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Posts
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I was doing that, too. There was something hypnotic about sitting in WW and watching one stack of salvage filling up while another stack emptied for ten times the price.
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Blessing of the Zephyr 4 point KB protection comes in delicious level 50 flavour, to satisfy all your irrational numerical cravings. :-)
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I finally 'cheated' on my thousands of sales badges, and bought cheap salvage and sold it at a loss. I got into a selling cycle with someone somewhere in the world, where I bought stacks of 10 rubies for 200 and relisted for 10, and they bought at 10, and relisted at 200. I felt this kind of spiritual badging connection through the interwebs. :-)
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On the other hand, buy-it-now transfers inf from people who have so much they don't care about the difference between ten thousand and 1 million for an alchemical silver, to the people who care enough that they're selling their salvage drops. Seems like a good system to me.
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Quote:I don't think that's quite true. People do fairly frequently post suggestions for long-grind end-content, but I challenge you to find such a post where there's a majority of commentors supporting the idea. Normally it's exactly the reverse -- the proposal is vehemently shot down.And it's not just one or two people. Practically every suggestion about "more end game" revolves around the concept of this "end game" taking more thousands of hours than even the hardest of hardcore could put in.
If the devs were to take anything from the boards, it would be how unpopular such ideas are. -
Quote:Other people have alluded to this, but I don't think you understand the actual effect of what you're proposing.The position that players should be earning, on average, 1 merit per three minutes from task forces is not mine, it's the Devs'. My suggestion was simply that if the Devs wish to enforce that game design decision against people who have found ways to change the ratio substantially in their favor, capping the final award at 1/3 of the actual time spent might be one way to do so.
At the moment, the devs datamine the median completion time. They then give a merit award based on the rule of 1 merit per 3 minutes. Some people will be faster and some people will be slower. E.g. a TF with a median completion time of 1 hour will give 20 merits. People who complete in 30 minutes will get a reward of 1 merit per 1.5 minutes. People who complete in 2 hours will get a reward of 1 merit per 6 minutes. However, *on average*, the reward for the TF will be around 1 merit per 3 minutes.
Your proposal is that everyone who completes faster than the median time will be capped at 1 merit per three minutes. So, back to the 1 hour, 20 merit, TF. Everyone who completes in 1 hour will get 1 merit per 3 minutes. Everyone who completes in 2 hours will get 1 merit per 6 minutes. However, everyone who completes in 30 minutes will still only get 1 merit per 3 minutes. Therefore, the average reward for the TF *must* become less than the 1 merit per 3 minutes that the devs want.
So, your proposal will not, and cannot, maintain the average reward ratio at the devs' desired level. The only way it could is if taking longer than the median time increased the reward, with all the attendant issues of people finding ways to game the system. -
Quote:Over the DXP weekend, I shifted a couple of hundred common IOs, lvl 30-40, mostly End Mod, Acc and Def Debuff. I listed all of them for 326,000, regardless of the last five prices. The prices people paid were from 350,000 to well over a million.It boils down to the seller, period. If they look at the last five and see that it's been rather random, but the highest was say 1m then they'll sell it at 1m obviously. As much as I may sound contradictorily, it is the people who lack in selling skill that are disrupting the prices.
The price that people pay for items is often not all the closely related to the minimal 'buy it now' price. If you're willing to throw your excess play money away to get something NOW, then it makes sense to leave a big enough margin to ensure it *is* now. -
Quote:On big teams with support ATs along, enhancements are pretty much just whipped cream on the delicious sundae of buffs and debuffs flying around. Set IO bonuses aren't even a cherry on top. Soloing, though, is a lot more painful without enhancements :-)Interesting anecdote -- my L32ish Earth/Trick Arrow controller did Manticore -twice- with zero enhancements, and one of those efforts was the "L40 Paragon Protector Elite" bugged runs. Never had a problem with my powers, didn't feel gimped, was normal speed (just over an hour on the normal one, 1:45 on the super-hard PPE one). Both times I didn't realise I'd forgotten to enhance until after recruiting the TF.
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Quote:Yes, I had a very similar problem, with flashback badges not being awarded for Crown of Glory (with the AT Powers Only and No Inspirations settings) even though I got the completion merits. I even submitted a support request, but got back the answer that we hadn't completed the requirements for the badges so they couldn't help. So either the level it shows up in the list in Ourob is screwy, or there's something else wrong with the arc which is breaking the Ourob badge awards. I just avoid Mercedes Sheldon's arcs for Ourob badging, now, which is a shame because they're fun arcs.I just did it via Ouroboros, while working on badges - was going for Inhibited and Daredevil badges on this go-around (lvl25-29 Flashback arc with no Temp Powers, and while debuffed, respectively). Completed the story arc just fine - but no badges rewarded at end. Anyone else experienced this? Does it actually award badges for this story arc as though it were 20-24, even though it's in Ouroboros as 25-29 (I believe without Flashback, the story arc is given out from levels 20-25)?
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I agree with Umbral -- it really all depends on how often you actually use the attacks over time. If you're going through a fixed, complete attack chain, then it should be pretty easy to work out. If you're a bit more random with attack choice, then I guess you'd need to time some combats, and go back through the combat log to work out exactly how many times you used each power during that time, and go from there.
Does HeroStats measure how often each power is used? If it does, that would make the experiment pretty easy. -
Quote:I have no idea which server you play on, but whenever I read something like this I just want to hug Defiant and never let it go. My double XP weekend was full of great PuG teams with lovely people. <3 Defiant.I have played double experience weekends in the past, and I have seen some of the most unbelievably rude and obnoxious behavior during them. People being kicked from teams for no reason, people being yelled at for slowing a team down or even just for not making a fast team faster, people criticized for not having the "right" build or the "right" slotting, and so on.
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When selling SOs for starting cash, it's worth taking the extra 5 minutes to run to the Vanguard Base in the RWZ. The Superpowered Field Trainers pay 26% of base cost for SOs, the Vanguard Quartermasters pay 40%.
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Some authors worry about being accused of stealing ideas from fanfic, and so have a strict policy of keeping fanfic out of places where they have an official presence. Authors have been sued by fans in the past, so it isn't a baseless concern.
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Question: when a price cap exists for a recipe which means it can be sold off-market for considerably more than on-market, what do you think will happen to the supply of that recipe on the market?
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I always use IOs, but I've certainly been in plenty of teams where people head off to buy DO/SOs after their old ones expire, so it seems pretty common for players to still use them.
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I picked Bubblegun for a FF/DP defender, and customized all the powers to pink. I was a little surprised the name hadn't been taken already by an /AR, but it was for a character on Defiant. One of the advantages of a lower population serve :-)
ETA: For the blaster I went with Gun Sue. I'm going to try her out with a cowboy outfit, a shades-and-trenchcoat look, and a lawyer's suit, and see which I like most. -
AE gives slightly odd XP anyway. At least as of late last year, standard mobs which normally have an XP multiplier of >1.0 did not apply the multiplier inside AE, and actually gave 1.0 scale XP (e.g. Night Widows, Fake Nemesis). Those with XP multipliers of <1.0 gave the correct, reduced, XP (e.g. Jaegers).
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Since the Martial Arts booster came out I've taken travel powers out of a couple of builds already, and I'll probably cut them out of more as I cycle through my alts. As people say, with all the travel options it's just getting less and less pressing.
The only exception is Fly. If I have a character concept that fits with Fly then I'll be taking it at 14. I <3 Fly. -
I don't know about 'casual' but as a new player in mid-2008, I never even tried DO/SOs. I looked at the 'degrades every few levels' thing, and decided that IOs were obviously the way to go. Before having a base for salvage and IOs, I did slot some of the enhancements that dropped, but generally, the University in Steel is so convenient for WW I just found it no big deal to get the recipes and salvage and craft the IOs. I think the only time I have ever bought SOs from a store was when I levelled during in the ITF and wanted to sling some quick recharge into the new slots.
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There have only been 2 double XP weekends since I14 came out -- one in July, and one in October. The first one, XP was doubled. The second one it wasn't, and that was stated to be a bug.
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Quote:They're called different things because they're mechanically different. From what was said at HeroCon, etc, the system seems to be:Oh -- for sure. If only they where at all like that in real life. But I mean, when you go from red to blue, it really is all good? Why not just go Villain <-> Rogue <-> Hero, and not bother with labeling reds gone blue different than blues gone red?
Villain: Can only access redside zones, uses BM.
Rogue: Can access redside and blueside zones, but can only (or only primarily?) talk to redside contacts, and has to use BM.
Hero: Can only access blueside zones, uses WW.
Vigilante: Can access redside and blueside zones, but can only (or only primarily?) talk to blueside contacts, and has to use WW.
It would be very confusing to have them both called Rogues.
Whether there are some penalties to changing sides, we don't yet know, although in one of the recent interviews War Witch said something about mistrust of characters who have switched sides. No hint as to any mechanic, though. -
My suggestion: you can move while keeping the full stealth capability, but only if using Walk.
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I would agree with this, from my experience when I started playing in 2008. I found common IOs much easier to deal with. The recipes were available from the benches, and I pretty quickly noticed that made-up they were often available below cost at WW, anyway. Compared to the TO/DO/SO enhancement -- different origins, different shops, everything going red every few levels, incredibly confusing names -- common IOs seemed *so* much simpler, and there was even the University tutorial that explained how to make them.
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As far as I know, the results were never published. Part of the survey from when it first came out is here at massively.com:
http://www.massively.com/2008/08/09/...cox-direction/
I don't know if the whole thing appeared later.