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You can run Justin Augustine in an hour to an hour and a half which I would consider a short time for a task force (unfortunately it's the least interesting shard TF).
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It's the issue 16 pre-download. It means that when I16 is finally released your client will only have to download the latest patch rather than the whole thing.
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Quote:That's not caused by hyperinflation. That's caused by a significant drop in the supply of common salvage. A large portion of player time is no longer pent engaging in activities that generate common salvage hence the prices have increased dramatically.In the game: A few months ago you could buy most uncommon salvage immediately for much less than 1000 inf. These days many of these go for 100,000. (Yeah, I know, only idiots pay that much for uncommon salvage.)
In the real world: In Weimar Germany hyperinflation made the German Mark totally worthless. People had to bring wheelbarrows of cash to buy a loaf of bread. The government issued two-trillion Mark bank notes and 50-billion Mark postage stamps. Check out Hyperinflation on Wikipedia for more simultaneously hilarious and depressing examples. -
Quote:Well first off I disagree that the game is in a state of hyperinflation, prices seem to be pretty stable at the moment. But in any case even if it was it wouldn't kill of the in game economy it would simply shift it to a barter system instead (possibly with some item becoming a de facto currency). The problem is that inf actually has very little inherent value since it's only uses are buying SOs, crafting IOs and paying the market tax so if inf prices on the market did go into hyperinflation people would simply trade directly with each other for items bypassing the market altogether.Something needs to be done to keep inflation in check. Right now the game is in hyperinflation mode. When this happens in real life (Germany during the 30s, Turkey and several other countries in the 90s) serious economic dislocations occur.
The cap is artificial and isn't a "solution" to hyperinflation. But raising it is the wrong answer -- inflation will continue to skyrocket unabated. If people have the time and inclination the price of purples will continue to rise to 5, 10 or 20 billion. The only thing that will stop it is the number of hours in the day that people have to farm influence. And if enough people are willing to buy influence from the spammers even that won't stop the inflation.
The devs are making changes in I16 to stop AE missions from giving exorbitant experience and infamy. In essence, they're forcing arc writers to structure the enemy groups in AE missions along the same lines as dev-created enemy groups: to get the same xp as dev mobs, you have to create mobs with the same rules that dev mobs are created.
Hyperinflation in the market is a bad thing. Like in real life, it can lead to a total economic collapse. For example, if the price of common salvage and uncommon recipes were to continue to soar into the tens of millions, and only dedicated farmers could afford to buy anything on the market, it could cause a major collapse of the subscriber base. If the majority of the player base believes they are completely locked out of the things they want, they'll leave the game. And that won't be good for farmers because a drastic collapse in subscriber numbers will mean no more improvements and new content, and the eventual death of the game.
A good example of a computer game where this happened is Diablo 2. Gold was basically worthless in the game so an unofficial economy sprang up that used a unique item called The Stone of Jordan as a form of currency. -
Yes, the only thing in PVP sets that doesn't work in PvE are the PvP specific set bonuses. The procs and globals all work normally.
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Actually what really amuses me is that a a least some of those bids (both buying and selling) were flippers which means that you almost certainly bought out a flippers stock and then immediately proceeded to sell it back to him .
For what it's worth I don't hate or laugh at you for your "marketeering" activities, it's not something that I'd do myself but if it amuses you then I say go for it. The volatility of the market especially common salvage allows people to do silly things. -
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Quote:You are definitely correct about not using merits for pool A's. Even for popular low supply Pool A's (like a Steadfast Protection 3% IO) the market price (at least blueside) is significantly lower than the effective market value of the merits.For this reason you should avoid buying cheap Pool As with Merits. It makes sense you should buy from the market where possible and and avoid spending merits because they are the most valuable and hoardable currency. The exception is if you need large amounts of influence to buy things that are only available on the market (purples, PvP IOs, etc).
However for Pool C/D recipes unless what you need is unavailable (i.e. a level 10 BotZ: KB IO) it is still generally better to do random rolls and use the inf to buy the Pool C/Ds that you want than it is to buy individual recipes. -
Quote:I imagine that there are some number that do but in general you're correct. Marketeering high-end recipes is a moderately risky and long term strategy. While each one can sell for a decent profit the time required to sell can be quite long so in my opinion the actual profit on a slot/time basis is lower than a lot of other items. Plus the fact that purples are so visible means that there's more competition.Hmm... as a non-ebil non-marketeer, I have my own question along this line, which I'll toss in here.
How many marketeers are there that do more than dabble in these? I'd think that they'd would be more likely to deal in commodities that are more readily available.
Of course, what do I know? For the most part, I'm a member of the "I want it now" (or I'll do without) crowd. -
That is correct, however you will be asked for a credit card number when you setup the account.
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Quote:You're looking at an old list. Surveillance was added to the set back in I13. Paragon wiki is a good resource for this thing (if you did check the wiki, then you're using an old link).I am sorry for the stupid question, but when I look at the munitions mastery set your options are Body Armor, Cryo Freeze Ray, Sleep Grenade and LRM Rocket. Unless I am looking at an old list, but I don't see Surveillance. I am thinking about munitions for my Archer/Dev blaster.
http://wiki.cohtitan.com/wiki/Main_Page -
You will lose any set bonuses that you might have and the enhancement bonuses will be scaled down. This page explains how:
http://wiki.cohtitan.com/wiki/Exempl...n_Enhancements -
There is also one in Founder's Falls. I was just listing the ones with the tutorial contact since I figured the OP would want to do that first .
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To craft items you need to go to a university (either Steel Canyon or Cap au Diable depending on hero/villain). Once you're level 10 you'll get a contact there who will give you a few missions to explain the process.
Crafted items in this game are called Invention Origin Enhancements (IOs for short). They aren't required for any content in the game and they don't give much advantage over regular enhancements until you hit at least level 30. Personally I tend to use regular enhancements until I hit 50 then go all out and upgrade with IOs. I'd recommend getting a strong grip on the rest of the game before worrying to much about crafting.
Also, be aware that getting top end IOs is extremely expensive, fortunately it's pretty easy to make money either through farming or becoming an ebil marketeer depending on which you prefer. Many people opt to do neither an use either cheap IOs or SOs which is also a perfectly viable option. -
Quote:Huh, I wasn't aware you could even set a lieutenant as a boss objective (shows you how much I use the AE ).I'm still good, the escorts in the boss objectives are all non-custom groups like Longbow etc. My custom group only appear as the individual boss objectives themselves--yes, even the lieutenants, who represent the "lower ranks" of the superhero group that the villains need to cull as they work their way up to the tougher opponents.
So no, once you take out McAwesome-Lad, you won't later run into Captain McAwesome surrounded by 3 clones of McAwesome-Lad. The good Captain will just have to rely on his Longbow cannon fodder instead. -
Thanks for the responses, I was scratching my head trying to come up with some obscure acronym invlolving comm officers ("minions exclusively, one enemy"?)
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Quote:Oh that's easy, it's all stored in HammerspaceThe biggest problem is coming up with a way to explain how you're gonna carry alll that stuff. Honestly...A large gun, a large bow, bullets, assorted arrows, shotgun shells, grenades, beanbags, flamthrower/ignite fuel...*looks at own sig"
Oh. Nevermind. -
Quote:Yes and no, I guess I wasn't entirely clear. In the boss objective setting there are two places that you can specify an enemy group. One is for the boss himself the other is for the single group that spawns around him (i.e. his escort). Since you mentioned having lieutenants in your custom group I'm guessing that you use them as the escorts in the boss objective. In that case they will not award full XP, however the primary enemy group for the map (i.e. Longbow or PPD) will still award full XP as will the boss himself.Cool, then I should be good, since my custom enemies only appear as boss objectives, never as random spawns.
Also as a side note, remember that any custom character that uses the standard or custom settings will give reduced XP. -
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Quote:The only exception to the rule is that if you place a boss objective then the boss itself always awards full XP regardless of the group he's in but the enemy group that spawns with him uses the normal rules. So say you're group of heroes is called the Awesome Squad and their leader is Captain McAwesome.Hmm, I created a villain story arc that involves existing groups such as Longbow and the Paragon Police. However, I also created a custom group of superheroes that need to be defeated throughout the arc. All the heroes in this group are lieutenants or higher. They all appear in the arc as unique set encounters, always placed on a map that includes regular spawns of Longbow and Police.
Would this arc be affected by the change? Will the heroes get reduced XP because their group has no minions (even though minions aplenty belonging to other groups appear on the same map?) If so, would adding token minions to the custom group solve the issue, even if those minions aren't included in the arc?
I guess I'm not too concerned about it, but some of the hero bosses in that arc are a bit tough and it seems a shame if their XP isn't even up to par.
If you set the boss encounter to be Captain McAwesome surrounded by a squad of Longbow then full experience will be awarded for all enemies. However if you set the encounter to be Captain McAwesome surrounded by members of the Awesome Squad then full XP will be awarded for killing Captain McAwesome but the members of the Awesome Squad will award reduced XP. Adding a token minion to the group will fix the second situation but some of the minions will then spawn as part of the encounter (setting the minions to "don't auto-spawn" will stop them from spawning but you still get reduced rewards).
If you're using members of the Awesome Squad together in a non-boss objective (as an ambush, patrol, or battle for example) then they will award reduced XP unless you have an appropriate level minion available to spawn. -
Quote:Thanks, I had a feeling that might be the case. Since fixing it would basically require making several new types of buff/debuff and then updating every single power in the game to use them instead of the current ones I can see why the devs would be hesitant to fix it.Right around I12 launch, someone brought up the ability to enhance the recharge of Mind Link using Membranes (or def/tohit set IOs with a recharge component). Castle said that was essentially working as intended since they couldn't "fix" that without opening up an entirely new can of worms.
EDIT: Searched Castle's post history, thread's gone. -
Quote:Yeah I think every time I've had someone quit a TF due to nerdrage it's gone smoother without them than it did with them.On a side note, gotta love nerdrage on a TF. We had one person quit on the ITF, apparently because we weren't fast enough or organized enough. Nevermind that we still finished in a little over an hour and dropped Rommy 4 times straight with no special strategy other than clearing the front platform first. Friday I was on a Kahn TF and someone quit because the team "couldn't stay together". Never mind that he was the blaster who liked to attack before anyone else and would run off in a different direction from the tank -- thus the complaints that we weren't "sticking together". We finished fine without him, too.
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Quote:Cool, you learn something new everyday.Testing has actually been done and people have checked the specific listing of the powers within the confines of the game and found that all of the heal IO procs benefit from the slotting of the power that they are in. This is why you want to slot the +regen procs into a power that is getting more +heal slotting (re: Why top tier builds put their Numina's procs into RttC/Integration rather than Fast Healing). The +recov values are similarly benefited, except that there aren't many power that accept both end mod and healing IOs, much less ones you want to put the procs into.
Unless the devs changed the operation of these specific procs in I16 (and I haven't seen any listing of those changes), it will work exactly as I described.