seebs

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  1. I totally thought I asked, but I guess not:

    Does fast snipe on the Beam Rifle snipe still have the 100% chance to spread disintegration? Because that 100% chance was REALLY nice.
  2. Quote:
    Originally Posted by El__D View Post
    The Superpacks have a set cost, of which you will always receive a group of items for that are worth that much. Let me restate - The items you get in a Superpack are, monetarily, the value of the points you are paying for them. You always get your amount of points worth of 'stuff' when a pack is purchased (actually, you get quite a lot more than that, given that if you bought the items from any one Superpack individually from the Store, it'd cost a lot more than 80 Paragon Points).

    There is literally no chance at all of spending money and gaining nothing, like actual gambling.

    I understand that people might feel slighted about the 'chance' aspects for items they'd rather get and that the personal value of the various items will vary from person to person. However, while that might influence personal decisions to purchase the packs, the fact remains that the Packs are not, money-wise, gambling.
    I think you are ignoring a very large and real category of gambling, which is gambling where you always get something but it may not be worth much. Imagine if you will a deal wherein you spend a dollar and in return you ALWAYS get a ticket. Tickets are worth a dollar. Tickets don't actually do much, but each ticket has a number on it. Later, they generate a random number, and if you hold a ticket with that number on it, you get a car.

    Is this not gambling? Because it sure sounds like gambling to me.

    And if you change it so if you don't get a car, you get a lovely ball-point pen, I don't think that changes it enough to change the essence of the game. You are paying money to play a game of chance, where some outcomes are more valuable to you than others. That's gambling.

    The key here is that, just as no one really believes that it is the ticket, rather than the chance at the car, that is "worth" $1 or $10 or whatever, it turns out that, no, the stuff you get from a super pack may not be worth the cost of the pack monetarily. Because "worth $N" is not an absolute term unless we're talking about money. Anything else, "worth $N" is a matter of how much it's worth to a given person.

    Imagine that Paragon were to add a new item to the market. It's the Invisible Flea companion pet, and it gives you a power which does not actually do anything at all, and it is sold for 3,200 points. Now imagine a Stupendous Pack, which has a 50% chance of giving you a 10-slot enhancement storage increase, and a 50% chance of giving you an Invisible Flea. If we are to accept your argument in terms of point values, the Stupendous Pack is worth on average 2,400 points, and certainly if you spend 1,600 points on it, you are guaranteed to get at least as much value as you paid.

    And yet, somehow, I don't think people would generally agree. That ncsoft charges 3,200 points for the Invisible Flea does not mean that it is worth that to a given customer.
  3. Quote:
    Originally Posted by Reppu View Post
    Any proof of your claim? The burden of proof is on both of us. All I can go by is Paragon's open statement of the extreme success of the Super Packs, so much they designed a second round of them instead of dropping them dead. We were openly told they were successful during the... Pummit, I believe? Or one of the live streams.
    "More bought them than not" is a pretty huge claim, though. What percentage of players buy anything from the market? What percentage buy anything in any given month?

    If the claim is "more than 50% of all accounts which can log in bought at least one super pack", I'm pretty sure the answer is no. If it's just "more than 50% of accounts which have logged in since super packs went live bought at least one", I can't tell, but I would have thought that "successful" would be in the 5-10% range.

    Let's say CoH has roughly 200k players right now who are meaningfully active. A 400-point item is roughly $5 of income for Paragon. So if 20k users bought that, that'd be $100k of income for them. I am pretty sure that the cost of developing a costume set is WAY lower than $100k. So I would regard 10% sales as hugely successful.

    50%? 50% is insane.
  4. Quote:
    Originally Posted by Zwillinger View Post
    I get not wanting to spend money for the chance at an item. I'm not going to argue about whether or not this should be considered gambling as I believe it's all a matter of personal perspective and the value that you personally place on the items that are included in Super Packs. If you're only after specific items and only place value on said things, I can understand how you would feel adverse towards the packs.
    It's worse than that.

    The packs can give me things that I would find upsetting. See. I have a sort of hoarding instinct problem. And long story short, I find it upsetting to have a thing that's like a resource, but cannot be replaced through play. Because I can't use them because I might need them more later, and there's no way to generate new ones. So basically the untradeable stuff that cannot be created through play becomes a permanent unusable thing taking up space. And I find that upsetting. Essentially, those things have negative value to me. (In terms of "makes me happy or sad", and really, what other standard is there?)

    So there is no way I will ever get a super pack.

    I recognize the benefits of them existing, I just wish there were a way for me to get the stuff I want that didn't rely on them -- but obviously, a large part of their appeal is stuff that can only be gotten through them.
  5. Barely a year and a half after someone pointed out that you could stack the huge defiance buff from a gun drone on another gun drone, I've updated to point out that this is possible, and no longer matters because gun drone's defiance bonus has decreased from 39.6% to 6.6%. Also put in some notes about the i24 changes.
  6. Huh. I usually just bid 1234567 on all the teens and forget about it, a while later I have a few kismets which I sell off for 10-20M and forget about it.
  7. Quote:
    Originally Posted by Cheetatron View Post
    I traded in A Merits and Astrals for like 5 kismets a while before converters each one got me 100 mil with this insta snipe bizness I can se it going up
    100mil?

    Wow.

    I put Kismet 6% on pretty much all my characters, and I usually expect to pay maybe 1M for the recipe.
  8. I have been unable to figure out the rules for when these show up. I found a thread claiming it was every month on your billing date, but it's not; I have two accounts, and they get their monthly points on different days but both get their token on the same day.
  9. I saw someone do nrg/ff corruptor or defender with yellow coloration, it was pretty good.
  10. Quote:
    Originally Posted by Fuegocito View Post
    I'm kinda sad to say, but the only one I may be addicted to is /Devices from blaster secondary. Yes, yes I know that it is severely underpowered, but since the rest of the blaster secondaries are so melee oriented, I just can't bring myself to take them. I just don't feel that melee is the place for guys that use range to the enemy as a defense. Likely a failing on my part, but thats how I feel. That and I like the stealth and targeting drone I get from the set A LOT. And, hey maybe they'll buff the set someday soon (tm) and I will feel vindicated . . . yeah some day soon . . . yeah . . . <sigh>

    Fuegocito
    I really do love /dev. Power isn't everything; /dev is a ton of fun to play, and appears to be getting better shortly.
  11. Quote:
    Originally Posted by Arbiter Hawk View Post
    I started writing up a post, but I want to make sure I get all the numbers right and it's going to take me more time than I have tonight. That said, I'm headed home now - this thread has been a really fun community experiment, so maybe we'll pick it back up or do something like it again in the future. Thanks to those who asked questions I could answer, and may you all have a wonderful weekend in Paragon City or a truly treacherous weekend in the Rogue Isles, depending on your preference.
    I am concerned that your no-longer-red name means we'll never find out. :P

    Edit: Huh, red again now. It was just showing as normal VIP color.
  12. I generally regard the Kismet as Just Plain Awesome for all characters. I don't think I've gone past about level 20 without one in ages.
  13. seebs

    Am I poor now?

    My impression is that in CoH, the basic monetary unit is the inf cap.

    That said, you don't really need that much. I just spent a bunch of idle time IOing out a mid-level brute to improve performance a bit (and free up a slot by improving bonuses in other ways), and my net expenditure appears to be about negative two hundred million.
  14. Quote:
    Originally Posted by Wonderslug View Post
    He's implying that Calibrated Accuracy's stupid, unusably huge overabundance of accuracy, for powers that already have boosted accuracy, continues to be stupid and has, in fact, found a new and exciting way to fail to be any use whatsoever.

    So I think he understands that fine.
    ohhh!

    I had not understood that joke. I think because I had no idea what those enhancements had for mods. Because I knew it was a Snipe set, and therefore almost certainly useless.
  15. Quote:
    Originally Posted by PrincessDarkstar View Post
    I think the quote was 'any toggle to do with survivability will no longer be supressed' or words to that effect.

    I wonder if that is across all AT's? And if it would include debuffs like Darkest Night.
    I thought it was that the survival aspects of the toggle wouldn't suppress.

    So if you had an aura that did damage and added regen, you'd keep regen but not the damage while mezzed.
  16. Quote:
    Originally Posted by Fulmens View Post
    If you're drowning and someone throws you a life preserver and you don't grab it, it's hard to make a case they didn't try to make things better for you.
    *ahem*

    Oh, sure, that might have made things better for people who haven't got their pride, but let me tell you, it doesn't do me any good. And you should have known that. Your failure to offer me retroactive swimming lessons is a slap in the face.
  17. If you are not attacking a single tough target against which you want maximal sustained damage over a longish period, your attack chain is situational. I assume people don't tell scrappers that because of scrapperlock; it's good enough to have them pushing more than one button.

    Seriously, if you are using a fixed rotation, you are almost certainly doing less well than someone who is taking circumstances into account. You will be facing a target that you can massively overkill with a 2-second attack, or kill adequately with a 1-second attack, and if you use the 2-second attack because it's in the rotation, you are wasting time before you get to the next target.
  18. Couple questions:

    1. 22% to-hit-bonuses, or +22% to-hit? Which is to say: Do -tohit penalties count against the snipe bonus effect? Because if they do, they will make this a lot more complicated.
    2. Maybe a solution of sorts could be to give blasters a couple-few percent inherent +to-hit, to make up for the lower tactics number, so that slotted tactics + kismet = 22%, or thereabouts.
  19. I am pretty enthused. Two of my oldest characters are /dev blasters, although only one has a snipe.

    But both will really, really, like the improvement to cloaking device.
  20. There is a definite distinction between "unfair" and "hard". I don't object to things being hard, even really hard; I do object to "unfair".

    I'm not sure exactly how I would define the boundary, but I think the key is, it's not the same thing as difficulty or chance of failure. A mission which is really tough, and where I would typically be able to complete it 50% of the time is unusually hard for an MMO, but it's not necessarily unfair. A mission which is cakewalk easy, except there's a 10% chance of being automatically killed without any chance to react or do something about it, is not nearly as "hard" -- but it's unfair.

    I do think the tendency for absolutely all ambushes to ignore hide is "unfair" -- it violates the character premise. The game offers me a chance to play a character who picks when to fight, and then says "oh, but you don't actually get a vote in that in these missions". I would have similar feelings about, say, mobs who were completely immune to controls when playing a controller. Or if I were playing a scrapper, I'd feel that way about mobs that were somehow able to guarantee that they were always out of melee range; not just able to get out sometimes, but who could not be contained, or taunted, or anything, and were never in melee range. That wouldn't be fun anymore.

    I generally figure that I come into a mission, or the game, with a baseline notion of what the terms of engagement are. Missions which violate those terms are not a fun break in routine; they're just cheating.

    Imagine, if you will, that we were talking about PvP, and some players had cheats that let them break the rules. Would people be talking about how awesome it is that the game had this kind of variety, or would they just complain that it was cheating? I'd guess the latter.

    I recognize that there are often alternative tools available to make it at least possible to beat these, but after stalking my way through Praetoria, and spending 5-10 minutes of many missions just hanging out near a corner waiting for the five or six ambushes to all wander through, then a couple more minutes waiting to be sure they were done... Yeah, that wasn't actually fun, it was just annoying. Timed glowy-hunt mission with insanely huge waves of ambushes if you aren't fast enough? Nope, not actually fun, because "random item that could be anywhere from here to three map changes from here" is not a fair puzzle; I think it should be at least in principle consistently possible to succeed with skilled play.

    CoH is hardly the only offender here, but I think it sort of stands out for two reasons:
    1. Lots of very erratic mechanics and quirks due to engine limitations.
    2. Baseline experience is so very easy to begin with.
  21. No more than I'd regret time spent on crossword puzzles, out playing frisbee with friends, or anything else.
  22. Quote:
    Originally Posted by St_Angelius View Post
    Actually, it's not a bad metaphor In copyright law, 2 thing of the same nature cannot be called the sdame thing.
    This has nothing whatsoever to do with copyright.

    And you may think that's a trivial distinction, but given how wildly different the various kinds of intellectual property law are, and how different their effects are, I think it's an important one to get right.
  23. Quote:
    Originally Posted by White Hot Flash View Post
    Ok, I'll say it:


    The Goat is right on this one.

    If those systems were workable in an MMO, don't you think some form of them would be either in this game, or any game, by now?
    No. Technology changes, and game design is a kind of technology just as much as hardware and programming languages are. Things will be invented ten or twenty years from now that would be technically possible today in CoH, but which no one has yet thought of.

    CoH is full of design choices that other developers still think are impossible. I have tried to explain sidekick/exemplar to people and had them tell me, confidently, that these designs could not possibly work.

    It may be that these ideas are hopeless, but I do not consider "not yet implemented" to be compelling evidence for this. The "public grouping" feature that some MMOs have now is a radical rethink of aspects of the grouping experience.

    So, yeah, no one's got one now, but that doesn't mean they couldn't later...
  24. I often have a really hard time with names -- ask anyone who's ever been in a D&D game I was running.

    I don't really think CoH is particularly broken here, though, as I regularly think of characters and get one of my first few name ideas for them.
  25. Quote:
    Originally Posted by Mazey View Post
    The game is not hard for you.
    Nor is it hard for me. I have had no problems soloing Sister Solaris's last mission, without the helpers, on any AT I've tried so far.

    But, there are people who aren't you and who aren't me.
    Some of those people are not as competent at the game as you are, and never will be.
    Constantly telling them "lrn2play" in various forms is more likely to make them quit than magically get better.
    They aren't new players who've yet to learn the game, they're veteran players who might simply have lesser reaction times than others. Reciting the same tactics they've heard a hundred times before is in absolutely no way helpful.
    What's really interesting to me:

    I have a friend, who posts here. She and I both play CoH. I frequently find things maddeningly hard in CoH, which she regards as generally a very easy game. She consistently does things with casual ease that I consider Way Too Hard.

    We also both played another MMO for a while. In that MMO, she was constantly frustrated by the difficulty of completing tasks in a reasonably painless manner -- while I find it relaxing and fun.

    So it's not just a matter of relative competence in some general gameplay sense; people can be tuned to suit different MMOs, I think.