UberGuy

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  1. Quote:
    Originally Posted by Another_Fan View Post
    Traveler and MegaTraveler as counterpoint. Both freeform, and the rule system worked very well without GM fiddling. I really have to disagree with your assessment that GM had to constantly tweak Champions. It can very easily go that route but in general thats because its the way the people playing want to play.
    Heh. I submit that the players you played them with were not that interested in breaking them.
  2. Quote:
    Originally Posted by Another_Fan View Post
    The Market Sux divide is mostly because the people that don't like the market are unwilling to articulate the fact that it isn't the game they came to play and they don't like dealing with it, and those that enjoy the market don't want to hear it and have elaborate rationales why their mode of play is appropriate.
    I don't deny that this particular divide exists, but I think it's much too exclusive of other complaints people have. There are plenty of people who don't mention anything about disliking the market mini-game as such who hate the prices and irrationally blame all "high" prices on flippers. It's much more than possible for such people to hate marketeers without directly disliking that there's a market in the game at all.

    After all, if I remember correctly, you don't like the market mini-game's presence in this overall game, but you understand it pretty well and don't make a habit of blaming its users irrationally for every perceived ill of the "casual" player's market woes.
  3. Quote:
    Originally Posted by Heraclea View Post
    If that was the intent, AE broke that too. The high level characters that run AE make Luck Charms the same way they make any other piece of common salvage they might need and not have on hand.
    Except it didn't break it at all. They still regularly sell for 50k or so. Your aversion to spending that kind of money on them isn't universal, because for a lot of people who play at level 50, 50k isn't very much money.
  4. Quote:
    Originally Posted by Heraclea View Post
    If that were the intent, I'm not sure this is working as intended. Being asked for help with inf transfers is still a regular phenomenon.
    It's not meant to facilitate people moving inf between their own characters. I mean, sure, you can use it for that, but you lose 10% of the wealth - if you can get a friend to help you, it works out a lot better.

    Rather, it's meant in the general sense to move inf from the more wealthy to the less wealthy. Broadly speaking, that means from high-level to low-level characters. High level characters don't have a lot of attractive ways to generate, say, Luck Charms, but low-level ones get them just for playing (assuming they fight certain foe categories). So the lowbies end up with something the highbies want, and for which the highbies can pay a premium compared to what the lowbies can ever earn fighting mobs.
  5. Quote:
    Originally Posted by Xanatos View Post
    My point was that the turnover/price of recipe's is more indicative of how available PVPIOS are. (I.e. not "impossible to get.") I have a sneaky suspicion that some people in this thread are looking at the "last 5 sold" prices of enhancements and wrongly assuming that's the current market value.
    The same thing happens with purples. And their price has been on the rise for a while.
  6. Quote:
    Originally Posted by Xanatos View Post
    Supply on PVPIOs is higher now then it has ever been.

    The only reason prices haven't dropped MAJORLY is because the market is still adjusting to the changes. If you don't believe me just go look at the market. PVP Recipe's have a higher turnover, higher supply, and lower cost than PVP enhancements.
    Yeah, I am not seeing how this supports your point.

    You also don't account factors such as increased demand. Over the past few months, awareness of these IOs and their benefits in builds - including PvE builds - has been on the rise. That drives up interest, which drives up competition, which drives up price.

    Most of the last 5 sales for the enhancements are from last month.

    Quote:
    Glad javs, Glad Armours, and Panacea Procs will always cost loads. They're the exception not the rule. (akin to LOTG & Miracle's.)
    Ironically, despite real inflationary pressures since I16 (solodoubling the average inf that 50s get for defeating a mob) the price of LotGs and Miracles have been fairly steady since around issue 14. Of course, unlike PvPOs, you can buy LotGs and Miracles with merits, giving them a price valve that PvPOs lack.
  7. Quote:
    Originally Posted by CoX_Junkie View Post
    Add to the fact the billions(trilions?) that were in the game prior to the Markets and the fact that influence never goes away(in any meaning full way)...just trades hands for the most part
    Well, it does go away on the market, 10% per transaction. Certainly a lot of people currently think that's not enough ways to get rid of it. And off-market trades like happen with these IOs literally just shuffle the money around - nothing is lost/destroyed.
  8. Quote:
    Originally Posted by The_Coming_Storm View Post
    Who seriously has 2 billion inf from regular, non farming play? wow... no reason anything should be over 2 billion.
    I've got over 10B inf on hand across multiple characters, and I basically never farm.

    It's not that hard. If you both play at 50 a couple ours a day and sell stuff on the market, you're going to earn 50-100M inf a week, easy, and that's assuming no big-ticket drops. It doesn't take long to hit 2B at that rate. Hell, you can hit 10M/hour just running missions on an 8-man team.

    If you use the market to earn inf, you're concentrating the billions of inf/hour that people are churning out into yourself (by selling them stuff). You can concentrate a lot of other people's money on yourself a lot faster than you can earn it yourself.

    The cap isn't very high compared to our earning rates.
  9. Quote:
    Originally Posted by Xanatos View Post
    I agree. Prices are an issue of inflation. Not drop rate. (Case example: prices of costume pieces when inventions launched. They didn't go for more than the influence cap despite rarely dropping.)

    Protip: Give your endgame massive influence/infamy sinks. Inflation goes bye bye.
    When both supply/demand and inflation are at play, you can't single one out as the sole cause.

    Also, it's naive of the devs to consider the inf cap as the maximum of individual wealth. We can have multiple characters and effectively pool their wealth. We can also measure wealth in ways other than inf. If I have 10 Apocalypse procs in my enhancement tray, I have effective wealth well over the "cap", and can conceivable use that to trade off-market for goods.

    If you want to prevent things like that, drop rate is the primary tool for addressing it. Of course that has other knock on effects, such as ensuring that more people have access to them. Such are the vagaries of tying character power to random drops and relying on a market to distribute them efficiently.
  10. Quote:
    Originally Posted by EmpireForgotten View Post
    But I really disagree with the best gear comment. This game is balanced around SOs. Its been stated that several times and is the basic premise for why the market is fine as is - atleast that's what I am gathering from this discussion post.

    Since the game is balanced around SOs, I should be able to compete in PvP with SOs. This isn't possible given the current engine. Even if I build my team to counter my ineffectiveness, I still cannot compete. I'm forced into a mini game I don't want to play inorder to PvP.
    That's because the devs didn't create the balance that exists in PvP the way they do in PvE. In PvE, the devs set the power of mobs, and know that some players will be above that and some below. The devs don't set the power level of your foes in PvP - other players do, with their builds. All the devs can do is set the limits of power - the maximum dynamic range of power players can achieve. Then, we can expect the players to always strive to the top end of that range.

    As you say, this game revolves around PvE. That means that the devs are perfectly within their place to expect PvPers to spend time rooting around in PvE for their PvP gear. Do I think that's the best idea in practice? No, I really don't. Of course I think addressing it requires the creation of PvP-specific supply mechanisms that just don't exist today. Without those, PvP has no choice but to default to the PvE mechanisms - random drops and the market.
  11. Quote:
    Originally Posted by Heraclea View Post

    • normative inf earnings are defined by the inf dropped by defeating mobs,
    • normative prices for enhancements are the ones established by the in-game stores, and
    • normative performance is the performance of the enhancements sold by in-game stores.
    Those are the comparable goods, comparable prices, and comparable income streams that are going to be familiar to a newcomer to the market.
    I believe those assumptions need to be questioned.

    On the first bullet, even assuming zero market profits, the prices of goods on the market would be defined primarily by the earnings of level 50 characters. This has no reasonably normative relationship to the earnings of, say, a level 15 character trying to buy set IOs. Yet the new player has no particular means to know this.

    Or course that new player has little way to understand how set IOs themselves function. Things like the "rule of 5", special rules pertaining to procs and globals, rules about uniques, rules about exemplar behavior - gaining understanding of all of those things requires the player to seek out knowledge that's not readily available in the game interface or its on-line help. I think it's rather artificial for us to decide it's OK for someone to be able to learn all that stuff about IOs but not learn some extremely basic things about the market - such as that their "normal" market income pre-50 is intended to be based on buying things from 50s or other rich characters.

    That intent was actually stated by the devs in I9 beta. The market, presumably in conjunction with things like the level bands for salvage and certain sets, and the exmplar rules for enhancements, is intended, at least in part, to serve as a vehicle for moving inf from those with more money ("near 50" characters) to those with less.

    On the 2nd and 3rd bullets, I think these assumptions are a mistake. Bullet 3 is quite debatable. When you can combine IOs with the right powersets and go solo spawns meant for 8-man teams set to +4 levels over your own, I think it's fair to say that overwhelms the performance of SOs. Given that, I think bullet 2 has to be brought into question - why would something that allows such increases in performance have the same price as the ostensible baseline in performance.

    That doesn't even touch on the notion that there is an infinite supply of SOs and the like. No matter how many you buy, there will always be more to have. At any given time, the same is not true of IOs - even if they are created with merits or commons crafted from memory, eventutally people will run out of merits or common salvage to use to create them. Shortages mean people will pay more to obtain things. So as soon as there's more demand for IOs than supply, that immediately breaks the price relationship between SOs and IOs, because you can never run out of SOs.
  12. Quote:
    Originally Posted by EmpireForgotten View Post
    My issue, which leads to my question, is that IOs are supposed to be a minigame for people to participate in if they choose. But, In PvP, they are almost required for competative play.

    Where is the line drawn as me being FORCED to play a mini game I don't like and don't have time for to do something I enjoy? (See all the posts on World PvP in the S&I to see where I am going with this)
    Here's a question for you. Do you consider having to get to 50 something you're forced to do in order to do what you enjoy (PvP)? If so, you wouldn't be alone. And yet it's something you have to put up with in this game. I'm not saying that as it should be - this topic is often discussed and almost certainly better served by having its own thread. But if the devs' approach to PvP includes having to get the best characters "the old fashioned way," they probably lump getting the best gear in the same view.
  13. Quote:
    Originally Posted by Sailboat View Post
    Fine, as long as we make a new, more desirable category of IO that drops very rarely and is not itself purchasable with merits and/or tickets. This new category of IO will then take the place of Purples as the rare, desirable, random reinforcement that the Devs seem to want in the game, and Purples will be demoted to merely another IO set.
    I think there may be another reason not to do this.

    Purples will clearly have very high merit costs. A conservative guess on my part is that they would cost easily 10x as many merits as what any current items cost. If you want a taste of what the devs think "special" enhancements that perform unusually high order functions should cost, compare the merit costs for the "Blessing of the Zephyr" set to comparable pieces in other sets. Then consider all the things purples do that a BotZ set doesn't. Massive enhancement boost scales, outsized set bonuses, higher proc rates with higher magnitude effects, and the nearly unique ability to exemplar without penalty. Then consider that their merit cost will also try to factor in their low drop probability, and that only level 47+ mobs are supposed to drop them.

    Such high costs for such an in-demand item is almost certain to cause a decrease in current merit expenditures on random rolls and even direct purchases for other IOs. Total market volumes of pool C/D items would almost certainly drop, meaning their prices would increase.
  14. Quote:
    Originally Posted by Heraclea View Post
    For better or for worse, the game is also a community. Your neighbors are watching you, and will not hesitate to express displeasure when their norms are broken. It does not matter that the norms go beyond the formal laws enforced by terms of service and GMs, and forbid what the formal rules would allow.
    I view this is an incredibly undesirable slippery slope. Giving people whatever they want so we don't risk making them mad is a recipe for societal chaos in the real world and instant gratification in a video game.

    There's more at stake here than the ability of marketeers to work margins and of everyday players to get shinies they want in game. The invention system is intended to be an additional, layered time sink in the game, above and beyond that of leveling characters to 50. Giving the players instant gratification in attaining the best of the best IOs is no different than giving them level 50s at will. Just because they are insistent that they should have either one does not mean they should get it for the sake of the game's ongoing subscriptions.

    Failure to understand this is, in my opinion, one of the most fundamental causes of people's angst about the market and the availability of goods. For better or worse, this nature of the invention system can feel at odds with the game's alt-friendly nature. As Arcanaville mentioned, in I9 the game changed. People can choose to change with it or not, but they should not demand that it always change in a way that they need not adjust to.

    If I were you, I wouldn't quote that person's thesis to anyone, and I certainly wouldn't credit anything he produced as "great". I think his manner of information gathering was outrageously flawed (it was essentially designed to produce the outcome he expected) and that thus his conclusions are similarly bogus. No one I know who was familiar with this individual in game gives what he wrote an ounce of credit, and maintain that some of what he wrote as the underpinning of his thesis were outright lies.

    Quote:
    I think it's unreasonable to expect that the community will not develop similar norms about proper and improper use of the market. Telling people that they must not seems a vain endeavour.
    As others have said, there is no indication that this is happening. "The community" at large is not even clearly using the market, and we cannot clearly lay all of that at the feet of how the market and its regular actors work. For example, some people simply find the inventions system too arcane, or dislike crafting, or just feel they alt too frequently to merit the time investment.

    If the players at large aren't using the market, then the "community" in question has to be the subset of the broader player base that does use the market. There's no clear indication that people using the market have a broad movement in the manner you mention. The very fact that the market does what it does (and that we get such bitter complaints about here from time to time) suggests the contrary.

    Quote:
    Again, historically, prices of anything have a customary and traditional dimension. People will continue to judge prices as fair or unfair based on what things have cost in the past, and what they cost relative to comparable goods. They will not stop doing this because you tell them not to.
    The bolded part is critical. We have not established any foundation for what comparable goods are in this context. What non purple set is a purple set comparable to? A Miracle? A LotG:Recharge? They do different things. If a purple used to "cost" the same as 1 LotG, but now it costs 5, should we be upset, or realize that they aren't really comparable and only used to have similar prices by a variety of unrelated reasons?

    On that note, people who complain about price increases on the CoH market and almost never account for actual economic justifications for price shifts between goods or even absolute price shifts. Level 50s are now earning more than double the inf/hour they did before I16, but I've yet to see someone complaining about the rising price of IOs account for that. Similarly with shifts in supply, such as AE exploits (which are active currently). If purples actually become 5 times more rare than they were before, are price increases unjustified?

    Quote:
    They will not stop doing this because you tell them they don't really need whatever's priced at the price they look askance on. They will not stop doing this because you tell them that their expectations are economically naive and ignore supply and demand. And their jealousy, or their outrage at seeing the community's norms broken, can be a potent and violent force.
    As can righteous indignation of more level heads at their immaturity and ignorance. We cannot expect the devs simply acquiesce any time an uninformed, emotionally-charged persons decide they're unhappy with a lot in (game) life their own ignorance and emotional state help reinforce. When there is a clear impact to the game's viability due to broad-based player dissatisfaction with something, then I think the devs should (and often do) take some action to correct it. In this context, the tool in the dev's hands are drop rates. If they really believe that a broad base of players are sufficiently dissatisfied with the game because IOs are too hard to obtain, the correct change is to increase the ease with which they are produced. The market will correct in accordance with such changes.
  15. Having a DM/Regen (and being very happy with it, I should note), I suggest you look instead at either a DM/SR or, if cost is no barrior, a DM/Shield.

    Any time you take a character with no major Defense Debuff Resistance (DDR) and layer a lot of defense on them, you do two things.
    • You make them very hard to kill against most things.
    • You experience them dying very abruptly against things that strip their defense off of them.
    Now, to be clear, I don't mean that one boss or something with -Def debuffs is going to suddenly be kryptonite to you. Here's what happens.
    • Foes who can't debuff your defense now have a harder time killing you, so you can survive more of them, and/or at higher levels. You drive up your difficulty to account for it.
    • You could not survive this increased number/level of foes without your new, shiny +defense.
    • You meet foes who strip off your new, shiny +Def (and maybe then some), and now you are facing a number/level of foes you cannot survive.
    If you want to be "damn near impossible to kill" in the face of AVs and Giant Monsters, you really want to be at or as close to the defense softcap as you can get, just because they put out so much damage when they hit that you want to minimize how often they hit. You probably want that to be positional defense, since there aren't a lot AVs that use non-positional psionic attacks and there are GMs that use toxic attacks. In general, a non-Tanker cannot get enough non-Defense mitigation to survive being hit regularly by an AV/GM.

    SR and heavily IO'd Shields can meet the above AV/GM criteria, and can also get enough DDR to shrug off most things that try to strip them of their defense. Edit: The Shielders also need some Hami-Os to achieve the latter.

    Therefore I think my "impossible to kill" non-tanker would be a DM/SR or DM/SD Scrapper or Brute (the Brute would obviously be harder to kill than the Scrapper) with Tough and Weave.
  16. Quote:
    Originally Posted by Heraclea View Post
    I'm not really claiming that moral concepts of a just price ought to be applied here. My "appeal" to these ideas is more by way of an explanation: you're dealing with a phenomenon that reasserts itself throughout history.
    Ah, my apologies. I misunderstood your direction.

    Quote:
    Merely waving people off with the notion that "IOs aren't a necessity, and in fact the game isn't a necessity" isn't going to be convincing. It's likely going to make them madder. We all know that qu'ils mangent des brioches is a path to the guillotine.
    I can't accept this. People need to be reminded of the context in which they are making their statements and forming their opinions. When people express how pissed they get at the behavior of other players over market activity in a video game is, in my opinion, the place where they need to be reminded how unreasonable they are being.

    Quote:
    But one more relevant question is: are prices so out of hand that some players abandon the game because they see the rewards as something they'll never be able to achieve? This is what soured me on another game: there was a raiding path to advancement, a PvP path to advancement, and both were so difficult, so time consuming, and so fraught with potential conflict with my fellow players that I gave up trying.
    As Arcanaville points out, if lacking these goods made the core game unassailable, then I believe this would have merit. Instead, people are trying to cast these goods as necessary for their enjoyment of the core game. Because of this, I view this as allowing jealousy of "haves" to overshadow what they actually think is worth playing. Just because such behavior is common does not mean I accept that concessions should be made for it.

    I think it's worth noting that getting one or two fairly transforming IOs - the ones that give you +recovery, should be within reach of nearly every player. Thanks to merits they can be had outright even if the player can't drum up 200M or so to buy them (that's for both) on the market.

    Quote:
    Originally Posted by Arcanaville View Post
    I don't want to overdramatize the issue. The issue isn't related to the fact that CoH itself is not a necessity. Its more the case that there is a social consensus to build around in the real world when it comes to things like the cost and availability of food, clothing, education, etc. We can at least *frame* the discussion, even if the participants don't all agree on the rationale.
    Just to be clear, I didn't think you were dramtizing it. I did think Heraclea was, but I now know she wasn't.

    Quote:
    However, that consensus doesn't exist for most of the commodities in CoH within the context of playing the game because there's nothing remotely close to a consensus on the social cost of not being purpled out. And if no one can agree even in ballpark terms on what the penalty is for lacking such items, there's no way to come to an agreement on what the availability, and therefore the ethical price for such items should be.
    Yes, I very much agree. I get uppity when people effectively declare that their subjective opinion on what the ethics and/or price should trump all other consideration, including those of raw market forces, such as the inf supply in the system.
  17. Quote:
    Originally Posted by Heraclea View Post
    This is what some people fail to grasp.

    Apart from the laws of supply and demand, any system of exchange in a human community acquires a traditional and moral dimension - a moral economy with corresponding obligations and expectations, such as a just price. In this sort of moral reasoning, it isn't right to charge more for gas just because the refinery caught fire. You can't charge more for building materials in the aftermath of an earthquake. The cost to produce existing stocks didn't rise; to charge more just because of high demand or low supply violates people's traditional norms and expectations about what prices ought to be. Those norms carry the force of custom, and sometimes of law.
    As has been discussed many times in these forums, appeal to those concepts break down severely in a virtual environment. Moral economic customs and laws exist because, without them, people in distressed situations might be denied fundamental necessities of survival, and thereby, denied the ability to survive or avoid severe injury or distress.

    That is, by definition, impossible in a video game. Denying someone a Hecatomb proc will never deny the player at the keyboard their ability to exist, or risk that they suffer real life debilitation or injury except in the most outré of edge cases.

    Seriously, I just can't accept the notion of applying moral economics to luxury goods in an environment that is, itself, a luxury to its players. I can't imagine what people in, say, Haiti would think of the comparison right now.
  18. Quote:
    Originally Posted by NordBlast View Post
    What added value is provided by marketeers? Someone tried to represent "the renting of market slots" by marketeers as added value. Without any numeric data to support it, I highly doubt it. I see it only as a self-serving excuse.

    But don't get me wrong. I don't blame marketeers for current state the market.
    Bear in mind, I am not an active flipper (what I figure is the the most general category of "marketeer").

    That said, I see a potential value for the flippers. Whether it's actually useful to any given player is extremely conditional and highly subject to that player's current perspective.

    Flippers convert something that would be quickly taken off of the market due to low list price and keep it on the market by increasing the price required to buy it, presumably to a value closer to the current equilibrium price. This denies the item in question from later bidders who aren't willing to pay that higher price. This can be seen as reserving the item for people willing to pay the higher price. (Note that any bidders competing with the flipper to buy the item initially only have to beat the flipper's own bid price, not the flipper's higher list price.)

    Now, the later bidders who are unwilling to pay the new, higher price probably aren't going to think this is so hot.

    The people willing to pay more for the item either may like this "service" or not care, depending on supply of the item in question. If the item is rare enough to mean that a rich-blooded bidder might have to wait for a new listing had the flipper not re-listed the item, the rich-blooded buyer probably likes the flipper, because the flipper helped ensure something was there to buy "right nao". If, on the other hand, the flipper is just scraping low-ball listings and merging them into an existing stable oversupply of the item, the rich-blooded bidder probably doesn't care, because there were some there to buy anyway.

    Mostly, I don't think marketeers need a justified existence in the market. They're players making good use of opportunities presented to them. This is not different to me than people who build their characters for maximum performance. Marketeers are, mostly just doing the same thing with a different mini-game. However, for reasons listed in this thread, the fact that they "got there first", "got reward easier", or denied someone else a theoretical opportunity (to buy something cheap), they are often reviled.
  19. Quote:
    Originally Posted by eryq2 View Post
    Maybe if i played 1 toon for a year that'd be possible. My 1st 50 took like 400 hours, i don't care to do that again.
    I just got a new character to 50 last night. It's a Regen Scrapper with 20-22% defense to all 3 positions and 50% global recharge. I have 650M inf, and 900 merits. (I had more merits but spent a bunch on low-level globals.) My build is shy one set of Hecatombs, one set of Obliterations, and one set of Blessing of the Zephyr to be "done", and I expect to have all of those by this coming weekend. (For those keeping track, that'll be 23-25% def to all and 60% recharge.)

    I didn't farm. I didn't marketeer. All of my contact bars except a couple in Galaxy City, Striga and Croatoa are all full. Other than running the Task Force Commander TFs and a few ITF or Lady Grey TFs, I soloed the whole way.

    This is the 2nd character I've played up to 50 since XP smoothing, and the 1st since the I16 difficulty changes. I'm amazed how easy it is to level solo now. I went from 40-44 before I'd finsihed the arcs from two contacts, playing at +2/x2/yes/no.

    So I think it isn't hard to get to 50 without PLing, and I think it isn't hard to make money and thus think it isn't hard to get lots of IOs. Do I think it is easy? Let's say I don't think it's automatic. Maybe, just maybe, you're radically less patient than I am. But I think my experience again suggests that there's just a wee bit of hyperbole in these claims one has to farm their eyes out or rake their fellow players over some sort of virtual market coals to get a tricked out build.

    Quote:
    So what if i blow thru to 50 in a week? Does that mean there shouldn't be pieces for them on the market? Do i purp each toon? Yes and no but even normal recipes are getting to expensive to pay 50mil each. Unless i want to get air burst or some other crap set that the market doesn't seem to inflate the prices of. And?
    Yes, it absolutely means there shouldn't be pieces for them on the market. Do you understand that people playing the game is how those pieces get there to begin with? People like you are a big part why there are no low-level goods for sale. You want to race to 50 and consume the things others have produced, and you wonder why people are paying 500M inf for one purple. You and all your buds who race to 50 are inflating the number of people with 50s competing for those items. If you're PLing in the AE you're making it even worse, because you aren't producing any purples while you're in there.

    Purples are only slottable by level 50s. That tells me that they are intended to be a carrot you chase mostly once you are already 50. If everyone tries to get the carrot before they get to the end of the stick, we run out of carrots real fast, and that means the price of carrots gets really high.
  20. Quote:
    Originally Posted by eryq2 View Post
    It does happen often. I know one SG on Justice, the base is huge and the person designing it told me they buy inf to do it. It's called DU****. I won't say it all, don't know if i should. I've also been told by 3 diff people in 2 weeks that they buy inf to IO their toons. I think it happens often enough to keep the RMT'ers doing it
    My god.

    They bought inf to convert to prestige to create their SG base?

    And you think these people are good indicators of anything?

    These people are indescribable morons. Like to the extent that we need to make sure they don't breed, to save the gene pool from them.
  21. Quote:
    Originally Posted by eryq2 View Post
    You either have to buy inf, search the market for niches, or farm like i do. It's just becoming more of a hassle to log my 3 accounts and farm nonstop for nice IO's.
    Except we covered this in the other thread. You don't have to do those things. I don't do them. I just play some every day, usually 2-3 hours though sometimes real life means I can't play. I solo some, I TF some, and I am IOing out character number nine, who started getting goodies at level 37, and is now nearly fully outfitted except for a set of purples. (The characters' still not 50, so I can't slot purps yet.)

    If I can do this, it disproves your claims. If I can do it, why can't you?
  22. Quote:
    Originally Posted by Uruare View Post
    I talk to a lot of people in game. Hardcore PVPers, hardcore arc/TF runners, badge hounds, 'casual players' of both the informed and the very much not informed variety, jacks-of-all-trades, GM/AV soloing aspirants.

    The list goes on. And I keep hearing the same story.

    "If you want to win, you buy inf." Is how that story goes.
    What server do you talk to all these people on? Because I have never seen the people I traffic with say that. A lot of them use purples and even PvPOs. They do lots of things to get that money. Some of them farm, some of them play a lot, some of them run TFs a lot, some of them marketeer... but none of them buy RMT, and whenever it has come up they usually poo-poo those people as dumb.

    So I'm curious about the context of this.
  23. I'd say a RMT user is essentially a degenerate version of type B. There's nothing in the OP about how people get their off-market money. Any user of all types could be using RMTs, farming, proceeds from Costume Contests, or whatever.
  24. Quote:
    Originally Posted by eryq2 View Post
    LOL. Market isn't for casual players? So, casual players don't want/like the benefits of set bonuses? Sounds like discrimination to me. Can we please get a DEV to say, "casual players stay out of WW"! Or, "WW isn't made for the casual player hence the low drop rates and only farmers and pvp'ers can use sets".

    Devs? Can you back up that theory please?
    The impetus behind that statement is that anyone who really gets into the guts of the Invention System is no longer "casual". There are degrees, but fundamentally, spending the time to learn how Inventions work strongly implies some tendency towards power-gaming, because the Invention system is, frankly, fairly arcane.

    Edit: this gets back to the joke about the casual player with purples slotted in their Warshade. Anyone who even aspires to that sort of thing is, historically, not a casual player.
  25. Quote:
    Originally Posted by Another_Fan View Post
    The simple solution is a store that will sell anything in the game for inf. Not a little inf mind you but a whole boatload of inf. Common salvage at 25k, uncommon 250k, rare 5 million (the rare situation has already seemed to stabilize itself) IO recipes at a similar ratio to current going prices.
    We have to remember, the store isn't just there to make sure we can get what we want as fast as possible. I'm absolutely convinced that obtaining IOs is intended to be a time sink above and beyond the standard time sink of getting to max level (50). The thing is that a store with these kinds of prices would ultimately be less of a time sink than the current system unless continuously maintained. The market is actually sort of a self-correcting time sink in the sense that prices tend to rise with people's ability to earn inf.

    I'm fairly sure the market exists to facilitate our ability to actually get things given a time sink defined by random drops. Without the market, we'd all have to either wait until we got the drops we personally need or barter for what we wanted with a smaller audience (or resort to out-of-game tools, like these forums). We'd also only be able to trade with people on the same server.

    An outright store is a time sink too, but it's far less dynamic. The devs created an outright store with the merit system, and we can see what they did with it - in a broad sense, it takes more time to earn merits to buy a whole build than it does to earn the money needed to buy that build on the market.