Smurphy

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  1. Quote:
    Originally Posted by EmperorSteele View Post
    Well, without hard price caps, it'd be nice if common and uncommon salvage never went over 2x the NPC vendor cost, and if rare salvage stayed under 1 million. However, that's mostly buyers bidding higher and higher.. Still, when i see 5 bidding, 500 for sale, and i can't get something for under those amounts, it's really quite perplexing to completely blame the buyers.
    Do you mean a store that sells items at a price 2x the vendor or a hard cap on the price? A hard cap would cause shortages. A store would cause the price to be firm and no shortages. There's plenty of salvage being made, and AE cranks out common salvage at 8 tickets a pop. Players simply are too lazy to place it for sale.

    Quote:
    It'd be nice to not have to go to the vendor to sell 90% of all recipes to get a decent amount off of them, while having to pay millions (or hundreds of millions) for a select few recipes. The devs have tried to fix this with recipe weighting (so that a scrapper should never get a confuse recipe from a drop), but that doesn't change the fact that nobody wants most of the stuff available. However, none of this can be changed, short of convincing the majority of players that they WANT a set with -1.5% Xp debt reduction (Which is so very useful, especially at level 50!) or a tiny amount of mez resistance (What's 1% off of a 10 second hold amount to? A single server tick? SIGN ME UP!) over useful things like Recharge (mweh, i got all day, i don't need my powers up anytime soon), Regen/recovery (that's what rest is for!) or defense (I LIKE taking hits! it gives the empath on my team something to do!).
    Should all the "bad sets" be removed? Should the drop rate be increased? I believe the devs have set Numinas and other expensive recipes to have the availability they desire. Merit prices are that availability. If you do X merits worth of "work" you can have that recipe.

    Quote:
    Basically we have a situation where there's a lot of crap, and a small amount of goods that everyone wants, who's supply is determined by random drops divided by the number of people willing to part with them. And then we have prices that are determined by people who are rich and impatient, which ruins things for everyone else.
    The current manner of item distribution is "he who pays the most gets the item." Alternatives are: he who waits the longest, random lottery, arbitrary decision making, no distribution, and store with fixed prices. Which alternative do you propose? Is there one I missed?


    Quote:
    And then there are flippers, which, while they're a meaningful force in supply/demand/price, don't have quite the impact most people think. Still, I'd think that without flippers, Respecs and purps would be a little lower in price (granted AE had a lot to do with the lack of supply of these things, but who bought them all and put them back up for sale having forecasted a shortage?)
    Flippers cause price stability and remove volatility from the market. Flippers are competitors. They make the lowest lows less low and the highest highs less high. For example, with respec recipes, if I didn't buy 100 of them...

    At the release of Issue 16 there would have been 100 less purchased at a price of 66 to 100. The price would have fallen lower. More would have been for sale at that time.

    . Sadly, it doesn't show the # for sale.

    In the past few weeks 50 to 100 respecs have been placed on the market for sale. These have sold for roughly 200M. Imagine if those 50 to 100 had not been placed. Less Supply would exist. There would be less Respecs currently for sale. The current prices of Respecs would be higher. Check out the market on Respec Recipes as it stands now and think about my big sale.

    Thus by flipping I made the "lowest low less low"... or at the release of Issue 16 prices didn't fall as much...
    and currently I made the "highest high less high"... or prices aren't rising as high as they would have.

    I knew prices would spike very low at one point (I16) and I knew prices would be at the highest at another point (immediately before I17) and profited by buying at a price ABOVE the lowest low and selling at a price BELOW the highest high.

    Similar will occur with the release of every Freespec given out. However, the biggest spikes in Respec recipes occur in issue with Powerset Diversification. A significant amount of the player base rolls new characters. These characters are flush with Vetspecs and freespecs. These characters still produce respec Recipes though low levels tend to defeat less enemies. Now that this knowledge is widespread, expect the price to be relatively more stable with future freespecs. More competitors/flippers will buy when the market is full of respecs and more competitors/flippers will sell when they start getting more desired.
  2. I have looked at the state of both markets. What do you think they should look like? What would you consider "working"?
  3. That's the question. Does it mean all of my endurance or 100 endurance?
  4. Inferno costs 20.8 Endurance.

    Inferno's detailed info says
    Quote:
    -1000.00% recovery rate for 20.00s on self
    Ignores buffs and enhancements
    unresistable
    -100.00% AttrEndurance on self
    Ignores buffs and enhancements
    unresistable
    I can achieve over 1000% recovery rate on my MM Blaster with Drain Psyche.
    I can achieve 97% end reduction slotting on Inferno which reduces the cost to 10.5 endurance.
    I can obtain +Endurance accolades which grant +10 endurance total.
    I am running Tough, Weave, Maneuvers and Assault... maybe Tactics too.

    I'm assuming that firing Inferno in this scenario costs 10.5 Endurance on activation, then drops 100 endurance if I hit an enemy and bottoms out my 110 endurance and drops my toggles.

    If I achieve set bonuses that increase my endurance even higher will my toggles go down when I fire Inferno? If there's a possiblity of "No", how much of a margin should I shoot for? I understand I'd need to make sure I fire it with full endurance.

    Assuming I have full (or nearly full) endurance, have 115 endurance, have 97% endurance reduction slotting in Inferno, and have over 1000% recovery, can I fire Inferno, hit enemies and keep my toggles on?

    *EDIT* Oh yeah, I searched on the forums for similar questions and found one similar.
    Link to thread on same topic. However, I think the situation was slightly different when the other thread was started. I didn't search for every nuke in every section though. I'm a slacker.
  5. There are lots of Super Groups and lots of communities in City of Heroes. You might want to look around or try out a few Super Groups. Different groups are best for different people. There are lots of ways to play City of Heroes and you can usually find a group that fits your style. Personally, I'm in lots of global channels as well as having a great SG (really network) that I play with regularly.

    Global channels are where people can chat via anyone else in that global channel regardless of what server they are on (though Euro/NA are separate). This link is semi-outdated but you can find some global channels and see if there are any people you like or learn what type of people you like.

    Some things to keep in mind when looking for a SG/Group are:
    Role-Playing
    How much end-game focused
    Farming/Power Leveling
    Speed Running TFs
    Generic beating stuff up
    PvP
    Time-Zone/Peak play time *EDIT*<<< This one is super important.

    *EDIT* The Repeat Offenders (RO) Network, which I'm a part of, may be something you might want to try out. Generally, the RO Network is on 3 Servers (Freedom/Justice/Virtue) is for people who like to team, like to shoot stuff, and like to buff. RO is not about farming/power leveling, and not focused on pvp though what you do outside of the network, on your own, is up to you (meaning you can do all those things but simply don't discuss/invite people to them from RO Channels/SG stuff). RO is friendly to new players and doesn't believe in "we need a tank" or "we need a healer" or things like that. We just get together, form a team, and shoot stuff. The name "Offenders" comes from people who like to play Defenders in an Offensive manner. All archetypes are welcome.
  6. Does GW use her scary powers with great frequency and unpredictability? Is there a way to predict when she uses such dangerous powers?
  7. "Fulcrum shift, siphon speed, howl, shockwave, transference, transfusion (if needed), then Fulcrum Shift is up again"

    At 180% Global recharge (permahasten) and 83% recharge in Fulcrum Shift there will be 16.4 seconds between Fulcrum Shifts.

    1.93 = Siphon Speed
    2.33 = Howl
    2.17 = Shockwave
    2.27 = Transference
    1.17 = Transfusion

    = 9.87 seconds.

    Do you have 180% Global recharge? I'm aware there is some added server time and you might be delayed in targeting some things. However, to me, it simply seems you need to practice pushing the buttons faster. As I said in my first post..."It took some time to develop the necessary coordination to push the buttons that fast."
  8. Quote:
    Originally Posted by Predatoric View Post
    Kinetics takes up a lot of your time rather than attacking, although it is really handy for teams, you yourself will more or less end up playing the defender role most of the time and sit there spamming kinetics powers, occasionally firing one or two sonic powers and contributing little damage personally. Depending on your playstyle you could find this as frustrating as i did.
    I have never experienced such things on my Kinetics characters. I can easily keep an entire team Speed Boosted and Fulcrum Shifted while keeping myself Siphon Sped? and Inertial Reduction while still unleashing a disturbingly large amount of attacks. It took some time to develop the necessary coordination to push the buttons that fast.

    On teams, I find myself dealing the majority of the team's damage, often by a rather large margin.
  9. Quote:
    Originally Posted by SwellGuy View Post
    Yes, and that was covered on page 1 all the problems it would cause and they did introduce stores for recipes except for purples and PvP using merits and MA tickets.

    BTW it may have escaped your notice but people often pay more for common recipes than it costs to buy them off the invention tables. And for a while in I9 beta the devs didn't have those recipes on the tables either.
    Rereading the original post... he **IS** saying "implement a store that sells everything." You, said "There is only two ways the devs could accomplish what you want.
    1. Implement stores that sell the items like SOs, 2...".

    Sounds like you both agree that creating a store that sells everything would give the original poster what he wants.
  10. Quote:
    Originally Posted by Zmoosh View Post
    Quote:
    Originally Posted by SwellGuy View Post
    There is only two ways the devs could accomplish what you want.
    1. Implement stores that sell the items like SOs
    2. Change the currency of the markets to something no one has and all would have to re-earn.
    Did you read my OP? I am not proposing any kind of a cap, just if there was a store that sold everything then no one would have to pay over those prices.

    I will say it again, I am not suggesting any kind of cap--either market or personal inf limit.
    Could you please differentiate
    "just if there was a store that sold everything" (What you said in the section I quoted)
    and
    "1. Implement stores that sell the items like SOs" (What Swellguy said, which you quoted and I assume responded to)
  11. Quote:
    ("no one takes Leadership unless it fits a very specific role-playing character idea")
    That line made me giggle.
  12. Quote:
    Originally Posted by SerialBeggar View Post
    See that's the thing. You're comparing your self made, ultra-rich self to his working class being. I'm assuming that since the OP is asking, he's either not yet in the position to casually toss Inf around or just has a frugal personality.
    The original post asks "Just wanted to gauge what you all consider "store-worthy" and what you dispose of and/or sell?"

    I posted my response with strong use of the word "personally": a word which I clearly and distinctly added (counting) three times in two posts. I also used "I" 15 times in those two posts.

    *EDIT* I went back and read my first and second posts. I even added a "if I was starting out section"... wow. I was on the ball.
  13. Some might argue that Vengeance and Fallout can be incredibly useful when teammates are wise and cunning. My teammates know that failure leads to success and defeat leads to victory.
  14. Quote:
    Originally Posted by JohnX View Post
    To each their own. But I see common salvage (Luck Charms for example) sell for 300K+. While seeing some rare salvage sell for <1000. The recipe situation is similar.

    When my salvage fills up, I just go sell it for the most part. Typically, I go with the Median price to make sure it turns over.

    If you feel so inclined, just start writing down the quotes you see along with the day of the week. You'll proably finde that the weekends prices tend to be cheaper with a peak hitting Thursday/Friday...Thats my impression of how price moves anyway.

    It'd be interesting to datamine salvage prices.
    I'm the guy buying at 300,000. I don't care what the price of salvage is at any point in time. It's truly more efficient and profitable for me to go about my usual market routine and pay whatever price salvage happens to be at any point in time. The time I'd spend writing salvage prices down could be spent doing more profitable enterprises.
  15. Personally, white and yellow salvage isn't worth my time. I usually delete the white/yellow and post the rare for sale. Sometimes I post all the white/yellow for 1. If I was starting out I'd drop every salvage on the market and before posting it for sale, hit "more" real quick and check the last 5 and confirm that the item frequently sells above vendor prices. Any salvage that does not sell above vendor I'd simply get back from the market and cart to the vendor to sell. I'd post the remaining items for sale around 10% below the going rate to get a decent balance of profit and patience.

    I have no idea what is "hot" or not. I, personally, don't care.
  16. Personally, I don't understand the rational of storing anything but Inf. Unless you think that the specific item you are storing will rise significantly in value I prefer to sell everything I find and keep huge piles of Inf around. I find it easy to turn Inf into any item on command. Occasionally, an obscure item at an obscure level will elude my desire to obtain the item instantly at some random point in time. Sadly, one would need to store close to every item at every level to avoid such situations. When I cannot quickly purchase an obscure item I usually come here, to the forums, and post about how I am offering an outrageous amount of Inf for said item. My needs are quickly satisfied.
  17. Quote:
    Originally Posted by Katie V View Post
    Quote:
    Originally Posted by RagManX View Post
    I, for one, have been calling for caps on the market for a long time. I propose a much lower cap. Maybe 20 million? 25 million? I am certain that I, for one, would be able to get much richer much more easily if we had such a low cap. I'm totally on board with any effort to implement market caps of any sort.

    RagManX
    Put a price cap on market transactions? That'll just take the high-priced goods out of the consignment house, reducing market efficiency, decreasing availability, and increasing prices. The ability to purchase things will no longer depend simply on how much you're willing to pay, but also on who you know. We're seeing this already with the high-end PvP IOs, where prices have gone above the current market cap of 2 billion.

    Quick fact: in all of recorded history, price caps have never reduced prices. They've either resulted in prices going up or goods becoming unavailable.


    He wants all those things to happen so he can make gazillions in profits by selling items he obtains off market to the desperate.
  18. Farm looking for 4 healers and 4 stone tanks.
  19. I'll be busy for the next few weeks and will likely fall further behind my testing. I'll probably be more picky in my testing. If the Task Force doesn't start with something that feels like a Task Force I'll probably stop testing it after the first mission. I want enemies that are difficult but not annoying from the start and missions that are more than Newspapers/Radios. I want it right from the start.

    I don't mind being behind in testing. I'll get to the missions eventually and figure out March. Every arc submitted before The Television Strike Force will be considered good for the March 1 Billion. I'll be tossing the Nemesis TF and Cyborg Misunderstandings a billion each. If another arc turns out to be the winner for March I'll toss that arc a billion too. Send me a PM and we'll figure out how to collect your prizes.

    I'll try to fraps a run of some TFs soon and get a video posted so people can see how I play on a team.
  20. I can't see any negatives to this suggestion. As has been stated one can do similar things via ouroboros and malefactoring/exemplaring to teammates to join them. However, as stated, these methods are imperfect.

    I don't see any reasons barring this suggestion from being implemented.
  21. Personally, I despise the Reichsman (Barracuda/Dr. Kahn) Task/Strike Forces. I truly hate them. I ran the Dr. Kahn once and it was the 2nd least fun I've ever had in City of Heroes and possibly the worst. It's either that or fighting Mole Machines. On mole machines I got to go afk and hit auto-fire. I'm not sure if that makes it better or worse. The whole "giant bag of hit points" felt like fighting one of the practice dummies in the Rikti War zone. An Arch-villain popped out of their little containment thinger and we swatted them like a fly. Then it was back to bashing my head against a post.

    That being said, I respect and am very pleased that the Developers design content for different types of players. Granted, I wish the devs designed everything with making me happy in mind. For the good of the game I'm happy they design content for different types of players who have different preferences. All of the content they place into the game has been optional. I greatly enjoy how I can do the content I want and play how I want while other players can do what they want in the game.

    I can easily avoid things I don't like: Reichsman, Hamidon, all the old Hero TFs, crafting IOs, buying salvage

    and just do the things I like: Playing outrageously aggressive, making fun of teammates who died, making fun of myself when I die, getting made fun of when I die, running villainside strike forces, team teleporting into ludicrous situations, rolling up lowbies and pretending I'm a newbie with friends.
  22. Quote:
    Originally Posted by UberGuy View Post
    It's definitely fair to say they have more TFs, and especially more TFs that get run more often. When I play a villain, the only SF that is regularly being formed in general channels for my server is probably the BSF, and the only one people I regularly team with run often is the RSF. The rest of the time I'm usually left to run the two coops.
    "If you want to do lots of different TFs, go heroside."

    I want to do lots of different TFs and SFs. No, I won't be going heroside.

    There's a key difference between "wanting lots of TFs" and "wanting to do lots of TFs. Yes, it is fair to say blueside has more TFs. I sure as **** don't want to do them. My experience with players organizing TFs is vastly different from yours. In my experience people organize LGTFs, ITFs, the strike force but Silver Mantis, and the STF. Occasionally, I hear one of the normal Task Forces but not often. I can't remember the last time I heard a Barricuda being organized.
  23. Quote:
    Originally Posted by Talen_Lee View Post
    It's bad, but it's an equal factor in the game.

    If you want to do lots of different TFs, go heroside.

    If you want to do lots of story arcs, go heroside.

    If you want to fight lots of different giant monsters, go heroside.

    If you want to travel through lots of different zones, go heroside.

    If you want cooperative content that still feels appropriate for your character, go heroside.

    If you want to PVP, go heroside.

    Hrm.

    You know, thinking of it like that, the idea of using IOs as being unfairly biased towards one side isn't actually that 'wrong.'
    I don't agree with this post. I'll give Heroes cooler zones and more zones but that's it.