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Quote:While I'm confident that this was possible, it's inarguable that the UGT in particular contains mechanical difficulty increases not present in other trials. Specifically, every spawn contains liberal Elite Boss rank crittrers, and all the AVs are level 54+1. While that's all still almost certainly within the capabilities of a decent league with no Incarnates at all, if it is indicative of a trend, that may not always be the case for future content. I do assume that it's indicative of such a trend. If I'm right, trials we get four slots down the road may assume that we have the two after Destiny/Lore, for example. Depending on what someone looks like after they have Omega slotted, I could very much envisage content where every spawn contains one or more AVs.While Keyes and Underground are definitely easier with three level shifts, both trials were tested with raid forces that included either NO level shifts at all or only a few people with level shifts.
A wild card in all of this is what they do in terms of additional level shifts, if any. Thoughts on that which Arcanaville wrote up some time back do lead me to believe/hope that we won't be seeing many more of them, but if that turns out to be incorrect, that alone will create a progress gate on later trials requiring at least Rare abilities that give level shifts. -
Quote:Everyone would love this, as far as I know.So should be Keyes be tweaked so that as Antimatter starts his regen cycle that he cannot cast disintegration and the oblit beam doesn't fire until he is done regenerating?
In theory it's possible to manage the time stops by watching the combination of his HP and the Obliteration timer. In practice the folks I run badge attempts with are finding it impractical to do that and actually be useful in the fight.
Personally, I would like to see the timer on the Obliteration beam made longer. Even 30 seconds instead of 20 would make worrying about the Obliteration beam less manic.
I would also really like for "patch warnings" to always have a representation at ground level, but I suspect that's a mechanical limitation of limited priority to ever have changed. -
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Quote:Yep, you identified my point correctly. Thanks for the hat tip.First, hats-off to you for presenting both sides of the debate before deciding to make a point (which I took to be the section that I bolded).
Quote:Granted, perhaps that is the way the Devs want it. But if that is the case, I would say they are going to be walking a very fine line. True enough, the Devs need to continue to make more difficult trials in order to maintain the interest of the most powerful characters, i.e. the characters that have taken T3 or T4 of every available Incarnate power. But the question they have on their plates is: how do they make the content accessible to the widest demographic of players while also maintaining that challenge increase? I have no "right" answer for that. -
Quote:Yeah, I can't help but think that many (though not all) people advocating a deterministic path believe one of the following:If there were no random components given at the end of the trials, there's no reason to believe that the devs would set the deterministic path any more favorably than they do now.
- They are experiencing average progress with the random system, and deterministic progress would be faster than that.
- They are experiencing below average progress with the random system, and deterministic progress would necessarily bring them up to the average.
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Quote:Oh, I meant to mention this, but forgot after that epic wall of text I built above.And by checking, I mean check the sales prices and dates for the crafted enhancement. If it doesn't have 5 sales within the last week or two, I generally don't bother because I don't want to have it sitting in inventory for a month or more.
In addition to what Flea said, pay attention to the number of bidders, the number of sellers, and the number of sales per day you can see in the history.
A lot of bids outstanding and not many for sale with a frequent sales time stamp on the last 5 sales mean this item is both well supplied and very popular. You should be able to sell near the prices you see in the history, but not a whole lot more. High supply means other sellers may undercut you if you list too high.
A lot of bids outstanding and not many for sale with infrequent sales time stamps means this item is in demand, but doesn't get sold very often. If you get one, you can almost certainly immediately sell for not just the prices in the history, but also something higher. There's no way to know for sure just from the market interface how much higher - that requires some understanding of how popular the item is. My wall of text above has some of those guidelines.
A lot of sales and few outstanding bids with frequent sales time stamps mean this item is in demand, but is probably oversupplied. Everyone who needs one is getting it as soon as they bid. The prices on the history here can be deceptive - people with spare Inf often overpay for these kinds of items just to avoid "bid creeping".
A lot of sales and few outstanding bids with infrequent sales probably means no one wants this item. -
Quote:But no one has has been able to provide any other evidence of that than the PAX presentation. The boxed sets don't say it. I have two of them right here. The internet archive of the online store page doesn't say it. So where was it "advertised"? The only other place I've seen is the GR page with Incarnate info, which also has info about slots that Posi's presentation state were never going to be included in GR.The pre purchase for GR started in March, Alpha slot didn't get removed from Beta until July.
It was on sale for 4 months with the Alpha slot as an advertised feature.
So basically it's all as clear as mud. -
Quote:Nope.- Are there any pet summons that con as GMs, that is, use the level-free scaling code?
Quote:Does lava damage scale to level? I think it did 8 per tick on my level 20 and only 6 per tick on my level 13. I will have to experiment.
- The damage is actually a temp power granted to the target, which it then uses on itself.
- The invisible critter using the damage aura is using the GM code.
For bullet (2), it's very uncommon for the devs to make such critters in instanced missions use the GM code. It's typically unnecessary, because instanced missions can safely assume everyone is in a particular level band. The only instances I am aware of where this was done are cases where the devs reused a critter that was already a zone GM.
While your other questions look like you're getting at good ideas for how to stay alive, I think that if you can't get level scaling damage, none of the rest of it matters. -
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Quote:I already posted them, but just in case I came across as blahblahblah...Look those pictures posted clearly stated 1 level of incarnates included with GR . What's everyone argument for that?
- Presentations during beta are not the same as what's on the box or online store.*
- Even taking it at its face value, it would mean Premiums who bought GR get the Alpha slot. Not the rest of the slots.
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Quote:I am not a fan of what they did with IOs, and I objected to it on the beta forums during beta. I don't object to any gating of IOs, but I think the gating as implemented both requires too many tiers of Paragon Rewards and also needs to be more granular.There should have been some manner of "forgiveness" or "grace protection" for Premiums with IO builds. Let them function, perhaps, but no longer allow them to be slotted. That way, they stay where they're at unless you mess around with them.
I also think it would probably make sense to offer a one-time unlock (for a significant chunk of points), but I'm on the fence about it. Set IOs are a strong enough thing for the people that are interested in them that making them into recurring income seems like an awfully smart thing to do. -
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Quote:In my translation of that "promise" into the CoH:Freedom universe, that would grant non-VIPs the Alpha Slot only. Somehow, I don't think that would quiet this argument down much.I can quite clearly see on those pictures you posted that it states Going Rogue includes one incarnate level.
I have never argued that it included more than the Alpha slot.
Even that said, I still content that this one slide, given by the company during beta, does not outweigh formal product information from when the product was on actually on (pre) sale. Someone suggested that the EU online store listed Incarnates on the GR pre-release reservation page. If that could be found I would consider that better evidence that what was "promised" ever included Incarnates.
In any case, what was ever promised has to stand up in light of what was actually delivered before CoH:Freedom, which was that GR was mandatory for future access to any Incarnate content. That implementation remains a vague area, and we're simply not going to be able to settle it here. People are going to see it as justifying opposing conclusions, because the implementation just doesn't map well to the idea of "included". -
Quote:Aura beat me to it. Back up the video a little bit.As i posted previously
http://www.youtube.com/watch?v=NT9O0...525&lf=mh_lolz
check the video at around 6:40
Positron's presentation at PAX.
Issue 19 != Going Rogue.
So I'm afraid my benefit of the doubt doesn't even get to apply. -
Quote:You're right, it is a wide leap of logic. But not the one you seem to think it was, since you had to have an active subscription in addition to having bought GR.Because that looks like a pretty wide leap of logic to me.
Now you only need an active subscription. -
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Quote:People assumed it was a bug, and when folks asked about it, we were told, in redname PMs posted to the forums, that was intentional.I've been hearing that high-level Primal DE have higher ToHit values like their Praetorian counterparts...
I don't think anyone knows why. -
I don't really understand the lack of ability for non-VIPs to remove the store icon. I mean, I can certainly imagine someone thinking it's a good idea, but I also think that someone was deeply mistaken about that good idea.
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Quote:Yes, it's "fair" to try and enforce that bad luck not keep people too far behind.Here is the question: why do we provide a safety net to the random reward? For fairness?
Quote:Why use a system with an inherent pitfall when a deterministic progression has no pitfall and can simulate the higher gain of "good luck" with a bit of random bonus? -
Quote:Maybe you're unfamiliar with the Paragon Rewards program.Yeah, heaven forfend anyone think that literally years of loyally subbing to a game - with real money, no less - entitles them to a few perks. That kinda thinking has to stop and the sooner the better! *facepalm*
Heaven forbid that the loyalty program not include everything such that highly veteran players actually have a reason to subscribe. -
Quote:No, it's not incorrect. I said, an I quote...Actually that's incorrect
I consider a video of Positron stating at PAX that Going Rogue included the first tier of Incarnate access (which I linked earlier) fairly conclusive proof.
Quote:the weight of evidence about what is "promised" with respect to Going Rogue including Incarnate access is on the side of folks saying it was not bundled -
Quote:But, again, it's not pointless given the assumption of a random system as the primary reward rate. If the progress rate is predicated on average reward rates from a random reward table, then you have to assume that some people will be below average. The deterministic supplement to the random reward means that there is a limit on how far below average someone can be.By the time, you've gather enough Empyreans the odds are stacked strongly in favor of you having received a very rare drops. Which makes your efforts as pointless as UberGuy suggests random drops would be in a primarily deterministic system.
If you have good luck and never need the deterministic supplement, then that's great, and I'm sure that's part of why we can spend Astral and Empyrean merits on other goodies. But whether or not that happens is, by definition, random for this design choice.
A random supplement to predominantly deterministic progress is pure bonus. A deterministic supplement to (on average) predominantly random progress may be pure bonus, but may also serve to protect a player from unfortunate random results. The two situations are not symmetric. -
There aren't really many rules of thumb, but I can tell you the rules I do use. The list is sadly somewhat complex, but I do have it mostly memorized now.
For recipes, you are almost always safe selling level 50 Common recipes to an NPC and getting more than you can get on the market, primarily because they are, well, so common. However, if you craft them, you might make more money selling them. This is only true for some of the enhancement types - damage, recharge, endurance, accuracy, healing, and end modification all tend to sell for several hundred thousand inf on the market, though the price wanders over time.
There's no hard and fast rule for what Uncommon or Rare recipes are worth on the market, and whether or not it's worth your time to try and to sell them. However, NPC vendors always pay you a pittance for Uncommon and Rare recipes - they pay you far more for Common ones. Basically, if I sell an Uncommon or Rare recipe to an NPC, it's because the alternative was that I planned to delete it.
What a recipe is worth depends heavily on what set bonuses it provides. In general, things that give +defense to melee attacks, lethal/smash damage or ranged attacks is valuable, as are things that give +5% or more recharge. These are especially valuable if the bonus in question comes within a number of slots that people might consider investing in a power anyway. For example, lots of people would five or six slot attacks anyway, so a set that gives +recharge for five slots and +defense for six is probably highly desirable, and therefore valuable on the market. A set that gives +defense in the 5th slot of a resistance power is probably not as valuable, because not many people find the need to five-slot their shields outside of set bonuses.
Sets that provide +HP or +regen are also popular, but probably less so than +defense and +recharge. Sets that provide damage resistance, mez resistance, or debt protection are often junk on the market.
Sets than enhance Defense, Resistance, Damage, and Healing are very popular, because most characters can make use of these. Sets that enhance Holds and Disorients are more popular than sets that enhance most other mezzes, because powerts that Hold and Disorient are relatively common. Sets that enhance Snipes, Confusion, Fear, and Taunt are not very popular, even when they give good set bonuses, because the number of characters that can use them is limited.
Edit: Very Rare sets always worth selling (assuming you don't want to use them. While some, like Sleep and Confuse sets are relative stinkers within the price range of all purples, even the cheapest of them will usually sell for a few million inf, and the most valuable ones (usually the damage sets) will sell for hundreds of millions - the best sellers are closing on 1B.
Most common high-level 50 salvage, especially Tech salvage, is so incredibly oversupplied that if you try to sell it for more than an NPC would buy it from you for it will take longer to sell than you might like. However, once again NPCs buy it for a pittance relative to what a level 50 earns in combat, so this doesn't really mean it's worth selling it to the NPC. I sell my common salvage for badges, not profit, because at 1000 sales and every 2000 sales after that up to 7000 sales adds a bonus market slot.
High-level Uncommon salvage can range from no more expensive than Common salvage to several hundred thousand inf, and the prices are unstable. There's truly no rule of thumb here at all.
Most highl-level Rare salvage currently sells for between 1 and 2M inf. These prices are fairly stable within this price range. Some mid- and low-level rare salvage also falls in this range. However, some mid- and low-level salvage only costs a few thousand inf, because it is not used in many recipes that people like to craft. -
Also, something very important to note in relation to this thread is that the Inf prices have been divided by four over what they were when this thread was previously active. A Rare piece of Incarnate salvage can be created using 100 Threads, one of each Uncommon salvage, and 25 million Inf (this was originally 100M Inf.)
If the RNG is being unkind to you (and I'm fairly confident, based on a lot of parsing of my own reward logs over around 600 trials that it really is random), I think the above method or spending Empyrean Merits are both reasonably accessible methods for getting a Rare component to craft a Tier 3 ability. However, if you are having bad luck and want Tier 4 abilities, I recommend you use the above Threads/UC/25M method to create rares, and save Empyrean Merits to create Very Rare components.
As mentioned, though, bear in mind that VRs, while sometimes nice, are not usually nearly as much nicer as they are harder to get though just about any method. -
Honestly, I wish they'd fix the need to foot massage the riot cops at the hazard zone gates for my benefit. That wasn't always like that - years ago you could click on their torsos or heads and it worked fine. Then after some release or other it shifted down, and has been that way ever since.
There are a lot of "click on door" things in this game that irritate me. For example, why are so many doors such that I must only click on closed doors to pass through them? Why are only some doors like this? Why do I have to wait for a train to arrive to chose my destination, forcing me to stand there staring at the train door, waiting for it to arrive? (I realize that this is a special case of not being able to click on an "open door". The fact that this "door" has a long open period and a short closed period attached to opening a pick list makes it particularly obnoxious.)
I would like to see all these things made simpler and more user friendly. I imagine a new player encountering these things and wondering, "if this is how doors work, what on earth is the meat of the game like?"