TheMightyObs

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  1. TheMightyObs

    hyperinflation

    It's just too bad you grabbed your hat and went off on the tangent before seeing the correction. I've no misconceptions. Semantics are a waste of time.
  2. TheMightyObs

    hyperinflation

    Quote:
    Originally Posted by UberGuy View Post
    This is never a source of inflation. Price increases are not the same as inflation. (In fact, flipping increases the amount of money destroyed per time relative to the amount created, making it a net, though possibly small, decrease in the ratio of money in the system to items.)
    Tuhmaydough, tuhmotto. Many tiny corners of the common and uncommon salvage world are filled with people buying specific pieces of salvage for 1-15k influence then selling them for 100-600k influence. Oh, don't worry, inflation isn't the problem. It's just people demanding nonsensical prices and getting them for extended periods resulting in something that seems like inflation. If someone shot a hole through you, you'd complain about the hole in you. By this logic which you've presented, if a tornado whipped a metal pipe with a two inch diameter clean through your body you shouldn't have the right to complain just because it's not technically a bullet hole. But the hole's still there. Who care's what's causing it? Just because some minor amount of deflation happens with each resale doesn't mean the person reselling is losing anything or being forced to lose any money - it just means that the person doing the buying is throwing more of their own money in to a hole. It's not a fix. The person selling has already counted on that money vanishing and is pricing their goods at an artificially higher than necessary price to compensate for this loss in profit - so what we have is a "mechanism for deflation" which results in higher prices for everyone. But it's not inflation. Who really cares? Fine, don't call it inflation. I call it a pile of stinking offal.

    Quote:
    Originally Posted by UberGuy View Post
    This worsens inflation if any of the money farmed while farming for items ever makes it to the market to buy something. That would be injecting money into the system but injecting zero goods for it to be spent on. Increasing the money supply without increasing the item supply is practically the textbook definition of inflation in this context.
    You misunderstand, I'm saying the only solution is to farm and then sell what you make without ever resorting to resale.
  3. TheMightyObs

    hyperinflation

    Quote:
    Originally Posted by Fulmens View Post
    TheMightyObs said:


    1) I've got "fully IO[ed] to completion" characters with no purples.
    2) I made more than 6 billion inf since I started this thread, on Feb. 9 . Mostly on the market, but probably a billion of that was running tips and TFs. So apparently AE is not the "only viable solution".
    3) You could also, in theory, get your 3-billion-inf IO's by accumulating thirty or thirty-five Alignment Merits. Run (this week) a LGTF and an ITF, as I did this morning, and you get enough Reward Merits for two. Next week, run a Sister Psyche and get enough RM's for another two.
    4) If you're 6 billion away from finishing your build, and you can make a billion inf in 4 hours of +4/x8 AE farming, in one day, and you're not done yet: Why not? That's a WEEK by your numbers. And if you're this giant price-raising profit-building machine, you should be able to throw 6 billion inf into the Prestige shredder and get it back in the next couple weeks.

    BurningChick: Apparently you were far too reasonable to get a good discussion happening. Or something.
    1.) Yeah, you can get a decent build for under a billion influence. But not on every toon.
    2.) You got most of that money on the market which means you became part of the inflation problem. Buying and re-selling is a source of inflation. Farming without reselling is the only solution.
    3.) That's 2 billion influence every 18 days, which as you've been so kind to point out is a stupidly unprofitable way of doing business. So it's not a viable alternative.
    4.) I hate farming, am focusing on WST's, have a real life and a lot of other 50s to io out. I could sink 6 bil in to finishing one toon with three io's or IO out 4 others. I haven't finished my main toon more in protest than anything else.

    I win.

    Quote:
    Originally Posted by UberGuy View Post

    I think most of your post is a bit on the alarmist side.
    I'm sure it seemed pretty alarmist when Israel Bissel rode through the colonies shouting "To arms, to arms. The war has begun." He was right, though.
  4. TheMightyObs

    hyperinflation

    Quote:
    Originally Posted by Plasma View Post
    I tend to disagree.

    3 years ago was early 2008. Purple IOs were added in I11, which came out in Nov 2007 (next issue was May 2008). Good purples settled in the 40-50m range for a while, if I recall correctly, so that would mean ~50m then = 500m now, say.

    But, a lot of other IOs haven't changed much. Back then, a LotG could fetch 100m, not a huge change. Crushing impacts can be had for ~3-4m, which is almost exactly what they were back then. (I seem to recall buying a bunch of recipes for ~1m and selling crafted ones for ~3-4m, and ~3m was exactly what you needed to bid to get a 50 dam/rech today.)

    There are some things which are exceedingly rare that have set unprecedented prices; ie, PvP IOs, but they didn't exist back then. Or L53 Hami-Os, but I think a lot more were in circulation because the bug that created them was only in the recent past.

    There have been a lot of mechanics changes too; AE, for example, I would expect to inflate purples a lot relative to other things, since purples couldn't be acquired via tickets. Rebalancing the drop pools to have less snipe recipes and more good things made some things that used to be oversupplied actually have some value. The change to the difficulty slider was probably a really big deal. I used to 5-box to farm (although I probably only put 30-40 hours total into it, but that was good for a billion influence, which was kind of a lot back then). Now anyone can do that.
    The only reason we can't technically use the term "hyperinflation" is because when most countries undergo hyperinflation, they print more paper money to stimulate the economy but can't print it faster than the currency is devalued - at which point the populace reverts to bartering and systems of hard currency like gold and silver standards. In essence, the only reason we can't have hyperinflation is because WE DON'T HAVE AN ALTERNATIVE FORM OF CURRENCY TO FALL BACK ON and bartering is worthless in a world where you can sell your goods on the hyperinflated by not hyperinflated only because it technically can't be deemed such market.

    Here's where it becomes a giant concern. I fully IO'd a toon about three years ago. It cost me around 1.5 billion and today is 6 billion influence from being finished. The present build is worth 19.3 billion and all I've added is one Panacea proc. Panaceas are presently being largely sold p2p offmarket for 3-4 billion. Sure, it's not that bad right now, but what about three years from now when PvP uber rares undergo the inflationary shift? We can laugh and say, "It will never happen" but
    1.) The game already has trillionaires
    and
    2.) Now we all have three builds
    3.) For each of the massive number of new 50's that were spawned by the recent series of AE bugs followed by dblxpwknd.

    Sure, the market's not that bad for us right now. But what's it gonna be like in three years? If we see similar inflationary trends (which apparently aren't bad enough to concern the crap out of you all yet), how are you going to feel when my primary toon's build is worth an eighth of a trillion influence and it's still not complete? I wouldn't ragequit over a doubling in prices, but if they go up by that much than I'll have two choices. Either I can stop bothering to try and fully enhance one toon or I can utilize my considerable abilities to sway the market in such a way that... dun, dun, DUN! Prices go up as I sit on thousands and thousands and even more thousands of fully crafted IO's until their value increases. I don't actively engage in this behavior presently because things are so bad right now that the more people there are cornering niches of the market, the worse it gets for everyone. The only viable solution for coming up with enough money to fully IO a toon to completion within a month is to farm AE for at least four hours per day set to +4x8, claim a low level silver recipe roll and craft/sell what's valuable then sell off what isn't selling well offmarket at the store (which feeds the inflation). With two accounts, you can overnight afk PvP farm. Most people don't have two accounts though, or can't run two instances of CoH. This leaves AE farming as just about the only viable solution for making a billion influence per day... which means that purple recipes aren't done inflating.

    This increase in prices is a problem, has been a problem and will become a much more serious problem unless addressed in the near future. Otherwise the challenge of ever attaining one complete build will over the years come to elude all but the most vetted players who one by one set aside their concern for their fellow players and farm up masses of personal bases capable of storing 1,400 IO's each (like I have, not counting ww's and toonslots) then carve out their own niche in the market until there's nothing left to carve, everything is unreasonably priced and half of what's produced is sold in stores to drive up prices as a solution to one's inability to sufficiently store the amount of created goods needed to drive up a given corner of the market. I've sold tens of thousands of recipes in the store, and am not the only one. This isn't some great big imaginary "lol wut if" scenario, it's our future. I have two ideas for addressing this.

    1.) Add streakbreakers to purple and pvp recipe drops. (This may already be in the system, I don't know. If it is, please add a better one.)

    2.) Instead of having three builds which are each enhanced individually, have one character, three builds, and one pool of say three hundred IO's with which each build can be permanently slotted. This could cut demand in half without making anyone either wealthier or more poor and would drastically increase the quality of gaming in CoH. This would also make it a lot possible to respec a toon once and replace half the enhancements on it without having to delete tens of millions (if not billions) of influence in equipment (and thus driving IO inflation further) or using multiple respec's to remove IO's (and thus driving respec recipe inflation further). It solves so many quality of life issues without harming anything that I can't believe this isn't already in play.

    I'd much rather spend 30 billion to fully IO three builds on one toon than, say, 25 billion here and 10 billion there then 15 over there. Or 30 billion across the board. I feel very comfortable saying there are individual toons in this game presently who hold 100 billion+ influence in total slotting and personal inventory. Four years ago, one billion influenced could've fully HO'd every toon you had on a server. Now you can get two enzymes and an Acc/Dam for a billion influence - but inflation isn't a problem? I perceive it as the most problematic issue with the game.

    If you don't think we can attain a kissing cousin to hyperinflation, you haven't been watching. I've personally caused it on many instances and sustained it for long periods. I've made recipes go from 5k to 4 million overnight and it cost me so little to do so that I made a profit on my first sale. That is the beginning of the problem and I could easily have tacked on another zero. I would've again made my money back for that second round of price increases on the first sale. The mechanisms for what could be perceived as hyperinflation are present, the means exist and just because it hasn't afflicted every aspect of the market yet doesn't mean it won't. It just means it hasn't afflicted every aspect of the market YET.

    If you don't think what would and should be called hyperinflation in this game is possible, you can barrow my copy of An Inquiry into the Nature and Causes of the Wealth of Nations then I'll introduce you to a few self-made millionaires and you can ask what inspired them to start accumulating then sitting on wealth. In the end you'll understand that the only thing we're missing to ignite what should be called hyperinflation is the impetus to enact it. If you tell me it can't happen outside of purples and PvP io's, I'll do it just to show you then provide you with step-by-step instructions on how to do it. The real cure for the market is a long-term alleviation of the impetus to rapidly enact and continuously increase artificial inflation. Dot, period, end of story. We solve the problem or it'll never be out with the old and in with the new, it'll eventually just be in with the new who can never hope to compete with the old because they started playing three years too late and will never be able to hope to be on the same level before CoH2 comes out at which point it'll be out with everybody. And inflation could be the reason CoH dies instead of living on like EQ did after EQ2.
  5. Quote:
    Originally Posted by Bionic_Flea View Post
    How about room by room permissions, just like we have permissions for each storage bin?

    That way you could have "bedrooms" as part of the larger base that individuals could decorate.

    And that would allow more people the ability to play with and enjoy base building.
    Room-by-room permission is a really good idea
  6. There are many things I'd like to see added to or outright changed with base building. I'm sure some of them have been brought up elsewhere, but I am not a frequent visitor on the Forums.

    1.) When you stack desks vertically and accidentally drop one at the base of your column just beside your stack, that puppy 'aint going anywhere. There have been times when just to remove one block, I've had to tear down over one hundred items. It'd be really nice if I could just move that one offending desk. As an adjunct to this, some times when you have a large sum of items all flush together (take for example, desks forming a second story floor atop a floor tile used as scaffolding) some times it becomes impossible to select an object that you should be selecting and you instead find yourself repeatedly selecting some thing ten feet away. Then you have to go in to Current Room and locate your item that way to delete it. Again, may I just click the tile plz?

    2.) Copy, Paste, Rotate (by 360 degrees) and Lock. Yeah, I said it. I wanna lock structures so that they can not be added to or deleted from once completed (unless unlocked), and then it'd be swell if I could copy them, rotate the structure one degree at a time with a left/right button method (in addition to the regular 90 degree rotate) with a chat bar that lets me quickly type the amount of degrees I'd like the object to be rotated. It might seem like so much work for something that'll see so little use, but I once wrote a fifteen foot tall sign in cursive using small wall lights. Then I replicated it on the opposite wall. They held a combined 1,100+ items. Copy/paste could've spared hours of my life there. I recently made a spiral staircase encased in glass bottles leading to a bar. I desperately wanted matching inverted staircases in the same style, but it was over 900 items by completion and you could count the capillaries branching off the angry vein on my forehead. I contemplated making a small wall light sign behind it reading "Never again." If I could've copy/pasted that and inverted it at will, my base would be peppered with 45,000 prestige staircases that were the envy of the fake world.

    3.) Ideally, since the advent and proliferation of floating has exploded into the renaissance that it is, isn't it about time that we get horizontal *and* vertical control without requiring the tradition voodoo associated with floating? In floating the beacons on my tech tp pads out to just in front of the first two columns, I found it takes 36 wall lights. Not bad. Until you multiply it by 18, then it's bad. 748 is a lot of items to add and delete. In hindsight, I should used the large wall lights, lined my tp pads in rows of four and floated one long column through four tp pads at once. It probably would've taken half as many lights. 1,514 object manipulations is an absurd amount of work to float out 18 beacons. For less object manipulations than that I made a nine cell prison with a two story central security tower surrounded by turrets. Everything stacked in to the ceiling.

    -Sign generators. How cool would it be if there were a sign generator that allowed us to create an alphabet of letters using items and then type a message in to a chat bar and generate a copy of that sign in your base copy/paste clipboard that could then be placed as a locked item (or discarded)? My base entry room has over 500 wall lights making several small signs, and I seriously doubt this tool would go unused. Signage would spring up rampantly virtually overnight. Getting lost would become a thing of the past.

    These four changes would lead to an IMMEDIATE and drastic increase in base quality the game over. There'll be some things that could be done in five minutes that can take hours to accomplish. Beyond this, there are numerous items I'd like to see added.

    - The best suggestion I've heard is the ability to add statues of your SG's members, in any pose they choose. Please don't add this as something stupid like the 110 vet badge, requiring people to stick around for years before they can be immortalized in statue. An arc or TF would be much more popular.

    - How about event base items? The winter event could produce spectacular base items. I know chandeliers have been mentioned. How about ice chandeliers? Ice pillars? Ice tables? Ice blocks? Christmas trees? A Menorah? Mazao? Can I at least get a Yule log? On a side note, we're dying for water in our bases. pleasepleaseplease do some thing about that.


    I love the game. That's why I'm never on the forums. Thanks for making, keeping and constantly improving upon it.

    Edits: Thanks, Nyt!

    Another thing I'd really like to see that I'm sure others would also are outdoor bases. How about the option of "no" for a ceiling in rooms? Even just plain higher ceilings would be better, but I'd really like to see options for entirely outdoor bases or bases with no ceilings and control over time of night/day with an option for just letting it rotate with game time. Sun rooms and courtyards... I wants 'em.
  7. The bug which I despise more than all others combined strikes rarely, but is devastating all the same. You'll be going along (usually in the middle of combat, or while zoning) when all of a sudden you lose every single global chat channel you're on. This wouldn't be such a big deal if you weren't the only op, or if every channel were public, or if the average human mind were better at remembering ten things instead of (as it is) seven. So channels with too many to quit and reform lose all of their ops but can't be reset, or you have to take the time to hunt down the op (if s/he still exists) and worst of all, you may simply *forget* what channels you're on. Another round of this bug just went around earlier this week, and I came down with a case of it.

    I've lost 10 of my global channels (most of which are private) so many times that I really can't put a number to how often it's happened. After losing my operator spot (along with every other then active op) in a very large public channel during the i15 zoning global chat drops, it took three hundred and sixty six days before our inability to change the MOTD was cured by a person who'd just logged on for the first time in two years. This isn't a small bug with tiny consequences, this is a small recurring bug that takes "America Online with Drops" and briefly turns it in to "Drops." Once it happens, the players have to fix the problem themselves and Support has absolutely no way to help. Then those poor, poor people at Support have to put up with me petitioning the tar out of it. Here are ways that we can reduce the affects of this unwanted recurring "Feature" while also reducing the amount of angry mail Support gets.

    1.) Create a "List" section within each channel, accessible by a "List" option offered by clicking on the channel name in chat windows. Once opened, have two categories appear in the "List" option window: Operators, and Guests. Have an "Add" option for each, where @handles can be typed in manually whether the person is online, offline, in the channel or not. These are "Permissions," basically. So if you put @whoever in the Operator list and they join the channel, *they automatically become an operator.* If you put @whoever in the Guest list and your channel is private, they have permission to join your private channel at will.

    2.) Give players a "Global Chat Channel invites" list that shows which chat channels they *can join* if they so wish, and what their status (guest/op) is on each channel. Kind of like bookmarks. You can only look at one website at a time but can bookmark a lot more than one - this would allow us to keep tabs on 10 chat channels at once, while bookmarking [however many] more.

    3.) Make it so that in order to delete Chat Tabs and/or Global Chat channels from your selection, you have to type in their name (case sensitive) like with character deletion.

    You do these three things, and chat tab/global channel loss will become a minor nuisance requiring five minutes to recover from instead of a major inconvenience requiring 525,600 minutes to recover from. Which is ridiculous.
  8. [QUOTE=macskull;2826602]Err... the green mitos we encountered during the LGTF were healing Hami quite capably. Eventually we ended up completing it by powering through their heals to defeat Hami and then killed the greens individually, but that added a significant amount of time to our run compared to how the mission should be working.


    I just finished the LGTF the same way. Blues/yellows, then hami, then greens. The greens are impossible to kill with hami up, even despite astounding debuffs. My team killed hamidon within a span of seconds lasting in the single digits.
  9. Global: @Obs inc
    Gender: Male
    Age: 26
    Location: Port Huron, Michigan
    Height: 6'1"
    SG Affiliation: The Celestial Guard; Paragons Home for the Elderly
    Most Recognizable Server Toon: Tormenta del Fuego
  10. The bosses at least on the Demon map will swat you with smash/lethal in melee.
    More points:

    [Archetype: Controller
    Powersets: Fire Control/Kinetics
    Benefits: "...The benefits include good AoE damage from imps, the fire control powers, and fulcrum shift, as well as good sustainability from Transference."]

    This is a bit misleading, as the wording suggests that fire imps possess some AoE damage dealing ability, which I don't believe is the case. Fire control kicks out the bulk of its damage through hot feet and Fire Cages; Imps help chiefly with catching aggro and finishing off the victims of Hot Feet/Fire Cages DoT.

    [Archetype: Scrapper
    Powersets: Spines/Fiery Aura
    Drawbacks: "Survivability of the fiery aura set isn’t as great as some of the other scrapper secondaries. Quick movement from mob to mob may require use of travel powers, which can eat up a lot of endurance."]
    I was greatly disappointed with the overall survivability of my Fire/Kin troller and the solo performance of my Fire/Fire tank at 50, so I made a Fire/Spines scrap. It died like that was its job. Disappointed, I complained to a friend who also had one - he told me that his Fire/Spines doesn't have many survivability issues at all, chiefly thanks to slow powers (which keep foes from moving fast) and AoE DoT. The ranged area effect powers in Spines all have slow components, and you can take caltrops in the epic. Hit 'em with the ranged cone, then dive in, use Spine Burst, drop caltrops then follow it with Burn. Most things run until they die, occasionally pausing to try and hit you. Survivability increases drastically. Also, the Fire set gets Consume, which does wonders for your end drain problems.

    Villains

    [Archetype: Corruptor]
    A Sonic/Miasma, Fire/Miasma, Sonic/Rad or Fire/Rad corr would likely do fine solo in most positions at 50 thanks to decent AoE's/cones and hefty debuffs along with self heals. Miasma is a brutal set, which brings me to...

    Archetype: Master Mind
    I didn't see this one.
    Power Set: Bots/Miasma
    Benefits: Miasma is filled to the brim with tohit debuffs. Bots in and of themselves are nothing too special. They KB, which is kind of annoying. The two protector bots double defense bubble the other bots but give each other and their owner one bubble. Their single target pet heal isn't impressive, but with the second upgrade the protector bots get seeker drones. Seeker drones have a tohit debuff; that combined with the bubbles and the miasma tohit debuffs leads to great amounts of safety. I'd suggest laying off of attacks, but taking Pulse Rifle Blast or the Bots AoE disorient is useful. The Miasma fear cone is potent and can be up for each mob. It packs a nice tohit debuff. Darkest Night is a decent tohit debuff toggle, but it also has a dmg debuff - so it's practically armor. The targeted PBAoE miasma heal has a tohit and dmg debuff component. The Miasma pet, Dark Servant, has tohit debuffs and a similar heal superior to that of its owner, and can be made perma with hasten. Howling Twilight, the AoE rez, works only when you have a foe in range to target. It has a long recharge, but is an autohit disorient and (this is where it gets sick) a massive 500% regen debuff. Bots/Miasma can solo most any AV/Hero on Relentless from Sea Witch on, including Positron and most of the other hard ones. Survivability is high, with two AoE heals and a plethora of disorient/hold/fear/tohit debuffs/defense buff and dmg debuff powers.
    Drawbacks: Bots are loaded with KB, and foes run after missing ten times in a row - which happens a lot when their accuracy is in the toilet.

    On herding in PvE farms:
    In my opinion, herding is one of those things that should either be done to save time or lives. The herding cap and time spent engaging in herding usually make it a pointless endeavor when compared to the rate at which you could be clearing things one mob at a time. However, done correctly, herding can move a farm team considerably faster. The best way is to have your meat shield charge a mob, wait until the team has them under control then leave when they're all nailed down via slows/immob's and herd the mob ahead in to the next mob after that, whereupon the team should catch up. Once that group is managed, have the tank leave and herd forward again.

    If you're feeling adventurous and have a good team, you can jump five mobs ahead and grab two mobs, then pull mobs 5 and 4 to mob 2 and 3, whereupon your team will likely rejoin you after finishing off mob 1. Voila - a mob well over the aggro cap. This is the only way that herding speeds up task forces, and you don't need two tanks to do it. Just one tank and some one willing to tick off a lot of people who're going to try and kill them.

    Often times teams will find themselves with two tanks. In these instances, it's fine for one tank to lead the team while another herds well ahead, leaving once the team tank has the mob's aggro. with two good tanks and one good team, you could theoretically face mobs of around 30 foes each from beginning to end of a mission with little interruption from mob to mob. Some times the herders will leap frog - one grabs a mob, holds the aggro, and when the team catches up the then-team tank takes off to grab a new mob to meet the team with when they catch up after the first herd.
    In speed TF's with two tanks, the first one in would herd two mobs towards two other mobs. Such herding speeds up any PvE encounter... unless the foes are tough and y'all haint.

    There are many guides to tanking, but I'll point out that herding is all about breaking LoS: Line of sight. If they can't see you, they get curious about what you're doin' and come running to look. If they're shooting you, you haven't broken LoS. All sorts of terrain on maps can be used for herding - pillars, crates, corners, dumpsters, cars, box cars, twisted upright iron beams, stairs, (i've even used) mounds of dirt. Anything and everything that can be hidden behind.
  11. Undertaker - in graveyards. I'd say to give this dayjob a single foe res and or regen debuff.

    Rocket Scientist - the rocket in Warburg. Log out for three days and come back with one third of the rocket code! Log our for 50 and have one permanently.