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Quote:Your first line just shows that op's idea that things that are really high now would be 300 million, is just silly. If the devs made a store, i dobut you'd see purples and pvp IOs for anything less than 1billion. Seeing as how I seriously doubt the devs want everyone to easily get high priced items.Apart from Purple and PvP recipes everything is available at the merit "stores".
The devs have stated they didn't give those merit costs because it would be too high.
So if you think about the merits/hour rates the devs have stated and how much influence/infamy a level 50 character can generate there is actually a base inf cost compared to merits.
The variance in prices you see beyond that would be addressed by demand on those drops.
THAT and for many other reasons, is why this is a TERRIBLE idea.
/unsigned. -
Quote:Yeah, but the VEATs was casue of the ATs and powers themselves. NOT the missions. The VEAT arc is so short that it BARELY deserves the name "arc".I certainly am looking forward to checking out the Praetorian zones but people who don't have GR won't be able to get there so if GR is a ticket out of the red side for some then it will be even worse for those unable to get out.
A lot depends on whether there is some huge demand to get hero ATs doing villain missions and just how far the vigilantes are willing to go. I've seen far too many threads by heroes only players to think many of them want to "sully" themselves with villain content but there was that population jump redside when VEATs hit so who knows I may be wrong and they may flock red.
The best thing of the VEATs for themselves is what type of nearly open character you can make with them. (As an aside dual builds really help them with that).
I don't think many were flocking to them cause of the epic new storyline they brought. Also just in case anyone isn't clear on my opinion on the VEAT storyline:
They sure as hell DID NOT bring an epic new storyline. It was more ridiculous Arachnos (lol, seriously? were my first thoughts after getting through the arc) fodder. I'll stop there on my thoughts about that, as it's an aside and what I REALLY think about whoever wrote the VEAT arc would get me banned. -
Quote:I think you listed them all (and the general FAIL behind them.)I am more concerned they will make things worse.
Dev actions in the past few years regarding the market and market complaints:
Increased drop rates of costume recipes.
Added Merits
Added MA tickets which when MA was in heavy use took a toll on the markets
Changed PvP recipe drops making them even more rare (the only thing that spiked prices)
Altered the 60 days inactivity rule to being only against inactive accounts
Am I missing any other things they did that affected markets and prices?
I agree with your first line.
I'm not that optimistic.
They don't seem to get the market and how it works (especially the decrypt and decaying BM). I'm waiting to be proven wrong. -
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Quote:Yes. But there also might be new content that might be tailored for Incarnates.The start will be 1 Incarnate level, the 2nd wave will be 9 more Incarnate levels. You say that I don't have faith in the developers. Yes, I don't believe that they would be so overpowered that the rest of the game needs to be redesigned. It will be an improvement. However, like Purple and PVP IOs, I would say that having a character fully "Incarnated" wouldn't break the game.
I also think GG is right that the system won't stop at just 10.
If it works, is fun, is easy to balance, I can easily see them adding more. -
Quote:This. I believe this will be like that.Unless we start seeing AVs and other enemies with "level 60" beside their names, then this isn't a levl cap raise
What I think they might be going to do is to eventually give us 50 Incarnate levels - so the system would allow you to sort of double up on your levels - like once you hit 50, you can access the new endgame system and then go over your whole build with another 1-50 of incarnate levels.
I also believe that there will be no new slots or "traditional" powers. So no, this won't be like the original 1-50 leveling system. -
Quote:I think BOTH positions are right. I can easily see a setting that makes TFs harder for Incarnates, an automatic thing that happens that boosts the difficulty for a team with Incarnates, and more NEW HARDER content that Incarnates can do.I'm with Snow Globe, the Devs are more than smart enough to not break the game with Incarnates. For me it will be the Journey to get my Incarnate lvls that I will enjoy rather than the rewards. (Depends on what the rewards are...)
I don't think the system will be too limited in increasing power for 50s, nor do I think they will be able to solo 5 AVs by themselves at once.
There is a middle ground here. -
Quote:So the devs would have to make sure all the missions in the pre-LGTF warzone exist in post-LGTF version. Because you can complete the LGTF without ever having done ANY of the warzone.You clearly missed the part that said "Once I've completed all the quest chains for that area, the keep is now a safe haven and a staging point to launching the attack to the next area. However someone who has just come into the area and not completed any of the quests still sees it as a warzone."
So while yes, I have completed the RWZ storyline and thus the RWZ looks different to ME, it's a personal thing, only those that have completed the LGTF will see that version, however for everyone else the warzone is still it's normal old self, once THEY complete the LGTF then it changes for them as well.
It's not a one time only thing, that once it's done, nobody can ever do it again, instead the warzone is 'phased' there are two phases 'warzone version' and 'LGTF completed version' people who haven't done the LGTF see the warzone version while those that have see the LGTF complete version.
The quests WoW uses this on are the 'big cinematic quests' heck the first quest to introduce it has it's own cinematic once you complete it.
HOWEVER the fly in the ointment is that WoW quests are not repeatable whereas the LGTF IS...so I'm not sure how that would work.
Also you second point is a major issue that is probably the show stopper.
I would not be willing to lose the co-op or start point (read I do NOT want the the LGTF moved to OROBORUS) for something like this. And most certainly not the repeatability of the TF itself. -
Sure. If it's done RIGHT.
The zone doesn't need more tfs really, it needs more unique CONTACTS and story arcs.
Have each set of story arcs related to a series of islands so that travel isn't so cumbersome.
/signed also on co-op.
Perhaps after Pratoria is fleshed out after GR they should tackle this.
/signed also on revamps to make the other in-city COH zones useful.
*looks at Dark Astoria* -
The op's idea to trade merits really wasn't a good one. Regardless of the reason he asked for it.
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Quote:Costumes USED to be something that 50s spent their inf on. Until the devs started giving huge amounts of free change codes away. Which is why I stated that ship had sailed.Increase drop rate, as I said, is a temporary solution. It creates a surge of supply and drops prices, but doesn't actually stop inflation.
Merged markets... I don't see how that will stop inflation either. Blueside has inflation. Redside has inflation. Why would a merged market not have inflation?
More inf sinks, yes, that's what we need to do. It needs to be stuff people want to spend inf on for mechanical benefit, but where the money leaves the system. Like IOs bought from vendors.
What do costume change codes have to do with inflation?
And yes, lowering inf generation of 50s would help.
Merging the markets would give both sides more items to spend the inf on. This would be COMBINED with increased drop rates and the rest.
None of these solutions are meant to be on their own. They are meant to happen at all once. ESPECIALLY the news stuff that folks WANT to craft that require tons of inf.
IOs bought directly from vendors would KILL the market. I don't agree with anything that does that.
Unless you mean increasing the price of CRAFTING IOs via the university.
EDIT: My bottom line was to suggest things that were WAAAAY better than what the OP proposed. -
/unsigned for the ops unrealistic definitions and assumptions.
Horribad suggestions all around.
Want to fix the inflation problem, increase the drop rate, merge the markets, create more inf sinks for stuff folks would want to spend inf on, stop with the insane amount of costume change codes (at this point though this ship has already sailed), and unfix the bug that stopped lvl 50s getting inf at insane rates.
Anything that mucks around with the market directly is NOT a good idea. -
Quote:Great point, except it's not for two reasons:I don't really see a need to make these available for trade. You claim you have low levels with 600 merits .. 1) the exchange rate for merit to Tier 3 Inspirations is 1 to 1 and I have 2 SG bases with 8 inspiration collectors all completely filled with 100 each of every type available. Below 20 level when End sucks having a constant supply of tier 3 End enhancers can really help out a low level character. Yes they are random drops BUT you can combine 3 of anything to make whatever you are short on. 2) the exchage rate on merits to enhancements is 8 to 1 even at level 50 so this can be an outstanding way to DO and SO your character before you start looking at IOs and the savings will help that character down the line when he or she wants to start crafting/buying IOs. 3) as mentions take your chances and just buy rare salvage then sell it at the market. Again this will add influence you can use later on when you want to start enhancing with IOs.
Tickets are pretty much the same story although the cost to buy enhancements fluctuates as you get higher in level. One really nice aspect of turning tickets into salvage and then into influence or Infamy is you can actually PICK what you purchace not roll the dice and hope. I have gone to Wentworths found out what was selling the best and then headed to AE and bought those exact piece of salvage .. adding millions to a characters available funds.
I generally don't start to IO an character much until the late 30s. A 40 level IO enhancement is better than a 50 level SO so by 37 I will start adding as I find the necessary recipes and salvage.
I think it's great that soon we will be able to email influence, recipes and salvage.. hey I have high level characters that get a recipe they can't use in their build. Now I can email it to one that can and even email any salavge needed that the character getting said recipe is short on. That in itself is a giant step forward I really don't see a need to add Merits and Tickets to the mix.. plenty of things any character can use them for so why start moving them around?
Oh I'm also curious what you coinsider a "low level character" and depending on the anser just how you managed 600 or more merits on one.
Positron TF 10-Up 66 Merits
Synapse TF 15-Up 58 Merits
Sister Psyche TF 20-Up 50 Merits
Moonfire TF 23-Up 32 merits
Citadel TF 25-Up 40 Merits
Hess TF 25-Up 19 Merits
Manticore TF 30 -Up 32 Merits
Numina TF 35 -Up 36 merits
First Respec trial 24 -Up 27 Merits
Second Respec trial 34-Up 20 Merits
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TOTAL 380 Merits
Even adding in the cave of Trancendance Trial (8 Merits), Katy Hannon TT (9 Merits) and The Eden Trial (7 Merits) along with completing the Midnighter Club Arc(8 Merits) so you have access to the ITF at level 35.. that only comes to 404 Merits and since you can't do the Eden Trial untl level 39 we are talking a 40 level character at best having 400 or so Merits. So at best say a 20 level character might have 150 or so Merits available since all of the rest of that listed is too high for them to join. I personally consider characters between 1- 20 as lower level - few powers yet, low on end, stilll working toward a travel power till 14, etc. Mid-levels are 21-40 (even that may be off since a 40 level is pretty HIGH IMO) but now they are coming into their own - more attacks, better defense, nore HP, etc. And finally high level from 40 and up. But as I have shown above even if you think of anything below 40 a "LOW LEVEL character" the best they could possible have is around 400 merits not 600. LOL
1. You can flash back infinitely to old arcs via orobours.
2. We just had a Christmas event that lasted into the new year for a bit, that allowed people to easily rack up merits.
Say yeah with these two above + all the tfs you mentioned in that range, it IS possible to have 600 merits below 40. -
Quote:Interestingly enough I don't see sci-fi as a niche, especially with things like Lost, Flashforward, Star Trek and Star wars being INSANELY popular.I'm actually rather tired of people using the 'superhero niche' argument to defend COX. If you make a good game and market it well, the niche hardly matters.
EVE Online is about as niche as you can get. It's a small niche, within a niche. It has more than 3 times our numbers and it started with about 19k players. That wasn't an accident. Nor did it happen because CCP had a huge fanbase before the game was even launched. They took a game that was bug filled and messy at launch, and with no publisher, brought it far past what COX has ever achieved. That should be a smack in the face to us.
COX has spent far too much time hiding behind customization and instanced missions and not enough expanding its core gameplay. I love our costume creator, but you can't build a game off a front loaded feature.
Instanced missions should be the perfect way to deliver many unique forms of gameplay to your players...instead so many of our missions blur into the same static and uninteresting environments, that you eventually stop even caring what map you're on past the fact that you hope this last cave mission doesn't have the 'doughnut room of death'.
I'm hoping to heck that GR really does turn this game around, because its almost painful to me to see such great potential dribbled down the drain. I hope that this lack of more info on GR is hiding a truckload of great stuff, because this game is long past overdue for something awesome. And no, Captain Dynamic(and AE) wasn't it.
Also keep in mind that one of the major reasons that EVE increased in playerbase size is because the players CREATED their own content via pvp focused political battles (there are novel length websites out there that chronicle this.) This is something that this game can NEVER replicate because:
1. pvp is no way near as open ended as in EVE.
2. COH is NOT an open sandboxy game or even sandbox-lite like EVE. Unlike EVE, there are no large sections of the game that large sgs can take over.
Number 2. especially is why EVE's numbers keep going up. The politics and intrigue that the playerbase built up while working within the games stupendously open mechanics is what makes EVE so popular.
The first things to happen for us to replicate that here would be for open world pvp to come to MORE zones than it currently exists (not going to happen EVER) and for sgs to be able to take over and fight for control of parts of the cities. GR may see this, but I don't EVER see this coming to Paragon or the Isles. -
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/signed.
Great idea. -
Quote:Yep.If you're referring to people saying "zzz", in my experience people use that to indicate ANY mez, not sleep in particular.
Also, seeing how I can pretty much keep CM stacked on a team in RV, while avoiding stalkers, . . . yeah not seeing how its all that difficult to PROACTIVELY apply it in PVE, let alone reactively do so.
And as others have pointed out, the cost of such a change is not something I want. -
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Good responses. /signed for WW TF.
My suggestion would be for them to focus on a zone every issue and add new contacts to it, using groups that may not be featured that much. Also the final map of an arc could be the unique one (as someone else mentioned above).
You don't have to revamp a zone completely all the time to add new "stories" or arcs to it.
Glad to see that a focus on story content is the agenda. -
I agree. Trying to accolade a few pvp villains has been a pain in the ****.
/signed. -
Quote:Nope, I'd rather they not give them the ability to grief in the first place. The TP should not bypass my have to confirm ability. It shouldn't be automatic.Thanks for the vote of confidence.
Aye, I hear what you're saying with the team inspiration bar. There would have to be something to anchor the inspiration bar. The way regular groups are handled in CoX would have to change to something similar to a Task Force/Strike Force, but with the flexibilty of adding new players.
Maybe when a player chooses to make a group for the first time they can name their group similar to how the NPCs refer to the TF/SF by a specific name when they're created. Doing such a thing may require making a whole new database for that information though.
Yeah, I was greatly annoyed about this when I played Planetside and Battlefield. However, the main difference between those leadership systems and this one is that everything in the system is for the team.
It was a bad idea to give a alpha strike to leaders in Battlefield and Planetside. Absolute power corrupts absolutely. The most annoying thing I think people could do with the powers presented here is TP everyone into a quick death which is solved by by a quick one star rating, player note, and ignore.
EDIT: In other words the leader should not be able to tp me automatically if I have the setting that forces a confirmation box on screen, and I confirm that I want the tp.
Other than this, good suggestions. /signed. -
Quote:This.t Siolfir, Yeah, Brutes really do get the short end of the stick when it comes to SD. It's a real shame but its not too bad, Brutes get plenty to be happy about in other sets
t Fire-Minded, I can only speak for myself but I don't have these problems you're talking about with the high-damage ATs dying all the time.
For me, the higher damage ATs like Dominators/Blasters/Scrappers/Brutes/Corruptors are better than the low damage ATs who have higher survivability. It's not a simple question of higher damage. Having huge damage is nice and all, but as you say it doesn't matter how much damage you have if you can't apply it.
And that's the breaker for me. If I can use experience, slotting and skill to hardly, if ever, die on a higher damage AT, why would I play a lower damage one?
It's about being tough enough. If a Scrapper or Brute can be built and played so that they can put out all their damage without dying, which they can and frequently are, why would I want to play a Tanker? Whose damage is yes, piddly in comparison. Who has superfluous amounts of survivability and pays for it in piddly damage. Ditto for a Corr versus a Defender.
If you think Defenders and Tankers are better than Corrs and Brutes because the Corrs and Brutes always die, you need to play with some non-awful Corrs and Brutes.
Or better yet, apply some of that incredible skill of yours you're always raving about and properly play a Corruptor or Brute. If you're as good as you seem to think you are, you should be able to survive just fine. And if you're surviving just fine, why would you make the tradeoff for lower damage and more survivability?
And if you want to talk soloing numbers, here is the list of my apparently low-survivability ATs that can and have soloed x8 missions with bosses.
At +4: My Fire/Dark, my Rad/Kin, my Ice/Cold, my Fire/Fire dom, my Fortunata and my Fire/Traps.
Pretty much all of my Corrs can solo at +1-2 x8 with or without bosses.
To be honest I don't find ANY of the ATs mentioned hard to solo with. Defenders I MIGHT have trouble at x8, but they sure can solo above x3. -
In this economy, that's awesome that you found a great offer!
Best of luck to you! -
Now THAT is an AE Challenge.
Devs take note. -