Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Gearsinger View Post
    If you were in charge of design for CoH2, what fundamental changes would you make to the way the game works?
    Everything.
  2. Quote:
    Originally Posted by MrTogo View Post
    Yesterday night I joined a Mother Ship Raid on Triumph late. I got the league invite after getting into the RWZ, and I was in the base. They had already taken out the GM, and was just doing cleanup. The second I got the invite... BAM, slowdown. I clicked the portal to leave the base, and it sat at a black screen for about 10 seconds. There were 4 full teams on the league, and it brought me back to the Mitobloom of hami raids. It was horrible.
    I was on that raid. I was joking that City of Heroes had become a turn-by-turn MMO. I've played email chess games that were faster.
  3. Quote:
    Originally Posted by Beastyle View Post
    Why people never choose "reality warping" when this question comes up, I'll never know. With reality warping, you could have ALL the powers; you would shape the universe to your will. Anything you'd want to do, you could do it. Me, personally, I'd create multiple worlds with alternate physical laws or different timelines and play around in them.
    Reality warping without Omniscience is essentially personal and cosmic suicide.


    Quote:
    But picking ANY super power is an easy question; what about 'useless' powers? If you had to pick something that's out-of-the-ordinary, but not extraordinary, what kind of power would you take? For example, I'd like to be able to make things glow by touching them. I always thought that'd be pretty rad. Suddenly, everything becomes a lamp.
    That pause time power from the Twix commercials where you can stop time around you, but the only thing you can do while time is stopped is think of something clever to say.

    Incidentally, something very close to that superpower showed up in the scifi tv series Time Trax. It was referred to as "time stalling": the skill whereby for brief moments someone could perceive time passing extremely slowly, giving them the ability to react to that situation far faster and with far more thought than ordinarily possible.
  4. Quote:
    Originally Posted by MeiLiLan View Post
    On the Care and Feeding of Your Scrapper (V2.0)
    I managed to find this one I wrote back in the day. Yes, I used to write posts without calculations in them.

    (For those not familiar with this ditty from the 90s)


    Ladies and Gentlemen of the Scrapper Class of 2006...Save Respecs

    If I could offer you only one tip for the future, saving respecs would be it. The long term benefits of having banked respecs have been proved, whereas the rest of my advice has no basis more reliable than my own meandering experience. I will dispense this advice now.

    Enjoy the power and beauty of your build; oh nevermind; you will not understand the power and beauty of your build until they have faded. But trust me, in 20 months you'll look back at screencaps of yourself and recall in a way you can't grasp now how much possibility lay before you and how powerful you really were.

    You are not as gimp as you imagine.

    Don't worry about the future; or worry, but know that worrying is as effective as trying to prevent nerfs by PMing Geko. The real nerfs in your life are apt to be things that never crossed your worried mind; the kind that blindside you next Issue and were omitted in the patch notes.

    Fight one thing every day that scares you.

    /em sing

    Dont be reckless on other people's teams, don't put up with people who are reckless on yours. Kick their stupid [censored].

    Follow Up.

    Don't waste your time on jealousy; sometimes you're ahead, sometimes you're behind, unless you're super reflexes, in which case you're screwed.

    Remember the compliments you receive, forget the insults on broadcast; kill everyone and let God sort them out.

    Keep fighting no matter what, throw caution to the wind. If you want to play it safe, roll a FF defender.

    Stamina.

    Don't feel embarassed if you don't know what to do with your build when you're 50...the most interesting people I know didn't know at 28 whether to take Cloak of Fear or not, some of the most interesting 40's I know still don't.

    Get plenty of HOs. Screw ED.

    Savor your temp powers, you'll miss them when they're gone.

    Maybe you'll level to 50, maybe you won't, maybe you'll have dozens of scrapper alts, maybe you won't, maybe you'll switch to blasters, maybe you'll /em the funky chicken after receiving Task Force Commander...what ever you do, don't congratulate yourself too much or berate yourself either - but at least you didn't go to WoW.

    Enjoy your scrapper, use it every way you can...don't be afraid of it, or what other people think of it, its the greatest character you'll ever play.

    /em dance....but don't go afk inside the mission door when you do, [censored].

    Read the manual, even if you can't with a straight face.

    Do NOT read build guides, they will only make you feel stupid. And most date back to I3: if you follow them, you'll *really* feel stupid.

    Get to know your tier 9 power, you'll never know when it'll be gone for good. Be careful about relying on power pools; they've been nerfed in the past and are likely to be nerfed in the future.

    Understand that globalfriends come and go, but for the precious few that never log off ever and require therapy. Work hard to bridge the gaps in supergroups and timezones because the older you get, the more you need the people you knew when you were young to complain about the noobs to.

    Join a PL group once, but leave before it makes you lazy; join an RP group once, but leave before it makes you crazy.

    Travel power.

    Accept certain inalienable truths, damage mitigation won't rise, the devs won't balance the secondaries, you too will get old, and when you do you'll fantasize that when you were young damage mitigation was higher, the devs used to listen, and newbs weren't noobs. You'd probably be right on the damage mitigation part: everyone else has been so far.

    Don't respec unnecessarily.

    Don't expect anyone else to PL you. Maybe you have a hundred alts, maybe you have played every mission; but its still pointless.

    Don't mess too much with your costume, or by the time you're 40, it won't be the only thing with too much yellow and red.

    Be careful whose advice you buy, but be patient with those who supply it. Advice is a form of nostalgia, dispensing it is a way of fishing previous issues from the disposal, wiping them off, painting over the ugly parts and recycling it for more than it was worth. Look at MoG.

    But trust me on the respecs.
  5. Arcanaville

    DING! Seven!

    Quote:
    Originally Posted by Draugadan View Post
    I think we were safe from dieing from falls from the beginning. Pretty sure at the beginning it only took you to 1 hp. I believe that it was one of Jacks design philosophies, that heroes didn't die from falling. My memory could be wrong... but I've been here since CoH closed beta, and that is how I remember it.
    I seem to recall MoGed scrappers sometimes dying from taking lots of tiny falling damage nicks they couldn't heal back as they hopped around. And because of the mechanics of MoG, those little damage nicks were effectively magnified by a factor of ten.
  6. My second character was MA/SR, after my Energy/Energy blaster. I've seen MA/SR through every issue, every patch, and every release. After seven years, its practically a completely different character. I believe that combination has seen the wildest swings in performance up and down in the history of the game.

    At the beginning of time, it was common to see SR scrappers street hunt in memorized raceway tracks in and around contacts. Why? Because we needed insps to stay alive. Our toggles were practically glorified combat auras. At a time when teams were going up against +4s and +5s, our defenses were like gasoline-soaked tissue paper. Keep in mind the "soft cap" didn't exist back then: to floor a +4 boss required 90% defense. That's hard to get even today.

    Then I2 comes along and everything changes. Elude goes from being the whoopie cushion of scrapper powers to one of the most powerful. Its crash kept sucking all your endurance away, but it was pure unadulterated evasiveness, and you can't see anything like its power today: back then you could drive most foes right down to the 5% floor if you had enough defense, and today the best you can do is "only" 90% mitigation with defense. In real terms perma-elude back then was like having soft-capped defenses today plus 48% resistance.

    Then ED comes along and SR ends up being the only scrapper secondary which can't actually diversify slotting. You can slot Dull Pain for heal and recharge. You can't slot any of the SR toggles or passives for anything except defense (and endurance reduction). Positron says, in response to my complaint about this, that this is an advantage for SR because SR can't use very many slots, you can use them in your primary. I miss the opportunity to invent facepalming.

    Then DDR and inventions comes along, and perma-elude makes a spiritual comeback with the soft-capped build, which always existed prior to that point but was fragile due to cascade failure and generally extremely expensive - in endurance - to run.

    I have many scrappers - Katana/Invuln, DB/Will, DM/Regen, Claws/Regen, KM/Fire, etc - but my MA/SR is still my favorite. I feel like she's fought the good fight with me. The game owes her a lot: she's ultimately responsible for helping to change how defense is used in the game, finally fixing the bad labels on lucks and insights, even Arcanatime comes from tests conducted partially with her. She's even directly responsible for why Luck of the Gambler: Defense/+GlobalRecharge isn't tagged unique, which means practically every min/maxer and alignment merit farmer owes her big time (send all influence donations to Violet Rumble, c/o @Arcanaville).

    My main was and still is the first character I rolled and played seriously, my En/En blaster. She's my main badge hunter, the character I do everything with first, the character I play all content on, the character I first leveled to 50, the first character I threw at Incarnate content. But my MA/SR has always been my journeyman character: she does everything, never complains, adapts to changing conditions, finds a way to win. Even in the incarnate trials where tohit is boosted and autohitting cannons are sniping her and critters are using vengeance as a stacking toggle and burst damage is ludicrous, she finds a way. I was worried the Incarnate content would be frustrating for her, but she's a joy to play in the trials. Even when she dies: she bounces back up, loads up on lucks, and throws herself back into the fight.

    Seven years of Eagle's Claw doesn't get old.

  7. Arcanaville

    DING! Seven!

    Quote:
    Originally Posted by Golden Girl View Post
    Would you say that for someone who played at the start and went 1-50 around Issue 1, but then stopped playing, the game now would almost appear to be a totally new game? Seven years is quite a lot fo time in an MMO, and although I wasn't around at the start of CoH, from what I've read, it seems like almost everything has been altered or improved in some way, along with all the new content and systems that have been added over the years.
    I would say that. Its obviously the same game in terms of general appearance, but in most of the specifics the game is significantly, sometimes fundamentally different.

    Forget things like the invention system, supergroup bases, badges and accolades, flashback, difficulty sliders, and all of City of Villains. We didn't even have Global Chat back then: we had the supergroup and friends channels, and that was pretty much it. Even character respec didn't arrive until around I2, and body sliders in the character creator didn't arrive until I3 or I4.

    My mental estimate is that roughly half of all the powers that existed at release currently work at least slightly differently now than they did in I1, or were replaced with something else entirely, not including the effects of ED. Point of reference: my first three characters are an En/En blaster, an MA/SR scrapper, and an Ill/Rad controller. Of those characters, nearly every power in Illusion control is different, every power except Practiced Brawler in SR is different, and every MA power except Build Up is different than in I1. My Energy/Energy blaster is the only character of the three that still works remotely the same as in I1 at SO slotting levels: only power bolt, total focus, and energy punch are really different than I1 if I recall correctly.

    Even many fundamentals are different. Jump physics is different. Defense is handled differently. Even doors work differently. Mission doors used to reset health and endurance to full. And doors used to fail to respond to players unless they literally stood at the door for a second: you couldn't walk up to a door and click it. Terrorize works differently. Confuse works differently. Nobody had anything called an "inherent." You could be one-shotted. Falls could kill you.

    Oh, and in I1 we still had missions that were a victim of the Langoliers. Missions with passages that just ended in a void: no walls, no floor, no ceiling, just black empty space.
  8. Quote:
    Originally Posted by Emberly View Post
    I think their "inf held by players" number is out by a few decimal places. Between my partner and I we have about 25B, and I'm sure there's a lot more than 56B total
    To commemorate the seventh anniversary of City of Heroes, their anniversary statistics are off by a total of seven decimal places.
  9. Quote:
    Originally Posted by Irish Fury View Post
    Am I the only one that assumed it was Anti-Matter and not Positron who sent the message to Dr Colston, and that Dr Colston is a Preatorian spy turned anti-Tyrant and now Anti-Matter is making a similar turn?
    Seems unlikely. Positron specifically refers to the person he's contacting as a "colleague" and the email that Colston gets is addressed to "My Colleague."

    Conversely, Anti-Matter didn't seem to imply he was sending an email to someone familiar enough to be a colleague. The message also specifically instructed Colston to use the information to protect The Rogue Isles by name, implying that Paragon City was already taken care of. That also doesn't sound like something Anti-Matter would do: he would be warning his recipient about a threat to all of Primal Earth, not just the Rogue Isles. Anti-matter's message would have said, in effect "pass this on to the heroes of Paragon by whatever means at your disposal."
  10. Quote:
    Originally Posted by TsumijuZero View Post
    Let them come, we have shown dimensional invaders that we will draw the line wherever they cross and we will do so again.
    Indeed.
  11. Quote:
    Originally Posted by Golden Girl View Post
    And as they're fake, a puncture would probably send her shooting around the room like a balloon with a hole in it.
    Science marches on.
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Thank you, that will do nicely.

    That is not a robotic camel toe. It is a robotic bubble butt seen from the front and below.
    On the other hand, Praetor Tilman's preferences for waist ornamentation dangerously conflicts with the sensibilities of her plastic surgeon.

    In fact, I could probably end the menace posed by Mother Mayhem upon the world by simply dropping a quarter in front of her.
  13. Quote:
    Originally Posted by Samuel_Tow View Post
    Does anyone have a YouTube link to this cutscene that I can see?
    I can try to make one on my next few BAFs: I have several demorecords of BAF, but none include the opening scene because of the logistical issues involved.

    I do have screencaps of most of the dialog; seems I'm missing a couple of lines when I go back and look. I've assembled them into a slideshow that I think is in the right order here: http://www.flickr.com/photos/3421074...75968961/show/
  14. Quote:
    Originally Posted by Mega_Jamie View Post
    Although saying that I was on a Lambda the other day, not leading, and in the middle of combat, when only 1/10 portals left, someone slipped me an acid, and the leader sent me a tell saying the person who slipped it to me had sent him a tell saying he'd seen me use it late...

    Unfortunately for them, I wasn't on the acid team, and it was a league leader that had been on my runs, so I knew I was safe, so i guess theres no easy way.
    That's bad. And extremely dangerous. There's a very tiny chance you could accidentally attempt to pull that trick on me. I wouldn't advise it. I'd definitely out a player for trying to pull that fast one. Slip me a temp power because you were too afraid to admit you didn't see it, and I'll just use it and call it a day. Try to frame me for it would be a bad idea, especially because I doubt anyone thinks there's enough alcohol in the world that could make me forget where my temp powers are listed. I actually keep my power window open all the time when running trials now, just to be triply sure I used them all, I don't have any more, and I didn't get any when I wasn't looking.

    In fact, this is what my blaster's set up looks like now, basically all the time. Note the power window in the upper right: its always there (although in trials I specifically scroll it to the end of the temp listing, its not in the screencap).



    I'm not even on a trial at that moment, and yet its still there.

    Its actually kinda absurd I have nine power trays open *and* the actual power menu, but I have a fairly big screen so I can scale the gui to 75% (which is what that is above). I don't use all the powers all the time, but I hate hunting for them in the menu so if I use it at all, I put it on a tray. I could reduce some of the clutter with keybinds, but I'm not really a keybind person. Target_enemy_next is the sort of thing I will keybind. Teleport is something I'll mouse-bind. But I don't want to have to think about which key is nova, and if that's the same key for EMP on my controller.

    Even the list of powers I use regularly, constantly, is getting long. Sprint, Power Bolt, Power Blast, Energy Torrent, Explosive Blast, Bonesmasher, Total Focus, Hover, Fly, Combat Jump, Weave, Temp Invuln, Tough, Power Thrust, Boost Range, Power Boost, Build Up, Aim, Conserve Power, Sands of Mu, Judgment, Destiny, Lore. That's 23 powers. Toss in Pocket D teleporter, Ouroboros portal, Mystic Fortune, Mutation, Nova, Reveal, PFF, Force of Nature, and Archmage and you're up to 32 powers I use nearly every single time I log in at least once or would tend to want to use at a moment's notice. And that doesn't count Hasten which I have on autofire and superspeed which is one of the few powers I have keybound.

    And I have to admit: I use Return to Battle also.
  15. Quote:
    Originally Posted by Freitag View Post
    If it becomes too much for me, I'm sure I'll hatch some sort of plan.
  16. Quote:
    Originally Posted by Dark_Respite View Post
    Yes, you can comment - who did the BAF cutscene vs who did the MKSF cutscene? WORLDS of difference b/w the two!

    Michelle
    aka
    Samuraiko/Dark_Respite
    I wouldn't call it worlds of difference. Mounds of difference maybe.


    This is the cut scene with Odysseus (not the scene in the office, but the actual cut scene later):

    Odysseus: A most admirable display of martial cunning, Banebritch. I salute you.
    Odysseus: But did you really think that I would take your story at face value? That I wouldn't check your accusations out with spies of my own?
    Odysseus: Mr. Wade was most helpful in uncovering the truth of your scheme. While my Warriors and the Midnighters hacked each other to pieces you were going to betray me!
    Odysseus: I don't take lightly to betrayal, Banebritch. But I do have a sense of honor... or was it sport? If you can defeat me and my Warriors, then the insult against me is dropped. Fail... and I'll introduce you to a little piece of history known as a Brazen Bull.
    Odysseus: WARRIORS!
    Crusher: HUA!
    Warrior Chopper: HUA!
    Warrior Slicer: HUA!
    Hewer Elite: HUA!
    Slasher: HUA!
    Warrior Slammer: HUA!
    Warrior Slammer: HUA!
    Warrior Bruiser: HUA!
    Odysseus: ATTAAAAAAAACK!

    And its not like I haven't had some fun with this one myself:




    Later with Positron:

    Positron: <Player>! Return Numina to me and I will let you go.
    [Caption] Are you kidding me? The Flames of Prometheus are mine, Positron. I can take as much as I want! Why would I ever give you anything?
    Positron: Yours? The Flames do not belong to any one person. If you will not relinquish your hold on Numina...
    [Caption] ...then you shall face the consequences!
    [Caption] Have you forgotten that I was chosen by Prometheus to be the Keeper of the Flames?
    Positron: I've had years to harness the power of the Flames. You've had that power for less than a minute. Now. Let. Numina. GO!

  17. Quote:
    Originally Posted by TrueMetal View Post
    No, it doesn't. That's some powerfull basic reading comprehension fail right there.

    Living Relic Sidegrade -- Converts a very rare Incarnate Component into another very rare Incarnate Component of your choice. It requires some additional Incarnate Threads to catalyze the information.

    Needs: 1 Living Relic and 150 Threads

    The text plainly says that it converts a very rare incarnate component (in this case the Living Relic, since you know, it says "Living Relic Sidegrade" at the start and "Needs: 1 Living Relic" quite clearly there at the bottom) into another of your choice. That last bit indicating that you'll get to choose which other piece of salvage you'll convert your Living Relic into.
    There really isn't a lot of mental gymnastics involved here.
    It does in fact say that. However, I would tend to agree that the structure of the recipe within the context of all the surrounding recipes in the Incarnate system is somewhat misleading. This is compounded by the fact that the conversion in this case is one requiring significant number of valuable components; any uncertainty no matter how small is likely to be amplified by the concern the system may do something irreversible and unwanted.

    The devs do not consistently obey the cardinal rule of user interfaces which is confirm all commands with irreversible side effects that don't have a time requirement. Such as accidentally quitting a league when it is in the process of launching, for example. Because of that, the conversion recipe as presented would even give me pause.
  18. Quote:
    Originally Posted by UberGuy View Post
    I think I would need to understand more about the intent of the cost mechanism. However, in order to not completely sidestep your question, I'll assume that the intent is simply to add overhead and take the player some more time to get to their goal. That means I need to use a 10% overhead and convert my "expected" time-to-obtain a Very Rare into Threads.

    I don't have very good stats for this, but I estimate I have gotten a Very Rare on average about once per 15 trials. I earn about 5-8 Threads outright and about 5-7 Astral Merits (that does depend on the Trial I run). That's 375 -540 Threads equivalent. I probably got an Uncommon about 13 times in 15. For every Very Rare I get, I need to keep two Uncommon components, and I can break down the rest. Assume I get 9 Threads per breakdown, and that adds up to 492 - 657 Threads. Splitting that range (not necessarily a good target) gives about 575. One 10th of that would be around 58, which I would probably round up to 60.

    Which is an impressive and wholly accidental alignment with Dispari's number.

    Edit: Before I got distracted by matching Dispari's value, I had meant to add that I have no clear indication that this number is a good basis in general. It's a good basis for me based on my own luck getting Very Rares across three characters. Since I can't know that my luck is representative, I don't feel comfortable with that number of 60 as a firm recommendation. It's just what I had rough stats I could use to produce some number.
    That's an interesting way to attempt to value the cost of conversion: not as a percentage of the value of the VR itself, but as a percentage of the value of everything else you earn while earning the VR. Its a variation on attempting to measure opportunity cost, but it has a noteworthy twist.

    Consider this odd paradox. Suppose the devs were to leave the drop rate of VRs fixed, increased the drop rate of Rares, and decreased the drop rate of uncommons and commons to compensate. That would mean in the time it took to get one Very Rare, you'd also get more stuff than you were getting before. What's interesting specifically is that with a higher preponderance of rares, it would be *easier* to make VRs, which makes VRs themselves intrinsicly less valuable. But by your methodology, the crafting cost for a lateral conversion would go *up*.

    It suggests to me that connecting crafting costs to the relative value of everything except the thing itself being converted might only appear to generate reasonable numbers by coincidence, but the methodology itself would generate strange results if the reward system was only moderately modified.
  19. Quote:
    Originally Posted by Obitus View Post
    I can't log into the game at the moment, but if I recall correctly, the equivalent thread cost in Empyrean Merits for a Very Rare is 600 (30 E-Merits * the 20 Threads you can get for an E-Merit).

    That seems like a more reasonable starting point to me, given that the system seems designed purposely to discourage the pure-thread approach to Very Rare components. The presumed price should be based on the presumed method of advancement, which is running trials.
    That's sort of tossing me into the opposite corner from Uberguy. Who would break down Empyrean merits into threads when their value is much higher - about twice as high - if they are used to directly buy either rares or very rares (I think its 20-24, so the average is 22).
  20. Quote:
    Originally Posted by UberGuy View Post
    The thread value of Rare and Very Rare in threads is effectively zero, because almost no one I know (there are exceptions) is using threads to create them. You cannot value something in a unit of cost that you do not use to buy it. The unit of cost of Rare and Very Rare components is instead the time it takes to obtain them as either random rewards or as purchases with Empyrian Merits.
    Fair enough. What percentage of the total value of the Very Rare component would you assign the 150 thread conversion cost? Its not enough to say its high, since the value of the drop is also indeterminately high. It I specifically said "set the conversion cost to be 10% of the value of the drop" what would you have set it to?

    And before you say you wouldn't set it to that value in the first place, that's just a means to the end of determining how you value the drop. Ultimately, a reward system designer must place an objective value on the drop, an objective value on the cost of conversion, and calculate the single specific value that the game will decide to value those things at, because ultimately the game has to pick one specific system and go with it, no matter how subjective that system may be.
  21. Quote:
    Originally Posted by Dispari View Post
    The thread cost is payment for changing it to another component of the same value, unless I'm misunderstanding something critical. If you had picked the right VR in the first place there would be no cost involved. So the cost is only there if you were dumb/mistaken/clickhappy enough to take the wrong one in the first place. As such it's more a tax for making a mistake. It's not like we're paying a tax for doing an easier task (ITF) and converting the component into something better or harder to obtain (Penumbra of Rularuu).

    All the components are awarded for the same exact task, and all the conversions are for items of the same value. In essence you're only paying in order to change a component you can't use into one you can use. But both items are obtained in exactly the same manner and should have exactly the same worth. So I don't feel the rate should be cost-prohibitive. It would make more sense to me if the conversion cost was a small, reasonable amount of threads not tied to the overall cost of the component itself.
    I agree, which is why I suggested adding these recipes in the first place. We just have a different opinion on what "cost prohibitive" is.

    Although technically speaking I suggested 10%, and 150 is slightly higher than 10% (136 would be 10%, and 120 would reflect the relative value of rares and very rares).
  22. Quote:
    Originally Posted by UberGuy View Post
    I think there's a disconnect here where almost no player I have encountered (barring a few on the forums) considers the "value" of the item to be the number of Threads required to create it from scratch. Instead, because almost none of them are creating this way in practice, they are measuring the value of the item in terms of the time it takes them to obtain the requisite number of Threads by running trials, and the opportunity cost those Threads spent towards this conversion represent relative to building up their tree to the point required to create a Very Rare power.

    So far, I play the Trials for Uncommon, Rare and Very Rare drops (and of course to unlock slots), and I have historically broken down Astral Merits and Uncommons into threads to create Commons, which I have received exactly twice in around 120 successful trials.

    Based on that playstyle, a Thread cost of 150 is a large opportunity cost to me, because it represents a large number of Commons that I have, to date, had to create from Threads. For 180 Threads I could go from having a Rare (only) version of an Incarnate power to having the Very Rare. Having to spend an extra 150 Threads on that is not a 10% loss in "value", because it requires me to earn an extra 83.3% of the Threads I needed to slot the Very Rare version, assuming I was starting from an existing Rare version. If I already had my second Rare crafted, it's an even larger increase.

    Measuring the "value" using a metric only that only applies to the hard-core solo way of earning a Very Rare doesn't seem very meaningful to me.
    The problem with that outlook is that it effectively values the actual very rare drop itself as being zero. In other words, you get a VR, you pick X, turns out you needed Y, so now that drop is costing you 150 threads. So downgrade it to a rare if that 150 threads is a high cost. You should be able to do that for nothing. Oh, but then you'd be throwing away a very valuable component.

    So how much more valuable is that VR relative to 150 threads? I'd contend its massively more valuable.


    Plus, isn't this slightly contradictory:

    Quote:
    no player I have encountered (barring a few on the forums) considers the "value" of the item to be the number of Threads required to create it from scratch.
    Quote:
    a Thread cost of 150 is a large opportunity cost to me, because it represents a large number of Commons that I have, to date, had to create from Threads
  23. Quote:
    Originally Posted by Kurrent View Post
    That's... a rather steep conversion cost.
    Its actually only about 10% the crafting cost of the item per item. Which means a sideways conversion preserves 90% of the value of the item.


    Quote:
    Originally Posted by Obitus View Post
    I'm not saying it's impossible. I'm saying that it's needlessly complicated. And yes, it's much, much easier to write out a list ahead of time. That in itself is a failure of the design; the fact that there's no functional purpose behind the different types of same-tier salvage other than punishing players for picking the wrong item is just insult added to injury. Or injury added to insult, however you wanna look at it.
    With those conversion costs you could argue that the system rewards foresight, but only by ten percent. Even if you pick the wrong thing every time, your costs will not be more than ten percent higher than the person that picks the right thing every time. That's not a huge disparity to provide a meaningful but not excessive benefit to either being lucky and getting what you happen to need or planning ahead enough to pick what you need consistently.
  24. Quote:
    Originally Posted by Mandu View Post
    Wait a minute. For years now 9 out of 10 teams have been completely unable to simul click in Caverns of Transcendence without multiple attempts and often the team will fail just because somebody can't figure it out and keeps wandering around the caverns. And you are surprised that a group full of many more people is proving to be incompetent? For any large team event the devs should have based it on using no more difficult coordination than having one person go to a glowie and click on it, or having a large group simultaneously attack the AV.
    The players are, in general, proving to be smarter and more competent than the worst case nightmare scenarios speculated about in beta. But every group seems to have someone that can't find the big green button, or doesn't know left from right, or thinks if they try to solo Marauder everyone else will automatically follow them. The trials are showing the wide range in competency that is our playerbase.
  25. Quote:
    Originally Posted by blueruckus View Post
    Most Lambda runs I find myself on these days don't even bother with hitting the doors anymore. Rush AV, judgment the adds. Works out best this way.
    Not every team is strong enough to do this. Some teams I've been on come close to wiping just on the initial support surrounding Marauder himself because they are not coordinated enough and go running around all over the place trying to practically solo the spawn.

    If nothing else, its teaching people that soft-capping, perma-dom, and whatever else they think makes them singularly indestructible isn't infallible.