seebs

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  1. Quote:
    Originally Posted by Blue_Centurion View Post
    AIt is once prices go stupid that I feel it is necessary to comment.
    What makes a price "stupid" as opposed to "high"?

    Serious question. Within the last month or so, I've spent well over $10 on a piece of plastic with a tiny, tiny, bit of aluminum in it, probably cost all of ten cents to make. I've been known to spend $50 on those. I've been known to pay as much as $50 for about five, maybe ten cents worth of wood, pulped until it wasn't even sturdy anymore. Heck, some guy just offered me nearly $2k for a collection of bits that will cost an immeasurably small fraction of a cent to deliver to him.

    I propose the following hypothesis:

    You will not find any meaningful definition of a "stupid" price that has the following two characteristics simultaneously:

    1. It is possible to objectively apply it to an economic circumstance.
    2. Economists who read it do not laugh at you.
  2. I have seen very few market griefers, and I've never yet seen them prevent me from getting stuff for a price I was okay with.

    Thanks to the current AE exploit, ancient bones were running 100-500k. So I bid 12,345 on one and waited about three minutes. I got it at the price I wanted. OMG HAX! NERF PATIENCE!
  3. Quote:
    Originally Posted by SerialBeggar View Post
    Wow. I had read that paragraph several times over the past month or so and my brain kept glossing over that sentence. Still, even though I'm clear on that now, I don't see any significant need to rush for a respec. I wouldn't be able to allocate slots to the Fitness powers any earlier than I would now without them being Inherent.
    I have often never bothered to slot Stamina. Even without an end mod enhancement in it, it makes a very noticeable difference in available blue. Similarly, Health is quite noticeable unenhanced.
  4. Quote:
    Originally Posted by OneWhoBinds View Post
    ...wait, people use Poison Gas Trap as a hold?
    It can pretty much destroy a spawn, they just sit there choking. Very effective.
  5. Hmm. I would say that reward merits certainly favor grouping -- TFs yield more than soloing, so far as I can tell. A-merits, I'm not as sure; tips are pretty soloable.
  6. I'd tend to blame disk, but I might be wrong. How much memory does your machine have?
  7. Quote:
    Originally Posted by Silverado View Post
    Only the debuff portion is (-1000% regen, -30% rech). The Hold portion does have a tohit check, however.
    ... ACK!

    You know, I have GOT to stop believing things that I see in the "detailed info" window.
  8. Before you dismiss web grenade completely, read the power description carefully. Note the -50% recharge it imposes. That can be VERY handy against something you're having trouble wearing down.
  9. I'm not sure that the inf store is in theory worse than the merit store, the ticket store, or the a-merit store.

    Except for one detail: You can trade inf, but not any of the others.

    Here's the thing. If you created such a thing, there'd still be room for marketeers to make money under those prices (and if there weren't, a whole lot of the basis for player interaction would be gone). And this would end up meaning that marketeers could purple their warshades even more casually.

    I've been playing... four months, I think. A friend of mine has been playing for something like five years. I have about as much inf as he does. To be fair, he's got a lot more purples, but... Even casual playing of the market generates inf at a ludicrous rate. Even at prices far below those that BC is proposing.

    Anyway, all the real-world examples of price caps creating shortages are largely irrelevant to his proposal. (That said, the in-game supply of PvP IOs on the market, where there's a price cap, pretty much tells you all you need to know.) His proposal implies using a cornucopia that really can create an infinite supply of desired items at no measurable cost, such that it won't go broke or run out no matter how many you buy.

    Also.

    While it's plausible to say that this ought to create a price cap, I do not believe it would.

    In another game which I used to play, you could buy ammunition from vendors. And you could buy better ammunition from players. Players crafted ammunition and sold it for a relative pittance, but they made money.

    You regularly saw people auctioning stacks of vendor-bought ammo at a 400% or more markup. And it sold. This is stuff you could buy from vendors anywhere you went in the game, while it took more effort to reach an auction house -- and every auction house was located somewhere that you could buy vendor ammo.

    The problem with the market is not, and has never been, the sellers.
  10. It's against forum policy to name people, but if you ever play on Virtue, and get a tell "Can I interest you in an SG?" from a hero you don't know, that's probably the guys. They train everyone in their SG to play this way.

    My very rough experimental data is that it seems to be a lot slower, but I wanted to do a more controlled experiment. At least one of the runs, the group had two tanks present, a defender, at least one troller, and no one was getting seriously injured unless it was the tank during the initial pull (when the troller and defender weren't nearby to provide, say, manuevers, FFG, heals...).
  11. That's why the experimental protocol calls for each group to run the mission three ways.

    And why I'm offering 25M for results, not just asking people to do it quickly and report back.
  12. seebs

    Role playing?

    Quote:
    Originally Posted by Dechs Kaison View Post
    I disagree that it's that much of a problem. Play with your friends, close the broadcast tab, and you're in your own world. Hell, sometimes it's fun to RP about the out of character characters.
    I once played a warlock who treated ALL channels as IC. So when people showed up asking what people thought about RP, she'd go into rants about how horrible it was.

    Because, see, people who are pretending to be "computer gamers" don't take things seriously, and they just laugh when you torture them.

    Timi: One of the few things I still miss about WoW.
  13. Quote:
    Originally Posted by Blue_Centurion View Post
    Do you have an actual example of this in real life?
    Yeah, I used to live in China. Food was guaranteed to be cheap, but they could run out, and they couldn't get more -- because getting more would cost more than food could be sold for. So you'd go to the store and there'd be a large empty display with prices marked. Wonderful prices, extremely affordable.

    It's basic economics. If it costs more to produce more X than you can make selling X, you won't produce more X. If that means there's not enough X, you end up with rationing or you just plain don't have enough to go around.

    When prices match the intersection of supply and demand, there's enough stuff. If you price things above that point, you have excess supply -- say, look at the US housing market right now. There's a ton of condos and the like near us that are empty because they cost more than people are willing to pay. If you price things below that point, you run out -- say, look at special sale items.

    Ever go to a store, see that something is discounted, and note that there's none of it on the shelf? The price was below the supply/demand intersection, they sold out. If it had been food, there would be no food to be had. (Or at least, none of that specific food.)

    Ever go to the WW market, and look at the last N transactions on the really valuable PvP IOs? There usually aren't any. There aren't any because they are worth more than 2B inf, thus, no one is going to sell them at that price or lower.

    The difference with the game is just that the developers can create as many of a given recipe as they want. Same with anything else; you can just create mu vestments or whatever. As a result, there's no problem with running out of supply in terms of things the developers do.

    However, the fact remains: The developers have complete statistics on what sells, and how many of them there are. They also control the drop rates of everything in the game. Their response to the previous state of the market was to introduce a pricing scheme in which purples are driven towards costing at least ten times as much as the best orange procs. (If they cost any less, it is more efficient to use a-merits to buy the orange procs, sell those, and buy the purples with the resulting inf.)

    Similarly, they've put in AE ticket purchases of salvage and recipes, and reward merit purchases of recipes, in order to create a way for people to bypass the market if they want to -- and the costs they've picked reflect their feeling on how valuable these things should be.
  14. I know that the people I play with all bought GR boxed at a price such that it was pretty much revenue-neutral for ncsoft. On the other hand, all three of us are new players as of the Real ID forum announcement back in July.
  15. I want it out Tuesday so I can have fun on the long weekend.
  16. Quote:
    Originally Posted by Cardiff_Giant View Post
    It's an acronym alright, it came from MUDs...
    I know it came from muds. I was there. I was playing Abermud II and IV back in the 80s.

    Now consider this text:

    Quote:
    You should use the consider command as a good way of guessing whether you should attack a mobile.
    Note: "A mobile". Not "A mobile object". The word is mobile, the abbreviation is mob. There is no acronym here.
  17. Quote:
    Originally Posted by Blue_Centurion View Post
    Here goes. How about the Market has a "Buy it Now" option on everything. Every single item, salvage, recipe (maybe not crafted enhancers?), wings, etc. Have enhancers be 2x what is found at the stores. Have salvage be a % above what they are bought back by the stores, Maybe 100x?, so 250 common salvage is Buy it Now at 25000 at market. Recipes, depending on type, up to 500 Mil Buy it now PvP, 250 Mil Purp, 200 Mil Global/Proc, 125 Mil Fancy recipe, and 50 Mil common recipe, or some such.
    They already have this with merits and tickets.

    If they added one with inf... Well, obviously, it'd cap prices at those values. Mostly it would mean a LOT more people would get these things, because if you set the prices low enough that they matter, you're setting them way below the market value. So you get a ton of people buying at those prices.

    I'd guess it'd be a very effective inf dump, but I don't think it would help.

    Quote:
    In this way the Devs can control the Market price, by simply saying, "it is stupid to pay more than X amount for something, equivalent to approx X hours at 50 content, and our more average players will not be ripped off by market griefers, so we protect our game/investment by protecting the bulk of our players from the few "I wanna be Enron" types every game accumulates.
    You're making a huge assumption here, which is that the devs actually intend to lower these prices. If they did, they would have done so ages ago by increasing drop rates.

    Heck, look at A-merits. The devs just took action to INCREASE the cost of purples. Increase. They wanted purples, and PvP IOs, to cost more.

    Quote:
    It would also still keep the market active in the areas under the cap,
    I sorta doubt this.

    Quote:
    Lots of common salvage sells for below 25k, so the market would still be viable, just capped by common sense tops the Devs institute.
    This is an interesting thought.

    See, for real markets, this idea is fully into pants-on-head territory. We know what happens when people set "common sense" price caps on food; they have devastating shortages and people starve.

    But in this case, the "price cap" is implemented by creating more supply. You're not limiting what people can charge for the existing supply, but rather, providing more, such that there is always enough supply to meet whatever the demand would be at the cap. There might be more supply, but there can never be less.

    Quote:
    Okay, let me have it (especially you Enron-types). But seriously, any thoughtful feedback on this? Thanks.
    If the devs had wanted to increase drop rates, they would have.

    Basically, the problem here is that your "common sense" prices have nothing to do with what things are worth; they're just arbitrary limits pulled out of the air.

    Furthermore, we have compelling evidence that your "common sense" prices are much lower than the prices the devs want to see for things.

    The devs can read this forum. They watch the marketplace. They know what things sell for. They know how many alchemical silvers drop, how many are sold, how many are deleted. If they felt alchemical silver was overpriced, they would increase the drop rate.

    The intention of the system is that people can't just automatically have something at a low price. (And empirically, the prices you are advocating must be far lower than market value, or you wouldn't really be proposing the feature.) It is that people who get something and people who want something can make deals which are mutually satisfactory... and that is exactly what the current system offers.

    The devs have offered additional ways to purchase specific things, such as recipes or arcane salvage. The prices they've placed on those are non-trivial, such that people would often prefer to use the market. That suggests that, in effect, they've already imposed those caps -- only they've imposed them in alternative formats, such as a-merits and reward merits and tickets. But you can still quickly figure out what those are worth, and whether you'd rather spend them or buy something with inf.
  18. http://boards.cityofheroes.com/showthread.php?t=244253

    Basically, I'm looking for a few people to run a specific mission using a couple of different strategies, and report time taken. I got into an argument with someone who insists that "herding" (meaning you tell everyone to stay back, go grab a spawn, bring it back, and then tell them when they can start attacking) is the FASTEST way to run missions.

    No amount of argumentation based on anecdotes will convince him, but SCIENCE convinces everybody. (I know this to be true, because I have proved it. WITH SCIENCE!!!)

    Someone suggested I wave this notion in front of tanks.

    If you want to debate or present anecdotes, I'm fine with that, but please keep the linked thread limited to discussions of the methodology or posting results, I'm trying to keep the SCIENCE!!! pure and unbiased.
  19. Methodology seems stable enough that I'm willing to pay out some inf for trial results. Please screencap your results. Keep the screencaps, but please just post text in the thread, on the off chance that a modem user has fallen through a time vortex and is still using the Internet. We'll go to screencaps if someone cries HAX and anyone cares.
  20. Quote:
    Originally Posted by greatgarloo View Post
    But marketeering takes very little time.
    This is a very good point. Every day, I check my marketing stuff across something like 15 toons. The bulk of the time it takes, many days, is waiting for the 30 second logout timer. If I do have stuff to do, it takes a couple of minutes and generates many millions of inf.

    I don't wait around for orders to fill or anything. I pick a price I think will probably fill in the next day, place my order, and log out and on to the next toon. For recipes, I might have bids on 5 each at 8 consecutive levels or something like that, especially for procs where level isn't a crucial thing. Keep one or two up for sale, run with it.
  21. Quote:
    Originally Posted by Bad_Dog View Post
    As a player who does enjoy tanking, I would have to say I love having teams that I don't have to monitor much. I'd prefer to jump mob to to mob, using the terrain features to get them into melee range and let the team work their magic. If all goes well, just before the mob is completely toast, I am on my way to the next mob. But, this isn't always the case. At times, I jump to the next mob and I'll have a trail of dead squishies behind me. So, in those cases, an adjustment is required on my part. Maybe, I am forced to herd more and stay longer. I may be on a team full of "Sallys" that depend on me to buffer the aggro or I may be on a team where I can go AFK and they still finish the mission. Each team needs me to perform different. Tanks that see that, makes the team more fun and allows the rest of the team to do what they do best.
    This has been my experience, whether I'm playing deathknights and bears or Dark Armor. I go into the first spawn, I do my job normally, I see what happens. If people aren't having any trouble, I speed up a bit, start leaving a couple of things for them to finish killing. If five seconds after I enter a group there's not a blue bar in sight among the enemies, I worry a lot less about leaving a couple of things for a scrapper to mop up.
  22. Quote:
    Originally Posted by Ironblade View Post
    Well, my understanding is that it is short for Mobile OBject. If that is correct, it would be an acronym. If not, then not. I don't claim any expertise regarding the origin of the term.
    It's short for "mobile". It's just a shortening of a word. Programmers do this all the time:

    string => str
    instruction => insn
    mobile => mob
    internationalization => i18n
    macro => m4
    message => msg
    object => obj
    procedure => proc (NOT an acronym for "Pogramed Random OCcurrence")
    window => win
    diagnostic => diag

    People love to try to make up backronyms for these things, but they're just abbreviations. What happens is, someone learns that it's a technical term, and writes it in all caps, and then other people infer that it must be an acronym and try to make up the acronym for it.

    All of these are just abbreviations, not acronyms. They are shortenings of single words.

    (ETA: To further emphasise how stupid my claim that acronyms had to be initialisms was, consider that I already knew that DEFCON was an acronym.)
  23. The group I was in for some hero tips last night had two tanks, so we played leapfrog pretty much the whole time. One of us would grab a group, and then the other would start rounding up the next group. People AoEd each group down to a couple of bosses, then someone would kill the last two things standing while people moved onto the next group, and the tank jumped to the one after that. I dunno if it was efficient, but it was fun.
  24. You know, I'd noticed that wolves sometimes ran back and hit someone, but I hadn't figured out why. Now it makes sense. (It was easy enough to resolve, we just killed them faster, but...)
  25. I'm sure the Behemoth Masters we were fighting last night were waiting for us to group for greater efficiency. However, they didn't have a tank calling it out.

    I guess, the key distinction I'm looking at is the Full Clear And Tank Calls It thing; when you kill a spawn, do you finish it, then wait for the tank to call the next one, then wait for the tank to tell you to attack? If not, you're not really doing this strategy.

    Merely waiting for things to bunch up a bit takes a couple of seconds. Waiting for the tank to announce the group, move to it, wait those couple of seconds, and then tell you that it's okay to attack, takes longer. Similarly, finishing a group completely before moving on takes a very long time.

    I had a group for the halloween tip mission last night, and we usually had two spawns at a time. It would have been faster if we'd been more aggressive about that, though -- because we wouldn't have had five melee types standing next to a behemoth wondering why they couldn't hit it. (I pointed this out, and after that, my contribution was moving away from the behemoths that people were trying to melee.)