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Quote:I know, and I'm saying I think they're making a mistake by prioritizing RP over a seamless social experience. At least, I'm guessing more people are annoyed by the solo-only missions than like them, and I'm guessing very few people would be annoyed at not being able to PvP when the mission owner makes a choice they disagree with.I don't know about most people but the devs certainly put in roadblocks for Praetoria regarding social vs RP. One of the biggies is no Primals in Praetoria. WarWitch's own comment on the matter was this was to preserve the immersion of Praetoria.
So RP matters to the powers that be.
Again, I could be wrong about the preferences of most players, but I'd be surprised if I was. -
Quote:I can understand your opinion, but I disagree - I would always prioritize a seamless social experience over a consistent RP experience. I don't have any data, but my sense is that most players do not RP, and definitely not to the extent that they would feel the urge to engage in PvP because the mission owner made a choice they disagreed with. I'm guessing most people just want to play through the content casually with their friends.It's not a tech issue. As others pointed out upthread, the problem is that not everyone in the group may agree on the choice to be made. That should lead to PvP but it can't. Dissonance ensues.
People may throw rocks at me for saying this (and I care so very much), but the entire Contact-mission game is solo material and as such there's no harm done in writing it that way. People looking for team play should be sweeping hazard-level areas or running TFs.
Now I could be wrong about that, and it might be the case that most people care about a consistent RP experience. I'd be very surprised, though, based on the sample of people I encounter while playing. I think it's a much bigger deal to prevent a group from playing through an entire arc than it would be to force the team to play a mission according to the owner's choices. -
Quote:I strongly agree with this - any difficult group of mobs would be made far less frustrating if it didn't mean we had to sit around for 5 minutes waiting for our health to regen. There was a post about eliminating the recharge on Rest in beta, and as far as I can tell it would be impossible to abuse.1. Remove rest recharge.
2. Add way for teams to read dialogue and what the leader clicked.
That resolves most of it right there.
#2 also goes without saying, though I think that would require significantly more work, both design and code. I can't think off the top of my head a good way to do that, even conceptually, without significant rework of how missions are presented. -
I find the enemy groups in normal circumstances to be of pretty good difficulty, though there are some cases where they could be toned down.
The only parts I definitely feel should be toned down are the occasional extreme ambushes, like the Ghouls in Dr. Steffard's arc. I don't know how those got through beta untouched, because they're literally insane. I can't imagine more than 50% of players live through those types of missions, that one in particular. But then, I'm not the one with the data.
So I'd say, tone down the ambushes ASAP, but the general difficulty of Praetorian mobs, though more difficult than the vanilla game, I find well done for the most part. -
I agree that there shouldn't be forced solo content. Since the main draw of MMOs for many people is being able to play with friends, forcing solo play strikes me as a player-hostile design. Assuming the tech could handle it, I would simply change the morality missions to only grant the moral choice to the mission owner, and just let everyone else come along for the ride. The only mission where that would be a bit weird (that I've done) is the Cleo vs Washington mission, and it really wouldn't be that big of a deal to bring a team into that one, since it's more of a story marker and not really a challenge.
I also agree, though, that they're relatively easy to work around, so it wouldn't be my top priority. I'm just a bit baffled that they were added in the first place. Ditto for the side-exclusive SG/VG. But maybe these are all tech limitations - for instance, they may not have the ability to grant a moral choice to the mission owner exclusively. I just don't know how that mechanic works behind the scenes. -
I really like 'em.
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I was interested in this pic, and concept:
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The devs seemed like they needed caffeine.
My biggest regret is not meeting the EvilGeko and buying him a beer.
My greatest acheivment is using a work connection to get a 4-day pass from Marvel with the name "Sam Guthrie" on it. -
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It'll be my first SD Comic-con, and I'll see you at the panel!
Pretty bummed I couldn't get a Saturday ticket, though... Thursday and Friday for me. -
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Quote:What you're saying is that certain items become really expensive, and not everyone can afford them. You're right, and this is, I think, as designed. Unlike the real world where we want as many people to have access to the best stuff as possible, we don't want that in a game where the best stuff is supposed to be rare, and you're supposed to expend effort to get it.One is that there is more "spread" between casual gamers and power inf gamers (akin to the recent trend to an ever-greater divide between rich and poor in the US). That greatly inflates certain items that those with billions to spend will pay, but those more casual gamers will never have. The safety valve for this *should* be merits (leaving purples to rocket up), as even a casual gamer could get a super-shiney randomly or save up for one. Thing is, I don't think these recipes are making it to the market frequently enough to lower the price. Either people are using them, or selling them at the inflated price.
If purples were abundant and cheap, they wouldn't be working as intended.
Second, you're still ignoring that for every buyer there's a seller. Whenever someone pays a high price for something, that means someone on the other side got that inf. This works really well for lowbies who can rake in some serious cash for a stray rare drop.
Quote:Second thing is that the market is not rational. Sometimes someone with a lot to spend will pay a hundred thousand for something they want "NAO" - and without sufficient down price pressure that becomes the new normal price, even if it doesn't match supply and demand... So it is a very chaotic system, made more so by very limited market information and very small market sizes.
So I don't fully disagree with what you're saying - I just don't think it's a problem in the context of a game economy. -
I would argue there's a difference between guessing and making a prediction based on prior knowledge.
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I just realized that although inf is streaming in constantly, so are drops. So it's not actually obvious to me that the price level should rise over time. I think it would depend on the drop rate vs the inf generation rate, and which one is faster.
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Quote:I don't want to speak for UberGuy, but in my estimation you're correct - any general rise in price levels is a reflection of inflation, and not of real prices. In other words, if you had more inf sinks or lower the rate of influx of inf it would lower prices on the market, but it would not mean that players could afford more items - it just means nominal prices are lower. Players would not be "wealthier."Doesnt that mean that everyone has less influence, so therefore even though prices fall, items by proportion of available wealth are still just as expensive by comparison?
In other words, if normally based on my habits I'd have 300 mil on a character and the IO I want is 80 mil, wont influence sinks mean that in future I've got 150 mil on me typically and the same IO is 40 mil? Isn't that the same thing then? If so, how does that help?
I'm just curious how that works.
The reason that might be a good thing is because the general price level will never reach the inf cap, which would be awkward, and because it would be slightly easier for new players to buy things on the market without selling anything.
The first might be a big deal, I don't know. The second I don't think is a big deal at all - new players should be encouraged to sell things. So while I'm in favor of more inf sinks, I don't think it's critical.
I don't actually have data suggesting that the general price level has been rising, though. I'm inferring that from the fact that new inf is constantly being streamed into the economy. There might be other factors at play, and I'd be curious to see if anyone's kept track of the price level over the market's entire existence. -
Quote:I think this is correct and under appreciated. Prices are rising slowly because of inflation - not because of manipulations or the last 5 display. It's because inf is being devalued constantly.The reason people are paying 100M to 1B for rare items is because they have it. Extremely conservative estimates suggest that 1B inf is created every hour on average. The market allows market sellers to aggregate that wealth from multiple buyers. Sell rare stuff and you get to aggregate wealth from other aggregators. Then you get to turn around and spend that on some super shiny item.
If the devs want prices to fall, they need to increase the number of ways we get rid of inf in the system.
Now, I actually don't think it's that big of a deal. As prices rise, it means sellers are making more, and able to buy just as much as they were before. But it will become a big deal if the general price level hits the inf cap.
I think more inf sinks are probably a good idea, though every time they add one people are going to complain about it. -
Quote:It's not logically necessary - it was necessary for the game mechanics they're introducing in GR, and to improve the market's performance for villain-side players.And if it were somehow logically necessary for there to be a merged WMD market you might have a point here, but it isn't even remotely necessary so you don't.
I'm not really trying to convince you to use the markets, but I'm just curious... if War Witch had got on and said, "Hey folks, even though the markets are merged mechanically for player convenience, our lore is that they are still separate - all bids are anonymous, so you can pretend the extra bids are coming from other NPC characters on your same side." Would you have a problem with it? In other words, can there ever be something that's mechanically true, but that you ignore for the purposes of RP? -
Quote:I'm very confused by this definition of market.Each screen with its own bid and ask screen is a separate market. For example, a level 10 set IO recipe has its own bid and ask screen which must be accessed separately, and into which data must be entered separately, from the level 11 version of the same set IO recipe, and so on....
There is no hope of having anything approximating good daily trading volume in more than a minor fraction of all the markets in existence, given the current ratio of players to markets. A market merger doesn't change this basic fact. And, if this key underlying cause of poor liquidity had been addressed earlier, then the markets would have already been functioning far better than they currently do, even if no other steps had been taken.
What you're saying is that in order for the market to function properly, we have to have tens of thousands of each item for sale and bidding at any one time.
I haven't done the math, but it seems to me that's impossible even at WoW's subscription rates - unless you're proposing that the devs should reduce the amount of marketable goods.
Furthermore, isn't the blue-side market general considered to work well? -
Quote:I think you're assuming an asymmetry of power. If what you say were true, it would be impossible for any sufficiently public person to keep any secrets whatsoever. That's clearly not the case. That's justified because just as there are psychics and clairvoyants scrutinizing things, there are also psychics and clairvoyants hiding things. You can't assume that the good guys have infinite perceptive power, but the bad guys have none.It would necessarily be the most heavily scrutinized and regulated business in the history of human endeavor. This is in a world with people who can read minds, see through walls, predict the future, etc. It's utterly absurd to think there could be an open pipeline of goods flowing through Went's to and from the Rogue Islands without anyone knowing about it.
I'm not saying this is the way the fiction plays out - just that it can be used as a justification for the fact that the world has important secrets kept from the public.
Quote:It doesn't make much sense that heroes would knowingly market their Weapons Of Mass Destruction components through a company known to be doing business with superhuman terrorists, either, but the average player doesn't give a fig for such trifles as world consistency.
My free advice is to worry less about fictional inconsistencies in a generally very inconsistent game world. -
Quote:For every buyer there's a seller. If prices do rise because of the merge, then you can make up the difference by selling your now more expensive drops.What an absolutely craptastic idea. Gone will be the days of finding anything at a reasonable price on the WW/BM.
However, there's no reason why prices should rise under a merge. They'll normalize between the two games, but they wont rise any more than they would anyway because of inflation.