macskull

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  1. Quote:
    Originally Posted by black_barrier View Post
    no smileys on hiber camps makes me a sad boy.
    They only Hibernated twice I think and the second time Rice was smart about it and got out fast (and wasn't right in the middle of us when he hit it).

    I chuckled a good bit on Vent the first time, because not having seen a Storm team in action in a loooooong time...
  2. Quote:
    Originally Posted by Lord_Xad View Post
    ok thats wonderful advice you griefers have given me...maybe I should have been more specific......

    Post a build for me from mids so I can take the best powers & slot correctly to kill those ******* regens w/o having to be a total dick.
    pretty sure my post was helpful but whatevs man, it's cool
  3. bind lshift+1 "powexec_toggleoff Bright Nova$$goto_tray 1$$powexec_toggleon Energy Flight"

    (The "goto_tray" part might not be the correct sytax, but that's roughly the same bind I use on mine.) I would do Combat Flight instead of Energy Flight, though, as there are times when you'll have a -fly effect on you when switching out of Nova, and Combat Flight would keep you in the air whereas Energy Flight wouldn't. On the downside, unless you have a separate macro for switching to human and not toggling on Energy/Combat Flight, you'll have to detoggle it first if you want to drop and make a faster escape (i.e. use Super Speed instead of Combat Flight in the macro).
  4. Quote:
    Originally Posted by Dahjee View Post
    I wouldn't and didn't say that Mac. I'd say that in an open zone where almost every power is available... that there are temp powers out there that can provide an edge and that many or most skillful PvPers out there usually try to be as sharp as possible, ya dig?
    Right, except most players won't go out of their way to get a temp power that is incredibly situational unless it's really really good (see: that Longbow rifle temp power). I don't care that you have a zillion copies of Divining Rod or Bow and Arrow or Iron Blade or whatever other temp powers you have, because they're completely unenhanceable and you have to get new ones every time you burn through them

    Quote:
    My elec/elec brute grinds for a whole 4 min sometimes to get power shield to increase resist by like 3 or 4 more percent. Four whole minutes I know, but nothing I can't manage on my way from the market to RV. Oh and it actually has key binded to use the temp Elec Attack (forget the name) whenever it has it stocked to assist with it's sapping nature. Sure it works without it... but these just kinda fill in some gaps and are easily attaned by me.
    If you are relying on temp powers to "fill in some gaps" with your character, there's greater issues afoot here.

    Quote:
    Keep talking arena to me... I think I'm gonna LOL.
    Was under zone rules, but of course that wouldn't matter to you as you think playing a trapper in zone with 9 trays full of temp powers is the pinnacle of competition in this game.

    Quote:
    Originally Posted by Predatoric View Post
    I swear all you do is flame on every post... you really need a new hobby or something.
    Some people mistake "calling stupid people stupid" for "flaming." It appears you are one of those people.
  5. Quote:
    Originally Posted by Dahjee View Post
    Hell, Conflict only uses 2 temp powers outta of how many avalable to use in the game while PvPing in a zone???
    Ah, so now skill is determined by how many temp powers you use? Seriously if you keep moving the bar like this we'll never catch up.

    (Sidenote: I remember fighting a Grav/Therm that pulled a Shivan and Warwolf on me in an arena match and still died in less than 30 seconds lolz)
  6. Quote:
    Originally Posted by Dahjee View Post
    You speak as though you've leveled and PvP'ed with a Traps Def, MM, and Corr. I have. It's a shame we have to agree to disagree. It's also a shame that you probably haven't leveled and PvPed with all three yet still choose to argue as though you have.
    One does not need to own a Yugo to know that a Yugo is a terrible car.
  7. There's that temp power which is a 100% end drain and 100% chance to drop all toggles, that's kinda lolzy.
  8. Quote:
    Originally Posted by Predatoric View Post
    but you cant have one mortar stacking grenades on same target?
    No target is going to stay in range long enough for you to get great mileage out of one Acid Mortar, let alone two. I mean, sure, you could have two debuffing the target at once if you set them up and someone happens to wander near you while they're both up, but this is one of those "how intelligent is the person I'm fighting?" questions. There's a reason Traps isn't a good PvP set, and that's because it almost completely lacks mobility. It offers decent debuffs and has some neat tricks, but the killer is that it relies on the fight coming to you, and can't move with you if the fight moves.
  9. macskull

    Market revamp

    Quote:
    Originally Posted by stfrn View Post
    According to this page on paragon wiki, they are weighted towards end red/accuracy/dmg/etc.
    From that article:
    Quote:
    These rates apply to Training, Dual, Single, and Common Invention enhancement drops.
    This thread is discussing set IOs drops, which are not weighted.
  10. macskull

    Market revamp

    Quote:
    Originally Posted by Mythological View Post
    Fleshette, your intantaneously vicious attack suggests you've been doing too much PvP. You seem to think that smashing your opponent with energetic ad-hominem attacks makes your point without actually bothering to address any of my comments. Please don't bother responding without thinking because it's really a waste of both of our time.
    No, she just pointed out that saying "I've been observing this" without bringing anything in to back it up isn't the best way of getting changes made. You need good, hard data - "I feel that" and "it seems like" aren't good means of making change.

    Quote:
    It would also seem that a search for information on how drops are weighted would be pointless because you tell me that they aren't weighted at all. Paragon Wiki seems to disagree with you, but that's between you two.
    Emphasizing my point: drops are not weighted. Random rolls with tickets and merits are. (Well, if you consider common/uncommon/rare/very rare to be a form of weighting, then yes, but there's no indication that mob drops are weighted based on anything other than rarity, not usefulness.)

    Quote:
    You state that the Devs consider the Market to be a form of PvP, which is fine, but you seem to think that this exempts it from any form of balancing effort. Considering the huge lengths that the Devs have gone to balance PvP combat, I think that your suggestion is flawed.
    Considering how badly they failed at balancing PvP (i.e. unbalanced it even more), your analogy doesn't really hold water here. It should also be noted that price and supply issues have nothing to do with the players and everything to do with changes the devs have made to the game (Mission Architect missions not dropping salvage/recipes, increased leveling curve, merit system, increase inf earning for defeats by level 50s). Want to blame someone for the state of the market? Blame the devs, not the people who actually use the market.

    Quote:
    And probably the idea that the market is purely a form of PvP is flawed. If the devs truly think that it is all it is, then why don't they open it up between Heroes and Villains? Who cares if one side has resources far in excess of the other, that's just life, isn't it? Anyone with enough drive should be able to get what they need, right?
    That's a good question. It seems it's mostly RP reasons for keeping the markets separate, and with GR on the horizon, there's really no reason to continue the separation. Unfortunately it's probably not going to happen until it's too late - I'm already mourning the redside market.

    Quote:
    The thing is that the market is supposed to be a way to improve player enjoyment. That means all players, not just the ones that get their jollies off of finding an opponent and smashing them. I'm certainly happy to make my oodles of money selling stuff at ludicrous prices to people who are desperate for a specific recipe, but it is far more important to me to maintain and possibly increase the membership base so I have people with which I can do the WANTED socialization (in contrast to the unwanted kind).
    No - the market is a means to an end. Anyone can make the market work for them, if they take the time to learn how. The market isn't there to "increase player enjoyment" directly, at least - it's there to allow an alternative avenue for getting things you want (not need) for your character. The only other alternatives right now are reward merits and hoping the item you want drops for you or an alt.

    Quote:
    But, no, I don't think that my suggestions are the most reasonable. I'm a software engineer, but I don't know what their code can do. I just don't think that it's fair to ***** and moan about something without presenting a possible solution. If you care to contribute positively to this conversation (as opposed to just whacking down my ideas with a curt "you should know better, but you don't, so here's a knuckle sandwich instead"), then I'd welcome your input. In the mean time, I'll go do a quick survey of recipe availability to show you what I mean.
    I like how you insist on bringing some analogy to violence into this, like we are attacking you instead of your suggestion (which, again, isn't based on data, only casual observation). If you want to talk about "possible solutions," visit the market forum. One of the better suggestions I've seen was the ability to spend a few million inf to change the level of a recipe, which would both serve to alleviate the lack of supply at non-max level for some pieces, as well as an inf sink to help reduce inflation.

    I look forward to seeing the results of this survey, please be sure to include details.
  11. Stun 'em, and jump in range to hit Drain Psyche. Gives you 30 seconds where they have no regen and no recovery.
  12. Last I checked, procs would sometimes fire on the caster when used with Lightning Rod.
  13. The EM/Regen is probably your best bet (i.e. it will be cheapest to bring up to date with the I13 changes). EM isn't particularly great anymore thanks to free resistance for just about everyone, and the Energy Transfer nerf a while before that, but it's still decent. As a friendly reminder, zone PvP is retarded with the changes.
  14. macskull

    My first Corr?

    Fire/Dark, Fire/Rad, Fire/Cold, Fire/Storm...
  15. Such a change would likely mean an increase to endurance and recharge time and a decrease in effectiveness (see World of Pain). In other words, no thanks.
  16. Quote:
    Originally Posted by Thirty-Seven View Post
    Yes, up until the point he sends you a tell asking you not to. Regardless of where someone is at that point, you are being a jerk by continuing to do whatever it was that you were doing that was cramping his fun. There are exceptions... but I would not say that this is one of them.

    Now, if they had been PvPing among themselves already, and he asked you to stop... well then he is full of it.
    No - he went into a PvP zone, knowing full well that he would likely be engaging in some form of PvP. To expect anything else is naive.
  17. Post a build first so people can pick it apart. Usually easier that way.
  18. Quote:
    Originally Posted by Silas View Post
    RoA is a pseudopet. If you use FS before you hit RoA, it will inherit the damage buff from you.
    Don't forget, though, (unless I'm mistaken) RoA has a lower damage cap due to it being a pet (+300 vs +400 for other non-pet powers on a Corruptor).
  19. You were using the zone for its intended purpose. Nothing wrong with that.
  20. macskull

    Market revamp

    Quote:
    Originally Posted by Mythological View Post
    First, it appears that enhancement drops are done based on how many people have powers that could slot those enhancements. While this may initially sound like a good idea, it means that the market is flooded with enhancements that very few people actually WANT to slot (for instance, Resistance sets with recharge reduction), while the ones that people do want to slot (melee damage, for instance) have become almost completely unobtainable.
    Enhancement drops are not weighted, only random rolls (ticket and merit vendors, basically) are weighted. We were never told exactly what the criteria for weighting was, but it's probably something like "the more powers that can use these sets, the more likely these sets are to drop," or "the more often players slot these sets, the more often they're likely to drop." Some people in the market forum did some testing to find out what the weighting for merit rolls in various level ranges was - you can probably find that information if you look. Regardless, weighting means that sets which can be used in more powers will drop more often, which means that the popular sets (popular because they can be slotted in a variety of powers and have good set bonuses) will be cheaper than they would be without weighting, not the other way around. I'm not sure where you're getting this "completely unobtainable" deal either - I've had no issues filling bids for Crushing Impacts, Touch of Deaths, Mako's Bite, or any of the other melee sets I use (Hecatomb and Gladiator's Strike are the exceptions here as they're very rare simply because of how they drop, though if you can pay enough, you can get them).

    Quote:
    This has resulted in a serious drop in people's ability to use the market to slot out their characters, which has decreased people's use of the market in general, whether to buy or sell their stuff. In conjunction with the (let's say) slight drop in membership, this has resulted in an overall drop in participation of the market.
    Where are you getting this data? I've noticed no such trend. Luckily for you, though, if you happen to find one of those recipes that is "unobtainable," you can sell it for wads of cash. Oh, that's right, I forgot, you can't sell anything on the market, so nevermind that high prices are actually a good thing when you're looking to sell.

    Quote:
    The end result of this is that, for the popular IO sets, there are none of them on the market for large ranges of levels with hundreds of bids and spiraling costs. On the other end, there are also numerous enhancements that are unwanted and unsellable.
    The reason for some recipes not having supply in certain ranges is due to either a bug (some lower-level sets do not drop in certain level ranges, which has not been fixed) or how the drop system works - you can blame the merit system for the lack of non-max-level supply on pool C and D recipes. Remember the old adage "one man's trash is another one's treasure?" That applies to that "unwanted and unsellable" stuff. You'll notice that Sting of the Manticore recipes (crap, basically, since they're a snipe set) are actually somewhat expensive.

    Quote:
    Similar to this is the issue with invention salvage. I don't know what algorithm they use, but the devs have never actually figured out how to balance Uncommon enhancement drops.
    Eh? Salvage isn't weighted other than common/uncommon/rare. I believe an attempt was made to balance out the recipes that use certain salvage, but of course salvage that's used in more desirable recipes will be more expensive. Salvage will also be more expensive if it drops from enemies that people don't like fighting (arcane salvage was an example of this before I12).

    Quote:
    The logical thing to do with these would be to drop them at a rate equivalent to use in recipes, although that doesn't account for those that people sell to the Quartermaster or stores. An adaptive algorithm is to have a drop pool. When someone uses one to build something, it contributes 1.1 to the pool. When someone sells one to the store or just deletes it, it puts .9 back into the drop pool. This may result in brief periods where the drop pool needs to be adjusted, but for the most part it would be self-adjusting as people use them.
    I don't really understand what you're asking for here, but no changes need to be made to the way salvage drops, so we'll skip over it.

    Quote:
    The market problem can be fixed by applying an intelligent algorithm, assuming that the devs have the information resources available. Alternately, they could always implement a stop-gap where they periodically sell things from the "company stock" to the highest bidder on appropriate items, but that plan is also subject to abuse.
    Or they could just increase the drop rates until prices lower to a point they deem acceptable. Either way, none of this is likely to happen, as the devs are content with the market being a form of PvP. Making inf is incredibly easy in this game - sorry if I'm lumping you in with others, but those who complain about market prices are usually either ignorant, lazy, or stupid.
  21. The bonus inf/XP scales up with team members, yes, but it does not scale up linearly with team size. You actually get less XP/inf per kill on a team than you would solo, it's only because the kills are coming in faster when teamed that makes it popular.