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Quote:He means it would move to a black market (no caps) meaning trade between players outside of the normal WW/BM channels not The Black Market (with caps) the physical market in game for villians. If you have a price cap on the market then for any item where the natural sale price (i.e. the price it is now with no cap) is higher than the cap then the supply of them on the market will almost instantly drop. This is because there will be significantly more people willing to pay that price for them than there are items available. So for any player wanting to actually purchase one of these items they have the option of placing a capped bid on the market and waiting in line with large numbers of other users in the hope that someone will eventually list one or purchasing it off market (on the "black market" [no caps]). Purchasing on the black market will generally result in paying a higher price since it's harder to get competing bids.All I'm seeing in this statement is unsupported opinion.
So moving it to the BM - Why would it do this any more than otherwise? Surely that's the preferred means of transferring them or do you mean RTM - in which case why not say so.
Surely doing so would increase communication rather than diminish it in any event as you would have some price history - albeit that it is a simple matter to artificially either raise or lower this (Probably expensive to do so for purples I'll grant)
Making brash statements to that effect with nothing to back them up doesn't help anyone.
From your statement you appear to be the one who doesn't understand how the BM works - you won't be able to bid higher than the cap as you need to hold the inf to bid it. With private sales you could go higher but most people aren't going to want to transfer those sums to the seller between multiple characters and run the risk of one or other party scamming.
You may wish to read the wikipedia article on Price Ceilings:
http://en.wikipedia.org/wiki/Price_ceiling -
It's always worth checking the guides thread for a relevant guide. Here's one for BS/SD:
http://boards.cityofheroes.com/showthread.php?t=126423 -
Quote:I find that as long as you hold the forward key down and don't press the back key you can use the left and right keys to steer without losing momentum with SJ on. Although as you say it mostly comes down to experience and preference.It's not the overshooting that is the trouble- For some reason a tap of a key mid-flight with SJ on can kill the momentum the geyser gives you, leaving you at your superjump speed, which can actually cut the jump short. I generally toggle on SJ mid-flight, but its use is all really a matter of preference and practice.
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I think it depends on wether they're apathetic about slotting or influence. The former sort would choose a cheaper set because they want to save the inf while the latter would pay higher prices since they want the best set and they'll accquire more inf eventually.
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Red Tomax is generally a good place to answer this sort of question:
http://www.redtomax.com
According to that both Salt Crystals and Poison Gas Arrow notify mobs. On the other hand it does say that both Sleep Grenade and Spore Burst notify as well so either it's out of date or ClawsandEffect is mistaken. -
Quote:You don't really need to turn off Super Jump. Yes it can cause you to overshoot slightly but if you pay attention you'll be fine (just hit back to halt forward momentum at the right point). To me the extra speed and air control from SJ outweigh the slight risk of overshooting.--- A little info on Gravity Geysers ---
Gravity Geysers (marked on the map with a dot and a line pointing out the direction and distance it sends you) are tricky things to use, but can send you across the Shard zones quite quickly if you get the hang of them.
To use one "properly", turn off Super Jump, Flight, and/or Super Speed (Swift, Hurdle, Sprint and Combat Jumping are fine), step into the groove in the rock leading up to the geyser, then run forward. Holding down Forward, backward, or the strafe keys in mid-air can send your path askew after you have been in the air for a little while, but with some geysers it is necessary to correct your course with these. -
Quote:A lot of people only look at the buy it now price for salvage. The reasons for that vary from player to player. For me the savings by low bidding on common salvage are minimal compared to low bidding on recipes or a stack of rare salvage (and even rare salvage savings are minimal compared to recipes). If I'm going to be playing a character for a few hours I will often low-bid on a few stacks of common salvage at the start of my play session but if I'm just logging on to check and refresh my auctions then low bidding common salvage is a waste of my slots.I honestly wonder sometimes if people are playing a completely different game than I am.
Bottom Tier Common Salvage:
Technogical: Human Blood Sample, Inanimate Carbon Rod, Computer Virus, Simple Chemical, Boresight, Brass
Arcane: Ancient Artifact, Luck Charm, Clockwork Winder, Spell Scroll, Spiritual Essence, Runebound Armor.
Placed bids for 10 of each salvage item at 1k Inf, both sides.
Blueside: After 30 minutes, all bids on the Tech pieces had filled (most of them filled almost immediately). Ancient Artifacts also filled. On the remaining 5 Arcane pieces, I upped the bid to 5k. After another 30 minutes, 4 of 5 remaining items were filled. Only Luck Charms remained unfilled (big surprise).
Redside: After 30 minutes, all bids were filled, with the single exception of Luck Charms. After 60 minutes, Luck Charms were also completely full.
For the record. -
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Quote:A character of any level who relies purely on selling drops is going to be hard pressed to make large quantities of inf unless you farm a lot. On the other hand my latest alt hit level 17 last night and he's currently sitting on over 50mil inf (excluding the values of the enhancements he's currently listing to sell). I deliberately didn't give him any assistance from my other characters because I wanted to see how long it took for him to build a decent bankroll just through buying and selling on the market. Now I admit I haven't played him that much (I made him two weeks ago) so his level is rather low for the amount of marketeering that he's done but even with basic salvage flipping a low level toon can easily make enough to afford any 20K salvage he needs.A level 25 Damage or Healing enhancement costs 30K from the in-game store that sells them. (60K at level 50, IIRC). The max you can hope to get selling one, assuming you were lucky enough to get one to drop at level 25, is 40% of that (12K at 25, again). Now, a lower level character is unlikely to need a Nevermelting Ice; but generally, the most in demand low level salvage seems to tend even higher than the 41-50 stuff. Even if you sell your drops, a character relying on her own resources is going to find 20K too steep of a price to pay regularly.
Quote:This may not be the most efficient use of time or resources, but it's more or less the regime that the current state of the markets have forced on me. I wish that salvage were available at the market for prices that my low level characters could afford to pay with the inf they get defeating mobs, but that seldom was the case and currently is not. -
[QUOTE=Stormfront_NA;2161292]Quote:When was the last time you used Wentworth's to buy an SO? The system that you are proposing is basically what we have for SOs at the moment except that you're proposing a slightly higher variation in vendor buy/sell prices. Now I don't know about you but I never bother buying SOs at Wentworths, it's easier and faster to just go to the relevant store and buy what I need there even if I end up paying more. I never bother to list them either, it's quicker to just sell them to the store even if I don't get as much and the profit margin is low enough to make it pointless anyway.
It appears your words to be truly spoken from a price gauger...
Price gauging, in my opinion, encourages players to give business to the pesky outfits spam emaling us to buy influence for real money over the internet.
If you did notice, I made allowances for folks to make a profit from their good fortune, but within the realms of reason. What I did also suggest, was a cap to end price gauging.
It may be a good point, that the prices a vendor pays for recipes and salvage may need to be revised based on rarity and usefulness, so the base cost used by the multiplier to determine the cap sell price may make more sense. Also it could make sense that the price cap multiplier for salvage and recipies also be modified by the rairity and usefulness of the item in question. For example a very common white salvage, may only have a x2 multiplier, while a very useful white salvage could have a x3 multiplier for instance. Purples recipies could have a x10 multiplier, thus giving more room for haggling and playing the market games.
Hugs
Stormy
Now you are correct that a price cap combined with unlimited supply at that cap would work (as opposed to a price cap alone which won't). But once you have a store with an unlimited supply there is very little point in having the market at all unless the buy/sell price difference is massive. There will be a few people who use it either to try and make a profit or get a bargain but the vast majority of players will opt to use the store simply it's less hassle and the difference in price is negligible. I'm sure I get more than 4 bad drops for every good drop I get, if I could trade four bad recipes for 1 good one I doubt I'd really bother with the market since it wouldn't be worth the effort.
The current street price for a purple recipe from a damage based set is between 100mil and 300mil depending on the recipe and set. A vendor will pay 5K for the same recipe, a negligible sum. I'm curious, under your plan what buy and sell price would you set on purple recipes? Be careful, to low and getting purples becomes trivial, to high and you end up with the same problem that you see now. -
Quote:You might be correct, but if so then it's at least slightly buggy since I occasionally get items not showing up unless I set display preference to all even though they have supply and/or demand.I highly doubt that the initial download includes prices and numerical availability (re: X bids, Y for sale). It's much more likely that it downloads the binary availability for every auction item (re: whether it would show up on the search because there is one for sale or a bid up for one) and then downloads the previous prices and numerical availability whenever you select the individual item.
Your experience fits with everything that I've said. From what I can tell, all that the initial download involves is whether the item should appear in the search function and generates the complete list of everything that fulfills that criteria. -
Quote:That is technically correct, however you are missing two important points. First, for most items the buy it NAO price is significantly higher than the overnight price. If you leave a bid up overnight you can buy common salvage for significantly less than 100K and generally under 20K in some cases much lower (there are a couple of exceptions such as Nevermelting Ice where the overnight price is more like 30k-40K).Not sure that there's a whole lot of point in discussing it, especially not here. When lower level white salvage sells for 100K a pop, there's no way a player playing normal PvE content as originally intended can afford that, unless they are extremely lucky with drops they can't use, or are being twinked.
Secondly you assume that farming is the only way to make large amounts of inf when this is clearly not the case. Farming is the simplest way true but as Squez alludes to in her post marketeering is also a practical way to make large profits without the effort of farming. Personally I rarely farm since it bores me but I've never had problems making inf.
As for your statement that inf has devalued since I13, I think that to some extent that is true but on the other hand the prices on a lot of higher level stuff has dropped substantially. Yes the prices for common and uncommon salvage have risen but the prices of rares has basically stabilized at about 1million which is an increase for the less useful ones true but a decrease for the better ones. Similarly the prices for a lot of level 50 recipes has also dropped due to an increase in the supply of pool C/D recipes. Sure the price of Purples has risen dramatically but that owes more to a shift in player behavior causing a drastic decrease in supply than it does to a decrease in the value of inf. -
Quote:This article lists the Blaze Mastery powers:I keep hearing this, but I don't remember where it originated. Was this confirmed somewhere? It seems like, if true, Blaze Mastery would be vastly superior to all other Scrapper epic options.
http://www.mmorpg.com/gamelist.cfm?f...&game=3&bhcp=1 -
Quote:The thing is I'm not sure it does download that or if it does it doesn't necessarily use it. I've noticed that when I put an item up for bid then click the more info button it will frequently display 0 supply and demand while it queries the server. Similarly (but less frequently) when doing a search an item will sometimes appear greyed out (signifying no supply or demand) until I click on it and it queries the server for the numbers.If you bulk download the majority of the information (what is being bid upon or sold, not prices or any of the other individual information) upon access, the server simply has to update the information as relevant information changes (re: has its binary availability changed?) and all queries take place purely client side (except information for individual recipes like price and numerical availability). With games like WoW that run queries server side, each query has to go back and forth between the client and the server which actually slows both down a bit because it's not designed for have the client do a majority of the work.
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I don't really RP so my characters tend to be somewhat one dimensional. In any case:
Adeon Hawkwood: Jumped at the Call, Powered Armor
Marcus Taldari: Trick Arrow (guess what powerset he is ), Item Crafting (not inventions, the Trick Arrows)
Duncan Halleck: Cool But Inefficient (he's a Tech origin BS/SD Scrapper) -
Quote:It sounds to me like you're basically a non-user. You say you occasionally sell recipes that you can't use or the odd piece of salvage on the market but you don't buy anything. Therefore while you aren't a non-user in the strictest sense you are a non-user in the sense that if the devs removed the Market tomorrow the impact on your chose style of play would be minimal at best.While I'd consider myself a casual, I don't see my limited use of the market reflected well in any of the descriptions.
I don't farm MA or missions.
I have several characters levelling or in development, and I use them mostly to run task forces. Useful drops get crafted and used or saved for later. Useless drops get vendored or sold on the market.
When I need salvage for crafting, I solo story based MA arcs until I have enough tickets to roll for it or buy it outright. I never buy salvage on the market. Farming has devalued influence to the point that you can't afford anything on the market with the influence made in non-farm PvE play, so I don't even think about buying anything there.
When I have to roll at white salvage to get the piece I need, I either store the rest in a SG rack or sell it at the market, though I have qualms about that; most tech stuff and some magic stuff often gets vendored. I seldom have to, fortunately, because I keep a large store of white salvage in the SG base, and try to keep one of everything in the 45-50 group and a variety of lower level stuff on hand. Rare and uncommon salvage is bought straight up with tickets on an as-needed basis.
I hate having to random roll for white salvage and wish that it were available for straight up purchase. I never, ever random roll with tickets or merits apart from white salvage. -
I don't see why not. I went with integrals because I can do those from memory, logarithmic functions I have to look up.
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Out of curiosity I took a quick survey (blueside) of the 33 recipes that are available in the 10-14 range. I doubt that the results will surprise anyone who follows the market but basically the 12 that were added in Issue 13 were all going for quite high prices (between 10mil and 60mil) while the others were basically worthless. There were three pre-I13 recipes that had very high demand relative to their supply (i.e. up to 40 demand and 0-2 supply) but the price history for them didn't reflect that (the sales pices were sub-5mil for all of them).
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Quote:In order to do this you need to make the decay a function of age, the problem is that this then requires you to solve an integral to find total experience.XP = [Freebie Years] + [1 - [Decay]] * ([Years] - [Freebie Years])
Outstanding, this... However, I wonder if there's a way to wrinkle it so the rate of decay increases as they age?
Basically the XP a Vampire gains each year is 1-Decay (with decay being 0 for the freebie years). Assuming that Decay is a constant over a period of time this is a very simple integration which yields the equation that McNum provided.
If we assume an extremely simple equation that has Decay = Age/1000 for age > 100
This means that past the age of 100 decay will vary linearly from 10% at age 100 to 100% at age 1000.
The formula for XP at a particular age is therefore
100 + integral from 100 to Age of (1-x/1000)dx
This resolves to:
5 + Age - (Age^2 / 2000)
Obviously this is only valid to age 1000 and and you reach a point before then where it becomes minuscule anyway.
The problem is that unlike McNum's original formula this one is a lot more difficult to mess with since each time you basically have to go back and redo the integration. This particular integration is pretty simple but it's still a manual process. That being said there are pieces of software that you can use to estimate the integration for you. -
Quote:You're correct, I just couldn't think of a good way to get three options into my post so I used it on the secondIsn't that term only used as the third option?
On the one hand...
On the other hand...
On the gripping hand...
Or am I as full of it as the post above where apparently I not only was outright wrong, I somehow missed something in the thing that I included as a reference... Wow did that make me feel dumb!
Quote:Okay, next question...
The Thunderstrike ranged dmg set gives 2 separate ranged defense bonuses - a 1.25% bonus at 3 slots and a 2.5% bonus at six slots. If I understand correctly, that counts as 2 different bonuses and NOT as a 3.75% bonus?
This will really affect my ability to softcap ranged def on my ice/em blaster... -
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Well from a players perspective of the Shadow Shard Zones I will say spend some time one day mapping out the zones without using Flight/Raptor Pack. Once you get the hang of it Geyser Jumping is generally faster and a lot more fun than getting around the zone using flight. There are exceptions and you do need to map the routes out (hint: Vidiot maps is your friend here) but if you enjoy using Super Jump as your travel power and jumping off ledges and roofs in the city then geyser jumping is an enjoyable sport.
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I believe that at one point it was stated that Traps/Devices would recieve limited costomization but it wasn't finished yet (no link sorry but it's on Paragon Wiki so it must be true ).
I'd really like the ability to use the M30 Grenade firing animation for Web Grenade and Smoke Grenade. -
And here I thought that this was going to be another "ebil marketeers jacking up prices" thread. How disappointing .
In any case I don't get a mapserve at Wentworths issue but I do notice that if I open it up and immediately hit the "collect all influence" button it will frequently lag out on me which I suspect is partly caused by the same issue so I'd definetly like the see something done about it.