Berzerker_NA

Cohort
  • Posts

    508
  • Joined

  1. It depends on the degree of customization. If they just give us a few more basic costume themes, like maybe 5 choices per pet type, and maybe 2 color we get to choose, that's a small thing.

    If they all had full costumes like their MM master has, that would be bigger, because the server has to hold a separate variable for each costume piece, and transfer that variable to each person who zones into the area. It doesn't seem like a lot, but servers work on the basis of doing the bare minimum of processes themselves, and offloading as much of the work as possible onto the client.

    As for female pets, maybe they could restrict it so that female pets are only available if the MM's phenotype is set to female as well? Not as many issues with women dominating other women. Then your female MM doesn't look like she has a lot of boyfriends.
  2. Alright I'm having a problem. My screenshots so far don't show the market window. Is there a trick to taking a screenshot that shows my market window? I've just been pushing the "Print Screen" button. I know other people take screenshots all the time that show all of the numbers and everything.

    So far there's probably nothing of importance I've missed that won't repeat itself so I can document it again. I just need to figure out how to get it to work right. I just wish I had a screen shot of the original number of offers before I began trying to clear them out.



    Quote:
    Originally Posted by UberGuy View Post
    What are "standing offers?" Are you talking about bids to buy or listings to sell? I can't see how anything we're talking about would have 2700 outstanding bids, so I assume you're talking offers to sell, but I think of a "standing offer" as an offer to buy, so I wanted to be clear.
    Quote:
    Originally Posted by Yomo_Kimyata View Post
    Uber, just about every exchange in the world with the exception of the US real estate market uses the term "offer" as an order to sell and the term "bid' as an order to buy. It's a crying shame that CoX put that word "Offer" on the button when you want to buy something.

    It's worse than "flammable" and "inflammable".
    I'm going to use Yomo_Kimyata's definitions from here out. I meant to say that there were approximately 2700 offers out when I started, and I snatched up about 1400 of them with bids under 3000 inf. There were between 1200 and 1300 left after the first night. The number has been dwindling since then as genuine bidders buy out the more expensive stuff. Meanwhile, I clear out all the low offers.

    Quote:
    If you don't buy them out, I doubt the rest of the market will. I expect the market to settle around your current buy price. You're setting the price floor. Only the very impatient will shoot past your new floor all the way into the depths of that bid stack 1200 deep. If you want that to happen, you're going to have to spend more and erode that stack more deeply.
    That's fine with me. I've been filling up my buy slots with offers under the vendor price. So far I've carried over 200 of them over to the vendor to make room to set up more low offers.



    Quote:
    Originally Posted by Adeon Hawkwood View Post
    If you want to actually prove anything you need proof so yes please do take screenshots. Make sure you show your actual sale prices.


    Well, going by the market you are lying about one of those numbers. If you are buying things under 3K inf and that is less than the vendor price you must be buying rares. However no rares with a sell price anywhere near the vendor range have anywhere near 1000 for sale. However assuming you're simply wrong about the vendor price but right about the number for sale I would say you're flipping either energy weapons or boresights.
    The 3000 is not less than the vendor price. The vendor price is 1000. I just did that as a one time thing to clear them out, and I post short-lived bids at that price when I log on just to make sure they're still cleared out. All my standing bids are much lower than 1k.

    Quote:
    Originally Posted by Fulmens View Post
    Berzerker: I can't figure out what you're actually complaining about, either.

    I helped stabilized the market for common salvage for about a year- I had a stack of 10 of everything up at 50K, and bought stacks of 10 at 10K, and I shuffled over anything that sold out once or twice a day. I did block some shortages (I'd see a stack with six sold) but at some point I got annoyed and quit.

    Feel free to do the same, if the current situation bothers you. You won't stop profiteering, but you'll slow down accidental price runaways.
    I agree. This is actually the best solution. I started a second experiment seeing if that would work, and it did work very well. I have a toon assigned to buy human blood samples at 1000 and sell them at 20,000. It's not a huge profit for me, but it prevents anyone else from being able to raise the price above 20,000. I'd set it even lower, but I'm mostly just trying to safeguard the price so it doesn't reach absurd levels like 200,000 like it's been doing from time to time over the last few weeks.

    If everyone who's feeling civic minded would choose a type of salvage, and assign a toon to safeguarding it, the problem I'm all concerned about would probably go away. I still find I've made about a million inf every time I log onto that toon. It's small potatoes, but I'm certainly not losing money.
  3. Quote:
    Originally Posted by Obitus View Post
    I am intrigued by your ideas, and would like to subscribe to your newsletter.

    Good luck with your common-salvage-cornering money-making scheme. I'm sure it will work without a hitch, and look forward to seeing many glowing status updates.

    Actually, in blatant hypocrisy, I started one two days ago just to prove my point. Won't tell you which salvage type I'm targeting...... though maybe I should take a few screenshots.

    With two inactive toons, and just over 1 million inf invested so far, I was able to clean out all standing offers under 3k inf. The total number of standing offers when I started was over 2700. It's now between 1200 and 1300. By the end of next week I think you'll see the effects.

    Right now I just have to sit back and wait for genuine bidders to clear out those last 1200 offers I don't want to waste my own money on. I'm snapping up all the offers that list below vendor price.
  4. Here's the short version:


    Quote:
    Originally Posted by peterpeter View Post
    My theory is that some people are in a hurry to sell, so they list really low. Other people are not in a hurry to sell, and they want to get as much inf as possible, so they list really high. Other people do something in the middle.
    The problem is that the people who are not in a hurry to sell are not active toons. The patient ones are marketeer toons that only log on for a few minutes a day to change their auction settings. Marketeers have exponentially more inventory space available to them than active players do, so patience is a luxury that costs them nothing.

    The best way to sum up the problem is ..... imagine an auction where 200 people show up who are only willing to pay 5 bucks for an once of gold, and 10 people show up who are willing to pay 500 bucks for an ounce of gold. At WW..... if one person puts out a bulk bid for 200 ounces of gold at 5 bucks each, but 10 people each put out single bids at 500 bucks an ounce, the market sees 200 low bids vs. 10 high bids.

    In a situation where the will of 10 people is being subverted by 1 person, that 1 person will have an enjoyable experience, and the 10 will not. Do you see how that's a bad business model for an MMO?

    Quote:
    Sometimes, a lot of sellers come all at once and put a lot of items in the market for a lot of different prices. Other times, a lot of buyers come all at once and buy a lot of items. First they buy the cheap ones. Then they buy the medium priced ones. Then they buy the expensive ones.

    Then some more sellers come. Then some more buyers come. Etc. Etc. Etc.
    Except most of the time when you see 200 bidders, they are not 200 separate bidders. That's one player using 2 or 3 toons to set up a bulk bid.




    Quote:
    See how my theory explains the exact same thing, but without anyone being an evil jerk trying to ruin your day? We can't prove which theory is more likely or more accurate. You can choose to believe you're surrounded by jerks who are ripping you off, or you can choose to believe that market fluctuations are just as random as loot drops.
    They're not trying to ruin my day. They're just trying to make money and inadvertently ruining it.

    The problem is that very few people are ruining very many days. Accident or no accident, it really should have a stop put to it.
  5. Here's the long version:


    Quote:
    Originally Posted by all_hell View Post
    I can't help but notice that the OP seems to tell us that he engages in the very behavior that creates the situation he finds objectionable—he tries to buy and sell w/o patience. This leads to the buy-it-nao and to the sell it nao prices that he objects too.

    Since almost everything is available somewhere else via some other method, prices reflect buyer's whims. If buyer's don't mind paying exorbitant prices, someone will come along and take their inf for them.
    I haven't been very clear. Impatience is not the problem. Patience is. Ideally everyone would be equally impatient to finish their transactions, but a certain loophole in the game makes it so certain people don't have to be impatient. Marketeers can alt their way to having massive available storage space.

    Making the game fun for players who primarily focus on going out and killing stuff is my objective. Players who primarily focus on killing stuff run out of salvage space fast, because they're getting salvage drops. They also run out of market space, because those 30 salvage items usually aren't all the same kind. It's not uncommon to show up at WW with over 20 different salvage types in your inventory, and only about 5 minutes to spare before your team will want to start the next mission.

    The game was, and has always been geared toward collaborative play. There's a reason Task Forces require X number of players to start them.


    So now let's look at the two kinds of buyers:

    Buyer Type 1 ) - An active toon making recipes.

    Type 1 doesn't buy any more salvage than exactly what they need for the recipes in their possession. Why? Because their salvage storage would fill up too fast if they did that. Bulk bidding makes it harder to fit the things you need.

    Buyer Type 2) - A Marketeer looking to manipulate the market.

    Type 2 isn't trying to make recipes. They can afford to cram their entire storage up with just one type of item. Bulk bidding is the optimal strategy, because there isn't always a bidder around when a seller decides to list something, and most active toon sellers will take whatever price they can get rather than delete salvage to make room for new drops.

    Now let's look at the two types of sellers:

    Seller Type 1) - An active toon trying to make room in their inventory.

    Type 1's priority is getting back into the action. The only way they would have time to wait for salvage to sell overnight is if they had unlimited transaction space at WW. Otherwise, they need those transaction slots to open up quickly so they cram more salvage and recipes into them quickly, in order to keep up with the drop rate.

    The alternative would be to run 1-5 missions per session, then stop playing until tomorrow so all your salvage can sell. However, that really sucks, if you enjoy playing the character and it's the weekend, and you normally have to work all day. (People with jobs are the best kind of customers for an MMO to market to, because they have money.)


    Seller Type 2) - A marketeer with lots of inventory space

    Type 2 is no hurry to sell. They can patiently wait until boredom (not a good feeling for players to experience in an MMO) or desperation drives an IO maker to just give in and pay up.


    The problem right now is that Buyer Type 1 and Seller Type 1 are often unable to connect with each other. Seller Type 1 is in a hurry, and post their salvage at whatever price they can get right now (because it's not fun to wait, and games are supposed to be fun). If they're very lucky, a Buyer Type 1 also just happens to have an active bid up just that very second. If they're not lucky (and most won't be), the next player to post a bid will be a Buyer Type 2. (Or rather, a standing bulk bid will be the most readily available.)


    Buyer Type 1 is in a bit of a hurry, but not at severely as Seller Type 1. Buyer type 1 can wait a little while, but their salvage needs are very diverse (because recipes have diverse requirements), so they can't spare a lot of market slots or they'd be busy making those recipes for a long time. (Also they might be planning to go do fun stuff like killing mobs during the same session, rather than devoting 5+ hours to just sitting at WW.)

    If a lot of people are on, and Buyer Type 1 is patient enough wait just a few minutes, they can post a bid at a reasonable price and the next Seller Type 1 will sell to them. Fine, but if there were 10 Seller Type 1's on during the next few minutes, and they all list for 5 inf each, and a Buyer Type 2 is present, then 9 of those Seller Type 1's will end up selling to eh Buyer Type 2, and only 1 will connect with the Buyer Type 1.


    Analysis:

    Buyer Type 1 experiences the market as though there were only a few Seller Type 1's (when in fact there are many of them.)

    Seller Type 1 experiences the market as though it were overwhelmingly dominated by Buyer Type 2's.
  6. Quote:
    Originally Posted by Grouchybeast View Post
    Okay, let's think about what would happen actually there.

    First of all, let's say you have 30 level 50 toons you can devote entirely to the project. That gives you 480 slots you can fill with stacks of 10 bids. 4800 lowball bids.
    Good point, and that would easily hold a few hours worth of most salvage types.

    Quote:

    People who come to the market will see your lowball buy price in the history.
    Yup, and that's when they'll decide to delete it rather than post it.

    Quote:
    If you're offering a price they like, they'll list below it and you'll buy their Temporal Sands and you're both happy. If they don't like it, they'll list above it and your bids will not remove that supply from the market.
    No they won't. They'll decide it's not worth the hassle and just delete it.


    Quote:
    Anyway, let's assume that you fill your lowball bids and empty the low end of the price range.

    Now on to part two. You delete most of your purchases, and list the rest high. Don't forget that if you're actually trying to make money, you need to factor in the buy price. E.g. If you keep 10% of the supply, then you need to sell it for eleven times more than you paid for it just to break even.
    Or... instead of deleting it you could pack it all over to the friendly neighborhood IO/SO vendor and sell it for the vendor price.

    The irony is that most of the casual players are listing their salvage at that price or lower anyway just to get rid of it fast. So, your low ball bid could be equal to or less than the price you get to just carry it over to a store, and you'd still net most of it.

    Quote:

    Meanwhile, every single Temporal Sands than goes onto the market at a listing price between your lowball bids and high listings is taking a sale away from you. Every time you have to take a break and your lowball bids run out, even more get by you. Your high listings will sit there, waiting for there to be not one single TS listed at a lower price, and for someone to buy it nao, instead of bidding a little above your lowball and waiting five minutes.

    Does that seem like a reasonable description of how the market functions to you?
    And that would explain why the market is so much easier to deal with in the wee hours of the morning. Too bad most of the people who play the game aren't on then to experience it.

    Also there is nothing wrong with letting sales get by you when you're not on. The artificial scarcity doesn't take hours to build up.
  7. I think it's a problem of the population of non-functioning characters vs. characters a person actually plays.

    Salvage drops happen on active toons. But, if you're like me, you've got about 20 or 30 inactive toons spread out across the servers, most of which you never intend to play again, but haven't deleted yet. If I wanted to join in the profits, I could log onto those characters, and put out massive numbers of standing bids on a type of cheap salvage, say Temporal Sands. I could probably low ball over 10,000 of them a day, re post a few at an obscenely high price and then delete the rest.

    Would it be polite of me? Certainly not. I'm ruining active players' play experience by preventing them from being able to sell on WW without waiting a long time (and probably holding up their missions team with repeated visits to the market). They'll just get tired of it and start deleting rather than travel half way across the zone to make 5000 inf. But, I make a tidy daily profit.
  8. Quote:
    Originally Posted by UberGuy View Post
    I also am beginning to wonder if there's something you're missing about the market mechanics.

    The price cannot be both "blocked" and 50 in this market. The only way someone can "block" in this market is by buying all (or most of) the existing supply. That means they have to buy well above the floor of 50 inf, up probably into at least the 1s or 10s of thousands of inf. They also have to keep doing that. Let's say they want to buy everything listed below 10,000 inf, because they want to try making the price 50,000 inf. They have to put bids out for 10,000 inf that buy up everything listed from 1 inf to 10,000 inf. In this situation, no one who sells and item will get less than 10,000 inf for it, no matter what they list it for. Frankly, when I see this happen, I'm prone to dump my supply rather than delete it, because I'm getting a lot more than normal for it by doing so.
    You're making that sound harder than it is. Most sellers are not planning to camp there by WW all day waiting for a high price. They have about 15 slots, and their salvage is too diverse to put it all in those slots, but their team is about to leave on another radio mission and their storage is full. If they don't empty it out, they might risk missing the next Mu Vestment or Enchanted Impervium that would have dropped.

    What do they do?

    A standing bid of 500 inf will scoop up most salvage such as human blood samples and the like.

    Quote:
    Originally Posted by all_hell View Post
    If you want to DO something about "market blockers" the things to do is to 1inf above the the "market blocker's" bid and then sell at at least inf less than the "market blocker." Then you can squeeze his profit margin and provide cheaper goods to the many.

    This is true. The higher prices get, the less likely I am to sell my supply. I would much rather sell my supply for very low prices. If salvage sold at market for less than the vendor, I would sell all of my salvage at the Market. The higher and higher that "market blockers" jack up the prices, the more I will sell my salvage to a vendor. Free market theory totally backs me up on this one. The increasing inf being offered for a good decreases the likelihood that people will want to sell it. Totally makes sense to me.
    Except the prices aren't high in general. They're only high if you're willing to post it for a whole day.


    Quote:
    Originally Posted by Kitsune Knight View Post
    I have no problem with doing it. Occasionally you'll get some hold up with a piece of salvage or two (generally because you're just being greedy during a drought), but that's never a problem for any sort of extended period of time- anywhere from minutes to hours that'll be cleared up: so just place those bids and do something else for a while, and they'll be bought on their own.

    Or, equally likely (and much more likely for common salvage), the supply is VERY high. Very high supply means prices will plummet... with 50 inf being the reasonable amount.

    Back when AE farming was still new and the biggest rage, the price of common salvage SKYROCKETED. Why did this occur? Based on your logic, that means demand INCREASED for those items... which wasn't the case. Prices went up because no body was rolling them! Everyone was trying to roll rares to sell on the market to make money (which caused the price of rares to tank, and the price of common/uncommon to inflate massively). I made a nice profit off rolling common/uncommon and listing them on the market (plus, I was improving the market ).


    Your logic REALLY doesn't make any sense at all. I think you need to go to ParagonWiki and read about the basics of how this market works. Also, go to Wikipedia and read up the basics of Supply & Demand, because you're missing a whole half of that equation!

    If demand is high, the prices will increase until an equilibrium is reached (there'll be minor fluctuations, but that's not a big deal in the grand scheme of things, or for the person that can place bids overnight).
    Yes. You are right. It's the ratio of supply to demand that determines what should happen, but all of my arguments are still exactly as valid.

    If there is high demand and mediocre supply, increasing supply is desirable. If there is mediocre demand and extremely low supply, increasing supply is also desirable. If there is mediocre demand and high supply, it's probably for the best if people are choosing to delete their salvage rather than sell it. If there is low demand and mediocre supply, then it is still for the best if they delete rather than sell.

    However, what I'm describing is a situation where there is high demand and mediocre supply, but potential sellers are being scared away by low standing bids, motivating them to delete salvage that people actually want to buy.
  9. Quote:
    Originally Posted by Kitsune Knight View Post
    Do you replace all your enhancements every 5 levels? That's just a complete and total waste of inf and time (I have multiple 50s with 20 & 25 level generic IOs!).
    Yeah. That's what I'm getting at. At level 20, I need 35 IO's to fill all my enhancement slots so that I won't have to bother with DO's and SO's anymore. That's considered the optimal time to do inventions, because you get decent bonuses, and you can still build them with beginner level salvage.


    Quote:


    If nobody wanted it, you'd be getting zero inf for it. 50 inf shows that there's some level of demand, which, based on the level of supply (you missed that part ) results in a price of 50 inf.
    "nobody" was meant to imply few people. I think most readers would have been aware of that.

    If the price is 50 inf in a proper market, that would indicate that demand is low, and there's little benefit to be had by increasing supply.

    If the price is 50 in a blocked market, that could be either because demand is low, or because it is high and a lot of people have placed large standing orders. If demand is high, then the best result for everyone would be to see supply increase. But the likely result is that supply will drop instead. That's a bad thing, because it makes more people unhappy.



    Quote:

    Again, you don't seem to be really understanding what's going on here. You will never get less inf that you post the item for upon sell! (ignoring the market fees, of course) If you post an item for 50 inf... it's not going to be going to the people waiting over night, as their order will be filled the moment they place the order (assuming you posted it up first, otherwise the moment you post it if they place first).

    I'm starting to think you posted this thread because you don't like market people.
    I don't like people to ruin the market. Not all market people do that, but some certainly do, and I don't like those few.

    Also, I think you are wrong about the standing orders. Even with all servers running full speed, salvage only trickles in at a somewhat slow rate. Certainly a "human blood sample" listed at 5 inf *would* be the one that gets bought when a player bids 200,000, but that is only *if* it doesn't get snatched up by a standing offer of 50 inf first. Odds are the two players (the one putting a human blood sample up for 5 inf, and the one bidding 200,000 inf) aren't going to post their offers at exactly the same moment in time, so the 5 inf offer will almost always be bought by the standing bids rather than the short-lived high bids. The 200,000 inf bidder will also probably end up buying from one of the standing offers.

    It's true that all you have to do is post your bid and leave long enough for someone to put another item on the market, but if this trend continues, then fewer and fewer people are going to be bothering themselves to sell their drops.
  10. Quote:
    Originally Posted by Kitsune Knight View Post
    First off, a week? Seriously? Come on now. It'll clear up anywhere from a few minutes to the end of your play session, and will DEFINITELY be gone the next day. Just place the bids for the stuff you want at the end of one session, and then craft the next.
    At that rate, I'd be making about 5 recipes a day assuming one play session per day. But at level 20 I have 30 enhancement slots to fill, 35 if you count the inherent fitness powers and rest.


    Quote:

    You do realize that the LOWEST seller gets the HIGHEST bid, right? I don't see how you could claim it's somehow bad for the seller if you know about that (they're more so indifferent to it). You also seem to be contradicting yourself, on one hand you're arguing for higher prices, and on the other you're complaining about higher prices!

    People also sell common salvage for minimum inf ALL the time (hence why it generally goes for minimum!), I used to do it myself (it was less time than going to the store to sell), but since I came back recently I haven't bothered on many, since they often have tens of thousands in backlog with zero bids- I just end up deleting most.
    [/quote]

    I'm bothered whenever I see market behavior that doesn't follow free market rules. I don't care which direction the price is deviating in. In an ideal market, if you're only getting 50 inf for your salvage, the reason is because nobody wants it. If you, accordingly, are motivated to delete it rather than sell it, then maximum number of people are going to be the happiest as a result of the decision.

    On the other hand, if the reason you're only getting 50 inf for your salvage is because it's sufficiently valuable that other players are willing to give up precious inventory slots on their character's account in order to post low overnight bids, ...... and you decide to delete your salvage rather than sell it, then your decision is going to make a few people happy at the expense of the many. (Because the will of the many is for supply to increase.)

    People who are really into playing the market really enjoy this stuff, but they are also a small minority of the playing population. If them having fun means everyone else doesn't have fun, then it would be very foolish of NCSoft to favor them.
  11. The biggest irony is that this happens *more* when the servers are busy than it does when they are not. It means WW behaves less like market when there are more people participating than it does when there are only a few. That's quite a paradox.

    Quote:
    Originally Posted by Kitsune Knight View Post
    We don't mean 'come back later that session', we mean 'bid then go about your business, and grab your loot next play session'. If you've got money to spare, then just pay the premium to begin with and not worry about it (no ones saying not to do that)- but if you're trying to get more expensive stuff (as in, the 100+ million - 2 billion items), the difference between BUY IT NAO and waiting a day+ is likely to be MASSIVE.
    In other words, spend a week doing my IO's at level 20. That [sarcasm] sounds like a lot of fun [/sarcasm]

    I guess I'm just a moron. Here I thought I was playing a game that was designed to be fun, and it turns it was actually designed to be tedious. I'm bringing this up partly because I think the devs ought to take a look at it. Any practical solution they can devise that doesn't cost too much to implement will certainly help their bottom line. The market is kind of a core part of the game.


    Quote:
    Originally Posted by UberGuy View Post

    The other thing to mention is that 200k for salvage is spit to an awful lot of people. If I don't need a stack of 18 pieces or something, I balk at something like that only on irrational principle, not because I would actually notice spending it.
    I should be clear that the problem is not me on the buying end. It's the seller who gets screwed. The seller just wants to get rid of the stuff so they can get more drops, but if the price is only going to be 5 inf per item, then he/she might as well just delete it and save him/her-self a trip. Usually salvage doesn't drop in stacks (sometimes it does, just not usually.) Nobody wants to tie up all 15 of their market slots selling "simple chemical" type salvages.

    Right now, you have to kind of naive to put any of that stuff on the market, or you're going for a badge.
  12. I've noticed this whenever I'm on when a lot of other people are on. You'll go to buy basic salvage, and you'll see a whole bunch of it getting bought in a row at some low price and then all of a sudden the price is 200,000 inf.


    My theory is that some people have gotten the idea to buy every bit a certain piece of salvage that goes on the market, until there's none left, and then turn around and immediately sell it at a higher price. So, if 10 people each put a clockwork winder on the market over the last 20 minutes, and 10 individual people show up and want to buy those winders, ordinarily they'd pay about 5k. But if a "market blocker" is on at the same time, the blocker will just put a few bulk offers in place, buy all 10 new CW winders, and force the 10 individuals who show up to pay them instead.

    So, maybe people are trying to be generous by offering their spare salvage at say 5 inf per item, but it's not accomplishing anything. The "market blockers" just get a better margin when that happens.
  13. Quote:
    Originally Posted by Redlynne View Post
    Personally, I'm of the opinion that the reason there's no Kheldians in Praetoria is because ... they've been consumed by the Devouring Earth.

    It would be very interesting if the reason the Devouring Earth (et al.) rose up to "consume the Earth" was as some sort of Gaia Theory Immunity Response by the planet to the "invasion" of the Kheldians. Basically, the Kheldians might have been "more successful" in their plans on Praetoria than they were on Prime Earth in their plot to take over ... and Planet Earth "rejected" them by evolving the Devouring Earth into the form which ultimately became the Hamidon (as known in Praetoria) and was finally able to slay/disperse/devour the invading Kheldians.

    Note that I'm not even using the terms Nictus, Peacebringer or Warshade here ... merely Kheldian. This leaves open alternative paths and life forms which the Kheldians might have taken in the Praetorian Dimension.

    Consider ... we've already seen known enemy groups "merged" in Praetoria from Prime Earth, and re-invented. The Family + Tsoo = The Syndicate ... for example.

    What if "The Hamidon" in Praetoria is really an amalgamation of the Devouring Earth and the "Kheldians" of Prime Earth ... in which the Devouring Earth *ATE* the Kheldians of Praetoria ... and became stronger ... strong enough to fight Emperor Cole to a draw ... and still conquer most of the planet out from under the Humans
    That would be an awesome story, and possibly answers the question as to why the Khelds are blocked "just cause".

    Maybe the devs have a blockbuster storyline just waiting to be unleashed, and they don't want to ruin it. Or....maybe they haven't thought of one yet.
  14. Another development: if you're patient you can set multiple traps. It has a 1 minute recharge (unenhanced), and apparently the trap lasts 4 minutes, 20 seconds, so I imagine you could set a lot of them in that time.

    I would only think of it at say..... the end of an ITF, but still.
  15. Does anyone know this? I like making my characters consistent with the game's story line as well as I can. I also like making Praetorian versions of my characters.
  16. Yeah. Anything/Traps and you're good.

    Mercs and Ninjas are the most complained about sets. They take some skill to master. Thugs and Robots are the most highly praised. They're pretty easy to keep alive. But some people are reluctant to team with you if you do Robots.
  17. So now I did an updated, very lengthy experiment. (I have no idea why I felt like doing this, except I guess my character is supposed to be a scientist.) I found an artillery cannon in Port Oaks, and exposed it to the poison trap 100 times. The pet combat log showed whenever the once per second checks missed, but not when they hit (It only showed one hit per use. )

    Sleep: Basically an auto hit. If the first try fails, but the second try succeeds, they still get slept. The only exception is that sometimes auto-hit would force a hit, and the gun didn't sleep that time. (Happened 4 times during the test)

    Stun Proc : Hit 26 times total. Twice it managed to double stack itself. It's a magnitude 2 Stun. Also there was no correlation between end drains happening and Stuns happening.

    Hold: Hit 51 times total. 5 times it hit twice in the same application (I didn't keep track of how often they double stacked, but they did sometimes). Once it hit three times in the same application.

    End Drain: Hit 33 times total. 3 times it hit twice in the same application.


    28 times none of the three effects were triggered (except sleep, of course).

    3 times all three happened.

    Stun + Hold was 8 times (including the 3 where all three happened)
    Hold + End was 11 times (including the 3 where all three happened)
    Stun + End was 9 times (including the 3 where all three happened)

    So...um... that's pretty exhaustive.

    The log showed a total of 176 misses, with the odds of hitting always being 95%, so that indicates that about 35 toHit checks were being made per use.
  18. Alright, tried it out on a guard, with a power analyzer. In the course of ten uses, he only got stunned once (on the first use, interestingly enough). He got held 3 times.

    Another interesting discovery came out of the experiment: Weaken doesn't stack with itself.
  19. Alright. I'm there at level 35. I get to think about it for a few hours, as I take care of some business in town. Heheh. You never know with situational powers. Serum turned out to be really useful on this build. Maybe poison trap has some hope too?
  20. Quote:
    Originally Posted by Wyatt_Earp View Post

    Now, for procs...

    Energy Manipulator: Chance for Stun: It looks like this proc can go off on the initial burst as well as the pulsing hold/end drain ticks. I couldn't figure out how to get it to show up in the chat log, so I can't say exactly how it works, but it definitely didn't seem useful. In about 10 minutes of running around in large groups and placing it, I only saw it proc a handful of times. Also, there was no noticeable effect on the enemies that I saw it work on. Not even the light colored rings that usually show up around someones head when they are stunned.
    I'm still tempted to try taking it, then using it on some weak mobs and running a power analyzer on them just to be sure. It would so awesome if it worked.

    I'm still 2 levels away. Anyone want to help talk me down from the ledge, ... before I jump?
  21. Quote:
    Originally Posted by Dromio View Post

    I'm fairly sure they could shelve the cottage rule with Poison's Poison Trap. I can't imagine that anyone has taken it.
    At least they could stretch it, like what they did for electric armor by making Energize into a self heal.

    However, at this point there is about a 62% change I will take it. Just to see if it can be made useful.
  22. The ultimate cost, of course, is having to take the power itself, lol. I did buy the disorient proc, though, just to make sure I have one in preparation. If it does indeed only fire once, it will be unfortunate.

    I'm tempted by this power right now just because I need some controls. Retreating to another position in order to set it up isn't that difficult, because mobs tend to stay aggro-ed to my henchmen, and they're all ranged anyway. Also I have stealth so sometimes the mobs don't even mess with me at all. Weaken is great for single targets, but I could use an AOE.
  23. Quote:
    Originally Posted by Wonderslug View Post
    No, the sleep effect is not recurring. If it were it would basically be a clunkier prototype of Static Field and would not be a totally useless lump of useless uselessness even if your henchman helpfully chucked AoEs at sleeping targets every chance they got.

    Poison Trap applies an initial sleep, then creates a gas cloud that attempts to apply an unenhanceable 4-second hold and an enhanceable 10% end drain once per second. The catch? They each have a 2% chance to occur.

    That means that any given target, provided it stays in the cloud for the entire duration, has a 54.5% chance (0.98^30) of never getting hit by a hold, and a 54.5% chance of never getting hit by an end drain. In fact there's a nearly 30% chance that the cloud will do nothing at all whatsoever to any single target, again assuming it remains in the cloud for the entire duration.

    It is easily the most worthless power in the game, because while plenty of powers are weak, and plenty of powers have effects that are considered not beneficial or hyper situational, (Poison) Poison Trap is the only one I can think of with a nearly 1/3 chance to literally contribute nothing at all to things it hits.

    Ok, so I've been looking into my proc options. Apparently it only accepts sleep and end Mod sets.

    So, suppose I put Energy Manipulator: 10% Chance to Disorient on it. Do you think that would proc once/second (like the end mod effect does), once per 10 seconds (like most recurring powers), or never?

    If I were doing Ninjas/Poison I might also consider trying Fortunate Hypnosis: Chance to Placate, though it would only fire once when the sleep effect fires. It probably wouldn't benefit me very much on mercs, though, unless it lasts a long time.
  24. Quote:
    Originally Posted by kalashnikow View Post

    more then this, thug/traps considered to be the most powerful combination of all. i personally dislike thugs for several reasons, but i have seen ppl soloing very difficult maps and whole tf/sf on this combination.
    /Traps is powerful,. but you get the least benefit with Mercs/Traps of pretty much any combination.

    Thugz/Traps - you can softcap their defense.
    Robots/Traps - Probably come close to soft capping def, and they blow up nicely.
    Zombies/Traps - Same (if you count the -ToHit debuffs)
    Ninjas/Traps - Also comes close to soft capping.

    Demons/Traps - I don't know.....I'm gonna try that one as soon as I come up with a good name for the character.

    However, Mercs have no inherent defense to stack the force field generator to. You'll get them up to about 20% defense and then that's it. (maybe 27%, if you do maneuvers, and Invis other on them....)
  25. I guess I wasn't factoring in that the sleep effect is recurring as long as the gas lasts (or is it?) So, even if the commando wakes them all up with a grenade, they'll fall back to sleep, right?

    Also, you can't get a real benefit out of the Sandman Self Heal proc with it, can you?