MunkiLord

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  1. I feel there should definitely be an endurance cost if the person is alive still. Endurance is a balancing mechanic.

    Other than that, I have no problem with your suggestion.
  2. Also Vanden, I'm not saying you should do it my way. Just that if somebody chooses to, it can be cheaper and less hassle in the end. Though if they do it my way "wrong" it can be more expensive.

    Neither way is right or wrong, whatever works for the individual is fine.
  3. Quote:
    Originally Posted by Vanden View Post

    Have you looked at the market lately? Low-level common salvage is pretty expensive. That and the crafting costs and you don't save much until you factor in the long run.
    I look at it everyday. That is why I mentioned shopping smart a few posts back. If you want to save influence, patience is mandatory. When I shop I don't use patience, so I pay a premium.

    And you're right, you don't save much until you factor in the long run. But that was part of my point(which I don't think I explained well at all). You might pay more up front for common IO slotting, but in the end you end up saving millions(unless you respec refund all your SO purchases).
  4. Quote:
    Originally Posted by Vanden View Post
    Lower-level IOs are so weak you'd have to replace them eventually anyway.
    It's just a personal playstyle thing. I typically only slot drops until level 22(if I slot anything), assuming I don't just powerlevel til then anyways.

    So for me I typically slot SOs at 22 and 27, then common IOs at 32. Depending on the character I may or may not reslot at 50, but if I do that it will be with IO sets.

    Since I have Field Crafter on 2 characters, making all those enhancements is dirt cheap compared to buying SOs every few levels, and it gets most of the work done at 32. After that I just need to make three more IOs 2 out of every 3 levels.

    So for me, and how I play, IOs save me influence and hassle in the long run.

    But the way I do it surely isn't universal, so YMMV. I just wanted to point out the other side.
  5. Quote:
    Originally Posted by Techbot Alpha View Post
    Cost less and less hassle overall.
    Less hassle perhaps, changing TO/DO/SO every few levels is quite a bit of hassle.

    Cost less, over time that isn't true if you shop smart.
  6. Quote:
    Originally Posted by Memphis_Bill View Post
    Really? So which team do we calculate this reasonable time by? The one that takes 20 minutes to (for example) run an STF, or the one I had last week that took 3 1/2 hours? Or, since few people solo the STF, the team that takes 500 hours to get from 1-50 together, or the ones that steamroll everything and take 50?

    "Simple math," indeed. More like a smokescreen.
    Somebody soloed the STF?
  7. Quote:
    Originally Posted by Nethergoat View Post
    but, wonderfully, does not preclude ALSO farming while you marketeer!

    MUAHAHAHAHAHAHA!
    That's multi tasking. That doesn't come until lesson 4, assuming people get that far.
  8. Quote:
    Originally Posted by TonyV View Post
    Okay, I just have to mention this. As much of a bad rap as Enhancement Diversification got, I honestly believe that had it not been implemented, this game would be long since dead.
    I couldn't agree more. ED saved the game IMO.
  9. The market is more efficient than farming.
  10. Quote:
    Originally Posted by Arilou View Post
    I wouldn't actually disagree with that, but in that case I'd double or triple the influence cost.
    500 million is my suggestion.
  11. Quote:
    Originally Posted by Toony View Post
    And I'm sure soloers are just big mean grumpy people who refuse to team.

    I'm sure none of them...

    Have an illness that requires them to leave at random times
    A slow computer that disallows them from running large teams
    Kids


    Soloers are players.
    Why somebody primarily or only plays solo instead of teaming isn't relevant in any way. The only important thing is how many of them are there?

    If there is a significant amount then they should be a high priority.

    If there is an insignificant amount then they should a low priority.
  12. Quote:
    Originally Posted by Bosstone View Post
    Perfectly. You can't please everyone with any single decision, so which one(s) do you please?
    The ones that will allow you to make the most profit.
  13. Quote:
    Originally Posted by Bosstone View Post
    Which customer?
    Are you serious with a question like that?
  14. Quote:
    Originally Posted by Ironik View Post
    I think I have two characters who have earned over 100 million, and just barely at that. I look at some of the prices on the market and realize how much I hate farmers.
    I hate farmers too.

    I hate how they supply the market with recipes. I hate how they make a ton of influence then spend it on my drops.

    I hate how they make it a lot easier for me to make billions upon billions on the market.
  15. Quote:
    Originally Posted by Mr. DJ View Post
    It goes both ways, they offer a service, you pay for it, they can deny you service, you can cancel your account.
    Yes it goes both ways, but the customer is the more important factor. Always.
  16. Quote:
    Originally Posted by Eiko-chan View Post
    Well, I guess I'm glad that, for the past two years, I've been paying for the development you're now enjoying. At least someone paid for it, and someone is enjoying it, I guess?
    I'm sorry, but this statement doesn't even make sense.

    Quote:
    Originally Posted by Toony View Post
    I do not owe them((devs)) anything as I am a customer. If they wish to keep their customers, they should not work toward pissing off large amounts of them.
    Bolded the part I added.

    As this is a business transaction, I agree you don't owe them anything(well other than the sub fee obviously). I agree pissing off large amounts of customers is a bad thing.

    But, there is not a shred of evidence to even suggest that the shard conversion rate will piss off a large amount of customers. Just sayin.
  17. Nevermind, they showed up finally about 20-30 minutes after I upgraded my base plot.

    Which is good, I would have been pissed if I had to get every single beacon again.
  18. So I'm redesigning my base(its been about three years) and I cannot find any of the base teleport beacons. I have previously gained them all.

    I have a guess as to what happened. I acquired all the beacons before the extra exploration badges were added to the game. Does this play a factor?
  19. Quote:
    Originally Posted by Leandro View Post
    Assuming those numbers are final and they will go live as is, my reaction would be to never buy a Notice of the Well using the conversion recipe. I have the money and I have the shards, but I just perceive it to be too expensive. I'd prefer it if there were different alternatives in order to suit different playstyles, such as:

    - 4 uncommons + 40 shards (for those who don't want to spend inf)
    - 4 uncommons + 200 million inf (for those who don't mind the market)
    - 4 uncommons + 200 merits (for those who get merits out of arcs)
    - 4 uncommons + 100 merits + 100 million inf (combination of above two)
    - 4 uncommons + 10 alignment merits (spend two weeks grinding tips for it)
    I like this idea. Though I think the all influence option is a bit cheap. I would raise that to something closer to 500 million.

    IMO 40 shards are worth a lot more than 100 million influence.
  20. Quote:
    Originally Posted by Mr. DJ View Post
    If you really wanted to, you could take what money you currently have, and flip recipes that would maximize profit.
    One thing that is really profitable right now is Gift of the Ancients: Defense. The recipe is going for something like 15-20 million and once crafted it goes for 60-70 million. At least it was a few days ago.
  21. Quote:
    Originally Posted by TonyV View Post
    I'd prefer someone like you on my team any day over some of the people who have been experts at mowing down enemies and plowing through missions but hard to coordinate with.
    I get what you're saying, and I don't disagree.

    But I love the hard to coordinate craziness every bit as much as the well orchestrated attack. Hell, its the reason I usually play in pick up groups when I team. I love the randomness that anything ******* crazy can happen at any given moment.

    Hell if the team is absolutely steam rolling(and I don't think they will mind), I'll start pulling extra mobs on top of us just to see what will happen.

    Quote:
    Originally Posted by Eiko-chan View Post
    Just think about my poor parents. They didn't even have computers! They had to turn actual pages when they wanted to read stuff and use their imaginations! The horror!
    It's the devil's work I tell ya. The devil!
  22. Quote:
    Originally Posted by Eiko-chan View Post
    It coined the term, actually (Richard Garriot was the first to call his game an "MMORPG"; "MMOG" pre-existed it, though.)

    But I was playing BatMUD back in 1992, when BatMUD was WoW. And the first MUD came out in 70-something, before I had discovered computers. The genre precedes graphics of any sort.
    Precedes graphics? But that would require imaginations or something awful like that!
  23. Quote:
    Originally Posted by Eiko-chan View Post
    I don't think "I don't like capitalism" can ever be factually incorrect.
    Since you didn't state "I don't like capitalism" in your original post I didn't know that was your principle.

    I though your principle was not liking what marketeers do. Well what you think they do, is factually incorrect. Nobody is getting fleeced and they aren't responsible for the fluctuation or high prices.
  24. Yomo, their names alone mean they deserve to be incarnates. Well done.
  25. Quote:
    Originally Posted by Eiko-chan View Post
    The reason I refuse to marketeer has nothing to do with time, it has nothing to do with not knowing how, it has nothing to do with hating crafting. It has to do with principle.

    I don't like what marketeers do. I don't like the way prices fluctuate, or how simple things cost ridiculous amounts (I admit, here, that the WST seems to have alleviated this a bit; there's more common salvage for sale right now that I have seem cumulatively in six months.) I don't want to fleece people for "billions". I'm perfectly content to sell the stuff I earn to them for reasonable amounts and live with it. That's why it took me a year to finish building my Brute's build, and why I'm still not done with my Mastermind.

    I don't really mind being slow. I'm not too wild about not being able to see the goal post because of the curvature of the Earth.
    There are also countless threads in the Market forums explaining how that principle is factually incorrect.