Mandur12

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  1. What about redside? I have one I've considered parting with....
  2. Mandur12

    who is 666?

    Quote:
    Originally Posted by mandur12 View Post
    i'm mr. 150.....
    Quote:
    Originally Posted by postagulous
    i am now mr. 151 ....
    *Shakes fist* KKKHHHHAAAAAAAANNNNNNNNNNNN!!!!!
  3. Mandur12

    who is 666?

    I'm Mr. 150, usually with preceding 1's (...111,150)

    I used to be a repeater, usually of 1's, 5's, and 7's. But there used to be a guy in the purple market (amongst other areas) who used 148. It would drive me crazy when I'd lose a really profitable transaction several times to 111,111,148 when I had a standing bid at 111,111,111. Hence, Mr. 150 was born!

    Also:
    Quote:
    Originally Posted by Bill Z Bubba View Post
    Serious question: I hit 505000 inf/minute last night while solo. Am I doing it right yet or do I still suck at this ebil business?
    My vote is you suck at ebil. Having money is necessary. The ability to attain moar assets is also necessary. But unless you are also able to crush the little people under your bootheel, you phail. Until you find a way to prevent a casual gamer from purpling their warshade, you phail. And finally, until you can personally manipulate the market to the point that prices are a "SLAP IN THE FACE!" to people who don't play the game 24/7, you will continue to phail.
  4. Quote:
    Originally Posted by Another_Fan View Post
    The market interface has been made consistent with other interfaces in the game.
    Generally that's a good thing, sure. But consistency shouldn't regress usability. You fit the tool to the job, not the job to the tool.

    Quote:
    Never happened with the old one /sarcasm
    Those people didn't come in droves to the forums to complain about it. So while "never" is probably too strong a word, "significantly less" could be an understatement. (the good news is that lag seems to be getting cleaned up slowly, so hopefully that ceases to be a cause eventually)

    Quote:
    Looks at that expanding tree view on the left of the interface where everything is now not only properly sorted but you can actually have the space to read the full names.
    Drilling down using the tree was the slow way to navigate the market. I only used the tree in the old interface when I was researching potential niches, which was like once a month maybe. Otherwise there were faster ways to get where you want if you knew what you were looking for. Not everyone uses the market in the same manner. The new interface makes some methods more cumbersome than they used to be (I'm looking at you Mr. Click-on-the-Recipe-Filter-and-it-Fills-the-Search-String-With-"Recipe" function), and the alternative methods to navigate are still not as fast as the old way.
  5. Quote:
    Originally Posted by Mandur12 View Post
    No way, no how. I've now been trying to retrieve an eradication recipe off of the market for almost exactly a half hour now. No hyperbole. I'm still here, clicking on the button whenever it's available. Unacceptable.
    About 5 minutes after I posted this I quit the game to desktop and reloaded. I was able to retrieve the recipe after about a minute of clicking the "get" button. The 2 weirdest things about the whole thing:
    1) I executed (sometimes easily, sometimes with tedious, repetitive effort) other transactions where I stored, bought, sold, and retrieved items during this period. Not many....but maybe a dozen.
    2) I was captivated by Comedy Central's broadcast of Ace Ventura: When Nature Calls the whole time while trying to claim my recipe.

    The difficulties with what I was doing seemed to have cleared up a lot about 2 hours later. Things were sometimes tedious trying to get things to a from the market, but not nearly as bad as it was when I posted the above. I think I was most frustrated because I was doing a LOT of transactions (IO-ing my 'shade from scratch)

    Also, I play on Virtue. Though some here report otherwise, I'm also beginning to wonder if that's a contributing factor in the problems I see.
  6. Quote:
    Originally Posted by FredrikSvanberg View Post
    But this kept happening with the old interface too.

    I doubt it's the interface as much as a lagging server somewhere.
    No way, no how. I've now been trying to retrieve an eradication recipe off of the market for almost exactly a half hour now. No hyperbole. I'm still here, clicking on the button whenever it's available. Unacceptable.
  7. Listen to LM's advice, it's good. But even though ice/rad makes best use out of choking cloud, there are other options. For example, I move around very actively (SS is always on), and usually find myself affecting a single group from the perimeter of the activity to avoid AoE mezz, so PBAoE toggles don't really suit my style. I cycle ice slick, glacier, and EMP as my opening moves, and apply rad toggles liberally and don't find myself lacking in control or mitigation whatsoever. My playstyle doesn't make good use out of AA+CC, but yours might. I'd suggest trying them out on the way up to see how it works with the playstyle you develop.

    Frostbite might be good while leveling (frostbite+RI is practically a hold), but if you're goal is a AV killing assistant I'd recommend chillblain instead. It's high recharge tightens up an attack "chain", and you don't blow your end while using it.

    Shiver, like mentioned, is an optional power (I always recommend with this combo: pick 2 of shiver, lingering rad, and AA, but not 3).

    If you're going to have mutation, tho vengeance and fallout are good, you probably can't get rid of enough powers to pick up vengeance.

    APP: I don't know, but I always think this combo works best with primal.... especially conserve power when you EMPulse so you don't lose all of your end (EMP shuts off recovery for 15s or so).

    edit to say:
    Quote:
    I need to have a corpse, which, after I blow it up, we can't target to rez
    It doesn't blow up the corpse like self destruct does. You can still target the corpse to rez.

    edit2 to say:
    Fallout isn't just damage. It also provides a substantial damage resistance debuff and tohit debuff. It can be, like vengeance, a team wipe mitigator.
  8. Quote:
    Originally Posted by Postagulous
    but, yeah, I should have realized the answer was "it depends."
    There are definitely powers out there that imo are better to frankenslot rather than chase a set bonus. One of the prime examples I can think of offhand is siphon life. Since its buff it belongs in the DM attack chain, so it needs acc and damage, and enough recharge to fit in the chain. Don't forget endrdx, don't wanna run out of that. And for how much it comes up it's soo nice if you can get heal enhancement in there too. That's a lot to enhance, and 1, or even 2, sets just isn't enough. Parry and DA don't belong in an attack chain geared for damage, so you can skimp on several of those stats.... but I can see having similar goals for those.
  9. Quote:
    Originally Posted by Another_Fan
    Its now much easier for people to find how much the crafted version of their recipe is going for
    Without getting in the way of whatever point you're trying to make, can you or someone else elaborate here?
  10. Quote:
    Originally Posted by Fleeting Whisper View Post
    Galactus eats planets. Rularuu eats dimensions.
    But like Galactus, regular heroes have fought him before, and won*! C'mon devs, we need the big guy in the game!


    * - from paragonwiki.com:
    Quote:
    Rularuu the Ravager menaced Paragon City back in the roaring '60s. Luckily, before his interdimensional plundering could properly commence, Rularuu was defeated by a group of superheroes. In an ironic coup de grace, the Midnight Squad trapped Rularuu in an otherworldly prison called the Shadow Shard, where he’s been stewing ever since.
  11. Quote:
    Originally Posted by Fomsie View Post
    Well, I have seen my tentacles scale with everyone else, so why not him?
    Inherent in my comment is a desire to see him in the game. He currently is not available to fight. Also, if he ever DOES make it into the game, my dm scrapper has something fo' his ace. Just sayin'
  12. Quote:
    Originally Posted by evil_tim View Post
    She has two lvl 50 SS brutes but she rarely uses rage. She claims she just doesn't think about it.
    Yeah, if she doesn't think about hitting rage, /regen might not be for her. It takes some micromanagement.

    Quote:
    I suppose /SR and /INV are pretty good and simple as well. Do any of those three go better with FM?
    All of the other sets available are less maintenance than regen. /dark and /fire are the other 2 that rely heavily on a single click power. The others are generally much more fire and forget (the mitigation clicks they have are on a longer cooldown than the one's I've mentioned). /Shield is popular, and along with the 3 you mention would provide good hands-off mitigation.
  13. Does anyone else dream about a time when we might be able to affect the scaling Midnight Grasp tentacle animation in a fight against Rularuu the Ravager? Or am I the only one?
  14. She'll notice right away that regen plays differently than any of the other mitigation sets: the green bar bounces around faster than what you've noticed with any of of your brutes. It's incombent upon the player to actively manage the mitigation resources the set provides. It's fun, and rewarding, and works especially well with a primary that has mitigation of its own. FM is lacking in that regard, tho. The good news is you'll have phantom army and spectral terror. Problem solved.

    The duo should work very well, and the build you're working on looks good so far. I would get hasten, as another poster mentions, and I would also look to fit in tough. It can really take the edge off of those big hits and give you enough time to hit recon or dull pain, and it sets you up to take weave to stack later with any +def set bonuses you might chase.

    As for influence, like it's been mentioned, you can't email yourself cross faction cash. If you really want a nest egg blueside, there are some reputable members of the boards here that do cross faction exchanges of currency. They do take a cut for the service, however. If you're interested go check out the player help -> market and invention sub-forums.
  15. Mandur12

    Whoops?

    Quote:
    Originally Posted by Zombie Man View Post
    All you need is one of those and you sell it back and forth between your two alts to set that price as the last five sales.
    Possible I guess. But that's a lot of market fee infl lost to set a price that can't stick....
  16. Mandur12

    Whoops?

    Quote:
    Originally Posted by Derangedpolygot View Post
    I'm not sure just what wrong with the picture. Short of an insane price.
    My disconnect:
    Same price leads me to believe it came from the same person. The transaction cleared 5 times. 3x is over the inf cap. So someone had to buy, buy, get more inf (from email or the market), buy, buy, get more inf, buy. It can't be a persistent price bug thing when you have a bid up for 900,100,908 x 5. And finally, yeah. It's an insane price. x5. Just seems weird to me.
  17. Mandur12

    Whoops?

    I'm just not sure what I'm looking at here. That can't be an error, right? Please help.

  18. I'm hoping that the "clunkiness" I find in navigating the new interface goes away after I get better with it.

    In the meantime, one thing that bugs me the most (other than the obvious bugs already gone over in this thread) is that if I hit "info" on a stored recipe, then go over and click "enhancement" along the lefthand side, i'd like the appropriate crafted enhancement to appear in the search window instead of putting the word "enhancement" up there in the search string box and searching on that word. ugh.

    Oh, and the ability to minimize the expanded views. Grrrr
  19. Quote:
    Originally Posted by Nethergoat View Post
    This will always be true regardless of what steps anyone takes.

    WoW has all kinds of history available to buyers. That didn't stop me (or any other informed marketeer) from making a killing.

    Thinking that changing the way the market operates will suddenly transform low information participants into savvy competitors is, at best, wishful thinking.
    Do you agree with this statement wrt our market, then? "Increasing public information will broaden the gap between the casual and experienced market participants even further."

    edit: It seems like you do. I think we're in agreement in that regard.... savvy participants will leverage more info and increase their ceilings. Whereas unsavvy participants won't leverage additional info, thus the floor remains unchanged.

    Additional thoughts, tho: Does anything interesting happen in the middle of the range of participants with additional info that would be considered a boon?
  20. Quote:
    Originally Posted by Plasma View Post
    Say you think Market PvP is too tilted against the casual player. My suggestion: a much larger history (view the last 300 sales, say, scrollable window) along with some statistics. List # of bidders/sellers, not just bids/items for sale. List min/max/avg/std dev for the last 300 sales or such.
    By providing more information, but not transparent information, it just seems to me that the ones who benefit the most are *still* the ones who expend the effort to know the system. Am I missing something to think a system like this would allow me to spend less time researching for a larger profit?

    Quote:
    Originally Posted by Plasma View Post
    Too much influence in the game? Create some sinks. Expensive vanity costumes, even a vanity powerset (ie, new models for mm henchmen, etc). Sell transfers or extra character slots for in-game influence; or sell useful temp powers (extra charges of a teleport-to-mission power; or even a teleport-your-whole-team-to-mission power; how sweet would that be?)
    I definitely agree, we need massive influence sinks, and I like those ideas.

    Quote:
    Originally Posted by Plasma View Post
    I think the only thing definitively "broken" about the system as it is, is the influence cap; the fact that some things can't be sold on-market for their real value is broken.
    Are the values for the items too high, or the cap too low? I agree that if the market can't facilitate all transactions then something is wrong, I'm just not sure what I would target for a change here. Like, if we had good enough influence sinks in the game then those values for those premium items would deflate, right?

    As for my own thoughts:
    1) Redside liquidity: Merge the markets. I know, already asked and answered. I wish I knew what the Very Bad Thing the devs forsee with this is. Would it be temporarily chaotic if implemented? Sure. Could blueside players be negatively impacted? Perhaps.... I don't think so, tho. Grrr, bugs me I don't have all the info on this one, heh.
    2) Too much influence: We need influence sinks. We have too much, and it falls like rain. I fear with that bug about lvl 50 earning rates recently fixed, the devs tipped their hand a little on this one, tho.
    3) Sub-max level set availability: Set IO level to the level of the roll. Might not impact many, but for those that don't see the value added for this *shrug* let the market decide. If there aren't any buyers at those levels, then there won't be any sellers. No harm, no foul.
  21. Quote:
    Originally Posted by macskull View Post
    9,223,372,036,854,775,808
    Off topic: What screenshot elements would be required of a toon capped at 9 quintillion infl? An "I was willed this game account through fifty generations of marketeers on my mother's side" badge?
  22. Part of the excercise is to also speculate on a problem that the devs have identified. The OP infers by his speculation that the devs have identified high prices as a problem (and produced a system that might provide downward price pressure). Other than Castle stating that off-market transactions going for above the single person inf cap being obviously "horribly broken", has there been anything to suggest that the devs consider high prices a problem?

    Like, I personally think the unavailability of non-level capped recipes to be a problem, but by all indications the devs do not.

    Liquidity Redside is almost certainly a problem. The dev team should be able to easily deduce the willingness to use the market for each side, and maybe that's something they're targetting to fix. I think dave_p's suggestion has merit, but I also don't think I'll come to this forum if it goes live for fear of being buried by the nerdrage, heh.

    On a side note, Castle did state here:
    Quote:
    The only way I'd be comfortable increasing the drop rates [of PvP IOs] is if we could make then Bind on Pickup, tech which we don't currently have.
    That IS one way to lower the price of highly desirable IOs! :P
  23. Quote:
    Originally Posted by UberGuy View Post
    That's not what he said.

    He said:

    (a) they cannot merge the markets because it is too technically hard. There's some good discussion and some long rambles by me on this over in the GR forum in EvilGeko's "No market merger?" thread. As best we can tell, they may have some sort of crazy, proprietary DB or at least very complex DB underlying the markets. Regardless of what's really there, the devs are afraid of screwing up the markets at a technology level, not necessarily at an economic level.

    (b) GR with no merged markets was predicted to be bad for the villain market. This is what they were forecasting. So they have plans to implement things about the market. Personally, I await these things with great trepidation, but I am glad they're going to try something.
    Emphasis mine. I'm unsure how you interpret that from what Posi said. He doesn't mention the villain market at all, but states that a merged market is forecast to introduce "NEW" problems that they would like to try to avoid. Hence the market "fixes" in the works. Am I missing something?
  24. Quote:
    Originally Posted by Nethergoat View Post
    ...I remembered to check his bank balance last night and he ended up with 312,000,000 inf and a build packed with a bunch of "good" sets (Gaussians, Positrons, etc.)
    Out of curiosity:
    Is that 312M before or after you IO? Was that a completed build or 2-3 pieces of a "good" set in a power here and there when there were inexpensive pieces and filled with commons or other sets otherwise? How many merits did you end up with @ 50? Spend any time in AE that accumulated tix?

    I'm just wondering....though I agree with your thesis completely, I think you might do something that I don't, or are a bit luckier. As a point of reference I'm a half bar from taking my dom to 50, and she has about 100m, and has ~250 merits, no sets, never marketed or farmed, and those numbers are more typical to my experience. That leaves me, roughly, with 250 mil from 1-50.
  25. Quote:
    Originally Posted by Sarrate View Post
    Well, to be fair, there is one, but good luck getting it. (It has a defensive analogue too, and both IOs give +3% to their respective mitigation.]
    I could be so off base here, but I figured the fact that both the +res(all) and +def(all) IOs in the PvP sets being the same value informed us that the devs are much more comfortable nowadays with people having massive amounts of defense but not having massive amounts of DR, and why DR is so hard to come by in IO sets. Extreme defense, being subject to the random number generator, can outlast granite tanks at times, or be killed as fast as an /afk blaster, and the RNG is harder to game than a capped DR toon would be imo, and what I could imagine the opinion of the devs to be. Though Castle's response might be interpreted to contradict what I've always assumed about this subject.