peterpeter

Multimedia Genius - 12/20/2011
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  1. Quote:
    Originally Posted by TopDoc View Post
    That's definitely a non-sustainable activity, given that Base Salvage doesn't drop anymore. It may work today, but it won't work for long.
    It doesn't work now. The price of brainstorms has gone way up. I can't find my old notes about prices, but AE tickets have brought down the average price of rare salvage and brainstorms and base salvage are slowly drying up. Oh well, it was just a thought.

    And hey, did someone say there was a tailor in the Vanguard base? I didn't know that!
  2. Quote:
    Originally Posted by Grouchybeast View Post
    For people who are going the DO/SO selling route: if you're willing to take the extra zoning time, you can get full price for them from the Vanguard Quartermaster in the RWZ.
    Good point. And you can get there from Atlas.

    Another possibility: I haven't looked at brainstorms for a long time. I wonder if you can still make a profit from converting those into rare salvage.
  3. Sometimes I send an email to myself, so the next time I log in that character I can get a reminder note of whatever I was in the middle of. Mostly I don't feel a need to keep track of anything.
  4. What would a level 1 character want with 2 million inf anyhow? Were they trying to buy rocket boots or something? They still won't be able to fly until 14, or at least 6. Every costume piece except rocket boots costs 100k or less. Often much much less. The last 5 prices on rocket boots right now vary from 150k to 2mill, but are mostly 1 mill. Buying them before you reach level 6 isn't much of a challenge.

    A level 1 character has two slots, four if you include brawl and sprint. The most expensive enhancements are healing and damage. A level 2 character gets 2 more slots, so that's six, and they can slot level 5 TO's. Six level 5 TO's cost, at most, 3000 inf. I think we've demonstrated that a level two character should be able to max out their enhancements with less than 30 minutes of vendoring.
  5. I like this challenge! I took a stab at it. Tutorial --> WW --> NPC. Repeat. I only made it to half a mill in half an hour.

    I thought I had a clever idea. I would buy up cheap accuracy and resistance inspirations, turn them into defense, breakfree, and rez insps and sell them for a profit. No dice. The bids don't fill quickly enough, and the slot crunch is too tight.

    Common IO recipes didn't help either. The bids took too long to fill.

    I made 50k selling rare set recipes at level 50, but I can only carry 6 of those at a time. The best I could manage was to buy SO's for about 3k and sell them for 10k+.

    It may be possible to make 2mill in 30 minutes purely through vendoring, but you'd need some remarkable luck. Maybe the AE method will work, but not for me. I suck at earning tickets. Someone could try crafting, but it will be hard. Fundamentally, the market rewards patience. It's hard to be patient in a hurry.
  6. Quote:
    Originally Posted by Johnny_Velocity View Post
    If you are using the tutorial for starting capital, it is worth it (for me) to use your auto mission complete on Coyote. It really speeds things up.
    And yes, it does work. I had a concept character once who never defeated an enemy at all, but became a millionaire at level 2. I just dropped every mission in the tutorial that required me to fight. There are, what, three? So a minimum of six days to get through the tutorial. Of course, the lack of slots and inventory makes earning money at low levels painful.What level was the character who was begging? I'd rather test with a character at the same level.

    It's easy to make a fortune in 30 minutes of game time if you spend two minutes shopping then log out for 24 hours, then log back in for two minutes of flipping. It's harder to do it all at once, in 30 minutes of real time.

    I'd probably head to SC and scan through all the mutation SO's, throwing down a lowball bid on everything listed for sale with no bids. You can carry ten enhancements at a time, and it's an easy hop from the Steel WW to the Mutation store. Tedious, but effective. Vendoring common IO recipes works well too, but you can't carry many at level 1 and it takes time for those bids to fill. Vendoring salvage is even more tedious.
  7. I agree with the problem. I'm not sure about the solution. Tweaking the numbers doesn't seem likely to matter. Stopping people from 1 starring an unplayable arc isn't helpful. Marking things as stale might be reasonable, though I'm not sure a flag based on republishing is a great idea.

    I think the whole search and rating thing is fundamentally problematic and needs a serious overhaul. I know it would be a ton of work, but I think it would be great to have features like:

    * bookmarks, so I can easily find favorite missions
    * Ability to share my list of favorites, possibly along with my comments on those favorites.
    * "people who liked this also liked..." feature
    * the initial list of missions should always be random
    * it should be easier to find missions which are truly level appropriate

    These ideas and many others have been posted many times, starting in beta before the MA was even released. I sincerely hope that it is something they are working on, but I have no grounds for hope.
  8. peterpeter

    Champions united

    Quote:
    FREE SPEECH CHANNEL. Leave the drama out
    Pick one.

    I'm grateful to Cobalt and the other mods on that channel for providing a useful venue for finding teams. An unmoderated channel is a great thing in many ways, but it's an ineffective tool for putting together task forces.
  9. peterpeter

    Hurray for AE

    I stumbled across this recently:

    Quote:
    "It's good to see you again, $HeroName. I'm afraid trouble is brewing. I have a report that some people were dragged into the sewers by the Vahzilok. You'd better rescue them before something terrible happens to them."

    -- Door Mission, Sewers --
    You progress as usual until you get to the first captive. Rather than being a civilian, it's a member of the Outcast gang. Just like in the street encounters, once you initiate combat the Vahzilok and the Outcast will all attack you. The final hostage, however, acts like normal: he can't be attacked and doesn't fight. He just thanks you and gives you a clue:

    "I never thought I'd be glad to see one of you jerks! But I saw what they did to Zapper. Nobody ought to die like that! It was the one they call Sawbones that did it. You'd better keep out of the way, hero. The Outcast are going to even the score!"
    Nothing special, except that this text (and a fair bit more that I didn't bother copying and pasting) comes from a text file I created in December 2004. Five years ago I was writing down ideas for CoH missions.

    I know the AE has some problems, but I still think it's one of the coolest things the devs have ever done and I'm very glad to have it in the game.
  10. I haven't had much time to play lately, but I did pick up a few bronze rolls yesterday and scored a Karma -KB recipe.

    My two cents on the disposition of drops: if it has 1+ for sale and 0 bids, I'm going to delete it. If it has 1+ bids and 0 for sale, I'm going to sell it. Take this karma recipe for example: 0 for sale, 28 bids. I'm going to list it for slightly more than the highest price in the last five, on the grounds that every other recipe must have been underpriced or else the supply wouldn't be 0.

    Every other drop I've gotten so far I've deleted, I think. For the time being I'm locked at level 15, by the way.
  11. I agree that having a social network makes a big difference, in this game, in other games, and in many aspects of life. I also think that the barriers preventing people from getting "inside" the social network are like one-way glass. From the outside, you can't see a way to get in. From the inside, you can't see that there is a barrier.
  12. Right now I'm torn between mace and DM, I think. Mace has a lot of AoE, which spreads the punchvoke around, but DM does have some nice utility powers, like the self-heal. All the knockaround from mace might be just as good a mitigation as a self-heal, though, and it helps everyone, not just me. Hmmmmm....
  13. One downside to creating new zones is that you further divide the player population, increasing the perception that the servers are empty.

    They could have a player AE contest to generate a lot of the missions. Although that would really raise the ire of people who already feel like the AE is an excuse for the devs to foist their job off on the players. Wouldn't bother me, though!

    Cloning zones is interesting. What if they cloned Dark Astoria and made the new version villain only. The "story" explanation would be that it's foggy, and you never see anyone from the other faction even though it is the same place. The fact that it's actually two different zones would be a mechanical thing, invisible to the characters, just like the characters aren't aware of the fact that stores are located underneath the zones they're located in.

    If villains get too close to the hero entrance, the police drones could zap them back to the villain entrance or something. The villain entrance could be on the opposite side of the zone, hidden in a crypt, linked to a magical gateway or something.

    Each version of Dark Astoria would be the same except for contacts which give out faction specific missions. Heroes try to save the world. Villains try to acquire ultimate power over the universe or something. Of course, that leads to a problem inherent in villain content. When heroes succeed, they maintain the status quo. When villains succeed, they change the world.
  14. I think I'm sold on invuln. I was never fond of the graphics on unyielding, but now I can turn them off. And it sounds like I'll be able to tank everything I need to, especially if I throw a little money into the build.

    Now... what about a secondary? It looks like ice can lock down a sapper with one touch, not that sappers often live more than a nanosecond against a good team anyhow. Battle Axe and War Mace have choppy smashy fun built in. I haven't heard good things about energy lately. Fire could be fun. Super Strength is classic. Any advice? Again, damage is a secondary concern. Holding aggro and surviving aggro take precedence, so the knockdowns in axe and mace might be handy.
  15. It's funny how people are so much louder when they complain about nerfs then when they are happy about buffs. I remember hearing all the complaints when invuln was nerfed, but I don't remember hearing anything about the buffs. Or maybe that says more about my memory.

    Anyhow, I have a level 1 invuln/mace tank languishing somewhere. I seem to recall that mace was buffed as well. Do those two sets play nicely together? Invuln is weak to psychic attacks, as I recall. And if invuln benefits from being in a crowd, then how well can it handle AV's?

    I have no idea what my teammates will be playing.

    Electric/stone sounds interesting. /stone has problems with recharge and endurance, and electric helps with both of those, right?
  16. I'm planning to roll a new tank in the new year. I have very little experience with the AT. I'm wondering what powersets would suit me best. I plan to play as the lead tank for a static group, so I'll never be solo. I don't plan to neglect my secondary, but I don't need to be a major damage dealer either. I do need to be able to take the alpha, pull aggro, and survive. Some of that will be skill of course, but I'd like powersets that support that job, not make it more challenging.

    I'm not worried about the toughest stuff in the game, like the STF, but I would like to be able to survive most anything that gets thrown at me on the way to 50. I know every tank has some kryptonite, but I'd like mine to be manageable. I don't want to turn into a squishy for an entire task force because we're going up against a faction that I just can't handle.

    I was thinking about fire/dark, because I like the idea of the double self heals and double endurance recovery powers, but fire seems less durable than most and the extra damage isn't a good trade-off for me.

    Shield/Electric looks fun. I have an electric/shield scrapper on test. Lightning rod is a good way to tell the team which mob you're attacking next! In fact, I was thinking of recreating that character on live as a scrapper or brute when GR arrives, so I'm not sure that I want to use those powers for my tank.

    I've already played a DA scrapper to 50 and I'd like to try something new. I'm not sure I can stand the speed of a stone tank. I'm also underwhelmed by the graphics. I've heard that willpower has trouble holding aggro, and invuln isn't what it used to be. Ice doesn't really excite me, but I'm willing to be persuaded. I don't know anything about electric armor.

    Thank you for your advice!
  17. Quote:
    Originally Posted by Catwhoorg View Post
    Im listening to the podcasts from Herocon today (http://www.cityofheroes.com/media_an.../podcasts.html).

    A recurring comment so far has been a zone revamp done properly takes as much effort as a new zone.

    The Devs lean towards adding new, rather than replacing.
    I think this is one of those times when the devs and the players use the same word to mean different things. When the devs hear "revamp" they think "delete the entire zone and build an entirely new zone from scratch, keeping nothing but the name." When the players use the word revamp, I think most of us mean something more like "add new missions to a zone so we have something fun to do when we go there."

    I know I'd be thrilled if they dropped a few contacts into Dark Astoria with Faultline style missions arcs, capped off by a nice task force. Maybe they could squeeze in a field hospital and a contact who gives repeating random missions, like they did with the Hollows mini-vamp.

    On the other hand, it would be entertaining if they skipped the hospital and put in a zone-wide prison, like the prisons in certain CoT and Council missions. If you die anywhere in the zone or in any mission in the zone and hit the hospital button, then you wake up in the middle of a BP ritual with a shaman ready to steal your soul.
  18. Quote:
    Originally Posted by Memphis_Bill View Post
    Keep enjoying.

    They're color coded.
    Yes, but the endurance reduction and endurance modification are just different shades of blue, and the defense and defense debuff and damage resistance are all shades of purple. In other words, yes, I have made the same mistake. I think we all have at one time or another. For a long while I would only make characters with a mutant origin, because those were the only enhancement names I could figure out and remember. These days I only use invention origin enhancements, so it's not nearly so much of a problem.
  19. peterpeter

    Hero MM?

    I have a stalker who is an avenging undead spirit. He's a villain because he kills pretty much everything he comes across, but I can see how he might gradually come to realize that he really only wants to kill the people responsible for his death. He's a stalker, but the same character concept could work as a necro mastermind, if he brought along a few undead friends.

    Oooh, the main character in Neil Gaiman's Graveyard Book is sort of a necro master mind! Kind of. He's very nice, and it's not at all his fault that he can talk to the dead. They are very nice people, even if they are dead, and of course they want to help him, and to keep him safe from the bad people.

    The movie Ghost? The dead person is the good guy, trying to protect the woman he loves and get justice for his murder. Whoopi Goldberg isn't in charge of him, but she could still be a mastermind character. I have a mercenary mastermind who is actually a prisoner of the mercenaries. He's a science nerd, and they force him to develop weapons and traps for them. A necro mastermind could be a medium who is forced by the spirits she communicates with to facilitate their quest for justice against the criminals who killed them.
  20. Quote:
    Originally Posted by WittyLibrarian View Post
    Who is planning what for 2010? And where?

    Me: another attempt at the A+ Cert exam in January. MegaCon in Orlando in March. After that, it's all job hunting. I might put my name in as a write-in candidate for Congress maybe. My campaign slogan? "I NEED THE JOB!"
    I like that slogan! I'd vote for you.
  21. peterpeter

    Frankenslotting?

    Quote:
    Originally Posted by Fulmens View Post
    It shows up to me... weird.
    Me too.

    Oh, and one of the main benefits of frankenslotting is that it's so cheap. Most people buy IO's for the set bonuses, so the IO's that don't have good set bonuses tend to be less expensive. You can often buy IO's for less than you would spend on SO's, but get much better numbers in your powers.
  22. Yeah, it's a fine suggestion. I'm sure someone would complain that they had done it by accident, but I agree it would be a nice option.
  23. Quote:
    Originally Posted by Catwhoorg View Post
    Pool Bs certainly aren't hot button items for sure.
    AF's suggested method would lead to more of them at 50, as they drop at the characters natural level, so I was including the comment more for consistency than any expectation people will be getting rich off of them.
    So A's and C's are really the goal? I won't get A's directly by running AE content, but I can with bronze rolls, right? I got half a dozen of those last time I was on, but no one wanted them. Literally. There were 25+ for sale and 0 bids on every recipe I had. Blueside, level 15. I could save up for gold rolls, but I need a better AE mission first.

    There is something to be said for using purpled out level 50's in low level Ouro content. The A's would be set to the level fo the enemies we defeat, right? And we could use merits to buy level-specific recipes instead of random rolls. It might be more efficient than trying to earn merits on level locked characters.

    Or maybe I was just having a very bad day on my frosty little blaster.
  24. Quote:
    Originally Posted by Catwhoorg View Post
    That works at getting Pool A stuff on the market.

    It does nothing for the Pool B or C. Hence the level locking concept and random rolling Pool Cs
    Does anyone want pool B's? I've lost track of the pools, but back when I knew what belonged where, pool B's were all vendor bait.

    My experiment with tickets is not going well so far.
  25. Quote:
    Originally Posted by Moderator 08 View Post
    Accelerate Metabolism stacked 8 times renders all problems obsolete. + damage + rech + end.

    If you can hit, you can kill.
    This sounds like the voice of experience.

    I was on the fire/rad team Honcho is talking about. I think the Clockwork King caused some trouble, but a lot of encounters were just silly easy. On the other hand, that's true of a lot of stacked defender teams: the Green Machine and the Pinball Wizards spring to mind. (All empaths, and all kinetics).

    Personally, I'm planning to take my old Luck Charm character and freeze him at 15. I'm not sure how best to get merits at that level, though. Maybe I could hang out in the AE and go for tickets instead.