Noskencyr

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  1. [ QUOTE ]
    IO's are an optional part of the game. AE is an optional part of the game, you want to take two optional parts and make them mandatory?

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    I don't know where you came up with this but that isn't what I was saying. Again, I was saying consolidate Influence with Tickets or Ticket with Merits.

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    You talk about salvage prices being ridculous in the same argument for tickets. You do know you can trade tickets for salvage rolls?


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    I don't know how you got this out of what I said but I'll try and make it more clear. Yes, you can buy salvage with tickets, or you can buy salvage with influence, so why not consolidate them?

    I would like to add is that if you have the majority of people playing AE, then it effects the way Wentworth's runs. For example, Alchemical Silver selling for 100,000 to 150,000 influence, even though it is a common salvage. Because there are less people playing regular content, it drives the prices of common salvage up because less of it is going on the market from random drops than there was before. This is an issue that obviously needs to be addressed at some point, because not everyone wants to play AE the entire way through the game and would like to play regular game content with it being effects by AE, as it is now.

    [ QUOTE ]

    Tickets and influence are not the same thing, can you buy costume changes with tickets? Can you buy tier 1 inspirations with tickets? Can you buy temporary powers with tickets? Can you pay crafting costs with tickets? Yes many of the things you can buy with tickets you can buy with inf, but not everything.

    I could see combining tickets with Merits, but not with influence.

    [/ QUOTE ]

    True, there are a few, insignificant things you can buy with influence that you can't buy with tickets. However most of the stuff can be overlapped.

    However, I am up for converting tickets to merits also. There just isn't any sense and making so many different currencies in the game, unless the Developers feel that the influence system has become broken for some reason?
  2. [ QUOTE ]
    SOs are the public transport of city.

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    What I meant was the economy is becoming unbalanced, as it currently stands. Standard IOs, like Accuracy, Damage, etc, should not be more expensive than Specialty IOs, such as Makos Bite, Positron Blast, etc. However, with the ease of getting tickets, compared to getting influence, Specialty IOs have become extremely cheap, compared to Standard IOs.

    Also, common salvage prices have started become ridiculous compared to uncommon and rare salvage. Examples of that are Alchemical Silver running at 100,000 - 150,000 and Scientific Theory running between 75,000 to 100,000.

    Tickets and influence are the exact same thing. You can buy Training Orgins, Single Orgins, Invention Orgins and Salvage (Wentworths) with either Tickets or Influence. So what is the point of having 2 of the exact same thing? It would make things easier all the way around if both were consolidated into 1 thing.

    (Either that, or consolidate Tickets with Merits.) Another thing is that Right now, for people new to the game, it makes things overly complicated when there is no need for it.
  3. Wouldn't it be a good idea to go ahead and change tickets over to influence, and make it so everything you buy with tickets can now be bought with influence.

    As it stands, if the vast majority of people are playing AE, then you almost have to play AE also, to be able to buy enhancements.

    Coh economy has changed a lot with AE. Standard Invention Orgins have become more expensive than Speciality Invention Orgins, it seems.
  4. [ QUOTE ]
    what does it matter to you how someone else plays their game? you are not being forced into doing anything in the game. you have multiple options how to play your toons. seriously we don't need another " AE is the Devil" thread. this is the FoTM. it will die down. go play the game the way you want and stop trying to tell people how to play.

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    It doesn't matter what an individual does as long as it doesn't infringe on the rights of over individuals. Since architect is removing a vast majority of the population of players into farms, increasing the price of salvage and will lead to people quitting the game further reducing the population of the game, then as a whole, architect is effecting other players.
  5. I14 is a pretty huge catastrophe for CoH.

    I didn't realize how things like powerleveling, farming and getting the best equipment right at the beginning of the game ruined games for me, when I was much younger. After I went through a game doing stuff like that, I would quickly get tired of the game and move on to a different game. Well, as I got older, I learned to enjoy the game for what it was...

    With I14 Architect, the devs have accidently changed the game into a powerleveling, farming, give you the best stuff easy game. Obviously not the fault of the Devs because they forgot how greedy we players are. We as players have turned I14 Architect into a legal cheat that allows us to go from level 1 to 40 in 1 day (I actually heard someone in AE stating they had just done that exact same thing).

    Shame on us players...

    Honestly, I don't know if there is anything that can be done to architect to fix it, but here are the list of problems that I see so far.

    1. Easy XP
    2. Easy Recipes
    3. Easy Salvage
    4. You don't have to move around to other parts of the game. Instead you have a bunch of people sitting in AE all day long.

    Devs, you have an Epic Catastrophe on your hands right now. You're going to lose a multitude of people from your game as they burn themselves out. Sure you have people that enjoy farming, powerleveling etc, but most people burn out on games really quick when you can beat them in 1 to 2 days.

    I guess you can get rid of XP entirely, however, no one would play AE missions anymore. (Just the same as getting rid of I14)

    Maybe you could get rid of tickets and influence from the AE missions, but there again, people would stop playing the AE missions.

    Don't get me wrong. In a none greedy world, I14 Architect would be great. But if you lose half your player base because of burn out, then what's the point?
  6. [ QUOTE ]
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    Salvage prices are mostly going up due to AE. People are running lots of architect stuff, and they're not trading tickets in for salvage. Therefore supply goes down.

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    Definitely. I've been using 'Luck Charms' as an example because most people think of 'Luck Charms' when they are getting expensive common salvage. But look at all the other common salvage that is becoming ridiculously priced. Just today I logged on an Alchemical Silver is selling for 55,000 to 100,000 and Scientific Theory which is selling for 100,000 to 150,000.

    Obviously the Developers don't mind selling you common and uncommon salvage, they already do it through the architect missions through tickets. So, why not sell common and uncommon salvage through the university for influence for those people who like playing the game, instead of forcing people to farm AE missions?

    [/ QUOTE ]False analogy. The devs allow you to buy salvage, enhancements, and recipes with tickets because while you're on AE, you get tickets *instead* of salvage, enhancements, and recipes.

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    Why is that a false analogy? The devs let you buy salvage? Just because they are letting you buy salvage with tickets instead of influence doesn't mean you aren't buying them?
  7. Edit...

    Ok, looking at AE, it looks like the Developers only allow you to buy uncommon and rare salvage? That doesn't make sense....
  8. [ QUOTE ]
    Salvage prices are mostly going up due to AE. People are running lots of architect stuff, and they're not trading tickets in for salvage. Therefore supply goes down.

    [/ QUOTE ]

    Definitely. I've been using 'Luck Charms' as an example because most people think of 'Luck Charms' when they are getting expensive common salvage. But look at all the other common salvage that is becoming ridiculously priced. Just today I logged on an Alchemical Silver is selling for 55,000 to 100,000 and Scientific Theory which is selling for 100,000 to 150,000.

    Obviously the Developers don't mind selling you common and uncommon salvage, they already do it through the architect missions through tickets. So, why not sell common and uncommon salvage through the university for influence for those people who like playing the game, instead of forcing people to farm AE missions?
  9. [ QUOTE ]
    It's great that you mention Luck Charm. Did you know pre-i14 that Luck Charms were selling for 40 to 70k? The typical supply qty would hover at 1000 and the demand at 5000.

    Now, post-i14 it is down to 20-50k? And it is still moving dowwards. Supply is up to 2000 and demand is starting to move down as the price meets people's expectations.

    We're in a heavy adjustment market. People can temporarily tweak prices when the supply is under 200 on a salvage, but most people interested in really making serious money aren't messing around with salvage. They learn about purples and such where they can turn a 1-10 million per market slot profit. A stack of "manipulated" common salvage would be lucky to make 20k each or 200k for a market slot. With tickets, anyone can get any common with minimal effort.

    Right now while the market is adapting to i14 and there are random shortages prices can get freaky for people who for whatever limitation are unable to take thirty minutes to run AE content and cash tickets for salvage.

    This is a wacky market. It blows my mind that anyone would pay 200k for a common level 20 damage io that I can buy the raw materials for 5k and make for 10k?

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    Very true. However, just to have a common ground to stand on. I would say 'common salvage' should be standardized across the board by some means. You have silver that you can buy for 1 influence and then items like 'Luck Charms' that sell from 20,000 to 75,000. Common should be just that, common. Instead there are a lot of commons that sell for ridiculous prices.

    Personally, I think the developers should regulate the prices by selling common salvage just like they regulate the price of common IOs by selling them at the University for a set price. Plus, that would create another advantage by having another influence sink in place.

    (Buying common salvage with tickets is now a very intelligent thing to do honestly.)
  10. Ok, let's say you are a upper middle class American which is about roughly equivalent to a veteran who has played on CoHs for about 2 to 3 years. You're doing pretty well, you make about 250 thousand a year or in CoH terms 500 million to 1000 million influence saved up in the bank.

    Being an upper middle class American you decide to take your 250,000 and make a killing on toothpaste, which sells at about $1.50 a pack. So you go to every store across the world and buy every pack of toothpaste you can. Suddenly, the price of toothpaste skyrockets to $20,000 dollars a pack and you've become a billionaire...

    Ok, so in truth...

    You become bankrupt and lose you're $500,000 dollar house.

    So...

    Why is it commons in CoH, like Luck Charms are selling for 20,000 to 50,000 on the CoH market? Is it possible that the common drop rates for common low and mid range recipe salvage should be increase a bunch???

    Or maybe common salvage should sell at the university just like common IO recipes do, so the price of common salvage is not manipulated so ruthlessly?

    Don't get me wrong, I can afford the ridiculous prices of low to mid level common salvage but I doubt people new to the game can, nor can non-veteran casual players?

    Plus, I've been noticing that sometimes 'common' salvage isn't even available to buy because it's been either dropping so little or people are severely manipulating the market. (I can't tell which).

    Oh, I forgot, let me go ahead and troll my own post before the the trolls get to it....

    No

    It's a free market.

    Some random strawman argument using a different product to illustrate a point about the CoH market

    For those of you who are not actually trolls, I would love to hear from you on this.
  11. Noskencyr

    New Add-On Pack

    I meant powers that are as visually nice as the electric attack for brutes.
  12. Noskencyr

    New Add-On Pack

    [ QUOTE ]
    A zone with no load time? This is physically impossible.

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    Why is the physically impossible? They already have that in other MMOs and many other games. Basically the programmers load the section of the map you are in, behind the scenes, so that you can walk from one end of the map to another without having a load screen. As good as our Devs are for CoHs, I doubt it would take them that much more effort.

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    The game engine does not currently support standing on a moving object. Have you ever tried to ride on the roof of a car, or land on the Atlas Park blimp?

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    Just because the Atlas Park Blimp and cars haven't been programmed to allow you to 'ride' them, doesn't mean there's not possible way to program something like that. Again, there are games that already do that same thing and if other game programmers can do it, so can our Devs.
  13. Noskencyr

    New Add-On Pack

    I would really like to see the game revitalized with a new-add on pack. Something large like the CoV add on, available at stores. Don't get me wrong, I love the mini-add-ons that come out quiet frequently, however a new add-on pack would grab a lot of new players and bring back a bunch of old players. It would grab new players, because when they are shopping for games, they would see the 'New' CoH and pick it up to play it and it would definitely bring back old players.

    Here are some things I would love to see...

    1) A large, new 'None-Load-Time' zone that has spawn ranging from level 1 to level 50 depending on where you are.
    2) A new 'Hamidon' like raid. I would love to see another giant monster (about the size of the hamidon) style raid that requires a huge number of people to take down. Maybe a giant moving-level monster, in which people actually get on the monster and kill it while the monster moves across the level. (I know, probably a lag monster, but if the Devs really sit down and think this through, I don't doubt they could do it, especially with all the great stuff they've already done)
    3) 1 or 2 new pool powers. Maybe take some ideas from the forums about new travel powers.
    4) And of course 1 new global power set for each subclass. 1 new Mastermind primary, 1 Blast set for Corruptors, Blasters and Defenders, 1 new Defense set for Tanks, Brutes and Scrappers, 1 new Attack set for Scrappers, Tanks, Brutes, 1 Control set for Dominators and Controllers and 1 Defense set for Defenders, Controllers, Controllers and Masterminds.

    Which is about 6 new 'Very Polished and lots of eye candy' power sets. (I would definitely like to see some eye candy sets, the last couple have been really low eye candy (Willpower, Sonics, Shields, Dual Blades). I would like to see some Fireblast, Electric attack for Brutes and Ice control sets that really look nice and really 'pop', visually.