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I never store salvage and I never sell it to a vendor unless it happens to be more convenient then clicking the delete button.
After I am finished playing for an evening, I head into WW and go through my drops.
Salvage: if it has zero bids then I delete it. If it has some bids, then I sell it for 1 inf. If I don't have many drops and I have lots of market slots, which is uncommon for me, then I'll list it for a little above the lowest price in the last 5, unless I'm not planning to play that character again for a while in which case I'll list it for a little above the highest in the last 5.
Set Recipes: if it has zero bids then I delete it. If it has some bids but low prices, then I sell it for 1 inf. If there are significant bids and prices, then I check the cost of the crafted enhancement and the salvage to cost it. Then it's a judgment call. Sometimes I sell the recipe a little below the going rate, sometimes above. Sometimes I'll put in bids and craft it and sell the enhancement.
After that I usually head by an NPC and sell all of my regular enhancement drops, common recipes, and any salvage or set recipes that I still have in my pockets.
If I'm in a hurry, then I just stash all of the potentially valuable set recipes and worry about them later. Those take the most time by far. -
He doesn't mention what happens to merits. Or salvage. I'm pretty sure salvage would be treated like recipes, but I'm curious about the merits. It does sound like we'll be able to smuggle goods across the border, but not money. I'm not sure how that will work out.
Positron sounds so confident in that post, but nothing they've ever said or done about the market gives me any reason to believe that confidence is justified. Whatever they do, it's sure to cause some chaos in the market, and that has usually been profitable for me, so I'm not too worried. -
Making a million inf in an hour on a low level character with no seed money will probably bore you to tears, but it isn't very hard, especially if we mean an hour of in-game time vs an hour of real world time.
One option is to put in low bids, like 1100 inf, on a bunch of level 50 SO's. In about ten minutes you can run through placing bids only on SO's that have 0 bids and at least 1 for sale. Once your tray is full, sell them all to the Vanguard store, or whatever store is handy. It's tedious, but you'll probably get your million in under an hour. You can do the same thing buying common IO recipes, but I find that works better if I spend a few minutes placing bids and then log off. When I come back the next day, the bids are full. At low levels, you can't carry many recipes, though. Just make sure you know the buy back prices of the recipes you're buying. It's a function of the crafting cost, which is displayed in the market interface. Something like 1/4 at level 50, but the ratio changes as you go down in level. It's on paragonwiki somewhere. -
I think the devs had to reduce the drop rate of demonic blood in order to finish the demon summoning powerset in time for I17.
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The cost of DO's and SO's is fixed. The cost of IO's is not, so it's impossible to really say for certain. If you are going to craft them yourself, they tend to get a lot more expensive. In my experience, you can buy a crafted common IO for less than it would take to craft it yourself, especially if you have some patience. As a rule of thumb, try bidding 75% of the crafting cost and see what happens overnight.
And yes it is worth it, especially once you get to 22. A level 25 IO is pretty close to an SO, costs about the same if you leave a bid up for a couple of days, and lasts just fine until 50. I often go from level 12 to 22 too quickly to buy cheap IO's patiently. -
Thank you very much for taking the time to run through it and write such a detailed review. Some of the questions you had are things I could answer, but obviously I didn't get the answers into the arc where they belong. For example, Doctor Null was recruiting villains while he was in prison. The large variety of enemies is meant to represent the many villain groups who are willing to cooperate with Null in order to bring Positron down.
My goal was to have the player start out feeling annoyed by the way Positron treated them like a second class hero, and then feel some satisfaction as Positron grew to respect them. Sounds like I was in the ballpark, anyhow.
Thank you. I'll see what I can do to spice up the first mission. I did start slowly on purpose, but that was probably a mistake. -
I thought there was an option for that in the interface now. Can't you choose "none" as the enemy type or something? I'll have to look when I get home.
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Quote:You know, it's funny, but when I first read Watchmen I felt like the one unforgivable thing he did was to kill his own henchmen. I mean, sure, the other stuff was bad too, but he had a grand goal. I could understand what the other characters meant when they said it was too big to be judged. But killing his own henchmen like that? That was just cold.A couple of questions for those who have seen/read Watchmen...
1) If you beleive Ozymandias was a villain, do you beleive that he was evil? If you beleive he was evil, when did he cross the line?
If I reread it now, I would probably have a different reaction, but that's what I remember from when I first read it.
I like this thread, by the way. It's thought-provoking. -
That's just what I was thinking! A receptionist to handle tells and emails, a couple of accountants to manage market slots and fees and the different kinds of merits, a chauffeur so I won't need to use public transportation, a caddy to lug around salvage and enhancement drops, a motivational speaker to take care of all my inspiration needs... Sounds great!
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The last exploit I heard about (now closed) was high level masterminds taking high level pets into low level missions. If your pets are one-shotting everything in sight and you're getting full xp and ticket rewards... you might be an exploiter. If you level from 1-50 in a few hours... you might be an exploiter. If you are gaining rewards much faster than anyone else without any effort or risk... you might be an exploiter.
If you're not, then you don't need to worry about being slapped on the wrist like that. -
Quote:... the game will change over time.If you're going to buy a subscription to an online game, you should expect that
Blueside, I already had a 50. Redside I didn't. So I guess I should feel half slapped in the face and half elated. Actually, the way I see it, I'm gaining something redside but not losing anything blueside, so I come out ahead. -
I feel like I ought to post something but I just don't know what to say. If someone came here and asked how the fees worked, I'd be happy to explain it. But when people loudly proclaim how the fees work, and they're wrong, I'm just speechless.
There are no secrets where the fee is concerned. It's not as simple and straightforward as it could be, but it's not a secret. If you're not sure how the fees work (or even if you are sure, but you're still wrong) then all you have to do is pay attention to the numbers that display on your screen and do a little math. It should become apparent. -
I think it depends on how you measure it. By influence? Absolutely. Some people have billions, others have tens of millions, or sometimes even less if they haven't hit 50 yet.
If you measure the difference in terms of their set bonuses and enhancement values, then the gap gets smaller. Someone may have 10,000,000,000 inf more than I do, but they can't enhance the damage on their powers any more than I can, because of ED. They can get more recharge and global accuracy and defense, and I don't mean to suggest that those things are trivial, but it's not a factor of 100 million to 1.
If you measure the gap between haves and have-nots in terms of actual character performance, then that's even smaller, or at least more variable. A well enhanced character is not as effective as a well played character. The most important factor in a team's success is communication, not the recharge rate of the characters. There are builds that cost billions of inf that aren't very effective at all, because the players didn't know what they were doing when they planned the build, when they paid for it, or when they play it.
And when you measure the gap in terms of how much content people get to experience, or how much fun people have, then it pretty much vanishes. I don't know of any content that hasn't been done by a pick up group with SO's. Heck, being poorly enhanced can make the game more challenging and more exciting. You can't buy fun.
And there's another dimension to consider: time. Some people have a lot of time to put into the game. Some don't. There's not much the devs can do, and probably less that they should do, to stop the people who play the most from getting the most rewards out of the game.
In my limited MMO experience, people who play the most always have an advantage over people who play the least, but that advantage is smaller in this game than in any other MMO I've played. -
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If the collars on their ankles, wrists, and neck explode when they leave the Dims, and you can pull them up out of the Dims the way you can pull enemies into drones, then blowing up Ghouls will be the funnest mini-game ever.
EDIT: Oh, and did you notice one of them has plant stuff on his arms? Makes me think they're mutants or something. Maybe these are the many heroes who go missing after flunking out of flunky school. -
Quote:Usually when people talk about influence sinks, they mean that the influence actually leaves the economy. When you buy stuff on the market, 90% of what you spend goes into someone else's pocket. The money doesn't go away, it just goes around. The market fee is an inf sink, but that was only 250 million inf. The other 2,250,000,000 inf you spent is now being spent by other people.About a month ago I spent 2.5 billion outfitting my fire/kin. No influence sinks, huh?
Paying for a costume change? That's an inf sink. Buying SO's from an NPC? Inf sink. Both of those are pretty small, though. -
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I like it. Having so many recipes at 50 and so few at 30 is a problem. I wonder how some of the details would work.
Should it cost money to lower the level of an IO, or should you earn money as the level goes down, like you're extracting value?
What about enhancements that only exist within a certain level range? I assume they would still be bound by those levels.
Would people buy recipes in the 30's and then upgrade them as they leveled? If so, what effect would that have? Fewer transactions on the market? Less inf but more recipes? I'm not sure.
It might make sense that, to shift a recipe up in level, you need to use the same salvage as if you were crafting it over again.
Could you upgrade something from level 10 to 50 in one step? Or would you need to have each level be a separate crafting? Maybe 5 level steps?
Mostly unrelated, but SO's can be combined. We can't do that with IO's, but maybe we should be able to.
Hmm. It's hard to predict what effect this would have, but it would definitely give players more control and more choices, and that's appealing. The unpredictability might scare the devs, though. -
No more player to player inf transfers? What would happen to costume contests???
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I wouldn't bother with SO's or generic IO's at this point. I don't think you'll get enough benefit from them, compared to whatever you have slotted now, to be worth the time and expense.
If you want to keep playing the character, then the first thing you should do is review the IO sets and play around with Mids and seek advice on your archetype forums until you have a pretty good idea of what you want to do.
Pick one of the less expensive recipes in your set and buy more of them than you need. For example, suppose you decide that you want 2 Blessing of the Zephyr IO's. Put in a bid for 5 recipes at some reasonable price in the neighborhood of the last 5 (assuming the last 5 prices are spread out over multiple days). Wait for a while. Maybe a long while. Once you have all five, and the salvage, craft them all and slot 2. Sell the other 5 for a decent mark up.
Repeat.
The last time I outfitted a level 50, I didn't start with much more money than you have, but by the time I had him totally slotted with all the (non-purple) IO's I wanted, I had almost 100 million inf left over. That was more than I started with.
All it takes is patience, a bit of math, and some common sense. -
Right, so even if he can't find a way to set the mission (and I've seen bugs around that in the past) then he can just enter his own mission and that will make it the active mission for everyone on the team.
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The market favors the patient, whether they're buying or selling.
I have one character that I hardly ever log in. He has about 100 luck charms for sale, listed in increasing amounts from 50,000 to 10,000,000. None of the ones listed at 10m have ever sold and I doubt they ever will. The ones listed for 50k and 100k are always sold out when I check in on him. I think the highest priced Luck Charms I've ever sold were the 1,000,000 inf ones, and I only sold three of those, out of ten.
I can only assume that whoever bought them was grateful that I had listed them for that price, because at the moment they sold they must have been the cheapest Luck Charms on the market. If I hadn't listed them so high, then they would have sold out before that buyer had a chance to buy them, like the ones I had listed for 250k and 500k had. It was only because I was so patient and was willing to tie up one of my slots for so long that someone else was able to buy something that they were obviously desperate to get.
Of course, they probably didn't feel grateful at the time. They probably came in here foaming at the mouth and ranting and raving about how some jerk had jacked up the prices and forced him to buy them at an outrageous price.
I haven't logged that character in since weeks before the 2xp weekend. I wonder how many stacks I've sold since then? -
I was just wondering the other day when we'd see the follow up to this. It's always fun to hear your perspective on things. One thing I've noticed is that players and developers don't always have the same things in mind when they use the same words.
For example, when you talk about revamping a zone, you mean starting a brand new zone from scratch, with no connection to the old zone except the name. When players talk about revamping Dark Astoria, I don't think that's what we mean at all. The geography or geometry or whatever you call it is just fine. Dark Astoria is a very cool zone. The problem is that there isn't enough to do there. The only world building the zone needs is a first aid hospital wedged in by the front door.
What I mean when I talk about a Dark Astoria revamp, and I think most people would agree with me, is missions. Add a set of contacts with a connected set of stories, like in the Hollows and Striga and Croatoa. Have a special Dark Astoria task force. Add in an NPC to give repeating missions, and a trainer, and a vendor of some sort. Maybe a secret back door to the Midnight Club, just for fun and to make the zone more accessible. Maybe clone the zone so villains can access their own version of it, like you do with Ouroboros. The villains might enter through a hidden tunnel from a crypt or something, and the War Wall door to Talos would just be closed and inaccessible. They could have their own set of contacts and a new strike force. If anyone asks why the villains never see any heroes there, and vice versa, you just say "Well it's really foggy."
It would be minimal resources as far as the art department is concerned. Most of the work would be mission writing.