Adeon Hawkwood

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  1. Quote:
    Originally Posted by Arcanaville View Post
    The same reason you cannot lock the Hive. The trials are specifically designed for the turnstile. "Private leagues" are an invention of the playerbase that bypasses the turnstile by assembling teams outside of the turnstile. A league can't even start the trial "privately" - they *must* enter the turnstile to do so. The fact that a league cannot simply start the trial without joining the turnstile is an unequivocal sign the intent is for the trials to bring together everyone that wants to run the trial at that time.
    Ok, then the thing is why? What benefit does this provide to the player base? People who are happy to team with anyone can easily do so (either through the queue or by joining a preformed league advertising in a public channel). So what benefit is obtained by potentially adding them to teams that do not want them (as happened here)? The only result I can see is to upset people and cause complaints.

    You mentioned the Hive, I'll point out that the ability to form an instanced Hamidon Raid is a feature that has been requested multiple times in the past.

    People like to be able to control who they team with, some due to elitism, others because they want to test something under controlled conditions (or run small groups to minimize lag), some people simply want a known group for RP reasons or because it's a group they are comfortable chatting with. Supporting these desires doesn't hurt the people who are fine with a random team and in fact helps them since if they joined such a team and got kicked they'd lose their place in the queue.

    I'll also add that I find the "no private leagues unless it's a full size league" idea to be very irritating. If the devs don't want private leagues why allow them for 16/24 man leagues? If that is the direction they want then they should limit the maximum size group you can queue with so that all league sizes are equal.
  2. Pinky, are you pondering what I'm pondering?
  3. Quote:
    Originally Posted by McNum View Post
    Is it normal to end up with a twisted sense of Inf from doing this? I used to be a penny pusher, thinking 10 million as a lot, now I can lose 20 million in a typo and just laugh it off. Or spotting a cheap recipe/expensive IO combination and just throwing 100 million at it in a blink of an eye knowing that it'll come back threefold or better?
    Pretty much and in real life it's the reason so many lottery winners end up bankrupt. Of course in CoH if that happens it's pretty easy to make more.

    Quote:
    Yet... I still find purples to be overpriced for what they do. Not that I'd be asking less myself if I actually got a drop, of course.
    Oh definitely. A lot of the really high priced recipes (purples and the more popular PvPIOs) are really bad value for money. Of course if you can afford them...

    EDIT: Also congrats on being officially ebil.
  4. Quote:
    Originally Posted by Snow Globe View Post
    Exactly. If you want a pre-made team, then there is plenty of content to do so.
    If you don't want to worry about participation based rewards there's plenty of content to do.
  5. Quote:
    Originally Posted by Rodion View Post
    Because the mechanics of the trial and the LFG queue are new, and defined to work this way. Trials are defined to be for multiple teams. The intent is for people to build teams in any location they like -- not just Pocket D or RWZ -- and then queue for the trial. The system takes the various teams and creates a league from them.
    The issue is, if a group of people can form a group (whether a single team or a league) that meets the minimum requirements for the trial why should they be forced to take additional people? Supposing you were planning to run a 3-man Positron TF with your friends but when you started it you got two extra people randomly added to the TF (and one of them had the star), how would you feel about that?

    I complained about this in the sneak peek forums and I'll continue to complain about it. Not allowing people to form teams the way they want is just poor design. The fact that the system makes an exception for full leagues is just adding insult to injury.

    If the queue was set so that Leagues could not queue (only single teams or even individuals) then it would still be annoying but at least it would be equally annoying to everyone.

    The queue should be a tool for easily finding a league if you want one or adding members to an existing league. It should not be used to force people onto leagues where thy may not be welcome.

    Quote:
    Originally Posted by Snow Globe View Post
    Actually the LFG system does exactly that. If you don't want extras, then fill up the league before entering the queue.
    A wonderful suggestion. You can run a private Lambda if you have 15 friends but if you only have 7, well hopefully the queue is empty.
  6. Quote:
    Originally Posted by Snow Globe View Post
    No, what you are witnessing is how the LFG Queue is supposed to be working. It is the developer's intention that if a league enters with less than the maximum amount of players that the LFG Queue then the game will try to add players up to the maximum amount for the trial from the queue.
    Yes, it's WAI, but that doesn't make it a good idea, frankly I'm amazed that it took this long to start seeing complaints about it I guess the popularity of forming full 24 man teams and the general unpopularity of queuing solo kept it to a minimum so far. No other part of the game requires you to take random people onto your team and I see no logical reason for the devs to have changed it in the trials.
  7. Quote:
    Originally Posted by makerian View Post
    Even if you lock teams? Say, for example, you create 6 teams of 1-2 people, lock them all then Queue up. Can someone enter an 8 person iTrial when you do that?
    Hmmm... that I haven't tested. My guess is that it won't work but I don't know for sure. I think I've seen people added to locked teams when the league reached maximum team count but I can't remember for sure.
  8. Quote:
    Originally Posted by Rylas View Post
    So did I forget to click something?
    Nope, it's not an option.
  9. Neither. It will have a chance to proc every 10 seconds.
  10. Quote:
    Originally Posted by Santa_Laws View Post
    Ok, not to be a pain, but these lags were complained about repeatedly during beta. Why is it just now you guys find the problem?
    Short answer is they didn't. What they basically did was reverse a change they made in the last patch which made the lag even worse. So the alg should be back to the level it was prior to the last patch.
  11. Quote:
    Originally Posted by Wooden_Replica View Post
    In other words, he was being a Pr*ck. Technically he had no more of a right to that trial than you did, but some people are just funny like that
    I disagree. While I don't particularly condone kicking people who are simply the victims of a poorly designed system why should the team leader have been forced to take additional people on his team? At no other point in the game are you forced to add people to your team simply because the game decides you have to take them.
  12. I bought this up during the open beta and honestly I can't say I'm particuarly surprised. I'm sorry you got kicked but at the same time a system which adds people to teams where they are (potentially) not wanted is going to cause this sort of problems.
  13. Adeon Hawkwood

    New zone?!

    Quote:
    Originally Posted by Eva Destruction View Post
    They're fighters, they use d10s.
    Good point. I saw the lack of armor and figured they were Barbs but I guess they're just using a homebrew armor system.
  14. Quote:
    Originally Posted by reiella View Post
    Mostly, I just like the idea of letting the 'weekend warrior' have a chance to catch up...

    ...It is a fair point though that as more trials are available [presuming no new currencies], that it will be quicker to get to the 30 merit point, but I think the problem of feeling a need to log in every day to get your grind done is still impactful. That's going to be something that's really different from person to person.
    I don't see it as a matter of how many calendar days to get the reward but if a person wants to get an E-Merit can they? For example I rarely run more than 3 trials in the same day (and even 3 is a busy day for me) so if there were three trials in the game I would get the maximum E-Merits I could on a single character by running all of them. Since I'd probably be done after three anyway the actual mechanics would not impact me.

    The solution you're suggesting is beneficial for someone who only plays once or twice a week but runs a LOT of trials in that time (currently 7 a day if they play on two days). As the number of trials increases the number of trials per day they would need to cap the merit system also increases which decreases the value of this change substantially.

    I guess the question is how many trials per day do you think the "weekend only player" is actually running?
  15. No, the Greens are pretty much immune to stuns (it's holds that they are vulnerable to).
  16. Adeon Hawkwood

    New zone?!

    Quote:
    Originally Posted by Eva Destruction View Post
    It's the "Retrieve the Platonic solids" mission. The solids are a d4, d6, d8 and d20. The d12 was destroyed centuries ago....I guess that's why none of the Warriors use two-handed greataxes.
    But... don't they need D12s to roll their hitpoints?
  17. Quote:
    Originally Posted by Jazra View Post
    I don't agree with a 24-hour cycle. I like it at 20 as it is now. With a 24-hour timer (assuming I had time to play every day, which I don't) I can run my first trial at 7pm, finish at around 7:30. No problem. but the next day, I get on at 6pm but can only play for a little while. No reward for me before I have to go out.
    You're misunderstanding my point. Yes, changing to a 24 hour cooldown would be stupid, but I'm not proposing that. The idea behind a 24 hour reset system is that the flag resets at a specific point during the day (normally midnight).

    So you can run it at 11:59pm and again at 12:01am the next day but if you do you can't run it again until 12:01am the day after that. The advantage is that those who cannot get on at the same time every day are not penalized. Suppose a player has a playtime that alternates between 8am-10am or 8pm-10pm. Under the current 20hour cooldown system he can only do it every other day since his 8pm-10pm time one day will block out his 8am-10pm time the next day. A 24hour system fixes that by saying that he can run it once at any time between 12:01am and 11:59pm on the same day but, unlike the current system, his time on the previous day does not affect the available time range the next day.

    From an implementation point of view I would think that this should be doable by changing the expiry time of the reward flag (although Standard Code Rant applies). Presumably the current system sets a reward flag that is keyed to expire at current time + 18 hours. The proposal is to set it to expire at 12:01am the next day.
  18. Adeon Hawkwood

    Prestige/Recipes

    Quote:
    Originally Posted by Residentx10 View Post
    Another question. I swear over the weekend, I was able to stack one bid with several of the same items(2 defense 50 IO). How exactly does that work? I did it by accident but couldn't recreate it. This would make life better.
    If you're talking about purchasing you can can place a buy order for a stack of up to 10 enhancements but you can only sell them singly (the same is true for inspirations).

    Salvage and recipes on the other hand can be both purchased and sold in stacks of 10.

    To buy a stack of an item simply replace the 1 to the right of the purchase price with the number you want (up to 10). To sell a stack simply move them to the market interface and when it asks how many to move drag the slider to the right.
  19. Adeon Hawkwood

    Prestige/Recipes

    Quote:
    Originally Posted by StarGeek View Post
    There is one assumption you're making here that's incorrect. It's not the new or inexperienced people who are buying your stuff. It's the vets who have more money than they know what to do with and have no reservation about dropping a million on what would normally be a cheap recipe or piece of salvage. As Adeon Hawkwood just said, Time is Money and many people would rather get back to playing quickly.
    Good point, I forgot to include this in my original post but if my profit per slot is 5.6 million per day then in order to justify tying up a slot buying an item my savings has to also be greater than 5.6 million per day that it takes to buy. Otherwise I'd be better off paying the buy it now price and using the slot to sell something.

    I do cheat a bit here since for big ticket purchases (such as purples) I'll generally use one of my non-marketeering characters since I can more easily wait a week or two if I'm not using the slot anyway.
  20. Adeon Hawkwood

    Prestige/Recipes

    Quote:
    Originally Posted by Residentx10 View Post
    The little stuff does add up though. New or inexperienced people buy my bids and they pay way more for stuff than you can imagine. Your strategy is sound in theory but you assumptions are that everyone knows the game well and I'm finding through experience just the opposite.
    Yes, the little stuff does add up but as the old saying goes "Time is Money".

    Time in CoH is not simply a measure of playing time but Market Slot Time. Maximizing profits for a player is not about maximizing the profit on every individual item sold but instead maximizing the profit per time of every market slot used.

    I'll give you an example. I mostly trade in mid-range rare IOs. There are a whole bunch of different ones with similar buy/sell prices and I tend to rotate amongst them. I operate on a 24 hour schedule, I price my IOs to sell within 24 hours and my buy orders are similarly priced. In general, my costs per IO are:
    Recipe: 4.5 million (placed overnight in a stack of 10)
    Rare Salvage: 1.7 million (placed overnight in a stack of 10)
    Other Salvage: 2500
    Crafting Cost: 490400

    I sell them for, on average, 15 million each. In a 24 hour period each IO I sell is "consuming" 1.2 market slots (1 for selling it and 0.2 for it's share of the recipe/salvage purchase slots). Including the 10% market fee my total profit is therefore 6.8 million or 5.67 million per slot per day.

    So given that I consider 5.67 million per slot per day to be the baseline profit I need for something to be worth selling. If something is less profitable than that I either sell it immediately for whatever is being offered or vendor it.

    Now, the other aspect of this is personal time. I have Field Crafter on all of my marketeers so I could easily mass produce common IOs if I wanted to but the profit is so low that I don't bother. It would take about 10 minutes to craft a set of 18 common IOs, mail them to an alt, switch to said alt and list them on the market and for what? Maybe 5 million if I'm lucky. Similarly I do not actively marketeer on all of my characters since doing so would eat to heavily into my playtime. I have three main characters that I marketeer on but most of the others I don't. On the non-marketeers I am more likely to drop stuff at the market as convenient but even there I aim for a fast turn around, if it hasn't sold by the next time I play that character then I priced it wrong.

    Quote:
    I really wish the would allow me unlimited bids or a very high number but I don't know if that will ever happen.
    It will not. The limitation on market slots is a deliberate one. It limits the ability to players to do pie in the sky bids just in case and, combined with relatively limited storage, encourages fast turn around on bids. This helps keep the market ticking over at a fast pace.
  21. Quote:
    Originally Posted by Rylas View Post
    But I could get on bored with not having the strict 20 hour timer. Sometimes I have mornings to play, sometimes its the evening, I don't want to suffer because my life doesn't completely conform to a 24 hour cylce.
    I agree with this, not just for E-Merits but for all 20 hour keepouts (TF rewards, tips, Grai-Matter, A-Merits etc.). A 20 hour cooldown works well enough for most people but a once-per-24-hours cycle that resets at the same time everyday would be nice for people with more variable schedules.

    It's something that other MMOs do with their Daily Quests and I think it makes a lot of sense.
  22. Neat idea (as long as the information on how many you've gotten is added to the UI somewhere) but I figure that as more Trials come out this will be less necessary.

    Reward Merits have a similar keepout but few people complain since you can easily run a different TF. Eventually we'll get to the point where we have 4 or 5 Incarnate Trials at which point they are in the same position as TFs, you can get plenty per day but have to run different trials to do so.
  23. Quote:
    Originally Posted by BigBoss Eyepatch View Post
    400 mil?

    If I was to pool ALL the inf, from ALL my characters. At a push, I'd maybe have about 180 million inf.

    Im not going to be having any success with incarnates this year, am I?
    It depends on how impatient you are.

    I'm working on Incarnates for 3 characters, between them I've got T4 Alpha on all and a total of 1 x Tier 2 ability, 10 x Tier 3 abilities and 1 x Tier 4 Ability, I've also got enough Very Rare components to make another 5 Tier 4 abilities once I get sufficient common components to make more T3s.

    My total Influence spent was less than 25 million and that was solely impatience on my part (I spent a bit on iXP because I was impatient and wanted to unlock a couple of slots immediately instead of waiting until I ran another trial the next day, since trial XP is free and I was planning to run more trials the next day this was a complete waste of inf/threads).

    At no point in the process was I ever tempted to spend the hundreds of millions influence necessary to manufacture rare or very rare components. Not because I cannot afford it (I can) but because I don't have sufficient uncommons and threads to do so even if I wanted to. I've gotten a decent number of Very Rare components through drops (about 10% of my drops so far) and by spreading out my Trial runs on different days to ensure I always get an Empyrean Merit I have plenty of them to turn into the extra rares that I need (and my thanks to the many people who put up with me compulsively changing characters between Trials). As such the bottleneck for me has always been common components (the uncommon to common downgrade helped a lot there).

    The point I'm trying to make is that while there is an option to spend inf to progress in the Incarnate system it is not required and my experience is that it's not even a particularly useful method of advancement.
  24. Adeon Hawkwood

    New zone?!

    Quote:
    Originally Posted by Charcoal_EU View Post
    A 60:40 split as per kotaku article/infographic. While certainly not equal, it is close enough to make intentional content mismatches foolish. And the content in updates has been pretty close to equal. One arc per side, a TF and an SF, some co-op. The problem, for me, is that the co-op content is "heroism, but villains can help". I understand that "heroic" co-op content is far easier to write than "villainous", but they should still try.
    I would take any numbers from the Kotaku article with a grain of salt. The XP/Inf numbers need to be multiplied by at least 1000 to have any sort of accuracy.

    Similarly the 60:40 split does not seem to play out in game, I would guess it's closer to 80:20.
  25. Quote:
    Originally Posted by enderbean View Post
    More specifially the use of incarnate powers in leagues. We did a test with the Mothership Raid in RWZ. Using incarnate powers = tons of lag. When we asked people not to use them as an experiment there was a marked decrease in the lag.
    Interesting, did you have people just stop using Destiny, Lore and Judgement or did you ask them to unslot Interface as well?