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I hear you Fulmens. In your honor, I think there should be a vendor in Pocket D whose only purpose is to dispose of inf for badges
10,000,000 -- Spendthrift -- Keep that inf coming
100,000,000 -- Profligate -- You put the "disposable" into "disposable income"
1,000,000,000 -- Big Spender -- Spend a little time with me
10,000,000,000 -- Fat Cat -- You're rolling in it and you don't care who knows it
100,000,000,000 -- Ebil -- Your ability to amass and dispose of inf is unparalleled. You are truly Ebil(tm) -
I like the idea as a QoL issue, and I could see the devs implementing it just for that reason alone.
As an influence sink, I think that 1mm/lvl is way too low. I'd suggest 5-10mm per level. This way, the influence sink would hit the wealthiest who want to tweak all their miracles to 20, rather than the "casual" player who wants to tweak their lvl 48 Mako;s A/D to 50. I think you would remove more aggregate inf that way. If the arb across levels isn't there, people won't use it and worst case is we are exactly where we are today.
The best solution for sinking influence is convince all us ebil marketeers to delete it. Maybe have a category for "deleted inf" at those stat counters all over town which I haven't looked at in about 4 years. -
Quote:Oh, I know that only the GUI is being changed. I'm just assuming that it (and any future, purely speculative, changes) will be geared towards promoting availability to the "casual, yet extremely vocally whiney, player". I doubt drop rates will change either, but I think that having an increased ability to aggregate inf and information will lead to higher prices for the hig end stuff and lower prices for the low end stuff. Pure and simple speculation on my part, but that's how I'm playing it.I didn't even notice this part of this post until Aedeon quoted it.
All they are describing in I17's planned features is a change to the actual GUI element that makes up the market interface. They have mentioned nothing about fiddling with supply, demand, the levels at which goods are produced, list or bid prices, relative utility of IO sets, relative weighting of drop rates, the rate at which 50s produce inf compared to lower levels ... they have mentioned none of that. Just the actual window we get when we click the WW/BM contacts.
Speculation that they will actually address any of those other things I mention, most of the things that would actually affect the price of goods, is just that: the purest of speculation. -
I, for one, am liquidating most of my "pretty good" stores and aggregating "top end" stores. I have no idea what the new market interfaces will do, but I suspect that the devs will mostly be catering to the "casual player" who constantly complains that he or she cannot get the specific drops he or she wants. That's what led to the merit and ticket system, in my opinion.
The two ways that the devs can do this that leap to mind are: increasing recipe drop rates or increasing earning power. The former should lead to price deflation, while the latter should lead to price inflation. I doubt they will increase drop rates on purples, PvP or other very special recipes, so I'm going to bet on the latter. Having a tremendous inf balance really does nothing for me, especially with a 2bn inf cap. I can't see the devs creating something MORE valuable than the most valuable recipes out there already without lifting the inf cap, which would seem inflationary to me.
Also, being able to email funds should raise prices a bit, since the impulse buyers will find it a lot easier to aggregate funds for large purchases.
I don't know how things will turn out, but that's how I'm positioned. -
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A pure casual player will probably do what anyone does the first time you play this game and figure out what slots mean: buy TOs until they are no longer offered, then DOs until they are no longer offered, then SOs.
A less casual player might do something like: nothing until lvl 12, then lvl 15 IOs until 22, then upgrading SOs until 32, then lvl 35+ IOs as they become necessary. -
Quote:Hey, Mama Yomo didn't raise no fools (my grav troller is a wafer thin squishy)! I still love Singy, but I seem to recall he used to wreak a little more havok and was a lot more aggressive in combat range. I could be malremembering.Singy see, singy do?
You're setting a bad example, no wonder he's such a wuss.
My issue with breaking line of sight is when I aggro a crowd, with Singy right in the midst of them (sometimes cast on them) and break LOS, I would expect at least some of them to target Singy which would presumably keep him in combat. But it seems as soon as you break LOS, the aforementioned tether takes precedence over established aggro. Or so it seems to me. -
If you continue to cut your price by 33.3% every nine minutes, I'm sure you and I can work something out by, say, Sunday morning.
EDIT: if every 12 hours and nine minutes (my mistake), then we should talk on Tuesday. -
I brought out some old toons after a long stretch and wanted to feel out my grav/storm. I loved the pure chaos when I first played her.
But I find the AI of singy puzzling, at best. He always ends up positioning himself behind me, no matter where the enemy is. When I summon him in the midst of a spawn, he does his knockback thing, and then comes and positions himself behind me. Even when I hide in a dumpster!
It has been awhile, and a few nights of play does not a trend make, but has anyone else noticed this? Or did I just not notice this when they changed it a few issues back?
best, yomo -
Quote:If your strengths are linear like regeneration then plug holes. If you are getting your rear end handed to you as a regeneration scrapper, +0.25 regeneration probably will not help you further your goals.I was wondering about people's approach to set bonuses. In your experiences, is it your goal to use set bonuses to enhance strenghts you already have or to make up for abilities lacking in your AT/Powerset? For example, I've started a */Regeneration Scrapper and I'm looking ahead to set inventions. Is it overkill to slot all the +Regen, +Heal, +Recovery I can fit or maybe consider defense/resistance?
Thanks.
If your strengths are non-linear like defense, then enhance them. 40% defense/all means you get hit 10% of the time. +5% defense means you get hit half as often. *Of course, depends on many other factors, but simplifying* -
Quote:I think I may have been the one who tp'd you out! I remember when you and ?slash? first got under the arena.Pssst, my picture there
The image doesn't really do it justice, since all the white lines are constantly moving. It actually starts to make you feel a bit ill after a while, since the ground is "moving" but you aren't. You also can't get out, well you probably can now, what with Ouro portals and lots of different types of teleporters but when I went there, you couldn't get out unless a friend TPed you out. -
As for the rest of the build, I think you are underslotted in DP, maybe overslotted in RPD and Health, but you should do just fine with this. If you run an end rech or two in your toggles, you probably won't need conserve power at all.
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I wouldn't even bother slotting recharge in Parry since it is pretty trivial to double stack it even out of the box. A frankenslot of defense, damage and accuracy (in that order) will do you just fine. It's also a great power to put a proc or two in, especially if you put it on auto.
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Quote:I love fighting them. With Kat/SR you should probably hunt and gather: aggro big groups, then run behind a wall so that they have to bunch up, then AoE them to pieces in three easy shots. Then spend a few seconds getting out of the Spirograph of caltrops that you are in the middle of.I had such good luck with my post on Nemesis I thought I'd try again. I'm curious about the Kives of Artemis. How in the world do people fight these guys? I have a Kat/SR and I realize that's part of my problem with the "auto-hit" caltrops draining my health and preventing me from using Aid Self. However, even getting past that and changing strategies a little (I find the "jump in the middle" approach to be bad against these guys), what about the sloooooooow effects? I spent over three hours on a mission with these guys. I finally dropped the mission because I was bored to tears. Does anyone actually like fighting these guys? Is there some strategy I'm missing that can "speed up" killing them?
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I've been away from the game for a while (shields, what are shields?!?) but I'm still getting good results from my Ice/Fire tanker. 8-man +2-3 might be a little tough due to defense scaling, but 8-man +1 is no problem. Mostly a non-set IO build but with PBAoE procs in just about anything keeps attention on you. Works great as a main tank for TF, although ITF has a little problem with defense debuffs.
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Quote:I think I know the answer to this, but will farming -1x8 at 50 allow purple drops, or do you need to move up to 0x8?The level of the mobs doesn't affect the drop rate
(It does affect the drops themselves, so assumign you are thinking of -1x8 at 50, you get level 49 uncommons and rare recipes)
The rank of the mobs does affect it, bosses drop more often, then Lts then minions.
of course you can with AOE kill a lot of minions fast, which affects the recipes/time -
Just came back after a long break and logged on a few characters then hadn't seen action in a while. One of them was parked at the WW and apparently had sold a small green Respite for 400,000,000 inf. I have two questions?
1. How in the world can I afford purples if a plain green inspiration is worth 400mm inf?
2. Why aren't the 10 other ones I just posted for 300,000,000 selling? Should I wait until the weekend for the higher demand?
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qr
You want scrapper lock?
Try the end of Unforgiven. I went to see Gran Torino with a 24 year old cguy who works for me, and he walked out saying, "Clint Eastwood is such a badass!" I asked if he ever saw Unforgiven and when he said no I told him to call in sick the next day and rent it. And if he didn't like it, he was fired. -
How did they con to you? Purple is a nice accomplishment. Red, not so much.
Assuming purple, good job! -
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A studio apartment with no roommate and a bottle of vodka in the freezer is suddenly not worth mentioning.
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However, it is still better than a Studio Apartment with No Vodka and a Roommate in the freezer.
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chuckle -
who was it that bought every luck charm on the market? I seem to recall that happening, unless it was an opium dream.
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qr:
I've never been a fan of market merger for a number of reasons, but a merge would make my market dream possible:
Segregate the market by location. Talos is a different market than Atlas which is different from Mercy, but Champion Talos is the same as Freedom Talos is the same as Victory Talos.
Whole new market strategies would occur, micro market manipulations that can be started or thwarted by (and I mean this in the proper meaning of the word ) arbitraging the various consignment houses.
Better yet, make one of the Blue and one of the Red consignment houses equivalent. So if you want to port an item, you can buy it at the WW in Talos, carry it to the WW at Kings (which is attached, say to the BM at Mercy) and sell it, buy it in Mercy, carry it to Martial and sell it there.
Now that would be fun and would open up all kinds of interesting things to do in the markets. -
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2. Identify the items in the system that are used as trading vehicles or stores of wealth. Generally, these are going to be items that enter the system at a slower rate than the rate at which they exit the system. LotGs for example. Once you have identified these items, buy them. And delete them. This destroys the listing fee on one trade, but if you are able to keep ahead of the supply, prices will increase disproportionally to the "economy" as a whole, meaning that commissions will increase as well. This will cause micro-inflation in various markets while having a much lesser effect on macro-inflation in the aggregate market. Traders and the wealthy will pay more in commissions, while users of common salvage and IOs will not see their prices increase nearly so much.
Of course, it'll cost you.
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You might, I say *might*, be able to do almost the opposite of this. If you identify a key niche and set up just right, you might be able to freeze a big someone or group of someones out of that niche entirely. If you can undercut a major position, and the holders of that position choose not to wait you out, then they'll have to liquidate or re-list lower.
Thats the only thing I can think of off the top of my head that might cause pure destruction of someone else's INF.
Of course there are a number of things that could go amiss with such a scheme, but you *are* looking for a project...
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Very good point. If you can get someone to relist, that's a posting fee gone completely, and then a second erosion of inf when they relist and sell it.
But like you say, it would be very hard to do. And I don't suspect people relist very often; I think most tend to set and forget. But that is good thinking! -
Nasty stuff, politics. Bad for your liver. Never touch the stuff.
Another thing you could do is to manipulate various liquid markets to put in a price floor by buying and deleting items. This will also cause micro-inflation in these markets, which will raise prices paid as well as commissions paid. Every piece of common salvage traded for 5,000 inf is another 500 inf gone forever (and note it is more destroyed than the vendor floor gain of 250).