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Posts
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Joined
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I logged back in to the character screen I saw my created character and it says that it has been logged off for 3467 days. . .WOW! I have the oldest toon on this game! It was created 4 years before the game came out. BEAT THAT!!!! LOL
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Well, I have you tied. Thought mine was over 3700, but when I checked it was 3469. -
Yes, make a copy of the arc and replace or add non-Family, standard enemies (Council or something), and see what XP they give.
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Oh, and on topic.
GRIEFERS! How am I supposed to wallow in abject poverty, when you insist on buying my purples for more than 1 inf? -
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"Hey let's go aggro the entire map"
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Are you sure that wasn't my Scrapper? -
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Loosely translated as:
I ran the same mission 7 times in a row. It had Freakshow as the villain group inside. I then ran a Battle Maiden mission 2 times in a row.
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OH! And here I thought he was just fascinated with his poo. -
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If I'm not mistaken, Castle had at one point (I think it was during or just after I13's open beta) said that in a perfect world, merits would work like that - you'd get x merits for every y minutes you were logged in, no matter what you were doing. However, the world's not perfect.
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Then he realized that jerkheads like myself would just base afk 24/7.
Personally, I think the people that put the time and effort into obtaining something should obtain at a proportionately faster/higher rate than those that do not put as much time and/or effort into it. Of course, I am a dirty marketeer, so what do I know about time and effort? -
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The Theft of Essence: Chance for +Endurance proc is awesome in Dark Regeneration - it checks for every target hit by Dark Regen, which in a large group can sometimes mean you'll actually gain endurance by using the power.
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I used to use Dark Regen only when I was nearly dead, to preserve my endurance. Now, I use it whenever my HP and/or End are not full.Especially, when I can use it as an excuse to aggro another group.
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My MM has quite the layer of dust on her. If there is room left, I'll let her out for a while.
Weekends work best for me. Otherwise, after 5pm PST (8pm EST) generally, and after 8pm (11pm) for sure. -
The interface WILL stack bids of the same price on the same recipe (salvage also), so be VERY CAREFUL if you are playing around above the Inf cap.
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No one way to enjoy the game and some still like to do it the old fashioned way.
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Speaking of which, can someone help me convert CoX to 8-bit? I wanna play it on my Atari.
K. Thanks. -
I talked to your wife the other day, but don't see my name on there yet. I can bring either an Elec/Shield Brute or Fire/Cold Corruptor.
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I am primarily:
Daredevil, Fighter/Combatant, Farmer, Min/Maxer, Optimizer, and Eplorer (mostly the first two subsets).
I am also, to a lesser degree:
Roleplayer/RPer (the last two subsets, as the first does interest me some), Grouper, Organizer
TFer/SFer, Powerleveller/PLer, Engineer, Exploiter, Marketeer/"Ebil" Marketeer (used to be a primary, but limited playtime and boredom took their toll).
I have little to no interest in:
Roleplayer/RPer (the latter two, as the first interests me some), Grouper, Organizer, Wanderer, Griefer. -
I currently have 93% when AD is double stacked, and 68% when it is not. It has about a 10 second downtime, but once I get the rest of my purples, it will overlap for a few seconds. I only have an lotg 7.5 in Grant Cover, so if you slot that out, you can get another 6% or so (capping you when AD is stacked).
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It broke his fun meter and now he gets no joy out of life.
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Will slotting resist/recharge IO's in OwtS indeed help it recharge faster? I think I remeber people saying it worked in Mind link.
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One With The Shield is set to ignore recharge buffs and enhancements, and I think does not allow normal recharge enhancements (TO's, DO's, SO's, Common IO's) to be slotted. Mind Link is only set to not allow normal recharge enhancements to be slotted.
Unlike Mind Link, there is nothing you can do to get it to recharge faster (same with Strength of Will for Willpower).
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How does elec/shield compare to SS/Shield? On a high recharge build I can see elec coming out ahead because of Lightning Rod, with SS having better single target damage.
Does anyone have an elec/shield and SS/shield to compare?
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My brother is leveling an SS/Shield and I already have a tricked out Elec/Shield, so we will see in the next few weeks.
Based on my experience with SS/Elec, SS/Shield will do more damage in a short period of time, due to Rage and Footstomp (250ish damage every 5-7 seconds, and of course Rage will boost Shield Charge too), although copious usage of Thunderstrike may sizably reduce the gap (depending on how well packed the enemies are). However, my guesstimate is that overall the SS/Shield will do less damage, unless heavily buffed for recovery (my SS/Elec constantly uses Power Sink, otherwise he would have to frequently rest/pop blue pills). -
I should be around part/most of tomorrow. I'll be watching this thread and the TW's (2.0 and 2.1).
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The filesize is now 106.43%. The details of the mission havent changed at all.
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I remember something about critter Default Descriptions causing problems (showing up in the Description box when they weren't supposed, or being too long, or something). You could delete any critter Descriptions that you did not make, and see if that brings it down to roughly the size you had before. If so, republish and see if the descriptions show up properly when the arc is played. If not, you can try editing again, clicking Default Description for those critters, and see what it does. If it puts it back up over 100%, send in a petition. -
Might want to play it and make sure any custom groups / critters are still there and look the way you want.
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You think I just decided to start playing the market, picked a random IO, and started making 10-15m per sale?
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You mean I was doing it wrong?
Granted, I did start a spreadsheet later, to track salvage prices, and what I was bidding on with each character. -
Sorry, I have no tl;dr for this post. Either read it all, or skip it.
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Here's what I've seen heroside:
There has been a raise in what people are paying for common crafted IO's, and for uncommon salvage. There's been a raise on average for common salvage as well. There's been a lowering of the price for the most expensive rare salvage and there's been a raise of the price on "ordinary" rare salvage (Diamonds for instance.)
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Villainside (since that is where I have spent the vast majority of my time since issue 12), prior to issue 14, common salvage could usually be had for 11-10k (some pieces went up to 25k-100k at times, but not consistently), uncommon for about the same, and rare from just a few thousand to 3-4 million (trending down since the changes in issue 11? 12?, when some pieces were 5-7 million).
During the first month of issue 14 common (500k+ at times, more often 50k-200k) and uncommon (500k-1million at times, more often 200k-500k) salvage spiked big time, and most rare salvage tanked even bigger (25k for prophecies at one point). Presumably, because most people were running AE missions, did not know the reward system well, and did not keep up on price swings at the markets.
Now that it has been worn in, prices seem to be stabilizing around the perceived value of the AE ticket purchases for the rares (500k-1.5 million), and a combination for the uncommons (few hundred to 200k) and commons (due to the volume that drop from even moderate "regular content" play).
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I KNOW there's been a raise over the last two years in many uniques. In some cases the raise is because people figured out "What it's good for." I bought Steadfast Def/Res recipes for 30K each at one point, to give a dramatic example. In others- like anti-KB IO's- I don't know if education alone is sufficient to explain the raise in prices. Karmas used to be 3 to 6 million; my feeling is that they are now 10 to 20 million, though I haven't checked lately.
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I too remember buying my first couple Steadfast -KB's and Res/Def, for under a million between the 3 of them. The next Res/Def I ended up spending 5 million on :/.
Villainside, the -KB's, were up to 30million (maybe only 20 for Steadfast), and 30-50million for the Res/Def. The -KB's, are now at 5-10 million, and the Res/Def is slowly working it's way down (was 30 million a week or two ago, and now is 20-25). All of those are crafted prices, as the recipe prices are much lower (and I am in it for profit), though I do not remember exactly how much.
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I believe, but haven't proved, that the non-purple "high end stuff" is generally more expensive. And of course purples didn't exist at all.
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I have Purple purchases on a few heroside characters, from just before issue 13, that I have not collected yet (unfortunately, I was unable to do the same villainside). The average price, as of March, had doubled and sometimes tripled. I also had (may have collected them already) some Devastation: Chance for Hold (10ish million to 5-6) and assorted Miracle's (not +recovery; recharge/heal from 20-25 million to 8-13) that went down in price. It also seems like LotG +7.5's depressed slightly (20% or so), villainside, since the release of issue 13. I am not sure what Miracle +Recovery's are at now, but they were around 90-120 million (level 20, I believe).
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Inflation isn't, at least not right now, what I'm worried about. Stratification?
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To me, it looks like there is widespread deflation, though we shall see if it holds despite changes to Ticket drops; with the exception of Purples and TF/Trial pieces (the big 3 at least, as I have not really checked any others). Purples, of course, are mainly supplied by PI/GV farmers, and not obtainable via Merits or Tickets, keeping their production restricted. TF/Trial pieces (really, just the TF side) could be better supplied, but it looks like not very many people do Gold rolls (Tickets) or Random Rare rolls (Merits), opting for Bronze/Silver rolls, and outright purchases with Merits.
Even with the Merit Vendor bug bringing LotG +7.5 prices to 5 million, they went right back to 50+ million when it was fixed. I really do not know what to make of it, other than it more or less mirrors what the "Luck Charmers" went through (although, they spent a lot of money getting those Luck Charms, to flood the market with, rather than for "free" via a bug). What I am getting at is, unless there is a large, sustained shift in "production" of an item/group of items, or a large shift in demand for them (how did Scirocco and Cleaving Blow prices fare, with the introduction of Eradication and Obliteration?), prices should trend fairly uniformly. I will leave it up to someone else to regularly gather the price points (like what Balshor did with salvage), but would be willing to chart it, identify trends, and make comparisons/conclusions.
I think stratification happens in pretty much any economy, real or fake. Actually, in any society, online or off, regardless of economics.
Here, it is pretty much by choice or lack of knowledge. Granted, there are some people that just cannot be helped (particularly, those that have limited/frequently interrupted play time, and either find market play unfun or difficult to exercise).
Many, many others probably could be helped, but do not read the forums, or otherwise come into contact with people willing and able to teach them.
Overall, I am not very worried about it, as it seems the price reductions for Pool A recipes and rare salvage has more than offset the increase in uncommon and common salvage (though, common for the most part, seems to be around pre-i14 levels again). Also, the Common IO segment is at pretty much the same price structure and fluxuations as the last two years, maybe excepting recipe prices (I do not recall how many AE tickets they cost). The only large, sustained price increase, appears to be with Purples, which were touted as ultra-rare luxury items.
The only real issue I see with the preceding paragraph, is that Merit farming and Purple farming will become comparatively more valuable, both of which are not "casual" friendly, and thus sharpen the strata. (Ironically, villainside, the increasing price of Purples makes it increasingly harder to outfit the perfect Purple farmer).
Kudos to anyone who reads this whole post in one sitting, and Thank You. -
I bought a crafted Miracle +Recovery for 11.5 million, villainside, when all the other last 5 had sold for 100-110 million. That one was probably a missing zero error.
I also saw where someone bought and LotG +7.5 recipe (in the 40's I think) for 1025, when the others had sold for 35-50 million. -
tl;dr version - The conversion rate appears to assume players play on teams of 5 or more (as it was put in long before the markets). Prestige earning gets progressively worse as team size increases. Solo play is pretty much the quickest way to earn prestige (or grouping with people from your SG, assuming the sum is greater than or equal to the parts). Inf earning improves moderately (sometimes significantly) as team size increases. Market trading/flipping earnings are not affected by team size and only require minimal time spent logged into the game.
Unless someone solos mostly or teams with their SG (and everyone gives 100% effort), and runs missions for an hour or more per day, market trading/flipping and converting will probably be the quickest way to gain prestige.
end tl;dr version
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I know it's 500 to 1, which was considered outrageous and ridiculous back in the days of old, when 20 million was wealth beyond the dreams of avarice.
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The main problem is that Prestige receives none of the teaming bonuses that XP and Inf receive. Running on a full team of 8, you get 1/8-1/10 (due to rounding) the prestige you would solo. Even counting the increased number of enemies and faster defeating, you are still receiving only 1/2-1/4 the Prestige you would solo, for the same amount of time. This makes the conversion not seem as bad, since you are earning at least twice (for an 8 person team) and probably 3-5 times as much Inf as you would solo, in the same amount of time. Even on a team strictly from your own SG, the overall earning rate will probably be a bit less than if everyone soloed, since there is generally inefficiencies and overlap (2 people firing on the same almost defeated critter).
Solo, at level 50, you generally earn 100-150 times as much Inf as Prestige (50-75 times, compared to out of SG mode earnings). On a team of 8, that would go to 500-2000 times as much Inf as Prestige (250-1000, compared to non-SG mode), making the conversion seem more reasonable.
This does not factor in selling drops on the market, nor RV farming with Heavies.
For myself, to date, I have made 1.1 million prestige on a Brute, and about 400 million inf, in the same time period, running MA missions (generally with 3, and sometimes with 5, on the team) and TF's. However, I also keep up on the market and random roll in the most lucrative ranges, deleting anything that does not sell for more than 5 million (recipe or crafted). So, 100-200 million might be more realistic for the average base builder, making the conversion hideous.
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... is 200K prestige a lot these days? You can make 100 million inf pretty easily on the market, these days, and that converts to 200K prestige.
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I created the Brute (mentioned above) about one week after MA went live. MA is crazy stuff though. I think my highest character (played for about 2 years), has around 4 million prestige, and nearly half of that is from WttV exploiting over that one 2XP weekend.
If someone has fairly low playing hours (I play 2-3 hours a day, more on the weekends), plays mostly in large non-SG teams, etc, then market trading/flipping might be the best, since they do not have to be logged in for it to work. However, if they have an hour or more per day to run missions and such, then they probably will be better served using Inf (even from market trading/flipping) to outfit their character to speed up defeating stuff. -
It comes in very handy. Monitor ToHit bonus, one of the Defense, and one of the Resistance ones. When you see the numbers go down (and I believe they turn red when you are debuffed, or maybe only when you are debuffed below the base value), you will know it's time to pop the appropriate inspirations or get out of Dodge, before you start whiffing/getting slammed.