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If they priced the best recipes the same as the worst (using Auction House prices as a guideline as to what's most desirable) then why would anyone EVER spend the same for a good one as a bad one?
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They wouldn't. They'd buy them from the people taking their random chances. Unless those dried up out of existance and there were none to be had!Then they could take the random chance themselves and experience the disconcerting feeling of cursing a drop that was not a Trap of the Hunter...
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If it costs 25hrs of total TF time to purchase a recipe that isn't very casual friendly (30 mins/ katie x 50) + you have to factor in the manditory 3hr wait which would be anywhere from an additional 15hrs (5 shard tfs) to 150hrs (katies).
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I agree that it doesn't sound very casual friendly - on the other hand, it does seem more casual friendly than Katie x 140 or more, which is what it takes to get a 95% chance of a specific recipe when awarding them randomly.
To me the best part isn't a matter of casual or not, it's that the TF rewards will actually scale with the difficulty of the TF. If you run a Dr. Q you actually get more than a Katie instead of doing more work for an identical reward.
While I don't see the change as a great benefit to the elusive 'casual gamer' it doesn't seem to put them at any more of a disadvantage than they were at before.
I'd hope that the number would be closer to Katie x 30 or 20 though. With Katie x 50 I expect prices would go up.
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You guys are nutz. NOTHING should require you to do a TF 30-50 times. That is just horrible. If a pool C recipe costs 20 tokens, a typical TF/SF should reward at least 5 tokens. Anything more than that is just ridiculous.
All this talk of casual player friendliness is nonsense too. If you can only play a few hours a week...don't play MMOs. It's really that simple.
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Like I said, right now you have to run over 100 TFs in order to guarantee a 95% chance of a LotG. Reducing that to 20 or 30 is still a big improvement. Also, that's 30 Katies. It might be 10 Positrons or Citadels, or 5 Dr. Qs. (The big win, IMO)
Additionally, they can increase the granularity. If a Katie is worth 10 merits, and it takes 20-30 Katies to get a recipe (or 1 Katie for a random chance) they can do stuff like add 1 merit for the reward of the Oro TFs. Then it'd take 10 Oro TFs to get a Pool C, but a solo player could still do it and it opens up more options. -
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If it costs 25hrs of total TF time to purchase a recipe that isn't very casual friendly (30 mins/ katie x 50) + you have to factor in the manditory 3hr wait which would be anywhere from an additional 15hrs (5 shard tfs) to 150hrs (katies).
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I agree that it doesn't sound very casual friendly - on the other hand, it does seem more casual friendly than Katie x 140 or more, which is what it takes to get a 95% chance of a specific recipe when awarding them randomly.
To me the best part isn't a matter of casual or not, it's that the TF rewards will actually scale with the difficulty of the TF. If you run a Dr. Q you actually get more than a Katie instead of doing more work for an identical reward.
While I don't see the change as a great benefit to the elusive 'casual gamer' it doesn't seem to put them at any more of a disadvantage than they were at before.
I'd hope that the number would be closer to Katie x 30 or 20 though. With Katie x 50 I expect prices would go up. -
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I am seriously displeased...
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A new game system that allows players to earn tokens by completing Trials, Task Forces, Strike Forces, Raids, etc. The most challenging and time consuming tasks grant the most reward tokens, which can be redeemed throughout Hero and Villain zones for recipes, enhancements, salvage, costume pieces, badges, inspirations and other game items.
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Thank you for putting in reason number 1 why I quit World of Warcraft two years ago and sold my account.
I suppose the only redeeming quality is that PvP in City of Heroes is stupid pointless, and it's not like the invention sets go so far out of the way to make things lopsided.
But honestly, things like this are a slap in the face to casual gamers who don't have time to go doing TF's and whatnot every night.
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The irony is that it rewards casual players more than it does hardcore.
Right now it will take you over 100 runs to ensure a 95% chance of getting a specific recipe such as a Luck of the Gambler. With the token system, you might be able to get it in as few as 44 Katies, or perhaps 10 Positron runs. The hardcore player will run more TFs so has a better ability to deal with a string of bad luck.
All the quote is saying is that if you run Dr. Q (which normally takes over 5 hours) you get more rewards than running a Katie. This is actually good for casual players because they can do other TFs than just Katie and see better rewards.
But if you honestly think that playing 3 hours a week should let you have all the same rewards as someone playing 30, I'd like for you to come negotiate with my employer so I can work halftime for the same salary please -
Catwalks ala the Council bases. Rope bridges are nice if you have a magic base, but...
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Kismet does stack with itself for 2 minutes after zoning in. I've actually tested this.
It's a nice IO, especially at low levels. You might consider slotting it now and then respeccing to get it back and sell later. -
Yeah, I know it can give to the enemy, I'm just not sure if you and your allies are also counted as targets.
Because it targets the enemy and then summons a pet, and anyone in range becomes the target of the pet (I think). So you + allies might not get any benefit from the proc. -
If it's in Speed boost or AB it goes to your target.
If it goes in AM or RA, you are counted as one of the targets so you'll have a chance at getting it, as well as all of the people who get the buff.
However, it's not a persistant effect, so it only has a chance to proc when you click to activate the affect.
I'm not sure what happens in a power like Transference that has both enemy and ally targets. -
Oh, I agree. And I think it's worth noting just so that people understand exactly how it works.
The fact that it's somewhat useless to put in to any power that you'd actually benefit from the Accuracy pieces of the set is just silly to me.
My only guess is that they were concerned about someone putting it in to some super fast electric attack and having unlimited end. Although why they couldn't just institute suppression the way they do for FF: Recharge I don't know. -
You have to scroll down to see Castle's post, but...
http://boards.cityofheroes.com/showflat....3&bodyprev=
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It is working as designed -- I'll update the description. I thought I had done so before.
New Description: "Gives a 20% chance of granting the powers target a small infusion of endurance."
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as mentioned, I'm writing an update to this list.
out of curiousity, what's the best format for this?
would it be best to just list every broken IO, in the order they'd be in the market?
or is the categorized listing by bug more useful?
Currently it's like a variation on the Bugs+Issues lists in other forums, I'm wondering it should be more like a "before using that IO, note that..."
Thoughts?
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I like the idea of being able to look up the IOs in a list and see if they're bugged or if there's something unexpected about them.
For example, Performance Shifter: Chance for End isn't bugged, but a lot of people have an expectation that it will work differently than it does.
Possibly separate out the ones that have a different recipe/crafted name into a different section since it's a slightly different issue.
It definitely would be nice to have a consolidated list for I12 -
What about procs and exemplaring?
I'm assuming they'll still work, even if the IO is more than 3 above your exemplared level, but can anyone confirm? -
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The lack of supply villainside could quickly and easily be remedied by sellers raising their prices on hard-to-get items.
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If the problem is actually hoarding because noone wants to wait 2 weeks to buy something when they need it, why would getting more money that it would still take 2 weeks to spend increase the desire to sell an item rather than hoard it?
Currency is valuable because it replaces the barter method of exchange of goods. But it's only valuable because you can generally trade it for the goods/services you want. If you can't actually find the item you want for sale then having 1 billion inf instead of 500 million doesn't really change this.
Plus on my low level characters I tend to see prices barely above vendor level, often with 0 bids. If I hadn't read these boards, I might have just decided that the red market was a complete waste of time and saved/vendor whatever drops I got.
Plus - someone putting up a LotG for 125 million doesn't make me any more able to get one to drop and actually increase the supply. In fact, it tells me I'd better save any I get because the price will be outrageous so I'm better just keeping them around in case I need one later. -
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So...all this being said. Instead of trying to coerce players to do Trials that they don't want (for whatever reason) by bribing them with a 1/100 chance for something spectacular why not try giving them a 1/10 chance for something not bad?
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Why does this have to be dynamic, though? If you just have a static weighting so that you get something that's not Trap of the Hunter or Perfect Zinger at least 1 in 5... doesn't that do the same thing without all the extra complications of adjusting drop rates based on the market?
Besides, past performance is not always a good prediction of future performance. Say by chance you end up with 15 people working on the field crafter badge and you have a huge demand increase on certain salvage. All over the game, drop rates change. The field crafters potentially finish most of their badge before even half of the adjusted drops reach the market. So then it goes the other way, with a topsy turvy supply & demand, trying to get the thermostat to just the right spot when it's constantly changing.
Keeping a static drop rate, but one more in line with the potential powerset slotting is much more simple and seems like it's a lot less likely to change the market based on what the state was, not what it's going to be.
Also - rather than supply vs. demand it would actually make more sense to have it look at how many of X drops were deleted or sold to a vendor. Then lower their drop rate on the grounds that they're 'unwanted'. Having an arbitrary value still seems to make the most sense though. -
Some of the SWG vet rewards were REALLY GOOD too. Back when being a weaponsmith was it's own skill, getting a big chunk of the best ore ever to spawn on your server was huge...
But I have to agree with the points on the early CoH game. When I think back to my experiences on my first hero (and I played with about 3 other friends, and thought that getting to the Frostfire mission was the only thing there was to do), and then compare them to how much simpler things are in CoV...
I could reiterate the list, but I would have to second the suggestion that new players should make villains. Even though most of my friends would want to make heroes first because they want to be 'heroic'.
Sure, there are things that individuals new to the game can do to be better, but the reality is that if people who would have continued to play CoH end up quitting due to frustration at low levels, it's really NCSoft who's losing out.