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Posts
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Joined
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Seriously.
Several of last few patches have seen Release Day emergency fixes.
The I21.5 release had more bugs than I can recall in any single release over
the history of the game.
But, I'm not just talking about quantity of bugs. I'm talking about simple, and obvious
stuff that should never even get out the door in the first place.
For instance:
How did they NOT detect the fact that SSA3 couldn't be completed red-side?
How could the guys coding this stuff NOT notice that the primary User
Interface was completely reset ... on every character?
How did they NOT notice that the inspiration tray moves - every single time
you zone on every single character?
How did they NOT notice that the Map went dark on characters who had fully
explored those zones, and that it was clear on characters that had never ever
been there?
How does this crap keep getting released into a live production environment
all the time?
Even worse, how does it continue to happen in cases where these bugs are
seen and reported in Live Beta weeks before actual release (fully discounting
the fact that a lot of this stuff shouldn't have even left the programmers local
build in the first place)?
How in Hades can the Production Release Manager even begin to think these
things are purely minor inconveniences that are still acceptable for live release?
Oh, and lest folks think I'm being overly critical of just the Game Devs, the Web guys
are just as bad, and maybe even worse imho (given the relative complexities
of the game vs their web pages).
The logout bug has been with us for more than a YEAR.
The CSS layout hero side has been borked for more than a month.
The Forum Maintence notice has broken/missing graphics links (at least, it did Monday).
Forum maintenance has been postponed twice in recent weeks and fully rolled
back once.
Do I even need to point out the various billing and accounting issues since Freedom
went live?
In short, during the past year we have seen a serious degradation of quality
in just about every facet of the custormer-facing operation we care to examine closely.
Is this what we're to continue to expect in terms of quality software in the
F2P model?
Any given issue item could be discounted - crap *does* happen in IT (I've seen
a lot of it in my 30+ years in the industry).
But this? This isn't a case of a few odd isolated issues - this is an ongoing trend
that is frequent, highly visible to the customers, and quite honestly, very disruptive
to the game experience. It adversly affects the overall consumer confidence that
we're receiving (and paying for) a high-quality product, and reflects quite poorly
on the game (and by association, the companies involved).
Would someone kindly explain to me why I should continue to pay for this product,
and what exactly is being done to reverse the trend of crap software we've
been enduring lately?
Regards,
4 -
Quote:Yes, I am aware of the published "why".FourSpeed, using /ah has caused issues for players with low-end machines or slow internet connections, as it dumps the entire market listing onto that map instance. By that, I mean it causes those same issues for anyone on that map, whether they were the one to use /ah or not.
In severe enough situations, it could be used to cause mapserver disconnects for everyone on a map, making it a potential griefing tool. (And yes, that applied to certain bases as well.)
How many recent changes are due to these "server load" issues?
In the past, there've been issues with particle effects, mob hoarding, certain
trial and mission maps, pets, the market interface in general (not just /ah),
and that's not even counting driver and/or ultra mode issues we've run into
along the way...
It certainly begs the question of what sort of hardware they're running on and
what sort of unoptimised/inefficient code they're putting on it when "server load"
is the reason for repeated feature removal.
It's not like we're running 1 million users on the system, or that there aren't
seperate (or multiple) systems for handling things like maps, instances, etc
in their architecture.
In short, yeah I know the complaint, and I find it lacking...
Regards,
4 -
Quote:So, being unable to use /ah in your base, where you'd be likely to, you know,
Remote auction house now properly disabled in mission maps and SG bases.
have salvage stored, have a crafting table, and maybe have an idea about using
these features to buy recipes, craft them, and sell them on WW/BM from one
simple, sensible and convenient location is intentionally verboten?
/unsigned
4
PS> I'm fine with that in Missions. But in SG Base? That's just Wrong... -
I'm with BrandX on this... I won't always see/hear it, but if I do, I will acknowledge
it with a "Gratz".
Exceptions to that are for runs like DFB/MS Raid that are veritable dingfests
and/or pure hectic chaos. I'll typically not say anything at all during those sorts
of missions.
I also disagree with the folks who assume it's insincere because it is simple or perfunctory.
Tenzhi has the right of it imho - it's polite, appropriate, and promotes a friendly
atmosphere.
I might have "Gratz" on a keybind, but that doesn't mean that I'm not happy
for their progress, or occasionally reminiscent of how much I enjoy the feeling
of levelling my own toons. Sometimes, it even makes me smile.
Regards,
4 -
Why are you testing???
Don't you KNOW that the Devs will simply ignore your findings anyway?
Oh, and lrn2post, noob....
Good Day,
4
PS> In response to previous posters, this post has supplied a small measure of
A: Nerdrage B: Pointless futility C: Vitriolic trolling.
PPS> Yes, I was kidding ... "Lighten up, Francis!" -
Never heard about the Coupon Collector's Problem, and don't care about it
either way - afaic, all Mazey and Snow are doing is having a pointless whizfest
that constitutes little more than an extended threadjack.
What I *am* reading about is a potential CoH GAME Problem in the works...
Simply put:
Random + Exclusive + RL Money == BAD (it really IS that simple)
Change any of those 3 variables (to: Chosen OR Inclusive OR Non-RL Money)
and you have something that is potentially workable and GOOD.
Otherwise, No -- Hell NO.
I, for one, am exceedingly glad that Zwill has raised the issue, and I'm also
glad that the Devs are pulling their heads out of the sand long enough to
seriously consider the uproar.
I truly hope that in the end, Common Sense will win the day.
Regards,
4 -
Quote:Well, just to be clear, /ah and Workbench are two different issues.It was probably changed because someone managed to find some way to exploit it. Maybe it was something related* to why we can't use the /ah command in instanced missions anymore either.
* The Devs claim that it was taking up too many "server resources" but I'm almost positive they finally realized how broken it was to be able to access the market while in a mission.
/ah doesn't work in instanced missions, which is nbd to me, except that the
SG Base is an instance, and having /ah not work *there* is a real pita.
I believe one of the issues with /ah is server load due to the way the Market
Interface is populated (that's always been problematic and has been improved
at least twice that I know about).
Interestingly enough, /ah works just fine in a PvP zone though...
I've grabbed the odd inspiration that way before -- I know -- Naughty Stalker!
I can't help it, I'm EVIL!
Workbench doesn't have the same problem (as far as I'm aware). I've not actually
tried it in a base (Hmmm) because I have a crafting table in there...
I was musing about possible PvP implications, maybe crafting a team load of
temp powers, but I'm at a loss to see the problem, and/or how making them
zone out before crafting would solve it...
I'm fairly sure that Workbench did work in Bloody Bay (at least) back in the I-11
timeframe or so when I first got it on a toon...
I'm not concerned about /ah other than the Base issue (Fix that Please!), but I
was curious when Portable Workbench was changed (don't recall ever seeing
a patch note about it), and whether a reason was ever given for it.
Regards,
4 -
Quote:Nope.I love the benefits of IOs as much as the next guy, and I use them on all my characters. However, they sure do make a lot of powers and ATs feel broken or obsolete. Part of me wishes that the invention system was only ever crafting temp powers. I love using craftable temps on my characters, and would love it even more if there were more options. Keep in mind, I'm in no way advocating that IOs be removed or anything like that. They've been around far too long to go back now. I was just wondering if anyone else ever longed for the good old days when teams ran around more often because it meant something more than "those people I need to start the TF".
To be sure, there was a lengthy period after ED where toons felt pretty mediocre
compared to pre-ED days.
That said, Inventions allowed us to go back to feeling like we had truly powerful
characters once again.
Additionally, multi-aspect IOs that never expire actually allow toons to build-in
a more consistent performance level where you can enhance more than just
the core attributes, and effectively do so earlier in the toon's career.
By that, I mean that if you graphed SO's performance, you'd see a sawtooth
effect from slotting a set of +3s that gradually decline to 0 (or even -1) before
jumping back up when the next batch of +3's get slotted.
With IO's, once slotted, performance is smooth and consistent from then on,
and I definitely don't miss the 5-level replacement cycle we used to have (even
though I know other players are still content with that approach).
Finally, the third consequence of IO's - the Markets (WW/BM), have also been
a huge benefit in two key ways - first, by giving me access to IO's I'd otherwise
typically not have access to (tf/trial pool drops for a solo player, for instance),
and secondly, by providing a mechanism that allows me to earn enough inf to kit
out any/all of my toons easier than at any other time in the game's history.
I surely didn't enjoy the transition period from ED to IOs, but I wouldn't want
to go back to pre-IO days.
Regards,
4 -
I lucked into a nice drop the other day on a PvP toon that has the Portable Workbench.
I thought "Nice, I'll just craft this up quick, drop it off in BM with /auctionhouse
and get back to stalking/killing guys..."
No such luck - Portable Workbench doesn't work in PvP zones.
Does anybody know when that changed, and was there any rationale listed
for changing it? It seems a bit odd, and I'm fairly sure it used to work there
in the (distant?) past...
Having to leave the zone to craft probably saved at least one Hero's miserable
little existence for a bit,but it made me wonder if there was some sort of
game-breaking issue with having the Workbench in a PvP zone. Go Figure. <shrug>
Regards,
4 -
Quote:Exactly my point...But that's an example of one particular powerset combination, and is not representative of the entire AT.
Just because your Fire/Ice tank is no good in PvP, it does not automatically mean that ALL tanks suck in PvP. A Fire/SS/Earth tank is actually pretty good.
I specifically mentioned power set differences for a reason. It applies to every AT.
A Psi/EM blaster is awesome in PvP. A Dual Pistols/Ice, not so much. They're both blasters, but the power sets chosen make all the difference between whether they're going to rock or suck in PvP.
Similarly, a Regen scrapper will be significantly better in PvP than a Willpower scrapper. The self-heals make the difference there. Willpower's reliance on resistance, defense and regeneration make it awesome in PvE, but in PvP the defense and regeneration might as well not even be there because of the emphasis on accuracy and the likelyhood of being killed in seconds flat, long before your regeneration has a chance to heal you.
That's what I meant about any AT being viable, but specific power set choices make the difference.
Most AT's have powerset combos that completely suck in PvP, and there's ZERO
way to know that from their PvE performance.
Experienced PvPer's have learned (mostly from trying them) what works, and
what completely blows chunks.
Little Johnny (or any new or sufficiently inexperienced PvPer) is going to have NO
clue and if he's also a person that is iffy on the whole PvP thing from the get-go,
he's going to have a seriously sucktastic time and will be even more convinced
that PvP is this game is assinine.
Regards,
4 -
Quote:Literally, you *could* play with that. Some folks have dabbled with *just* Brawl.I did mean literally "you could play with" not what is the minimum possible the game allows
More in line with what you may be asking for, I can play with just 3 powers
on my Stalker(s) - Hide, Placate, and AS.
1-Shotting mobs never gets old, and having mobs looking around seemingly wondering
"wth just happened?" after Placate still makes me smile sometimes.
Sure, extra attacks are nice if I want to stick around and be a Pocket Scrapper,
but those 3 can get the job done all by themselves...
Regards,
4 -
Quote:I don't hold the position that "stupidity" doesn't exist, or is even particularly rare,Originally Posted by Forbin_ProjectIf you only could have seen some of the harebrained logic the overpaying complainers have used over the years to justify why they should be allowed to pay the lowest price possible while everyone else continues to ridiculously overpay them you'd understand why they keep getting called stupid.
Imagine a person in a bathing suit who is insisting that he won't get wet if he jumps in a pool of water while it's raining.
after all, I DO hang out in the Market Forum section and the Market Channel.
We have seen some unbelievably clueless folks rant in there over the years.
In fact, the guide in my signature is the direct refutation of an especially clueless
(imo) poster.
The point I did make however (in my first post) is that I wouldn't automatically assume
stupidity is the only reason, or even the primary/default reason for overpaying,
and some of the reasons are (again imho) perfectly rational in many cases, if/once
all the factors are considered.
Quote:Originally Posted by ClawsandEffectThe way I see it, how much I choose to pay for something and why is none of anyone else's damn business.
I overpay all the time, as mentioned before, mostly because I like to finish what I'm doing before I log off a given character. I have numerous characters, and it could be weeks before I log that one in again. There is a decent chance I will have forgotten what I was doing before I logged off in the intervening time.
If overpaying for a piece of salvage means I can be done with what I was doing now, rather than later, I can live with that. 50,000 influence one way or the other isn't going to make a huge difference in anything, especially when I can earn it back in the course of fighting a single spawn at level 50.
I think that little fact is commonly forgotten. How ridiculously easy it is to earn influence just by playing the game. My level 50 characters can earn 50,000 influence literally in less than a minute. Why should spending that much bother me when I can make the same amount back so quickly?
I have a tendency to stop into the market for a particular task, and sometimes
that involves purchases at the NAO price.
For me, it's always a cost/benefit decision based on the price, the time and
what else I want to get done in that game session.
Regards,
4 -
Quote:For the most part, I'd say this is simply not true.From what I understand, you can make any AT work, it's just specific power sets that are more desirable.
Some AT's can do more or less ok (maybe even good), particularly Stalkers
and Blasters, but plenty are simply not useful, and a few are completely
worthless.
A perfect example for you... Burn Aura/Ice Melee Tank.
In PvE, nearly indestructible - it can tank Lusca for cryin' out loud.
In PvP - It might be able to bushwhack an 8yr old, with learning deficiencies,
on his first day in zone...
Why?
Ice Patch - worthless. SuperSpeeding, SuperJumpers completely ignore it
(and in zone, about 80% of players have both).
Burn - Even a moron knows not to stand in it.
Blazing Aura - mostly worthless. Nobody will stay in it either. It *can*
break a Stalker's hide (about 50/50 actually, due to Stalker AoE def in Hide)
Healing Flames - mostly worthless. First heal is good - it goes downhill from there - quickly.
Holds - worthless - they last about 2 secs (if that) from a Tank. Never bothered
to actually measure it because they're useless...
Basically, he doesn't have a useful power in PvP - this is (by far) the most worthless
PvP toon I have - despite being demigod-like in PvE...
In short, that toon cannot kill anyone in a PvP zone.
I'm betting he's not the only AT with issues like that - he's just one that I have
practical experience/knowledge of...
Regards,
4 -
The bare minimum?
The two T1 powers (1 Primary and 1 Secondary), along with the Inherents
(Health, Stamina, etc.)
In the *old* days it used to be called a "Man Build".
Will it be fast or particularly fun? Probably Not.
Is it doable? Yes, I think so.
The next minimal cutoff points would be how you'd count Vet powers
(ie. Account Wide stuff, like Sands of Mu, Blackwand, Nemmie Staff etc.)
along with purchased account powers (ie. Ninja Run et al).
Finally, the 3rd minimal tier would be temp powers like Rocket Packs and others
that drop from missions...
But I'd bet that just the two T1's and slotted Inherents would work.
Regards,
4
PS> No, I wouldn't want to play a toon that limited... -
Quote:This is a bit ambiguous, so I'm not quite sure what you meant to say.I've since heard on the grapevine that we CANNOT claim vmerits for sig arc 1 AND sig arc 2 in same week. Supposedly the fact that we could do so week one of sig arc 2 was a bug/glitch that the update "fixed."
If true, SO LAME. I think as VIP Players we should be able to run all the arcs once a week for vmerit rewards.
My Widow ran SSA 1 thru SSA 3 last night for the first time and she was able
to select an A-Merit for each arc.
She then re-ran SSA 1 again and was able to claim a 4th A-Merit.
So, from that context, what you said is not true.
However, going forward (now that she has claimed the "free merit" from each
of the 3 arcs), she would only be able to receive a single A-merit each week
regardless of which SSA(s) she runs.
In this context, your point is true - you can only get 1 A-merit / week from SSA arcs.
The basic process is this:
1> Confirm your Alignment (if necessary)
2> Receive 1 A-Merit for each "First Time" run of an SSA arc.
3> Receive 1 A-Merit per week (total) for running any/all SSA arcs.
After last night's SSA runs, my widow can only get 1 A-Merit per week from the
SSA's now until new SSA's are released.
The week they release SSA 4, I'd be able to run that and get 1 A-Merit for
the new arc, and also 1 A-Merit for any additional run of an SSA arc that week.
The other point Ironblade mentioned is early on, there was some weirdness
(bug?) with *some* characters regarding their Alignment.
What I have personally seen on my own toons is this: If they have the Morality
Power (Hero / Villlain ... NOT Rogue / Vigilante) they're ok, and will be eligible
to select an A-Merit. I have several toons who did this (though some haven't
run tips is a LONG time -- though they were a "confirmed" Hero or Villain).
If they don't have that power, then they need to run tips/Morality mission before
being able to claim the A-Merit from SSA's. The widow mentioned above had
to do this, as she'd never run a morality mission (although, she's always be a
villain).
Hope that clears up any confusion.
Regards,
4
PS> Kudos Devs! SSA 3 from the Villain side was awesome! For the FIRST time
since CoV came out, one of my villains actually *felt* villainous -- Finally! GJ! -
Quote:Now, *this* I can agree with.This.
Seriously. No one cares if someone overpays. Well, maybe the seller cares, but in a positive way. No one has any hostility toward people who overpay. At worst, they might feel amusement or mild contempt. Mostly, though, no one cares.
However, when someone comes in here and complains about how they had to pay too much for something.... "Had to"? Was someone holding a gun to your head? Was there a timer on your money? You can have it *NOW* or you can have it at a reasonable price. And let's keep in mind that supply and demand determine a reasonable price - not the skinflint who screams the loudest.
Categorically claiming people are "stupid" if they willingly overpay for an item,
is rude and narrowminded.
Willingly overpaying and then publicly complaining about the prices is pretty
hypocritical.
The prices are fully governed by players (through the economic principles of
Supply & Demand). Additionally, there's more than 1 way to obtain items, and
some of them don't even require inf.
My own rule of thumb is to bid *only* what I'm willing to pay based on the priority
I attach to having the item. Sometimes, that is 11 and sometimes it's 1,111,111.
Regards,
4 -
Quote:Well, the history of those decisions is rather sordid...Hm, I see.
I was just wondering why it is. I've been working on a perma lightform build in mids, and from what I can see, thus far, the science works in PvE. it's almost complete, having achieved the majority of expected effects, and it looks ready to go when finished. However, Mids also states that recharge time is untouched in PvP. I assumed for a program that's been working for a very long time, along side one of the oldest MMOs out there, it would have been able to identify this if such a debuff was intended and present.
In the first place, the game *never* had PvP when it was released.
Consequently, little thought was given to what would happen when one player
used his powers on another player... In the Beginning, Balance was non existant.
Obviously, that lead to a lot of changes...
Unfortunately, there were two problems. The first is that The Game Engine
didn't/doesn't handle some PvP-ish things very well (ie. mezzes comes to mind).
The second problem, and it's a doozy, is that many (if not most) players
were perfectly happy *without* PvP in the game, and when devs started
changing their characters for a reason that was pointless to them, murderous
screams arose.
That lead to a lot of things working differently in PvP than they do in PvE.
Additionally, most of those changes were made by devs who had minimal PvP
experience in the context of their game, and who themselves (as far as I know)
were also not good, or particularly active PvPer's.
Then somewhere along the line, someone got a burr up their behind in a seriously
misguided fit of trying to make PvP palatable for all of the players who didn't
want it in the first place -- and they then decided to revamp the entire system.
To make it worse, their first action was to blatantly ignore everything the people
who actually *did* PvP suggested -- thus was born I-13.
If anything, this widened the gap between the way things work in PvE and the
way they do in PvP...
Not only did this NOT entice Little Johnny to jump onto the PvP bandwagon, it
pretty much also guaranteed he'd never figure out how it works even if he did.
On top of that, it seriously peeved the actual PvPer's off to the point where
many of them left, and iirc got at least one Game/Forum rep fired.
...and that, Virginia, is how we got a PvP system that nobody likes, only
a small handful of people bother with, and fewer still truly understand all
the nuances of how it *actually* functions (apart from "abysmally")...
Regards,
4 -
Quote:Yes, I fully get it that you think there is in fact only one *right* way to do things.
I believe the rational case for GETTING IT NAO is vastly overstated, merely to make it sound logical and reasonable.
Practically speaking, that supposition is inaccurate.
In fact, taking that mindset to it's logical conclusion, why would you ever buy
*anything* in this game? Surely, if you're patient, it will drop ... eventually...
So, on one extreme, we have the "Buy it Nao" position where players value
time over easily obtained pretend money, and on the other extreme would be the
"Buy it Never" position where players would slot just drops, valuing pricepoint
over time.
Clearly there's a lot of room between those two positions.
Given the typical Levelling times from L1-L50, I think we'd find a pretty large
statistical sample of players buying between Now and Tommorrow for most
commodities in game if we could mine the market transaction data.
With the notable exception of PvP and Purple IO's, the lower limit is probably
four days (ie. run tips enough to get 2 A-Merits). While there are a small handful
of IO's you can't buy with merits, the vast majority would be available for no
inf at all...in four days...
So, why would you ever wait longer than 4 days for any "normal" stuff?
If it's "insane" pricing, why wouldn't you grab it with tix or merits instead?
You're basically arguing the tradeoff between paying more for extended use
(from having it sooner) versus getting it for the lowest price possible even if that
means waiting for X amount of time.
Further, the position you're taking labels any players that don't take the
second approach as stupid rather than a simple player choice.
I find this somewhat amusing in a game whose purpose is leisure entertainment,
and possibly a bit self-righteous, self-centered and maybe even mildly offensive
as well.
Quote:"But I don't want to wait, and if I have the inf, why should I?" No reason you should, but for the players who don't have billions of inf to throw around (or who simply can't abide personal conspicuous consumption even when it is only virtual), it is useful, I think, to point out that they really aren't missing out on anything vital by simply waiting a little while for sanity to return to the salvage market. It's not like their toons will starve to death and be deleted from the servers if they don't slot the next IO in their latest build experiment RIGHT NAO.
How exactly, can you *quantify* what I'm missing or not missing by buying
or not buying a particular item at a price I'm *willing* to pay?
Who appointed you to define "conspicuous consumption" on the part of *other* players?
Spending 0.00075% of my wealth on an item is excessive? Really?
What qualifies you to label the salvage market as "insane" for other players?
Especially given that *every* player who paid for salvage (or anything else
on the market for that matter) did so voluntarily and willingly?
Who made you the arbiter of the game *I* play?
One of the primary benefits of the Market imho is that it accommodates everyone,
regardless of their motivation, wealth, or in your rather narrow view, intelligence.
Need a bargain? Bid low and wait - There's a good chance you'll get what you
want, given sufficient time.
Need to improve Nao? No worries - the 0 key is Your Friend.
Can't buy what you want? Still no problem - with tickets or merits you can
still get what you're looking for with a little time and effort.
In short, there's more than one way to do it, and more than one reason to account
for it.
Anyway, that's enough of a threadjack for me...
To the OP - don't sweat the prices... Bid what you're willing to pay.
If you need more inf - it's unbelievably easy to earn it - check out a guide or two.
If nothing else, when prices seem high ... SELL!!!
Regards,
4
PS> So, of all the times you've been in an actual RL store in November, how
many times did you (Wing Leader) buy something on backorder? Seriously. -
That's probably a question better posted in the PvP forums.
Some of what you mention seems "off" if not wildly inaccurate...
What I know is different is:
* To Hit vs Players is 50% (not 75% like PvE NPCs).
* DR and Elusivity significantly effect Defense and Resistance (reduces them)
* Suppression occurs for a LOT of things, particularly Buffs
* Holds work quite differently.
I don't recall exact details on most of those things - preferring the far more
practical (and much easier) approach of simply learning what works on my toon,
and what doesn't
Also, I have no idea how iStuff behaves as I typically PvP in Siren's where none
of that even applies.
In arena matches, the organizer can set many of the attributes.
Regards,
4 -
Quote:To You.
But none of that provides a convincing rationale for the Must Have It Now point of view.
Quote:There are very few, if any, cases I'm aware of in which a new IO or two will make such a significant difference in the immediately upcoming gameplay that IT MUST BE HAD RIGHT NAO.
My subjective opinion for instance, is that I prefer to enhance powers rather than try
to use them unslotted. I'm also of the opinion that some IOs DO matter - procs, for instance
(Karma -KB, Kismet Acc etc.) can make an immediate improvement in a build.
EndRdx, Acc, Dmg, Rch IO's can also make an appreciable difference in a power -
particularily if it's new or underslotted currently.
Quote:And I don't get this whole "play time vs. inf cost" comparison. How does it consume "valuable playing time" to just drop in a buy order and then go off and continue doing what you were doing?
Go pick up the item when the buy order is filled and get on with playing again. What's all this about waiting around for low bids to be fulfilled?
To me though, particularily when I'm selling things, listing sooner means I get paid
sooner - if I need a component to complete that process, NAO can be worthwhile
timeframe, depending on the cost/benefit ratio.
If I'm buying something, *convenience* has value to me there as well.
How often to you drop by a RL store to pick up an item on backorder? *
Far liklier you'll stop by the store, learn they don't have the item you want in stock,
and go elsewhere -- most folks usually won't say "Ok, order it for me and I'll
come back and pick it up when you get it".
Instant Gratification (like it or not) is an accustomed way of doing things...
Again - those are personal tradeoffs and priorities, not uninformed stupidity.
Regards,
4
* Edit: meant to say backorder, not layaway (got Xmas shopping on the brain) -
First, and foremost, those prices are highly volatile and vary immensely, even
over course of a few minutes, let alone days... If you don't like the prices you
see, throw in a bid you're willing to pay, and let it sit -- if it is at all reasonable,
it will fill (probably in a few minutes).
Don't assume the last 5 is in any way representative of the average price.
Also, before we get too complacent attributing things to blatant stupidity, keep in
mind there are several other possibilities (some of which are actually rational)
Here are a few, just off the top of my head...
* Just got a nice recipe drop that will sell as is for 3M, but once crafted, would
sell for 20M... So, if I look at that 150,000 Circuit Breaker as a function of the
18M profit (after fees) I'll get for the sale, that salvage is 0.8% of cost -- ie. insignificant
* Just dinged a level, got a new power and I want an IO for it before I start
the tf my team is planning to run next. Normally, I'd put in a low bid, and get it
tomorrow - but they're waiting for me now - so, I'll overpay to grab it NAO.
That Circuit Breaker may overpriced currently, but... how much inf will I get
from just that tf? Will my new power help? As a point of interest, even substandard
L50's will make more than 1M an hour (not counting drops)... Most probably,
I'll make that 150K back easily in ~10 minutes or so in the tf even on a non L50.
* Some of us have made a LOT of inf over time. I'd conservatively guess I have ~20B
on hand (and I'm a lightweight compared to some folks)...
In that picture the 150K overpay is 0.00075% of my holdings, not only insignificant,
but barely even measurable.
Obviously, it all distills down to the value of your time in relation to the amount
of inf you can make in that same time.
More often than not, you'll lose (ie. miss out on) far more inf stewing over that
Circuit Breaker than you would if you bought it, and got back to killing things.
Of course, using other avenues (ie. AE tix, building up base storage over time etc.)
to obtain stuff is smart also, but I definitely wouldn't assume the person who
paid 150K for that Circuit Breaker did so purely because they're a moron...
Regards,
4 -
Quote:None of those deaths were mine, although I did burn thru a month's worth ofIn further news, yesterday a few of us ran a Mortimer Kal as a team of 4 Stalkers after stealthing the Soul Taker mission. Many deaths were had by all due to multiple-AV spawns and Numina spotting me through hide in the first mission, but we finished in around 40 mins with 14 deaths, and the bonus xp got everybody at least one level. After that, everybody scattered and things fell apart.
inspirations and 4 Shivans...
That is one nasty tf.
Sorry I was so crunched for time, but I'm glad I was able to stay long enough
to help get that thing knocked off...
I also completed the trek to "Grey" late last night, and expect to be L29 or L30
by next Sunday (hopefully, I can stay later as well).
Cheers,
4 -
As others have stated, it really depends on how reliable of a return you want,
and how comfortable with the RNG (Random Number Generator) you are.
There are a number of 1-merit IO's that you could get, Kin Combat, Perf Shifter,
many of the non-proc IO's, etc. that reliably sell for 20M-90M.
Personally, that is the route I usually take if I have an oddball/excess merit.
If you like to gamble, or won't burst a blood vessel if you get a crappy roll
you can, potentially, make more inf on a random roll if RNG is kind to you, and
you don't mind the extra effort possibly of crafting some of what you get.
Of course, with the random roll, your odds of making out like a bandit are lower
(there are more mediocre and junk recipes than there are awesome ones),
but some folks enjoy the thrill of "rolling the dice", and generally speaking,
you'll usually do ok - based on some informal marketeering research made
in the past when this stuff was new.
The Best Use of a merit is ultimately the one you'll be happiest to live with if
it isn't the maximum possible return.
GL,
4 -
Quote:Well, this sounds a bit like Tinfoil Hat thinking to me... <shrug>No, they won't ban you. However, that is merely the most severe mechanism available to the devs to curb farming. MARTy, AE nerfs, etc. are the preferred methods instead. The devs seem to have an arbitrary and unpredictable view of farming (and levelling), so who knows what view--and methods--they'll resort to? I would rather they either get out of the way entirely or just disallow it all together, and I say this as someone who has no particular interest in farming myself.
When MARTy was released (live), a number of CEBR folks intentionally tried
to trigger it ... and couldn't.
AE nerfs have been ongoing since the day of its release. Most of those were
to stop/fix things that were clearly *broken* (monkey farms, MM pets, etc).
Several other changes were to slow leveling - NPC helpers, Single power custom NPCs,
ambushes, insp-preloading, etc. Most of those were not only predicted, but fully expected.
TopDoc, the CEBR creator, outlined several of those possibilities in his CEBR introduction
thread.
Finally, if it isn't totally obvious, the *elimination* of farming (assuming a definition
I outlined earlier) is, in fact, Impossible.
Farming was occurring on Day 1 of the Game's I1 Release and continues to this
day, in a couple of cases with the same content. Of course, that's not even
including recent dev-added content who's intent is clearly for "reasonable" farming.
Would a clearer explanation of "excessive" from the devs be convenient? Sure,
except for one small wrinkle.
Please predict for us, if you will, every conceivable exploit the players can use,
both now, and in the future?
You cannot. Neither can the Devs. Within that simple truth, lies the obvious
reason the devs will not be delivering any Stone Tablets saying "Thou shalt
not engage in Activities A, B, or C, but everything else is OK".
What they have done, fairly consistently, I think, is state positions on player
harrassment, use of real world cash for in-game items/services, unless explicitly
sanctioned through the Paragon Market, and to a lesser degree of consistency,
taken action on game mechanics that are broken, and/or slow techniques that
historically level folks from 1-50 in single digit timeframes (ie. < 10 hrs) when
they become aware of them.
I think the OP's question was a legitimately valid one.
To that point, the correct answer is "No", although, as others have mentioned,
you can get banned for other things, like chat-spamming, player harassment, etc.
which may be secondary, but possibly related to the farming question.
OTOH, I think your vague paranoia is out-of-place, and largely ill conceived as well.
Mind you, my opinion on any of that is worth zero, as is yours. We may have
our own ideas on where the devs draw their lines, but last I checked, neither
you or I wrote a single line of code for this game - they did. Consequently,
they can set any limits they want, and we are free to abide within them, or
go write our own mmo (or play someone elses)...
End of Story. End of Threadjack.
Regards,
4 -
Quote:That's as may be, and certainly we all have our opinions on whether their ideasAnd here is perhaps where the (apparently unalterable) architecture of the game code has painted the devs into a bit of a corner. They still use "leveling speed" as a metric and tool for keeping players playing the same toon. The Incarnate system is, IMO, a far better solution, giving players something fun and exciting to do/strive for, rather than trying to put some kind of internal governance on leveling speed. But increasing the level cap is not available as a way for the devs to extend the end game for players. At some point, these somewhat clunky attempts at providing rough equivalents to level extension (E.g., Incarnate "level shifts") will just collapse under their own conceptual, if not implementational, weight.
jibe with our own or not.
That said, they won't ban you for farming which is, after all, the OP's question.
Regards,
4