Redoubtable

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  1. Quote:
    Originally Posted by Silverado View Post
    Then we can agree to disagree, I guess.

    To me (and many others), if defense is the only means of mitigation you have, if you're not at the softcap you're worthless. And even if you're at the softcap, you're not worth your weight in gold either.
    I think that soloing all those AVs may have skewed your perspective a little.

    Don't get me wrong, I think that getting to the softcap is good, but to say that you're "worthless" without it is pure hyperbole.
  2. I didn't mean to infer that an analysis was taking place, just that one was necessary to resolve the differing points of view. The special interest groups will always jump on something that they perceive as affecting them, especially if the suggestion is made without any apparent consideration of their perspective, and a proper discussion of the proposed change's impacts is one way to potentially disarm them.

    I don't mean to be picking on you about this, it's more of a general problem (in my opinion) with the way that people present their suggestions in this forum, and this just happened to be the thread that I posted in.
  3. Quote:
    Originally Posted by Snow Globe View Post
    This section is for suggestions. That you want to do a cost/benefit analysis is besides the point.


    This section's descriptions doesn't mention anything about cost/benefit analysis.

    As to why I've suggested this, I saw a discrepancy with how salvage was bought with AE Tickets.
    So what's your basis for believing that this should be introduced into the game despite others' objections? That your preferences are more important than theirs?

    If you're going to make a suggestion then you need to be prepared to advocate for it in the face of possible opposition. One way to do that is to show that your proposed change will have a net positive effect on the game. If this forum was just supposed to house suggestions without comment or analysis then every thread would be locked after the first post.
  4. Need may not be a factor, but any change requires a cost/benefit analysis. If this were a need rather than a want then the benefit side of the equation would be a lot stronger.
  5. Redoubtable

    Jack Emmert?

    The actual answer to the question is that this is the internet, and on the internet the threshold for "hating" someone is a lot lower than it is in real life.

    At least I hope so, otherwise there are a lot more angry people out there than I'd previously thought.
  6. So is tonight Dual Pistol Corruptor night?
  7. Ah, my bad. I guess I never paid a lot of attention to that policy.
  8. Quote:
    Originally Posted by Snow Globe View Post
    No. While I might not like the name policy, level 5 was set so that it had minimal impact on returning players. I can see the wisdom of it, if only for the people in the armed services.

    Level 50s should never have to fear losing their names.
    Agreed, there's a real danger of alienating returning players if the name wiping policy becomes too draconian. I'd even say that characters should only have names wiped if someone else tries to claim the name after the retention period has passed (though I'm not exactly going to campaign for it).
  9. I don't think casual players are necessarily all using SOs, but they're a useful baseline for comparison because casual players should at least have SOs (past level 23).

    If I don't have a set-based build worked out from a low level then I'll slot generic IOs as they drop, starting at level 22. Once I get to 40 I'll buy recipes and craft them to fill any slots that are still using SOs. This allows a compromise between the reduced cost of slotting IOs at a lower level and the reduced effectiveness of level 25 IOs vs level 40s.

    I'm sure I don't qualify as "casual", but this is the same approach I used before I really got my head around the invention system so I don't think it's a massive leap of logic to think that a casual player might at least slot the IOs that drop during play.
  10. I didn't get on til quite late last night, how did Manticore go?
  11. Quote:
    Originally Posted by Another_Fan View Post
    SOs and soloing. Even with this there are multiple regimes to be considered. SOs only pre ED, SOs + HOs pre ed, SOs only post ED, SOs +HOs post ED. Then there is the matter of what is a reasonable level of difficulty and death rate.

    In the example above a kin defender on a team doesn't need that much to be viable. That same kin defender would need much more to be viable for solo play and be enjoyable.
    My example probably pertained more to solo-friendly characters, since those were mostly what I played in the pre-IO days. I would suggest, though, that the difficulty in soloing with a Defender is inherent in the archetype's design, and thus not a balance issue. You'd need to define what you mean by "viable" for me to really address that, though.
  12. Quote:
    Originally Posted by eryq2 View Post
    You MAY get good drops on teams but chances are alot less. You can't even compare drops rates in a x8 farm solo to running with teams. Or at least in my experiences. I've ran umpteen ITF's and have never seen a purp. Sometimes, not even a single drop whereas i can farm and fill 20 recipe slots on each run. Mostly commons but theyre 100k each plus a Numina and an Arma trip that i got yesterday in 3 runs. The 300mil you MIGHT make in a 1-50 run, a farmer can make in a day or so or more. My wife made 900mil in 2 days of farming last month.
    So your point is that you make much more money in a day than a "casual" player makes going from 1 to 50... but it's the marketers that are driving up the prices. Gotcha.
  13. Quote:
    Originally Posted by Snow Globe View Post
    Sure the market isn't compulsory and the devs would like us to use it. However they have given the player base several "outs" already in terms of both PVP and the market.
    That's my point - there are already several outs, so they may not want to provide another.


    Quote:
    Again, you are bringing the market into the equation. Again, the original suggestion has to do with AE Tickets, not the market. On the flip side, a player could use the suggestion in this thread to buy a luck charm to sell on the market if they choose to do so. At that point it would be a win for the market as activity occurs.
    The two don't exist in isolation, changes in AE tickets will affect the market. The most likely effect of this change (in my opinion) is a reduction in the price of low level common salvage, which is pertinent to my statement.


    Quote:
    Given that the current situation is 8 times N rolls where N is an unknown number, it could be had for as little as 8 tickets. Over time that number is higher though. Only the developers have the stats of what is rolled vs what gets sold on the market.
    In this case I actually wasn't talking about the market, I was talking about the amount of effort required to get a specific piece of common salvage in order to craft a recipe. It's true that it could be as little as 8 tickets now, but the average will be somewhat higher and there's an element of unpredictability. Reducing that to "kill half a dozen enemies and you're guaranteed the salvage you want" makes the whole exercise near pointless.
  14. It kind of boggles my mind that some people are so opposed to the market that they won't even place an overnight bid on some common salvage. At the end of the day, though, I highly doubt that allowing the purchase of common salvage with AE tickets is going to cause the playerbase-at-large to suddenly start behaving rationally and obtaining salvage at the lowest possible cost.

    A couple of hypothetical reasons for the devs' decision not to allow specific purchases of commons:

    1. Like PvP, the market isn't compulsory - but I bet the devs would like you to use it, just as they'd like you to PvP.

    2. The ability for lowbies to make a good bit of inf out of a lucky salvage drop is a bonus for casual players and people who don't have access to outside inf reserves.

    3. 20 AE tickets is such a trivial amount that it paints common salvage as being essentially worthless. If you can obtain exactly what you need in about 2 minutes of game time, then is there really any point in requiring it in the first place?
  15. We've got the tier 2 control item (Supercomputer) and space for another auxiliary power item, so we should be able to get a few more things in before the next expensive upgrade. The Vault and the Pillar of Ice and Flame are next on the list, once we rebuild the prestige reserve. I'm open to feedback on anything that you'd like to see added or changed, though the basic layout is somewhat restricted by the plot size for now.

    Also, you forgot to mention the insipration storage.
  16. Quote:
    Originally Posted by Minotaur View Post
    Has anybody ever got MoRSF or MoSTF with an all SO team ? Now that would be a challenge, and if some of the best can't do it then I'd suggest not everything is balanced around SOs.
    The point of those badges is (meant to be) that they're extremely difficult to get, yet they're attained quite regularly by well-IOed pick-up groups. As UberGuy says, I'd be surprised if an optimised team slotted with SOs couldn't do both.

    Just finishing the LRSF used to be considered a difficult task that required a certain combination of ATs and power sets, but that's not really seen as a tough ask any more because people have figured out all of the best strategies. In these cases, IOs simply become a substitute for experience, skill and tactical nous.
  17. Quote:
    Originally Posted by Another_Fan View Post
    Could you define need ?

    People keep using that word. I do not think it means what they think it means.
    Here's my definition, from earlier in the thread:

    Quote:
    Originally Posted by Redoubtable View Post
    That's true, "need" is a fairly nebulous concept in this context. My highly subjective definition is that "need" is what's required for your character to perform to the level that one could reasonably expect given the abilities/limitations of their archetype and power sets (assuming relative competence on the part of the player). The line where "need" turns to "want" is when a character gains the ability to solo a tough EB without Shivans/Nukes, partially because this was the expectation I had in SO days, and partially because the game usually gives you a warning if you're about to enter a mission which contains an EB.
  18. Quick update on the SG: SENTINEL now has all 22 zone teleporters up and running.
  19. Quote:
    Originally Posted by Roderick View Post
    When a trial expires, the characters still aren't deleted. They sit there forever, unless you activate the account with a box set or game card and then manually delete them.

    Save for glitches, no character should ever be deleted without a user logging in and hitting the "Delete" button.
    This is tangential, but when I re-upped my trial account (as a second account) a couple of years after it lapsed, the characters I created during the trial were gone - and yes, I looked everywhere. Not sure if this is a bug or intended, I never chased it up because I couldn't even remember the names of the characters.
  20. Quote:
    Originally Posted by Perfect_Pain View Post
    Huh? Did you read that guys rant? Or did you just skip straight to what I said?
    You did kind of rebut his "I don't want this, I want that" post with your own version of the same statement.
  21. That's true, "need" is a fairly nebulous concept in this context. My highly subjective definition is that "need" is what's required for your character to perform to the level that one could reasonably expect given the abilities/limitations of their archetype and power sets (assuming relative competence on the part of the player). The line where "need" turns to "want" is when a character gains the ability to solo a tough EB without Shivans/Nukes, partially because this was the expectation I had in SO days, and partially because the game usually gives you a warning if you're about to enter a mission which contains an EB.
  22. Sounds like the difference might be that most of my attacks are six-slotted and all of them contain EndRdx to some degree.

    Bringing it back to the point, I don't think your example really demonstrates that IOs are needed, if that's the point you were getting at. The goalposts have shifted a lot since IOs were introduced, such that SO builds that were considered perfectly adequate a few years ago are now seen as weak because they don't overcome the inbuilt limitations of their archetypes. Your tank could slot 2xEndRdx in all of your tank's attacks to address his end issues, which would trade off a reduction in end usage for reduced damage or accuracy. Nowadays you can get IOs which will allow you to get the same benefit without the trade-off, which is great, but that doesn't mean that you need them. As has been mentioned many times, the game is still balanced around SO builds.
  23. Quote:
    Originally Posted by Coyote_Seven View Post
    Everything in this game is a "want". That includes the Fitness pool everyone is so love with. Seriously, that's starting to get ridiculous.

    You keep going that way, pretty soon you'll be talking about how all you really "need" in this game are sprint, rest, and brawl.

    For example, in order to keep all my toggles running on my WP/DB tank (this includes Focused Accuracy from the Energy Mastery set), I needed to slot the Performance Shifter +END proc three times (in Quick Recovery, Stamina, and Physical Perfection). Combined with the Numina and Miracle sets (as well as Quick Recovery, Stamina, and Physical Perfection), I was finally able to get my tank to perform closer to what I always wanted. It's my intention to re-slot Physical Perfection with the Panacea set, and move the +Regen IO from the Regenerative Tissue set into Rise to the Challenge.

    Phew, after typing all that out (and stopping every minute while trying to remember the names of all the powers and IO sets), I've totally forgotten what my point was. I think it was something about stop telling me what I can do in a videogame. 'Cause... it's a videogame! Yeah. Whatever. My tank is really cool to play. So there.
    Have to say that you're probably doing something wrong - my DB/WP Scrapper has all of those toggles with Stamina and Quick Recovery, and he almost never ran out of end when he had SOs (unless Hasten was running). Even now I have very little +Rec slotted (certainly no procs) and never even look at my blue bar. I have no idea why you'd feel that you need all of that +Recovery just to run at an acceptable level.
  24. Quote:
    Originally Posted by Liliaceae View Post
    You missed it, we did it last night.
    Figures.

    I crawled out of my sickbed to do one during the day, so no biggie.
  25. As a point of comparison, I recently took a BS/Nin Stalker from 1-50 doing mostly solo missions set to +3/x1. I slotted sets as I levelled and could afford them, and by 50 I had earned enough to pay for my planned softcap build, which cost 500-600 million all told, with about 40 million left over. The only big drop that I got from defeating enemies was a Respec recipe in the mid-30s, which sold for 100 mill.

    I definitely got a few good drops that sold for 10-20 mill, but the biggest source of income by far was reward merits. I earned over 400 merits from 1 to 50 - about 90 from Strike Forces and the rest from story arcs. The recipes that I bought with these netted me 350 million inf on the market, which was a little more than half of my total income.

    This was the first character that I'd levelled all the way from 1 to 50 since merits were introduced, and it was also the first where I was able to afford my planned build at 50 without relying on outside sources of income. The single-target nature of the Stalker lends itself to completing more missions and arcs than the average character, but I didn't go out of my way to ghost missions for merits, and still took the time to do all of the newspaper and bank missions for Invader. I played this character pretty much every day for a few months, so he didn't get the chance to accrue much patrol XP.

    It sounds like the sources of my income were quite different to Nethergoat's, but my results certainly lend credence to the conclusion that a 'casual' player is able to earn plenty of inf for a good to excellent build from just playing the game.

    As a side note, after reading numerous debates on this subject over the last couple of weeks I've noticed that the people on the 'casual players' side of the debate almost always turn out to be farmers, who are pretty much the antithesis of 'casual'. I strongly suspect that the true 'casual' player (such as Radium's example above) doesn't actually care one way or the other about the whole thing as long as the core gameplay is enjoyable for them.