Another_Fan

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  1. Quote:
    Originally Posted by Misaligned View Post
    2 responses...

    And still no proof.

    But some creative name calling and some wounded egos seem to abound.

    Interesting.

    I think I shall label this... "Experiment Dur".

    Don't be a complete dork, its been done, done and done again. Where do you think the whole equilibrium price as the maximum price you can sell profitably at comes from ?

    Just because you had an idea fell in love with it, and didn't bother to look for anything that might hurt your wonderful idea, doesn't mean that others are going to bust their rears because you are intellectually lazy.
  2. Quote:
    Originally Posted by Misaligned View Post
    long post where Misaligned argues with voices in his head

    If you are going to ask me to defend positions you might as well get what my positions are right. Oh hell, who am I kidding, its pretty damn obvious you don't give fecal matter about getting any thing correct. That was made perfectly plain when you started flying off the handle because people told you, you wouldn't know what experimental technique was if it walked up and hit you on the head with a frying pan.

    But just to make this plain let look at your argument that "flippers do nothing but stabilize prices"

    What are the premises involved here ?

    1. People wouldn't list things if there were no bids and they couldn't get an instant sale the flipper provides the instant sale ?

    Rebuttal: Just how many salvages had thousands for sale and no bids before people started deleting them ?

    2. The flipper raises the bottom by little and lowers the top by more.

    Rebuttal: Assumes a uniform distribution of listing prices, something which is definitely not the case in this game. Assumes no modes in the prices which people list for definitely not the case

    3. The flipper stabilizes the price by maintaining constant price points.

    Rebuttal: Yes this is because the flipper is a mindless robot incapable of adjusting to take advantage of circumstances and their only goal is to stabilize prices not make profit.
  3. Quote:
    Originally Posted by Misaligned View Post
    you forgot E!!!

    E) Without a single shred of evidence to back up their claims, the other side of the fence (people Like AF here) still continue to dispute any and all evidence that flipping has none of the effects that these people claim it does. Despite repetitive proof that they are in fact incorrect in all of their assumptions, they persist. They base the entirety of their arguments on one of the following 3 categories:

    1. I "saw" or, anecdotal evidence
    2. "Your data collection does not meet my standard"
    3. Flippers are all in it together and are only trying to screw over the casual player
    You mean like you just did throughout this entire thread ? A thread which is nothing but a bunch of people saying we like a bad experiment because it makes us feel right.

    I would love to see your list of the effects that flipping doesn't have. I can put it in the gallery of twisted arguments that I have seen people use here because they just can't accept that their actions have consequences.

    Lets see there was the before mentioned raising the prices wasn't possible. Then there was you couldn't do it and make a profit. Then there was you couldn't maintain above the equilibrium and make a profit. There were even challenges for that one, of course the equilibrium price was defined as the highest price you could charge and make a profit

    Get over it you are pulling crap because you can, it has an effect on other people in the game and its just part of the game.
  4. Quote:
    Originally Posted by UberGuy View Post
    Care to explain how that would have worked?

    If they hadn't allowed currency transfer between characters on opposite sides, how would using the market allow a hero buying something from villains done anything but move infamy between different villains?

    You list a level 12 taunt TO for 100K redside

    I buy it for 1 million blueside

    My 1 million blue has become 900k Red.
  5. Isn't Posi the guy who wouldn't fix the empath badge because everyone was telling him he was wrong ? Do you really expect information about just how wrong the entire anti merge position was ?

    Anyway I don't buy, the currency merge as an explain away. Merging the markets would have been a defacto currency merge even if you couldn't trade directly. People would have just moved inf between red and blue the same way they used to move inf between servers.
  6. Welcome to the boards Alkirin.

    Here are a few observations to make your stay more pleasant.

    A)Flipping doesn't affect anything is a matter of faith not a matter to have a discussion about. Like many religious teachings it has moved over time. The original was flippers don't raise prices. The current, I believe is , raising prices on common salvage isn't profitable enough to be fun ?

    B) The market boards exhibit confirmation bias

    Quote:
    http://en.wikipedia.org/wiki/Confirmation_bias

    Confirmation bias (also called confirmatory bias or myside bias) is a tendency for people to favor information that confirms their preconceptions or hypotheses regardless of whether the information is true.As a result, people gather evidence and recall information from memory selectively, and interpret it in a biased way. The biases appear in particular for emotionally significant issues and for established beliefs.

    A series of experiments in the 1960s suggested that people are biased towards confirming their existing beliefs. Later work explained these results in terms of a tendency to test ideas in a one-sided way, focusing on one possibility and ignoring alternatives.
    My belief is sooner or later someone will present the sun rising in the east as proof that flipping doesn't affect the game.

    C) Examples that run afoul of any of the above are likely to be dismissed. I haven't looked at spirit thorns today, but Alchemical Silver looks to have been driven into the stratosphere, and ceramic armor plates are 100% being manipulated either that or everyone just decided to pay the same amount that is 40 times the old price, and a few people decided to pay 400 times the old price.

    D) If you are talking about these things and Nethergoat isn't insulting you, you aren't saying anything interesting and are likely wrong.
  7. Quote:
    Originally Posted by thehallows View Post
    Utilizes logic in the wrong topic
    Its a religious issue, the particular religion being a strange variant of Mammonism. You might as well argue with people that plan their investments with candle stick charts or believe the Elliot Wave governs market movements.
  8. Another_Fan

    WTF Purples?

    Quote:
    Originally Posted by spice_weasel View Post
    the flippers guide to bits, influence and you!

    step one: find a spare smoke detector in the house. usually there's one or 2 hanging on a wall, or perhaps the ceiling in a hallway. the claw end of a claw hammer is especially effective.

    what you really want is the americium tucked away inside.

    .....stay tuned for part 2. for the moment i'm feeling a bit nauseous and my gums hurt. cya soon!


    That's the guide to making Gamma Ray Spectrometers with commonly found radionuclides

    http://www.youtube.com/watch?v=1CG594xEnOI
  9. Another_Fan

    WTF Purples?

    Quote:
    Originally Posted by Fulmens View Post
    I'm still getting over this line:
    Quote:
    But I'm not like the rest of you, I don't brag about what I've done or haven't done.
    Seems spot on.

    The forum breaks down into,

    1 Posts for the purpose of Conspicuously consuming

    2 Posts chiding people for not being sufficiently industrious in a video game or for not enjoying this part of the game.

    3 Posts that are offers to buy or sell

    4 Guides to making inf, that read like guides to making atomic weapons that fail to mention what the fissile materials are, or the need to maintain critical mass

    5. Guides to making inf, that read like guides to making atomic weapons based on waiting for proton decay.

    6. Genuinely informative guides. << everything else

    Edit: I forgot 7, the how dare you suggest changes to the system that might make it into something I am not good at posts.
  10. If you tell your friend to try a Blaster, if they try another AT you may very well lose a friend. All the ATs have end sucking power sets, and weaknesses but nothing is so breakable as the glass cannon.

    Scrappers/brutes are solid choices for a no regrets ATs. They start well and finish near the top of the heap in just about any category you want to pick. Any investment of time or effort into them is well rewarded, and you rarely wind up saying boy I am sorry I went with this.

    If they want something more challenging a dominator may be the way to go. Let them know they are picking a more challenging AT, but they have built in tools for dealing with the challenges. End management and mezz can be handled with slotting and domination. Plant/fire is a nice combo to play with
  11. Quote:
    Originally Posted by Forbin_Project View Post
    A simple search would have shown him this thread

    Back Alley Brawler Gone?

    which is only two old and has all the current information we have on the subject.

    But that thread doesn't have all the great speculation posing as fact in it.
  12. Another_Fan

    Farming archtype

    Quote:
    Originally Posted by SinisterDirge View Post
    Jeez... Guess I should give it a go on my farmer...



    Nope, hadn't heard that, I've heard 20-30 mins... Never ran one though, so hard to compare.

    So it is decided that farmers don't impact inflation at all then?

    I understand what you are saying Another_Fan. However, it is hard to believe that I create less influence solo than I do on a team, as teaming always, always cuts into my infl/time creation.
    It doesn't matter how much inf/minute you make. Its how much inf/item.

    Lets say a farmer runs a map, he gets 20 drops and 5 million inf. This gives you 250k inf/item entering the economy.

    Now a team runs the same map, they get same 20 drops split 8 ways, and 12.5 million inf split 8 ways. This gives you 625k inf/item entering the economy.

    The individuals didn't get more inf, but the team put considerably more inf into the economy for every item they put in. You wind up with people that have inf and want items
  13. Another_Fan

    Farming archtype

    Quote:
    Originally Posted by Master_Martial View Post
    While this is true,

    Usually when someone starts with a phrase like that, you expect some disagreement to follow.


    Quote:
    Originally Posted by SinisterDirge View Post
    Using your math, a team of 8 would need to clear the mish in 5.25 mins. Yea right.

    Plus: I gotta see you hit 80 kills a min. What server?
    You do know there are people, that do the ITF in as little as 15 to 16 minutes ? Just as a point of comparison.
  14. Another_Fan

    Farming archtype

    Quote:
    Originally Posted by SinisterDirge View Post
    Are you saying that farmers don't contribute to inflation at all? Because even if he contributes a little bit, I would say that is at odds with his stated principles. (Sorry OP, not against you personally, you are just the handiest example)
    Of all the ways you can run content soloing produces the smallest amount of inf/item. So unless the farmer is destroying their drops and just keeping the inf, they are driving prices to a lower point than a team of 8 doing the same things would.


    Quote:
    As for Farmers Vrs Large Teams... I think the large team would have to be highly optimized and coordinated to gain more infl/time than a farmer. Specially once you consider the average groups "afk min" "Bio" "omw" "selling..." etc.

    You may find this an interesting read.
    Large teams have a per kill multiplier. A team of 8 gets a multiplier of 2.5 so that team would need to kill at less than 40% of the rate of the solo farmer. More importantly drops depend only on kills. A killed enemy does not drop 2.5 times as much stuff for a team of 8. So no matter how fast or slow the large team goes its always producing more inf/item.




    Quote:
    Farmers willing to pay ridiculous high prices for even mediocre IO's right nao! pour fuel on the flames of the perception that prices are ridiculously high. Complaining about the price of stuff being too high ensues whilst forgetting that they too can sell things on the market and get ridiculously high prices for them. Repeat.
    In general farmers get most of their inf from selling items. From the thread you referenced

    Quote:
    If your farming goal is money, which is maximized from items, go alone.
    No emphasis added. . TopDoc also did a thread breaking down farming earnings awhile back. He showed the vast majority of his earnings were from item sales on the market.
  15. Another_Fan

    Farming archtype

    Quote:
    Originally Posted by Dechs Kaison View Post
    I'm sorry, I wasn't aware of the vast population of level 1 solo farmers.
    Oh I am sorry, I must have misunderstood.

    Quote:
    Originally Posted by Dechs Kaison;
    Very much this. If you are going to complain about high prices and ripping people off, farming is the last thing you should be doing.
    When you said this I thought you were trying to say that farmers in general were driving prices up, and ripping people off.

    I am still having trouble trying to understand what your point is though.

    Quote:
    Originally Posted by Dechs Kaison
    Except that 8 man team of lower level characters will be generating far less influence than one level 50 solo farming.

    Level 50s earn double influence because they no longer earn experience. Level 50 common recipes also vendor for disproportionately high influence values.
    If you aren't comparing solo farming to solo farming or just soloing in general, to teaming,what are you comparing, and are you trying to say that level 50s are bad for the game ?
  16. Another_Fan

    Farming archtype

    Quote:
    Originally Posted by SinisterDirge View Post
    Sorry, I thought it was kinda new, I havent seen anyone claim that teaming was bad for the game before, this being an MMO and all. It was actually kinda refreshing, since most folks think you have to team to play.
    No large teams causes the greatest amount of inflation. If you feel inflation is bad for the game then you come to that conclusion. I think inflation is not only fine its positively beneficial.

    Quote:
    Originally Posted by Dechs Kaison View Post
    Except that 8 man team of lower level characters will be generating far less influence than one level 50 solo farming.

    Level 50s earn double influence because they no longer earn experience. Level 50 common recipes also vendor for disproportionately high influence values.
    LOL that has to be the most twisted stretch ever.

    And a level 1 farming generates incredibly less inf than 1 level 50 farming, but still generates more goods / inf than a team of 8 level 1s
  17. Another_Fan

    Farming archtype

    Quote:
    Originally Posted by SinisterDirge View Post
    Teaming is killing the game for casual warshade purplers. Heard it here first folks.
    That's an old one, its right up there with forumites pushing prejudices as fact.
  18. Another_Fan

    Farming archtype

    Quote:
    Originally Posted by SinisterDirge View Post

    As far as raising prices goes, how does flooding the game with more influence stop inflation and raising of prices? Considering every toon playing is its own mint printing off infl. I would say farming does more to raise prices than playing the market.
    .
    Quote:
    Originally Posted by Dechs Kaison View Post
    Very much this. If you are going to complain about high prices and ripping people off, farming is the last thing you should be doing.
    Solo Farming = Lowest amount of inf/kill + Constant Drops/kill

    Farming for drops is deflationary. If you are going to blame anyone for inflation, blame the people that play on large teams. They produce the most inf/kill and the least drops/person.
  19. Quote:
    Originally Posted by Biospark View Post
    You then go on to, basically, insult the dev team. Perhaps when we look back in time to ED and GDN, your "sledge-hammer" analogy is more accurate, but the most recent "changes" to the game are most definitely "tweaks". Could these changes have been more targeted towards "under-performers" ? Yeah, certainly. But they accomplish alot more of a subtle adjustment to the AT than you are perhaps giving them credit, AND (this is a big thing), these changes managed to piss off very few players (if any).

    Try putting yourself in their shoes when you consider how changes will not only effect actual performance, but "perceived" performance. It doesn't take much to turn players against you, but a nerf is a sure way to start down that road.
    There are a fair number of brute players that are upset about their nerf, or were you expecting people to get upset over getting a buff ?
  20. Quote:
    Originally Posted by ClawsandEffect View Post
    No, I'm serious. There are blaster builds that 2 shot entire spawns. If that were to be improved you would have builds 1 shotting entire spawns, essentially making it so Fireball and Blaze are the ONLY powers you need to solo the entire game.

    If you have an issue with your blaster either A) dying too often, or B) not dealing enough damage, the issue is with YOU, not the AT.
    Last I looked a boss had 2500 hp and there was no way any blaster could two shot one

    When you say entire spawns did you mean particular very easy spawns on certain very easy difficulty settings and just forget to mention those parts ?
  21. Another_Fan

    CoP reward buff

    Quote:
    Originally Posted by azile View Post
    One thing I've been wondering - why doesn't the reward merit formula take into account the completion rate? Being based purely on completion time makes "hard" tasks like the CoP trial, Recluse SF, etc, seem undervalued. If rewards were be scaled on average completion rate, as well as time to complete, it might help towards alleviating this issue.

    At the very least failures should factor into time spent, instead of using time to successful complete, use total time spent to achieve success.

    I.E. 5 teams

    2, Succeed in 25 minutes.
    3, Fail in 1 hour all spent in mission .

    Total team time 230 minutes, average time 46 minutes

    There would also need to be a setup time in there as a factor as well.

    If there isn't going to be an idea of inherent difficulty used to set rewards but a throttling of reward flow to whatever rate is desired, the content should be balanced so its not outrageously undesirable.
  22. Quote:
    Originally Posted by Airhammer View Post
    did your scrapper die AGAIN ???
    Nahh he was just running off on his own.
  23. I'd comment more, but I am busy running back to the mission from the hospital.
  24. What are you building for ? I can't imagine a /fire trying to stay at range because 7/9 of the powers are melee or pbaoe. If you are going close in melee or smashing lethal is going to give you more effective defense than range.

    Anyway the gem of devastation is the chance to hold, if you are taking an epic hold and you slot these in your attack chain you have a nearly even chance of having the boss held after hold,attack 1, attack 2, attack 2
  25. Something you enjoy so much you can't stop playing it