Hydrophidian

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  1. Quote:
    There's nothing that is explicitly sexually provocative about a man looking manly.
    Quote:
    Originally Posted by Tenzhi View Post
    Implying that there is something explicitly sexually provocative about a woman looking womanly.
    I implied nothing of the sort, as clearly indicated by the rest of the post you took the quote from.
  2. Quote:
    Originally Posted by Kitsune9tails View Post
    Aren't the same poses that the stereotypical male hero takes to look 'manly' the very poses that theoretically (by Golden Age standards) are sexually attractive to straight women?
    That's not sexualization. Again, attractiveness does not equate to sexualization. There's nothing that is explicitly sexually provocative about a man looking manly. If there were, this game would have to be rated M for Mature.

    Sexualization is what happens to a female character's chest when the Witch Top is donned. Is there any costume option that makes a man's crotch bulge or makes it look like he's got a banana in his pantleg? No.

    Female characters in the canon who are sexualized: Desdemona, Dominatrix, Sister Psyche, Silver Mantis, Bob Cat, Mother Mayhem, Vanessa DeVore.

    Male characters in the canon who are sexualized: ...can't think of one.

    Ghost Widow hasn't been sexualized. Honestly, I think that's contributed to her popularity. Note, many people still find her sexy. Sexy and sexualized aren't the same thing.

    I recently saw Appleseed: Ex Machina. Deunan Knute is a good example of a sexy and strong female character who hasn't been sexualized.
  3. Hydrophidian

    Can I cry now?

    This is so sad.

    The ratings system. I really don't get why it's still there. The thing's clearly broken. Even in beta, it was obvious that it was broken. It's been broken for almost 3 years now.

    At this point, I don't think anything's going to be done about it. Tossing the ratings system is one straight-forward and obvious thing they could do to improve the situation, and they haven't bothered for almost three years.

    I mean, c'mon. Face it. It's dead, Jim.

    I've written MA off completely. I would recommend that the diehards posting in this thread do the same. Save yourself some aggravation.

    For what it's worth, my own arc was recently down-starred from 5 to 4. Might've been in the same griefing spat mentioned, I dunno. Honestly, I don't really care. It's stupid that an arc at 4 stars with 177 plays (mine) is put further down the list than an arc with 5 stars at 1 play. It's always been stupid, griefing or no. Griefers aren't the problem. The system is the problem.

    - Drop the ratings system. Make it a thumbs up option or nothing at all.

    - Add some sort of check-in. Arcs have to be updated in X amount of time, or they get dropped from the list.

    These two things alone would be tremendous improvements to the system.

    But they just won't do it.

    If they're going to be this negligent with MA, I don't see why anyone should support it.

    I stopped a long time ago. Maybe you should too.
  4. Hydrophidian

    Beam Rifle/what?

    Another vote for Beam/Traps.

    Got to lvl 22 without a single defeat. Hit a bumpy patch. Now just shy of 27 with only 3 defeats. Did Cooling's arc solo, didn't drop. That might be saying something right there.
  5. Quote:
    Originally Posted by BrandX View Post
    If you're a player who would never use these options (and from looking at most characters out there, most wouldn't) would you want them using up all their time on this?
    Glad you brought this up.

    I want developers to work on all sorts of things, even if I'm not personally interested in them. Because that expands the playerbase, which in turn makes the game more successful, which is good for me and everyone else playing it.

    That aside, I don't think expanding character design options is ever a bad thing, because it contributes to character uniqueness, and I think just about everyone appreciates that. Even if you don't use a particular option, someone else will, which further distinguishes them from you.
  6. Quote:
    Originally Posted by Arcanaville View Post
    I'm now going to have extreme difficulty not hearing Desdemona's voice in my head being autotuned.
    I'm going to hear her with Dr. Girlfriend's voice from now on.
  7. Quote:
    Originally Posted by Xanatos View Post
    It is not surprising that people within an MMORPG do not understand male sexuality.
    Or maybe you don't actually get what sexualization is.

    Women are clearly more sexualized in this game than men are. One need only look at the costume options to see that.

    Attractive != sexualized. Physically idealized != sexualized.

    What is nice, though, is that female characters are not locked into it as they are in some other games. And it's possible to bring that aspect into a male character as well, which is rare. I appreciate that.

    But if you think that men and women are equally sexualized in this game, well... I'm afraid there's something you're not getting.

    Frankly, I'm baffled it's even being debated.
  8. Quote:
    Originally Posted by Positron View Post
    I know there is some disappointment in a few of the COT pieces that didn't make it into the package...
    Some?

    Quote:
    ...and I want to dispel some of the rumors that we do this to keep unique pieces in the NPC's hands.
    Oh, good. Except what you offer as an alternative...

    Quote:
    What is more likely the case is that the pieces in question clash with over 20% of the other pieces in that area (cutting through geometry, in general looks really bad). In these cases we reserve the right to withhold these pieces in order to maintain the good looking characters you guys are capable of.
    ...doesn't seem to stand up under scrutiny. Here are some of my problems with it:

    - There have been serious clipping issues with many costume pieces for a very long time. Issue 4 introduced a sharp upturn in the amount of clipping players had to work around (or exploit) in character design. I was worried then that a lot of characters would end up looking like crap. That didn't happen. So it should be clear by now that most players will avoid clipping, or even leverage it creatively.

    - I look at many of the excluded CoT pieces (big gloves, jeweled belt, back detail), and I can't see how they're any more intrusive than some of the other stuff that's been recently released. Such as, for example, the Celestial pieces.

    - Some of the worst clipping I've seen has come out of Booster Packs. I can't even use Valkyrie Wings, because my characters' calves get impaled by the wingtips. Some of the modeling and clipping on the Steampunk pieces--the most recent Booster Pack, I might add--are terrible. Where were these standards of quality then? If these items got the green light, I find it hard to fathom why the excluded CoT pieces didn't.

    - Currently, with body scaling and existing clipping issues, players are fully capable of making completely hideous looking characters. So the line, "we reserve the right to withhold these pieces in order to maintain the good looking characters you guys are capable of," seems a bit, I dunno... inconsistent, at best.

    While it's nice to get a response, this one has raised more questions for me than it's answered. It strikes me as running oddly counter to the content that's been delivered in the past seven years.

    All that aside...

    I won't be getting this set anytime soon. Had there been more substantial pieces included, I no doubt would have snapped it up immediately. I think it's important to note that this will be the first costume offering that I'll be taking a pass on. I don't find it to be worth it.

    And while I'm on the subject...

    I won't be getting any set for which there isn't: 1. screenshots and 2. a readily accessible itemized list of what's included in the set. So far, the presentation and information details of store items have been, I've found, woefully inadequate.

    Being able to model these things in the costume creator is nice, but it's not sufficient. We should be told exactly what we're getting. That's, like, merchandising 101. I'm honestly surprised at how lacking the store is in this regard.
  9. Quote:
    Originally Posted by Feycat View Post
    Beg pardon? I've been reading comic books since middle school. I AM a fan of the genre. But I'm also a gamer and waiting for other people to read through the book WHILE on a team while other people wait for them is just bad gaming.
    What if you didn't have to wait?
  10. Question for those who think 5 dollars is too much:

    What if there was more comicbook content at the beginning of these arcs?
  11. Overall, I liked this arc. Gameplay had some issues, but nothing major. Story was decent and left me wanting the next installment. Maps were neat.

    Few points:

    - Adding comic pages. I think this is a fantastic idea. It'd add distinctiveness to the SSAs. It'd also be helpful to the mission holder's teammates, who often miss out on story details. Finally, it really enhances the feel of playing in the superhero genre.

    - Re: the exemping complaint. I understand some people don't like exemping. Okay. But some people do. And it's part of the game experience. Personally, I like building a character that's effective at all levels. I also like the challenge of having to work with what I got. We even have extra builds, partially to facilitate the option of designing exemped versions of our characters.

    If this stuff doesn't flick your switch, nothing wrong with that, but this game is catering to a broader range of preferences than just your own. Frankly, if this arc had scaled for my 50s, I would've found the gameplay boring.

    - Re: the lowbie arc complaint. Making this SSA a lowbie arc was just smart. It's the first SSA, so it should be as accessible as possible. That way, it can lasso in new folks. Scaling up future installments is also smart, as that will hopefully encourage those same new folks to level up in order to keep pace with the story. It's a cunning plan!

    - Re: the villains got a perk that heroes didn't complaint. I play blueside, I play redside, and now I also play characters that can hop between red and blue. If you're someone who plays one side exclusively, that's your choice. Each side has its advantages and drawbacks. If you're going to stick to one side, that's just a dynamic you're going to have to deal with.

    That said, 'heroism should be its own reward' doesn't really fly with me. That may be all well and good for the character... but not so much for the player. Players like having fun stuff, no matter what side they happen to be playing on. So those goodies shouldn't be exclusive to one side.

    However, keep in mind that this SSA is one installment of a larger story. It could very well be that, in the next arc, blueside will get the extra goody.

    --

    In general, I find the feedback in this thread to be largely informed by too short-term and too narrow a view of the content, the game, and the people who play it.

    For this game, this is a new approach to storytelling. I'd encourage everyone to take a broader view of it.
  12. Quote:
    Originally Posted by Arcanaville View Post
    I can only reply to what people say, not what they think they are saying in their own heads. Or I can conclude that the disparity between what they are saying and what they think they are saying is intractably equivocal.
    Apology accepted!
  13. Quote:
    Originally Posted by ClawsandEffect View Post
    Now, I can't say for sure because I don't have characters with a lot of KB powers, but are the minions in the escaping prisoner phase of the BAF affected by Force Bubble?
    Yup.

    Quote:
    If so, you can go to the set of 5 doors to the north and be extremely useful, because your Force Bubble will keep them from ever leaving that alcove while they're being killed. Your Force Bubble should be wide enough top cover that entire set of doors, and they are set back in the wall, so there is no way they can get around it.
    This is pretty much what a friend of mine was doing.
  14. Quote:
    Originally Posted by Adeon Hawkwood View Post
    I agree that Melee characters are popular on the trials, it's not really that surprising since from what I've seen melee characters are the most popular ATs overall (except for Stalkers).
    I suspected that, at first, trials would be dominated by melee types. That's what most people seem to favor, and I assumed they'd want to get their favorites set up first.

    Now that the 'first wave' is ebbing, I'm guessing we'll soon see a greater mix of ATs as people start moving down their own rosters. It might already be happening, 'cuz I'm almost there myself, and I assume I'm a bit behind the curve in progress.
  15. Quote:
    what you said, and I always quote what I reply to including this time, was this:
    Yes, lucky to get an attack off...

    >>>> AFTER <<<<<

    ...all the incarnate stuff comes into the picture.

    Jeezus!

    Get off the overpower issue, please! It's not what I'm talking about. It's a separate issue. I'm talking about Haves and Have Nots specifically. Yes, that's what I'm talking about. Yes, it is. Yes, I determine what it is that I am talking about. I am talking about Haves and Have Nots. Okay? Okay.

    Example:

    4 people team. Everyone contributes. But 3 of those 4 people then unlock the Incarnate powers. The 4th person now doesn't have anything to offer that the Incarnate powers aren't already providing. 4th person is now redundant.

    I've seen this happen already.

    The 4th person's option is to also unlock the Incarnate powers. Now that team of 4 will be overkill. But at least they're all on relatively equal footing and can leapfrog or whatever else to deal with the separate overpower issue.

    Quote:
    You're actually saying
    You should know better than to do this.

    Quote:
    there's a certain rate of speed that tankers needed to hit
    No, that's not what I'm saying. If I had been saying that, I would've said it. I didn't because I'm not.

    What I'm saying is: I have observed that there is a certain rate of speed any given player will be comfortable with. Regardless of where that comfort level is, reaching it by themselves is far more viable with the Incarnate powers. Obviously. Therefore, needing someone else to help facilitate that comfort level is less likely. Incarnate powers directly impact self sufficiency in a way that IOs and such have not.

    And, again, I'm not sure how I feel about that. I'm leaning towards liking it right now. Particularly because we're only talking about 50s. The 1-45 game is the same as it ever was.

    But the point is: specific roles are diminished by the Incarnate powers. They give characters options they did not have before, things that were typically provided by other teammates. So people who think it's still all going to all be role-based should be aware of that.

    Quote:
    To the extent that the Incarnate system makes players redundant in general, they were already mostly redundant.
    No. No, they weren't. That might be the case with the people you run with, but that's not standard in the circles I typically interact with, which run the gamut from hardcore to 'still running on SOs' casual. It does happen, but not often. The Incarnate stuff is having a much greater and immediate impact than previous systems on this kinda thing.

    Quote:
    The difference between an SO'ed character and a high end invention build is still higher than that between a high end invention build and an Incarnate powered one. If post-Incarnate play was going to create a schism, inventions would have done so long ago.
    I disagree.

    First of all, the process of getting the Incarnate abilities is far, far, far simpler than plotting out and then equipping a high-end IO build. From what I'm seeing, that simplicity is making a difference on how common the Incarnate powers are becoming.

    Secondly, the Incarnate powers have had much more of an impact on my own character's soloing speed than her IO build ever did. The same can be said for my friend's ubertank. Maybe this effect isn't as pronounced with damage dealers, characters who're already built to farm, etc. But those characters are already in the 'self sufficent' camp anyway. The Incarnate stuff is shifting many more characters into that camp, characters that previously couldn't reside there no matter how ubertastic their build was.

    My IO builds just mostly amplify what my characters are. The Incarnate stuff expands on what they are. My Defender can now practically one-shot every third mob of critters, she no longer has to be all that concerned with mezzes, and her Lore pets can wreck mobs all on their own. It's a dramatic difference in play experience. With an IO build, she did the same thing she always did. She was just much better at it and tougher. Now she's doing things that used to be provided by others.

    Quote:
    You specifically mentioned your specific character properties in dealing with Ghost Widow as being a specific case where the Incarnate system directly challenges your ability to contribute meaningfully to a team.
    Actually, no. My own character didn't come into it. I was responding to Megajoule, trying to illustrate how several characters packing Diamagentic and everything else can effectively cancel out the need for a Rad. The entire premise was based on the assumption of need.

    So, this tangent started with Megajoule's post and my whole initial point was: it's going to be less about individual ATs (Have Nots) and more about just overall character power (Haves). That's it. Therefore, I think unlocking this stuff should be as accessible as possible, because individual niches and roles are being diluted, and the people who've depended on those roles as their specific contribution are likely to be frustrated and disappointed as a result. I became conversational about my own misgivings, and that's what you apparently chose to latch onto.

    Quote:
    However, I'm pointing out that the Incarnate system has to get in line for that.
    And I think the Incarnate system has effectively cut ahead in that line for a very significant number of people. The day after i20 launched, I was already seeing "+3 level looking for raid" in broadcast. Many people who I know were very, very slow to warm to IOs are already throwing 3rd tier Judgments around and showing off their Lore pets. Only time will tell for sure, but I'm already getting the impression that the Incarnate stuff will be FAR more prevalent than multi-billion IO builds--or even cheap IO builds--ever were.

    Which is part of why I'd like to see the devs facilitating as much buy-in on this system as possible.
  16. Quote:
    Originally Posted by Arcanaville View Post
    So this is not an issue of the haves and have-nots. Its an issue of power.
    No, what I'm talking about is an issue of Haves and Have Nots. When a character's particular contribution to the team is suddenly covered by everyone else's new Incarnate goodies, that character is no longer required.

    Of course, the character can then get outfitted with the same goodies, putting them back in the game, so to speak... but then you have this homogenization going on (not sure how I feel about that), as well as the power issue you've mentioned. And while, yes, that power issue has been around forever, it's looking like it might now become very wide-spread... much more prevalent than it's ever been before. That's one development I'm genuinely worried about.

    Quote:
    The second thing: when people say "I felt I made a contribution here, but I don't there" there is a lot of psychology to that statement not necessarily always reflected in reality.
    I'm not talking about people's feelings. I'm talking about real dynamics and developments I'm seeing taking shape in the game right now, only one week after the introduction of the Incarnate trials. Characters who would've been contributing to the success of a team two weeks ago are now redundant. The Tanker who needed a Blaster to speed things up doesn't really need that Blaster anymore. The Blaster doesn't really need the Defender, and so on. My own Incarnated character's solo speed and efficiency has increased dramatically, and she's not even maxed out yet. Obviously, this is also going to impact her contribution on a team, and for every other Incarnate on the team that effect is multiplied.

    In short, post-Incarnate play is shaping up to be very different from pre-Incarnate play, and I'm not convinced the two can comfortably coexist together. Which is why I'd like to see multiple paths available for making the transition.

    Quote:
    Incidentally, the best way to neutralize Ghost Widow has always been to buff the team's defense, not debuff her.
    The best way to neutralize Ghost Widow depends on who's joining the team and what characters they want to play. For me, debuffing Widow's brains out usually ends up being part of the strategy. Regardless, if she's dropped in a timely manner without anyone being smished in the process, it's sufficient enough for me. However, whether it's debuffs or buffs, the point is, with all the things Incarnate powers bring to the table, characters who traditionally provided such buffs and debuffs won't be necessary anymore.
  17. Quote:
    Originally Posted by Megajoule View Post
    I don't know if this will actually help, since as I've said before, it's not really a mechanical issue but a writing-focus issue, but... if you want to increase your chances of being Mr. Indispensable, play a Rad. (Or a Dark, or other debuffer, but Rad's the one I have the most experience with.)
    In the dynamic I'm starting to see hints of, it's not going to matter what AT you have. The only thing that will matter is whether or not you have all the Incarnate goodies.

    For all these years, my main has been a Defender, her survival forever chained to a dependence on those little purple chicklets, no matter how powerful she'd otherwise become.

    Now, at long last, that chain has been broken. It's glorious. It's liberating. I'm giddy. I taunt Carnie lllusionists and Chief Mesmerists just to revel in the freedom of it. There are all sorts of traditionally vexing mobs that I really can't wait to smack around now.

    At the same time, though, I recognize that this new level of independence means no one else need protect me anymore. It diminishes someone else's potential contribution. And not only that, I can make that same contribution myself.

    Rad? Yah, I've enjoyed the glory that is Rad. My Illusion/Rad has often hobbled opponents who were otherwise seemingly insurmountable. My Rad/Rad is still, to this day, the most disgustingly broken early game experience I've ever had (soloing red Igneous bosses at lvl 14? No problem!).

    But, of my regular play group, at least--at least--four of us have gone down the Diamagnetic path with our mains. Rad? We won't need no steenkin' Rad! We gotchyer Rad right here in our attack chains! Ghost Widow, arguably the biggest threat in the STF (and consequently the biggest attraction for my debuffers) will be completely screwed just with the Incarnate stuff being thrown at her. Those debuffers need not come along for the ride any longer.

    And I'm not sure if that's a bad thing or not. Sure, damage dealers are going to be doing stuff that they used to want me around for, but on the same token, I don't need their damage so much anymore either.

    What worries me, however, are the Have Nots. What worries me is playing, say, an SKed character--level 35-40 or so--with a team full of people who all have these goodies. I used to be able to make some sort of meaningful contribution with such a character, but in these new dynamics? I might be lucky to get an attack off. Not too thrilled with the prospect of that. And what about my 50s who're not yet goodies-laden? Do I just make 'em exempsluts? I dunno.

    Anywho, this is why I think the end game stuff needs to be very accessible, with multiple path options available to unlock these things. They don't have to be easy. They don't have to be as expedient as the trial path (though I do think they should be in the same general ballpark), but I think they should be out there. And sooner rather than later.
  18. Quote:
    Originally Posted by ClawsandEffect View Post
    How do you KNOW that team would get along just fine without you?
    If you've played the game long enough, it's not a difficult thing to assess. Nor is it difficult to demonstrate, if there's any doubt about it. Just hang back for a couple of mobs and watch.

    I've been playing this game consistently for almost seven years now. I know when my character is contributing in very important, specific ways (even if my teammates don't). I know when my character is pulling their weight, even if their contribution isn't particularly distinctive (I love themed teams, for example: all Defenders, or all Stalkers, or all Dual Blades, or all Stormies).

    I also know when my character's participation is clearly superfluous.

    Now, when that happens, it still might not bother me. I still might be contributing, just as a player, with organization and/or knowledge and experience. Or, if I'm teamed with friends, really, who cares? Sometimes I'm being carried, sometimes I'm the one doing the carrying. What ultimately matters is the company, so don't sweat it, right?

    I do have a line, though. If I feel as if a particular character is being routinely marginalized, that does start to get on my nerves after a while. I doubt anyone likes feeling like their character is a fifth wheel. Some of us just have a greater tolerance for that sorta thing. But I do believe we all have a line about it, somewhere.

    There was a point in the early days of the game when Invulnerability Scrappers were well and truly broken. They didn't need anyone, could rip through just about anything. As someone who strongly favors support characters, just seeing an Invulnerability Scrapper join the team was enough to make me cringe, as it generally meant my role had just become irrelevant. There was one memorably egregious situation where three of us (two Defenders and a Tank) got to lay around defeated in the reactor room while one of these Scrappers soloed the rest of the respec trial (yes, this is back when it was actually difficult). <sarcasm> Woo, what fun! </sarcasm>. That's an example of when my own line was crossed.

    With this Incarnate content, the developers are risking a reemergence of these skewed dynamics. I'm starting to see them in the actual trials; the gap between the Haves and the Have Nots is becoming easier to detect. Not a concern, really, because the trials are entirely about closing that gap anyway.

    On the other hand, outside the trials is potentially a very different story. While most of the people I know are doing these raids, some aren't. Outside the trials, those people are getting to hang back and spectate while the Incarnates on their teams giddily revel in their power and blow through everything. That's gonna get old, fast.

    Well, they should just do the trials then, right? Sure. Except, maybe that's not so easy an answer. Maybe they have clunky systems and they crash in the raids. Maybe they don't like being surrounded by strangers. Maybe they're only playing during off hours. Or maybe they just don't like the style of the content, which, frankly, is entirely valid.

    While I don't subscribe to the sentiment that launched this thread, I do understand it, and I recognize that a lot of people share it. Yah, they might be a minority, but I'm willing to bet they're a pretty significant minority. I'd rather not see them shut out.

    Due to the scope and long-term impact of the end game system, I would like to see it be as broadly accessible as possible. While I don't agree that "multi-group content is not the way", I would agree that: multi-group content should not be the only way. Not for a system such as this. Its influence on the rest of the game is too great.

    And for my own sake too. While I've enjoyed the raid stuff so far, the idea of now repeating that content with the other 50s in my roster isn't terribly attractive. I really hope some alternate paths are being planned. Not just for the sake of the different playstyle preferences that are out there, but also for the sake of variety and freshness.
  19. Quote:
    Originally Posted by Radmind View Post
    PLaying on Justice last night at one point there were 3 BAFs forming at once.. They all filled.

    It's probably safe to say that a good portion of the playerbase is enjoying these trials a lot! I know I do!
    Yah, I see a lot of people doing BAF and enjoying it. I've been enjoying it myself, for the most part. Right now, on Virtue, it doesn't take much effort to gather an entire BAF league together, with folks on the side waiting for the next open spot. Most of the trouble is in finding a zone empty enough to put everybody. So yah, BAF does seem to be a success.

    Lambda, on the other hand, is a whole different story. A very different story indeed. I'm lucky to find a team of 8 for it, nevermind 16. A lot of people seem disinclined to tackle it (with strangers, anyway), and I've now seen quite a few folks on BAF leagues declaring their hate for the Lambda scenario. At this point, I've all but given up on pugging it. I'm going to have to prearrange a full league for it.

    So, I'd disagree that the trials are being enjoyed. I think the BAF trial is being enjoyed. Lambda... not so much. I think it's not nearly as accessible to casual play, and my impression is that a large segment of the community, on Virtue at least, agrees with me.
  20. BAF:
    - Total/Successes: 9/6
    - Premade/LFG: 9/0
    - Aborted: 0
    - Escapee Shut-Outs: 3
    - Experience diminished by Butthead(s): 4

    I'd say the league size matters. I'd recommend getting close to or hitting the cap. The 3 failures I experienced were all due to prisoner escapes. There just weren't enough people to stay on top of all the runners.

    LAMBDA:

    - Total/Successes: 3/0
    - Premade/LFG: 2/1
    - Aborted: 3
    - Experience diminished by Butthead(s): 0

    Again, I'd say numbers are critical. In time, it won't matter as much, but right now it's important. If you care about success rate, I don't recommend trying this with a LFG-formed PUG team until another week or two. By then, the pool of people who know what's going on should be much higher (and you absolutely need people who know what's going on).

    However, that's assuming they'll be available...

    It seems pretty clear to me that BAF is, by leaps and bounds, the more popular raid. I've made repeated attempts to get into an LFG Lambda, and I've usually met with failure. Either I end up waiting too long, the launch of the league doesn't gel, or I get into the instance and it's immediately obvious it isn't going to work out (hence the aborted runs). Even when I tried to form a run myself, I could only grab a few people (outside my starting group) who were interested. Overall, I've had the distinct impression that most everyone prefers running BAF.

    I can't say this surprises me, because so do I. It's not that Lambda is more challenging... It's just much more frustrating. I don't find that its design meshes all that well with its role as "casual friendly raid content".

    For example, you're put in a position where you have to provide detailed instruction to people not in the know... yet, while you're doing this, you're on a timer, and when the time runs out, you've failed. So you're kinda pressured not to stop and explain things. You also have to coordinate temp powers, and there's no visual indicator for who has what. People end up poking through their power lists and shuffling things around. All while the clock is ticking. And if that weren't bad enough, the timed lock on the hospital doors is just annoying and pointless. All it does is add to the anxiety.

    I suspect, in time, Lambda will be blown through in ridiculously fast speed runs. But I also suspect it'll become increasingly difficult to get on a PUG for it, because, honestly, it's a griefer's paradise.

    In the future, I'll put together my own leagues for Lambda. I think it'll be fun then. As PUG content, I don't find it fun at all. BAF, on the other hand, I've enjoyed.

    Finally, I think the LFG queue is just kinda sad. I hope some work is going to go into it in the coming months. At the very least, LFG-formed raids should not be launched with just the minimum requirement.
  21. Quote:
    Originally Posted by Adeon Hawkwood View Post
    The problem is that different people use different definitions of "overcharging".
    I'm referring specifically to the practices often described by people making these claims (there's one described in this very thread).

    I don't engage in those practices.
  22. Quote:
    Originally Posted by Fulmens View Post
    NOT TRUE. We didn't get the number of bids to 0, but we did bring the price down to under 9000 inf. By dumping, over about eight hours, something like 6,000 Luck Charms. I don't remember the exact number. Which it took us about two months to amass. Anyway, there were still 2300 bids for Luck Charms under 9K. I know for a fact that LC's at that point had not been under 30,000 inf for months.

    (the next morning? 30K to 45K.)

    It failed PARTIALLY.
    Well, as you were one of the participants in the effort, I'll defer to your estimation of its success... or lack thereof.

    But... if marketeers actually had the level of control and power that's sometimes attributed to them, such an effort should have created more than a fleeting dip in price.

    On that front, it failed to demonstrate what some people keep claiming is the way things work on the market.
  23. Quote:
    Originally Posted by UberGuy View Post
    I'm not sure what "gouging" means.
    To engage in swindling, overcharging, or the like.
  24. Over the years, the following claim has been repeatedly and adamantly made: manipulators are creating grossly inflated prices and are destroying the market.

    I don't put a lot of weight into this claim for the following reasons:

    - Every time I've seen someone make this claim, they also admit (implicitly or explicitly) that they barely use the market or they avoid it entirely. Where they get off speaking with a voice of authority about something they're willfully ignorant of, I dunno... but there it is.

    - Every time I've seen this claim made, it's been revealed that the person making the claim doesn't actually understand how many people play the game or play the market. I have yet to see a single one of these posters describe how I make my billions.

    - If the market were controlled by manipulators in the way that's been claimed, crashes wouldn't happen often, if at all, right? But they have happened and they continue to happen. Even the previously believed unassailable Luck Charm has crashed. At one point, shortly after GR's launch, I was buying them for 500 inf a piece.

    - There are many other ways to make a profit than trying to gouge an item on the market. These methods are: 1. more efficient, 2. less time intensive, 3. less resource intensive, 4. less risky, 5. aren't difficult to figure out if one is familiar with the market, 6. result in a much, much larger return. "Marketeers" are, by definition, familiar with the market. So, the idea that they're all engaging in an inefficient, risky, cumbersome timesuck for little return, when there are obvious and better options is just... well... silly. No one is making quick billions screwing with salvage. That's just a fact.

    - Many attempts have been made to manipulate items in this fashion for huge, sustainable profit. To my knowledge, they've all failed. Another attempt was made just recently, chronicled in another thread. It didn't work, just as I and others predicted. Surely, if the market were operating the way some have claimed, at least a few of these attempts would've been successful.

    - Other experiments have been conducted that've demonstrated that marketeers just don't have the power over the market that's often claimed. Just recently (last week), due to an initiative launched in this forum, the supply of Demonic Threat Reports was bought out. They went from 20,000+ available to just a few dozen. Did some manipulator then move in and jack the cost up? No. Instead, supply's back up into the hundreds, and they're still selling for below vendor price. Also, some time back, there was a concerted effort made by marketeers to crash Luck Charms. It failed completely. If the dynamics of the market were as many have claimed, these two situations (and others) would've played out much differently.

    - I make my inf by predicting how changes in the game will affect how people play it, and how that, in turn, will impact the market. If the market operated in the way others have described--controlled by manipulators--my method shouldn't work that well. But it does. And I have multiple characters at the inf cap to prove it.

    I don't farm.

    I don't gouge.

    I never try to corner anything.

    I have billions.

    If the market is dominated by manipulators, please explain to me how I've managed that without being one of them.
  25. Quote:
    Originally Posted by UberGuy View Post
    I cannot possibly stress how incorrect this statement is.
    You of all people should know that this road can only lead to madness.