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Quote:Good luck with those. In my experience, players of all "income strata" consider that sort of structure to be an unfair penalty applied to them, almost no matter how you spin it. Consider what happened with SG "rent" costs, which had this structure. Under the original system, your "rent" was based on how much prestige you had. (It was effectively a "prestige tax", not rent, since it had nothing to do with your actual SG base.)I notice the simple things haven't been mentioned. Taxation, storage fees for wentworths, vault storage fees, bin storage fees etc are all good ways to remove inf from the system without actually impacting most players.
Lets see
1. We could have an intangible* property tax, for inf stored in bids and such.
2. A tangible property tax for inf on the character below the cap and that could be progressive and bracketed.
3. A tangible property tax for items in sg bins and vault storage.
*technically all property in the game is intangible.
I think it's much more likely to be given positive reception to offer them things to buy that they want (but presumably but don't have) than to charge them tax/rent on things they already have. -
Quote:That doesn't make sense to me. The reason it doesn't make sense is simple. If it's that expensive, I think people won't use it. Remember, you're willing to run out and intentionally destroy billions of inf on a lark. Most players I've met aren't willing to destroy 100k inf without a damn good reason.Uberguy: I don't want the prices to be "About right." I want it to be a slight financial penalty, buying merits to get rolls. I want people to complain that the price is too high (like they do about inf-for-prestige) but do it anyway (like they do about inf-for-prestige.)
I see a lot of cases of people where people are terribly irrational about inf-based prices. Consider the folks we have post in here who use merits to outfit their characters, despite the inefficiencies of doing so for most goods compared to converting those merits to cash and then buying the goods with inf. Even people converting tickets to random common salvage to save spending 50k or 100k strikes me as an inefficient use of those (especially since you usually have to roll several times to get what you actually want).
There's also the consideration I mentioned earlier that purples and PvPOs, (the things that really have the bigtime price rises that's got us talking about this) can only be bought with inf. If I want purples and they take cash to buy, I will not spend my cash on things I don't use very often. (And I'm extremely likely to be suffer from TATU on the things I do buy.)
I think what I'm saying is that if we want people to spend inf across the broad base of players, we have to give them things with low psychological barriers to purchase, but make those purchaes things they find attractive enough to buy often. I believe lots of frequent burn will remove more inf from the system more reliably than a few epic chunks. -
Quote:It should help, probably weighted towards pool C/D stuff, since I am guessing most merits that get spent go into random rolls. Of course speed runs through TFs probably help drive the inflation of purples, but in an interesting way. Speed TF runs (which tend to minimize mob defeats), actually increase the ratio of merits produced per purple produced. I can't even begin to speculate how that ratio works out in practice, but if they're major production forces, it creates an interesting triangle between fast merit producers, purple farmers, and PL/inf farmers. (I only distinguish purple farmers from PL/inf farmers because some purple farmers will bother to run missions at -1 difficulty to speed drop rates.)Shouldn't at least some of teaming inflation be offset by teams running TF? A team of 8 whizzing through an ITF creates 208 merits in about an hour - solo this might take me the better part of a career. Granted, teams running endless newspaper missions don't help there at all (assuming random boss Pool C drops are negligible). I wonder what the TF to non-TF team ratio is.
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While it offers PFF, you can't do much from inside it.
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If the "duh" is in regards to what PvPers want to do, that's kind of silly to say, given my statement of "by definition".
If the "duh" is in regards to the need to use the market to get PvP goods, that's not a "duh" factor. It's that way because it happens to be that way, not because it has to be that way.
It's not as if the devs haven't spent significant amounts of time working on it. Not only in the past, but presumably currently - Castle has said enough to make it clear they're still working on things. The problem is that their results have been, IMO, disastrous, and served only to shrink the very playerbase that would have most used their changes.Quote:Maybe. The fact is that PVP really is the unwanted stepchild of CoX. Yes, there's a small, hardcore segment of players who want to do more with it. Unfortunately, reality intervenes quite quickly.
If the ROI was perceived to be so small, I have to wonder why devs made any changes at all?Quote:This is going to come under the heading of ROI. Again, the PVP crowd is relatively small. Such a change to PVP would be fairly to completely non-trivial.
Based on their comments I expect them to keep making PvP changes when priorities allow until the game shuts down. I don't have a lot of faith in what they will do, but as pointless as giving them our feedback proved in the past, they're guaranteed to not take it into account if they don't get it now.Quote:So the devs could invest a bunch of time, money, and effort into segregating the sytems into a parallel setup
OR
They can concentrate on PVE and hit 99+% of the playerbase while continuing to play "Operation" with PVP.
What do you REALLY think is going to happen?
Surely you jest. There's many a thread around here that has my teethmarks on it. I don't let go that easily.Quote:If I was being argumentative, you'd have put me on ignore by now. I'm simply mouthing unwelcome truth here.
So we should just tell them all to go away and stop asking for things? If having even a high proportion of god-awful suggestions was the criteria for that, the whole of the forums should be shut down, erased with an EMP and smelted for scrap metal.Quote:I just, truthfully, don't see any changes coming down the pipe to fix the situation and several of the purported "solutions" are equivalent blowing someone's face off with a nuke to get rid of a pimple on their chin.
Shoot down bad ideas for being bad, and concede when good ideas are good, even if you don't think they'd ever happen. There's no need to play "no-man" for the devs, especially on things we don't know their positions on. I used to poo-poo lots of ideas on the basis of the devs seemingly never having time to make changes or fix things. Then they staffed up like mad and starting doing things we thought they'd never do. Like I said, I don't necessarily trust them to do a good job fixing PvP, but I don't think we're safe in assuming they aren't going to try (for better or worse). -
Plenty of stuff in the low levels uses knockdown or knockback. CoT start using it (extensively at times) even in the teens. Ruin Mages are well named, and I found the application of knockdown on minion crossbows very obnoxious. Lost have KB with swords and plasma rifles, and both can also stun you. Anyone with a shotgun (very common in the hands of lowbie LTs) can knock you down.
In the 30s, Council/5th Column are a knockdown nightmare. They shower you in grenades and the "human" LTs and bosses all carry shotguns. Warwolves can knock you down with boulders or claw slaps. Vampyr LTs use non-positional psi holds and sleeps.
All the sapper/zapper Freakshow can sleep you, even the minions. The "slammer" types, even minions, which start to become prevalent after the 25 or so, will stun you.
Crey "Riot Guard" minions stun with their batons. Crey Protectors will sleep and hold you with their rifles. Crey Voltaic Tanks will stun you and knock you around. Crey Cryo Tanks will sleep you. The various Energy Melee agents can stun you, and Power Tanks will stun you with EM and knock you down with Energy Blasts.
Tsoo Ancestor Spirits will stun you with handclap and, after level 30, knock you around and hold you with KoB.
Obviously, all of that is subject to them connecting, except for things like Earthquake from Ruin Mages.
Still, I wouldn't recommend going without mez protection. I'm sure you can do it, but I sure wouldn't find it enjoyable. -
Quote:I avoided getting caught by this by probably about two weeks. I had a build planned with PP slotted with Numi and Miracle uniques, and had just gotten the power, and was trying to figure out when to respec to move the IOs (which I already had slotted elsewhere) into PP. Had I already respecced into that build and then immediately lost a reason to have done so, I think I'd have been fairly annoyed.Bugs should of course be fixed even (maybe particularly) if people benefit from them (and seek them out for this reason), and people should have definitely seen this change coming (so I'm not really feeling sorry for them).
However, there *will* be people who are upset about this (to varying degrees of course), and it will at least inconvenience the players who'll change their builds because of this (again, not a reason to not fix the issue).
Of course, the change also saved me having angst wondering what I'd do to deal with exemplaring below level 39 and thus losing the benfit of both uniques.
(I'll eventually lose the extra benefit of slotting Regen Tissue uniques into Heal-slotted Health on a whole bunch of characters, but I'm not sure I'll really notice.) -
Quote:Right now, a merit is probably worth around 750k-1M inf, based on what you'd get selling some of the more costly things you can spend merits on, then dividing by the merit cost to fabricate a recipe for one outright.Instead of making merits purchasable, I'd make some of the merit purchases also purchasable with inf. 1 million inf for a random rare salvage roll, or 30 million inf for a random rare recipe roll should remove inf from circulation at a reasonable rate.
That means right now, 1M for a random rare salvage or 20M for a random recipe roll is probably about right, possibly a little high. The interesting part is that, if the scheme works and drives money supply down, that'll drive prices down, which will make the money roll high, meaning (savvy) people would go back to spending merits on random rolls because they're worth less. It'd probably work out, but I suspect it'd actually oscillate around instead of really stabilizing. Of course, in our market it's rare for anything to have stable prices/exchange rates for long anyway, so no one would probably notice.
One thing I can say is that the fact that we have categories of good that can only be bought with inf (like purples) means that, if I want those goods, I either save up money to get them and/or convert other psuedo-currencies into inf. I always look at spending merits directly (to save money) or spending money when that's cheaper so that I can convert merits into money to come out ahead. I would still do that under any regime where inf was the only way to buy purples (or PvPOs). -
Quote:It does.... does the inf per critter go up by the XP multiplier? I'm guessing "no" but I've been wrong before.
Oh. That reminds me. Teaming is actually an inflationary force. 8-man teams don't generate more recipes per kill, but they generate 2.5x a much total inf per kill as a solo player. (That's then divided among all 8 team members.) That increases the ratio of inf in the system to recipes (and salvage) in the system. Obviously everyone doesn't play on 8-man teams, but it's probably safe to bet that a large fraction of the players aren't soloing.
Over-level mobs do basically the same thing. They have the same chance per-mob of dropping something, but they each drop more inf than an even-level version.
Playing in the AE after your tickets are capped does something similar. You create money, but stop gaining even the potential to create additional recipes as a result.
Basically, anything that can create meaningful inf but can't drop recipes helps drive prices up. Anything that increases inf rewards without increasing drop probabilities proportionally helps drive prices up. -
Quote:No, that's actually not what's being asked for, so I don't actually think you understand. You've overlooked the core point of Empire's original direction.No. I understand completely. I'm just saying that the "fix" being pushed here as a "market correction" isn't what they need.
The market is a PvE-centric contraption. In order to be successful at it, you have to either use it fairly aggressively or you have to play PvE quite a lot.
Dedicated PvPers, are, by definition, here to PvP. Time spent fiddling with the market (despite arguing being a mild form of PvP) and definitely time spent PvEing aren't on their agenda. However, to be competitive, they must do one of these things.
Your comments that if they want to PvP in a more competitive way they should seek out a game with better PvP is a non-starter. The point of their complaints is that they'd like to PvP here, and are looking for improvements to the system that allow them to do this without having to spend time in PvE. It does not imply that they demand zero time investment at all, but simply zero (or minimal) time investment in PvE.
The solutions I described have nothing to do with breaking or correcting the market that exists today. Instead they strive a separation of PvE and PvP concerns (something our devs have struggled with from the very beginning).
I understand and sympathize with sentiments given here. Your position on this matter seems to me to purely argumentative for its own sake. And believe me, coming from me, I think that's saying something. -
Quote:I don't think you understand. What the PvPers in here are talking about is a "sure thing" in the loss column.Yes. But I'm someone who doesn't mind a modicum of challenge and isn't looking for "a sure thing".
In competitive play, and against a team that realizes you have a weakness to KD (by trying their powers on you), you will lose unless they are incompetent.
It's a little like competing in the Grand Prix with a Prius you got off of a used car lot.
If you're just talking about wandering into a zone and messing around with whoever you find there, then sure, lacking KB might work or might not, and maybe you find that challenge interesting. Competitive folks won't find that interesting - when they find that gap in their build, they'll try to address it. They'll also try to exploit it in other people's builds every time. -
Quote:I'm not saying they should, but this is breaking down into the fact that hard-core PvPers often have little interest in booking the PvE time required to obtain top-end gear. This isn't a challenge unique to CoH by any means.And I repeat my question, why should such a player who "doesn't want to" do anything but PVP be given cheap and easy access to said enhancers?
My answer to basically every complaint about the market is "be patient" and "play the (PvE) game". I know that both of those are badly incompatible with the mindset of those whose interest is primarily competitive PvP. If they have to go through days, weeks or months of PvE interaction to get a top flight character, that's time they spend potentially unable to be effective in ladder and league PvP environments.
If you're presented with that requirement, and there are other games where you can become much more engaged in PvP essentially immediately, what's the motivation to PvP here?
I do think a time investment makes sense. I also think that time investment should be in PvP, and not enforced to be in PvE, if they really want to maintain a hard core PvP community (which is usually the nucleus of the larger PvP community in most games.) There are several potential solutions to this.
One is to break the hell out of the game via PL tricks. Hard-core PvPers loved the I14 AE wave for the opportunity it gave them to create new PvP-ready level 50s and the scads of money they made doing it.
Another approach, taken in games like Guild Wars, is to give you the option to create "PvP only" characters who can basically buy all the basic PvE gear in the character screen, but who can't ever play PvE or get that gear out of the arenas.
Yet another approach is to make PvP only gear which only drops in PvP. I'm not talking PvPOs here. PvPOs are, frankly, damn sweet gear on levels approaching purples. There's a decent consensus around that this was a mistake, and making them pretty sweet in PvE too only complicated matters.
Finally, specifically to our game, I think there's probably a problem with KB mechanics in PvP. If you're hard-core at all, you must have a certain (very high) level of KB protection, as other posters have been saying. When people have distilled high-end min/maxed victory conditions down to that kind of binary line that then dictates something everyone puts in their build, I think that's probably indicative of something that wasn't thought through to its proper logical consequence. (Notably, people were talking about KB/KU spikes when I13 was on test, but I think how player feedback went with that release's PvP changes is somewhat legendary at this point.) -
Quote:Yeah, but there have been a few things I know we told them about that they still didn't "know" about until they read what people were doing here on the forums, or saw it in game.They were informed about it just over 2 years ago. I'm sure they get a lot of reports though, and they have to prioritize which ones to act on (sometimes I get the feeling that they down-prioritize my PMs somewhere around "Hi").

Yeah, that's my guess too. It was somewhere on their priority list, and an increase in people taking advantage of it got them to bump it up. After all, I'm thinking this was super easy to fix. They just needed to flag the boosts as unenhanceable and unaffected by buffs.Quote:Anyway, I agree with you. I wouldn't conclude that this fix is because of any upcoming game additions. The situation definitely became much more known after the addition of Physical Perfection, and that may have been the extra nudge that was required to make the devs do something about it. -
Yeah, I think it's a little like saying you can run +4/x8 missions with SOs. I mean, yeah, technically you can, but it's not likely to go real well in general.
I think what's being discussed is top-end PvP versus "casual" PvP. In so-called casual PvP, people aren't going for maximum cuthroat. In the top end, prisoner's dilemma suggests you must have KB prot, or you'll be bounced around till you can't do anything.
You don't have to play in the top end, but if you want to, you do have to use IOs to achieve anything. It's similar to PvE, but people who PvP seriously typically always want to advance to the top end. There's no real equivalent to being "serious about PvE". You can be really into PvE without powergaming, because it's not competitive. -
I think this would be problematic. If they want to do something like this, then they need to flatten the whole scale from 1-50, or at least 20-50, so that the dynamic range of reward rates isn't so large. 50s earn nothing but money - making them earn less money than, say, 49s, is going to be distasteful at best, and lead to degenerate gaming of the system (such as freezing characters at 49 to farm inf with) at worst.
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Quote:I wouldn't jump to that conclusion at all. This wasn't really widely exploited until quite recently, when Physical Perfection was introduced. I think that's why it's been left alone until now.I have to assume they are fixing this due to some future system or set of IOs that are possibly coming out. I'd half expect HOs to get fixed soon considering this change. Was it a bug yes, but 8-15 hp/sec or slightly more end/sec isn't going to break the game in terms of balance. This leads me to believe this was not done due to balance reasons since it has been around since the IO system was introduced years ago.
You could easily make use of this with Regen Tissues in powers like Health, but it was really Phys. Perfection that made the practice what I'd consider fairly common knowledge.
Also, the devs themselves may not have picked up on this until it started popping up on the forums more, which again started with the introduction Phys. Perfection.
Finally, duration something goes before being changed really isn't clearly indicative of anything. Look at Energy Melee. -
Quote:It should be noted that these drops currently account for roughly 1/6 of all raw created inf by level 50s. Prior to the recent change in I16, this was more like 1/3.Look at these tables for comparison purposes. Level 50 IOs sell for more than the other 8 tiers combined by a significant margin. Perhaps this margin should be reduced.
It's worth noting that they just changed this. The 2.0 used to be 1.0. It was a bug that had existed since the game went live. Frankly, I could not believe they set about fixing it. No one knew it was a bug that it worked that way. They could have left it like that forever and we'd never have known.Quote:Further, there is some function that works something like this every time an enemy is defeated. I would like to reiterate that this is generally how it works and the idea is to convey the concept and not represent actual game code. (this is the part where "Nefarious Ken" whose name may be a synonym tells me I don't have my facts straight)
Non-level 50: Reward Inf X where X is that characters Inf value. Reward Experience Y amount where Y is that characters XP value.
Player is given X Inf and Y experience.
Level 50: Reward Inf X where X is that characters Inf value. Reward Inf X where X is that characters Inf value. (Perhaps this is really X + Y)
Player is given 2 * X Inf.
Perhaps instead of 2 * X the formula should be changed to 1.5 ... or 1.25... or 1.1 -
Quote:I don't understand why people keep suggesting this. This does nothing to curb the rate at which inf is created vs. the rate at which is destroyed, which is what causes ongoing price inflation. It creates a blip in the current supply, but does not reduce the rate more will be created to replace it.There is just too much influence being generated and not enough sinks for said inf. On top of that, people can just drop money for inf at RMters, making more influence come into the game (yes, the money was generated ingame...) as well.
The Dev's best recourse might be well to fill bids for the "bid holders" such as level 53 recipes, odd-levelled Hamis and so on, thus removing billions of influence from the game completely. That or block bids on nonexistant items. -
That's the main, popular one currently. It's not somewhere most people would slot one of the relevant IOs, but you could also achieve this in a power like Drain Psyche.
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I'm curious if they actually fixed it for all the related Numina-like IOs, or just that one. Either way, something is wrong: either the patch note, or the way all the other simial special IOs work.
Edit: Where are you getting these notes from? >.>
Edit2: Aha, I see the open testing section now. -
Quote:I know what he's talking about. We're talking about both a bug and the AE. No one who's responded to you here is anti-farming, or anti-AE, or anti-farming in the AE. You're making this way more complicated than you need to,Bugs aren't ae, bugs are bugs. I also dont think the other guy is referring to bugs but farming AE in general.
Mkay.Quote:If there is a bug with a large enough base of people to create inflation then it would be something I am aware of ...dolls...mito...etc...We are talking the general population which is running speed runs and x8 farms with about 4 bosses per grp... -
Quote:Dark Melee on its own compares favorably with some primaries for how much damage mitigation and HP recovery it gives you. That's why people often use it.Well, Impossible to Kill doesnt seem like it would be easly achieved on a Scrapper.I may be wrong about that, but I find that Dark melee barly does anything to up survivability when your soloing mobs of 4 - 8 in mob size.I acctually find it amazing so many people flock to the DM set with a Defense set, and find it even odder that they belive it'll do much for a Regen.
Now, it's quite true that one of its strong benefits is its -toHit (and/or its Fear), and those only work against a single target. One of the reasons to mix it with a defense set is not the -toHit, but the self heal. This is why my suggestion was for a defense set with the Fighting pool, softcapped with additional IOs. DM is there for the self-heal.
Remember, "impossible to kill" is a very broad statement, and I interpreted it as being good both in a pile of foes and faced with one big foe. DM isn't especially top-rated at killing a pile of foes, but it's going to help a soft-capped character with good L/S resists and good DDR be very hard to kill as long as it can land its heal on the enemy. -
Quote:I'm sorry, are you saying that because you think it's wildly boring that people aren't doing it?Ares = PLer Ares = Broke Powerleveling checks itself on the count of it is extremely BORING. Do you even farm at all? As I said, AE got super nerfed and at is very best is just a little better than normal farm maps. i14 came and went. AE got nerfed bad, end of story. Back to PVP IOs
That because AE already got nerfed once, it can't be being abused now?
That relatively rampant fast minting of new 50s is having no affect on inflation of currency supply and demand for (and thus price of) PvPOs?
Edit:
So whenever you see someone tell you about something you don't know how to do, you assume they're lying? You understand that there are bugs in the game, right? Do you think anyone claiming people can get from 1-50 in a few hours is saying they do it using normal play?Quote:lolol...I bet this person doesn't even farm at all which is usually the case with such statements. -

