Arcanaville

Arcanaville
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  1. Quote:
    Originally Posted by Void_Huntress View Post
    Can't you just give a counter-example? You seem to be kind of backlogged on things to exhaustively explore.
    The solo counter-example is obvious: an energy blaster that is getting mitigation from knockback is virtually guaranteed to have better performance than one that doesn't, because we already know that the average blaster was skating at the edge of survivability when last datamined. My own personal experience backs that up, but even if I'm an anomaly, the data implies this is true on average.

    The most obvious teamed counter-example is the case of one melee character and one ranged character. Lets assume the melee character possesses the knockback. Crane Kick is a good example: it has about a mag 6 KB at level 50: I once measured that to throw a target about 20 feet or so at even con. Lets assume the more floaty physics engine throws the target 30 feet. At level 50, with swift slotted with one run SO, player run speed is 30.8 feet/sec. That means the worst case scenario is a one second gap in offense. However, that's the worst case scenario. The ranged attacks could defeat the target leaving the melee to switch to another target. The target could be knocked in the general direction of travel in which case much of the distance the melee character moves is distance the character would have to run anyway: it costs zero net time.

    Lets assume the average offensive penalty is about half of the time to cover that knock distance: about half a second. That compares to about five or more seconds of damage mitigation. That's a ratio of ten to one, and that's probably being conservative.

    But, you might object, the melee might not need the mitigation. Fair enough but we can't simply handwave it away: doing that says damage mitigation itself is always worthless, so only offensive benefits count. There's no point in discussing KB in that environment, and for that matter there's no point in discussing most whole archetypes in that environment. There has to be *some* conversion of offense to defense. And a ten to one ratio makes it difficult to state that the mitigation is not worth at least as much as the offensive penalty.

    Lets flip this around and give the knockback to the ranged attacker. The ranged attacker could conceivably knock a target that was in range of the melee character out of range. That won't happen all the time, but at least sometimes. The question is whether the incremental benefit of having or not having the knockback is better. Leaving the knockback in, the target is knocked which affords five or more seconds of damage mitigation to one or the other player. If this is the ranged attacker, we're presuming for argument's sake that's noteworthy. If this is the melee attacker we're presuming this is less noteworthy, but still significant if the ratio of mitigation to offense is high enough.

    Why would the ranged attacker shoot at a target the melee character was engaging? There are lots of reasons, but the most intelligent one is that there isn't anything else to engage. If that's the case, the knockback is inducing a small penalty.

    But this is the case of KB's effects once the fight is fully engaged. What happens at the beginning of the fight? In this case, with one ranged and one melee attacker its a foregone conclusion that the ranged attacker will be able to engage first, in theory. In practice, the ranged attacker may not want to. Doing so will mean he or she gets the initial aggro, and the ranged attacker may not be able to withstand that initial aggro. The ranged attacker may decide to let the melee attacker attack first, and only engage targets whose aggro is already occupied. That creates another variant of the situation above.

    But if the ranged attacker can attack with attacks with significant mitigation, that equation changes. In that case, the ranged attacker can attack first, using their ranged advantage, and that increases the amount of damage the team can deal overall. Removing that knockback entirely means you reduce those pulses of offensive penalty at the end of the fight, but you also reduce the opportunity for the ranged attacker to leverage range at the start of the fight. Those are purely offensive counter-balances, completely separate from the actual benefits of having more mitigation during the fight. Without doing a quantitative analysis, it seems likely to me that the net difference between the offensive advantage of frontloaded mitigation and the offensive advantage of lack of knockback disruption roughly cancel out: enough to make the mitigation component itself preeminent.


    The general principle is that solo, there are far more ways for knockback to work in your favor than against you. In a team, there are far more ways for knockback to work against you than when you were solo, but there are also far more escape hatches for other players to nullify that disadvantage. That's one of the reasons why herding is not as popular now as it was in the past. Although the lower aggro cap plays a role, another factor is that the perception became increasingly obvious that AoE wiping out one spawn at a time was faster than the time to combine them. That amount of AoE also tends to saturate the environment to the point where a couple knocked targets do not have a big difference in offensive kill speed. In the same environments where the damage mitigation effect can become unnoticable, the scattering penalty can become equally unnoticable. That's not a coincidence, because the value of damage mitigation in a team with a lot of buffs is inversely related to kill speed (the phrase "a lot of buffs" is there because that statement is time-scale sensitive: its false for situations with longer time scales).
  2. Quote:
    Originally Posted by EvilGeko View Post
    One more thing. Like I have been for years, I am prepared to be proven wrong. No one ever takes me up on it. I've never stated that KB can't be useful. It can. But it's not as useful as KD on balance. That's my contention. Sure someone can construct a scenario where KB is useful. Hell, I can come up with better ones than you all can. But that's not even close to the point.

    Knockback has clear disadvantages. Most of them stem from the fact that the game creates great incentives to keep critters in tightly packed clusters. Arcanaville knows this. I really can't believe she truly thinks that KB advantages outweigh or even equal its disadvantages. But if she does, please explain to me how this is possible, because I genuinely don't see it.
    Actually, you're going to have to be very very specific here. Your original statement, and your last statement here, is that Knockbacks' advantages do not outweigh its disadvantages. I'm prepared to tackle that one. But if you're just going to fall back to "knockdown is better than knockback" which you just said is all you've ever said, then I should interpret your other statement in that context and assume you misspoke, and meant to say that knockback's advantages above and beyond knockdown do not outweigh its total disadvantages.

    I'm not prepared to expend energy on that one. As I said, not dying is better than dying also. You can always find something better much of the time. Holds are better than immobilizes, for example. Critters that don't shoot back are far less of a threat than those that do. So first we can replace all the immobilizes with holds, and then eliminate the need to waste time with holds by just removing all the attacks from critters. There's no slippery slope here because there's no slope. Knockdown is better than knockback in the same way holds are better than immobilizes. Holds that always work are better than ones that don't in exactly the same way. Holds that always work are tantamount to critters that can't take actions. At no time does this slope upward or downward in any direction.


    Now as to whether knockback's advantages outweigh its disadvantages exactly as stated, the reason I can think that is because if you put my energy blaster in a situation where knockback is essentially gone, such as when facing resistant enemies, if I don't significantly reduce my difficulty I die. Simple as that. And no amount of less scatter equals dead. If you converted all my KB to KD would my performance be better? It might. It would also improve if you doubled all my damage and I guarantee you I will have more fun with double damage and KB than with KD.

    TL;DR: I can think its true because its true.
  3. Quote:
    Originally Posted by EvilGeko View Post
    Prove it. Prove how your infallible knowledge counters the collective wisdom of the playerbase.
    I've been right plenty of times in opposition to the collective wisdom of the playerbase, but in this case there is no collective wisdom of the playerbase that states knockback's advantages outweigh its disadvantages. The collective wisdom of the playerbase, to the extent that there exists any consensus here, is that its annoying and should be removed on that basis.

    In either case, to disprove the statement that "the advantages of Knockback are not worth the disadvantages" I need only come up with a counter-example. But rather than do that, it would be more definitive to prove the inverse: that knockback's advantages outweigh its disadvantages on average, across all situations.

    That's going to take some time, however, since there's... about fourteen different independent cases to consider.
  4. Quote:
    Originally Posted by Venture View Post
    Who said you a) have to beam it up in one piece or b) have anyplace to put it? Point one or more transporters at it and beam the dispersed matter into deep space.

    I'm less fond of the orbital bombardment idea due to the "giant radioactive hole in the ground" problem it causes.
    Tractor beams seem the most straight forward approach, after first removing all the hazardous materials and then cutting up the hull. I'm sure the Federation's old buddies the First Federation could just plain yank the entire wreck into orbit and frisbee it into the Sun if they wanted.

    Another possibility I thought was likely when the movie first came out was that the Federation would quickly quarantine the area (millions of tons of military hardware are lying at the end of a giant ditch) and then the star fleet corp of engineers would set up something like a temporary solar powered orbiting station with a space bridge that could easily transport the Enterprise in pieces into orbit, for salvage or destruction. Something like the equivalent of an orbiting oil drilling platform. Or, I suppose, something like Nero's ship in Abrams' Trek.
  5. Quote:
    Originally Posted by Hyperstrike View Post
    Also, one thing you can spend money on, OTHER than a craptastic old copy of XP, or the full retail Win7? A copy of Acronis True Image.
    Tangent: I haven't used the 2012 edition, but Acronis has given me some unexplainable fits over the years and sometimes it just plain sucks up too much resources while its backing up for some reason, so I moved to ShadowProtect. Acronis' interface is a lot better, but I've found ShadowProtect to be much more bulletproof. That's important in any continuous incremental backup system and periodic verify is nice. A combination of the two would probably be the perfect backup solution.

    Although, part of my opinion of both is due to the fact that I have to use these things in enterprise environments as well, and in enterprise environments I think SP is significantly more solid than Acronis.
  6. Quote:
    Originally Posted by BrandX View Post
    While I want to see Battleship >_> What?! It looks mindlessly entertaining to me. I don't think it will do as good as Avengers, I do think it might have a chance to topple Avengers out of first place for the weekend.

    It's new. It looks to have big special effects. And never underestimate the power of mindless entertainment!

    Though it does seem to have bad word of mouth going for it, this doesn't mean the general movie going population won't go see it.

    Lucky for them, they seem to have already made back their production costs plus extra from the foreign market.

    Also have to think, people have seen Avengers. They may not be like some of us who've seen Avengers more than once, and thusly, Battleship is new, Avengers they've seen already.

    We'll know for sure in a few days, but I wouldn't count it out just yet.
    My guess is that Avengers does about 60 million domestic this weekend, and I give Battleship about 50% odds of beating that mark for the weekend.
  7. Quote:
    Originally Posted by Texas Justice View Post
    Trying to blame obesity on one thing is a flawed argument.
    Unless you blame it on the law of conservation of mass.
  8. PANTHER STEALTH POWER!!!!!!!!!! AVAILABLE NOW AND FOR A LIMITED TIME ONLY!**

    Transmogrify yourself into the coolest, most awesome looking panther that no one can see because it turns invisible, but take our word for it its jet black and way cool. For the incredibly low price of just two paragon points a day*** you can, with just a single toggle, disable all of your powers! Except the one that turns you into the awesome Panther!! That no one can see!!! And if you act now****, we'll throw in the use of one vanity pet with the toggle, so that you can't say it disables every power!

    Purchasing this item will allow you to use this awesome power on every character you create in your account, and also every character anyone else creates in your account, at every single combat level higher than 3! Without exception!*****


    ** time limit currently intended to be between one and one million months
    *** assuming at least ten months of play during which you want to turn into an invisible panther; first ten months must be paid at time of sale
    **** if you don't act now, the power will also allow exactly one vanity pet to be used, given its current implementation, which may change
    ***** Only combat levels 4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22 ,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,3 9,40,41,42,43,44,45,46,47,48,49, and 50 are explicitly included in this offer
  9. Quote:
    Originally Posted by EvilGeko View Post
    The advantages of Knockback are not worth the disadvantages. That's not an opinion.
    Its a statement of fact, and its false.
  10. Quote:
    Originally Posted by Electric-Knight View Post
    I am questioning your maths...
    Its possible I had it backwards and the message is actually a right to left stream with a 10 start, in which case the message is an IP address that resolves to a system within the Federal Express core network. But I assumed an MMO based entirely on delivery missions would be too depressing.
  11. Quote:
    Originally Posted by EvilGeko View Post
    Knockback is sold as some kind of advantage, when it is almost always a detriment. The analogy Arcanaville sets up is inapposite. The game allows players to die to represent failure. I'm not sure, but it seems that Arcanaville is saying that knockback is in the game to represent failure.

    If that's what she meant, I agree and am glad we are finally getting a way to correct that mistake.
    All good game designs - all of them - offer choices to the players that do not have obvious optimal solutions**. Choice with obvious optimal solutions are not real choices, at least none a legitimate game designer should take credit for. The most obvious way to provide non-trivial choices to players is to atomically bundle different things that cannot be identically optimized. Basically, that's the heart of advantage/disadvantage game design that no one alive has found a way to improve on, and I think is very likely to be mathematically impossible for any game that values player choices explicitly within its design.

    Knockback is one of those rare effects in City of Heroes that is tactically neutral: it can have advantages or disadvantages depending on how it is deployed and depending on the skill of the player, and depending on the particular situation it is used in. Eliminating or greatly curtailing that aspect of knockback would be a case where the devs elected to take one of the few mechanically correct things in the original design of the game and nullifying it for no game design benefit. If the only game design benefit is "players would rather not see scatter" I reiterate that more players do not want to die, and accepting one preference without accepting the stronger one and altering the design of the game around it is not something I would be proud to put on my resume.


    ** Anything that doesn't offer such choices might be good, but its not a game
  12. Quote:
    Originally Posted by EvilGeko View Post
    What powers have dying as a secondary effect?
    A few do, but I don't see how the source of the effect is relevant. More directly, many things in the game have as their *primary* intended effect an attempt to kill the player.

    Some people don't like scatter but I'll bet even more don't like dying. And yet the game explicitly tries to kill you, while it does not explicitly force you to scatter enemies nearly as often. I should not have to state the obvious, that just because players don't like a thing that does not mean the game would be better without that thing, and therefore any attempt to argue the justification of a game element by appealing to the percentage of players that explicitly enjoy that game element is, or at least should be, worth exactly nothing in and of itself to a game designer.
  13. Quote:
    Originally Posted by Electric-Knight View Post
    This is clearly a hidden message to let a little information slip out to us beneath the radar... Thanks, Zwill!

    We have top men working on it right now to deduce what exactly Zwillinger was telling us through this message.
    Clearly, Zwillinger was trying to transmit a binary message encoded in his laugh, and in fact the H's and A's form a four octet binary message with a 01 stop, the exclamation mark emphasizing the stop. That can't be a coincidence. The binary message is 168 213 85 85, which is clearly an IP address, which resolves to an address within the PCS-FLA block, which is assigned to the Pinellas County school system in Florida.

    Obviously, Paragon Studios is working on a scholastic MMO where players level students from level K through level 12. Its unclear if it is an archetype-based MMO or a skill-tree based MMO although it does appear to have tiered content with gating and strongly discourages PvP.

    I'm not sure its a casual-friendly game, since the website suggests the "vision" is for 100% of all players to reach the level cap in a fixed amount of time, and participation in the end game appears to be almost mandatory. Use of the exemplar system is strongly discouraged.
  14. Quote:
    Originally Posted by Father Xmas View Post
    Only a 50% drop off from opening weekend, which is great for a blockbuster.
    It looks like it might have The Dark Knight's legs, or maybe even a bit better than that, which would imply Avengers eventually coasts to a $650million-ish domestic tally like six months from now.

    The international appeal of Avengers seems to be much higher though, which means that could translate into about $1.5, $1.6 billion worldwide. That would project Avengers to be the third highest grossing movie worldwide after Titanic and Avatar.

    I think it would be difficult to surpass Titanic and take the #2 spot in this original release of the movie.
  15. Quote:
    Originally Posted by Tenzhi View Post
    Hear! Hear! Arcanaville supports player immortality! Neidan powersets for everybody!
    I'm all for it, but technically I should have said the game allows characters to die. It also allows players to die as well, but even fewer players are effective after death as characters are.
  16. Quote:
    Originally Posted by minimalist_NA View Post
    Well, let's compare.

    The "few" powersets that lose effectiveness when critters are scattered around:

    1. All melee ATs.
    2. Anyone using targeted enemy-group-based buffs/debuffs (Fulcrum Shift, Heat Loss)
    3. Anyone using location-targeted AoE effects (Tar Patch, Shadow Field)
    4. Anyone using AoE effects in general, for that matter
    5. Anyone with short-range ST ranged attacks in regular rotation suddenly finding their targets knocked out of range.

    Powersets that benefit from having targets scattered all over creation:

    1.

    ...
    Most powersets also lose effectiveness from dying. Willpower, Dark Armor, and Fiery Aura are notable rare exceptions. Why does the game allow players to die?
  17. Quote:
    Originally Posted by Stealth_Bomber View Post
    First of all the cottage rule can no longer be in effect with changes to Stalkers and Gravity. Good riddance.
    The cottage rule requires that the devs not change the execution mechanics of a power, eliminate a primary effect benefit of a power, or alter the order of a power within a powerset, without a balance-significant reason for doing so that cannot be satisfied in any other practical way.

    That definition is canonical, and neither the gravity changes nor the stalker changes violated the rule in any way.
  18. Quote:
    Originally Posted by T_Immortalus View Post
    I'm just curious about a general number, at least for Blasters and Tankers, of expected enemy defeat times for each rank of enemy(their rank determines everything for enemies, including health and damage).
    That will make it a lot easier to come up with at least 9 powers following my general set concept idea.
    I am unaware of any such specific rule, except to say that of course the average such defeat times of all existing sets for a particular archetype is logically going to be near the devs' intended target, and some of the game's bedrock damage and health tables are designed around the assumption that when slotted with SOs it takes three to four attacks to defeat an even con minion for an archetype with base damage (i.e. damage modifier = 1.0).
  19. Quote:
    Originally Posted by mousedroid View Post
    OK, Superman can move the moon, so if Mjolnir was sitting on the moon and Superman started pushing it from the other side, would the hammer begin to bury itself?
    Since the Earth is in orbit around the Sun, why doesn't Mjolnir stay in place when Thor isn't holding it and burrow through the Earth?

    The way I look at the enchantment of Mjolnir, however any being describes it, whether that's Thor or Odin himself, those are just an English description of what the enchantment actually does. The words have to be translated, sort of like a program, from English to either some form of supertechnological implementation or a magical one. But either way, the technology of the magic probably does something much more complex than the words themselves.

    The joke above illustrates the point: can God make an rock He can't lift? Translate that to Odin: can Odin make a rock that cannot be moved and then a weapon that cannot be stopped? What happens when they meet? The answer is: something happens, but what happens depends on the exact enchantment each really possesses.

    Consider Asimov's Three Laws of Robotics:

    1. A robot may not injure a human being or, through inaction, allow a human being to come to harm.

    2. A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.

    3. A robot must protect its own existence as long as such protection does not conflict with the First or Second Laws.

    Much of Asimov's robot stories were based on loopholes in those laws, or cases where the laws were implemented in a way that did not anticipate a very unusual circumstance. One story posited that as robot was programmed to obey the laws by giving them weights, such that each law had a much higher weight than the successive laws forcing the robot to obey the highest weight law. Then one day the robot was faced with a situation involving a very weak command (law 2) and certain destruction (law 3) and the weight of law three became high enough to equal the weight of law 2, causing the robot to become deadlocked between the two laws.

    Similarly, Mjolnir is somehow enchanted to obey its commandment ("only those worthy may wield you, and in doing so gain the godly powers of Thor") but how the hammer attempts to obey that enchantment is, in some sense, a black box program we don't know the details of, and have to extrapolate from what we see it do.


    I'm pretty sure if Mjolnir was on the moon, and Superman pushed the moon, Mjolnir would continue to rest on the surface of the moon. I suspect, though, that if Superman tried to move a small enough portion of the moon Mjolnir would then resist that motion because it would interpret that as an attempt to lift it. But how Mjolnir makes that determination is probably unknowable.
  20. Quote:
    Originally Posted by Samuel_Tow View Post
    What I'm saying is that enemy ranged attacks are intentionally designed to have a longer range than 80 feet. And even if they didn't, Arcana had a pretty good write-up of the several different ranges past which Blaster damage output decreases. I believe they were 0-40 feet for the most damage, 40-80 for about 2/3 damage and 80-150 for pretty much just snipes. My point is that if you're using a snipe at max range, you have nothing to follow it up with until the enemy closes in, and "hoverblasting" has never been a viable approach.
    I think hoverblasting is an independent thing from sniping: in fact in my experience they have very little tactical overlap (although I used to do this pulling thing in the STF where I would snipe-pull one of the AVs by initiating a snipe from hover and then detoggling hover to yank myself out of line of sight rapidly, I don't think that counts).

    Hoverblasting works best when you have counter mez: it works really well if you are energy blast, and if you can manipulate the enemy AI and are in the right setting it can be practically cheating. Outside of those circumstances, its an ok tactic made far less useful than it used to be by the devs when they decided long ago that shooting at things that couldn't hurt you back was something that should only be true for controllers and tankers.
  21. Quote:
    Originally Posted by Combat View Post
    However, you ignore the fact that I am playing essentially a completely different version of Staff. In my experience, as a stalker, it does narrow down to a few high health targets. That has been my experience with most of my previous characters as well, especially when teaming. It is possibly that Stalkers get by far the worst deal out of all the staff characters, considering how much stock everyone else is putting in the other forms and having all the AoEs (and early).

    And impressions can be of numbers as well as of game-play. In this sense, I used impression as "well, I having tried to make a formula yet to be numerically sure, but it seems a little weak at first glance." And it still does... in single target, which I admit I spend too much time focusing on. In my first post, most of my calculations actually were quite positive, but were based on a single specific build and playstyle. My other 'calculations' were just comparisons of DPAs and pretty basic single target comparisons.
    And what makes you think I'm ignoring the fact that you're playing a version of Staff sufficiently different from the other three versions that any perceptions you might have as a result of gameplay would not be directly generalizable to the other versions, even though your commentary on the set is not restricted to that specific version alone? I simply did not reference it, given the fact that the point I did make, which was that you apparently had no experience with any of the four versions before making your initial assertions about the set, superceded that observation.

    And I do not accept your characterizations of your follow up posts as being "just" anything. They were explicitly stated by you to represent the justifications you had and the analysis you claimed to have done to reach the conclusions you did, in a completely unambiguous and impossible to misinterpret way. Several times you defended those calculations as being the foundation for your belief that your opinions were not just subjective in nature.

    In fact you yourself repeatedly stated that your assertions were not just opinions, but something significantly stronger than that:

    Quote:
    So please, don't call me uneducated or worse. I know what I'm talking about. Staff fighting hits a peak early, but the AoEs simply do not deal enough damage to compensate for long animation times. So when I say that it is about equal to War Mace or Battle Axe, it isn't because "it feels like it should be there." It's because they seem similar, looking at the numbers. And War Mace definitely has better single target. See: Clobber.
    Here you state, in no uncertain terms, that your evaluation of Staff is not based on subjective feeling at all, but based on the analysis you presented. And when you do that, you cannot simply state that the various calculations and analyses you presented were just tangents to some other point. They were, and are legitimately a valid point of contention when presented as objective and foundational analysis.

    Subjective opinions and perceptions are one thing, but once an objective analysis is presented as such, its fair game to be countered with objective counter-analysis. And while you can attempt to repudiate their importance without actually withdrawing them, as I mentioned previously this has a negative impact on credibility. And ultimately, the forums are not populated by a collection of fact-checkers. Most people cannot triple check every single calculations and logical argument for errors. Most of time, readers have to choose to accept most of what they read based on their assessment of the credibility of the speaker: there are insufficient hours in the day for anything else most of the time. Whether someone is credible has no impact on whether they are right or wrong, but it has a huge impact on whether anyone will care if they are right or wrong in the long run.
  22. Quote:
    Originally Posted by Samothrake View Post
    We see with the magazine covers that Tony is not yet 21 at the time of his father’s death, which means that the year of his birth is later than 1970. The narration and magazines show Tony at 21 taking over the company, and the closest thing we have for a date here is the term “information superhighway,” which when we take into account Howard’s death in 1991, leads to a date of around 1993 (perhaps a bit later) for Tony to be 21 and take over the company. Which means that he is 36(?) when the first movie takes place. So if Howard was 25 in 1942, and Tony was 21 in 1993, that means Tony was born in 1972, making Howard 55 when Tony was born. Which also means that unlike the vast majority of the US that got on with making babies after WWII was finished (that whole Baby Boom thing), Howard didn’t settle down and have a child for almost thirty more years? Seems a little far fetched to me.
    Both Tony Stark and Howard Stark were partially inspired by Howard Hughes. Howard Hughes married Jean Peters in 1957 when Hughes was 52 and Peters was 31.

    Hughes' life also provides a perfectly reasonable explanation for Tony being born in 1971. Hughes' first wife divorced him in 1929, and he was a known partier and womanizer throughout the 30s and 40s. Also, while Hughes met Peters in 1947, it was Peters who put off a relationship with Hughes because of her career as an actress. An analogous thing could easily have happened to Stark: many failed relationships and attempts at relationships before finally finding the right woman in the late 60s, after he had settled down a bit himself.

    (Hughes did not have children with Peters, but the timing is the critical element here).
  23. Quote:
    Originally Posted by Another_Fan View Post
    Well how ironic especially looking at just this thread. You are up to what 5 tries of justifying your initial estimate by skewing data and trying to discredit patterns of distribution that hold just about everywhere ?

    Do you always just pick your conclusion and work backwards or do you occasionally let the facts dictate the conclusion ?
    Then there's that, which is at least for me synergistic.
  24. Quote:
    Originally Posted by Another_Fan View Post
    ROFLMAO

    Sorry, but of course most players can't stand the market. The devs are certainly aware of this, almost all their market related changes since I12 have been directed at letting people avoid it.

    Merits
    Tickets
    Alignment Merits
    Sig Story Arcs
    Astral Merits
    Empyrean Merits
    Converters
    Resetting the market in I18, may or may not have been primary purpose

    You can see the thought process playing itself. Pre I9 they were thinking a competitive PvP oriented market would open new vistas for the game, completely ignoring the fact that many people came to the game because it didn't have "LEWT" or "LEWT GRINDS". Guess what as wealth got concentrated, the few people who actually enjoyed the market game got to control the bulk of the wealth, and everyone who came to play a superhero game got ticked off.

    The only people I have ever seen defend our market system as a good idea are people who were defending their ability to benefit from it or people that were too foolish to understand what people could and did do with it.
    Your consistent level of certainty would greatly simplify discussions, if it was contagious.
  25. Quote:
    Originally Posted by Nericus View Post
    Banner seemed to remember the Hulk out on the helicarrier when he apologized to Black Widow when she said "I've seen worse". Banner and the Hulk definitely rattled her composure to say the least.
    I think Banner would have said that whether he remembered or not, since his last memories are probably being on the Shield Helicarrier, and then sitting in a crater on the ground; I think he'd have put two and two together.

    Although in the Incredible Hulk movie Banner does say that he sometimes gets flashes and impressions of his time as the Hulk, but no details, maybe like a dream you can't quite remember.