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Posts
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The thread was 'Are Prices Dropping', and to conclude the thread actually established anything remotely near to the statements attributed to it is borderline asinine.
A thread that establishes such statements requires concrete evidence, tests, and figures. That thread was a very sparse collection of observations with biased individuals waving magic wands in an attempt to "convince" someone that these things are true.
They may or may not be true statements, but that is yet to be established in that, or any thread on this board.
If statements such as "all PVPIO prices started to drop" were indeed true then threads such as this one which complain of low or no supply and capped market prices would not need to exist. Then again, if people treated the entire collection of PVPIOs as a source rather than making generalist statements about a very sparse subset threads like this also would not need to exist. The truth is many people are deliberately twisting ideas to fit their own needs, and are being facilitated by those that believe statements do not need to be challenged. People just pass one possibly erroneous statement after another, and people buy into it without the need or desire to question it.
Thankfully, the devs at least try to avoid the magic wand solutions the players would have them enact. The ramifications of some of the short sided, greed inspired suggestions in this and other threads is simply mind boggling. -
We are forgetting ancient chinese proverb: those that do not take to market do not see on market.
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Posts like this one probably have nothing to do with your 0 for sale problem on the market.........
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Quote:Either you're misplacing some 0's or he is, because there is no way anything in this game is designed with that drop rate.I have been looking at the drop rate for a while, when I sent my complete thoughts to castle, included in which was approx 3.2k kills, and 47 pvp IOs gotten from that pool, he told me I was wrong. He told me the drop rate is closer to 1 in 3 killz
Nuff said, nite. -
Quote:Which is devastating to a game whose definition, focus, and driving is built on character diversity.But I will say that it's frustrating that in the current state of the game, a lot of focus is paid to "steam rolling" content, with very few challenges that break this mold. What this has done is placed a lot of emphasis on certain very specific powers and powersets and, in a lot of ways, not only legitimized farming but devalued character types that can't do it.
Players are the death to innovation. -
It never works. Not because of mechanics. Not because of the devs.
Because of the players.
Even in a game as diverse as this one already is, the game suffers substantially by players that attempt to pigeonhole all of the great diversity into 3 roles.
Players are the death of innovation. -
Before the change to recharge in LS, the set was able to provide enough dps to really offset a lack of regen. In fact, not long before that change, a troller posted some really spectacular numbers.
The set is fine for a decent team, mind you. When talking AVs in this game, the only reason people flock for something with -regen is to do it as quickly as possible. Unless you have a really odd team combination, you're not going to simply stalemate or anything of the sort. -
Just go back in time and prevent the abomination that was AE from ever happening.
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Ghost Falcon: "Ever since Hero Epic Archetypes and Villain Epic Archetypes were introduced, we have continued to monitor the number of Epic Archetypes created. We discovered that there are many long-time Veteran players who do not have Level 50s, and were unable to unlock all the Epic Archetypes."
War Witch: "Now that we are going on six years, the majority of our loyal player base is either close to or already has more than one level 50." -
I like it, but I think the tanking tactics area can be expanded.
One example: Dealing with mob positioning and knockback:
Tanks have an enormous power in this game in that they can place enemies where they can best utilize the team's strengths. One tactic I see from tanks fairly commonly (particularly in the lower levels or tanks not built for a lot of mitigation) is the corner pull.
Specifically, the inside corner pull. Tanks love this move, and for good reason. Pulling around a corner causes the AI to stay bunched, but it creates a narrower line of enemies. The problem with the inside corner pull is that knockback users often are put in a bit of a bind: the knockback into that interior corner causes the mobs to spread as they bounce around that corner. That often makes teammates angry. Because of this, many knockback powers aren't used in teams.......their users would rather a happy team than to utilize those powers. It is a real shame, but one that can be avoided with good teamwork.
A tanker with positioning in mind can help this in two ways:
1) Pull further around the corner instead of stopping just past the corner. This gives the knockback user a flat wall to shoot against, limiting spreading.
2) Take the mob into the exterior corner. Many tankers don't naturally like this option because it greatly exposes them to enemies......the reason they liked the interior corner pull in the first place was to limit that! However, with a knockback user funneling bodies into that exterior corner, it creates mitigation for the tanker. Bodies on the floor burning in flames makes for happy tankers! It also helps create more mitigation and/or damage for the team, making them happy as well! -
All of the cries of "this ain't epic enough" will be magnified ten fold.
If you believe in squeaky wheels, maybe that's enough to get a buff, but I personally don't think that will matter much to those that don't like the AT as it stands. Most of their problems aren't a matter of buffing damage (the usual AT "solution" these days), but more so a question of play style and mechanics. -
Quote:I would say the opposite: if you took a census of those that tend to play one side far more than the other, the younger players are on redside, and the older players are on blueside.The main reason why the Hero side is so full of people who absolutly need a Tank, or a Empath, are due to a younger crowd, and absent minded players that came from DDO, Ultima Online, Asheron's Call, EQ, and WoW type games.Where you needed that Tanking person up front, and needed that Healing person follwing that Tank, just to get anywhere.
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Not exactly "epic" if you get them at 20 with the leveling curve we have now. Why not just open them at the start if it will be that soon?
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I think we had a ninja/poison the other day with the same issue.......
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It could be debated that it is a form of botting, perhaps, but it doesn't appear to be seen as a terribly big deal. It appears the direction being taken is to simply limit the potential impact through structures like the rep timer.
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Quote:The only statement in that post about you is addressing the idea that the methodology is readily available. That has been said by several people in this thread, with examples also given in this thread.Really? That's odd, since post 16 contains a nicely worded statement that my claims were BS, not that you said something specific that could be (successfully) disagreed with separate from the OP's thesis.
We need to move on now. I don't care about anything else said in this thread unless it has a more stringent bearing on the topic.
Good day. -
That needed clarification was already done back on post 16, and repeated again throughout the thread.
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The pets move at the rate they move. Many pets and henchmen won't keep up with you if you're moving at a brisk pace. It is annoying, but moreso for something like VS.
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Nice topic!
It honestly varies far more for me by powersets than by AT, and I'm not going to list conditions for every powerset.
-It is never really a question of taking more or less from the primary/secondary because I always simply take what I want from there, anyhow. They are my first priority, always. There are rare times where I may take a power I'd rarely ever use, that I may skip during a standard build as outlined by current rules, but those situations are usually trumped by liking a pool or epic power better.
-Would I still take the fitness pool? On toons where regeneration rate is important to me, I would. If I needed even more recovery (such as a set like Storm) then I would take health then as well. On Blasters I would for the added mobility.
-Leadership would be taken on those toons where it was most desirable. This would likely fall by AT, with the classic "support" ATs taking it slightly more often, and the "damage" ATs actually taking it.
Quote:Milady said it best for me as well. While many games use an energy equivalent as a balance metric, most also give some ability to "essentially" eliminate it as such. If this game played out similar to the "huff and puff" early levels, I would not play it. (Which, of course, leads to the subsequent thought experiment in regards to why these games have these undesirable balance mechanics.)If powers and IOs that granted additional recovery weren't available or were exceedingly rare I'd have left the game by now.
-For Toons without stamina: I've never had fun with them. Sooner or later, recharge always seems to be my limiting factor, and as I then increase recharge, proportionally I increase the need for endurance. I always run into a situation where I then respec into stamina. I've tried relying on some help from Vigilance for Defenders, skipping it on Masterminds.....even the earlier days of just not knowing to take it. Eventually, I always run into the same situation. -
Quote:Observation: No other known method of producing PvP recipes has been reported to produce larger average drop rates per calendar day than AFK farming.
Observation: I observed PvP recipes sold by persons who reported AFK farming as their origin. This represented a non-trivial proportion of all such recipes sold in that same time period.
Observation: I witnessed other people farming recipes in that time.
Observation: People besides those I know who farm recipes report selling them on the market
Observation: When supply of items increases, it often produces negative pressure on their price, even when those items are not selling at their equilibrium price.
Observation: Items with negative price pressures may still increase in price, as there may also be positive price pressures.
Conclusion: AFK farming of recipes provides a non-trivial proportion of market transaction rates, and thus affects (influences, impacts) market price.
It is sensible to note that some of the observations may be wrong under specific ciccumstances. This is not the same as assuming them wrong de facto unless proven quantitatively.
Now, we're (beginning) to get somewhere. Now, we also need to address the question of if prices are indeed falling for PVPIOs. The example listed in the OP appears to be simply a lucky acquisition by the buyer and not reflective of the actual going rate, given the data of the past few days and consistent reports that the item goes for higher than inf cap rates off market. -
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