-
Posts
1074 -
Joined
-
People could run herostats and put some numbers, facts and data to compare instead of conjecture.
-
If you have no idea what all these Defense %s and resist #s mean and don't care to learn the thing you should know is...
... just eat your purples and oranges before tough fights. -
I have run such services before. A large amount is quite important to have on both sides.
Allow me to shamelessly plug a contest I am running. Link to 20B Inf AE contest. I am spending 15,000,000,000 guaranteed to merely commission some AE arcs and another 10,000,000,000 if one gets Dev Choiced. That answer the question enough?
Honestly, I don't know how much money I have. *EDIT* I did count enough to cover the AE contest right now. -
Closed
Smurphy's E-mail Inf Exchange
My account is @Smurphy
Current Rates:
Smurphy's Inf Exchange Rates:
Your Influence --> 95% my Infamy
Your Infamy --> 95% my Influence
I am re-opening my Inf exchange because of Issue 17's e-mail feature. My Inf exchange will be semi-for-profit. "Semi-for-profit" means I will probably make some money off this endeavor but I won't be using cut-throat business tactics and I won't be attempting to maximize my profits. The basics of how the exchange will work in I17 will be another player will send me an amount of Influence or Infamy via in-game e-mail. The first opportunity I am able I will send an e-mail back to that player with the appropriate amount of Inf from the alternative side.
I do all my business in an open and honest manner. I am sure many players can vouch for my open and honest services and that I will do what I say. I cannot say with a straight face that I only make "fair deals". However, I can say with a straight face that I will only take another players inf or items with their explicit knowledge and consent that I will be taking the Inf or items we agreed upon.
Any amount of Influence or Infamy is acceptable up to 1 Billion. Please only send me 1 Billion at a time. Please do not send me 4 e-mails of 999,999,999 each. If you want to do big piles I likely can accomodate it, but please only send the first e-mail, wait until you get the appropriate amount in return, and then send another. Please don't send me with fancy instructions or "send the inf to xxx". I want to keep it simple. If I'm not sure what is going on or for whatever reason I may simply ship back your Inf in the exact same amount and on the same side -- total refund.
My rates will change over time. I suspect that my rates will lower over time as I get a better idea of what the "average" amount going to and from each side will be. At the current time I believe more Infamy is desired to be exchanged for Influence. My rates will reflect that belief. If my rates are incorrect, they will be changed. The idea of the rates is to maintain an inventory of both Influence and Infamy at all times. At no point in time should I be in danger of only having Influence nor only having Infamy. My rates should change to prevent such things from occuring.
Smurphy's Inf Exchange Rates:
Your Influence --> 95% my Infamy
Your Infamy --> 95% my Influence
100 Influence you --> 95 Infamy me.
100 Infamy you --> 95 Influence me.
I highly encourage players coordinating with each other and finding better deals than I offer. Feel free to post here and coordinate with other posters that you find in this thread or others to get BOTH of you a better rate than what I provide. I cannot vouch for players who post in this thread. Please, just let me know how much you guys traded and at what rates. I don't even need both players names just a "we traded 100 at 1:1" or "I traded 10B at 1 Influence to .9 Infamy". I support competition, undercut me all you like.
I suspect various problems will arise from this service that did not arise in my previous exchanges. I will handle them as best I can. I'll be attempting to take screenshots of all the Inf I receive/send out. However, I still suspect that at some point in time problems of "I sent/you sent" will arise. Try to take pictures yourself of how much you sent and when. I'm not sure what will happen when MY e-mail is full. I'm not sure what will happen when YOUR e-mail is full.
Feel free to fire questions, post your own better rates, write-up testimonials about previous services you have received from me, or blame me for global warming and your inability to purchase overpriced Kinetic Weapons on the market. -
Shopped!
I can tell by the pixels and having seen a shop or two in my day. Does that mean there were 693 people online (and not on hide) that DON'T want to team with you? -
Excellent work. The responses are longer and more informative than the guide.
-
Inspirations. You should eat them. If you learn one thing from this super short guide make it: "Eat your inspirations"... or more detailed "If your inspiration tray is full and you are shooting bad guys you are playing wrong."
Inspirations let you do awesome things. Watch the video at the bottom. Know what the inspirations do. Know what each means. Know which ones your character wants.
For example, many characters without mez protection want Break Frees. Virtually every character wants stacks of Oranges and especially Purples so they can survive ludicrous scenarios. Greens and blues should be good to have around but generally aren't something that should be eaten constantly. Yellows, reds, and awakens should be situational. Here's the list.
You can combine 3 inspirations into 1 inspiration. You can make ludicrous binds and macros to do all the combining for you. Combine your bad inspirations into good inspirations. Eat the inspirations you make like the candy addict you are (or should be). Win. Like so...
/macro P1 inspcombine enrage luck$$inspcombine insight luck$$inspcombine awaken luck$$inspcombine respite luck$$inspcombine catch_a_breath luck
Now you have a grey button that says "P1". Pressing the grey button converts any stack of 3 enrages, insights, awakens, respites, or catch a breaths into nice, new shiny purple Luck inspirations.
You can make buttons for medium oranges, break frees or whatever other inspiration. There's a text limit to how long a macro can be. It's hard to make one super big macro to make everything into purples. You might be able to get around that using text files. Maybe someone else will figure it out.
You can also delete inspirations via slash commands. I use /macro XXX inspdelete awaken$$inspdelete bounce_back$$inspdelete restoration. This let's me get rid of those pesky rez inspirations that I can't eat like an addict.
So... eat your inspirations. Use ludicrous binds to make awesome inspirations. Use the link and make your own customized binds for what you want. Win. -
I have some silly powerful toons and I find my Ill/Rad to be my most powerful on teams. Once your teammates properly understand how to best utilize Vengeance and Fallout your team pretty much can't fail. Explain to your teammates that if Vengeance is down it is not only acceptable for someone to die in the middle of a huge pack of enemies, but that person's death will actually make the team defeat the enemies faster. Fallout and Vengeance are massive buffs. Fallout is like two, TWO Warburg Nukes fired simultaneously. Vengeance is like Fortitude for everyone in the area. Those are game changing buffs.
Add on top of that the ability of Ill/Rad to do everything and it really becomes easy mode. I agree Ill/Rad doesn't have the ability to lockdown packs like most other controllers. However, you can have a teammate die and kill the whole pack with Fallout while your Phantom Army takes the aggro of anything actually scary. -
An Ill/Rad can do everything simultaneously.
Tank something? Ill/Rad has immortal tanks.
Pull something? Got plenty of tools for that.
Debuffs? Possibly the best.
Buffs? Some darn good ones.
Vengeance/Fallout/Mutation? Yes, please.
Shoot stuff? You can take Fireball. -
Iron Eagles will be rolling Thursday, April 22, 8PM Eastern until we get tired.
Feel free to come out and have some fun. On Tuesday we ran until about 10:30. We may have a "late-shift" come out on Thursday who pick up around 11PM Eastern. Here are some reviews of our Tuesday night run:
Mysterious J
Quote:BellerophonThat didn't go quite the way I expected.
I rolled up my character and met Smurphy in J/H Atlas around 7:30 fully expecting to blow through two or three iterations during the evening. I even had a strategy all mapped out: the character's name is Duplicate Lass, and successive iterations would be Duplicate Lass II, Duplicate Lass III, and so on. I would work my way systematically through the ATs and power-sets, so Duplicate Lass is a Blaster: Arch/Dev, Duplicate Lass II is a Controller: Earth/Cold, Duplicate Lass III is a Defender: Cold/Archery, and so on. (Walking the AT tree breadth-first, so the first 60 characters wouldn't all be some variation on Blaster.)
Except that by the time 10:30 rolled around and I needed to take a break, Duplicate Lass was level 10, and nobody at all had died on the team. The team grew from the two of us to 7 or 8 characters towards the end, and although we weren't playing particularly cautiously if there were any particularly close calls I missed them... and now I'm starting to get attached to the character. Like I said, not at all what I was expecting.
Still, I expect next time out Duplicate Lass II will get her chance.
Quote:This was definitely a good time. I had a couple "close calls" but even those weren't terribly close.... I'd be at about half a green bar and pop Earth's Embrace, so it was simple.
I have to admit that I'm also surprised that we had zero deaths the whole night, especially since we weren't being overly cautious by any stretch of the imagination. If anything, we were slightly on the reckless side of the scale.Like I said in my first post I tend to be a little more aggressive than the normal player. If that's not your thing it will be absolutely no issue to split the team up and let the "crazies" go with me and the "normals" go with you
-
Next meetup -- Thursday May 20th. 8PM Eastern Time until we get tired, might be all night.
Iron Eagles II - Hardcore SG
Introduction
The Iron Eagles can be understood as a "debt = delete supergroup" or "defeat is permanent supergroup". Heroes have one life to live in service of good. The Iron Eagles don't live for glory, honor, nor pride. Iron Eagles exist to serve the forces of good and to protect the common citizen. Paramount in service will be camaraderie to fellow Iron Eagles.
May your deeds be remembered!
Details
Iron Eagles II is a Justice Heroes supergroup. Following common naming convention of kings and other successors, we added a roman numeral to the end to denote this is the 2nd one. Iron Eagles II is not an RP supergroup though I don't think anyone would think less of you for RPing. Most of the players I know currently in the SG just hang out and shoot the bad guys. If you are interested in joining the Supergroup feel free to fire me a PM in game to @Smurphy - I'm on quite frequently often just to chat and accommodate such invites. Also we have a global channel you can join and ask around. You can join by typing...
/chanjoin "Iron Eagles"
The rules of the supergroup are simple:
Any defeat of any kind, for any reason at level 10 or higher requires removal of that character from the Supergroup. If you are on an Iron Eagle team consider your character defeated on the spot. Sadly, your character won't be able to press on and help with the rest of the mission. You are essentially "dead" to your fellow Iron Eagles. Wish your teammates the best with your last dying breath, remove yourself from the super group, and start a new Iron Eagles (or switch to another) and continue to battle the forces of evil. If you are on a non-Iron Eagles team play as normal: use an awaken/accept a rez/go to the hospital, finish the mission or TF. Do not mention to the team your SG requirements or mention your "death". At an appropriate point excuse yourself from the team and remove yourself from the SG.
Recommended:
1) Any defeat of any kind at any level for any reason count as defeat. Recommended only: If you are defeated at level 1 or accidentally press Self Destruct before level 10 you can get up and keep going.
2) Team with other Iron Eagles. Recommended only: Feel free to team with random players and solo but teaming with other Iron Eagles is highly encouraged.
3) Don't bring in boat loads of Inf and items. Recommended only: You can do such things but keep in mind that some players are specifically not looking to do so.
General Tips
Bad things are going to happen. You will lose a character. I like to keep a mindset where I consider all my characters already dead and I'm just out to have fun and blow up stuff. You will lose character to disconnects, errors you make, errors your teammates make, logging into a Rikti Invasion, Level 50 ambushers in Atlas Park, etc. etc. Stupid things happen.
Play in your comfort zone. Some players prefer more action and risk than others. I know, with certainty, that I will play more aggressively than some of you feel comfortable with. I understand some of you probably won't want to team with me regularly. The simplest way to handle this is encouraging teams to split: something we should be doing anway.
Smaller teams, especially at low levels and in general, are more easily able to survive than larger teams. Also, two smaller teams have more room for players to join in the fun than one larger team. Look to split the team into smaller groups whenever possible. Splitting up the team is arbitrary. Everyone should understand splitting generally good and generally arbitrary. If you want to split the team to avoid a player like me speak up and name some people. Similarly, if you are playing with a specific friend say something like "I'm with Chriffer".
A quick example is a team of 6 is rolling. I'm on the team, you are on the team, and there are 4 others: A-B-C-D. If you want to split up the team you should speak up. "How about we split up the team: Me, A and B form a team and Smurphy, C and D form another." Easy, fast, and simple. If you are "C" and friends with "B" speak up and go together. Iron Eagle players are generally more experienced and understanding than your average pugger (Pick up Grouper --> PuG --> pugger). We know we all want to survive and know the basics of the game and smaller is better. Together, only two spots (8 teamsize max, 6 people on the team) can join in the fun. The team's being split let's 5 + 5 = 10 more players join us when they log in. Also the team split let's you stay more safe and stick with the people who have your style.
In summation:
Have fun and blow up stuff.
Understand bad things will happen.
Split the team often to stay safe and stay comfortable.
Splitting the team is arbitrary, someone needs to speak up to do it, if you have any preference at all speak up. -
Quote:I could do that on my own. I know people who have done that on their own. A group of people could easily accomplish it and sustain it for a long time by working together.forgive the random aside here...yes I know it's what I tend to do BUT I do have a question for all you 'evil' (
) marketeers.
If some or all of you did band together, a likelihood of which is slim to none, would it be fully possibly for the marketeering collective to effectively tank the prices on the market as a whole or even say specific recipes?
I couldn't do that and make a profit. A group couldn't do that and make a profit. Essentially, the people would be throwing money into the wind.
Competition is bad for profits. Collusion is good for profits. -
You can play them as if they were "not active" sets. I played /Storm like the only power is had was Freezing Rain. I didn't see any reason to bother with any of the other powers (except Steamy Mist).
If you were doing 2 MMs you can have one be Storm or Dark and the other be a less active set. Simply play the Dark or Storm nearly fully and occasionally switch over to the other MM. -
Speaking from the experience of playing two, and just two, non-thug MMs alone in a duo, they are very effective and very easy to play. The MM duo is far easier to play and less mentally and physically demanding than many other combos. Many other combos, which are more demanding, are more effective.
-
Quote:I strongly disagree with the idea that MMs are very active and rather busy. I have a very large amount of experience multiboxing many size groups and many setups. I found playing 5 Thug/Storm MMs roughly the same as playing 1 Fire/Kin Corruptor on a large team and 5 Thug/Storm MMs being slightly easier than playing 2 Emp/Sonic defenders.Not-recommmended/not-good-idea would be my suggestion. Masterminds tend to be fairly active. Weather it's controlling pets, actively debuffing, or spamming abilities to keep pets (and sometimes team mates) alive they are rather busy.
The 'best' secondaries to dual box with might be pain, dark, and storm. Even then however I wouldn't recommend it. Pain wont heal enough with the aura to really be viable for 'rocking the aura'. Dark Miasma has a really small aoe for the heal, and the main debuff you'd use for dual boxing is anchored. It'd be hard to control two sets of pets to keep it alive. Storm... Well, storm would be bad due to mob scatter if used recklessly.
Personally, I have a strong bias against Pain Domination. Personally, I hate that set. I think Dark and Storm are two very important and often extremely useful sets for multiboxed MMs. Tar Patch and especially Freezing Rain are game winners. You drop that power on the enemy group and the enemies die before they escape. Freezing Rain has the bonus of Knockdown too.
The way I'd setup my 2+ MM groups was to have a designated "leader" toon and the rest as followers. The "leader" would keep all his pets in Bodyguard mode. At low levels, the followers would keep all their pets on aggressive. At some point in time I'd switch the followers to keep their 3 low level minion pets in bodyguard and the three higher level pets on aggressive. Then I simply walked my army smack into the middle of an enemy group with the leader going in first and the rest on follow. I'd toss Freezing Rains/Tar patch simply anywhere, aiming for where I stood. The enemies died very quickly.
The setup was exceedingly effective. -
I, too, have been looking to trade a large amount of Infamy on Freedom for Influence on Freedom or Virtue. I've gotten 3 Billion done of the 10 billion I want to move. I'm only interested in 1 to 1. After people fulfill the original poster's desire come on down to me
-
Quote:Except the whole toggle dropping thing.
Pure win. -
Quote:Sadly, sometimes muted green is offlineI sort by Character Name, it will automatically list those signed in at the top, bright green then they're on the same server, muted green then they're on another server.
Only expanding the global friends list and sorting by shard shows those who are online and unhidden.
-
Obviously, you probably want to tailor make it for yourself. The macros can get quite long. I suggest making different buttons for different inspirations and different tiers.
-
Quote:Mostly because everyone ignores your "advice", goes into melee, survives, and crushes the enemy groups single handily. Tough and Weave allow one to more easily survive whatever enemies aren't stunned, held, or otherwise controlled.Also, drop the fighting pool. Here's a key fact about Kinetics that isn't really taught much these days.
it's not for you. It's for your team. One of my biggest problems with the fire control / kinetics combination is that they are both really busy sets. In order to be effective as a kin, you need to lay on the SB, ID, Transfusion, transference, Siphon Power, and Fulcrum Shift on a near constant basis. In order to be effective as a controller, you have to keep an eye on where enemies are, locking those enemies down (with holds or immobilizes), and watch your endurance. Throwing Fire Cages on Auto is just asking for your endurance to go bai bai.
One of the big misunderstandings about Fulcrum Shift is that the Caster does not actually have to be inside a mob for Fulcrum Shift to count. Fulcrum Shift is designed so that a kinetics can sit outside a mob while the tanks / scrappers / brutes run in, and then boost the melee('s) damage rates to maximum percentage.
The design is supposed to be such that if you, as a controller, defender, or corruptor, get into melee range to take advantage of your own fulcrum shift, you are supposed to go splat.
***
This does raise the question then: why on earth do players use controllers to farm?
On topic, there are macros/binds/slash commands you can use to combine inspirations...
try /macro BF inspcombine enrage break_free$$inspcomine insight break_free$$inspcombine respite break_free$$inspcombine catch_a_breath break_free
etc.
*EDIT* Macros like that allow a Kinetics to survive ludicrous situations as long as they keep eating candy. Video of a Kin in action. Just imagine doing all those combining for Break Frees instead of Purples/Oranges. -
That cycle must and will end somewhere... unless they decide to give 50s 4x Inf... or make every weekend 2xp weekend...
-
I can't disagree with any of the above but one thing to keep in mind is that the more an item is run through the system the more Inf is destroyed via market fees. A normal buy/sell is 1 transaction. Flipping is two transactions. Two fees are paid.
-
Quote:In the pictures I posted I am not selling any Respec Recipes. However, at many points in time I am both buying and selling the same item. The respec example is one of the rare times where I sit on items. My normal flipping procedure is to buy and sell at the same time and and often as possible.I have a question about this. In your 2 examples it showed one bidding and one for sale with several sales happening over a 2 day period and you having a large stockpile bought.
Quote:I am not the most market savey(spelling?)person around but this appears like total price control by one person, not just the highs and lows. While this is obviously good for the stock controller I don't see how it is good for the market as a whole. You could inflate/crash the prices as you see fit. You could not create a total monopoly because you can't control the source but your whim could/would definately control the overall price for a time, Yes?
Here's an old picture from an old article that serves as a good example. In the above picture a flipper might be purchasing at 1.69M and selling at 2.1M. This nets them a profit of 2.1M - 10%(fee) = 1.89M (revenue) - 1.69M (cost) == 200,000 (profit) per item flipped.
Let's go through an example of how a flipper might try to raise prices...
Plan: Buy at 1.69M like I am now and list them all for 20M.
Assuming that prices before were generally close to Equilibrium Price... if one tried to buy at 1.69 and sell at 20M one would likely purchase items faster than one sold items. This means that inventory builds up. For example, every day one might purchase 20 items and only sell 1. That's 1.69x20 = 33.8M spent per day and 18M gained (remember fees.) Eventually, one might be able to sell off their big pile of inventory and get a profit.
However, one doesn't really have "control" over the market. The flipper is purchasing items at 1.69 and listing at 20. Nothing prevents patient purchasers from bidding 1.7. Nothing prevents patient sellers from listing at 19. This competition beats the flipper. Other people can complete transactions within the flippers "zone of control".
The 10% fee is essentially a "dead zone" for flippers. Prices must fluctuate more than 10% for flipping to be viable. Flippers don't make a profit by purchasing at 100,000,000 and selling at 105,000,000. That's a losing plan. If you tried to control price on an item buy buying them all at 100M and trying to sell them all for 125M people would undercut you by bidding 101M.
Sure, you could make the prices spike like that. You'd throw away a lot of money in the process. Some people do that for kicks and giggles.
Some people do execute schemes like I've explained and make a profit. However, these are "get in and get out schemes". The longer the scheme tries to last the greater than chance of it blowing up in their face. For example, one might be able to buy out all the current outstanding inventory of a common salvage and then list it very high. One might be able to turn a profit by selling the items they purchased at an outrageous amount. However, eventually other people will start selling. Eventually, buyers become smart and savvy. One can only get temporary control by doing such things.
That's the best way to understand flippers. Think of prices rising and falling like the tide machine. Price goes up, price goes down. Flippers merely ride the tides. Flippers make the wave machine go "not as low" and "not as high."
Somewhere out there is a theoretical, never to be achieved, only an idea price called "Equilibrium Price". That price is where the wave machine is perfectly balanced. However, sometimes lots of people come to the market and want to buy the same thing. Sometimes someone dumps a huge volume of a certain item for sale. Different things cause prices to go up and down. The tide machine rises and falls. -
Quote:That is correct. However, those people who purchased that at lower price would have done so near September 2009. Those items would have sold. Those items would be gone. As has been explained, after the release of an issue there is a higher ratio of Supply and Demand than before the release of the next issue. The items I listed for sale recently would NOT have been listed recently. There would not have been 100 being sold recently. There would be less supply. The same amount of people chasing fewer items. That means the prices today would be higher.NIf you didn't buy 100 of them, 100 other people would have gotten what they wanted for a lower price than what you listed them for and used them they way they were intended >=.
Quote:well, ideally... in reality another flipper probably would have grabbed them, le sigh) Without flippers, the going rate would be 80 mil not 200 mil. True there'd be a few spikes, but since the mystical "casual player" wouldn't take the risk of their respec recipe taking up a market slot for more than a day, they' list it low so it could sell.
In other words... we could NOT all work together and get everyone a Purpled out Warshade. We could NOT all work together and satisfy everyone's Demand for Luck of the Gamblers at 10,000 Influence/Infamy. There are only so many items in existence. Price will go to where Supply meet Demand. You cannot make people who have money simply not spend it.
Quote:Maybe I'm wrong, I dunno. I'm open to the idea that without flipping they'd be even MORE ludicrously priced, but the direct evidence points to the contrary.(You can't say you've kept prices low when you're the one who bought all the low-priced ones to begin with) Though i'd like to see what would happen if NOBODY flipped for a 6 month period, though there's be no way to enforce that or prevent anyone from puposly skewing the market. *shrug*
Supply and Demand are curves. Supply and Demand are functions. Prices go where the two meet.
For example, for Respec Recipes, in September 2009, Supply and Demand might look like the following: Supply in City of Heroes is generally inelastic. Inelastic means as prices changes Supply does not change. Basically, sellers simply want to get the most money possible and they will sell at whatever amount that would be. This inelasticity is probably simplest to understand via example...
September 2009: Supply. Read these numbers to mean "At a price of X, Y Quantity are willing and able to be sold". I am making these numbers up as an example...
Code:Price || Quantity 10M 80 25M 85 50M 90 100M 95 125M 100 150M 105 200M 110 250M 115
Demand, September 2009. Read this as "At a price of X, Y Quantity are willing and able to be purchased"
Code:Price || Quantity 10M 500 25M 400 50M 300 100M 200 125M 100 150M 85 200M 70 250M 50
Fast forward to today. Demand has changed. People have fewer Vetspecs and Freespecs. So Supply is generally the same as above. Instead... Demand looks like the following:
Code:Price || Quantity 10M 600 25M 500 50M 400 100M 300 125M 200 150M 150 200M 100 250M 90
Here's where flippers come in. In the above example here is how I would operate as a flipper. I would purchase in September 2009 at a price of 130M. By purchasing items I am "increasing Demand". There are now more items willing and able to be purchased at that point in time. I am raising price in September 2009.
Today, I would sell my items. Selling items is "increase Supply". I would sell my items at a price of 190M, for example. If I tried to sell at 200M there would be more items willing and able to be sold than willing and able to be purchased in the whole of the market. Some items would not sell. I make no money on items that don't sell. I want to make money.
If you'd like, I can turn those into actual Supply and Demand graphsThen we can talk about things like price instability and how less competition causes prices to hover further around Equilibrium Price. More competition causes prices to be more stable, or stay closer to Equilibrium Price.
You can see how this works by looking at the Red verse Blue market. There are more competitors and more volume blue side. Prices on salvage tend to be more stable. Prices redside are less stable. There's more variance in price and more likelihood of prices spiking up or falling down.
Many people are pro-merger because they want more stable markets. Some people, Ex Libris was a vocal proponent, like the separate markets and like the more dynamic market.