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Honestly, I stopped taking travel powers on some of my toons long ago, especially villain side. On the villain side, many of the zones have designs which make SJ and SS inconvenient, to say the least. That leaves flight and teleport. Teleport is nice, but I have never really gotten the hang of it very well, even using the magical ctrl+left click keybind. Not knocking it, just saying it gets me into trouble too much. That leaves Flight... well, there are two ways one can acquire flight. The first is to just get their Raptor Pack. The second is to spend invest two powers just to get the flight power. Personally, I see it as much more useful to take two different powers and keep using the Raptor Pack. On some builds, I will go ahead and pick up Flight late in the build, on others, I skip it altogether. Of course, I've never really seen the point of treating the entire game like a race anyway. I much prefer to relax and just enjoy the game.
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Quote:For the most part, your analysis is accurate as to how currency and value enter and leave the economy. There are two oversights which you sort of missed. First, when an IO is crafted, it takes a chunk of inf as part of the recipe, over and above the cost of the recipe and the salvage. Also, every time money is transacted on the market, around 10% of that is being taken out of the economy. The reason I say ABOUT 10% is that it is actually 5% of the asking price + 5% of the final price. If they are the same, it comes out to 10%, if the original asking price is lower though, it can be somewhat less than 10%.Something that I've been talking to a few friends about the last few days was that the in-game economy is broken in a few key ways. Primary among those is the fact that currency seems to enter the economy far faster than it leaves. This is inflationary and seems to contribute to the RMT problem.
(Please note that I'm not an economist, nor do I claim to be an expert on micro- macro- nor kupo-economics. 'Spice and Wolf' was all about the wolf-girl for me while the economics lessons were lost. Any corrections on my assumptions are welcome.)
Currency enters the economy via well-known game rules: Players gain it when they defeat enemies or complete missions, arcs, or taskforces. They can also gain it by selling recipes, salvage or enhancements to vendors.
Currency leaves the economy when players buy recipes or enhancements from vendors, buy consumables like temp powers from vendors, or trade influence for prestige. It also happens when they pay for costume changes.
Note that this isn't *quite* the same thing as value entering or leaving the economy. That happens when players have valuable enhancements, recipes, or salvage drop, or when they craft an enhancement. About the only time value leaves the economy is when a player destroys enhancements or uses up a crafted temp power.
Most players seem to acquire a steadily increasing supply of influence or infamy over their characters' careers, and slowly trade it for enhancements. 'Consumables' like tailor visits, temp powers, and bought enhancements don't seem to eat into this supply very much. Accordingly, the economy inflates at a pretty steady rate. The going trade price for sought-after goods goes up and up. The only thing that ever causes those prices to come down is to introduce new goods -- first Super-rare 'Purple' Recipes and then PVP Recipes.
A lot of people feel like they have to turn to RMT to have a shot at those items, which fuels the problems that've been discussed in the last few days.
The obvious solution seems to be to add more money sinks into the game. These could come in the form of new consumables -- new vendor-only temp powers, recipes, or the like. The problem there is finding the cost threshold at which players will spend their in-game cash reserves and not immediately go to RMT.
If the prices for a 'prestige' item are too high, lots of players will simply buy it with real cash rather than in-game currency. I personally saw that happen in Everquest when certain mounts were introduced. Lots of friends decided to 'skip' earning the dough to pay for a mount and bought in-game funds with real cash. (Everquest had some nasty cheats at the time, so this had exactly the opposite of the 'money sink' effect it was supposed to provide.
Another possible sink is to add in-game gambling mechanisms. We already have the settings for it in various in-game casinos and clubs. (The Rikti Monkey Fightclub seems custom-tailored to inspire player gambling.) However, there are many, MANY problems associated with gambling, even with virtual currency.
Do you think the economy needs more money sinks? If so, what kinds of money sinks do you see as successful or workable?
Another way both infamy and value leave the economy is when players leave the game or delete characters. Even though in the first case, those items still exist, and will re-enter the market should the player return, at least for the moment, those items and money are not a part of the overall economy.
As for money sinks being able to fix the economy, I don't see it having a positive impact at this point. Economics is all about supply and demand, except it is supply and demand of currency, rather than goods or services. If you introduce money sinks, you are going to drastically increase the demand for money. People who are trying to make a lot of money to buy those purple recipes are still going to want those purple recipes, plus now they are going to be striving for whatever it is they can acquire through the new money sink. That means they will be charging even more for their own rare recipes and salvage in order to scrape together the money.
There are a few ways to deflate the economy. One is to increase the supply of items which are overinflated without increasing the demand for the same items. An influx of new players would indeed increase the supply, but it would also increase the demand, so that wouldn't work. The easiest way to increase supply without increasing demand is to increase drop rates. As the market becomes saturated, the demand will be met, and then start to decline, perhaps overnight.
The other way, and I have actually seen this accomplished in smaller online games back in my days programming MUDs, is to have a variable vendor economy. The way this is accomplished is to look at the current supply of money in the economy and have vendors raise and lower they amount they ware willing to sell and buy items for. This has to be done carefully though, as if it is not implemented correctly, it can make it difficult, if not impossible, for lower level characters to outfit themselves with even the most basic of gear.
Going Rogue actually has the potential to make a major impact on the market, particularly red-side. Blue side had a couple of years head start on the red side. There have always been more players on the blue side, and much much more money. There are a lot of people who were capped out on influence when City of Villains was still a distant vision of the future. Up until now, that money has been tucked away in Paragon City. The economy has no direct impact on the economy in the Rogue Isles. With the release of Going Rogue though, unless the game is going to maintain separate balances, plus separate inventories of items, that is going to change. Money will be moving back and forth between the two economies. This could potentially have a very negative impact on the villain economy. I am not going to say it WILL happen, but it is a possibility. -
It really depends on when the majority of people who are interested are available. I am deliberately trying to keep things as open as possible until we can see who is interested. Personally, my schedule is fairly open and, for the most part, can be adjusted.
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Quote:Wow. People are a bit too sensitive. I save my hell-repping for folks that engage in personal attacks, or who refuse to actually discuss anything even semi-intelligently, and instead choose to throw virtual temper tantrums when the entire world doesn't immediately agree with them and bow down in an immediate show of respect and submissiveness.Anyways, my thoughts on this subject can be found here: http://boards.cityofheroes.com/showp...51&postcount=7
And yes. I know it got hell-repped because a lot of players didn't get like getting smacked around and made to look like idiots. When I'm right, I don't care what the hell-reppers say.
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Quote:Good deal. Personally, I am hoping that this can be as level-irrelevant as possible. That's the idea anyway. Of course, we'll have to wait and see how many folks are interested and whether their primary interest lies in farming for merits as quickly as possible or using it as a fun way to level up while everyone on the team reaps the rewards.I'm down for this... depending on the time
I would probably play a 50, unless a few of us were starting toons just for this then I might get something going for that.
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Having worked behind the scenes with another MMO in the past, I think I can offer some insight as to WHY MMO companies don't let more info out than they do, sooner than they do.
Let's say Posi posts some info tomorrow about some new powerset they have planned. He gives some general statements, and then makes it clear that things may be changing prior to release. Now let's say they decide they need to make some adjustments before it even goes into beta. Despite the fact that Posi made it clear that things were subject to change, there will be a lot of people who complain how they aren't delivering what they promised.
I know, from my own perspective, we couldn't even confirm patch dates or what would or would not be addressed in a given patch until that patch was ready to roll out on the servers. If we were to say to player, "Well, I am not sure, but we should be putting a patch out for that this Wednesday", the outcry if that did not turn out true would be how we had PROMISED to have something fixed by Wednesday.
A second reason they don't release information is because of competition. The longer they can keep something under their hat, the harder it is for someone else to roll out competing features in a different MMO ahead of them. Given the release of a certain MMO that which I don't even think deserves having its name mentioned here, this past fall, this is even more of an issue with Going Rogue than it has been in the past with the regularly released Issues of CoX.
Now to chime in on the debate as to whether or not Going Rogue will be delayed. I really can't say. I hope it's not, but on top of the regular issues that plague software releases, there is also the issue of a depressed economy which comes into play in any business.
As for the game being dated... perhaps, but I can't see them canceling GR because of that. With the new Ultra Graphics mode in Going Rogue, which will also upgrade graphics for the non-GR zones, it's going to go a long way to bring the game more up to date with modern MMOs and could well extend the life of the game considerably. As I understand it, CoX is still NC Soft's most successful MMO in the US (though I may be wrong here) with the strongest recurring income. It would be silly, as well as self-destructive, for NC Soft to let it die at this point. -
Recently, I have been seeing more and more activity with people running flashbacks through Ouroboros. Even red side, traffic in Ouroboros has been increasing. While I am sure that some of these are doing it for farming purposes, and prefer to run solo, the thought crossed my mind that there may be interest in a group to run Ouroboros flashbacks on a regular schedule.
This would not be a specific SG or VG. It would just be a group of friendly players getting together to gain some XP and merits. If this is something that may interest you, please either reply to this post or drop me a global tell to @Garielle. Please also say whether you would be more interested in doing regular runs for better XP or speed runs for quicker merits, as well as whether you would be interested in joining events blue side, red side, or both.
Once I can get see how many people are interested and where their interest lies, we can look at where to go from there. If someone is already running a group doing something like this on Virtue, let me know that too. Much easier to join you than to reinvent the wheel. -
Quote:Scrapyarders are the primary reason I skip as much of the Sharkshead content as possible and have come up with a relatively quick way of doing it. As someone else mentioned, I stay in Cap as long as possible, and don't go to Sharks until I absolutely have to. This is usually around level 21. At that point, I run papers and teams to level 26, then it's off to Ouroboros. You can quickly get to 30 by flashing back to missed arcs in Mercy, Port Oakes, and Cap.Masterminds are quite good, I'll agree, but you will *absolutely hate* Scrapyarders when you're at probably your weakest point (late teens-early 20s, before your second tier2 or your tier3, and before SOs) ... which is, of course, when you get to fight them.
Quote:Widows are good for soloing too. While I was leveling my NW, 1st death was at level 33 when I brought her to rikti ship raid
I have also found the Widow to be END friendly, even pre-20 In fact, I didn't have trouble at all keeping my toggles up. I think I may have had 2 fights the entire time where a toggle dropped. Throw in Stamina at level 20 and END becomes a non-issue. As an example, last night I was running Mask Presence with NO END redux (hadn't slotted it yet) and Tactical Training Maneuvers with just 2 SO END redux. Fighting all out, I still managed to stay at max endurance the entire time. -
Quote:Can this not be changed by using the slider at the top? Ah, okay. Still though, if one is stopping at 22 and farming, they are getting only what they receive from random drops. Random drops, when using flashbacks, would still be at the level of the arc, so all other points still hold true.Sadly, no...you can't choose the level of your random roll recipe.
If I'm at level 50, and I random roll for a rare recipe, in the lvl 20-25 range (as an example)...I'll roll for all recipes that can be gotten at those levels, but I'll get them at highest level of that recipe (for instance if the recipe can be gotten at lvls 20-50, I will get that recipe at lvl 50).
Though I don't know why one would want to stay at 22 for recipes other than LotG: +7.5% RCH, Numina Unique, and Miracle Unique.
I'd personally stop leveling at lvl 30 or 33, depending on whether or not the recipes go up +3 levels or not on random rolls. -
Quote:Can someone explain to me why this is better than just leveling to 26 and then using Ouroboros to flashback to content in the desired level range?If you follow the Market forum you know that several people are turning off XP to gain midlevel recipes, etc.
I'm not finding any toons which are powerful enough in the teens, where the real money is for rare IOs, but by 22 many have blossomed somewhat.
Bear in mind I'll spend around 100m IOing them, and I wonder if I need Stamina.
What do you think is the most powerful team player, configured correctly, at 22?
Edited to add: WP on a Tank has QR which looks good...too late on Scraps. Hmm.
With flashbacks, you get drops that are leveled according to the mission arc you are running (though end of mission rewards will be your own level). Additionally, you are earning merits which can be used to roll for still more rewards of any level you like. Pair this with the fact that you have access to powers up to 5 levels above the level you are fighting at, which means faster/easier kill rates.
The ability to choose your arc also gives you some control over the types of drops you will be getting. Want more magic salvage? Run some CoT or Tsoo arcs.
Finally, I know that mid-level drops have always been the most profitable on the market, but with more and more people taking advantage of that, at some point the paradigm could shift. If your XP is locked at 22, then you will need to level up in order to get to the content that provides the new "in demand" drops. If you are using flashbacks, you are still leveling the entire time, so may well already be in a good position to start farming the newly desired drops immediately.
The only drawback I see to using Ouroboros is that blue side content tends to have arcs which require more "Kill X <Insert Enemy Group Name Here>" missions and cross-zone arcs. I can see this having a small impact on farming time, but with the faster killing and merits being earned, there seems to be ample compensation to make up for it.
Is there something else that I am missing here? -
Quote:Hmmm..... There's a reason, beyond encouraging people to buy the game, that trial accounts can't use broadcast, tells, channels, or invite people to teams.Make the trial account less restrictive. Let trial players be able to start a team.
First person to say, "The trial is the same as WoW offers!" gets a punch through the internet from me. CoH/V doesn't have about 5m NA / EU players, so the stakes are different.
Here's a hint...
SuperGuy Invites You To Join a Team.
[TEAM] SuperGuy: CHEAP INF @ WEARELOSERSWHONEEDAREALJOB.COM! Thank you for you support.
You have been kicked from the team.
They can hit 7 innocent victims at a time that way. Account gets banned? So what. Make another, it's free.
DISCLAIMER:
In regards to the use of "you support" above, no it is not a typo. Yes, I am intelligent enough to know that proper grammar would be "your support", but unfortunately, the useless idiots who propagate spam like above, do not. -
Funniest moment playing a Kheldian. I was with a pickup group and we were running paper missions and ended up with Hellions. During one encounter, the conversation went something like this...
Me: We gotta take out that Damned Quantum.
Teammate: Calm down dude! We got it!
Me: No, look, that's his name... Damned Quantum -
I know this is not going to be popular, but lore-wise, it make sense to not have Kheldians (or the Villain Epics for that matter) able to customize their powers. In both cases, all of the characters of that particular AT get their powers from the same source. it would, therefore, make sense that these powers would manifest themselves in the same way.
While it would be nice to customize Kheldian powers, I don't think it's all that critical and with the number of areas that would need to be involved, I think there are better things to concentrate on at the moment. Have you looked at the art being done for GR? Now I ask you, would you rather see the art team working on that, or on the ability for you to make your PB powers pink? -
Quote:Okay. Your thought process assumes that there is only one single circumstance which would cause the online store to be unavailable. Remember that there are multiple server pools forming multiple functions. If some of these functions involve more than one server pool, and any one of the server pools is unavailable, that function will be unavailable.Screenshot as of a few minutes ago. The store is still unavailable, but my purchased slot is still available.
[[ Image removed ]]
Let's say, for example, the servers that run the Online Store are down. That would cause the store to be unavailable, obviously, but may not necessarily affect anything else.
Now, say, for example, they are doing maintenance on the account management servers. Now, the store will not be available (because it can't apply anything to your account). Furthermore, anything you had already purchased, but had not yet applied would not be available either. -
"Locally" has an entirely different meaning when referring to variables. It refers to the scope of the variable--how long its contents are kept around. A local variable usually refers to a variable stored only while the structure it is in is being executed.
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I have to be one of the folks against this one. Primarily for two reasons...
1) Bandwidth issues. Voice chat is notoriously resource heavy on servers and bandwidth. When it is overlayed on existing game client/server technology, it has a tendency to cause a lot of issues which take a considerable amount of time to resolve.
2) There are people who, for their own reasons, don't like voice chat programs. If it were built-in, there would likewise be people who insisted on its use when teaming. This would unfairly impact some peoples' ability to find teams, simply because they don't wish to speak and/or don't care to listen to others speak. Even when teams could be found, when the team consisted of some using voice, and others not, it could/would hurt communication. If one member is not listening to voice, and that is how the rest of the team is communicating, that person has no clue what is going on except to just follow behind and wing-it. Then there is the prompt irate cry in text chat,
"You Noob! He said for you to stay back!" -
At one point, I thought I remembered them discussing introducing an autopurge system If I recall, it would put your character names into the "Available" name pool (but not rename your toons) if your account had not logged into that server for 90 days (don't remember the exact duration, but I believe it was 90 days). If no one grabbed the name, your characters would stay as is If someone did take a name you were using, your character would be Generic Named and you would get a free rename token. By doing it that way, it wasn't necessary for you to login to every character you had As long as you logged into your account at all, your names were safe.
Not sure what ever happened to that idea, or whether the entire thing was just some odd dream I had and never actually happened. -
Quote:I have found an easier work around for this bug (or seem to have). Before entering the elevator, issue a /petcom_all stay command. The pets will stay put until you enter the elevator. As soon as you enter the elevator, the "Stay" state will automatically revert to a "Follow" state, and the pets follow you into the elevator and NOT bug when you exit.When going through elevators, my pets will sometimes not follow correctly. Using Recall Friend to bring them to my location does not work, as they teleport in and then run back to where they were, straight through the walls. Going back through the elevator can sometimes fix the situation, but the only reliable "fix" I've found is to dismiss the bugged pets and resummon.
Alternatively, if you are on a team, just let any teammate go up first so that the foyer on the next floor is mapped. The problem seems to occur only when entering a floor for the first time. If you have already been on the floor, you can go up and down all day long and your pets will successfully follow. -
I think you need to understand why the option is there in the first place and why the exchange rate is so high. First, a little history lesson. Prior to Issue 6, there was no such thing as Prestige and there were no SG bases. In fact, even after Issue 6 came out, if you didn't buy CoV, you couldn't enter SG bases, even on the Hero side. Since the invention system and market came even later, there was no way for high level heroes to spend their influence except passing it on to other people. As a result, there were many many heroes who had been amassing billions of infamy for years, quite literally.
While City of Villains (Issue 6) was still in beta, many heroes commented it would be nice if they could use some of their amassed fortune to help out their supergroup and get a nice base built up. After all, at that point, they still had nothing else to spend the money on.
With base raiding being active during the beta, this was, as you can imagine, met with some resistance from the red side, and rightfully so. Being able to convert influence to prestige would put the Heroes at a severe advantage in base raids. This would make it much more difficult for items of power to be stolen from blue side bases than from red side bases. Keep in mind, many of the Items of Power provided considerable boosts in accuracy, defense, damage, resistance, etc for any SG member running in SG mode. That means all of this translated into an upper hand in any and all PvP situations.
When they ultimately implemented the system, they decided to make the conversion rate high enough that any advantage would be minimal. That's why the conversion rate is 500 Inf = 1 Prestige.
Now, taking all that into consideration, I agree with the idea of buying prestige for influnce/infamy. It takes large chunks of Inf out of circulation which controls inflation. Yes, I know the market prices are high at the moment, but it would be worse if there were not money sinks like this. What I do have an issue with is people buying influence for cash. It's a vile practice, and those who buy or sell infamy should be banned from the game. -
Quote:The thing is, it is difficult (at best) to specify what rank you want spawn. Yes, you can create a non-required "Boss" objective, but that boss will likely be surrounded by Lts and Minions unless you specify the surrounding group as None. If you do that, then there's not much point.So then does there need to be a lt and min for each boss? or can i have 1 lt, 4 min, and the rest bosses?
The bulk of the spawn in a map is going to be randomly generated mobs based on the group you have selected for the mission. These will be made up of all three ranks, if all three ranks are available. Even if your group has 1 kind of Minion, 1 kind of Lt, and 20 kinds of bosses, what will spawn will be a whole bunch of copies of your minions and lts, and 1 or 2 bosses which may be the same or different. The reason boss farms at the moment spawn nothing but bosses is because the group that is set for the mission doesn't have any minions or lts assigned. -
Quote:In addition to the end of Bridging and the adjustments to Custom Critters in MA Arcs, if a group used in an arc does not include minions, lts, and bosses, rewards are drastically reduced. Even if you create a group consisting of developer created bosses, it will reduce the XP and other rewards unless the group also contains Lts and Minions.I missed the "End of boss farms". Do you just mean "end of 45's doorsitting in AE while one 50 does the work"? Or was there more to it?
So... Boss Farms are not going to be the candy store they are at the moment. -
Quote:That...was.... AWWWWESOME!When the ponies are fully baked, please.
Until then, here's a little in-game documentary a friend sent me. http://www.xtranormal.com/watch?e=20090903212628964 -
Kinda leaning that way myself, but wanna see how much stuff they get ironed out with the current patch. Right off the top of my head, I can think of three bugs that still exist with pets. Two are minor annoyances, but the third can be the difference between survival and a very nasty death.