Lohenien

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  1. More foes with -def is a bad idea. There is already a ton of -def in the game. Almost every gun or bladed weapon has some -def components. Many enemy groups have at least 1-3 foes with guns or blades .
  2. Why not just build a shield / ice tank and tell your friend that scrappers deal about 40% more damage than tanks with their attacks. Tanks have a 0.8 melee modifier and scrappers are at 1.125, which is ~40% higher.
  3. Welcome to this evening's Point by Point (tm) .
    Quote:
    Wow, really? Well orange salvage went to 2mil after AE from a couple hundred thousand AND hasn't really came down. (even with EVERYONE listing it lower to sell it) Hm, purples went from 30mil to over 200 and up to 400mil. Crafted and/or uncrafted. (cept for the sleep ones or confuse) And every other set that people like... Numina, Touch of Death, Oblits, Kin Com, Imperv Armors, Positrons Blast. Heck, anything with good bonus %'s. Maybe you haven't been around long enough to see the old prices and all you see is the manipulated market prices.
    I've played the market since it came out, I've check it almost every single day since issue 9. I know full well prices have been raised in the long term. When I started out in issue 9 ( I've been around since about July 04 but the market was issue 9), I had 8 million influence. I've been a flipper and a crafter the whole time, though I mostly do crafting. I have around 18-20 billion on hand and about that much in IOs on my toons.

    The most expensive stuff used to cost 40-50 million ( for lotgs and numinas). Now they run from 60-200 million. Yes, in the long term prices have risen. Fulmens already explained why that happened - people can now create more influence per hour than they used to. The market does not create influence, defeating mobs and selling to vendors does.

    Rare salvage used to run 3-5 million for most arcane pieces and 800k-2 million for tech pieces. Now a days they run 800k-2 million for almost all rare salvage. ( By rare salvage I strictly am refering to the level 30+ range that gets heavily used in most mid to high level IOs). What happened ? The price normalized over time with various spikes and dips due to AE coming out. The prices crashed when AE came out because everyone was farming tickets with no per mission cap. Everyone had tons of tickets to gobble up rare salvage - thus there was an abundance of supply at a lower cost than the old 3-5 million mark. Now that people are back to doing various in game things as opposed to being heavily into AE farming, the prices have reached a stable value.

    Purples started out in the 30 million range and stayed below 75 million for a long time. Once AE hit, the amount of influence being created skyrocketed. Suddenly people had alot more to spend on these very rare and low supply items. Suddenly people had alot more PLAY MONEY to spend. Because so many people now had ALOT MORE PLAY MONEY they started bidding MORE on these RARE AND SHINY items. Because people started bidding higher, items listed at the old 30-75 million range all sold out and now when people go and see what the items are normally selling at they see the new price that people are willing to pay. Because there is low supply on these VERY RARE AND SHINY items people can infact behave the way you suggest ON THESE VERY RARE AND SHINY items ONLY. This means there are less possible flippers to help lower prices by listing lower due to lack of supply. If the people who would list lower CANT GET THE ITEM OFTEN ENOUGH they can't lower prices by listing lower.

    I've made lots of influence on the very sets you listed ( Posi blast, ToD , Obliteration, Kin Combat and Impervium Armor). I can tell you that these sets vary WILDLY over time. One month a piece may sell at 20 million, next month it sells for 5 and the month after that 12. Because they vary so much, they also have spikes in price. Some pieces go up around 100 million, but they fall back down to the 20-50 million mark over a few months.

    Quote:
    Read this. Now i guess i'm still the ignorant one one because i think this type of thinking is killing the market by keeping people away from it. This proves every post that i have left about how the prices get raised and stay raised or go up
    The original post in this thread was a question - you cannot use a question , an unproven hypothesis to say you have proven your point about market manipulation.

    People in this thread responded to the original question with a negative response. This kind of thinking, on most items in the market, DOES NOT WORK. Why ? We have all explained that to you a dozen times - two people selling the same thing are competing for buyers. One person MUST LIST LOWER to CONSISTENTLY get the sale.

    This method of competition fails if supply is too low. If supply is low then multiple people can't compete due to not everyone having something to sell. If a buyer HAS to buy from a small amount of potential sellers then at that point they do not have a choice but to pay a higher price. This effects pvp IOs, purples and respec recipes. All other recipes have enough supply to support flippers helping to manage the price. ( addendum - this is only true of all recipes at particular level ranges, oddball levels have a lack of supply problem due to the way the developers have implemented various drop systems).

    Now that we've covered the argument point by point, it's time for a lesson on how flipping and crafting effect the price of an IO in the blueside market ( because redside has a horrendous lack of supply). We will first define a few types of players that may be involved.

    Player A is a patient buyer - this player will wait for a bid to fill up to a month or more if need be in order to get the IO at the price they want.

    Player B is a buy it nao buyer - this player wants everything ASAP and will pay what ever they need to pay to get it ASAP.

    Player C is a flipper - this player will list low bids on a crafted IO/recipe and sell the crafted IO/recipe at a higher price than what they paid for it. This kind of player will not craft the recipe, but instead sell the recipe itself at a higher price.

    Player D is a crafter - this player will buy recipes and salvage and then sell crafted IOs at a price higher than what it cost to make the IO.

    Player E is an evil market manipulator - this player will attempt to sell items at higher than previous 'normal' values in order to make a profit. This kind of player will do things like : buy up all the current supply of an IO/recipe, manipulate the last 5 sold lists, list well above current 'normal' rates.

    Players C and D understand that you have to list lower to get more sales so they will not list at the going rate or higher. Instead they will list the items for some price lower than the going rate but higher than what they got it for.

    Now that we have defined the players lets give them are field to play on : Pounding Slugfest: Chance for Disorient level 30. This recipe changes price wildly.

    Player A wants to slot this in his power. Player A looks and sees that the crafted IO is currently going at 30 million (CURRENTLY GOING). Player A goes and checks the cost of the recipe : 75,00 influence but 0 for sale. Player A puts in a bid at 75,00 and does not look back at it for a week.

    Player B wants to slot this in his power. Player b looks and sees that the crafted IO is currently going at 30 million. Player B bids 31 million and buys the IO.

    Player C wants to sell this recipe or IO. Player C looks and sees the IO is currently going at 75k for a recipe and 30 million crafted. Player C comes back a week later and now sees the recipes are selling at 2 million and the crafted IO is selling at 13 million. Player C now bids 80k each on 30 recipes and 7 million each on 5 of the crafted IO. Player C comes back a few days later and relists the recipes at 500k each and the IOs at 10 million each.

    Player D wants to sell this crafted IO. Player D looks and sees that the crafted IO is currently going at 30 million. Player D comes back a week later and now sees the recipes are selling at 2 million and the crafted IO is selling at 13 million. Player D bids 500k on 10 recipes and comes back a few days later, buys the salvage, crafts the IOs. Now player D knows it cost him 3 million influence to craft the IO AND player D ALSO knows the IO has sold from 13-30 million in previous weeks. Player D decides to list the IO for 8.5 million in an attempt to undercut the other people getting the 13 million influence sales.

    Player E wants to sell the crafted IO and make as much as possible doing it. Player D looks and sees the crafted IO is selling at 13 million and the recipe is selling at 50k. Player D then bids 75K on 50 recipes. Player D also buys all the currently available recipes and crafted IOs. Player D comes back a few days later, crafts the IOs and relists them all at 26 million (twice the going rate).

    In this situation player E has caused a temporary shortage of supply and a spike in the perceived going rate. Player E is the evil market manipulator that is trying to cause prices to go up in order to make even more profit. Players A,C and D all know that the IO varies in price because they watched it over more than one week's time. Those 3 kinds of players will not buy at player E's prices because they know they can wait longer and get it cheaper because supply on that recipe / IO is high enough to support competition. Player B doesn't care because now he has the IO he wanted. After about a week, Player E will be stuck with 20-60 IOs that are not going to sell very fast because players C and D have both started buying recipes higher than player E did and they are selling lower than player E does.

    Because supply is sufficiently high for this IO, player E cannot manipulate it very long without failing.

    If this were instead of pvp IO, the supply is much lower and now Player E has bought up much more then the normal level of supply for that IO, so much so that player C and D could not get any. At this point player E is the only person that has any of that IO to list for sale and players A and B both have no choice but to pay player E's prices because players C and D cannot sell items they don't have.
  4. I'm sorry but you are blatantly wrong eryq2. When people see an item listed for X amount - they will list lower than X if, and only if, the item has a reasonable supply. Things that are not pool c drops, purples or pvp IOs fall into this category (IE the majority of all IOs).

    Pool C drops ( gold rolls / merit random rolls) are a middle ground of sorts. The supply is high enough on these that people will list lower than X amount pretty often because they have to compete for sales.

    Purples and pvp IOs are so rare that people do no have to worry much about competing for sales. In this category, people will behave how you assume that EVERYONE behaves - they will list at X amount or sometimes higher. This is acceptable because due to low supply the seller controls the price to a higher degree than the buyer.

    When you have more than one or two people selling an item, the price will come down compared to the high value and come up compared to the low value. This is called the equilibrium value.

    If you take away the sale history, now the buyers have no choice at all but to try to buy at random prices and hope to get an item. Sellers can now behave in the way you assume they do, because now no one knows what anything is worth and there for buyers must keep bidding until they get a sale. A buyer has no idea if 2 million for a purple IO is reasonable or not.

    Under the current system, a buyer can look and say 'oh this normally costs X, but I will decide to bid less than X and hope to get it for less within some amount of time that is acceptable to me.'

    Also you have sellers that see an item sells for X. If it costs X / 3 to make the item, a trendy seller can now list it lower than X because it cost him only X / 3. Instead of trying to get 3x the cost , the seller can go for 2x the cost. This seller will get more sales than the other sellers listing close to 3x.

    In order for a seller to be greedy with an item that has many people selling it - they need to offer it at less NOT more than the going rate.

    The fact that you refuse to understand that concept shows that are unwilling to accept that not every single person on the planet behaves exactly how you assume they do.
  5. if you suddenly took away the last 5 bids, what you would have is people keeping lists out of game for prices sold and then you'd see alot more of the kind of people you seem to hate most : price gougers. Why ? because now no one knows what anything is worth and they have no choice but to keep bidding til they get it.

    How is that different from now? With last 5 sales shown, people have a ball park of where an item might sell at and can know what a high or low bid is. Now sellers and buyers know what other items have sold for and they can sell/bid lower than that if they choose. Without the last 5 sold, it's 100% a guessing game for buyers and a "lets work together to set prices" game for sellers.

    Things would be so much worse off if this got implemented.

    Of course a better option for people like you is to implement a magic IO elf that dispenses any IO for 1 inf. This way you never have to work for anything at all.
  6. Quote:
    The playerbase buys at what the big ballers sets the price to. They have no choice.
    Wrong. Why ? Because when more than one person is trying to sell the same thing - they compete for buyers by offering it at a lower price.

    Also in order for people to flip at all, the price has to vary. Therefor anyone can put out a lower bid and get the items for less.

    The only time the greed based concept you describe is possible is in two situations : the supply is so low that only a handful of people are selling a given item (purples and pvp IOs for example) or people are lazy and don't try to bid lower ( by try to bid lower I mean placing a lower bid an waiting 1-3 days depending on rarity of the IO).

    If you have a constant buy it nao mentality then yes you have no choice to pay lower than what people are offering right this second. The problem is you however, not them. You CAN wait longer and get things for cheaper on almost any IO. If you don't have the patience to wait a little while longer to get your IOs then that is your problem and you shouldn't hate so hard on people that post items for high amounts because you are the one giving in to them.

    Also the merit and ticket system was made for lazy whiny people that can't handle the market system. In that way you don't have to farm influence, you can farm merits or tickets instead. One way or the other you have to farm to get the items you want. That is the way MMO loot works, but the funny part is that influence is the easiest of the three things to farm specifically due to the market.

    When things are selling high - you can also sell high and therefor obtain the influence to buy the higher priced goods.
  7. Quote:
    Originally Posted by eryq2 View Post
    Supply and demand has nothing to do with people that just wanna buy it up and resell it for higher prices. That just don't make good since to me, given that the supply is already low on certain pieces. All it's doing is hurting everyone because one day when u decide to IO a toon, you're gonna have to pay the same price the you helped drive the price up on. And i'm not refering to only purples, prices have increased 10x across the board on most recipes.

    You can say it's because there's more inf, but what good is having more inf if it takes more inf to actually build a toon? Pointless if you ask me. It's like a circle.
    It makes perfect sense - if supply is low then a small amount of people can set the price as high as they want because other people have no choice to get it at a lower price. If supply is low and the demand is high the price will be high.

    You utterly fail to understand that for any given IO with reasonable supply and with multiple people trying to sell that IO the price could come down if buyers attempt to pay less for the IO instead of just bidding what the last 5 show.

    I flip purples from time to time. How do I do it ? I'll bid at say 100 million on a 300-400 million going rate purple. When I relist it I don't list at 400 or 300, instead I'll relist it at 150 - 200. People could save 50% from buying off of me as opposed to other people that are selling at the 300+ mark. That requires people to not be lazy and actually attempt to save money.

    Here's the thing : it's play money that is easy to get so why would someone who can make a lot of it bother paying less if they don't care ?

    In issue 9 I had 8 million influence total. Now - I have 17 billion or more in liquid assets and probably about that much in slotted IOs on my toons. People have started from 0 influence on a toon and made 1 billion in a month. I can start with a couple million, go farm some AE tickets and get 20-200 million a day no problem. It is really that easy, so why sweat the cost of IOs when I can just put some effort in and get what I want.

    There are 3 groups of people when it comes to the market : the haters, the smart and the obscenely rich. The obscenely rich will buy at what ever price because they can. The smart understand how the market functions and therefore can afford to get what they want if they bother to try. Then you've got the haters. They do not comprehend the market - the only thing they understand is that what they want costs more than what they have and therefor they feel wronged. The haters don't like to work for anything and they feel entitled to handouts.

    As my man Kat Williams often points out - it's the haters job to hate. I know they don't get it, and that's ok. At least I can say I tried.
  8. IOs are sold on a market because that is a side game that got added in issue 9. The fact that things are expensive means that you have to bother to try in order to get the rare and in demand items. They aren't handed out like candy to whiny toddlers.

    Like I've already pointed out you can earn millions a day without hardly trying - and when everyone can do that prices will be "absurdly" high because everyone has tons of influence to throw around. You want to earn shiny stuff - earn it. It will not be handed to you.
  9. Quote:
    Originally Posted by Donna_ View Post
    Yea the supply may increase, but who is going to list their IO at less than the recent sold price.
    player a is selling an IO at 1 million, player b is selling the same IO at 1.5 million. Player C wants to buy the IO so he bids 3 million on the IO to make sure he gets it nao!!!

    Player a's IO will get sold to player c while player b has lost out on this sale.

    This is how the market functions and this is why you should list lower than the going rate for an IO - the lowest listing is sold to the highest buyer.

    You could list IOs all day at 3 million influence and if I come in and list mine at 2,999,999 I will get the sales and you get nothing. To compete with me you have to list at 2,999,998 or lower. Now let's say you instead list at 2,499,999 - people may start buying at 2,500,000 instead of 3 million.

    In this way, marketeers and flippers help to lower prices by competing for buyers.
  10. You seem to think that the goal of flipping or buy recipe / sell crafted IO is to raise the price. This is not the case when you take into consideration that more than one person may be trying to make profit on a given IO.

    Let's examine a simple IO that sells often : Titanium Coating : Resistance level 50. This will cost you 1-5 million if you buy it crafted. What is the cost to make it ? You can get recipes ranging from 10 inf up to 300k, the salvage needed is all common so that will cost 2k - 150k depending on your patience level. Crafting fee at level 50 is about 500k so on the high side it will cost you around 1 million to make one of them.

    At this point you've got up to 10 million invested in a batch of 10 of this IO and your goal is to sell it for profit. 5 million a sale is the high side while the low is 1 million. You need to sell it at least 1.11x what you paid for it to make any profit at all due to the market's 10% fees.

    You'd want to try listing at 1.2 - 1.4 million in hopes that you will get a 1.5 -2 million sale. You can't list it at what you want for it due to supply being high for this IO ( IE someone else will also be selling this IO and you need to therefore list it lower than they do to get the sale). This is why trying to raise prices is the wrong thing to do and will often get you burned. You need to list lower and take a risk at not getting a sale as high as you want it in order to undercut other sellers.

    If you do manage to get 10 2 million sales on this example, you then pay 10% fees 2- .2 = 1.8 million, 1.8 -1 million total cost = 800k profit per IO X 10 = 8 million profit total.

    Thats around 56 million profit a week using one stack of 10 a day on one toon. Many of us use more than one toon so we make more like 200mil - 2 billion a week depending on how hardcore we are.
  11. s/l def is useful against alot more than pure s/l attacks. Many attacks have smashing or lethal components but deal mostly another type of damage ( ice attacks, energy melee / blasts etc). This makes s/l def very valuable. Putting some effort into +def will help you alot more than +regen or +hp. +HP is great too, but +def isn't any thing to gloss over either.

    Taunt > rez for Willpower because wp toons almost never die in normal game play if you put a tiny investment into +def and +hp.
  12. Alternately - if you DO have access to a SG base you could swap to an alt and run a quick AE mission or two in 30 minutes time - get 2-6 million influence AND 3000 tickets to roll for potentially much more influence if you get solid rolls. A general run of something like that would result in about 4 million influence on hand and 20-150 million influence worth of recipes.
  13. I'd recommend shields/ice if you are hell bent on ice melee. Ice is lower damage as a cost to it's unnecessarily touted control elements (tanks hardly need the extra control in the mid to late game where controllers and defenders pull that weight) , but shields has AAO and Shield Charge to make Ice more competitive in terms of damage out put. The knockdown and slows of Ice work well with Shield's defense - giving you more breathing time between strings of hits to help land a heal via teammate or aid self.
  14. I don't think supply would increase as more people would stop farming once they get the amount of IOs they want to move between toons. With demand going down, people may sell less often as well since people arent buying.
  15. Twinking toons, as many have already said, still happens. The medium in which it happens is influence rather than IOs themselves. This is good because it allows supply and demand to exist. If you are the kind of person that wants to twink toons, you can do that in game.

    Introducing the OP's idea would eventually trickle demand away from the high end players and supply away from the low end players. Because the high end players could buy up what they needed to swap around - stuff would no longer be sold because no one would need influence after getting everything they want. Now the low end players could not get these items at the market and must rely on drops instead.

    It would make the game too easy if everyone could twink without having to put some kind of effort into it. The bar is pretty low on that, you can make 30-100 mil a day farming AE for an hour a day and more than that if you use the market.
  16. That really never matters Silverado. Besides I'll take the set that works better on endurance vs the set that doesn't anyday for farming.
  17. Hero Plan by Mids' Hero Designer 1.601
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Level 50 Magic Scrapper
    Primary Power Set: Electrical Melee
    Secondary Power Set: Willpower
    Power Pool: Flight
    Power Pool: Fitness
    Power Pool: Fighting
    Power Pool: Speed

    Hero Profile:
    Level 1: Havoc Punch
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (15) Crushing Impact - Accuracy/Damage/Endurance
    • (25) Crushing Impact - Damage/Endurance
    • (36) Crushing Impact - Accuracy/Damage
    • (39) Crushing Impact - Damage/Recharge
    • (40) Crushing Impact - Accuracy/Damage/Recharge
    Level 1: High Pain Tolerance
    • (A) Numina's Convalescence - Heal
    • (3) Numina's Convalescence - Heal/Endurance
    • (3) Numina's Convalescence - Heal/Endurance/Recharge
    • (40) Resist Damage IO
    • (40) Steadfast Protection - Resistance/+Def 3%
    • (50) Resist Damage IO
    Level 2: Jacobs Ladder
    • (A) Obliteration - Chance for Smashing Damage
    • (9) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (15) Obliteration - Accuracy/Damage/Recharge
    • (23) Obliteration - Damage/Recharge
    • (36) Obliteration - Accuracy/Recharge
    • (37) Obliteration - Damage
    Level 4: Fast Healing
    • (A) Numina's Convalescence - +Regeneration/+Recovery
    • (5) Numina's Convalescence - Heal
    • (5) Healing IO
    • (42) Regenerative Tissue - +Regeneration
    Level 6: Mind Over Body
    • (A) Reactive Armor - Resistance
    • (7) Reactive Armor - Resistance/Endurance
    • (7) Reactive Armor - Resistance/Endurance/Recharge
    • (25) Reactive Armor - Resistance/Recharge
    Level 8: Hover
    • (A) Luck of the Gambler - Recharge Speed
    • (9) Flight Speed IO
    Level 10: Thunder Strike
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (11) Eradication - Accuracy/Damage/Recharge
    • (11) Eradication - Damage/Recharge
    • (37) Eradication - Chance for Energy Damage
    • (37) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (43) Multi Strike - Damage/Endurance/Recharge
    Level 12: Fly
    • (A) Flight Speed IO
    • (13) Flight Speed IO
    • (13) Flight Speed IO
    Level 14: Indomitable Will
    • (A) Luck of the Gambler - Recharge Speed
    Level 16: Rise to the Challenge
    • (A) Numina's Convalescence - Heal
    • (17) Numina's Convalescence - Heal/Endurance
    • (17) Numina's Convalescence - Heal/Endurance/Recharge
    • (45) Healing IO
    • (46) Dark Watcher's Despair - To Hit Debuff
    • (46) Dark Watcher's Despair - To Hit Debuff/Endurance
    Level 18: Chain Induction
    • (A) Crushing Impact - Damage/Endurance/Recharge
    • (19) Crushing Impact - Accuracy/Damage/Endurance
    • (19) Crushing Impact - Accuracy/Damage/Recharge
    • (23) Crushing Impact - Damage/Recharge
    • (43) Crushing Impact - Damage/Endurance
    • (43) Crushing Impact - Accuracy/Damage
    Level 20: Quick Recovery
    • (A) Efficacy Adaptor - EndMod
    • (21) Efficacy Adaptor - EndMod/Recharge
    • (21) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    Level 22: Swift
    • (A) HamiO:Microfilament Exposure
    Level 24: Boxing
    • (A) Empty
    Level 26: Tough
    • (A) Reactive Armor - Resistance
    • (27) Reactive Armor - Resistance/Endurance
    • (27) Reactive Armor - Resistance/Endurance/Recharge
    • (29) Reactive Armor - Resistance/Recharge
    Level 28: Heightened Senses
    • (A) Luck of the Gambler - Recharge Speed
    • (29) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    • (34) Defense Buff IO
    Level 30: Weave
    • (A) Luck of the Gambler - Recharge Speed
    • (31) Luck of the Gambler - Defense/Endurance
    • (31) Luck of the Gambler - Defense/Endurance/Recharge
    Level 32: Lightning Rod
    • (A) Eradication - Accuracy/Damage/Endurance/Recharge
    • (33) Eradication - Accuracy/Damage/Recharge
    • (33) Eradication - Damage/Recharge
    • (33) Eradication - Chance for Energy Damage
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (34) Multi Strike - Damage/Endurance/Recharge
    Level 35: Health
    • (A) Numina's Convalescence - Heal
    • (36) Numina's Convalescence - Heal/Endurance
    • (46) Miracle - +Recovery
    Level 38: Stamina
    • (A) Efficacy Adaptor - EndMod
    • (39) Efficacy Adaptor - EndMod/Recharge
    • (39) Performance Shifter - Chance for +End
    • (45) Performance Shifter - EndMod
    Level 41: Hasten
    • (A) Recharge Reduction IO
    • (42) Recharge Reduction IO
    • (42) Recharge Reduction IO
    Level 44: Strength of Will
    • (A) Aegis - Psionic/Status Resistance
    • (48) Aegis - Resistance
    • (48) Aegis - Resistance/Recharge
    Level 47: Resurgence
    • (A) Endurance Modification IO
    • (48) Endurance Modification IO
    Level 49: Build Up
    • (A) Recharge Reduction IO
    • (50) Recharge Reduction IO
    • (50) Recharge Reduction IO
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit

    This should make surviving farms really easy and handle alot of pve content as long as you arent too swamped by non s/l damage. You could add some purples to the build later on for more recharge ( I'd suggest armageddon in thunderstrike and hecatomb in chain induction).
  18. I'd like to see scaling WW/BM fees . This could bring down overall influence people have, or create a real black market ( which inflation will create eventually, and already has to some degree).
    I'd also like to see random recipe drops added back to TFs that grant more than 20 merits and those TFs merit reward would be reduced by 20.

    More randomly generated incidental supply will bring prices down. Instead of adding a new currency to the game they replaced an old supply line, which had the effect of removing random incidental supply. Now that people don't automatically generate supply as a result of a TF, the amount of pool Cs on the market has decreased thus increasing their price.

    As far as I can tell the devs wanted to keep everyone happy when they added an alternative to the market, but the problem is they failed epically when they forgot to realize that their chosen implementation would wreck market supply and aggravate people even more due to spiked prices. Sure there is an alternative but now it adversely effects the other group of players instead of catering to both market going and non market going players.

    The prices on purples and pvp IOs are unlikely to change unless supply is increased greatly, so I don't see them changing any time soon.
  19. Typically I'll make 10 IOs and they sell out every other day at 2-7 ml profit, so that's roughly 25 mil a toon per day x 9 toons and that is about 1.75 billion a week at full speed. Thats only if I go full speed with volume sales, whereas I typically go half volume and half random lowball bids. So I'd still say I'd get 1 billion a week and it would range up to 2 billion on a good week for lowballs.
  20. Defense and recharge are the way to go, with +hp as a third string goal that can be gotten on the way to defense and recharge set bonuses. For defense focus on both melee and aoe defense. Melee is obvious , but AoE helps handle additional debuffs from loads of attacks ( psi AoEs(-recharge), lethal AoEs (-def), ice (-recharge) etc).
  21. just got a new PC, i5 e750 with a geforce 260 gtx 896 mb vid card, two HDDs 4 gigs ram. Currently windows 7 only shows one hard drive in windows explorer but it shows both in devices manager. How do I get it to see both, and what is best to store on the second drive ?
  22. Lohenien

    Wentworth Lag

    I use WWs daily and this problem just started up a week or so ago. I'm also on Guardian server. I'm 100% positive this is a Guardian server issue, I've seen a half dozen reports by Guardianites complaining about lag in the last week or so.
  23. level 10-14 bronze rolls can give kismet Acc, Steadfast protection -kb, and +def, karma -kb, regen tissue +regen, various Eradication and Basilisk's Gaze and a couple others that also sell well. Bronze 10-14 has the best ratio of good drops vs bad, however you need to roll alot of tickets which means cleaning out your inventory often while rolling.
  24. What most accusers fail to understand is that most of us marketeers don't price gouge, let alone on salvage.
  25. FS is the main culprit and it may even be generating too much aggro perhaps ?