UberGuy

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  1. Quote:
    Originally Posted by Donna_ View Post
    Yea the supply may increase, but who is going to list their IO at less than the recent sold price.
    Anyone who wants to make sure they sell when someone else bids.

    All they have to do is undercut you 1 inf and they get the sale.
  2. I'm really not sure what I think of Epic Archetype at level 20 thing. That really seems to needlessly cheapen it in my mind, especially given all the recent changes to make leveling easier.
  3. Unless the crafted item price difference is within the price variation of the recipe, accounting for crafting and salvage costs, I won't pay for the crafted item. I won't pay a markup for the convenience of getting a crafted item when it takes me literally about 2 minutes of in-game time to get the salvage and craft the item.

    Given how much time I spend crafting items to sell, that added time is nothing to me. In fact, it's often batched with time I spend crafting things I intend to sell.

    Collectively, across my IO'd characters, I have saved, quite literally, hundreds of millions of inf by crafting instead of paying for the crafted item. That means I've outright saved enough money to fund IOing newer characters of their full builds, sans purples. Then the actual profits of the stuff I do sell can go towards the purples.

    This means, among other things, that I don't have to flip things on the market, or farm appreciably, to make the money I need to build out characters the way I want.

    I've never got a deadline for when I need a build to be "done" other than my own limits of patience.

    Edit: Just to be clear, there are big categories of popular/powerful IOs that the crafted price is something like +10M or greater. The gap for purples can be immense; I've seen as high as +100M. People who "buy it nao" at those prices fund the playstyle of people like me.
  4. Quote:
    Originally Posted by Moonlighter View Post
    One thing I hate about defense debuffs is that unduly punish non-defense builds. Defense offers protection against them since you still have to be hit. Where as a high defense characters can have a defense cascade failure, resist characters with low defense immediately double incoming damage. I'd like to see defense debuffs limited so they wouldn't reduce you beneath base defense. This would still take away all the mitigation of primarily defense based characters, but Resist characters would weather those enemies better.
    This really isn't true. What represents double (average) damage (per second) against a non-defense-based character would represent 3-5x as much average damage per second against a defense character, depending on how you define "doing the same thing" to them. Looked at another way, it takes way less -Def to start doing double damage against a defense user.

    Even when you're softcapped, stuff with pervasive debuffs will hit you eventually. When it does, unless have a boatload of DDR (which only SR and Hami-O'd Shield can have) getting your defense debuffed usually represents a serious problem for the defense user, because that defense is usually their primary means of mitigation. Slapping 30% defense on a DR or Regen set still leaves them with those tools underneath. They're going to take the extra damage more gracefully than the Defense set will handle suddenly taking 3 or more times as much damage (even if none of them can actually survive it).

    Remember, the game isn't balanced around the kind of stuff we do so often in this forum. If it was, it's quite likely we simply couldn't do them.
  5. Quote:
    Originally Posted by Fire_Minded View Post
    I was not raised to use Diplomecy, or use Tact.They are utter wastes of Time for our society to keep using them.
    No, instead you were clearly raised to use bigotry and prejudice, chastising all who do not agree with you as wrong. You were never taught that opinions are not facts, and that those who disagree with you do not need be constantly reminded of your opinions.

    An impressive feat, where you not only backhandedly insult other players, but your own upbringing as well.

    Perhaps you should have a few more drinks. We might be better served if you fell asleep a while.
  6. There really isn't much I've ever said I won't play. I'm fairly tolerant of low damage, graphics other people hate, sounds other people hate, etc.

    That said, there are some constraints on what I do play.

    • I don't enjoy MMs or Pet-centric Controllers. I don't mind having pets, but I just can't get into having my pets do things for me. I want to play something more "hands on".
    • Whatever I play has to be a passable soloist by my subjective standards. Broadly means no buff-centric powersets on "support" ATs, but debuffers are often fine. That pretty much means, for example, no /FF or /Empathy for me.
    My one aesthetic barrier to playing something was old-school Spines. Now that there are lots of style options for it (some of which are darn cool looking) I plan to play one at some point.
  7. Quote:
    Originally Posted by EvilGeko View Post
    What players consider IOs to be is irrelevant. The fact is that if one simply plays through story arcs and TFs, they will be able IO out a character. This is without ever needing to use the market. I would have agreed with your point pre-merits, but I do not now. Merits have completely trivialized the commitment required to be successful with the Inventions system, even if you save up for every piece.
    You and I clearly have very, very different thresholds for what "IO out" means. I have a character that I'm rather painstakingly taking through pretty much every arc in existence on heroside. Between that and all the TFs needed for TFC, I'm looking at something like 1200 merits total at level 50.

    If I used that to buy my IOs, I wouldn't even finish half my build. If I used it what I considered optimally on the market, it would probably get me 3/4 of the way there.

    Quote:
    What I am saying is not debatable.
    Oh, yes it is, for the reasons I just gave. Given that I'm actually going to be hitting pretty near the upper bound for doing all the content, I think that's pretty firm, non-qualitative evidence to the contrary. What remeains subjective is what it means "to IO out".

    Quote:
    Merits allow a player to simply play the story based content and earn rewards without having to do any activity they wouldn't be doing anyway.
    Right. Until, like me, they don't actually earn the merits the need doing that, and they have to go back and earn more. Voila - time sink.

    Oh, and it's probably worth reminding you that only the arc holder gets the arc merits unless the arc is run in Ouro or it's a formal TF/SF. So if you team a lot you don't get anything like this number of merits. If you aren't turning off your XP every 5 levels like I am, you don't get this many merits even solo.

    Quote:
    Let's say a player only uses SOs and has never and will never use an IO. That player goes to the Hollows and does the story arcs there. They now have merits which can be converted to rare recipes. They have done nothing other than play the content. They had no intention or goal of earning IOs, but still have the token that can be converted to such. Where is the timesink there?
    You're treating IOs like they're something most people are "done" with by going and grabbing 1-2 random ones. Sure, they can be treated that way, but if you use them maximally, they're nothing like that. They take more effort (read: time) to obtain.
  8. I'll just answer your edited question, since I don't PvP to speak of myself and couldn't give you good advice on your main question.

    The PvP forums would probably be a better place to post this, but lots of Stalker Players are interested in PvP, so you should get an answer here too.
  9. From me, at least, no worries at all. I'd rather you had adds than stop having a host, and I think it's pretty clear this wasn't somehow directly the site admins' faults.

    I can't imagine any ad site fessing up to vulnerability to such things ahead of time, and plenty of hosts of all types have turned up hacked via various injection or XSS vulnerabilities. All we can do is keep our eyes open and let folks like you know when weird stuff happens.

    This did prompt me to look into hardening my own browser a bit more, which isn't a bad thing.
  10. Quote:
    Originally Posted by EvilGeko View Post
    That definition is crafted purely to support your point.

    While certainly not authoritative, the following are at least third party definitions of the term and support my view that IOs, as easy as they are to obtain do not qualify as timesinks:

    http://www.urbandictionary.com/defin...rm=Time%20sink

    http://en.wikipedia.org/wiki/Timesink
    I really can't agree to your position at all here. IOs are a time sink. I feel that they are not as quick to obtain as you claim for the wide majority of players. Reasons for that vary. Not all players are power gamers or min/maxers. Not all players like to use the market. Not all players are good at the market or at min/maxing, even if they are willing to do it. Not all players earn many merits/day. For many, many players, high-performance IO builds are something they consider far away and out of reach.

    This is distinct and separate from the reality of whether it's possible to obtain IOs for a character quickly. In particular, if a player has used one of several available methods to build a large bank of cash ahead of time, it can be effectively trivial to obtain IOs for a new character. However, that is not common.

    I think it's fair to say that IO builds are becoming more common among characters, but they are still not common in the sense that the majority of characters do not seem to have them.

    It also remains common for many players not to bother IOing characters until they are nearly level 50, and if those players do not have the cash or bid structure in place to equip those characters "on arrival", then they have to spend time at level 50 obtaining those IOs. That's a time sink.

    I define time spent following any stick with a carrot at the end as a time sink. Epic time sinks can be bad. I disagree completely with the claim in the #2 definition of "Time Sink" that any time sink is bad. Leveling to the level cap in every MMORPG in existence is a time sink. That time sink is only bad when it is too large.

    Your definition of "time sink" is time spent do a degree that the player considers it onerous. I think that's an overly narrow definition, and also a quite subjective one.
  11. Yeah. My take on this is that, in a way, the bar has been set too high on these things, too. Given the size of our PvP community, how useful these enhancements can be, and the time limiter put on their drop chance, they're too hard to obtain, and people doing this is a natural result.

    That doesn't mean I don't expect the devs to drop some sort of hammer on this. My guess is that the only reason they haven't so far is because they're too focused on GR and any prerequisite Issue release to deliver a patch to address this.

    I'm quite certain that if they do drop a hammer on the farming but do nothing else, the prices on basically all the decent PvPOs will slam into the 2B ceiling. Sadly, I also expect them to do just that, and then maybe come back later and revisit the drop rate/mechanism.

    I have some small hope for a general rework of PvE-ish things PvP related in the near future, just because there was some mention of this back when Synapse addressed the various "defeat X" badges in the context of things like RV Pillboxes. Maybe the way these things drop might be addressed in that context as well.

    I suppose another possibility for "fixing" this is for PvPOs to end up as regular PvE drops. There are a number of PvPOs that are quite desirable even if you don't intend to PvP. The +3% Defense unique, the -DR proc, the whole Targeted AoE set, various low-slot-count KB prot and +HP bonuses, the +heal/+end proc, Ranged Damage procs - all are examples of things that you can't find in existing PvE sets or might want to stack with what does exist. This has to contribute to their high demand.
  12. Quote:
    Originally Posted by Bionic_Flea View Post
    If it does use different tables, GR would make a mess of things. I am guessing it is the same.
    Everything that's been said in public by the devs makes it seem likely they are the same. The whole "being a villain is a flag" bit and "the two games are the same" and all that.
  13. Really? That's odd, since post 16 contains a nicely worded statement that my claims were BS, not that you said something specific that could be (successfully) disagreed with separate from the OP's thesis.
  14. Quote:
    Originally Posted by brophog02 View Post
    Good, we're in agreement then. Now we can talk about the real ramifications and purpose of this thread, such as the primary question of falling prices.
    I never posted in response to the OP. I posted in response to you specifically when you said something I felt was almost certainly incorrect. In response to my posts and others to that effect, you first directly argued but now you're avoiding that whole conversation and focusing solely on the OP's broader question

    Are you saying that you worded your post to which I initially responded in a way that could have been interpreted as independent of or more narrow than the OP's point, and you'd like to correct that and move on?
  15. Quote:
    Originally Posted by brophog02 View Post
    It is a big, big difference from where we started this thread........
    Yeah, I covered that already.
  16. Quote:
    Originally Posted by brophog02 View Post
    Now, we're (beginning) to get somewhere. Now, we also need to address the question of if prices are indeed falling for PVPIOs. The example listed in the OP appears to be simply a lucky acquisition by the buyer and not reflective of the actual going rate, given the data of the past few days and consistent reports that the item goes for higher than inf cap rates off market.
    Why we'd be just beginning to get somewhere is beyond me. All I did was enumerate things that I and others have been saying since the AFK farming sub-discussion took off.
  17. Quote:
    Originally Posted by brophog02 View Post
    Observation: I observed a person put a recipe on the market gained through AFK farming.
    Argument: AFK farming is the primary source for recipes on the market.
    Observation: No other known method of producing PvP recipes has been reported to produce larger average drop rates per calendar day than AFK farming.
    Observation: I observed PvP recipes sold by persons who reported AFK farming as their origin. This represented a non-trivial proportion of all such recipes sold in that same time period.
    Observation: I witnessed other people farming recipes in that time.
    Observation: People besides those I know who farm recipes report selling them on the market
    Observation: When supply of items increases, it often produces negative pressure on their price, even when those items are not selling at their equilibrium price.
    Observation: Items with negative price pressures may still increase in price, as there may also be positive price pressures.

    Conclusion: AFK farming of recipes provides a non-trivial proportion of market transaction rates, and thus affects (influences, impacts) market price.

    It is sensible to note that some of the observations may be wrong under specific ciccumstances. This is not the same as assuming them wrong de facto unless proven quantitatively.
  18. Quote:
    Originally Posted by brophog02 View Post
    I'm not attempting to provide proof in that post, nor am I making an argument in that post. I'm denoting an observation, therefore there is no irony to be had in that statement.
    You are using your observation as a supporting statement for a larger commentary. When other posters have done this in this thread you have proceeded to dismiss their larger commentary until for someone can come forward with non-anecdotal statements to support it.

    Oops.
  19. I've been missed by that power many a time. It's not auto-hit. Believe me, I watch carefully to see if it hits me when I see it ripping along in the air. It's fairly visually distinctive, and it bites when it lands on you.
  20. Quote:
    Originally Posted by Xanatos View Post
    If the rez power recharges in less than two minutes then you should not be teleported to the hospital. (I think?) But as rez powers have a base recharge of 300 seconds this is next to impossible without significant +recharge bonuses. You need about 40% recharge bonus, which means DR shouldn't affect it too much. Oh and you also need to 6 slot the rez power with recharge IOs. This should let the rez power recharge within two minutes of it being used.

    So I'd have to spend 1 billion outfitting a character with 5 LOTG & 5 sets of crushing impact. Theoretically i'd make that back in a week. It might be worth it. I suppose Arena spawncamps are another way. But they can only last for 30 minutes & I'd hardly consider them "AFK".
    I'm guessing that you're not building for the right recharge time target number.
  21. I think you don't get how the market works to concentrate wealth.

    Lets make up a number. Let's say that averaged over all the players in a day that there are 1000 people an hour playing level 50s in active combat, each creating 3M inf/hour. Let's say that all the other people playing the game at all other levels account for as much inf creation as another 250 level 50s. So the equivalent of 1250 level 50s times 3M inf/hour is 3,750,000,000 inf/hour entering the economy.

    Now, lets say I am selling something that I can sell for 2M inf. That's actually not much - it'd take an average level 50 40 mins to create that wealth from scratch, so for the price to be that low, let's assume what I'm selling is fairly common (maybe it's rare salvage). I can sell 5 of them a day, meaning I make 10M inf a day. Every four days, I have saved up 40M, which I use to buy something mildly expensive.

    Now, above me in the food chain is the guy who's selling me the 40M items. He doesn't get them as fast as I get my 2M inf items, but he sells them for a lot more. He saves up the money he earns on them and periodically buys something that costs 250M. Above him in the food chain is whoever is selling those items, and so on and so on.

    Now that example is overly simplistic, because it suggests that the only way to get things for selling on the market is to get them as drops. But it's not - you can use money to invest in purchases that you expect to sell for a profit. The more money you have, the more expensive an item you can invest in and the larger the profit margin you can usually expect.

    The money is coming from all the people generating (in my example) 3.75B inf/hour. The market acts as a sort of pyramid system, funneling that wealth from the thousands of characters earning it a few million inf/hour to a few people who are earning billions per day. It's that much smaller population of extremely wealthy players who are throwing the money around you're seeing. Don't make the mistake of assuming that because you see multiple billion-plus inf sales a day that everyone out there is running around with multiple billions of inf. It's a much narrower segment of the market.
  22. Quote:
    Originally Posted by Xanatos View Post
    How to work around being ported to hospital in zones after two minutes of being dead?
    I'm guessing not being dead for two minutes would cover it.
  23. Quote:
    Originally Posted by peterpeter View Post
    Hmmmm, hadn't really thought about it before... but if there are lots of people on Freedom to PvP with, and no people on Pinnacle to PvP with (just to pick on Pinnacle for no reason) then logically Freedom will end up with more PvP recipe drops than the low population servers.
    Because of the AFK farming, you actually can't assume that.

    You see, the most prolific AFK farming happens on the servers with low PvP populations, because there are essentially no PvPers to disturb them. Even when people go in zone on the quieter servers, they seem to be more prone to leave the farms alone than one might expect; I can only theorize that these players may perceive increased supply as a good thing.
  24. Quote:
    Originally Posted by MutantX_7 View Post
    The biggest thing I see that kills me is seeing people spend 200 merits on a recipe they need (say Perf Shift +end) and slotting it when they coulda bought a LoTG +rech the salvage and sold it for 200mil. They then could have bought the perf shifter for a 10th of what they made, and had another 190mil to spend on the build... I shake my head everytime. I just did this and it will pretty much finance the rest of my Ice/MM's S/L soft capped build.
    I know people who do things like that because it's easy and/or quick. They know it's (terribly) inefficient, but they have enough resources that they don't care. It's the same kind of thing of walking up and bidding two times the highest of the last 5 history in the market - they know they could get it for less, but they want it right now damnit, and they really don't care what that costs them.

    It is a pity though when people do this sort of thing because they just don't get it, as opposed to "getting it" but not caring.
  25. Quote:
    Originally Posted by Draggynn View Post
    However I never saw the proc fire while the buff was active, so there may now be a suppression period while the buff is active that prohibits another from being cast, but there no longer appears to be a suppression period after the buff has expired. (Although an unusual behavior, this would be consistent with the way magic fortunes work). I also no longer see the former behavior of a partial buff occurring after the suppression has expired.
    The last known data for how the proc worked on RedTomax's site (known to be a couple of issues out of date) shows no suppression, but a design that precludes any stacking. The RedTomax info has the proc having a 10% chance of granting the user a temporary power. You are allowed to have one instance of this temp power at a time. It's the temp power that grants the 100% recharge, which is flagged to not stack from the same caster.

    This would result in being able to trigger the 5% chance any number of times, but only getting one 100% recharge bonus at a time as a result. The 100% buff and the temp power itself both last 5 seconds.

    All of this seems to match your description.

    Edit: The use of an intermediary temp power seems to be a standard means of preventing powers (of all sorts, not just proc effects) from stacking even if applied by different powers. In the case of the Achilles Heel proc, which also uses this mechanism and affects a different target than the caster, it even prevents it from stacking from different casters.