). Well that's all find and dandy, I suppose, but trying to adjust your own play to "fit" within such an uncoordinated free-for-all style of team play is almost pointless. Consequently, I find that I am much more successful if I just do what I know is best for the situation, regardless of the particular wackamole actions of my teammates.
So, I lay down Ice Slick whenever it cycles back. I con for the Boss (or whomever has the most hit points and will last the longest) and put Snow Storm on him. I then try to stand where the action is with my -SPD toggles on, fire off my AoE immobs/slows, and generally try to just keep the enemy mobs from attacking as often as possible. I doubt the rest of the team has much appreciation for what I am doing or that the main reason they aren't getting attacked very often is because of all the annoying mist/snow/ice/fog all over the place, but it doesn't matter. I'm doing my job and my teammates are living longer because of it. That's what a support toon does, after all.
But the key point I'm making here is that my own strategy is pretty independent of the other ATs on the team. What I'm doing is "optimal" for my AT in 99% of all cases and doesn't really need to be adjusted based on team composition.
Oh, and Kinetics is the tits. If you decide to try a Kinetics defender, advertise that you are Kinetics defender (don't just broadcast, "Lvl # Defender LFT"). You are the game's equivalent to a crack dealer and everyone wants what you are selling, well, once you are high enough level to have Speed Boost anyway. And if you find a Kinetics Defender looking for a team, snatch them up. Though beware the Speed Boost addiction...(and don't be surprised if said Kin Defender is bad about keeping everyone's SB running...playing a Kin Defender isn't easy and there seem to be a lot of lazy Defenders out there). -
Thank you so much for all the advice! It is exactly what I'm looking for.
But one thing that still has me scratching my head is this: how does one know if a piece of salvage is "junk"? I mean, short of searching the market UI for each and every piece of salvage there is--which sounds rather tedious and time-consuming to me, but what do I know?
Looking at the benefits--and therefore the likely market value--of a crafted set IO is fairly discernable just from looking at the description text of the recipe. But the description text of any given piece of salvage tells you virtually nothing useful. It seems to me that there is no "quick estimate" heuristic for vendoring vs. selling salvage short of becoming a human database of salvage lore. I'm pretty certain I won't be crafting or marketeering seriously enough to acquire that lore on my own.
I kinda like gameboy's idea of just selling anything that isn't purple for 1 influence (yeah, I know he said everything, not just purples, but I'm hypothesizing a minor variant here). Isn't it mostly true that the amounts in question surrounding non-purple recipes aren't usually worth trying to min-max on the market, particularly if one is not a hardcore marketeer? It feels to me like purples are probably, by and large, worth my time to check out their true market value, compare crafted vs. raw recipe profit potential, and maybe even try to gauge supply and demand forces. But anything less valuable than that probably isn't worth that much effort in the greater scheme of things, right? (Again, speaking from a casual player's point of view).
I mean, I just turned around a single purple enhancement for nearly 720 million. Compared to sales like that, it is hard to get too worked up over a difference of a couple million here and there on the "small stuff", between dumping it on the market for 1 infl and trying to game the market for maximum profit. Please understand that I'm not trying to find the Perfect Marketeering Strategy; merely absorbing everyone's insights and advice to see what feels like it will blend most comfortably with my personal definition of "casual play". -
My problem now is figuring out what to do with all the salvage and recipes I have spread out across all my characters. In some cases, their allotted inventory is full and I need to get rid of some of it in order to make room for more. Since I don't yet have a specific plan (i.e., which toon I want to have IOs, and therefore which IOs/sets to aim for), I don't know which bits of salvage to keep and which recipes to keep.
Is there a general rule of thumb to use to help decide whether to vendor a recipe or piece of salvage vs. trying to sell it on the market? For instance, I have a Level 50 Fly IO recipe in one of my characters' inventories. The last several market purchases for this were 12,500. But I can vendor it for over 70,000. I know this is "chump change" compared to the amounts that will come in by selling Rare and Very Rare recipes, but I'm just wondering if there is a set of common practices for this stuff. Like, just vendor any recipe that's not at least yellow? Or orange? Vendor any salvage that's not Rare (orange)? I mean, it could take hours to go through the 1000+ pieces of salvage at my disposal (I had an SG where everyone dumped all their salvage in the base before everyone stopped playing, so there's a lot of stuff in the Salvage Rack), find out their "market value" and sell it all off (20 bits at a time). Is that really an effective use of casual playing time (a question mostly for you casual market players, I guess)?