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I love how this forum is used as a dumping ground for gripes. At least some people bother to phrase the complaint as a question.
Since we're here, though, I'm kind of surprised at this. Somehow I got the impression that the WST was going to be TFs that qualified for Incarnate "progress", meaning level 45-50 ones. The increased XP still makes sense on those - you don't have to be level 50 to go on them.
Unlike some others who've posted, I'm not especially pleased to know that all the older TFs are up for grabs on this. I think the newer hero-side TFs tend to be better designed and more enjoyable than most of the legacy TFC ones. Synapse and Citadel are, IMO, obnoxiously repetitive. ("Ooh, defeat all of only the same type of foe on the same kind of map again? Neat!") Sister Psyche isn't that much better.
I'm also disappointed that the ITF was changed out. Most of my 50s need two or more Nictus Fragments to craft the Alphas I'm after, and I do enjoy that TF, so having it grant Notices was going to be very convenient for me. Sister Psyche? Not so much. -
Quote:No. Nor is it at all hard to understand that it's not how it's presented in the game. You're getting hung up on the words and existing examples, and completely ignoring what you're actually told in Ramiel's arc.It's pretty clear that Statesman is an Incarnate of Zeus.
Zeus being an Olympian god in mythology.
Incarnate is pretty much a human form.
So an Incarnate of Zeus is Zeus in a human body.
Statesman being like Jesus in this manner (according to the Bible in regards to Jesus). Jesus being the incarnate of God in the act of being the son of God simulaneously. (I'm not trying to argue this point. I'm simply pointing this out for reference.)
As a personification of Zeus, Statesman may be mortal, but still is a god as he "is" Zeus incarnate.
Its not really hard to understand.
Quote:Is anyone playing a super that will stay a super instead of becoming an Incarnate/god (by gaining Incarnate content abilities) because it isn't part of that character's conception to become an Incarnate/god?
It's really not that tricky of a question. -
Honestly, I wouldn't like that. I am tired of this particular cutscene, but basing whether it appears on the badge means I would never see any cutscene more than once, ever, unless I went on the TF with someone who'd not already run it. I've seen most of them countless times now, but I'd like to be able to see them two or three times without being dependent on what characters I'm on a team with.
I still think a vote would be the best option. -
The only thing relating to DE tip missions I recall Castle commenting on was their increased base toHit. I don't recall anything about the difficulty slider failing to affect the bosses.
Quote:That's not how the slider works. You can go x8 set to no bosses, and you will not get bosses. The only time this changes is if you are not actually solo. "No bosses" applies only when you are the only character on the team.If it's "full of bosses" I'm guessing you have the spawn size setting pretty high. Drop it down, then there will only be an end room boss.
This sounds like a bug to me. -
I think you're wrong. I don't think we're going to get 10 level shifts. There's lots of evidence we're not going to get one with every slot.
We might be wrong, but I think it makes more sense to make the guesses suggested by the greater weight of evidence. Having the 10 incarnate slots literally translate into +10 effective levels has never been suggested by the devs except by the mere fact that there are 10 slots. Concluding that each slot is +1 level, no matter how simple a conclusion it may seem, is a leap of logic that players made on their own.
Edit: It should be pointed out that our future self in the Incarnate into arc is not mopping the floor with AVs because of level shifts. They're doing it because of unlocked slots that represent fundamental invincibility and massive destructive addition to their attacks. They're "only" +4 to the AVs (assuming you play it on +0 level setting). -
Oh, I wasn't thinking they'd add level shifts in any sinister way. I figure it's just a natural outgrowth of us getting them. Remember, we're getting other powers, too. At some point, combining IO builds and the extra abilities of the other Incarnate slots, I think +4s are going to be pretty manageable, so giving us the option to fight effective +5s or even higher might be quite reasonable.
(Teams with IO builds and/or good buffs were already speeding through the Apex and Tin Mage TFs. Last night some folks I know who do that regularly ran Apex with all +1 shifted 50s and finished it in 18 minutes.) -
Quote:Still only 54. As far as I know, there is no such thing (yet) as a critter over level 54. They can give critters level shifts, though. I'm betting we'll eventually see whole missions worth of baddies in Incarnate focused content that are level shifted. That leads to the potential for level 50s to fight foes that "feel like" +5s or whatever, even if their actual level is something lower.If you're on a 50 (+1), and are set for +4x8, I'm guessing you still only get level 54 enemies instead of level 55? (Please please please level 55!)
They still won't give any better reward, though. Not unless they explicitly tweak their base reward value. -
Quote:I think that natural character is trying very hard!Unless you're stuck explaining your natural character fighting a Malta Titan?
Seriously, though, I think people need to decouple "Natural Origin" capabilities and "real-world human" capabilities. It's true that all (human) CoH heroes who perform their heroism simply through being extremely fit and well-trained are Natural Origin, but I think it is not true that all Natural Origin human heroes max out at peak real-world human potential. -
I do wish CoH had something that I recall Going Rogue had. Everyone on a team had a vote to skip a cutscene. If everyone voted to skip it, it would be skipped. If even one person didn't vote, it would play out normally. Voting was anonymous. This was great for allowing someone who wanted to see the cutscene, but if everyone was tired of it, they could bypass it.
Apologies if someone else already mentioned this, as I didn't read the whole thread before posting. Edit: I see they did. And I think feeling pressured by an anonymous vote is ... interesting. -
Fairly damn superhuman martial arts capabilities by otherwise "normal" humans are something of a staple of anime/manga and Japanese and Chinese (and probably some other cultural) martial arts movies.
Sure, the movie itself is an intentional farce, but think Kung Fu Hustle. -
All of my characters have backstories that are specifically crafted to fit into the game world. I sometimes conveniently gloss over things that I don't like, and I don't always refer to canon, but I never knowingly contradict in with my descriptions.
That means all of my characters have descriptions that are compatible with the level of power we see in the late game. That includes the Natural origin ones. I long ago discarded the notion that "natural" means "baseline human". I now see Natural origin, human characters as an otherwise normal human who unlocked something truly superhuman, but did so through none of the other Origin methods. In theory, any Primal Earth human could do this, but clearly only a rare few do.
Many of my characters are of Magic origin, and some have origins rather in line with the canonical Incarnate examples of Statesmen and Lord Recluse. These are old backstories, predating any real knowledge of Incarnates. I based some of them off of the old (now rarely refernced) "Entities" we see referenced in Magic SOs and the Serafina store contact dialogs. Such characters fit very nicely in the Incarnate backstory - they're just tapping into a new source of "magical" power.
Some though, are hard to align with it. For example, one of my characters is a truly baseline human who is wearing high-tech power armor. I don't have a problem imagining the Well having an interest in him, in the sense that his success with his armor makes a figure of great destiny. I just have a hard time imagining how the Well's focus on him really fits in. Does it grant the guy in the armor new abilities? Does it somehow enhance the armor? All of the above would work, but I'm having a hard time deciding what would I like it to be. -
I think the length of the padding is a bit extreme. I also am hopeful it's just a stop-gap until some better approach in I20. It does have an upside - it gives me a sense of breathing room to get my Notices on multiple characters, and to build out a second branch in characters who only had one Uncommon slot crafted (which was most of them).
So I'm not nuts about it, but I'm putting it to decent use for the time being, and I'm hoping/expecting it will change in I20. -
Quote:You like to accuse me of this, but every time we get into a death spiral on a topic, I try very hard not to dance around, but instead to explain exactly what I'm saying. That usually requires saying the same thing over and over in different ways, trying to find one that gets the point across. Instead of that proving useful in the debate, you use it to accuse me of "squirming around". *shrug* That's not why I have you on ignore, though.Self control, and I have no doubt you will gladly squirm around on a definition.
Given that someone else quoted you posting something I thought it I worth responding to, I don't see responding to you as a self-control issue. Since I started responding to you, you haven't done the thing(s) for which I have you on ignore. If you start doing them again. I'll just stop responding to you here. Believe it or not, I'd prefer it didn't reach that point. -
Quote:Just to be clear, I was responding to A_F. (I actually have him on ignore, but I responded to something someone else quoted him as saying, so I've been revealing his posts to reply to them. It's completely fair to say you're doing something because you don't like the alternative. Efficiency, though, is usually a statement about objective, numerically calculable quantities. I was debating the statement that doing anything other than paying "buy it nao" on pre-crafted items was inefficient.Im not saying whats efficient or not, but if i only have an hour to play i can run 4 AE BM farms. Get 6000 tickets, unless i log both accounts then i have 12k tix. I normally roll silver and bronze. I get crap rolls but i get just as many good rolls. (enuff to keep me doing it, lol)
Some say farms are inefficient, but i can't complain with what i have earned for myself. To each their own. However they choose to spend an hour is on them, but id rather kill stuff than mess with the market. Unless im posting the recipes i just rolled for 222 and some fast inf.
Honestly, "buy it nao" is something you can choose to do or not do whether you buy crafted enhancements or raw recipes, so the question really boils down to the added time overhead of crafting. At most, I estimate that the time I personally spend on crafting is, at the absolute most generous, 1% of the time it takes fast-leveling (but not PL-ing) people to get to 50. Contrasting that with the savings it gives me, and how that could easily translate into time not spent earning money, I question the objective efficiency it really represents.
Whether it's any fun is, by my way of thinking, a completely different question. Avoiding doing something because you dislike doing it is not something I usually file under efficiency. -
Quote:Ehh. I don't think I'd give that advice quite that way.The OP only had on slot in Integration. I always put 3 heals in it as it boosts your regen and if you are /Regen you want to push that as much as possible.
Despite its name, Regen isn't all about the +regen. IMO, if what you want to do with a Scrapper is perform Stupid Scrapper Tricks™, a Regen wants a lot of recharge for powers like Dull Pain, Reconstruction, MoG and Instant Healing. If you want even more oomph, you want some decent +defense, though not by sacrificing your high recharge.
It's actually quite common to see high-end /Regen builds around here skimp on slotting things like Fast Healing and Health for +regen, but have ~25-30% melee and ranged defense. They don't usually skimp on slotting Integration for +regen. It's common but not universal to slot Instant Healing for only recharge; I wouldn't skimp on both IH and your other +regen powers.
You don't want to completely ignore your +regen, but a /Regen's HP recovery from +regen alone isn't enough to take on especially large or high-con spawns. It wants its +HP and self heal back as fast as it can, and to avoid as much damage as it can. (Doesn't everyone?) It's generally more valuable to back off a bit on slotting the smaller sources of +regen in order to invest more slots in +recharge and +defense. I do try to have all the passive +regen powers, and to have at least one heal enhancer slot in them. If I can afford two slots, I try to work in something like Numina's set pieces that will give me more +regen on top of the enhancement. -
Quote:No, that's not a PL. A PL is standing in a farm map and getting a 50 to mow down easy spawns over and over.PL = Playing in a full size team running radios and tfs that are max level as they become available ?
Time efficient = Playing a second game to play the first, or taking more RL time to play the game.
The time I spend bidding on salvage + recipes and crafting what I need to outfit a character is extremely small compared to the time it takes getting to 50 doing missions as you describe. At absolute most, I probably spend an hour per character on the activities that I need to add in buying recipes + salvage over and above what I would spend buying crafted enhancers outright. At extremely productive, non-PL paces, people are spending something like 100 hours of actual playtime getting from 1-50, assuming they don't also do something weird like only play when they have 10 bars of Patrol XP to spend.
So I'm adding 1% to that playtime, on characters that I usually end up playing for a couple thousand hours apiece. In exchchange, I pay like 1/2 to 2/3 the price. I'm sorry, but I'm not seeing the inefficiency. It's my opinion that if you consider that a meaningful time inefficiency, that's a sign of vast impatience. -
Quote:It's inefficient to pay enough that you could usually buy 1.5 to 2 of something, including component costs? You and I have radically different definitions of "efficient". I'll spend a few minutes for stuff I'm obtaining to make sure I get a good deal on them, meaning I'm willing to craft them - all of them if it saves me a good chunk of the cost. Time is valuable, but if I payed maximum "buy it nao" on everything I would probably have half or even one third of the purchased loot I have now. Crafting a whole build's worth of stuff for half an hour or something is a drop in the bucket compared to the non-PL time it takes to get to 50.
Its also no surprise people pay the prices they have to for crafted any other choice is incredibly inefficient. -
You're setting yourself up for a mod smack. Bumping threads is actually against the rules.
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Quote:This doesn't make any sense to me. This argument is the very reason that prices drop. With the same amount of money flowing around, the system can't sustain the same items being sold more often at the old prices - doing so would take more money than everyone has.Yes, if you assume we all list more and burn the inf we get into prestige for our SGs, prices will drop. If we don't burn the inf to prestige, where are we all going to spend that inf, other than the market?
Quote:Green pills @50 a pop? I don't think that's going to cut it. Sitting as a number on my characters ID? Doesn't help me kill mobs better. I'm going to spend what I get on buying new stuff that makes me more effective.
Quote:I don't understand why the only thing you focus on is "more will get listed and prices will drop!" Sure, in a very short term, that's possible. Happens on a daily basis when people quit for the night and go list their junk on the AH. I don't see those listing spurts lowering prices on the AH in general over time.
Quote:I'm not claiming that changes to drop rates wouldn't be a market shock and prices wouldn't dance around. I'm claiming that with a given (larger than yesteryear) amount of inf in the game, that people are still going to spend it (or try to), and thus the market will remain inflated compared to the old prices. You might change what exactly is pricey at the moment, particularly if you vary the drop ratios between what is 'uber' and just 'decent', but you won't change the general truth that the market/economy as a whole has cost inflation going on. -
Quote:Both. A level 53 HO is fairly close in enhancement value to a level 50 single-aspect IO, meaning they're pretty attractive to slot if you have the right powers to call for one. Personally, I use them in a few different places.I'm curious where other people are slotting them. Or are people paying top dollar for them because they're just like collector's items now?
- Somewhere I'm tight for slots due to having heavily slotted other powers. Ribos in a DR epic shield or Membranes in Mind Link, for example. You can get most of the same effects with IOs, but it takes more slots, even if you frankenslot.
- Somewhere they allow enhancement levels you can't get with IOs. Examples would be Golgis in Siphon Life, or Membranes in Soul Drain. This is similar to the first bullet, but is less about saving overall slots and more about getting good enhancement in multiple, unrelated aspects of a single power.
- Somewhere they do things that nothing else does, period. Slotting Enzymes in defense powers for 33% defense per slot, or Centrioles in targeted ally buff shields for 33% DR per slot. This can also be an extreme subset of both the first and second bullets, above.
Quote:(As a related note, are people buying 50s and combining to make 52s much? Or buying 52s when they're around and combining to make 53s?
Quote:And will level shift impact the efficacy of Hami-Os? If you have a L53 slotted and you're at +3 level shift, are you back to 33.3% instead of 38.3%?) -
Quote:I'm not sure what the relevance of this is to the point I was responding to, which was how often I see people bid creep. You claimed, basically, that most of or a large fraction of people bid creep. If that was true, then they should bid creep irrespective of whether someone is exerting control over the price of a particular item.A question would be - what level of control are you trying to exert on the prices yourself ? Are you just popping items up and letting the other sellers and flippers in a particular niche help you set pricing ? Or are you proactively creating conditions to set a price ?
I rarely sell anything that goes for more than 500M. I consume a lot of purples, so it's actually uncommon for me to sell them. I probably haven't flipped anything intentionally in the last 18 months, and I don't produce PvPOs. Most of my sales cap out around 300M. However, I would say that at least half of my sales over 100M are between 25 and 50M more than I asked for, and probably 90% of them are at least 10M more than I asked for. Probably more meaningful, I would say half my sales are at prices at least 25% more than I asked for, and 90% of them are at least 10% more than I asked for. -
Quote:If you list more and everyone else is listing more, the price will drop, because you have to compete with one another. Someone will list lower than you, and someone will bid above that and below your listing. Someone will see that, and also bid low, and the next lowball listing will go to them. The more people are selling, the faster this happens. This snowballs - it's how the "sticky" pricing created by the last 5 history tends to collapse.In order for supply to increase, those who participate in the market must list more. If I list more, then I get more inf, even were it at a lower price. If I get more inf, I want to spend it on shiny things. Maybe a second build. Or third. Or purples. Or even set IOs on an alt I hadn't bothered with them on yet. If I spend it on shiny things, I've raised demand for said things (set IOs in the general sense).
Quote:Like I said, I'm not convinced that prices should drop. The econ101 supply and demand curves thing makes a lot of assumptions about the size of the market and an individual's effect on it that just aren't true in a MMO. Like, for instance, it ignores that to increase supply enriches at a much higher rate than the factory wage model, the same people who are demanding.
Some specific examples:
- Price of nearly of everything that Tickets could create when the AE came out and blasted huge amounts of tickets into the game through widespread exploits. Despite the fact that huge quantities of inf were also being produced, the price of recipes nearly across the board crashed. This reversed immediately - the very same day - when severe ticket caps were introduced and most of the well-known initial farms were squashed.
- Prices of popular uncommon IOs after I16 enabled anyone who could to take the heat to turn their own level 50 missions into farms by turning up their team size. After a week or so, pool A uncommon enhancements dropped to anywhere from 1/5th to 1/10th their prior price.
- Price of Pool C recipes when A-Merits came out. The regular price of nearly every expensive crafted item decreased within one week, and trended downward for another week or two. Most of them are now between 50% and 80% of what they were before A-Merits were introduced.
- Price of level 50 common and uncommon salvage after I19 introduced Incarnates as a reason to play a lot at level 50. I play on high team size settings all the time. I'm always swimming in salvage, and I always sell all of it. I am extremely sensitive to changes in high-level common and uncommon salvage sale prices. I now list at just over 1/5 of what I used to in order to get an immediate sale, with only rare exception created by the occasional exhausting of supply.
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Quote:Since the start of December I've gotten 9 purples. 3 were awesome, 2 were decent, and 4 kind of sucked. Apparently, I've been stealing all of eryq's drops.I just ran a bunch of that Roman dude's repeatable missions and got an Absolute Amazement: Stun. Oh look, good stuff does drop after all.
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Quote:I can't disagree, but I did base my position on my experience with other players. There are, without question, those who believe they can never obtain certain things, and therefore don't even try. If cost was the only factor involved, that could easily be a large number of players relative to the current market participation. However, I generally find that those players conflate such "price malaise" with other broad factors. Common examples include: general dislike of the market (irrespective of what stuff there actually costs); and general unwillingness to learn about sets, set bonuses, etc. and the power mechanics around them.This is true for liquid markets, where trades happen often enough to create at least some semblance of dynamic equilibrium. In thin markets, and a lot of high demand items create essentially very thin individual markets, all bets are off, because adding supply won't just increase the supply side of that market, it will fundamentally change that market. We don't know, for example, just how much demand for certain items never makes it to the markets due to the belief its pointless.
This is, I believe, something of a personality thing - those who are willing to learn about powers and IOs an all that seem, in general, more willing to learn how to use the market, and even to use the market when they dislike doing so, because they tend towards Achiever and/or Killer personalities. Players disinterested in learning how IOs work aren't going to flock to buying them because they become cheaper. The real change will be in people who are "on the fence" in either category - Achiever/Killer types who don't have the drive or so dislike the market that they don't already seek the most expensive IOs, or other types who have just enough Achiever/Killer in them that making IOs cheaper would remove their main barrier to entry.
Obviously, I can't know how many people in the CoH space fit into that middle ground, but in my completely subjective experience, it's not that many of them. Enough to counteract any given supply increase? We'll probably never know, even if the devs were to bump up supply, because it's so rare that only one thing like that changes at a time. -
Quote:It should work. You don't create significant demand by increasing supply. Sure, there would be a segment of people who don't even bother today who could be encouraged to participate if supply drives down prices enough, but I don't think that's likely to be a major part of the economy. When you increase supply without increasing demand (significantly), prices should decline. The only reasons they wouldn't should be (a) that supply actually increased significantly, probably due to other forces, (b) supply of money increased enough to swamp the price decrease or (c) money moved from some other part of the economy to the segment you just increased supply for, possibly because people stopped buying something else, or because supply of other things increased even more, driving their price down even more.Put another way: in order for higher recipe drop rates to lower prices, they'd need to suck inf from the system in the form of auction fees. Otherwise the market will probably be 'faster' -- you'll see a lot more things trading hands -- but not strictly cheaper. That will help suck inf from the system, so it might work, but it'd have to be pulling inf out at the relatively low AH fees faster than inf enters the system from killing baddies.