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Posts
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Quote:Yes. I wrote a log parser that measured my earnings rate in "round" fraction of an hour intervals, and it included parsed drops of common recipes, inserting their NPC vendor value at the moment of the drop. The metric included zero market profits.Uberguy: Are you counting ONLY pure inf and vendored recipes? I do pretty much all my farming on the market with a side order of mid level AM's, so I don't keep up on these things.
If it matters, I believe the last time we had "earnings per hour" thread in here was before I16 roughly doubled our earnings@50. Even something like an empath built with an an intent to be able to solo as well as possible should be able to hit around 2M/hour these days. -
Quote:I'm going to disagree with a minor point here, but I'm doing so in way meant to support your (edit: larger) point. Any farmer who's making 5M an hour needs to turn in their Farmer's union card. I can hit those kinds of numbers running a DM/Regen Scrapper through +2/x6 paper missions, and that includes time spent picking a new mission, going from mission to mission, etc.OK, maybe using farmers' cash earnings isn't the best financial example.
To your larger point, that's one of the reasons that things like Alchemical Silver cost "a lot". People making 5+M/hour drive the rest of the economy, because they (and the people who obtain money from them on the market) take that money and outbid lower earners, because that's how you get what you want faster.
As a response to the topic, and not Fulmens directly, I'm not sure what "greed" even means in a context like this. We all want stuff. When it comes to the market, we are competing with other players to get the stuff we want. If we want stuff faster, we have to pay more for it. That is, in the most literal sense, how the system works. If you're getting some of the money you intend to use to by stuff by selling other stuff, it behooves you to get as much profit as you can when you sell stuff. That means finding the highest price you can sell stuff for (with the trade-off that setting the price too high means the item may not sell for a long time, which defeats the goal of getting money to buy stuff faster). Is that "greed"? If it is, then wanting stuff sooner is also "greedy" by extension. -
Quote:My first thought in reading this was "that's pretty good". My second thought after reading this was "there is no spoon". Then I saw your avatar, and my head exploded.I understand, I've been there. I've misunderstood this game. I learned to understand, and found the joy of understanding. Now I understand that you don't understand. You're misunderstanding is understood, and understanding is often hard. You need to understand that your misunderstanding, will be misunderstood by those that do not understand the misunderstood. The understanding will never understand our misunderstanding unless you become understanding. Then you will cease to be the misunderstood and become a part of the understood. Understand the ways of the understanding and you will find happiness. Understand?
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You know, I did post numbers showing that you almost certainly earn more Inf and XP fighting 51s with a level shift than you do fighting 50s with a level shift. By a lot. So much more that I find it unlikely that even nonlinear effects like debuffs would make up the difference. You apply higher debuffs and mezzes to lower-level foes, but those kinds of effects would have to add up to defeating level 50s 22% faster than you could defeat level 51s, after accounting for the fact that you would do 11% more damage per attack to level 50s, and that's just to break even.
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Ditto. There's something about the angular layout and the content/angles of the images that does not appeal to me. The old ones looked more somehow open and interesting to me. The new ones give me the impression I'm looking at a schematic, while the old ones looked like a splash screen.
The new ones do work better with modern graphics settings and screen sizes. They just don't appeal to me as much artistically. -
I want to pitch in with the folks who both don't like the new team window and are annoyed that the "classic" is actually different from the original.
Quite honestly, the new team interface is possibly the ugliest interface I've seen in this game, and there have been some doozies.
I find it annoying that the alternative isn't actually the original, or at least isn't closer to the original design. I am not going to lose sleep over that complaint, I just consider it irritating. I would be spitting angry if I was stuck with the "new" interface, though. -
Quote:This. I sell what I produce, and I buy what I need. I hunt for bargains. I have 10 50s, every one of them is steeped in things like Kinetic Combat, LotGs, and purples, where appropriate. (Every 50 has at least one set of purples, and some have as many as four sets slotted.) I bought a PvP 3% defense from another player. Every one of 10 50s has between 1.3 and 3.0 billion inf in liquid cash.I don't farm.
I don't gouge.*
I never try to corner anything.
I have billions.
If the market is dominated by manipulators, please explain to me how I've managed that without being one of them.
I don't farm. I don't marketeer. I am rich. I made that money by killing stuff and selling stuff. I play 50s a lot.
I didn't make it all at once. I made it over the course of months. I'm not claiming that everyone will produce inf at the rate that I can, but I know there are people who can produce it a lot faster than I do. There are people with a lot more inf or stored valuable items than me. None of those people are keeping me from earning an awful lot of inf. In fact, I'm pretty sure they help me, because I sell them stuff at awfully high prices all the time.
Which gets to the asterisk I added to the quote above. I'm not sure what "gouging" means. I charge the going rate for stuff. I price it to move, which means I list stuff below the going rate to try and score the sale, but I'm not interested in market charity - I don't price so low that I think bargain hunters will easily buy my goods. (And if there's none of something for sale, I'll go for the gusto and aim high.) -
Isn't he also buffed to the gills and you need to use temp powers to debuff him?
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Quote:Don't get me wrong - I don't think most of us crank out a billion a day or anything like that. There's a thread asking about that specific rate (a billion a day) and pretty much all the regulars in this forum were like "newp, not me".Out of all my 50s I probably just have under a billion inf. I dont see myself ever breaking 1 billion at least any time soon (grumbles at incarnate conversion costs). Playing the game so much that money flows like water just isnt normal to me thats what I am saying. Yes I know is pretend money but thats not the point. I am not a hardcore farmer and I have a life outside of the game.
But most of the things* that cost hundreds of millions or billions of inf are explicitly extremely rare. Going back to the discussion about supply and demand rates, the rate of demand for purple IO pieces way outstrips supply, so even if people aren't raking in billions a day, they're willing to work towards those purples. Even if you aren't a farmer or marketeer you can crank out 10M a day playing a 50 on high settings. That kind of inf earning rate makes purples distant goals for a lot of players, but that's intentional.
*The things that aren't extremely rare but still cost 100M+ are extremely highly demanded. LotGs are a good example - they provide something most people interested in IOs see as useful and most characters can slot two to five of them. They likely get produced fairly often, but demand for what is produced is very high. -
Quote:I cannot possibly stress how incorrect this statement is.You keep saying supply outstrips demand but the supply is infinite now.
Supply is not just about how many of something can theoretically be produced. It's about the rate at which something is produced. I promise you, absolutely and unarguably, that the rate at which the playerbase is producing anything we talk about in this forum is not infinite.
When we say demand is greater than supply for a widget, we mean that the rate at which players want to use, slot or consume the widget is greater than the rate at which players are producing widgets. When that happens, a method needs to be used to prioritize who gets the next widget that's produced, because at any given time, more than one person will want it. This game uses a method of letting people sell widgets on the market, and it prioritizes the acquisition of the person who bids the most inf. You want the next widget put on the market? You get it if you bid the most of the other people asking for one when it arrives. -
Quote:Do we really have to explain to you the difference in DeBeers diamonds and Alchemical Silvers? You know, the part where no one player can actually control the supply, and to absorb the supply of all the people actually producing them takes a metric crapton of real-world time? And how in that same metric crapton of time, you could probably make 100x the profit selling one large item that takes way less attention?In fact, actually, why doesn't everyone just take a break and read up on DeBeers and why diamonds are so expensive. Quick summary? They only release so many to the market a year, just to keep the prices high. They are literally sitting on hundreds of tons of diamonds, just sittin on them, why? To make sure they control BOTH supply and demand. And that's a helluva gig lemme tellya.
Do you know that DeBeers has had to lower their prices on diamonds several times because there are other suppliers that did not exist when they formed their cartel? -
One of the most critical flaws in Ryu's thinking is the core assumption that everyone else shares his priorities. He's got a strong personal objection to paying what he considers "too much" money for stuff on the market, so he does other stuff instead. He completely cannot see that other people can earn enough money so fast that what he considers "too much" is just not that scary to them, and they'd rather fork out 100+M than run 20 tip and two alignment missions.
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Just to be sure, because, you know, I am aware a Scrapper would never do this... but you do know there are ways to reset the mission to different difficulty without reforming, yes?
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A couple of suggestions that I think improve on that build.
- Move the six-slotted Numi set to Integration. You get more end reduction in something that costs end.
- Change the slotting in Recon to five pieces of Doctored Wounds. You lose a few percent of recharge on that power and gain 5% on everything else. You lose a small amount of +HP and +Regen, but the HP/sec change is minuscule and you should be able to perma DP, especially if you put Hasten in the build. (I normally use all the pieces except for the Heal/End.)
- Personally, I don't think you really need a full 30% AoE defense for most of the game. Consider sacrificing the two extra Aegis slots you added to Tough and moving them into Dull Pain, and slot 5 pieces of Doctored Wounds in that for better +HP slotting (a very big deal to a Regen) and an extra 5% global recharge. Adding Doc Wounds to this and Reconstruction should get you back to the same recharge on these powers that you have now. You'll still have some pretty nice AoE defense.
- I would put something else in there instead of Physical Perfection. Seriously, I think it's just about the absolute last thing in the world a Regen needs. In my own build those slots would be in Hasten, though I realize you'd need to drop a pool to do that. If you're worried about the loss of +Recovery, move the two extra slots that have Numina's in them out of Health and into Stamina.
- That's a tremendous sacrifice you've made there slotting Blinding Feint like that. You've lost a significant part of your DPS there. In my build, Gaussian's is slotted in Tactics, and BF has a melee damage set in it.
- You've done something ... odd with your Regen Tissue. The way that's slotted right now you'll only benefit from it when you rez. Is that really what you wanted?
Edit: I would never consider anything but the Spiritual Alpha for a Regen. It's just too good. The few % defense gained from the only powers that would actually benefit from Nerve are not worth the tradeoff in +heal and +recharge, for both Regen's clicks or most primary's DPS chains. -
Quote:I certainly don't. Most of the time, I'm off soloing with them, and that's when they really get to shine. When I'm teaming, it's almost exclusively on TFs, and usually speed ones, and frankly there aren't a lot of opportunities for anyone to shine there, except perhaps the buffers and debuffers.What I don't really understand is, when you make a super awesome IO'ed, can-take-on-the-whole-world build, you usually try to show off with it, right?
Quote:Of course, I guess with the new incarnate content and slots, people don't want to show off and just want to get stuff done? -
Looking at it, I'm not seeing where it's getting an extra 9% AoE defense over mine. I appreciate you posting it, but I really wish you could have posted a Mid's link or data chunk, for ease of comparison.
My build has all the sources of +Def(All) that your does, except Stealth. I have Weave, Combat Jumping, Maneuvers, six-slotted Gaussians, plus the Steadfast and Glad. Armor's uniques. Like you, I have 3 slots of Aegis in Tough.
Are you perhaps counting the unsuppressed value of Stealth? Stealth loses half its defense value when you are in combat. Combined with picking up a point here and there from a couple of places where your build has more aggressive enhancement of +defense powers, that would probably explain the difference.
Edit: It's an aside, but I can almost hear the cringing some of the other folks in this forum would have at the slotting you have there in Dull Pain and Reconstruction. Those are going to recharge a lot more slowly than I think they would in a "typical" recommended build. -
Like Elegost, I think you need to post a build that illustrates that. I have builds with everything you mention except Stealth, and I am looking at around 25% Ranged and 20% AoE defense, and that's after tossing in a few set bonuses. I don't see Stealth making up that gap, especially not suppressed. Sure, I get kind of close on Ranged, but I'm way out there on AoE.
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I'm one of the people that spends billions of inf on IOs, and I agree with this assessment.
Edit: To be more clear, IOs make things easier. I use IOs to build characters who can solo a whole team's worth of foes higher level than themselves, because I think it's fun. I don't know why, but I do, and I don't try to analyze it a whole lot.
When one of my tricked out characters comes on a team, if that team is running against +0 foes, it's entirely possible that my character could defeat most things the team will face all by themselves. That can't help but make things easier. Bring a team of eight other characters like that, and things are really easy. Easier probably (but not necessarily) translates to faster. Faster means the same reward in less time. If you're all basically indestructible, you can throw most need for careful tactics out the window, just pile on through and speed to victory.
The thing is, IOs aren't the only way to do that - team buffs were doing it long before we had IOs. Mixing the two together often makes things even easier. Having some people on the team who lack awesome IO bonuses isn't going to make or break the team. The effect of that alone on the team's progress is probably negligible if the people at the keyboard is contributing at all. Basically, I think that team leader had something straight up deep somewhere dark and nasty, and really should relax and just play the game. This game is way too forgiving for people to play it like that, IMO. -
I will gladly pay you on Tuesday for a level today.
Also, I deem the "no comment" from the AE designer quite epic. -
I only actually looked at this thread because I saw someone post in it I know.
ViKtoricus, I have thought you made nice, somewhat insightful posts about this game as a new-ish player here. As such, I am rather startled to see you describe that you act this way, and then feel it was justified.
If I saw someone act like you described yourself doing, and I thought they were serious (as you apparently were), I would happily note that person as the **** here, and gladly never have anything to do with them again if I could help it.
Being the team leader in a video game doesn't give you the kind of personal authority over people you seem to think it does. Yes, you can kick them at your whim, with or without justification, because the game software has no way to judge intent behind or validity of such action. That doesn't mean it's justified or appropriate. You reap what you sow, and you acted in an irritating way. You should be surprised not at all when you get negative response from others for doing so.
As to the matter of "respect being earned", as Quat said, there are levels. There is "I respect you as a person" and "I respect you as a leader". The former is automatic, the latter has to be earned. I'm not going to listen to someone order me how to do something I already know how to do well (like play this game) unless I think there's a very good reason to listen to them - such as my knowing they too are very experienced and may well know something I don't. That's what I think of as earned respect in this context. -
Quote:I am almost certainly inf positive, for many of the same reasons. I play the game on high settings, including large team sizes, even when solo. Worse, I actually bring my 2nd account in the mission, meaning that, though each character is getting a split of the inf, I trigger the team size bonus, increasing my total inf/time. I typically clear most maps of all foes. I, too, increased my difficulty when I got a level shift. (My characters are designed to operate near their performance edge, so dropping the level of all my foes defeats the purpose of having my characters built that way.)I'm definitely inf positive. I turn up my difficulty as high as I can handle, and I very rarely actively market. Every character I have with a level shift immediately turns their difficulty up to compensate, thereby automatically putting more inf into the system. I can't be the only one who does that.
I act primarily as a producer to the market. I don't "marketeer" - I just sell what I get that I don't want and buy only what I do want. Therefore I am not a good source of large scale inf destruction. I do currently craft level 45/50 commons, which destroys some inf, but I am only doing that for badge progress, and as each level 50 character gets all the badges, I stop doing it. (I want the recipe slots.)
I also don't avail myself of any of the newer inf sinks. I don't convert Reward Merits into Alignment Merits, because I earn reward merits so fast I don't often feel the need to, despite the ostensible efficiency increase in doing so. Consider it the merit version of spending 100k on common salvage. I consider it unlikely I'll want or need to make use of any of the inf sinks in the coming incarnate system, and certainly had no need to craft Notice of the Well components using cash.
Edit: I do think it's kind of nuts to worry about deflation at the level you mention. I don't think the mechanisms to allow that to happen exist. We produce so much inf/foe at 50, with such a low probability of an item drop per foe, and so many of us are playing at 50, I just don't see it at all. -
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I have extremely low tolerance for people who form a TF with AT biases in mind. However, we don't know that's what happened here. Many times, if you take people on a first come, first-to-join basis, you get a lot of one thing and not enough of something else that you know will be really helpful. The team you were joining might have had 4-6 melee characters already and no support, and might have wanted to keep the other slots open for buffers, debuffers and the like.
Yes, teams of all Scrappers or what have you can almost certainly complete everything we've seen so far. But not everyone forming a pick up team is going to want to risk that the team they'll form will be able to do so in a what they think is reasonable amount of time. (If I want to form an all-Scrapper ITF or something, I wouldn't form it as a PuG.)
In short, I don't approve of people forming a TF with the mindset "I don't want any of "AT X on this team," but I also think it's a bit silly to expect folks to accept absolutely anything that pipes up without any regard to team composition. Realistic expectations lie somewhere in between. -
It's in my info (under where my avatar would be if I used one). I kind of figured it didn't need saying.
Edit: Really more to the point, I have a core of players I can normally depend on for excellent play. We aren't in a SG together, but we sort of act like one, based around a global channel instead. We spend most every evening running TFs together, and we generally try to run them as fast as possible. Even so, we almost never try to tune what people bring on the team. About the most effort we apply to that is to say things like "hmm, too much melee" or "not enough debuffs", at which point someone usually switches to whatever we're lacking. Sometimes we just say "screw it" and run it with whatever. My favorite outcome for the latter: 26 minute Apex with seven melees and one Elec/Psi Dom.