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Posts
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Joined
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Quote:This gave me a sinking feeling.You may actually be better off skipping TD and slotting sets that give global bonuses to accuracy and the kismet unique since these sets have built in accuracy in the enhancements and the global bonuses are not lost while mezzed.
"Oh great, ANOTHER skippable power in /dev, just what it needs!"
my ar/dev's build lost Cloaking Device to Manuevers yesterday (as he's a super speedster who has a stealth IO slotted and is going for ranged defense), now I realize that Targeting Drone is also redundant in the Age of IOs.
GRRRRRRRRRRRRRRRRRRRRRRR.
*scurries off to Mids* -
AR/DEV why not?
because pretty much any other combo is measurably better and /dev specifically was designed for a game that no longer exists.
that said, different people find different stuff fun- play one and see how you like it. -
more options are better!
I had to jury-rig a costume for my character the Cross-Dressing Zombie out of the vet reward kilt and a pink tank top. It gets the point across, but is hardly the sassy outfit of his Vogue-cover imaginings. And don't get me started on the shoes! -
I like the idea of messing with the inf conversion rate.
As bases are largely ceremonial in nature (they do some nice things, but nothing critical) they would theoretically make a great inf sink. Unfortunately the conversion rate is insultingly low and I've never been tempted to spend a cent on them. I make do with my functional, bare bones bases and the game misses an opportunity to burn a bunch of superfluous inf.
With a less ridiculous conversion rate I'd burn a bunch of inf on my bases and burn a bunch of time messing around with the editor making them look spiffier. -
Quote:can we please dispense with the attribution of magical powers to the all-powerful "flippers".If you want a nice brand new car and only want to pay $100, you're likely to be SoL in real life, but before the flippers arrived, you could get that sort of bargain in game if you had a modicum of patience.
you could get crazy deals early on mostly because nobody really knew what they were doing. As more players figured out what 'the good stuff' was, ridiculous deals dried up because the pool of buyers grew, not because magic flippers were exercising their psychic domination over the playerbase. I specifically remember a couple of people going on here about how ridiculously underpriced Karma -KBs were for what the did. Yeah they could buy them cheap, but the couldn't sell them for what they were "worth" because nobody was buying. Prices didn't rise until a lot more players figured out what some marketeers already knew.
Flippers were part of the equation, but pretending everyone existed in a low price utopia until those mean flippers came along is pure comedy. -
Quote:I've spent thousands of tickets on 35-39 bronze rolls and have gotten straight crap.
blue side the least I've made off a 'run' of 1500 tickets is 50 million, crafting the good stuff for impatient buyers. With drop weighting favoring saleable sets it's pretty much guaranteed you'll get a couple of winners amongst the 20-odd rolls generated by a ticket capped map.
red side is a tougher sell, especially now with the merger looming. But you'll still get several winners per round, even if crafting doesn't generate quite the same windfall. -
Sharing my marketeering "secrets" with anyone who cares to peruse the market forum enhances my enjoyment of the game. If I had any interesting builds to share I'm sure the same would be true of posting and discussing them with my fellow players.
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the worst that happens is I politely decline a couple of invitations to team.
If I happen to have some free time, I'll occasionally even accept and every PUG is entertaining in its own way.
/hide is handy if you've got someone specific you'd rather not deal with at the moment, but I hardly ever use it. -
Quote:So, what's doing it then?I'm going to weigh in on this point because I disagree with this concept that supply and demand is driving up costs.
Magic Ponies?
Quote:So ONE PERSON can place hundreds of bids for a single item, buy ALL of them and then list for whatever they want.
None of that has any influence at all on the market for their chosen good. People either want the thing or they don't, and they're either willing to pay a lot for it or they're not.
I don't know why so many people attribute the observable workings of well documented market forces to black magic practiced by hoodoo specialists with chicken bone necklaces, but I wish y'all would cut it out. -
as long as there's no shortage of massively profitable niches for me to exploit, prices at large can do whatever they want. =P
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Quote:It would certainly encourage more listing, but I'm not sure those listings would result in any more sales.A
I see the Goat's comment about hoarding, and I do understand it, but I think that more slots will encourage more selling rather than more hording. This is based on the supply being so heavily influenced by farmers and other power players who generate huge supply. I might be wrong, but I think they would rather sell than horde.
I price the majority of my junk to move NAO-ish because I know tomorrow I'll need those slots for something else. If I had a whole lot more slots my incentive to undercut the "going rate" in search of a quick sale is gone. If a recipe/IO is 'worth' 20 million and I'm tight on slots, I'll list for 7. Same situation with a ton of slots, no way I'm listing for 7, I'll list for 18 and milk the max profit out of the sale. There's no reason not to.
That's not necessarily a bad thing- I certainly wouldn't mind. But it is contrary to the way the devs set up the market (limiting storage to encourage turnover). -
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I'm perfectly content to leave things sit for eternity, or until I find myself needing the slots.
If you don't need the slots, let 'em marinate. -
Quote:this would encourage hoarding and eliminate the incentive to price responsibly.I have a mediocre understanding, and I for one would like unlimited vendor slots or at least a huge number more than we currently have.
i mean I'd love more slots for my scheming, but I understand why we don't have them and view it as serving the greater good. -
did the farming nerf affect ticket rewards, or just exp?
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Quote:probably quite a few people who've never thought about the market for more than 30 seconds total think it would be a fantastic idea.I
So I was wondering, how many people do you think actually believe that this is a viable method for the market to work?
If there's one thing I've learned from my years here in the market forum it's that incurious, low information players harbor all kinds of counterproductive, ridiculous ideas that they believe in wholeheartedly. -
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Quote:Boiled down to its core, MMO gameplay is about defeating enemies.Of course, because a set's performance is the only criteria that matters. A character can't be fun unless you hit a certain amount of damage dealt per minute.
Sets that do this effectively will be the ones considered "fun" by most of the playerbase.
Even if we ignore this truism, it's in the best interests of the game for sets to be balanced against each other, roughly speaking. The more options that appeal to *all* your players, the better off your game is.
I've played/play my share of weird/underperforming sets. I have a grav/TA controller that's fun on a team. I enjoyed playing a stone/energy aura brute on my old villain only account.
My issue with /dev isn't even that it stinks, it's that the entire set was designed for a game very, very different than the one we play today. Originally /dev was one of the best secondaries. Now it's quite possibly the worst.
Updating it for the modern age is in everyone's best interests. They've made some good changes over the years (adding mobility to Gun Turret, adding range to Taser) but the set needs more. As noted earlier, compare it to a similar set that was built for the 'modern' game, /traps.
/dev deserves better treatment than it's gotten.
Quote:My /Devices blaster is one of my favorite characters to play, even including my scrappers and brutes who are damn near indestructible. I know I could be doing more damage and my kill speed could be a little higher.....but I don't care.
Most other players do care, and the devs are well served to cater to larger than a niche demographic. -
Quote:10-15 is the garbage or gold pool. I know some people like it, but I think it's just a good place to waste a lot of tickets.Of the last 6000 tickets (almost double what I can reasonably get in that half hour) I've turned in on 10-15 bronzes, I've not gotten anything worth over 100,000 inf. I've done a bit of AE farming with a aoe machine (fire/shield), and I don't expect more than 10 million for a half hour's farming. Maybe I could get down to the point of capping tickets on a map in 10 minutes, but even at that rate, your 200-500 seems overly optimistic (by an order of magnitude) unless you're getting really lucky.
I roll 35-39 and the least I've ever realized was 50 million.
Thunderstrikes, Crushing Impacts, Efficacy Adaptor, Doctored Wounds...there are a lot of recipes that regularly bring in ~5 million crafted, as well as plenty of bigger earners in the 20-50 million range.
This is blue side- red has been getting flaky and I think all bets are off until the impending merger.
The basic technique undermines the influence of luck by generating a flood of recipes. I can cap a map in 20-30 minutes, that's 20 recipes. Thanks to drop weighting, a good % of those will be highly salable.
It's not rocket science.
/edit
here's a thread with some discussion of tickets and screens of a couple of runs (scroll down). -
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Quote:you really just have no idea what you're talking about.The big problem is that the prices on the market have basically spiraled way out of reach of the average player. Some players can afford to farm all day. Some players build archtypes specifically FOR farming. Some players specifically work the market, sitting on cheap bids then turning around and placing items they win at higher prices.
So, your options to get those megabucks enhancements are fairly slim. Either you farm, farm, farm, farm, farm, farm, farm, farm, every chance you get, or you hope you get really lucky and score some purple drops you can sell for mega-bucks.
even if you ignore the myriad obvious ways to make inf using only the market, there's no need to farm every waking moment to make big inf.
lately I've been working on my ar/dev, hardly anyone's idea of a "farming toon". Running my MA farm a couple of times a week at roughly 30 minutes a run he clears between 200-500 million inf, depending on how kind the drop gods are. Even on my restricted play schedule that's far from "all" I do.
If you can't scrape by on half a billion a week, you've got more expensive tastes than I do. -
for more in depth coverage, visit the guide sticky in the market forum.
quick and dirty, do what I've been doing lately:
1: visit the Architect with a character that can put out decent damage.
2: find a nice farm map (search 'ticket farm' and select one with an enemy group you find congenial).
3: Cap out the map at 1500 tickets.
4: Roll bronze in the 35-39 range.
You'll make a tidy profit regardless of how you play it from that point on, but blue side you can turn really ridiculous profits crafting stuff. Red side is being flaky lately, I think everyone is pulling back waiting for the merger.
I've been doing this for a few months now and consistently realize 50-100 million per run in sales. If you've got a base available you don't even need to wait around for stuff to sell, just stuff your crafted overstock in storage until the slots clear out.