Virusman

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  1. YOU GOT GUTS KID!

    I'll see what I can do. I may be burned out on leading MOBAF myself but I'll certainly help you out!
  2. Step 1: Forget Silver rolls.

    Seriously, look the tables up! Almost all of the good/high inf stuff in Silver IS ALSO IN BRONZE, and the ratio of expensive stuff to garbage is way lower than the ticket difference. You'll end up spending time deleting said trash, but I have found that it is a much more effective use of tickets and time. If you're NOT wanting to spend a lot of time at it, just go gold. There's a pretty decent chance to get something great, if quality > quantity (and spending less time at the ticket guy) is your thing. If you're okay with having wasted the last 10 minutes, and don't want to mess w/ having to sort out the trash, it's a pretty decent way to make money.

    /wall


    As for marketeering - definitely a very effective way of making money. It's not "productive" like farming - you're not actually generating anything to put on the market - but it's quick cash. Just keep doing what you're doing, expand to more toons when you've got the inf to do so!
  3. Actually ran some tests like this, created an entire server of auction mules for high ticket / low volume items. It... doesn't really work. I'll log in say once a week, need to do some math for claiming the auctions at times, but generally a lot of them take AGES to move. Meanwhile some of my toons are seeing the same / better results 2x daily.

    It is a lot easier, though less rewarding, than vigorous marketeering, so to each their own. It's also something you can do *without* marketeering, so I guess there's a different possibility there.

    Quote:
    Originally Posted by Daemodand View Post
    But for me, the ultimate virtue in a video game is fun.
    Truth.

    So many people forget this, and believe, "I want what I want NOW so I can stop playing the game!" How misguided!


    Win/Win, though.. I guess that attitude lets some people make inf!
  4. Got a new issue - if you take damage equal or greater than your current health, and you're not at full health, the damage doesn't have the chance to be split between your minions before you die.

    Here's an example:

    Hit #1: Thorn shakes the very Earth with his Foot Stomp, dealing 339.81 points of smashing Damage to you.
    Your henchmen protect you from 339.82 damage.

    Hit #2: Thorn shakes the very Earth with his Foot Stomp, dealing 679.62 points of smashing Damage to you.

    The pets were not injured or separated from me, and "Hit #1" was a number I saw repeatedly up until the point which I died.
  5. Which of the Rebirth incarnates is counting towards the Healing badges, all of them?

    Left side increases maximum health, which actually gives you health to heal, which wouldn't be broken at all. Otherwise, yeah, it's the incarnate.
  6. Quote:
    Originally Posted by Another_Fan View Post
    Mo baf in a single run is a different problem. The combination of the requirements for the badge and the reward system means two of the teams have to be willing to take lesser rewards when getting the badge.
    BAF actually does have a problem with that, I will admit, though it's a different problem..


    In a nutshell, when going for MOBAF, Teams Siege, Adds and Nightstar, are each going to sometimes have to idle at their own rates. Let's say the damage or debuffs on Siege are weak- the Nightstar team is going to have to idle with a few % remaining as Siege catches up. This reduces their reward pool at the end. It's even worse for the team on adds - they'll sometimes die within a few seconds, as they should if you're going for Strong & Pretty - but you don't further the main objective AT ALL and almost certainly get a slacker pool, perhaps simply because of the fact that you're standing around doing nothing for 50 sec / minute.



    BUT, you *CAN* complete it all in one run, unlike Lambda, and get 5 extra Astral Merits for doing so, more than making up for it in my mind. If you can potentially get Rares/Very Rares regardless, you shouldn't have to worry about getting the extra merits! (Granted, it's actually only 2 extra Astral Merits over doing Strong and Pretty without Keep em Separated, which actually seems to boost everyone's reward tables... but this is off-topic)
  7. There was a post in the "Consolidated MM issues thread" and thought I'd just put my response here, since this seems the proper channel:

    Quote:
    Originally Posted by Neogumbercules View Post
    Does anybody know if there are any solid ideas on what, if any, the problem is with MMs and the incarnate trial rewards?
    Might be one of two possibilities IMO...

    #1: The "Well" rewards players for the powers they use to further the trial. Since most MM abilities are "channeled" through their pet abilities, and most of their OTHER abilities focus on improving their pets in some way (not players) this skews how well we "work with the team" as it is actually our buffed pets working with the team.

    Or, #2, I believe this personally: Rewards are broken down, also reflected by your AT compared to other players of the same AT, how you make yourself stand out to "the Well" in regards to your class. I have noticed, playing with several other MMs, that the ones with less-frequently played builds, tend to score better, especially those builds with debuffs and a lot of active powers.. such as Thugs/Poison, with Poison debuffs, and active thug abilities (such as using Gang War) This may not even necessarily rule out #1, if say Bots/FF MMs don't get credit for using FFs on their bots - which is how they *should* play their character - compared to a MM with Dark Miasma, with buffs and debuffs that inadvertently hit other players.



    I have noticed that while you do not get credit for "Healing Points" I do actually seem to do better when I actually *do* heal. This could be a balance issue - the game rewarding people for *using* the heal to heal someone at an opportune time, rather than the raw amount of healing they've done, so that you're not excluded if your build is in worse shape than Mr. 5 Billion. (Which I am..but.. I'm also not the only guy who gets good rewards!)

    Some things I've noticed on BAF in particular: spamming debuffs on the prisoners scores big points, doesn't matter if they actually end up being useful or not. On MO runs, people on reinforcements only seem to get worse tables- as though the reinforcements aren't an objective "The well" is looking for - same applies if you've got a very heavy DPS stack on one AV, and you're holding steady waiting for the other team to catch up. Though that could simply be due to the fact that you'll just be standing there doing nothing in either case, since the adds tend to die within 5 seconds, and you wait around for 25. You don't tend to get a good reward table, even if you're successful in a full MO attempt, in the above cases. On the flip side, I've seen GREAT tables by going for Strong & Pretty alone, by dragging the AVs to the reinforcement spawn point and going crazy. If there's truth to the above observation, I think that it's certainly broken ATM, since to work together, you've sometimes got to idle until the opportune time.





    I would like to also add that on MOST of my toons, I've noticed that being level shifted and using the new slots doesn't ACTUALLY improve the tables. In fact, when I got all the slots, I realized that I was more effective on my Defender, as an example, by simply blasting everything to death. However, after a huge streak of Uncommons, I went back to debuffing regularly, and started to see Rare and Very Rare tables again. (By AGAIN, I mean I had gotten 12+ Very Rares up to that point... nearly every run was rare/very rare, but with no downgrade option, I held on to 'em. Eventually did convert some of the V.Rares to threads) The only thing I could figure, since this was before the announcement that stated it was participation based, was that "The Well" looks for specific criteria for giving rewards, and it is not necessarily what we would think as being effective and contributing to the team.

    I DID notice that on my melee toons, however, the slots DID contribute to getting better pools - this may have simply been an issue of dying less often, and therefore being more active towards furthering the goals. YMMV.


    My point, however, is that when you're on a team full of +3's it's easier going, so the need to use your buffs and debuffs, i.e. work together beyond just killing things incredibly fast, is no longer there, but I think that this is actually what helps you get the better tables.


    /rant
  8. Bit of speculation, I guess.. no thorough testing to verify it - tried to look more into this issue, but couldn't find any further info.

    Here's an example of the problem as I see it.

    Doing an ITF, I have 955 HP. A Minotaur hits me with his Whirling Axe, the pets absorb some of the first hit, doing 300 DMG. Next hit does 900 DMG and kills me. All of my pets were still alive, and this happened back-to-back, so positioning was the same. Same skill, and a lvl difference of say 1 or 2 wouldn't make up for that large of a difference in damage. While the numbers aren't accurate, that's an example of what I have seen - one hit gets split, which would have been a one-hit-protection hit, the second kills me, even though I have most of my life, and my pets are alive.


    I've also been noticing similar behavior elsewhere - it seems like, basically, if you take a hit that would kill you, it does it, without having a chance to be split between pets.

    That's a large part of the survival of a MM, or can be, and essentially cuts their health down BIG TIME when confronted with possible large numbers.


    Can anyone confirm this to be true or false?
  9. Quote:
    Originally Posted by GreenFIame View Post
    Wrong your statement is, why, it's easy if you plan it out right to get Marauder down with out useing any type of temp power, I got my Master already and saw a great group who plan this tf out the right way, they had a great deal of DeBuff and also had good deal of damage. Also dude using your Incarnate power will do wounders for this Mo Badge.
    How would you feel if you had to do two additional runs for MO, since you completed it in it's bugged state where you actually could make one full MO run?

    Regardless, it actually seems as though - while you may not agree with us that it's "broken" - you prove the point that unlike every other MO which can be accomplished with strategy alone, this one requires planning as far as the team composition goes, which of course will exclude classes which are incapable of providing something useful and "objective-oriented" to the team.

    Thanks.

    Quote:
    Originally Posted by GreenFIame View Post
    Agree because, all AV are at there weakness when you apply Debuff, also maybe you MO badge team aren't good. All Mo Badges need great planing, you need to bring the right group of people, friends, no Pugs, people you can count on and bring them on these Masters Runs. If you Pugging it alot of the time then you are more likely to fail. Bring alot of Debuff some holds on the Mobs. Debuff the crap out of the Av and you will stop him, count it be time Consuming but just keep on taking his Life Points.
    I'm kind of wondering what your experience is with the game - because through the years I have actually DONE these MOs you talk about - and nearly all of them with PUGs in nearly every sense, at one point or another. The successful ones had an underlying team theme: decent characters (as in, took useful powers and slotted them right) with players who can play them and WORK AS A TEAM. And obviously a lack of bad luck, as even a masterfully planned team can be seemingly one-shotted or suffer a lag-oriented death.

    Even Reichsman can be done without ridiculous amounts of debuffs- or any at all, in fact- because you don't have a 20 minute window to kill him.


    Don't get me started on BAF - done MO runs with many 50 +0's on the team, many many many times in a row, with a complete PUG. Just takes people who can use some sense when monitoring reinforcement spawn times and AV health, capable of holding back when needed.

    So I know in comparison how terrible the design for Lambda is.
  10. This is a big problem in my mind..

    Not only is this now (or will be?) the only Collection-of-badges "MO" that cannot be completed in one run, it all even boils down to the exact same challenge, which is defeating marauder without using any temp powers.

    It's not even really much of an additional challenge to *only* get grenades and not use them, or *only* get acid and not use them.

    It's still about beating marauder without using grenades. And then doing it again. And again. Which, given you've pretty much got the only group composition capable of doing it repeatedly, isn't much of a challenge, either.


    There already exist players on some servers who are excluded from trials for various reasons - why GIVE PLAYERS THE EXCUSE to do so? The exclusivity of some players is bad enough, now some content is excluding specific ATs...



    Give us a worthy MO for Lambda please.
  11. This actually seems to be a pretty big issue - a few people I've (tried to do) done trials with and pointed it out to said this probably has a lot to do with their inability to do the trials.


    I mean - really, why do we need to see all those buff numbers?

    I didn't even know until this post that you could see buffs on other teams within your league.
  12. If JIP allowed players to enter a trial ABOVE the minimum player threshold, there needs to be a check somewhere to DISALLOW it.

    I'm with most people when most of the time, I want a couple people to fill the last spots... but there are times when I DO NOT WANT more people in the trial, especially random players who don't know the gameplan.


    HEY GUISE ILL GO FOR GRENADES *BADGE FAILED*
  13. Most certainly not broken. I have gotten many many very rares on my Rad/Elec defender. Most of them (7?) I actually got *before* I level-shifted. Once I level-shifted, I started focusing more on dealing damage, and had a very long streak of Uncommons.

    If it is in fact performance based, I do not believe damage is a factor, as I have since gone back to debuffing and using my seldom-used powers, even when they weren't necessary, and have started getting Rares & Very Rares again.
  14. Quote:
    Originally Posted by Indivisible View Post
    Thanks for the reassurance, but it's not an issue of globals/email being down. Globals/email are up. Some of my email is there, some is not.
    This is actually a fairly well-known issue as well.

    Petition it, they'll ask you what was in the emails, when you sent them, and eventually what toon you'd like them back on.
  15. Yeah, with the amount of server lag that goes on, the enemies rubberband like crazy, sometimes stopping in the same place for several seconds - powers recharge slower as normal (seems to be about the same as the prisoners extra lag) but the clock ticks down the same, so you end up finishing with less prisoners spawning total.

    For some strange reason (maybe the same reason?) the Incarnate Pets stick around longer when this happens.

    Had one last an extra 2 mins the other day - a good indication as to how much lag we had going on during the escapee phase.
  16. signed x infinity.

    When I'm in charge of a League, I try to stagger the teams quite a bit for an even distribution of tanks / support / damage... but you know, this just DOES NOT ALWAYS LEAD TO A WELL-ORGANIZED AND FAIR TRIAL.

    In the window, it seems fair, but not all ATs have the same powersets, or play the same way.

    As an example, a few players on my team ended up taking care of adds in a BAF.. even though we had fewer damage classes, we did the majority of the damage.. I am unsure if this is because the other team wasn't providing as much... but I ended up getting 35% of my Lore slot in that one run. My brother got something like 45% of his Justice slot. The other team? 14% of Justice.

    Definitely needs to get a look at... even if it's simply for the Trials.

    While it would be a good thing in some situations to stack all the people that need XP in one team, since the XP itself is a resource that you just stop acquiring, this would not lead to a typical version of the system in play and is probably not a good idea to allow that.
  17. Quote:
    Originally Posted by Eldritch_Knight View Post
    I'm bringing one of my blasters this time.

    Oh, I am SO bringing a blaster now!

    Been too long since I have done a "Last Chance with Kult!"
  18. One issue I've noticed, and just now had the urge to post...

    I'm unsure if this is Necromancy-specific, but the first and second pets (Zombies, Grave Knights) are primarily Melee, and there are several enemies in the game which seem to glitch their behavior.

    Pop-up turrets, vault doors, the computer in the ITF.. just off the top of my head.

    They can't figure out how to get close enough to it to melee, so they just stand there when ordered to attack it and use what attacks they can.

    Edit: It's worth it to note that if you fiddle around with commands and positioning, they *will* melee. They just won't actively attempt to get within melee range, and will actually push themselves out of melee range (Somehow?) and proceed to stand there waiting for their limited ranged attacks to recharge.
  19. I've heard of this happening a lot, and was under the impression they didn't actually fix the issue with the trials dropping. Sure wish I could experience it - would almost make up for losing your progress in the trial.



    Also... it's a good thing that you can just switch sides anytime you want... could you imagine the outrage when badge hunters saw other heroes with villain-only Badges and they've fixed the bug? They would be SOOOOO angry.
  20. Have yet to lag on a hami raid, but rikti raids are unbearably laggy.

    This even hampers the reward significantly.. in two runs, I've gotten 1,300 marks. On that same toon, even with 10-15 mins of "Overtime" on the ship due to lag, I got less than three hundred. Granted, that was the last one I attended, and the lag had been getting progressively worse and worse.

    It's to the point now I don't even go, it's just not worth it.


    Edit: yikes, lots of replies while I was posting!

    The Trials don't lag at all for me, but I have experienced the same... lots of people mapserver out. Seems it's usually MMs with a lot of pets, or people with low-end computers who can't run regular praetorian content. Maybe we could get an optional low-res toggle for the new content? I understand there are higher minimum specs for Going Rogue due to the new city, missions, enemies, etc.. and I'd assume a lot of people who lag in CoV as opposed to regular CoH aren't a small demographic, and now with the Incarnate content spilling over to both sides, people are struggling to keep up..

    The only one that I have any issues with whatsoever is the BAF with a full 24. Though that's the same as the Rikti ship - server lag. Even the enemies are slowed by it.
  21. I'm probably just too busy laughing at their pathetic attempt to even defend myself... You know, maybe get a scratch or two, let them think they've got a chance before crushing their spirit.

    Level TWO enemies? Yeah, they're twice as deadly. So naturally I'm going to protect myself against THEM.
  22. Quote:
    Originally Posted by AresSupreme View Post
    that's dumb...also i tested it on npcs and when i ask ppl in RV they claim they never see it
    It could very well be that the Gravitic is broken, but I can confirm that of those that DO work in and out of RV, none work in Arena... and the Alpha slot itself seems to be somewhat diminished, though that may just be the PVP balance kicking in.
  23. Quote:
    Originally Posted by AresSupreme View Post
    No...i tested in arena. Didnt see the icon and believe me i was looking.
    Well thar's the problem!

    They don't function in the Arena.
  24. I believe (don't quote me on this) that if you "Lock the Teams" they will stay exactly the same.

    I know that an individual team during a BAF was locked, and while a few people were shuffled between teams 1 and 3 as it started, team 2 stayed the same.



    Otherwise, there is a little bit of randomness involved as it attempts to keep the teams even, though I have seen it form the teams up in a 4:8 ratio, so I'm not really sure what pattern it uses.
  25. Most of the procs don't show up in the combat log.. though, they DO(should they?) function in PVP, both as a debuff icon and in the detailed combat stats*.

    Were you testing in Recluse's Victory?