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Posts
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One of my favorite contacts is Television in Grandville at lv45-50. But yeah, there is a ton of good arcs to go with.
http://cityofheroes.wikia.com/wiki/Television -
Quote:I apologize, I was tired this morning and forgot to include an "n't" on the end of my is in my final statement. I was trying to agree that there is real world manipulation of the market by individuals and other groups.Wow. Really? Blinks. Okay. I honestly am having a problem with you, or anyone, who does not understand the global economy has been manipulated by individuals since the very beginning of a global economy. But here is an easy one for you: The Organization of the Petroleum Exporting Countries.
Let me give you this thought. We have people who spend, days, weeks, and months manipulating the CoH market for their earning niches and such. You agree? (If you do not agree with this please go to the Market section of the boards and ask.) I will assume you agree. Now, these people are doing this so their on-line characters can have more cash in game, right?
Exactly how much efffort do you think the the Bank for an entire country would put into their niches in the real world? There are some real world churches that have been involved in the global economy since the creation of a global economy. You think they might put a little efforrt into trying to get their part of the market to work in their favor.
My only point I am trying to make is that there are some vast dissimilarities between our market and the real world market. We have no bankruptcy or debt for example. No matter how bad I am at using the market, Positron is never going to foreclose on my tanker. We also have the issue of not knowing of the price of what we are bidding for. In psychology they use these parameters so that you can never pay more than what you value something for, and you can never sell for less than you think it is worth. Of course we are bidding on imaginary items with fake money, it has no real value - so how do you really determine what something is worth to you. My point being in this that I value game money differently than real money and this different valuation changes how economics work. I'm not saying huge swaying differences, just enough that you can't apply economic theory as easily.
Saying all that I can't even remember why we are even really arguing econ 101. We all know that economics isn't 100% accurate. Economist argue how the real world economy works all the time and still don't get it right all the time. We don't have real economist (maybe we do on the board, I don't really know) studying the game economy - it really isn't worth the time.
So final points. Game economics have difference than real world economics, but not so vast that they are completely irrelevant. I see more of your points though about what you were saying about how to apply supply and demand to the market. I was just thinking about it in different terms of demand than patience vs impatience. Again, apologizes for my unfortunate typo in my last post. -
Quote:Not trying to be antagonistic here, but I would like to see those facts. I'm actually really interested, since I see a lot of differences besides the one you mentioned.Market Forces The Invisible hand. Dare I say economics?
And puh-lease. If one more person says in game economics cannot be compared to real world economics because no one is manipulating the real world market in a similar fashion I will throw something. In this case, probably a fact.
EDIT: Also I have to say that I wouldn't say that the real world economy is manipulated by in similar fashions, so I wouldn't even see that as a reason for the real world economy is different. -
Quote:Unless you don't want to have to wait for someone to post the common salvage that isn't worth anything but has been artificially 500,000 influence. I mean if you wait sure you won't be ripped off and you'll eventually get it for the price you want, but that is also boring. Although in the grand scheme of getting influence, 500k ain't that much - just frustrating to pay that much for something that is common.Spoken as if you have no idea how markets work, especially the consignment system CoX uses.
It is nearly impossible to be ripped off in CoX unless you deliberately set up the transaction that way yourself instead of using the consignment house. Software glitches or typing errors aside it is literally impossible to be ripped off when using the consignment house. And even then a typing error is you ripping yourself off. -
You might survive... but probably not. Blasters get aggro quick and unless you've got some defensive buffs to soft cap you in either positional (probably just ranged for blasters) or S/L you are going to face plant pretty quickly.
Also the term tankerish doesn't work so well with blasters, without the defense, resistance or HP it is hard to be tankerish.
But I don't want to completely discourage. Try things out, see what works for you. As long as you aren't driving your team mates completely nuts or face planting ever 10 seconds it might be alright. General rule though, an AT was designed to do certain things, and unless you've got a lot of experience or know what you are doing, forcing an AT into another role is pretty difficult. -
Quote:This is also a better version of what I was thinking.The problem is that you believe this is an economics problem, when its a psychological problem. Pay to win isn't referencing an economic problem demanding a solution, its a psychological perception problem which has no solution. If you enact things that create the perception that your game is pay to win, you stand an extremely high probability of damaging or destroying your player population. That's simple reality. The question then is whether its worth the risk. If it offers no radical benefit that can offset that risk, its not worth it no matter how economically viable the suggestion is.
The existence of RMT doesn't create the perception problem, what creates it is if they become to pervasive or successful, or if the developers aren't seen to be opposing them. -
Too many different posts to quote so I am just going to go at it assuming people have taken the time read the entire thread (I know, I'm stupid or something).
Anyways, I'm not completely against the idea of buying IOs on the Paragon Market since it would be a hell of lot quicker to IO out characters than doing in through the auction house. I get completely worn out of the game spending 30-45 minutes trying to get a good price on IO's and so it takes me a long time to completely IO a character. Maybe I'm doing it really wrong, but the entire process of purchasing, crafting and slotting takes way too long. Take out two of those steps and I'm on my way lickity-split (saying that makes me feel old). However, I'm cheap and don't really want the option to spend the money on that.
However there is the point about suffering for your character. That isn't completely wrong. In fact it is a lot right, you just have suffer in the right way. It's the idea of the value of creation. When you have to work to create something you value it more. If we value our characters we'll play longer, we'll pay more. Of course many of us have already gone through the process of getting our characters to where they are now so we've already been heavily involved in their creation and so have a higher value for our alts than anyone else's.
That isn't very clear. Let me try again. We value more what we create (more than what other people value what we create - clearly I value my lv50 more than your lv50, it's mine). If we skip steps we will still value what we create and even to a same value, but if we skip too many steps then we disassociate with the creation process and no longer value the creation.
So we buy a lv50 completely IO'ed out and we play with them for a little while but we really don't connect with the alt. Re-costume them, re-name them... nothing they aren't our alt, we don't care. Maybe. I'm not going to say that is certain, but there is science behind that to support that (check out Dan Ariely and the Ikea Effect). Just some player psychology to think about.
Now the only thing I want to talk about it economics. While psychology may work for our players, economics doesn't work as well. When we apply economics to the in game market we are making some bad assumptions. And the first one being that the in game economy should work like the real economy. It doesn't. There are a lot factors that change that market. Hyper-inflation. People willing to just sit on expensive items because they have no incentive to lower their prices. The fact that no one is going to broke in game. You can't go bankrupt, and we have no regulations. And marketeers (who would be limited by regulations). I've kind of rambled on too long here, but my point is that the in game economy doesn't necessarily work the same way the real world economy works so predicting how things are going to happen doesn't really work.
Okay feel free to tear at my arguments, I'll do my best to keep up. -
I can definitely see room for improvement on the LFG button. I can see the need for some balance with teams, although I do find AT matters far less then the player running the AT. A crappy blaster is probably still going to be a crappy tank, who is an even crapper defender. I was on a team of all brutes and scrappers the other day and we did fine - admittedly we could take a lot of damage and a team of all blasters might just not be able to take that aggro. But whatever, it'll need at least some balance issues for people to want to use it, no one wants a crappy team.
But I'm guessing the bigger issue is that people are inherently lazy and so right now channels will remain the best way to form a team. I mean technically speaking the search function should be helpful for finding team members, but 90% of people don't put on search comments (and when they do they just say "no blind invites") or mark any indication they are looking for team. The search function is also really annoying to use because sending PSTs to 20 people asking if they want to join your TF is just tedious.
But now I am think about what would make the queue better. Right now in my head I am picturing something like the old starcraft/warcraft battle.net where you can browse forming games and join them. I know we have a smaller population, but say you log on and you just hit LFG and you can see there is a Manticore forming with 5 people in it and it is looking for more. We'd still need a leader to form the team but he would need to send out endless invites, just broadcast that they are forming a Manti, and then pop open the Manti tab and let people join. They could manage the team from their to make sure that things were balanced and even reserve spots for friends. And I'd imagine that you could make private events so you could have better teams with your friends. This still makes it necessary to have someone leading but I imagine it would make things at least a little easier.
Anyways, you guys have convinced me that this might not be the best tool as it is - and even maybe a crappy tool as it is. And the thing is if other good players aren't going to be using it, it definitely will be a crappy tool since you won't ever be able to find good teammates. I'll try the new one out when it goes live, but I no longer have high hopes. -
Quote:But what I am thinking is that there will be more people just sitting in queue for anything and someone will be like, "I want to run a Sister Psyche," and instead of broadcast on whatever channel their server uses they'll just hit Sister Psyche in the queue and start up that queue and it will be populated by the all those people who are just sitting on the queue list. Unless I'm not understand how this works (and do correct me if I'm wrong, cause my brain is now questioning me). Yeah, still will have a lack of leaders willing to step up, but if it is easier for them to just hit the button they might be more inclined.Here's the problem... you still need a leader, that has always been the issue with the queue. This problem won't go away.
Just curious, if there are 8 people who queue up for first available but no one is try to start any particular event will those guys get grouped into a random tf available for there level or will the just sit in LFG limbo until someone tries to form an actual group? -
I don't know every time I feel like I haven't seen a set in a while I end up team with one (go with PuGs a lot though, so I feel like that encourages some less desirable sets). But I'll agree with seeing fewer stalkers, I think that is the only AT I really don't have and don't particularly have a plan on starting one (nothing against them, just not my thing).
But stalkers, emp, arrows, and pain seem pretty few and far between. Does seem like anything that was shiny and new 4-5 issues ago doesn't seem so common now. While the main stays are always around and whatevers new is everywhere.
Have seen a rise of electric sets in general recently. I feel like those used to be pretty rare, but also could just be random that I never saw them around before. -
I am definitely use the new feature, given that it works as intended and other people queue up as well. I feel like one reason we don't see more TFs running is people don't really want to put in the energy to form one. I'll often get online and see if any thing is going on and see a lot of messages of people saying they'd join something if anything is going on. When I started running my own TFs rather than waiting for one to start up I ended up getting to do them a lot more often. Sure there are times when it is hard to get something started but even pretty late into the evening I can get a team together if I start doing tells to the entire search list (and that is super tedious). So I imagine that taking away some of the difficulty in getting a TF together will really help things take off.
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I spend a lot of time in the costume creator and take great pride whenever someone comments on one of my costumes. One of the big things I strive for is to do something unique but that doesn't clash. Often I'll start in on the creator (before really deciding powers or a name) and just look for costume pieces I've never used or really seen used and see if I can build a costume I like around that. Doesn't always work but I usually get something that is fun, although half the time I don't end up using that exact costume. Once I decide origin, powers and a name I like to modify the costume to something that fits the character.
But general guide lines:
1)I almost always use the smallest sized bust on female toons (and that usually feels pretty big still - seriously, these girls don't have back problems?)
2)I try to avoid more common color combinations, straight black and red may look bad-*** at first, but then I feel like I look like everybody else.
2.5) and I never use the same colors on all the parts, maybe for a first draft of the costume, but it much cooler if there is some variation.
3)Try and find combinations that are unusual. Can have really cool effects with some of the lines and patterns you can on lay to the original skin.
4)Just have fun with it and do something unusual. I often will hit the random button for inspiration. It comes up with a lot of crap that is just ridiculous, but I might be able to find a really interesting part I hadn't thought of using. -
Set: Time Manipulation
Single Power: Chrono Shift
Oh and why? Hmmm because I feel like time control would give me better access to increase my powers
that and it would be really sweet to mess with people. -
True enough, although I feel like you learn more from Twinshot than from Matt Habashy (I was going to check on this but paragonwiki is down for SOPA/PIPA, and I don't want to play through them again).
I just felt the old tutorial was friendly for introducing new players to the game. My wife isn't very video game savvy so I definitely had to help her get through the intro - and she was frustrated that she kept having to ask for my help.
I'm sure they'll give it another update like when the updated the original tutorial. They can't get everything perfect the first time through. -
Quote:I hadn't really looked at the tutorial till the other day when I was trying to get my wife to play, and holy crap is that confusing for new players. It is really pretty and exciting but I feel like the old tutorial was much more informative.Don't believe me? Well, just look at the new tutorial. It was dumbed down because it was too hard compared to the old one. In the old tutorial players actually learned vital game mechanics. (If they took the time to read the pop up windows) Now those same mechanics are instead taught during the first AP story arcs.
Like how players aren't taught how to go to a trainer to level up until level 5, because they are too stupid to realize what trainers do during the 4 times they went to a trainer to level up before getting to level 5.
As for the help channel. I still keep it open to answer any questions if they come up (few and far between DfB requests). It was hilarious today though to see someone having a one sided conversation with someone who was sending him tells and him replying on the help channel. -
That is possibly the greatest things I've ever seen a granite do.
My favorite part of getting a fast granite do though, is when I'm not in granite form how ridiculously fast I am without sprint on. I think when I played with my granite brute I got her up to 24 mph, but I haven't played with her in 4 or 5 issues so I could be wrong. -
I've just decided to roll a NW having never played a SoA before, I've had them unlocked for ages just never was interested before. I was thinking of rolling a /SR brute or scrapper and thought, "hey I should just do something a little different". I was thinking of starting a new thread but this one looked liked it could fit my questions.
Basically, I am just curious for tips you guys might have about playing a NW. I've been cruising pretty smoothly so far but I've definitely realized I am neither scrapper or brute, and I've read a lot of stuff about how to play a NW at lv 50, but I think getting there is going to be a little different. Do you guys have any suggestions on play style before I get my defense soft-caps? I'm finding any group that has -def in their attack chain can make me lose what little life I have pretty quickly and so I'm having to make a lot of use of rest and/or just waiting on regen.
Also curious about end usage, so far I've been running fine with leaving sprint on even and not really having to pop any blues, but it looks like claws is pretty end heavy. From my quick look at Mid's my toggles aren't going to be taking a whole lot of end up, so are my attacks really going to kill that? I noticed that I am going to get tons of recharge so I'm sure that'll go into my total end usage - my first thoughts were for spiritual alpha for amazing recharge, but I'm thinking that might not be a wise decisions (although one that is still far off).
So basically, any tips for someone who hasn't ever played a SoA and is kind of curious where I fall in the spectrum of play style (thinking maybe stalker, but never rolled one of those either).
Also super new on the forums, but I figured this might be a good place to start.