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Does anyone here really believe that players exploiting a loophole to break the game design of the 2 billion influence limit has no adverse effect on the market? Can anyone provide any good reason for leaving this loophole in?
I can't think of one good reason to allow players to exploit the game.
Edit: I went ahead and PM'd my suggestion and the link to this discussion directly to Synapse. It's not my opinion that matters here, it's his and that of the dev team. -
Quote:I don't believe that this will completely solve the problem with WW/BM. It took a number of things to bring the situation to where it is today. I do believe that this step, removing the recipes and illicitly stored inf/inf, is a simple change that will have an appreciable effect. Further steps would involve things like drop rates which have proven to be very complex.I understand that you're making a suggestion to perhaps help those who are less capable of making influence. However, the problem you are trying to tackle is much more complicated than can be solved with a simple (and somewhat misguided) solution.
To completely solve the problem? It brings to mind the Vietnam war saying "We had to burn the village to save the village." Destroying the market and starting from scratch isn't a realistic option, though at times it sounds pretty good. -
Quote:I would like to be able to buy SOs and costumes while I level up.How did you go from "I want to be able to afford SOs as I naturally progress in level" to "I want my 50s to be able to afford IO crafting costs"?
I would like to be able to craft IOs after I hit 50. If I can do it before, that's nice, too.
I hope these concepts are comprehensible. -
Quote:No, it is not an exploit to play the market and make as much infl/inf as you can. However, the cap of what you can have is 2 billion.look, steele, the market was put in as a mini game as well as a way for players to buy things from other players. it is not exploiting to play the market and make as much infl/inf as you can. what the inflation comes from is a whole lot more 50's runnin around with a whole lot of money.
Using a bug to have more than that is an exploit. Level 53 recipes do not exist. Those entries in the market are a bug. Using that bug to bypass the inf/inf limit is an exploit, IMO.
You may disagree. That's okay, we'll just disagree. I can't read the devs' minds, that's why I have made this suggestion. If they don't like it or don't have the time to fix it, they will ignore it. -
Quote:Level 50s do earn more influence than level 49s. The rate of influence goes up by level, as does the cost of enhancements, costumes, and crafting. Crafting of level 50 IOs is correspondingly expensive. I don't see a need to reduce the earning rate. I believe that would be detrimental to players who do not farm.Perhaps you should have titled your post "Getting around the Inf cap is an exploit" because your initial post does not relate to the topic of Inflation. Inflation is the positive change in the ratio of currency to goods over a period of time. The two factors in Inflation are 1) The rate of goods produced and 2) the rate of currency produced. Inflation is the positive change in the ratio of currency to goods and Deflation is the negative change in the ratio of currency to goods. Thus, simply, raising the first (goods) and reducing the second (currency) combats inflation.
One could reduce the ability of level 50s to produce Inf and not affect the ability of other level characters. Do level 50 characters get a bonus to Inf earned? If so, perhaps a reduction in such a bonus is merited.
Quote:I am unsure of how to respond to such a statement because I do not comprehend. Could you please provide me with your reasoning so that I may further understand your opinion? Hoe does the Inf cap relate to "drives up demanded prices"? How do "market flippers" factor in?
A player has several standing, safe bids on nonexistent recipes for 1 or 2 billion each. This is how he stores excess influence beyond the limit, by exploiting this loophole. As he puts in bids for high amounts on items he wants, he then cashes in bids on the nonexistent recipes, enabling him to bid for yet more, well beyond the 2 billion limit. Rinse and repeat. This allows him to flip purples and other expensive non-purple IO recipes and then resell them at a higher cost. As he cashes in sales he in turn stores the influence to repeat the process. He is able to levereage more currency than a nonexploiting player, giving him more power over controling market forces. The market responds and prices go up.
The loser here are the more casual players. Prices of flipped items are driven higher and higher beyond the ability of the average player to purchase because of the ability of players abusing this exploit.
Certainly a player who does not use this exploit could place an item up for an extravagant price. Likewise that player could bid for several items at high prices cumulatively even beyond the limit as he earns more. However the average player simply cannot compete with those abusing this exploit to leverage more currency.
Additionally, cancelling these exploitative bids on nonexistent items would suck a lot of currency out of the game, doing something to balance the game economy. Given that any such change to the game would have to be tested, players would know about it ahead of time before it came live. Players with such bids would be able, by use of trade from character to character, to prevent the loss of their currency. That is, assuming that all of their characters aren't abusing the exploit and that they had any friends to do the trades for them.
I believe that prices would begin to stabilize. Rare and highly prized items would still command a high price, but not the prices they do today. -
Quote:1. Reduce Influence - No, I would still like to be able to afford SOs and costume changes during a character's natural progression to 50 without having to resort to the market. The market is supposed to be optional. The earning rate is not the problem. 2 billion influence earned 'naturally' takes a long time. The earning rate and limit are sufficient.The "it's simple" solution isn't "raise drop rates" nor "reduce Inf earned"?
2. Raise Drop Rates - I'm convinced drop rates have been borked since the last issue. In my experience, others' may vary, I have been getting considerably more generics and less set pieces since the last issue. I haven't seen a purple drop since July, again others' experience may vary. Fixing that, if it is indeed a problem, would be nice. It still wouldn't adress the root problem of people being able to exploit the inf limit, which in turn drives up demanded prices from market flippers. -
Quote:I would be just as happy if the limit wasn't raised. I only suggested it as a way to ammeliorate the screaming of the market manipulator crowd. The 2 billion limit as designed really should be the limit. If the devs choose to raise it, then that's the new limit and should be enforced by the game design and not be possible to exploit around. Storing "safe" bids is an exploit.This isn't as easy as is sounds, the 2 billion inf limit is close to the maximum possible 32 bit signed integer (2147483648).
Having to go through and check that in every possible case the '$inf variable' is declared correctly in every possible subroutine is certainly a non-trivial matter. -
It's quite simple.
1. Remove all the nonexistent level 53 recipes from the listing. They shouldn't be in there anyway. The ability to store 2 billion inf at a time, safely, will be gone.
2. Invalidate all bids for those nonexistent level 53 recipes.
3. Perhaps raise the inf limit to 5 billion, no more, to molify the "but we want to be able to have more inf" crowd. People will still be able to play the market minigame and flip, but won't be able to abuse it and drive prices out of control the way they have now. -
Quote:Invites sent.
@Outlaw and @LizzyRose
@Yeti Gone Bad -
Greetings from Baltimore where we got 4 1/2 feet of snow in the last week. I've spent a LOT of time shoveling. The roads range from okay to absolutely horrible. It's going to be 2 weeks, according to officials, before things return to normal. Blech. At least we didn't lose power like some.
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Best New Arc
1. @Lazarus Breaking the Barrier (and Putting it Back Together Again) #347029
2. @LaserJesus Drakule vs The Werewolf Bikers from Hell #340316
I haven't played enough of the other arcs to vote in the other categories. -
I will bring my rad/rad defender unless we need something different. @Permalaise will bring his AR/Dev Blaster
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I'm looking forward to this. I'll ask if @Permalaise wants to come.
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More level 50 content? Yay!
Making our characters more powerful? Yay with qualifications.
I play LOTRO. The game does several things very well, but where it falls short in my mind is the level and gear trap. Towards the end of the game and becoming more prevailant at end game is the requirement to have uber gear, and specialized gear for different raids.
I have really enjoyed LOTRO - right up until I hit my late 50s (the level cap is 65 now) and realized that it wasn't just my ability to play and level that determined if I could participate in a raid, it was if I had the right gear. Having to repetively complete one raid to get the gear, piece by piece, to be able to participate in another raid, ad nauseum. Yuck.
I lost interest in playing it when I hit 65 and was no longer progressing and had only gear, gear, and more gear to work on. Replayability, something this game does very well, was the problem.
I have 10 level 50s in COH/V. I expect that I will play my favorites of these through the new content and make them more powerful. What I don't want to see is the gear (enhancement) trap. I'm already getting burned out on IOs since the I13 change to IO drops. I had lots of fun IOing out my and SGmates toons when a recipe dropped for every tf. Not so much now. And purples... I really do not want to see end game content balanced around those. -
Look at it this way:
Loyalist > Resistance
We get the nifty costume pieces! -
Hi! It's good to hear from you.
Come back to Liberty for a spell and try it out. Join the SisterhoodFriends channel to find good teams and events. -
Update:
I'm able to log in from a different computer.
I'm getting error messages for a Trojan redirect when using the internet. My virus protection 'quarantines' but the error repeats. Attempting a full scan gets hungup on the LOTRO\unpack.exe and goes no farther.
A couple weeks ago my husband got a virus through the LOTRO updater. Maybe I did too. Should I uninstall LOTRO and reinstall? I can't think of anything else to do. -
First off: I have been playing 5 1/2 years. I know how to manage my account.
This morning I was able to play just fine, up to an hour ago. I am now unable to log back in even after changing my password. I have submitted a ticket to support for help, but am wondereing if others are having the same problem.
I don't buy RMT or use PL services. My account info is different from other games. Is it possible that my account was hacked? -
LOTRO posted a message similar to this dealing with account security on their login where all players would see it. COH needs to do that.
Phishing is huge. As an example of the latest phishing techniques:
My husband received an email claiming it was from Paragon Studios support and that they 'knew' he had used RMT on his COH account and were going to ban his account if he didn't respond by clicking their link, logging in, and responding to support. The address was one letter off from the COH support site. A lot of people are going to fall for this.
It's a good reason not to post contact info in your forum profile. -
All the good names are taken? I've gotten the following in recent months:
Pinnacle
Suicidal Tendencies
Cynderthorne
Liberty
Total War
Gunpowder and Lead
Cynderthorne
Simon-Says
Simone-Says
Virtue
Martial Artemis -
For me it was July 17, 2004. I had never heard of this game until PvP Online wrote cartoons about it. A group of friends and I decided to try it and nothing has been the same since.
After I logged into COH I said goodbye to Everquest, which I had played happily for 2 1/2 years, without ever logging in again.
Five and a half years on and I'm still gleeful to be here. Details in the game and my knowledge of it has changed, but that joy hasn't. I hope it never does. -
In your nomination, provide the arc ID#, the title, author's Global name, and a short (50 words or less) explanation why you're nominating the arc.
Breaking the Barrier (and Putting it Back Together Again)
ID: 347029
@Lazarus
I really enjoyed the Nagan custom group, both as foes and allies. They are well designed with good descriptions, visual appeal, and power combos. In my opinion the Nagans are the best custom group I've yet seen. -
Quote:Simple.
Okay. Now, I do have to ask a question. Why haven't you asked these players who are tossing around Fortune Tellings in the middle of battle... why don't they do it at the start of a map?
You can only cast one. It has a slow recharge time. You can cast one at the start of the map on one player. Then you cast again when it recharges. With players running willy nilly all over the map after entering you cast when you can.
If someone complains about it I never buff them again. It's simple. Most people are grateful for the things.
Seriously, two of the buffs have minor negative components. All of them have major good components. It doesn't create a visual like ice armor. This is a lot of whine for something that is good.
The only time I can see not wanting the buff is the tank on a STF where the tower's bit of damage could end up as a floor wipe because of Recluse's high damage output. Otherwise this petty bickering over someone helping you out is stupid. Just say no and get on with playing. If it bugs you that much then go solo. You don't play well with others anyway.