-
Posts
195 -
Joined
-
Just think of the amount of healing we can do in this game, obviously the hospitals of Paragon employs an empathy or two each. Of and btw, position was healed after his amour was cracked and the energy his body was made of dissolved, next to that healing someone in a wheal chair so they can walk sound kind of small.
-
/signed. Would be nice to actuarially feel like using the in game music, rather then having it turned off and then playing mp3s.
[ QUOTE ]
On that note, anyone remember that handy link where you could download CoX music?
[/ QUOTE ]
ftp://ftp.coh.com/music/ -
Like the concept so /signed
Though it will likely be the upgrading that is the problem.
And to Necromancy, you could add the Red Hands (the ghost pirates found in port oaks) think they would fit well. -
So is there a way to test the market with affecting it to much? Maybe to slowly buy up a large stock of a salvage item, and then selling them all at once and record the say top 100 prices buyers are will to pay at that time. It would not be as much data but I guess I could work it in to something useful.
-
I am not interested in playing the market per say. Just in finding a set of prices that will allow salvage to sell in a reasonable time while maximizing the profit.
If you have a suggestion for another method I could use to gather data I am open to suggestions. As for the risk, I am quite willing to loose inf in the process of collecting data. -
I received the following link to a YouTube video my email. I have nothing personal against female drivers, but the video was fun to watch so I thought I would share the link. So just think of it as a persons who should not have a drivers license video
http://www.youtube.com/watch?v=dfPjWQQDu3c -
So far I have not seen any guides about the prices of salvage. So I have decided to do some research of my own.
I know that prices rice and fall daily, and are affected by such things as 2xXp weekends, invasion weeks, new issues, and properly Individual Rikti/hami raids. So a fixed price of X inf for item Y, is not achievable. However a sliding scale of the number of Buy/Sell opportunities a day based on the price should be a possibility. It would also be some worth useful for casual players who just wand their loot to be sell in a day or two at a reasonable price.
Before I try my hand at this I thought it would be best it I posted here to for advice on methodology. Let me describe how I had planed to do it and then you can point out all flaws there will no doubt be.
I plane to focus on one peace of salvage at the time. I will use Spell Scroll as the example here. To examine the availability of Spell Scroll at a price, say 250 inf, I would put up 10 or 20 bids for 10 Spell Scroll at 250 inf. And then se how many had been each day. After checking I would take the ones bought and store them, and add new bids as needed. Now lets say that after a weak I managed to buy 140 Spell Scroll that would give 20 opportunities per day to buy a Spell Scroll at 250 inf. I would then do the same with a sell price for the item, and se how many opportunities for selling it at another price there was. Then repeat with a new set of prices.
As the buy price goes up, the opportunities to buy would increase until I was buying them all, so I will limit my buy price tests to values to the point where I would get them at a reasonable pace. Maybe 30 or 40 per day.
For sell priced the reverse is true. If I drop the price all the way to 1 inf, I could sell all Spell Scroll I had as long as there was buyers. So sell prices would need a lower limitation on price, where it possible to sell them at the same rate as with higher limit for the buying them.
Now I ca not test all prices either, so sticking to set intervals, say 50, 150, 250, 500, 750, 1000, 1250... and so one will be necessary. And some salvage will likely be to highly price for me to afford to run extensive tests on it.
Finally I know that this will likely end up costing me inf, both on salvage put up at prices so high that thigh do not sell, and in selling salvage I have no storage room for to the stores for less then I bought it for. I am ok with that, and plan to run mission as needed to get more inf.
So any advice? Do I run the risk of polluting the data by influencing the market unduly as I test it. -
That depends on you level. Every 5 level the mission change.
-
Sister Physic likely sells more boxes then Ms Liberty. Something to do with the amount of clothing they can get away with before the game changes rating.
-
Great idea.
And the attribute boosts, could be changed to charges by making them a clicky power that would apply the buff 1 minute every time it was used. So they have not used up by the rime you are done checking the market for sales. -
<QR>
I do not think so. As mace got a number of targets increase to the wide arch AoE attack, and a decrees in number of targets to the narrow arch AoE. -
I noticed something last night when I was fighting CoT with my Thug/PD MM. The thugs cheat.
First off the cold demons that can resurrect them self, well when they do so it takes a few seconds before I can target them, however when my thugs are set to aggressive they start shooting the demon as soon as it start to rice, and it was half death again before I could target it.
Then there was the ghost, that fly away and become invisible. When they do so I loose them as a target, and can not retarget them until they reappear, but my thugs not only keep shooting at them and damage them, but can follow them even after they have become completely invisible. -
I think there is a place in the options that toggle weather you was to see pets speech. And that the default is to only see you own pets. I will check the when I log in tonight.
-
CoX 2 would be competing with CoX, so I do not think that would make sense, especially in the current business climate. And releasing one after the other superhero MMOs had already hit the street would be kind of counter productive as well.
A vast graphical update to the current client would no doubt make at least some players unable to run the game with their current hardware.
I think that it would be far more likely for them to release a new client to the same game. With all the same costume parts and so on, where everything just had higher polygon counts, higher resolution textures, and had applied physics to it as well. A bit like applying the capes style movements to things like lab cotes, robes, skirts, sleeves, loose peaces of cloth (say folded or tied cloth belt) and of cause hair. The same client might also allow players to change the color of powers and the appearance of pets. And the old client could just ignore the added data seeing the powers as normal.
UO added a second client with the release of AoS, giving player the option between the old 2d sprits version and a new 3d version.
Then a few years down the line, when the vast majority had switched to the new client and the hardware to be able to run the old one had become completely obsolete, NC Soft could then discontinuity support for the old client. -
Oh and I forgot this...
Now if it is simple a specific damage type that you are having problems with and you have access to a base with crafting facilities, you can craft temporary buffs to cover any weaknesses.
Smashing: Silver + Regenerative Flesh
Lethal: Ceramic Armor Plate + Fortune
Cold: Hydraulic Piston + Spirit Thorn
Energy: Temporal Analyzer + Never Melting Ice
Negative Energy: Kinetic Weapon + Spirit Thorn
Psychic: Mathematic Proof + Ruby
Toxic: Hydraulic Piston -
I tried a bit of fast frankensloting (with out considering price or avalibility), with the same power/slots you have (so not respect is needed). It could not improve the resistance much, but many of the attacks have gained a nice boost.
Try and take a look at it and se if it gives you some ideas about improve a future build.
<font class="small">Code:[/color]<hr /><pre>| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1409;661;1322;HEX;|
|78DAA593DB6E12511486F71428A5408122879EA18542A1627 B6735C6586B6393626|
|AC4683CE184EED23164686606B55EF900269AB4BDD0C447F0 428D36B6FA6A8EEBB0|
|4B32D13B27F07FCCDA6BFD7BCF5A4CFDE55A4488D7578516B EDED16DBBB96AF51C1|
|9A8EB6DA3156BBC306C476EE736CC1D6999DDA0102243EBCD BAEC48595B37A4B5CF|
|BFB31C5F933BD2B4CF56AEF52C3DB161EE4A4B9A4EEDEC477 4ABDBED40467BD731C|
|C7644DD39A6B46DBED994FA1EAC8CD24D03DCF7BA96A33B46 D74CDDD8335A357584|
|5EB3AEC3F1ACFD2C9C6B01BE714DA8CB0D886780653168100 A92B0B84D38DF623C0|
|694C4372CA04AD72796345C19A8300A1A26F8A709094DA581 BBE6711F61F702BB97|
|D8BDC2EEC7A03E55E56B90ADFF1661F826D90EAF122257005 322B242D0A0D501551|
|5E0BD8678AF39CF932C7A9E2409B5415515F454FDF38425AE 1A8492103FBF089569|
|250DA1301B89F0348532108AAA5094B37E80C654E362DCB83 8372ECE8DCB72E3825|
|09AE0BC8144814A473D188284A44A48E62874CE031F24A4D4 4E29DE29CD3BA53D3B|
|65212FA30E99C953E909E818CDCDF58D1D0E6068FC80F196B 07C444843CA84EADD8|
|44BA1C91E394C3A84E9DF14CCBF1238A0F9E7FC00342D3EF9 5495F33CC840C28CB2|
|9DE191E47824391E498E4792E791E479243F416795ED2C1BC D79700A5A5409C5290|
|ACD7BF014FE7365B56FF903B56AE19071C0382254DE33DE11 8AD0BFAAEA5FB54246|
|3A18D59451ED984217BE303E33BE1296BF333E117E812E29A 3253EF2A4BFFF72C20|
|72EB1F95764CBDF7FC5844691757FFFE5FCAFEB2472B657E8 F630E81D94BB28F750|
|EEA33C407988F208E5094A13C53DED57C72EE28156502EA15 C46798349417C61C22|
|8119428CA084A0C258E924449A38CA37C4471FF005BA7F919 |
|-------------------------------------------------------------------|</pre><hr /> -
[ QUOTE ]
[ QUOTE ]
If flight is increased too much then superspeed will (by a technical pov) be the inferior travelpower by a large margin.
[/ QUOTE ]
you have Hasten
[/ QUOTE ]
SS also have built in stealth (50% PvE invisibility), flight/SJ does not. -
[ QUOTE ]
Your obviously playing a different game then, my 5-day old villain is still at level 4 but I can get a hero to about level 8 in 30-40 minutes.
Have you ever done a sewer run? That might be your problem. With sewer runs, you can get to level 8 in 30-40 minutes, as said above, and if you have a good quick killing team, then level 10-12 is possible in a hour. It takes another 15-30 minutes or so to get to 14.
So there you go. You can get to 14 on Heroes in about 1hr and a half. On villains, it's a different story.
[/ QUOTE ]
By any chance have you been playing Heroes a lot more the Villains? Personally I have played almost exclusively villains until mid December, before that I never managed to get a hero past level 5 before I gave up on them. -
[ QUOTE ]
Stop being a selfish little kid. I want the Arachnos Helmets vet reward. It's extremely unlikely I'll ever get them. Do you see me whining about it? Heck, by your logic they should allow everyone to have all the vet awards from day one. It's not like the 6 month one is any more necessary than the others (personally I want the costume ones the most).
[/ QUOTE ]
The very fact that the developers have allowed a travel power to be chosen with use one power use from the pool in question ,should be a good enough argument that the current setup is flawed. And when I suggest a solution that would fix it for everyone instead of just the exclusive group of the 5 year veterans you can be selfish?
And on the principle, yes I would like to se all the veteran costume peaces make available to all (and all the preorder bonuses), but that it a totally different debate.
[ QUOTE ]
So buy the Pocket D teleporter from the online store, it comes with the GvE pack which also includes other goodies. If you don't want to fork over the money, then you obviously don't want or need the travel convenience as badly as you think you do.
[/ QUOTE ]
I am not planning on buying any more booster packs at the moment. Maybe once the future the game is a bit clearer. -
[ QUOTE ]
So at the very end of your OP, when you say "I think it will cancle out in the end power wise, but it would be a great boon to convenience, character concept, and fun of the early levels." you actually just meant "...a great boon to character concept"? And "fun", in as much as you like to keep to your character concept, but that's not really a separate reason.
Fair enough, but it's not very likely that they'll make major changes to pool mechanics because of a few people want to stick to character concepts so rigidly they'll avoid available alternatives.
Still /unsigned
[/ QUOTE ]
No I mend all 3. Let me put it this way.
Convenience: Not having to pick a throw away power. not having to run a safeguard/mayhem at level 5 and 10 but being able to wait until level 9 and 14 (for badge hunters) or skipping them entirely.
Character concept: Not having to use the backpack going with the temporary powers, and getting access to teleport and superspeed in the early levels as well.
Fun: Not having to waist so much time between missions in the early levels.
The argument you quoted was specifically a counter to the waiting until mid range level to pick travel powers and relying on the temporary powers rather then clarification of my first post. -
[ QUOTE ]
Actually, this is already happening (to some extent) with the 60 month vet reward:
[/ QUOTE ]
I did not even know that one, I do not tend to read about the things I can not get.
I doubt that that I will ever make it to 60 months, it is still another 3 and a half year away for me. Further more I do not find the argument you only have to wait 5 years to be able to get a travel power with one power choice a valid argument. If that solution is technically possible it should not be limited to 5 year veterens. If anything it should be a argument for redesigning the 60 month vet reward.
[ QUOTE ]
Don't "fix" what isn't broken, especially if it can break other peoples' builds.
[/ QUOTE ]
If you want a way to not brake any existing build they could apply 60 month vet reward to all, that way no build would be broken.
[ QUOTE ]
Anything easy mode?
No thanks.
Also it doesn't take that long to get to level 14 anyway, so not really necessary.
[/ QUOTE ]
I have nothing against a challenge, if it is fun. But I do not consider crossing a zone on foot fun, nor that challenging, just time consuming and tedious.
Sure villain side I can get a character to level 10 in one evenings play, but hero side it take me 2 or 3 nights. Only ever gotten 2 heroes past 14 before they became to boring to play.
[ QUOTE ]
Contradiction in that first sentence; with Flight and SJ as temps, no one's being made to choose extra powers in the early levels.
Not that they ever were, of course, but now they're even more skippable until later. These days I'll get the temp powers early on and typically wait until at least the mid-20s to start looking at travel powers; my Crab Spider got by on the temps until the early 40s.
[/ QUOTE ]
No, there is no contradiction there. Character concept wise there is a huge difference between having a backpack appear for flight and having the flight power. And good for you that you can skip the powers until later, but doing so saps some of my fun.
[ QUOTE ]
Aside from that you don't actually 'need' a travel power anyway, especially now that we have ouroboros portals, pocket D teleporters, base teleporters etc. My Bane spider gets around on unslotted swift + sprint (And whatever the Bane version of swift is).
[/ QUOTE ]
I have neither the base teleporter (and most of my characters are not in a SG) nor the Pocket-D teleporter. and only one of my charters have the ouroboros portal (my lvl 50 brute). Even so, the ouroboros portal would not help pre level 14 (and thus pre travel power) anyway. -
Now that we can get Flight and Super Jump as temporary powers as early as level 5, I do not se any reason for making us choose extra power at level 6 and waiting to level 14, just to get a travel power. Crossing zones with out a travel power can be tedious, and at best it is still not something I consider fun.
I know that the Immobilization of the Jumping pool can be useful to many squishes, and that many find Hasten essential. However, many of the builds I have read that need Hasten recommends Super Speed as a travel power, just to avoid waiting a power choice on getting another travel power. It is a shame that travel powers are not chosen purely for concept/comfort.
So I suggest that the actuarial travel power of a power pool was switched with the attack based power among the first two. If range based characters was a melee attack early on they can take the fighting pool, or just choose the melee attack at level 14+. And melee based characters can choose a power from their attack power set instead, or take the attack based pool power at level 14+.
Yes some characters would get another power out of it because they did not have waist a power choice on a power that the do not use, but in return they would likely have to spend slots on that power as well to make it effective that they previously had used on other powers. I think it will cancle out in the end power wise, but it would be a great boon to convenience, character concept, and fun of the early levels. -
With heroes like Sister Psyche and Swan, you have to wonder if Paragon City has any indecent exposure laws as all. Or if there is a special branch of longbow to take care of church groups, or prenatal organizations, making protests over the costumes (or lack there of) of the cities heroes.
But yes it would be nice if they wend over the hero side signature charters and gave them all unique good looking costumes, that was no to revealing. -
Is that 8pm CET or 8pm UST? I am assuming UST, it seems to be the time zone that is most often left out.
-
Cap has almost everything we need Villain side, direct transport to all other zones, vanguard entrance, Mightnight entrance, a black market, the university, and a tailor.
The only thing mission is an entrance to Pocket-D, and the super group registrar.
If Cap had to be improved, I would say move the tailor, hospital and black helicopter line to mercy up near the university, and move the mercy end of the line down to starter archons base on mercy. And then move the sharkhead isle entrance to pocked-D to the university area as well.