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Quote:There's two main objections. One is the exclusivity issue, one is the gambling = immoral issue. They're linked, but still two different things. Given that this thread is about moral obligations, only the latter is really relevant.This is the first time I've seen sin mentioned as an argument against the super packs. Most of the opposition to it is from players who don't like having some things available ONLY as a part of a random pack which otherwise contains mostly consumables that could be bought outright if you actually wanted them. In fact, the super packs aren't really gambling at all since each is supposed to contain items that are theoretically equal in value.
And yeah, the packs aren't really gambling, but the folks who think it's immoral don't seem too concerned about the distinction. -
Whose morals would they be obliged to follow?
The "controversy" around the super packs is that some people believe Gambling Is Wrong, even sinful. Obviously this is not a widely held belief, otherwise Native Americans would be running malls, not casinos, and Las Vegas would not be as ridiculously successful as it is.
Then there are people who believe women in skimpy clothing is immoral. Does Paragon have a moral obligation to them?
The problem of figuring out whose morals to follow aside, the only obligation a studio has is to create a product that enough people enjoy and want to spend money on that the studio turns a profit. Sometimes morality gets involved in that, when so many people are disgusted that profits are significantly threatened, but it's not a necessary component of the economic equation. -
Energy Aura is very good.
The only thing I would change about the set, if I could, would be to take the +recharge taunt aura out of Entropic Aura and change Energy Drain from a +end clicky to a taunt aura toggle that does both +recovery and +recharge. But that's my own personal preference, and the set works just fine as is.
The only real downside of the set is that the stealth power is a vital part of your defense, making up ~5-6% after slotting. This becomes a serious pain in missions where you have to escort someone AND fight off enemies at the same time. It's more of a nuisance than a dealbreaker, though.
Last night my level 41 TW/EA Brute ran level 50 tips sidekicked. His slotting isn't fully complete and won't be until 47, but even then he was surviving +3x8 spawns without too much trouble other than some difficulty landing hits. After slotting and getting the Alpha in place, he'll be well within a purple's distance of Incarnate softcap (hitting 56% defense on a max target Energy Drain).
Oh yes, and regarding the mez protection: the Energy Aura holes are confuse and terrorize. Everything else is protected. -
Quote:This has been answered previously:What, other than money grabbing, JUSTIFIES the in-game time limit which is totally negated simply by spending cash?Quote:As has been mentioned, that was not the argument to begin with. They didn't want it to be a trivial switch, in the sense of wanting to prevent frequent changes back and forth for given characters.
If they turn around and make these tokens like 80 points or something, I'll be with you, because they'll have a non-trivial barrier in game and a trivial one in the store. If they make these the point equivalent of $5 or more, I'm guessing that would be pretty non-trivial on the scale of what most people spend on gaming. People can switch fast with them each time they buy one, but most people will not pay $5 or more to switch repeatedly.
Quote:It may be senseless to you, but that's not because its actually without reason. The decisions must seem capricious to you if you think there's no reason behind them, but that's because you don't seem to want to accept what those reasons are. That's a problem beyond the ability of the devs to address. -
You keep repeating arbitrary as if it means something. Every single thing in the game is the result of an arbitrary decision. The devs have decided that they don't want it to take less than 4 days or an equivalent amount of money to shift alignments. That's it, end of story.
The actual time it takes to do the missions means nothing. They could have gated it at 1 mission per day with 4 total missions needed or 125 enemies per day with 500 enemies needed or 15 million inf per day with 60 million inf needed. Further, missions are not completed at a consistent rate. Stealthers can blow through most tips in 5 minutes. Folks setting the difficulty to -1/x1 can do the same. Someone speed-tipping can run all 5 tips in the time it takes a group of 8 to plow through 1 or 2 tips.
All of that is fine, play the game how you want to play it. But if the time-gating is removed, that means that the speed-tippers can invest a pretty trivial amount of effort in changing alignments, which the devs don't want. Making everyone wait 4 days by allowing only 25% progress per day, or again by charging a certain amount, is how they ensure that effort investment. -
Time equals money. It always has. If the devs believe it should take a nontrivial amount of time to change alignments, then there is no hypocrisy or inconsistency in permitting an alignment change via a nontrivial amount of money as well.
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Quote:Yep, we're not disagreeing. They could have declared it an exploit back then, saying that if you slot a defense debuff enhancement into a defense buff power you'll be disciplined. Maybe it would have been sketchy, but they could have said so. They didn't, and instead just said the ride will come to an end eventually.They could have then, then being some time in 2005. Doing it now, after years of essentially offering amnesty in the past, would have been unethical.
Given that the reaction to the exploit could have been worse, and plenty of warning has been given, I have no problem laughing at the people who complain now. -
Quote:Sure. But they could have, and would have been justified in doing so if they chose to.It was also stated in the past that while this was an exploit, the devs did not consider it an Exploit with a capital E that warranted punitive action. It was more of a loophole the devs eventually intended to close, but did not believe the consequences of exploiting required any action beyond closing the loophole.
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Knowingly exploiting bugs is a nontrivial offense in any game. I would never ever want to play on a game that kept exploiters in just because it needed the population numbers. That creates slums.
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Quote:Going back Hero? (Started Villain, switched to Hero, back to Villain now.) I probably will eventually, just because that's where all the non-cooperative action is, but I hope that the change tokens are available by the time I'm ready to switch.True, I did forget about folks who switch sides for Accolades. It's not something I do - I actually find it easier/comfortable to get the accolades the old fashioned due to a decent support network in game, having two accounts, etc.
But importantly, I did include the key phrase "more than once". I don't imagine you'll be going back villain side any time soon. -
The fact that this was an exploit and the devs Did Not Like it has been well documented. Even the Paragonwiki page warns frequently that this is an exploit and should only be attempted with the understanding that it might get corrected eventually.
Really, be glad they're only fixing it and not taking disciplinary measures against people who knowingly used the exploit. -
Quote:Just as a personal anecdote, I'm bringing my Titan Weapons Brute up redside. I'm tricking the character out, so I wanted all the stat-enhancing Accolades, and three of them are much, much easier to get redside. The one exception is the Atlas Medallion, which is obtainable very early on as a Hero, while Marshal requires completing the LRSF. So once I hit the mid-20s, I went blueside, farmed up the Atlas Medallion, and returned to red to complete the other Accolades. (All I have left at this point are the last two exploration badges for Invader.)Do you really believe this? How much back-and-forth movement do you think there is? I think most characters moved in one direction and never went back. New characters are created now with the alignment of choice, because there is no barrier to what AT starts on what side.
Some heroes go redside then back to get Patron Pools. That's still a minority, since not all ATs get Patron Pools worth the trouble of doing that for.
The only people I know of who migrate the same character back and forth more than once are hard-core badgers and some role players. I'm a borderline hard-core badger, and I only ever move one character back and forth more than once.
It was worth it, I suppose, as I got several levels out of the tip missions, plus Come Full Circle which, as you say, not many people have, but quite frankly I would rather have bought two alignment change tokens and be done with it. Titan Weapons earns XP at a ridiculous rate, and I've had to be careful with the missions I pursue so that I don't outlevel any mayhems. I like the tip missions, and the Rogue and Vigilante missions are some of the most interesting I've ever seen in game (and I doubt many people see the 20-30 and 30-40 tips), but given that I'm pursuing specific objectives those missions were little more than chaff that only indirectly contributed to my objectives.
(If we must be immersive about it, then my Brute snuck aboard a tanker to Talos, kidnapped the fortune teller in Perez, ran around mocking heroes while cloaked under Energy Aura, and went to Striga to beat down on Council goons before sneaking back to the Rogue Isles.)
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The point is they position themselves as a Hero group, when their actions out them as neutral at best and villainous at worst. Heros are held to different standards (by the audience) than villains. Of course Arachnos "gets a pass" from players: we expect them to rob and destroy and conquer, so it's not surprising when they do. But we then expect Longbow to act in the interests of civilians and law-abiding individuals, so when they don't we (again, as players, it's important to stress) are justified in pointing out the hypocrisy.
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Levels = timeline is very visible in tip missions.
If you play a lot of tips, particularly the Vigilante and Rogue ones which tend to be more complex than Hero and Villain, then you start to notice progression. Flambeaux goes from an incompetent hero in Twinshot's arcs and the 20-30 tips to an incompetent villain in the 40-50 tips. Blast Furnace turns evil, or at least mercenarial, too. Polar Shift starts as a hero, becomes a villain, then finds redemption. Frostfire gives up villainy and starts on the path towards being a hero. Where they are in their personal stories is completely dependent on which range of tips you're doing. -
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The in-game term is "defeat," and they do indeed leave it to you to decide if you're arresting, killing, or KOing them. Still, when story purposes call for it, they don't have any problem invoking the fiction of enemies being mediported out.
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Quote:Yeup, depends on the character. I can't see Titan Weapons on anything BUT a Brute, really, and I love it. Meanwhile, I recently rolled a Broadsword/Shield Scrapper, both because Shield is better on Scrappers and because it's a concept that calls for controlled, consistent damage.I think I prefer Scrappers steady damage with Crits to Brutes up-down variable. It works for some concepts, but not others. I tend to approach it on a per-character basis anyway.
And I love Titan Weapons. Titan Weapons is WIN.
As for Brutes being frail...I'm still leveling my TW/EA Brute and cruising at 0x5 without any problems (except against Arachnos, of course). I expect that to ramp up swiftly in the next few levels as I start filling out slots. I've also seen an Energy Aura Brute tank Reichsman and Romulus. More frail than Tankers, yes, but they're still sturdy enough to get the job done.
I do still like Tankers for pure survivability, though. What a good Tanker can live through is nothing short of impressive. -
Given that last year the ski chalet was open well into February, it's not exactly unreasonable to think it was pretty short this year.
I'd personally be happy if the ski chalet was open year round. Why not? It's not like Pocket D has seasons. The presents strewn around the zones can go away though. -
Sure, and if the market only showed the top 5 in-stock prices that would also be less than helpful. It's a crap limitation and we should be able to see longer selling histories. That doesn't mean selling history is bad.
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Quote:Fair enough.The "Well friend... you are wrong!" is a catch phrase from somewhere else I was borrowing from another source because I thought it was funny, and meant nothing demeaning by it.Quote:
I'm really, truly, trying to be instructive here, not mean. However, I'm not going to spell it out for you either if you can't figure out what I was just explaining.
I am not saying the 'last 5' method is perfect. In fact I think showing only the last 5 is a poor limitation. I am saying the concept of showing what prices people have been willing to buy at, ie any selling history at all is more useful than the concept of showing what prices people want to sell for. Irrespective of any other characteristic of the market, that is a plus in its favor. An ideal system would have a mix of both, but in a 1 to 1 comparison selling history comes ahead of in-stock prices. Admittedly, it's a plus in its favor for sellers, not necessarily buyers, so I suppose one's mileage may vary.
I've been on other games where they don't show you any selling history. You see 5 items on sale for 5000 to 6500. Are those actual reasonable costs that someone may eventually buy at? Or will people only buy at 2000 and some shmuck posted his at 6500, thus staying on the market long enough for other shmucks to try to undercut him, while the reasonably priced stuff moves invisibly through the market when you're not looking? As a buyer seeing those prices, is it reasonable to wait until you see 2000 if you don't know that's its moving price, or should you go ahead and buy it at the 150% markup, again not knowing if it's possible to get a better deal? It's not such a problem with popular commodities, but the rarer something is the tougher it is to get a bead on its price.
There's a difference between posting something at a premium and being patient enough to wait for someone to grab it at that price (though with the way the City market works even that's not a hot idea) and posting it so high, inadvertently or not, that nobody would ever be willing to put money down for it. -
Boy, that was rather short this year, wasn't it?