Knight_Errant

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  1. [ QUOTE ]
    I always find it pretty funny for the last 4 and a bit years every time a a new MMO has been due for release posts have appeared on the forum proclaiming that CoH is dead and MMO X is king.

    Its not happened yet and several of those CoH killers now lye broken and battered at CoHs feet.

    [/ QUOTE ]The problem with that outlook is that it wasn't CoX (or any other already published MMO) that was responsible for those MMOs failing. It was a case of self destruct in almost every instance.
  2. Knight_Errant

    To much farming

    [ QUOTE ]
    [ QUOTE ]
    It's not the item that sets the Inf value, it's the seller.

    [/ QUOTE ]Items have a certain rarity. The basics of Supply & Demand show that this will influence the pricepoint.

    [/ QUOTE ]True, but balancing the value of that rarity with the tax would regulate item prices and slash the hyperinflation we currently see.
    I suppose a variance scale could be applied to different rarities of item (3% increment for Purples). But that's just fluffy compromising
  3. Knight_Errant

    To much farming

    [ QUOTE ]
    [ QUOTE ]
    Of course the Inf farming could be dealt with by changing the "commission" system for AH sales. By putting a scaling tax on items selling above a given threshold.

    For [u]example[u] a 5% increase in commission charge for every extra million Inf of sale price beyond the first up to a maximum of 90% total sale value.
    Eg. A Clockwork Winder offered for sale at 1,000,000 inf garners the usual 10% comission on sale. If it were posted up for 4,000,000 then the tax would come into play with a total sale fee of 25%.
    If it were posted for sale at 9,000,000 then a 50% fee would be applied, etc.

    This would be based on the asking price, not the final sale value. IF the Winder was posted at 1,000,000 but sold for 3,000,000 it would only get the usual 10% comission charge.

    A draconian tax but it might bring the hyperinflation into check without interfering with actual gameplay.

    [/ QUOTE ]But would you apply the same limit to an inspiration as to the rarest piece of purple salvage?

    [/ QUOTE ]Yes. It's not the item that sets the Inf value, it's the seller.
  4. Knight_Errant

    To much farming

    Of course the Inf farming could be dealt with by changing the "commission" system for AH sales. By putting a scaling tax on items selling above a given threshold.

    For [u]example[u] a 5% increase in commission charge for every extra million Inf of sale price beyond the first up to a maximum of 90% total sale value.
    Eg. A Clockwork Winder offered for sale at 1,000,000 inf garners the usual 10% comission on sale. If it were posted up for 4,000,000 then the tax would come into play with a total sale fee of 25%.
    If it were posted for sale at 9,000,000 then a 50% fee would be applied, etc.

    This would be based on the asking price, not the final sale value. IF the Winder was posted at 1,000,000 but sold for 3,000,000 it would only get the usual 10% comission charge.

    A draconian tax but it might bring the hyperinflation into check without interfering with actual gameplay.
  5. Knight_Errant

    To much farming

    [ QUOTE ]
    [ QUOTE ]
    I recall the original intention for MA rewards was for it to be limited to Half XP/Inf for published arcs, with Dev Choice Arcs getting elevated to full xp/inf.
    Would setting the rewards to that level solve the PL/Farming problem?

    [/ QUOTE ]

    Correct and it was abandoned due to peoples general reply of "why play for half XP when i can do paper missions for full XP" and thus the idea was abandoned.

    [/ QUOTE ]Well there's the catch 22. You either make the MA less efficient and therefore undesireable for PL/Farm teams and consequently diminish it's appeal as a source of regular xp when compared to the likes of scanner missions. Or you leave it as it is with all the broadcast spam, "2 mission 50s" and poor impressions for ~30% of the new players we currently have. As with many things in life, you can't always have your cake and eat it.

    [ QUOTE ]
    And as i said any reduction of 50% in XP is not going to stop farmers as there still going to be racking in XP far quicker than doing normal missions.

    [/ QUOTE ] For something (PL/Farming) that is based around getting "the most milk for the least moo" I'd expect a 50% reduction in milk would make the proportionate increase in moo much less appealing.

    [ QUOTE ]
    something dose occur most farm missions I've found rely on having a single mob as the enemy you face even perhaps some kind of minimum number of enemies in a group something like

    1x Boss variant
    1x lieutenant variant
    3x minion variant

    also a reduction in how many rescues you can have mite help

    and if nothing else a variation in mob type may make farm missions more interesting as there would be more things to kill.

    [/ QUOTE ]The problem there is that it interferes with the making of custom groups by setting a requirement of having two types of mob in the minion tier, not everyone can spare the storage space for that extra mob (it's suprising how quickly that 100k can disappear). Additionally all a canny PL/Farmer would need to do is clone and rename the original mob.
    I'm curious, how do rescues contribute to farming? Is it a way of increasing the number of mobs in a mission?
  6. Knight_Errant

    To much farming

    I recall the original intention for MA rewards was for it to be limited to Half XP/Inf for published arcs, with Dev Choice Arcs getting elevated to full xp/inf.
    Would setting the rewards to that level solve the PL/Farming problem?
  7. Do Alan Desslock's arc, then at level 10 he'll direct you to talk to Brick Johnson (a contact in Port Oakes). Brick's second 'mission' gives you your second costume.
  8. [ QUOTE ]
    I drove my tractor through your haystack last night
    (ooh aah ooh aah)
    I threw me pitchfork at your dog to keep quiet
    (ooh aah ooh aah)
    Now something's telling me
    That you'm avoiding me
    Come on now darling you've got something I need

    Cuz I got a brand new combine harvester
    An' I'll give you the key
    Come on now let's get together
    In perfect harmony
    I got twenty acres
    An' you got forty-three
    Now I got a brand new combine harvester
    An' I'll give you the key

    She made I laugh ha ha

    I'll stick by you, I'll give you all that you need
    We'll 'ave twins and triplets
    I'm a man built for speed
    And you know I'll love you darlin'
    So give me your hand
    But what I want the most
    Is all they acres of land

    Cuz I got a brand new combine harvester
    An' I'll give you the key
    Come on now let's get together
    In perfect harmony
    I got twenty acres
    An' you got forty-three
    Now I got a brand new combine harvester
    An' I'll give you the key

    Ooaah she's a lovely bit of stuff an' all

    For seven long years I've been alone in this place
    Eat, sleep, in the kitchen, it's a proper disgrace
    Now if I cleaned it up would you change your mind
    I'll give up drinking scrumpy and that lager and lime

    Cuz I got a brand new combine harvester
    An' I'll give you the key
    Come on now let's get together
    In perfect harmony
    I got twenty acres
    An' you got forty-three
    Now I got a brand new combine harvester
    An' I'll give you the key

    Who loves ya baby ha

    Weren't we a grand couple at that last wurzel dance
    I wore brand new gaters and me cordouroy pants
    In your new Sunday dress with your perfume smelling grand
    We had our photos took and us holding hands

    Now I got a brand new combine harvester
    An' I'll give you the key
    Now that we'me both past our fifties I think that you and me
    Should stop this galavanting and will you marry me
    Coz I got a brand new combine harvester
    An' I'll give you the key

    Aahh yu're a fine looking woman and I can't wait to get me 'ands on your land

    [/ QUOTE ]

    Hmmmm MA ideas afoot...
  9. Gah! The damn thing charged me twice?!? Grrr!
  10. They need to feed the [censored] hamster running the store. It's taking foooooorever!
  11. Knight_Errant

    Claws buff

    Sounds about right. Resistance based secondaries for Stalkers seem to under perform because there's not alot to protect from the start. Combination protection like WP seems ok but Defence based secondaries seem to have all the answers, and they stack with Hide.
  12. Knight_Errant

    Claws buff

    You also get soft control from Focus doing Knockback/down. Claws provides quite a bit of mitigation by combining the knockback in Shockwave and Focus to keep mobs off their feet. One Shockwave can buy you enough time to make a tactical withdrawal and launch further suprise attacks.

    Drifting OT: What secondary are you using? If survivability is the problem then that may well be where things are going wrong.
  13. Knight_Errant

    Claws buff

    The problem with changing Claws for Stalkers is that if you improve one aspect then the others need to be reduced to balance it out.
    Buff the damage and the cast time, recharge and/or endurance cost gets nerfed to compensate (leaving you with Ninja Blade). Adding a second damage aspect ends up stepping on the toes of other sets (spines for toxic, EM for energy etc) and from my understanding DoT damage is a pain for stalkers as it maintains detection.
    Claws works fine for a more scrappy Stalker that teams regularly. The rapid attacks mean more chances per fight for a Critical hit.
    Claws are the weapon set of a buzz saw rather than the one-hit-kill, so to a degree they are not ideal for the regular tactics employed by, for example, a Ninja Blade/* Stalker. I don't think the set needs to be buffed, it more likely a case of using a submachine gun to do a sniper rifles' job.
  14. You know you`re addicted to CoX when...
    You treat mixed coloured sweets like Inspirations.
  15. Not really, it's more a case of chips and shoulders.
  16. LED Flashlights are better. They have a -ToHit cone effect and do smashing damage in melee.
  17. i13 Lightbulbs kicked PvPers in the fork so hard, they're still crying now.
  18. None, the new Crey Industries lightbulb changes itself.
    It also does the laundry, cooks dinner, beams subliminal crey propaganda messages into your brain and reads your email on the sly.
  19. [ QUOTE ]
    [ QUOTE ]

    anyone heard about on-topic?

    [/ QUOTE ]

    No but once I was eating chips and one of the chips looked like Bono.

    Sunglasses and all.

    [/ QUOTE ]I'll see your Bono and raise you an Elvis.

    Topic? When did we start talking about chocolate bars
  20. Getting ahead of schedule does a number of things for a team. It provides a significant boost to morale. The team can dedicate some extra time improving the quality of their work. Planning can be done for possible future projects. And, in the case of Jay's team, they can then work on costume pieces that quietly get added without being booster packed and tinker with little earners like as yet unannounced booster packs.
  21. [ QUOTE ]
    [ QUOTE ]
    Only if you expect that every team not needed to work on Architect was instructed to down tools on their current work and twiddle their thumbs until i14 goes live.

    [/ QUOTE ]
    that is entirely my point those teams that were not involved with i14 would not down tools they would work on other things those other things could have been costume parts (including custom weapons)

    [/ QUOTE ]Actually they would be still working on i15 and 16. It's a rare opportunity for them to get ahead of schedule on their work.
  22. [ QUOTE ]
    i know but they've effectively moved the issue schedule to create a void for architect to fill whatever jay and Co were working on for what was the original 14 and 15 would have moved with those issues to there new position in the schedule as issues 15 and 16.

    which should have created a void of time for those not needed work on i14 architect should it not?

    [/ QUOTE ]Only if you expect that every team not needed to work on Architect was instructed to down tools on their current work and twiddle their thumbs until i14 goes live.
  23. [ QUOTE ]
    ah but they do so i can be a fire/shield brute and have a lovely flaming shield to go with my fire attacks but if i decide to be a mace/fire brute i cant have a flaming mace to go with my fire armour? where is the complementation in that?

    [/ QUOTE ]Where does it say that they have to make complimenting weapons? The shields were a courtesy, not a commitment to a policy.
  24. Ah but i14 is a carryover from i13, technically it's i13 part2. Who knows what Jay and Co. have been working on for i15 and 16 which they have probably been working on since at least December?