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Posts
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Playing the markets is the quickest way to make money in this game, unless you have a LOT of time to spend farming. Learn the tricks on how to do it well, and put in maybe 20-30 minutes a day, and you can make money ridiculously fast. There have been people who have put up numbers on the order of a billion a week.
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Quote:Honestly, freedom isn't too bad if you stay out of atlas park. It is the ONLY zone that I see people spamming random crap about AE farms in. The rest of the zones are generally full of people waiting to team. I can reguarly find 8-man teams with ease even at odd hours of the day.Well i just spent a good 20-30 mins in Freedom and tested some of the Chat channels that are listed on the forums.
1) EVERYTHING ive read so far in broadcast is AE this AE that AE farming. AE AE AE AE AE... I sometimes question how well they play or if they ever leave Atlas.
2) People complaining and argueing about this or that and blah blah blah. 1 Word - Anoying.
Im crossing freedom off my posible locations.
3) on the chat channels that i have added have been *Cricket...Cricket*
Liberty so far seems to be the best. But at this point im still going through the servers.
Don't know what to say about the global chat channels for freedom. The two that I'm part of (Freedom TFs and RF2009) are pretty dead most of the time. -
I decided to stat up Napalm Firestorm, my favorite character (fire/sr scrapper), using your system. I ended up with:
Fighting: 112
Agility: 46
Strength: 46
Endurance: 99
Reason: 65
Intuition: 50
Psyche: 22
As a note, this character is softcapped to all positions, perma-hasten, and regularly solos AVs. Some of his scores seem to be pretty decent, others are way off.
Fighting seems about right. Like I said, this guy can solo archvillains, so his fighting ability is clearly in the top fraction of a percent of all superpowered beings.
Agility seems way too low. I would think a softcapped SR scrapper would have an agility in at least the 80s or something. As a comparison, spiderman and nightcrawler are listed at 50, and they get smacked around a LOT more than my guy does. Mostly I think this doesn't really work out because there is no way to account for set bonuses to defense
Strength seems too high. According to the benchmark page, a 45 means you can press 25 tons. I certainly never pictured my character being that strong. Honestly I never pictured him being even superhumanly strong, perhaps peak human ability at best (around 20).
Endurance seems about right as well. Napalm Firestorm can fight forever.
Reason seems too high. He's smart, but not that smart. He's science origin, but he was essentially created as part of an experiment against his will. Most of his bonus came from being completely slotted with IOs
Intuition seems about right. His instincts and perceptions are definitely superhuman.
Psyche seems about right too. He's not real mentally focused.
The other problem that I had was that several of my powers didn't seem to give me any bonuses. These included:
build up
incinerate
aid self
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Quote:This.I don't try to keep track of normal prices. I go for a very short timeframe- buy it and sell the crafted the same day, ideally. So far I have only gotten my fingers pinched once or twice, and you can make ... buy for 256M, sell for 350M, minus 6.1 million of salvage, 0.6 million crafting fee [round that all up to 7M], and a 35M wentfee, that's a 51 million inf profit.
It's dangerous, true, because sometimes prices just drop by 50 million, but there's good money in it.
And it burns a lot in market fees.
I don't really do any research, basing my decision to buy/sell completely on the last 5, and I would estimate that I get burnt (as in lose money on the transaction) less than 10% of the time. Considering the obscene profits I make on the other 90%, I find that acceptable. -
Quote:This is just ignorant. Look around the boards a little bit and you'll realize that there are a lot of people who already complain that the bonuses given out by the vet rewards are too good. You think some of those people wouldn't quit over this? Think again.LOL! The "solution" would definitely not drive customers away lol! How does a "vet" recieving a slight bonus for being dedicated and involved to a game for over 6 years affect a new player who has only just picked up the game? It doesn't, and in no way should the new player ever feel "left out."
My panties aren't in a bunch at all. And my approach to your suggestion is quite sensible, considering how terrible a suggestion it is. -
I've started with as little as 5000 inf before. that takes awhile to ramp up into serious profits though. my preferred strategy requires around a billion to get started on.
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I've started with as little as 5000 inf before. that takes awhile to ramp up into serious profits though. my preferred strategy requires around a billion to get started on.
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Quote:You're welcome to your opinion. Mine is that giving out any xp bonus as vet rewards is too much of a benefit. Vet rewards should not give out concrete bonuses that create a power gap between newbies and vets.I also don't think that an extra 10% xp would be "too much" a benifit to anyone.
Quote:Besides, sure, the "journey" to 50 is important, but once you've done it over 100 different times on a 100 different toons...it's quite redundant and honestly foolish. There's no reason why someone who has been playing this game for over six years should be forced the "same old" content again and again and again at the EXACT same speed as someone who grabs the game for their first time ever. If your answer is: "Well if you're bored with the content then find a different game" then you are NOT being very "business savvy" because losing customers is never the answer if you want your game/business to continue to thrive.
Quote:Furthermore, I really don't feel that any of the current vet rewards have "crossed the line" except "possibly" the staffs, but honestly, except maybe in the lowbie levels, I could care less if I had them or not, because I pretty much trash them after getting a full attack chain of things to do. -
Absolutely, 100% NO. Vet rewards already create too much of a haves vs. have-nots feeling in the game. They've crossed the line a few times in giving out things that are too useful in vet rewards. This would be by far the worst.
That also goes against the idea in this game that it's the journey to 50 that's important, not the destination.
For that and many other reasons, this is an absolutely terrible idea.
Plus, they've already announced the 75 month vet reward.
And 75 months is not almost 7 years, it's 6 and a quarter years. -
I agree that this could use some work. The best fix in my opinion would be to switch the order of evasion and quickness. Then you'd have your AoE defense at level 20. It would also follow the pattern of the other positions, by giving you the toggle before the auto.
And while we're at it could we make practiced brawler a toggle? (or give the ability to put more powers on autocast) -
I find both gale and O2 boost to be pretty situational. If we're going to swap orders of powers in storm summoning, could we put something useful in the mandatory slot. Like freezing rain?
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I'm not sure if the game engine allows for it, but in my opinion, the best way to do ambushes would simply be to have the ambush spawn in whatever location the character who triggered it is in, with normal aggro rules. That way, they can still duck aggro if necessary, but it won't be possible to completely avoid the spawn just by leaving the area.
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Quote:This is all theoretical. I'm basing my claims on evidence from the game. I've been on teams before where very few players were enhanced properly (or at all) and we had a difficult time getting through missions even at +0 difficulty. Enhancements are not superfluous on an average PuG team.You can disagree all you like, but it doesn't change anything. If we accept that they are needed for solo'ing then we can then use that information to conclude that they are more than we need for teaming.
We can do this because spawns don't scale up as quickly as teams do. PC's by and large have a degree of forcemultiplication whereas very few NPC groups do. Because spawn size grows at the same rate (or less) to player additions (typically 2 or less new enemies are added to spawn size for each new player, which is equal to or less than /x1 solo size spawns) it is safe to conclude that PC teams gain power at a higher rate than NPC groups (this is intentional by the way).
Therefore if SO's are needed to solo, then they provide more enhancement than is needed when teamed.
Quote:You're confused about what is being said. Take a look at the time frames being discussed as a direct result of the developer valuation put on pvp IO's... easy != obscene time investment.
Realistically obtainable in a reasonable amount of time given the reward is not an outlandish expectation or a demand for easily acquiring things is it?
Quote:It's irrelevant. The only thing we can say for certain is that pvp rewards are not given for performing good pvp practices where we define "good" as pvp'ing with the intent of winning.
As a painfully obvious result there will be disconnect between the rewards and player satisfaction with the process to earning them.
Imagine if the most epic accomplishment badges in the game were earned by walking through city hall in atlas as opposed to doing things like MOSTF...well you probably can't imagine it because it is illogical and would be rejected by the player base. Welcome to the pvp reward system.
Quote:You seem to be confused again about what is being discussed in specific sections. Players have put a value on the pvp sourced pvp IO's sold on the market and off. However it is the devs putting a value relative to other rewards on pvp IO's via the A-merit system. Players have absolutely no influence over how many A-merits a pvp IO costs outside of persistent whining to get it looked at. -
Quote:I'm not saying that PvP rewards lack value, and I'm not saying that they shouldn't exist. However, part of the reason that they were implemented was to try to lure in people who don't PvP on a regular basis, and I question whether this is a viable tactic.One could say the EXACT same thing about pve rewards and come of just as clueless. Just because pvp rewards haven't been implemented well in this game isn't evidence that they lack value for the playerbase...
But in this case you may be like talking to a wall. I don't mean that to be insulting, but you just proclaimed no interest in pvp and proclaimed that there is nothing that anyone could do to create interest in the activity. You bias is obscuring your viewpoint heavily.
On the other hand some people are able to recognize that the game is composed of numerous small activities designed to specifically satisfy sub groups of players. Ideally they all intersect at certain points, but it isn't necessary for a healthy and productive gaming experience. -
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Quote:I didn't really feel it was necessary to point out that the game is only balanced around SOs once they are available. I assumed that was obvious.If the game is balanced around SO's and the devs have also informed us that the average player doesn't exceed lvl 30 and so's aren't available (for the most part) until lvl 22 what does that tell you about 2/3rds of the average players' experience and the balance of it against the statement you just made?
What you more accurately meant to say is that the upper level SOLO game is balanced around SO's (and poorly at that). Teams have absolutely no need for them.
I also disagree that enhancements are only needed for soloing. Teams need them too. Maybe not really good teams, but your average PuG team isn't going to get far without some sort of enhancements in their powers.
Quote:Anyway, they HAVE made the ability to create an uber lvl 50 available to pretty much everyone. In fact A merits only serve to make it more readily available to everyone. All you have to do to earn the best pve drops in this game is play any and all pve content.
Quote:However the pvp drops have a much different drop system that actually disincentivizes players from actually pvp'ing in the most efficient manner (ie continually attacking the weakest link) and instead forces players to rotate through targets like it is a 5 yr old T-ball game where everyone gets a chance to bat and bats until they hit it.
I see this as a good thing too. Let players decide what things are worth, the devs shouldn't be doing it for us. -
Quote:So just add in the ability to kick someone from a team when they're offline. That's not a bad thing to have either honestly.I actually don't think I'd agree with that one for one reason. There's a good number of people who purposefully log off and/or DC themselves to get away from a bad team because they're typically cowards that don't want to take responsibility for what they do.
So basically if one guy did this, the entire team would have to disband and reform, to replace this guy, and start the mission over again. Unless I'm mistaken. -
Quote:I know, I just don't like to put that much effort into my blasters. I like to be able to fire things off with impunity, without having to worry about whether or not I'm lined up right to keep from pissing people off.Energy can work ok on teams - if you go the hover / blaster route then your knockback turns into knockdown and ends up being good mitigate that doesn't make the tank angry. If you don't hover you can always be careful with your positioning and knockbackback into walls or obstacles... but hover makes it a lot easier for Energy when/if you team.
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Disregarding whether or not it's a good idea, is this even necessary? The way it was described, it sounded like we can choose not to have the fitness powers if we don't want them.
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I like this idea.
On a similar vein, could we also expand the feature that keeps you on your team if you log (or lag) out while on a TF to normal teams? It sucks when you've just joined a good PuG, mapserve, log back in, and find that you can't remember a single temmate's name to ask for an invite back. -
Quote:I wonder if PvP rewards was a system doomed to fail from the beginning (at least doomed to fail at bringing in more people). Personally, I'm not a fan of PvP. I never have been, and I probably never will be, both in this game and in others. I'm not going to PvP regardless of how good the rewards are, unless the game requires it (in which case I'm probably not going to be playing that game).I would love to see a dev pop in here and tell us what the design logic was behind this system. What do you think devs? Is the system fair? If you guys are trying to increase the pvp population it's not very motivating going into a zone knowing you probably won't be rewarded for kills and you have to spend months just getting one pvp set by grinding.
Haven't the devs learned that pvp in this game is lacking motivation? Before balance you have to have motivation. Balance changes can only be made when you have data and statistics to go on. Data and statistics aren't created with empty PvP and arena zones. Why should I pvp? What is my motivation to enter a zone and actually TRY to kill another player besides simple satisfaction? (Which only goes so far) Pvp IO's were a step in the right direction but come on at least make them more obtainable by the masses. Let me do something with Rep to get them if anything. Perhaps cash in Rep for PvP IOs? What is reputation even FOR? I like being solo and seeing +5.00 rep for a kill, but for what? I can get 400 rep in the matter of a week to a month depending on play rate, let us exchange this for some IOs. As of now though I'll just stay at rep cap like I have been at for the past three years.
I've always kind of gotten the feeling that the people who like to PvP are going to do it regardless of the rewards, simply because they like to do it, and the people who don't like to are going to avoid it, also regardless of how good the rewards are. Sure, adding rewards to PvP is nice for the people who do it, but I'm not sure how successful it will ever be at bringing in the people who don't. -
Quote:Eh, you kind of do. Or to put it more accurately, the difficulty level of the game is designed around you having SOs. If you had no enhancements whatsoever, things would be much more difficult for you. You don't NEED to have them, but the game assumes you do. This is not the case with IOs (of any sort)This is a pretty ridiculous statement. You don't NEED anything in this game...period.
Quote:The fact that the devs added IO's and in particular purple IO's (and hami's) is a direct indicator that they have validated the player mentality of 'uber 50's'.
It may not be the most popular playstyle, but it is validated. Using your argument of "need" they could remove the ease of acquiring virtually everything in this game from SO's all the way down to TO's, but because you don't "need" them that would be ok.
Like I said, pretty ridiculous stance.
Sure, they've added purples and PVPIOs to the game, which has given us the ability to make uber-leet level 50s, but why does everyone seem to assume that just because something exists in the game, it should be readily available to anyone? Maybe they have 'validated' the mentality of uber 50s, but they've apparently also decided that you can't have one easily. -
Quote:Fair enough. I don't PvP, so I bow to your superior experience. However, I think the rest of my point still stands.This is true in the noncompetitive PvE environment, but in an environment where there are other players out to get you, it becomes an arms race and if you can't keep up you get left behind. Pre-I13 player skill often overcame any build limitations, but in light of those changes that's not really the case anymore.