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Posts
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Quote:I would advertise this in the market subforum, since with global email you don't necessarily need to be on the same server:I've got some combined hammis (endos/lysomes) that I'm likely not going to use. Is there a market for these on Justice (since I can't put them on the consignment house)? A trade channel or something?
Thanks.
* Someone on Freedom wants your enhancement
* Roll a lowbie (or use an existing character) and email the enhancement to yourself, claim it on that character
* Trade with the person who is buying your enhancement
* Email the inf back to your Justice character
EDIT: As someone pointed out, this might not work because + and ++ Hamis may not email properly. Haven't checked myself, as I don't have any lying around. -
The issue with price fixing is that it essentially creates a store for certain items, so there's no point in even having a market. Certain items are expensive because they have high demand and low supply, and are therefore not available to everyone - which is, I think, the way the devs want it to be. If certain items aren't hard to get, they lose their value. It's the whole "carrot on a stick" thing - if the carrot is rotten, why bother trying to get it?
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Quote:Now don't flame me but there should be some sort of cap, the prices charged are something else T_TQuote:I agree whole heartedly, Melanie!! There really does need to be a price cap.
Don't forget that higher prices only suck if you buy more than you sell. Just remember that that purple which sells for 500 million means you will make 500 million if you get one and sell it.
Quote:Well, if they'd like to see any new players stick around and not log off forever due to the "I'm too late to enjoy this game" syndrome, they will do something about the market hoarders.
I suggest everyone thinking that price caps are a good idea take a look at Aerik's link. -
Quote:Yeah, I remember that experiment (I helped run it, actually). I was exaggerating for the sake of making a point - it will be random, yes but you don't know how long you'll be waiting. At least two examples from this thread (two weeks and won a bid, and seven weeks and didn't win) plus one example from a friend in-game (four weeks and didn't win) show that it's random but if you want a guarantee of obtaining that item in a reasonable timeframe you're better off just finding it off the market.I agree with your premise (price caps are bad), but the section I highlighted is actually not how the market works. A bunch of us on the market channel did an experiment to see exactly how it did work if there were a bunch of bids in place at the same price. We found some garbage item and bought them all. Then we had a whole group of people each put in a bid at the exact same price. Then the items were put up for sale at 1 inf, one at a time to see whose bid was filled first.
It is NOT first in, first out. It's basically random. It wasn't truly random. If we had a fixed number of people putting in bids at the same price, they would always get filled in the same order. If you have a large number of bidders, and they don't know the sequence in which everyone else listed their bids, it's EFFECTIVELY random. -
Quote:Added Flea, sorry!
Captain
@Con Flict, @Con doesn't PL
test @Con can't PvP
Co Captains
@Macskull @Not Mac
@barrier, @black barrier
Roster
@Quatermain, @Quat
@lucas @lukas
@Solo One
@SmokeSignal, @SmokeSignal2
@Ele
@Dethwing, @Dethwing Remix
@enrilicous @MyLexiConIsHuge, @enrious
@TRTerror
@Mercury Down, @Mercury Down2
@Tritonfree, @Philly's 2nd
@Lite of Paragon, @Dark Daimyo
@Reiraku
@Sid., @Sid Jr.
@Mr. Imp
@Lovegame, @Tampa-
@Swansu
@Bobblez
@Alpha-Zulu
@Konquess
@Bionic Flea, @Freebooter Flea -
Seeding in this form hasn't really been done before because of all the behind-the-scenes work that would be required. In past closed betas the devs have filled bids on the market by placing an item on the market for each bid, but there haven't been large-scale seedings because that would presumably be difficult or impossible under the current system. That may change, but we'll see. I think seeding even a small amount of items would help remove a large chunk of inf from circulation.
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The inf cap is 2 billion because that's the closest nice even number to 2,147,483,647 (the highest number that can be represented by a 32-bit signed integer). If the devs wanted to raise the cap beyond that (presumably they don't) they'd either need to switch to a 64-bit integer which would require substantial rewrites to chunks of the game code, or they'd need to do some goofing around with the way numbers are stored, which is difficult and error-prone.
If you're storing more than 2 billion inf in bids on the market (I know I've got a lot floating around out there), email it to yourself or make lowbies to hand it off to. The two things you probably don't want to do are 1) leave it on the market and 2) purchase items to put in storage to resell later to recover your inf. Number 1 is bad because we don't know what will happen to any inf over 2 billion, and number 2 is bad because we really don't know what will happen to item prices post-merger. It's probably safe to say that prices blueside will be generally higher, but not by much, though redside prices may be substantially lower. If you're willing to take that gamble, you might invest in some IOs blueside and then resell them later, but that's kind of like playing the stock market and you could get burned. -
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Quote:I don't think that will happen in the forseeable future, because the only items which routinely trade off-market for above the inf cap are two or three extremely desireable items which only drop off of PvP kills, which means they're substantially rarer than even purples.That means when the really pricey stuff is comforatably hitting 2 billion, the cap will have to be raised or trading will be done privately. That would be a shame because the number of players who frequent the forums is pretty small compared to total population. They won't even know one was for sale.
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Quote:Zombie's example was relevant and correct, even if the numbers were a bit off. Price caps cause nothing but problems, both in the real world and in this game. For example, let's say you want to buy a shiny new Gladiator's Armor: +3% defense IO. You check the market and see that the last 5 have all sold for 2 billion, but you're not worried because you have 2 billion. Now you look at the bidding/selling and see there are 500 bidders but none for sale and the last one to sell was three days ago. Now you realize that if you bid your 2 billion, you'll essentially be the 501st person in line, which means you will be waiting literal months, perhaps years (I'm not exaggerating) unless you get lucky.if i may im not suggesting something that low. im suggesting something like 5-6 mil for a rare io salvage. something alot more reasonable, that goes for recipes and what not. sorry if i didint mkae that quite clear.
Alternatively, you could find someone who is selling off the market and offer them the same 2 billion inf, which they will turn down because Player B over there is offering them 4 billion. What's the moral of this story? Price caps cause a real black market because sellers are unable to get a fair price for their goods the "normal" way. You may argue that 4 billion isn't a fair price, but that just means it isn't a fair price in your eyes, because if it wasn't really a fair price, people wouldn't be able to ask 4 billion and still get it. For an example of this, try listing a piece of common salvage (any piece) for 1 billion inf and see how long it sits there before someone buys it. -
Much of the market "lag" experience came from the market UI having to query the market server for each and every keystroke. The autocomplete option with the new market UI at least somewhat eliminates that problem (though network connection speed and computer hardware may be at least partially at fault). As far as I'm aware, the client doesn't load specific information about an item until you tell it to, it just lists items - since there is no separate hero and villain version of each item, you'll be loading the same amount of stuff (the exception being side-specific items like the Black Market/WW teleporters).
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These are improvements that could (and should) be made on top of a merger, but aren't a substitute for one. Before we knew anything about GR, I'd say that making IOs level-independent would go a long way in helping the redside market, but in light of the ability to switch sides a merged market means people will no longer feel pressure to move to blueside simply because the market is better. There's been quite a bit of that sort of sentiment since side-switching was announced and a market merger was ruled out, but now we know that won't be the case.
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I see what you did there.
Re: prices, the history wipe (and cancellation of any bids and sales) will take care of some of the initial pricing confusion because it's kind of like adding a whole bunch of new items to the market (purples in I11, new sets in I13, PvP IOs in I14), except in this case people will have some idea as to what those items were worth before the price wipe. However, people redside might not put the same value on an enhancement as a blueside player would, so prices will probably reach an equilibrium somewhere in between - i.e. heroes will pay more than they do now, and villains will pay less. However, with only one pool of supply and one pool of demand (as opposed to two of each) the market may well be more stable which means less price fluctuation. (For those of you that dislike flippers or market manipulators, this should make you happy-ish because it means those sorts of things will be slightly harder to do.)
My only concern right now is what I'm going to have to do with my "inf holding" bids on nonexistent items. -
Here's a thank you from someone who has been quite critical of the way things have been happening for the last two years or so.
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For PvE I'd say one IO (heck, even 4-slotting Kinetic Crash for 3 points instead of the 4 you'd get from an IO) is fine if you're on a squishy as it's rare something with a high-mag KB would be targeting you. If you're a Tanker/Scrapper/Brute (or potentially Stalker depending on how you play it) you'll probably want three IOs for a total of 12, because there are almost no NPC knockback effects that will punch through four points but not eight (in other words, there aren't many NPC powers that have a KB mag between 4 and 12 - there are lots with mag 4 or less and a few with mag 12 or more, however). If you're doing Hami raids on a melee character without sufficient KB protection (including Elec Armor if you're not on the ground) you'll want at least 13. As others have said, don't forget there's a base empowerment buff that gives you 10 points of protection for one hour, which can be convenient if you need extra KB protection in a pinch. You can also get KB protection from a Kin with Increase Density, or from Break Frees (a tier 1 Break Free gives you 5 points of protection for 60 seconds).
PvP's a whole different ball game and you're going to end up on your back a lot if you're not packing at least 41 points. -
Not gonna lie, that last build isn't a good build for PvP.
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Quote:WTF are you smoking? Travel suppression from being attacked lasts two seconds, regardless of what power causes it (the exceptions being toggle debuffs and debuff patches).DoT supresses like any other ST attack. It starts when the attack shows up in one's combat window, and ends shortly after... sometimes even while the DoT is still being applied. As mentioned previously, the method of 'attack first then web' can often work in a TP'ers favor because the duration of TS from the attack lasts longer than that of webnade... making the TS caused from webnade not even happen when used right after.
Quote:Basically it boils down to falling patiently without attacking whenever webbed until TP becomes available. Making a lot of this work has to do with how high you're flying when webbed. Low flying often leads to a dead flyer. High flying with +range to make it work brings opponents up to you and usually out of their element (as SS/SJ'ers). As someone earlier in the thread suggested... a good flyer can usually get the jump on others from above or see them coming before they let them get within webnade range.
Quote:TP Foe alone, like web grenade causes very little (if any) TS due to the fact it is not a damaging power. It also thankfully, provides a TP'er with 1 or 2 seconds for any TS to wear off while the 'unaffected ' phase is still being applied. Also, with patience and a quick finger it isn't terribly difficult to queue up TP when one heres the TP Foe animation starting to play and dissappear imediately after being TP'ed. Since TP Foe will count as the 'first' TP, the one a TP'er queues during the TP Foe anmation acts as the second TP and cannot be suppressed and players and even drones aren't quick enough to fire a shot before the TP'er is carried off to their own queued destination. -
FYI, that's not, and it's not.
On topic: I don't PuG MO runs simply because I'd rather I know the people I'm running with, and because more often than not our MO runs take only a little bit longer than our regular runs (the last MoLGTF I was on took about 35 minutes, which is only about 10 minutes longer than our "normal" runs). I don't at all mind the MO badges simply because they provide some modicum of challenge to the majority of the playerbase. -
I would consider a feature that causes nothing but headaches to be broken, no matter what sort of intentions the person adding it had.
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It is unfortunate that this would happen to you of all people.
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Quote:If you ever get things working right, let me know. If Beef is willing to allow mirrors, I can work with him to host files on my own web server, as my webhost allows unlimited disk space and bandwidth.I've sent the link to Beef Cake, and got a response, but he was worried about bandwidth (its 158.6 MB which is painful, but I have yet to find a GOOD & FREE zip program, that uses a GOOD compression algorithm). if anyone can point me to something that fits the above, I'd be more then happy to re compress the file.
If anyone needs it NAO heres a link you can use to install the map pack on OS X. please let me know if it doesn't work for anyone!
[Edit]Link removed as some people had issues with the installer[/Edit]
Uploading a new version, that is now half the size of the other. 78.96 MB. That's the best compression I can get, without using 7zip, requiring another download for Mac users who don't have "BetterZip", or "StuffIt" -
Dark Pit is a good power, but its long-ish recharge kind of hurts it. It's got an acc penalty, but then again so do all AoE stuns. I think it would be improved by reducing the recharge time from 60 to 45 seconds (same as Thunder Clap) and increasing the radius from 20 to 25 feet. The issue with Dark Pit is that Dark Blast already has incredible amounts of utility for a blast set, which is why I think it's highly unlikely that the set as a whole will be ported to Blasters as-is.