Hydrophidian

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  1. Quote:
    Originally Posted by Heraclea View Post
    By my recollection, a level 10 character gets around 10-15 influence per even level minion defeated; this may vary by faction. At a generous estimate of 15, to pay 1K inf that character must defeat 66 minions. For 5K, 333. Assuming normal play as intended, common salvage is prohibitively expensive for low level characters at current prices.
    It really isn't. Because, as you know, you also get enhancements, salvage, and recipes to sell. Not to mention the two tier 3 inspirations you can get from doing the tutorial. Defeating minions is not the only source of Inf.

    Also, I set my minimum bid at 1k. On several of the items, I could've gone lower.

    I mean, honestly, just how much salvage is a low level character going to need, anyway?

    In any event, 1-5k != 100k.
  2. Quote:
    Originally Posted by Adeon_Hawkwood View Post
    A lot of people only look at the buy it now price for salvage.
    Oh, I'm well aware of that.

    What I was addressing is the assertion that low level common salvage is prohibitively expensive for low level characters.

    I don't consider 1-5k prohibitively expensive.

    Of all the bottom tier salvage, Only Blueside Luck Charms were not obtainable at that price range. But that's nothing new. While I was doing this experiment, they were going for 30-75k.

    While I didn't want to contribute to a threadjack, misinformation makes me a little twitchy.
  3. I honestly wonder sometimes if people are playing a completely different game than I am.

    Bottom Tier Common Salvage:


    Technogical: Human Blood Sample, Inanimate Carbon Rod, Computer Virus, Simple Chemical, Boresight, Brass

    Arcane: Ancient Artifact, Luck Charm, Clockwork Winder, Spell Scroll, Spiritual Essence, Runebound Armor.


    Placed bids for 10 of each salvage item at 1k Inf, both sides.

    Blueside: After 30 minutes, all bids on the Tech pieces had filled (most of them filled almost immediately). Ancient Artifacts also filled. On the remaining 5 Arcane pieces, I upped the bid to 5k. After another 30 minutes, 4 of 5 remaining items were filled. Only Luck Charms remained unfilled (big surprise).

    Redside: After 30 minutes, all bids were filled, with the single exception of Luck Charms. After 60 minutes, Luck Charms were also completely full.


    For the record.
  4. Hydrophidian

    AE Zone

    Quote:
    Originally Posted by Eva Destruction View Post
    Turning off Broadcast (or simply ignoring it) takes care of spam, but does not help lag.
    It also isn't much of a solution for people who utilize it as one of their primary (only) team-building tools.

    Which is why I've often suggested alternatives.
  5. Quote:
    Originally Posted by Neuronia View Post
    What about Speculators?
    Good point. I think every market enthusiast probably plays with speculation.
  6. Quote:
    Originally Posted by Fulmens View Post
    Hydro: Would thinking of them as "roles" and not "players" avoid the need for Marketeer and Shifter? Not everyone plays the same role at all times; some people who start out as "frantic casual" come here and learn the benefits of strategic laziness, for instance. I will go through several different roles while playing the same character- starting my bankroll with a little bit of vendorer, then a little bit of flipper, then back to my usual crafting ways once I have a couple million to work with.
    Okay, I follow. And I'm kinda the same way.

    But, under that thinking, 'Marketeer', as I described it above, would still be a role. It definitely is for me, anyway. I can't maintain that level of overdrive marketing for too long, 'cuz it burns me out. I default to more of a casual crafter/opportunist.

    And, hmmm. Maybe what I'm getting at with 'Shifter' and what you were mentioning with 'Performance Artist' could both be placed under a broader 'Experimenter' category?

    Basically, some of us use the market, just 'cuz we find it fun. Wealth' isn't necessarily the goal. Sometimes it's just: well, I want to see what happens or I wonder if I can get away with this. We approach the market as a mini-game and experiment with it, sometimes not caring if we lose (considerable) wealth in the process. The market is embraced as part of the game experience rather than just a means to an end, or a chore or 'necessary evil'.

    If the goal is "trying to understand how various types of Market-Users affect the Market" I think this needs to be included somehow. People in 'experiment mode' can have all sorts of odd effects on the market, even if those effects tend to be fleeting.
  7. I'd be happy if the skies would just go overcast from time to time. Sunny, partly sunny, partly cloudy, cloudy. Y'know, something that at least suggests that the weather changes.

    Then I'd just pretend it actually rains when I'm not logged in.
  8. I think 'Gouger' or 'Spiker' needs to be there. That's something different from flipping.

    I also think 'Marketeer' needs to be on the list: people who know and play the market, utilizing a broad range of strategies and tricks to make their Inf and, notably, to make it as fast as possible. High knowledge, high effort, goal: (quick) wealth.

    Also, 'Shifter', or something like that. Players who will operate differently depending on alt, level, time investment, and so on.

    Personally, I shift around a lot, and go into periods of 'marketeer' mode on various characters at various times.

    A behavior that might also be of note--I don't know if other people do this--but even when I'm not actively playing the market, I keep an eye on it, just 'cuz I find it interesting. There are a lot of items I routinely check on, even when I'm not doing anything with 'em.
  9. Hydrophidian

    AE Zone

    Quote:
    Originally Posted by Eva Destruction View Post
    Maybe they just need to drop the number of players needed to spawn a second instance of a zone. That would solve a lot of the problem, as people who don't want to deal with spam and lag can just go to Cap or Atlas 2.
    Yes, yes, yes.

    If I ever have to go to Atlas (I generally avoid it whenever possible), I always go to Atlas 2 if that's an option. It spawns fairly often, but that's on Virtue. I imagine other servers don't see second instances as frequently. And I rarely see a Cap 2.

    So... yes. Lower the numbers needed. I'm all for that.
  10. Hydrophidian

    AE Zone

    Quote:
    Originally Posted by Gloxina View Post
    If there was zero xp earned in AE and no item drops but only tickets earned then AE would be as it was intended.
    Sorry, no. MA is intended to be a leveling alternative from 1 to 50. Obviously, it can't be that without XP. Thus, if XP were removed, it would not "be as it was intended".

    It's amazing to me how often this point has had to be reiterated.

    Quote:
    As long as you can PL and earn millins in inf the farmers will rule.
    Tens and hundreds of millions of Inf could be earned daily before MA was introduced. RMT farmers don't "rule" anything.

    Quote:
    I bet the Farmers cant thank the Devs enough for AE.
    Please don't conflate RMT farmers with player farmers. They're not the same thing.

    Also, power-leveling, while not particularly cared for by the developers, is not a problem in and of itself. It becomes a problem, by the judgment of the developers, when the practice gets out of hand and becomes too wide-spread.

    At that point, they take steps to address it.

    I16 boasts changes that could impact both farming and power-leveling behaviors significantly.
  11. Quote:
    Originally Posted by UnicyclePeon View Post
    I don't have anything intelligent to contribute to this thread, really. However, this comment did make me wonder how many extra-dimensional characters I have. I also wonder how many characters I have from another time? How many are aliens?

    (numbers include the ones I'll make for I16, their backgrounds are already known in my head)

    Total Number of Villains: 45
    Extra-Dimensional Villains: 0
    Future/Past Villains: 1
    Alien Villains: 2
    Notes: One of the Alien villains is also the one from the Future.

    Total Number of Heroes: 56
    Extra-Dimensional Heroes: 2
    Future/Past Heroes: 2
    Alien Heroes: 5
    Neat. I'm going to approach this a different way. I'd be interested to see other people give the same sort of breakdown:

    Total Number of Heroes: 14
    Originating from...
    ...Paragon: 2
    ...Immediate Environs (New England): 2
    ...Elsewhere in North America: 3
    ...Elsewhere in the World: 3 (Wales, Egypt, Ukraine)
    ...An Alternate Reality: 1 (Connecticut)
    ...Someplace Else (another plane, planet, time, etc.) but still in the City universe: 3
    ...Another setting entirely: 0

    Total Number of Villains: 6
    Originating from...
    ...The Isles: 1
    ...Paragon: 1
    ...North America: 1
    ...Elsewhere in the World: 1 (Britain)
    ...An Alternate Reality: 1 (West Africa)
    ...Someplace Else in the City Universe: 1
    ...Another setting entirely: 0

    What's everyone else got?
  12. Quote:
    Originally Posted by Samuel_Tow View Post
    Considering this whole thing keeps coming down to taste, I prefer overt warfare over cover cold wars without question. I don't want a world of hidden intrigue, I want a world of open action. And since this game allows me to tailor my experience to my preference, that's what I go for.
    Okay?

    Haven't you now answered your own question?

    It seems to be more than just a matter of taste, but a matter of strong preference. You enjoy broad strokes, epic notes of story, thunderous chords of action... but to the point where you've developed a strong distaste for more nuanced setting intricacies and delicate shades of gray in story (intrigue, etc.).

    Nothing wrong with that, but yah, you'd have to go off the well-trodden path to get to it in the City universe.
  13. Quote:
    Originally Posted by Chase_Arcanum View Post
    I downplay the frequent use of teleport in the game (teleport travel, medical teleport, arrest teleport, teleport-to-base) in my stories. I like the mortal danger element, so I usually tell stories that ignore medical teleports and insta-heals, for that matter. My supergroup bases have a distinct geographic location that's usually traveled to.

    With a few exceptions, I largely ignore the existence of "Portal corp."
    Interesting. I've gone the opposite route and have embraced this aspect of the City Universe in multiple ways...

    * The nonprofit humanitarian organization that backs my supergroup is trying to build a global teleportation matrix for the purpose of immediate disaster response. This project has run into all sorts of snafus, some involving limitations of the technology.
    * One of my characters believes that all this teleportation, plane-hopping, and dimensional tunneling is damaging the fabric of reality. When he first proposed this theory, organizations like Portal Corp and even Longbow took various steps to discredit his theory... and him.
    * Another character is from an alternate reality. In her reality, portals, plane-hopping, and teleportation have all been around for a long, long time (lots of magic), and they've had a cumulative effect that would seem to verify the above character's theory. Due to the barriers between worlds being so riddled with holes, they're falling apart. Her reality is dying, collapsing in on itself.
    * Another character comes from that same alternate reality and uses an "eco-friendly" means to get around. Does he continue to keep this knowledge to himself, knowing that this reality seems to be on track to suffer the same fate as his own? His mentality and worldview makes this much more of a conundrum than it would initially appear to be.
    * Another character believes that a collapsing reality will be the starting point for the End Times. She has aspects of herself stationed in the most likely realities to host this event... including this one (as well as the dying reality mentioned above and also Praetoria).
    * Having two alternate reality analogues in the same reality has started causing problems for those characters. Neither of them has noticed it yet, but the situation will worsen over time. Reality is essentially saying: both of you can't be here. One of you has to leave. GR may provide an unexpected solution to this problem.


    I like exploring settings, and I've found the City universe to be full of all sorts of interesting possibilities involving concepts you don't often get to play with elsewhere. The uncharted frontiers are inward, not outward. That's usually not the case. And there's ample opportunity to contrast the mundane with the fantastic, which, to me, just makes the fantastic more pronounced.
  14. I've known many female players. 25-30, at a guess.

    Several of them--perhaps most--have had male characters.

    A couple who didn't have guys in their roster cite the previously mentioned "clunkiness" of male figures as the reason why. Otherwise, they would've had them as well.

    Two others have demonstrated a strong preference for male characters.

    Most of the people I interact with are older players... typically 30 and up. And I interact almost exclusively with roleplayers.

    I currently have in my own roster: 9 guys and 11 gals (one of which being more of a feminine entity than a female). I generally just create characters and go with whatever works best for the concept.

    On a couple of occasions, I have changed the gender of a character for aesthetic reasons. One female to male, one male to female.
  15. Quote:
    Originally Posted by Ugly Rumor
    Again, the purpose of this thread is to find out if there is Forum support for this type of contest.

    Bad idea.

    Quote:
    Originally Posted by Dark_Respite
    Actually, a while back I had started a thread that referenced Apple's famous "Here's to the crazy ones..." commercial, where forumites stated who they felt had helped to enrich the game, the forum, or players' experience.
    Good idea.

    Quote:
    Originally Posted by Lakanna
    I never saw that thread. You really should restart it, the forums can ALWAYS use some more positive stuff floating around.
    Agreed.
  16. Quote:
    Originally Posted by Justice Blues View Post
    And no place in my post did I say it was an obligation.
    Not directly, no, you didn't.

    But if you claim you "need" my feedback, and confess to a "problem" with my "attitude", it seems to me that the suggestion of forced feedback can't be too far behind.

    Quote:
    You seem to be saying that feedback is only useful before your arc is published.
    Noop.

    What I said was: I think it's a good idea to have arcs tested before publishing, so that you're not depending on the general audience to be your play testers. Arcs can certainly be improved after publishing, but I believe they should be fairly well polished at the point of publication.

    Quote:
    I, OTOH, will have to continue to muddle through, getting my stories as polished as possible, then publishing them marked as Looking For Feedback, and seeing what others think about my ideas and how they can be improved.
    I do the same thing. The difference seems to be, I'm not depending upon and expecting the general audience to be my play testers. I don't think it's a good idea to do that.

    So, again, I will assume my feedback is not needed on a published arc.

    If an architect finds themselves entirely dependent on that feedback, I would suggest the architect revise their development process, and get people to test their arcs before publishing.

    Because, again, not leaving feedback is a perfectly valid choice.
  17. Quote:
    Originally Posted by Rowdy View Post
    Yes I know that, but considering the way CoXs economy has been going lately and the direction if seems to be heading, something needs to be done.
    What direction would that be?

    Please support your claim with something more than...

    Quote:
    because looking at WWs and the BM, it's just ridiculous, seriously, 500mil for ONE good(emphasize on one) recipe?
    ...because that doesn't cut it. There will always be outliers. And...

    Quote:
    but that is far out've reach for most casual gamers
    ...is false.

    So, the basis for your proposal seems pretty faulty right now.

    Especially seeing as one of the primary causes of market inflation on certain items has been: Merits.
  18. Quote:
    Originally Posted by Justice Blues View Post
    The problem I have with that attitude is first, not everyone has a large group of friends/SGmates in the game
    A "large group" isn't really required. Two or three people are just fine. Even one is better than none.

    Quote:
    and second, if they do, those people are likely to be too close to the author to be as objective as a complete stranger. Some won't want to hurt a friend's feelings, others already know the story or what the author is attempting, so don't point out problems that others will have following it.
    It seems to me you're making a lot of assumptions here (none of which I've found to be particularly true) in an attempt to remove responsibility from the architect.

    If you want testers to be as objective as possible, you just ask them to try to be so. If your friends aren't mature enough to handle that, find someone who is. If you don't want them to know the story first, don't tell them. And if you don't have a test group... form one. Even if it's a PUG (I've been invited to one of those, and I was happy to help).

    In short, if an architect wants feedback, I think it's the architect's responsibility to make the effort to get it. Don't expect others make the effort for you. Don't depend on the audience to be your play testers: that's not their responsibility. Good MA feedback should be a happy bonus, not a necessity.

    Quote:
    On the contrary, I do need your input.
    Then you've put yourself in an impossible situation, because even if I ever played your arcs, I'm not obligated to give feedback on 'em... and not giving feedback is a perfectly valid choice to make. It's not a bad thing. I'm not playing MA arcs to be your play tester, and to expect that of me is, I think, presumptuous and... well... kinda lazy.

    If you genuinely want to improve your arcs, my advice would be to find another way to address this need of yours. And preferably before you publish.

    Quote:
    Yes it is good to have first readers, but it is better to have a large variety from people with different tastes.
    I disagree. In my opinion, even the best random feedback is of limited use, due to the lack of an exchange. Testers you can actually have a dialogue with (and preferably while they're actually moving through the content), is, I think, still the best way to polish an arc.

    Quote:
    I have fixed mistakes, gotten ideas, and, IMHO, greatly improved my arcs because of feedback both here on the forum and in game.
    So have I. This isn't really relevant to the point, though. I'm not saying feedback gained through the MA system can't be good. It can be. But it can just as easily be of no practical use at all. And, in my experience, it's much more likely to be the latter. Depending on it as the sole source of critique and quality assurance is, I think, sloppy, inefficient, and a disservice to your audience:

    * You can't get this feedback unless you publish. If you're depending on this feedback for your polish, that pretty much means you're publishing an unpolished work. You're expecting random players to serve as your quality assurance. Again, that isn't their responsibility, and it's quite possible they have no interest in serving in that capacity. Even if they're interested, they might not be any good at it. Even if they're good at it, one /tell isn't a lot of space to work with for feedback.

    * You may not get this feedback at all. If you do get it, it's very likely not to be constructive. If it is constructive, you may not be able to get a dialogue going with the person who offered it.

    Best feedback I've received has been due to having a dialogue, even if that dialogue was initiated through the MA system. I think it's also important to note that the most constructive feedback has come from other authors, whether they were friends or strangers.

    As for the forums, yes, they're a very helpful tool. They don't have anything to do with the MA feedback system, though. If anything, they're often employed as an alternative to it (which I'd recommend).

    Quote:
    One thing I have enjoyed when I play is setting the search parameters for "Looking For Feedback" and clicking on the one result search button. Sometimes I don't have much to say in those arcs, others I end up sending 4 or 5 tells about things I see in the arc.
    That's great and that's your choice. The key word there being: choice.

    I'll be inclined to do the same, but when I do, it'll be when I'm in the mood to do it. Sometimes I'm not, and there's nothing wrong with that.

    In the end, if an architect is interested in making a quality work, it remains my advice to cultivate a test group rather than depend on MA feedback. Many authors, including myself, would be happy to serve in this capacity.

    Just not as a default and not as an obligation.
  19. I think there are some big issues with the dynamics of the feedback system, so I tend to be very selective in offering my own.

    When I find an arc to be, overall, very good, but there's one or two aspects of it that really stick out to me as flaws, I'm inclined to point those things out.

    I also tend to give feedback when I've had a real good time with an arc. Particularly if it was a team experience.

    Finally, if, based on their activity on these forums, I have a positive impression of the architect, I'll be more likely to give feedback on their work.

    But, my basic view is that architects should not be depending on the feedback feature in any way. It's too erratic (wildly varied tastes, preferences, and skill levels), probably too slanted (in general, people seem more inclined to leave positive feedback), and there are many people who either use the feature sparingly or don't use it at all (with good reasons). I think the main source of feedback should be friends/SG mates/fellow authors, with the feedback system serving only as a supplemental to that.

    So my default assumption is that no one really needs my input.
  20. Quote:
    Originally Posted by Fleeting_Whisper View Post
    Mooooo
  21. Quote:
    Originally Posted by BlueRabbit View Post
    Is that... Batmanuel?
    Yes.
  22. Quote:
    Originally Posted by macskull View Post
    Hey guys? Emmert's not working on CO anymore. He hasn't been for a while.
    But he did work on it--I think it's safe to say his vision is part of the foundation--and he's still the High Up at Cryptic.

    Also, unless I've heard wrong, Gecko is now the one heading up CO development... which, to me, is just as bad, if not worse.

    Edited to add: And I'm very sad for STO as well.
  23. Character Name Policy

    For high population servers (Freedom, Virtue), this approach is, I think, a bit anemic.
  24. Hydrophidian

    The AE arguement

    Quote:
    Originally Posted by Matrix Refugee View Post
    I have to admit, AE was the one thing which sold me the most on CoX. When I was playing The Matrix Online (Rest in peace), my faction mates and I used to incorporate standard and archived storyline missions into our personal RP storylines. Of course we had to deal with fairly generic NPCs and scenarios, but when we decided to move on to CoX, the Mission Architect was something we collectively pounced on as a great RP tool.
    It's awesome for that, isn't it?

    As an aside, is Matrix Online actually defunct now?
  25. Hydrophidian

    The AE arguement

    Quote:
    Originally Posted by Hetfstag View Post
    I would change the rewards that can be recieved by tickets. Maybe something like simple type sets where you get one bonus for slotting 3 of a kind. ie.. slot 3 damage and get a small accuracy bonus.
    Well, I'll say this much: Compared to the usual pitches, this is a novel approach. I'm not convinced it'd have all that much of an impact, though. Are you saying that, under this change, tickets would no longer be able to purchase salvage or buy recipe rolls?

    One issue I see with this suggestion is that the enhancement system is already getting pretty arcane and convoluted: TOs, DOs, SOs, HOs, Common IOs, Set IOs, Purple IOs, PVP IOs, procs, uniques, what works at any level and what doesn't, and so on. This is potentially daunting to the new player, as well as old ones.

    Were it up to me, I'd be twitchy about anything that worsens that situation.

    In any event, at this stage I really think we all need to wait and see how the I16 changes play out before picking any further at the MA system.