ChaosExMachina

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  1. ChaosExMachina

    Market Merger

    Quote:
    Originally Posted by Panzerwaffen View Post
    What's the source for the above? Where did you hear this?
    http://wiki.cohtitan.com/wiki/Issue_19

    Ever noticed that the most farmed arcs just happen to be praetorian related?
  2. Quote:
    Originally Posted by ShoeTattoo View Post
    The markets have three problems. First, there are far too many markets to have a healthy level of liquidity in more than a small minority of the markets in existence. With tens of thousands of markets and 80,000+ subscribers, this amounts to nothing more than stating the obvious. The solution to this problem is also obvious, given that the number of subs is unlikely to increase 100-fold.

    Second, transparency is key to making markets strongly efficient, and providing only the "last five prices" will never be a good solution. The current limits on information provided lead to very high profits for those who stay regularly connected to the markets because they understand price movements far better than those who don't--essentially, some version of technical trading works, in the COX-verse, because historical information is only available to those who gather and remember it. Those who don't spend a lot of time at the markets end up operating at a strong disadvantage when trying to set their bid and ask prices. This leads to fairness issues, which irritates some players and drives them away from participating in the markets, and it lowers overall volume and liquidity. This is on the devs, though, as players can be counted on to do what is in their best interests and designing a system based on any other premise isn't going to work.

    Third, the transaction system for the markets currently encourages players to spend a large percentage of their time at the markets handling low value items, which lowers their motivation to participate. More generally, players incur high hassle costs as the price of their involvement in the markets, which has depressed trading volume. Reducing the hassle costs of participating, and giving players ways of quickly putting low value items onto the markets (or into item sinks), so they can focus most of their attention on higher value items, would help players feel like their time at the markets is producing more "value" and they'd be more likely to want to participate. Ergo, participation would rise.
    I disagree with your skepticism about the merge, but these are good points.

    Make IOs level independent (no IO levels. they are simply whatever level you are.), add longer histories, and provide instant convenient access through a portable interface. Those would do as much as a merge.
  3. Quote:
    Originally Posted by Nick_Riviera View Post
    Stone Melee for Defenders.
    I actually agree with this. Why can't defenders get melee sets?
  4. Quote:
    Originally Posted by Void Spirit View Post
    What is the reason for the relative lack of supply redside?
    1. Lower population leads to less efficiency & teaming

    2. The merits are incredibly far from balance, requiring much harder tasks from villains to get them. This is because the merits are, absurdly, length only, with no adjustments according to difficulty, TFs quit (especially important to RSF), or player skill (which is much higher in most villain teams for many reasons).

    3. There are MUCH more farmable arcs for heroes, especially Praetorian arcs.
  5. Quote:
    Originally Posted by War Witch View Post
    Keeping the markets divided would require significant on-going development support, and we needed to take this into consideration. But, most importantly we wanted to produce the most fun system possible, and this decision reflects that.

    These changes are very exciting and will simplify not only the way we create content, but provide freedom for you to play your characters the way you choose.
    I'm pleased by these priorities and the wisdom they suggest.
  6. ChaosExMachina

    Market Merger

    Where's the announcement?
  7. Kudos. This was absolutely necessary to GR, and they were wise to switch strategies. (After reading a topic in which every single person was talking about moving their villains and nobody about moving heroes, you could see what would happen IF that had been representative of what people would do at launch. Not merging was effectively gambling the viability of the whole concept of opposing groups, which GR is about, upon the belief that migration would be balanced.)

    Quote:
    Originally Posted by CoX_Zombie View Post
    Logic shoots and scores!!!!!!!!

    RP and their coach Nonsense slump off the pitch in defeat with the crowd chanting "LOL! LOL! LOL! LOL! LOL!"
    Quote:
    Originally Posted by EvilGeko View Post
    Ditto. Despite what the RP weirdos think, this will actually enhance the freedom to RP.
    Not RPers. Just Altoholic. A merged economy even makes RP sense.

    Quote:
    Originally Posted by SwellGuy View Post
    I was just wondering if they are going to do away with the idea that you leave your influence/infamy behind when you switch. I mean as it stands with her announcement you can just store it in the market or email it to yourself across factions any way.
    This demonstrates an ability to switch methods rather significatly during development due to feedback. Cool, and hopefully it means not only that there will be no inf escrow, but no prestige escrow. Merged SGs please!
  8. ChaosExMachina

    Market Merger

    I actually kind of suspected this would happen, given some dev / PR comments, the rewrite of some of the biggest farm arcs in i19, and the way that it was delayed to August. Just a vibe that I've been getting.

    VERY WELCOME. Kudos to them for listening and putting the resources into getting this massive 'database nightmare' up so fast.
  9. That means there will be 2-4 weeks of open beta and 4-6 more of closed beta.
  10. Quote:
    Originally Posted by KingSnake View Post
    2 simple fixes and story arches wouldn't be annyoing at all, and far superior IMO to paper missions.

    1. Keep the zoning to an absolote minium. Only zone if it makes since to do so. (IE, you need to speak to a contact in a different zone). Outside of that, keep them all in zone.

    2. Give us the phone number right off the bat. Screw this trust thing. I get telemarketer calling me on my cell phone... phone numbers are not usually a big private trust earning deal, and if you trust me enough to put peoples lives in my hands by god you should trust me enough to give me your cell phone number...

    You do that, and I'd never touch paper missions again. Frankly, i don't DO paper missions red side at all usually, cause the missions are all pretty much in the same zone, and you get the cell phone eairly. (though, IMO, you should just be giving it at the start like in the RWZ)

    But hero side, where the contacts love to send me all over the map for each mission? Screw that. I'll run papers. (or i guess, scanners..) Hope the dev's do the new missions for the new zone more like CoV and a lot less like CoH.
    Didn't they do that, to a lesser degree, in i17, at least at low levels?
  11. Good idea, but the cash charges are ridiculous. I can see that the $5 is to offset sales of transfers, but the 50 cents per month is extreme. Within a year that is more than the cost of a transfer, in addition to the initial fee. And for what, just the ability to make occasional temp transfers to team with somebody? Somebody who uses it to the full is paying $132 in a year just to get around technical restrictions.

    The automatic reservation of names is also not so desirable. Names are hard enough to get now, without making them global.

    The rest of it sounds like a winner.
  12. Heh, that is best personified by the ITF. Though it makes no sense, it is the most fun TF so far, and probably the most often run.
  13. See anything related to the council, and it's gotten weirder in newer issues.

    The ITF and Requiem's involvement make no sense.

    The i15 TFs make the opposite of sense.

    There are like 4 different factions in multiple dimensions and their AVs' loyalties and backstories swing wildly.
  14. Quote:
    Originally Posted by Reptlbrain View Post
    The ticket cap is 1500/mish, so if you're running a click glowy and end it sort of mission, you should fight til you have 700 something tix, then click the glowy.
    Is this with a particularly big map? The 'save devs' hall of fame arc has about a 500 cap.
  15. Quote:
    Originally Posted by Nethergoat View Post
    step 1: set for +0/x8
    step 2: find a map you like full of enemies you like
    step 3: cap your tickets (takes my ar/dev blaster 20-30 minutes, the Goat somewhat less).
    step 4: roll them all Bronze level 35-39
    step 5: delete the garbage & craft the 'good' ones for huge profits, I've never made less than 50 million on a run.
    That's much like what I do, but my results have been less.

    How many tickets do you usually get at the ticket cap? I get about 500-600, or 8-10 rolls.
  16. Quote:
    Originally Posted by Nethergoat View Post
    if you follow my MA farming plan you'll be making 100-200+ per hour.
    =P

    Running straight missions, no way on earth barring a super lucky drop.
    Which plan is that? What would you roll?
  17. Quote:
    Originally Posted by SpittingTrashcan View Post
    Radio missions don't cause stupidity. In fact, they're probably the smartest way to get right to running missions, since every other way is, as you aptly described, more convoluted. It is rather unfortunate that the easiest and most convenient path to gameplay is also the one that offers the least interesting gameplay, but that's hardly the fault of the players.

    I also have some doubts about citing familiarity with the poorly designed legacy systems of a pretendy fun time game as proof of intelligence.
    Oh wow that post is awesome. More interesting scanners (maybe tips will provide such?), and less them darn kids these days. Pre-I8 hero arcs are ridiculously convoluted and not in an interesting or challenging way.
  18. Supersigned.

    I also suggest an option to make any enemies you attack send out an aggro signal because I hate teams that lure too often.
  19. Master of runs are fine. The problem is that the TF teaming mechanism sucks. Trying just in case is fine, but after a fail you have to restart just to do it normally.

    What it needs to work better in this case is a way to turn temp powers back on without restarting.

    In addition, there should be a way to add teammates (for no rewards) if somebody quits (not if they log or are kicked from team), and restart without rerecruiting the teams. The reason that is important is that the TF mechanism is now used for things dramatically different than its purpose. Specifically, this is key to solving RSF ragequits, making ouro viable for teaming rather than just solo, and MA accessibility.
  20. Quote:
    Originally Posted by magikwand View Post
    No, I didn't read what they said, because I was the first one to respond to this post. In case you missed it, the OP's post did involve a lack of villainous content as well as feeling like an errand boy. I won't disagree that sometimes one can feel like the equivalent of a cart attendant while in the Isles. I didn't dispute that in my original post. I do, however, stand by my belief that the Patron Arcs are great villainous content and should not be overlooked if one is searching for such.
    What I meant was that the OP didn't say anything about unsettling, evil, dirty, and downright villainous things to do...

    Quote:
    Originally Posted by magikwand View Post
    I don't think we are disagreeing on anything really, C.E.M. You just seem to be reading more into my response than I wrote.
    Quite possible. It's nothing against you , but rather against the words - the way that people can sometimes mix not wanting to be a lackey with wanting to be able to do more vile things. They're totally independent subjects.

    I can be kind of terse. This could be related to aspiness but I prefer to think of it as being direct. Anything read between lines is probably exaggerated.
  21. I just want to thank the wonderful people who post keywords like these:

    Quote:
    $10 tail is the best!, a tail of two furries, animation? assume!, city of furries, furries get no tail, furries get some tail, get your yiff on, hail to the tail, i want a catgirl mount, less rp more pvp, lughebu, lughebu shall eat tail?, oh god how do i tag, oh god how do i tail, pvpers pay too, retail tail, retailiation, rub you tail on me, some mutants get tail, that's more like it , twisted tails, were wolf tail, werewolves aren't mutants, wolf tail, woot!
    Heh.
  22. The defense numbers are now 2.5 and 3.5, respectively.

    The power is still rather strong for a booster. I think what might work would be adding more buffs so that, like mystic, there are so many that a few strong buffs are not that overpowered.

    There is an approximately 60% chance of getting a very strong effect:

    1. 30% recharge
    2. Endurance discount and regen
    3. Defense (which type you want more would be determined by build)

    For example, what if pain tolerance were converted into 2 powers, 1 for endurance and another for mez resistance and regen?

    Add a few more, like a 5% resistance, or a small power boost style effect, and you would make it work with a greater variety of powersets (resistance armors, buffers), while also preventing it from becoming a predictably large buff to defense builds.
  23. Quote:
    Originally Posted by Avatea View Post
    Patch notes for build 1800.201006040036.3T

    COMBINED

    Mutant Pack Updates
    • Fixed some issues with the new Mutant Pack, and added a few more goodies.
      • Added Organic Swords (Dual Blades and Broadsword).
      • Secondary Mutation: Acute Senses defense buff reduced.
      • Secondary Mutation: Tough Hide defense buff reduced.

    Global Email
    • Increased the time before stored emails are deleted from 30 days to 60 days. There is now a column after the date that indicates how much longer an email will be stored.
    Excellent! The email improvement is surprising at short notice.

    The defense numbers are now 2.5 and 3.5, respectively.

    The power is still rather strong for a booster. I think what might work would be adding more buffs so that, like mystic, there are so many that a few strong buffs are not that overpowered.

    There is an approximately 60% chance of getting a very strong effect:

    1. 30% recharge
    2. Endurance discount and regen
    3. Defense (which type you want more would be determined by build)

    For example, what if pain tolerance were converted into 2 powers, 1 for endurance and another for mez resistance and regen?

    Add a few more, like a 5% resistance, or a small power boost style effect, and you would make it work with a greater variety of powersets (resistance armors, buffers), while also preventing it from becoming a predictably large buff to defense builds.