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Quote:Dare I say it? Yes, I think I should.I have a problem when i go to the market to get a low-lvl item, usually got for 5000. the last 5 bid sold for a reasonable amount, around 5000. there are currently upwards of 80-100 on the market, and maybe 30-40 (if that) bidding. i put in my 5000...nothing. cancel: bid 7500....nothing. cancel: bid 50k nothing. (meanwhile NONE are selling at all) finnally i get pissed and maybe get it for 100K. this happens all the time, for junk!
You're doing it wrong, mate... -
Quote:Just because you can't figure out how to bid on items without an obvious buyout price being available, doesn't mean the market sucks or it's not easy for most players to understand.nvr said i cared either way, jus stating a fact of life in this game. idc what i pay as long as i get it. no, the market sux in this game. it doesnt allow you to do anything easy. you get 5 or w/e examples of what something sold for, then its "lets guess what said ******** are charging for said item" game, no the market is definately geared toward the seller, and the bidders will always be at their/our mercy.
buyout would be an option. if you dont want to use it then dont. play the ridiculous bidding game if that is your bag. id rather buy my **** and GTFO and back to playing the game. -
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Quote:Team exactly as specified. 6 players, the minimum to start the ITF. No fillers.Is he limited to just himself and the 3 other toons, or can he fill out the team with 4 decently built toons, that can pick up the slack?
Quote:I remember once, inviting a RAD/ Defender, thinking okay, debuffs covered, to get the "I'm built to be a healer" after the TF started.
AM, Healing Aura, Aid Other, Aid Self, none of the debuffs. :/ -
Prior to the new update to Mid's, I could mouseover a power and see the total enhancement values for that power, or mouseover an IO set enhancement and see the set bonus values. Now that info only seems to display in the info window instead of a popup and I actually have to click the Enhance tab to see the total enhancement values for a power.
Is this working correctly? All in all it seems immensely more cumbersome and less user friendly than the way it used to be. -
Megajoule: Couple follow-up questions for you, mostly out of curiosity.
How often do you join TF/SF teams?
How often do you form and lead TF/SF teams?
On average, would you say those TF/SF teams you have played on complete faster or slower than the expected times?
What do you do with the merits you earn? -
Quote:I know we're sorta hammering you with this point, but what indication, if any, do you have that speed running TF's is "getting out of hand" or that the devs are even remotely concerned about it?It does, however, indicate how the Devs are likely to act if they think that speed-running et al is getting out of hand - nerf rewards for everyone, even the people at the other end of the average. ("Nerf 'em all and let States sort 'em out.") I would like to encourage them to be a little more discriminating, is all.
Or, is it simply that you are making a HUGE FREAKING ASSUMPTION here, based off of some thread you ran across on the forum? ETA: The Marketing forum of all places!
Quote:so I only happened to learn of this one by dropping into a discussion into a forum I rarely read
Finally, you keep looking at faster than average completion times as some kind of trick or exploit. In my experience, what is much more commonly seen in-game is simply teams of good, solid players that steamroll everything in their path and quickly complete objectives. Perfect example, a couple friends and I ran the Silver Mantis SF the other day. The merit reward for that SF is 42 merits, so on average it should take just over 2 hours to complete. We ran with the minimum number of players to start, 4, and completed in 1:20. Nothing to brag about by any means, but a good solid time. We didn't cheat. We didn't use any exploits. It wasn't a "speed run". It was a relaxed and fun time for all of us. Can you seriously state that it is, in any way, "fair" for us to have our rewards reduced? Take a moment and really think about that before answering. -
Sam: In the interest of civility, let's just agree to disagree here and move on. You seem to be taking this way too personal...
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Quote:Yes, because changing the game makes more sense than lowering your difficulty setting if you find it too hard...Then whenever I ran into a level 50 group I face-planted. Sure, when we're talking about /*1, one level doesn't make that much of a difference, but at /*8 it's a different story.
So I'm with Sam on this one. Consistent difficulty over antiquated mechanics all the way. -
Quote:My understanding was that the arc you mentioned was given an incorrect (and excessive) merit value when merits were introduced, and that it was corrected after it was pointed out how skewed the rewards were by players.As I understand it, about a year ago(?), some of the Kheldian arcs were being completed (in Ouroborous) in much less time than their merit awards suggested. Players became aware of this and began farming those arcs. This, of course, came to the attention of the Devs. The awards were adjusted accordingly, most of them downward. Other arcs had their awards tweaked about the same time, again (as I understand it) to match the "1 per 3" metric.
Quote:On a recent visit to the Market forums, several players informed me that they employed various tactics to increase their rate of merit gain from the expected 1 per 3 to something closer to 1 per 1.
Quote:Furthermore, given that the last time the Devs implemented sweeping changes in order to prevent players from greatly exceeding the intended rate of experience/reward gain - in that case, via the AE system - the result was to implement strict new controls that affected all users of that system. Players who were only interested in quick rewards, of course, promptly migrated to other areas of the game or to other games entirely, leaving the remaining users of the Mission Architect to suffer the consequences of their actions.
Quote:So yes, I'm concerned about the possibility of a few players - the speed-runners - ruining things for everyone else, if the Devs are committed to enforcing their oft-cited "speed limit". We don't know that they are. But if they are, then I would like to see a fix that actually focuses on the people who are pushing the curve out of wack. That sort is going to move on to the next Get Stuff Faster trick anyway, as soon as this hole is plugged; I would simply like to see as little collateral damage land on everyone else as possible.
Before merit rewards, when speed runners were concentrated solely on a very tiny handful of TF's, primarily Katie Hannon and the Eden trial, it was easy for the speed runners to seriously affect the average completion times. Now, those same relative number of speed runners are spreading their activities across a much wider variety of TF's, making it much more difficult for them to significantly skew the average.
Some reward oriented players prefer ITF or LGTF. Others prefer Positron or the Striga TF's. Most I have seen don't really care, and are happy to run any of them. What you have proposed is a solution in search of a problem... -
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Quote:Well said. Players can choose to play whatever kind of character they want. I have no problems with that. Do what is fun for you. But folks shouldn't get all self-righteous and defensive when someone doesn't want that kind of player on their team, especially for something like a TF, where generally 8 players will be together for an hour or two, or even more.Yes, any team can complete any dev created contest as long as the players are pulling their weight. Imagine an all defender team on an ITF with no buffs or debuffs and the heals were sporadic. Will they be successful? Not a chance.
Tauntless tanks, buff/debuffless defenders, "pure" healers, blasters that don't blast, scrappers that don't scrap, masterminds without pets, all four travel power anythings, etc....
Inflict your gimped concept build on players who know what they are getting. Having no buffs or debuffs is not compensated by a class that only does 55% of blaster damage. Blastfenders are gimped. I wouldn't want one on my team either.
It's not just my expectations as a team leader that are a factor here. The expectations of the other players on the team need to be taken into consideration as well. If I'm forming a TF team, I want the team to have a fun & relaxing experience. The bubbler that doesn't bubble, or the LOLHealorz, or the petless MM, or the rad defender with no debuffs, is only an impediment to that goal. -
Quote:Really? OK, since you like challenges, show us your Master ITF run with the following team makeup of concept & RP builds.ANY dev created content is completable with ANY team makeup and ANY combination of builds, powersets, and powers.
The only difference is what strategy you have to adopt to accomplish it. Unless you just simply don't like to think, that is.
Team Leader: You, with whatever character you choose.
Brute: Any primary/SR secondary. Concept build that takes all attacks, and only the tier one SR power.
Defender: LOLHealorz. Empathy/Dark. Only heals from Empathy, no buffs. Plus medicine pool for extra healing goodness, only tier one Dark Blast, which can't be used since the player is RP'ing a pacifist.
Tank: Invulnerability/EM. Stamina-less build, so takes no toggle powers at all, only passive defense powers.
Masterminds (2): Petless Ninja/Pain.
I look forward to your results... -
Quote:Cat beat me to it, but do you understand what the word "average" means?The position that players should be earning, on average, 1 merit per three minutes from task forces is not mine, it's the Devs'.
Quote:I do believe that this would be fairer to players
Quote:than reducing the rewards for everyone to reflect common speed-run times, which would be another method to enforce their game design (one which they've used in the past).
Even if this boogieman of speed runs causing nerfs became true, there are potentially much better ways to address it, rather than punish certain types of players for their playstyle. -
Quote:Are you already playing on -1/x1 and finding that to be too difficult? Or is it that you are playing on an enhanced difficulty setting and finding that too hard, but don't want to lower it?I don't want THE GAME to be made easier, I want MY GAME to be made easier.
Quote:they're all large spawns (because that's what I picked)
Quote:Enemies reward experience and Inf based on their level and their number. Whatever levels and numbers I pick, I'm not gaming the system.
Quote:you consistently try to sell me as some kind of whining gimp?
the self-righteous "you suck" attitude -
Quote:You can't just pigeonhole playstyles into speedrunners vs. normal players. A good team will steamroll through mobs at a rapid pace, take down AV's quickly, etc. A sub-par team will struggle along, taking longer, even if both teams do the exact same things along the way. If the fast team completes the exact same objectives as the slow team, but in less time, why should their rewards be reduced?What does bother me are posters, like the one above you, that seem to think this is all just a disparity in player-skills when it is also, if not more so, a disparity in player-style.
It's not that I'm not good enough to speed-run SFs for maximum efficiency, it's that I simply don't like speed-running, i.e. ignoring every mob and rushing to the end of every map. I prefer tackling those mobs in front of me, go pew pew and watch them fall down.
And that's exactly the thing, I don't think anyone who shares my mentality would tell a speed-runner to to slow down. If you have fun, great! But whenever someone brings up Merit Rewards for T/SFs, there's several people that just say "YOU'RE JUST NOT GOOD ENOUGH A PLAYER! STOP COMPLAINING AND SPEED-RUN LIKE ME!", and I do not like being told how to play, especially if it's the kind of play-style I don't enjoy at all.
I don't like being told how to play either, and I'm not trying to tell anyone else how to play. The only one that seems to be advocating that here, is the OP... -
Really?
Quote:the new difficulty options are harder
I don't want my difficulty to be harder
they're too hard when they spawn +1 -
Quote:The previous notoriety system also allowed for +level spawns, so it is, in fact, a longstanding game mechanic.Your "longstanding game mechanics" are a few months old. The older difficulty settings didn't have this problem. It was introduced with the new ones.
http://wiki.cohtitan.com/wiki/Notoriety
"At the Heroic level, enemies will typically be equal to or a level above your character's level"
"At the Tenacious level, enemies will still typically be equal to or a level above your character's level"
"At the Rugged level, enemies will typically be one to two levels above your character's level"
"At the Unyielding level, enemies will typically be one to two levels above your character's level"
"At the Invincible level, enemies will typically be two to three levels above your character's level"
Quote:And, really, what's with all the self-righteous "you suck" attitudes around here? The whole point of the new difficulty settings was to give us more control over our experience. Why is more control over my experience a bad thing? What, do I have to be at least "this" badass to ride or something? -
If running into the occasional spawn that is a whopping one level higher is giving you that much trouble, I humbly suggest your effort would be better spent examining your playstyle & tactics rather than suggesting to alter longstanding game mechanics.
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Quote:So, essentially you want to punish players for being good at the game? No thanks. A game where performance and achievement is punished out of some misguided sense of "fairness" is not a game I would want to be playing. What's next? Some players earn influence faster than others, so restrict their earning rate?Although the Devs have stated on several occasions that their metric for reward merits is "one per three minutes of play", and have rebalanced and tweaked TFs and Ouro arcs as necessary to fit, players have still managed to come up with ways to increase their rate of merit gain. Some teams can apparently cut this down to as little as one minute per merit, a threefold increase.
My suggestion is that the Devs may wish to implement a hard-coded limit which makes it impossible to gain more than one merit per three minutes. Since these merits are awarded at the end of the arc or Task/Strike Force, it seems to me that the most appropriate solution (if the Devs do wish to enforce their game design) would be to set the merit award to either the default value or the actual completion time divided by 3, whichever is lower. (Extra merits should not be awarded for extra time, lest players leave themselves logged in overnight before completing the arc or task force.)
All players have equal opportunities to earn merits (or other rewards). How well they do so is based partly on their ability & skill, as it should be. If you can't perform at that level, then work at improving yourself, not at dragging others down to your level. -
Quote:Dunning-Kruger Effect.Considering the vast ignorance his posts show, I'd have to agree.
Kruger and Dunning noted a number of previous studies which tend to suggest that in skills as diverse as reading comprehension, operating a motor vehicle, and playing chess or tennis, "ignorance more frequently begets confidence than does knowledge" (as Charles Darwin put it). They hypothesized that with a typical skill which humans may possess in greater or lesser degree,
1. Incompetent individuals tend to overestimate their own level of skill.
2. Incompetent individuals fail to recognize genuine skill in others.
3. Incompetent individuals fail to recognize the extremity of their inadequacy.
4. If they can be trained to substantially improve their own skill level, these individuals can recognize and acknowledge their own previous lack of skill. -
For defense powers:
http://wiki.cohtitan.com/wiki/Karma:...ack_Protection
For resistance powers:
http://wiki.cohtitan.com/wiki/Steadf...ack_Protection
ETA: Both can be purchased at merit vendors for 75 merits, or through the Black Market/Wentworth's.