peterpeter

Multimedia Genius - 12/20/2011
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  1. Quote:
    Originally Posted by Postagulous View Post
    I guess I'm not clervoiant...or...able to locate virtual locations by seeing no visual cues. Just seemed the camera was facing north at midday in SC.
    That's... oddly specific. Also, the nav bar says Steel Canyon, but only because that's where Montague is.

    Oh, and congratulations to the OP. Um, the card might arrive postage due, but that shouldn't be a problem for you.
  2. I'd like to see more Shadow Shard too. One thing I'd like is to pull the minimum number for the task forces down to 5 or 6, and the total duration down to a couple of hours.

    As for the hero vs villain piece, I'd vote for doing it like Ouroboros. Both factions can get in and walk around and get missions, but they never see each other. It's not coop or pvp. It's just two instances of the same zone. The SS is much bigger, of course, but I'd rather see the zone split that way than have hovering stalkers AS me mid-jump, or have yet another "the world is in so much danger that we all have to work together" storyline. Although, technically, it is. If we are going to do that, it would be nice to do it in a more interesting way. Maybe give heroes and villains different mission briefings and slightly different goals even when they're on the same team, but that gets much more complicated.
  3. Quote:
    Originally Posted by Thunderforce View Post
    marketers are eager to find some nut who thinks they regularly drop-kick baby pandas down the stairs
    Which is easy to do. Finding such people, I mean, not the drop-kicking. Baby pandas are too squirmy to kick easily; they tend to get lopsided and go off the side of your foot. But it's very easy to find people whose definition of flipping is:

    1. Kill and eat puppy dogs.
    2. ?
    3. Profit at the expense of casual players!

    And those people hate marketeers and the market and everyone and everything nearby. And that is the original point of this thread.

    Quote:
    Take common salvage. I figure five [1] times as much common salvage drops as anyone actually uses for crafting stuff.
    I realize this is just a ballpark figure, but I think it's more than ballpark wrong if you don't look at tiers, or even specific salvage. Just about every luck charm and spell scroll and clockwork winder gets used for crafting, and if more dropped then those would be used as well. For kinetic weapons and mathematic proofs and rubies there might be 500 drops for every 1 that is crafted into an IO. The rest are vendored or deleted or used for base stuff or something. Or they just pile up.

    Right now I'm seeing 9,324 demonic threat reports for sale and not one single bid. That's a huge pile of unwanted salvage. If you want one, or a hundred, or a thousand of them... come and get them. If you want a circuit board, then you have to stand in line with all of the other people who want to craft level 35 recharge reduction IO's. Right at the moment, those enhancements are selling for 500,000 inf. And the salvage is only 11,000 inf? It would be a bargain at 10 times the price.

    Sure, maybe there is one guy who thinks he's George Soros and he buys up everything you need for crafting just before you buy it. Or maybe there are 1,000 people who want to craft the same thing you do, but they go to the market just before you did.

    Think of it this way. 1 seller shows up at the market. 1 buyer shows up at the market. They make a deal. But it's like flipping coins - it doesn't alternate between heads and tails. Sometimes you get three heads in a row. That's like having three sellers show up in a row. When a buyer comes along, prices will be low. But then you might get five tails in a row. Now you have buyers standing around waiting for something to buy. Prices go up.

    Flip a coin a thousand times and see what the longest streak is of both heads and tails. That's how far up and down the price will go during an average day of buyers and sellers randomly walking into WW.


    (I don't actually know how many transactions take place per day per item on the market, but the last 5 sales of circuit boards fit into a 2 minute time frame. Let's suppose we get only 1 sale per minute around the clock. There are 1,440 minutes in a day. That's a lot of transactions, with a lot of room for things to go up or down.)
  4. I don't know if you already knew this, but clicking on the description of the error it will take you to the place where the error is happening.
  5. There are other advantages to door missions as well: pool B recipe drops, merits for story arcs, and the bonus drops certain day jobs give you for completing a mission.

    Any extra info for fighting on the street would be inflationary, which I don't think is what the game needs right now. I don't see any harm in cutting debt in half, so it doesn't matter where you're defeated. I don't think many people notice or care about the difference, but that would make it more equitable.

    I think it would be fun if, once in a while, you'd see a few police cars rush down the street, sirens blaring. If you followed them, they'd be outside a shop, forming a perimeter and yelling "Come out with your hands up!" You could go in, find a small store map full of bad guys, and defeat them. Of course, you'd need to worry about the spawn camping issues other games have.

    The problem with all of these ideas is that people would get bored pretty quickly if there isn't an ongoing reward. That's the problem with all these zone events where the only reward is a badge. Once you have the badge, there's no reason to do it again unless it's really super-fun. You need to find a way to provide some special reward without leading people to just endlessly farm and exploit whatever it is to the exclusion of all other content.
  6. I just remembered, I've been meaning to post these...

    Sister Flame in action!



    Five stars from Mondayman!

  7. Quote:
    Originally Posted by gec72 View Post
    Lunch With a Dev.

    Well, that or a very expensive in-game social function.

    edit: heck, you could even RP it as a charity ball to benefit...I don't know, families of lost heroes or something.
    That's a fun idea. Like a $10,000/plate charity dinner. Sadly, I think there would be too many people complaining that they can't afford it and that it isn't fair.

    What about a lottery? Has that idea come up already? 10,000 people buy tickets for 10k inf each. That's 100,000,000 inf in the kitty, but the prize could be a mere 50,000,000 inf. The lottery tickets could be a fixed price item in WW. Of course, that might run into the online gambling restrictions.

    What about reverse RMT? That might be a terrible idea - letting people buy subscription time for inf. I think Eve does that, don't they? The booster packs could be sold the same way.

    The best idea I've heard yet is letting people use inf to buy billboard space using that advertising system we have. It's certainly not being used for actual advertising, and they originally said that player-made billboards could appear sometimes. It would be a great way to promote events and AE arcs and the like.

    Higher crafting costs for purples would have an impact, but probably wouldn't spark too much outrage. Nobody wants to be nickel and dimed with little fees on everything, though.
  8. Underused? I nominate Doctor Null, Positron's colleague turned arch-enemy from the CoH novel.
  9. Quote:
    Originally Posted by Sardan View Post
    The OP has a PvP IO he wants to sell for 2 billion. So he's going to go from not-rich to inf-capped, and now wants to see how he can leverage that money.
    Ah, I see. I thought I was missing something.

    I don't think I can add much. Whenever I want to buy something, I buy multiples and sell the extras. As long as I buy patiently and sell patiently, I come out ahead.
  10. I've been on the forums for almost six years now and I still haven't posted enough to be in the Forum Cartel. Humph! So I'm just going to go ahead and triple post here.

    Actually, what I wanted to mention was that there's an important bit of data that I don't have but the devs should. How much inf do you earn as you level up, ignoring the market?

    Take all the inf from defeats, add in all the NPC value of all the drops you'd get on average, and what does that come to? Then figure how much people need to buy DO's, SO's, etc. I'm guessing that people earn way more than needed. Heck, since long before Inventions were added, any character over level 30 was absurdly wealthy. When they added invention drops, they reduced enhancement drops (TO's, DO's, SO's). I think that, despite that, the actual take home pay of most characters went up significantly, even before market sales.

    At any rate, those are numbers which the devs should be able to get. Yes, it varies depending on who you fight and how much you team, but still, they should be able to get an approximate range. If people can easily earn far more than they need for SO's, then a reduction in earning seems reasonable.
  11. Quote:
    Originally Posted by Adeon Hawkwood View Post
    There are a handful of IOs that sell in the 2billino plus range
    Okay, I've decided I like the word billino better than billion. From now on, I want the inf cap to be 2 billino inf.
  12. They could also have special event inf sinks. I think the first thing they need to do is change the rate at which inf is generated. But even if you do that, you have a bunch of inf in the system that needs to be yanked out. Rather than add a permanent inf sink, which might start to look cruelly expensive after everyone becomes impoverished, you could have a one-time-only inf sink that may or may not reappear the next year.

    Imagine a store that sells fireworks for inf, but only in the first week of July. How much inf would that suck out of the system? If needed, you could reopen that store in December, for a New Year's celebration. If the amount of inf in the system goes down, you can adjust the fireworks prices downward.

    A costume shop that sells the Halloween temp powers during October? You could trick or treat for them or just buy them, your choice. Either way, they would expire at the same time.
  13. You already have 2 bill inf and you're trying to get into the market scene?
  14. If the goal is to lower prices, and if they are happy with the drop rates and the overall supply of goods, then the change would have to impact the supply of inf.

    I doubt if they will delete inf. That would feel like they were robbing their own customers, and I don't think they'd want to do that. Maybe they would delete inf on inactive accounts, but that wouldn't have any immediate impact and it would be a significant change in policy for them. They could bring back the 60 day rule, but I hope they don't.

    I think the best way to get rid of influence is to give people something to spend it on. Like Neuronia said, make it possible to convert inf to merits, AE tickets, vanguard merits, whatever. Add special prestige items that can be bought with silly amounts of influence that don't effect gameplay. Have an Inf Cap costume part that costs 2 bill inf. Have an "I've Got More Money Than Brains" badge that costs a fortune. Anything to make the inf go away.

    Of course, that will only work if it's coupled with some nerfs that reduce the amount of inf coming into the game: reduce the amount of inf earned per defeat, and reduce the NPC value of IO recipes. Of course, they have to be careful to avoid a scenario where people are unable to afford SO's.

    If I had to guess, I'd say that the devs miscalculated the value of high level common IO recipe drops. They're worth far more than SO's, and AFAIK most people sell them instead of use them because of the way crafting works.
  15. The Tunnels aren't a mission map, that's a whole zone. I'm pretty sure there is nothing that big in the AE. I assume there are maps of those tunnels, but they're just the ones used in missions. Even set to the biggest size, they won't be as big as a zone.
  16. Quote:
    Originally Posted by CoX_Junkie View Post
    That was my reaction to it as well. Granted not sure what power Castle wields when it comes to the Markets.
    Synapse is in charge of rewards, but I don't remember any dev being flagged as having responsibility for the market. I'm not sure any dev "owns" it, which means the opinion of someone like Castle is going to carry a lot of weight. If he thinks the market is horribly broken, them I'm suddenly afraid that it's going to be horribly fixed.

    When he talks about rampant inflation, does he just mean PvP recipes? Because a lot of salvage prices are about the same as they were a month after I9 launched. The big ticket stuff is mostly cheaper now, and only the low level salvage has really gone up. And I'm pretty sure that's a direct result of changes they made to shorten the time people spend in the low levels.

    Some recipe prices are very high, but a ton of recipes are free for the taking. If they want the prices of Numinas and Zephyrs and the like to go down, then the devs can easily lower the price in AE tickets or Merits. If the devs are going to set a high price, then they can hardly blame the players for doing the same.

    I looked at an old spreadsheet I had of Armageddon prices, and they look to be 6-10 times higher now. That's a big difference. Does Castle dislike that? If they didn't want purple prices to go up, why did they introduce the AE and then block anyone from getting purples if they use it?

    I just don't know what to make of it.
  17. We can argue all we want about what we think of the market. And we do. And it's not that interesting. But this is the first time in a very long time that I've seen a dev comment on the market and frankly it's boggling my mind more than a little. I can't even decide if he's being sarcastic. When is the last time a dev described something as "horribly broken"? And what did they do to it afterwards???
  18. Quote:
    Originally Posted by Heraclea View Post

    People confronting the markets here for the first time come with expectations shaped by the things that inf can purchase in game. The costliest things that can be bought at fixed prices with inf are level 50 Damage and Heal enhancements: each cost 60,000 inf a piece. Technically, SG prestige can be bought at a rate of 2000 prestige per million inf, but even that makes one prestige point worth 500 inf. An awaken costs a whopping 150 inf; all the rest are 50.
    In other words, everything that could be bought before I9 is effectively free now as long as you sell your drops on the market. It's a question of perspective.
  19. Zombies hit hard but they may be the stupidest enemy in the game. If you don't see any actual humans around (reapers, mortificators) then it should be easy to pull one zombie away from the others, beat it to a pulp, and then pull one more.

    The mortificators can resurrect the zombies. There's no point in killing a lot of zombies if a mort is still alive. Kill the mort first.

    The embalmed cadavers go boom. That hurts. You can interrupt their self destruct sequence if you hit them, but that's risky. If you miss, especially with a scrapper, then you'll get a face full of boom. It might be better to walk up to them, say hello, wait for them to start their trembly countdown, then run away. They'll blow up, saving you the trouble of punching them.

    You can also drop a mission once every three days by talking to the contact who gave you the mission.

    Inspirations can also be helpful, though you can't carry many at low levels.

    Good luck!
  20. [posts **** for 111,999 inf]
  21. Quote:
    Re: Are we that hated?
    Yes.

    I suppose it should be a badge of honor to be hated by stupid people, but I just find it depressing. I don't expect people to know much about economics, especially if they're only in high school, but so many of the anti-market posts are self-contradictory, illogical, and easily disproven. I used to try to help people, but now I mostly avoid the Market forums. It's just so sad. CoH is only a game, but economics is real. If people can be so confused about the market in a game, then they must be completely helpless when faced with things like their 401(k) plan. Not being able to afford purple recipes is annoying. Not being able to afford retirement, that's tragic.
  22. Quote:
    Originally Posted by F_M_J View Post
    Use comon sense...
    This thread is going to be so much fun to re-read in about three weeks.
  23. Here's a question I haven't seen asked before (though I may have missed it): how will these new "moral compass" arcs work if you're on a team? Is the team leader the only one who gets to make choices? Is the team leader the only one whose compass changes direction?
  24. Quote:
    Originally Posted by Heraclea View Post

    The order things are added seems to be important as well. I always set the required encounters first, and then add details like side encounters and patrols.
    I just discovered today that you can rearrange the order of mission objectives by dragging and dropping them. I don't know if that matters, but I thought it was interesting. I hadn't known that was possible.
  25. For future reference, you can also talk to a contact again and tell them you want to drop the mission. You can only do that once every three days, but it will auto-complete the mission with no penalty.