7 freak show runs and 2 bm


Avani

 

Posted

The problem is, as it stands right now its easier to make inf from ticket rolls. 7-8 Minutes for the ticket cap is not unreasonable, 7 Runs should put you at near 10 K tickets. I've found rolling all bronze its not uncommon to hit the 80-100 Million Mark selling stuff off.

Its scary how much you can make so fast, and then you get the occasional big jump in a Regenerative tissue +regen proc for 40-50 million. (Having 3 drop in one day was pretty sweet)

But really, that's where the money is (for me) right now. Purples? If I stick too it, I can probably afford 1 every day or so. Which doesn't seem completely unreasonable given they are supposed to be the rarest of the rarest of the rare.

I think the best thing they could do is maybe introduce them into the reward rolls in the MA. Maybe give them a nice small chance of dropping from silver. (As it stands Bronze is so much better but that might make people think twice)


 

Posted

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The problem is, as it stands right now its easier to make inf from ticket rolls. 7-8 Minutes for the ticket cap is not unreasonable, 7 Runs should put you at near 10 K tickets. I've found rolling all bronze its not uncommon to hit the 80-100 Million Mark selling stuff off.

Its scary how much you can make so fast, and then you get the occasional big jump in a Regenerative tissue +regen proc for 40-50 million. (Having 3 drop in one day was pretty sweet)

But really, that's where the money is (for me) right now. Purples? If I stick too it, I can probably afford 1 every day or so. Which doesn't seem completely unreasonable given they are supposed to be the rarest of the rarest of the rare.

I think the best thing they could do is maybe introduce them into the reward rolls in the MA. Maybe give them a nice small chance of dropping from silver. (As it stands Bronze is so much better but that might make people think twice)

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Purple roll for 9k tickets sounds fair.


 

Posted

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The problem is, as it stands right now its easier to make inf from ticket rolls. 7-8 Minutes for the ticket cap is not unreasonable, 7 Runs should put you at near 10 K tickets. I've found rolling all bronze its not uncommon to hit the 80-100 Million Mark selling stuff off.

Its scary how much you can make so fast, and then you get the occasional big jump in a Regenerative tissue +regen proc for 40-50 million. (Having 3 drop in one day was pretty sweet)

But really, that's where the money is (for me) right now. Purples? If I stick too it, I can probably afford 1 every day or so. Which doesn't seem completely unreasonable given they are supposed to be the rarest of the rarest of the rare.

I think the best thing they could do is maybe introduce them into the reward rolls in the MA. Maybe give them a nice small chance of dropping from silver. (As it stands Bronze is so much better but that might make people think twice)

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Purple roll for 9k tickets sounds fair.

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you mean a very small chance of a purple on a 9k roll or you get a purple for 9K ? If the later that would flood the market and everyone would have a purple'ed out warshade in a week.

I see the logic is that "everyone" is playing MA and causing the supply to shrink (while greatly increasing demand as MA kicks out 50s far faster than PI and Gv ever did.) However I still don't support increasing the drop rate, even while I have toons I want to purple out.

However I do support new purple sets, defense resistance, End mod etc ... and if that were to happen mabe increase the rate then as that would further dilute the supply pool for a specific type.


Card Carrying DeFulmenstrator--Member Crazy 88s
We burn more Influence before 8am than you make all day.

 

Posted

Suggestion, platinum roll, 9999 tickets:

15% chance of a random purple
85% chance of 1 gold + 1 silver + 1 bronze roll

What would this do to the market ?


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

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set to 6 running with just my 2 accounts = 1 purp unbreakable constraint chance for smashing damage and the devs wonder why it cost 100-200 mill per purple.

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I don't think they wonder at all, actually. They did indeed build this game, after all.
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Hell for an Apocalypse set it would run u close to 1bill FOR ONE SET probably more like 800 mill. they need to do something about the purple recipes.

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Bwuh?? Did I miss something? Aren't the IOs you are describing in fact [u]Ultra-Rare[u]? Doesn't this mean that they should be very rare? As in, doing a few missions should not net you a full complement of them. How long does it take to get a full set of IOs as regular mission drops?

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gg devs

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Couldn't agree with this last part more. *Ignores the inevitable "fanboi" comment.*



 

Posted

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When it cost u 3-5bill to purple out 1 toon that's getting a little ridiculous.

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See, I don't think this should even be possible... let alone cheap.



 

Posted

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Suggestion, platinum roll, 9999 tickets:

15% chance of a random purple
85% chance of 1 gold + 1 silver + 1 bronze roll

What would this do to the market ?

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Do you mean 85% chance to get a random gold OR silver OR bronze? Or a 85% chance to get all three?



 

Posted

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Suggestion, platinum roll, 9999 tickets:

15% chance of a random purple
85% chance of 1 gold + 1 silver + 1 bronze roll

What would this do to the market ?

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Do you mean 85% chance to get a random gold OR silver OR bronze? Or a 85% chance to get all three?

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All 3, ie c 5Ks worth of stuff


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

I'd prefer a lottery roll instead.. 9999 tickets 20 % chance of a random purple 80% chance of nothing.


 

Posted

I agree with a roll for a purple recipe, 20% chance for a purp to 80% chance for nothing sounds good. I also agree in seeing more purple sets that would be nice.

Yes I'm am sure the devs are not wondering why purples cost so much it was supposed to come out (I hope the devs never wonder why purps cost so much).


 

Posted

I wouldn't mind that, actually. The 9999 ticket cost would probably discourage too many people from doing the roll (we all know the irrational fear of the RNG that people seem to have) so the supply increase would likely not be massive. However, I think a 20% chance is too high - 10% seems about right to me.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

And the supply of Purples will still come almost exclusively from farmers.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Yeah, there's really not much that can be done about that as long as purples remain a mob-based drop, or require large amounts of "currency" (in this case, via random ticket rolls) to obtain. If you kill lots of stuff, your chances at a drop are higher. Farmers kill lots of stuff, therefore it stands to reason that they supply the majority of those drops.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

Well then the solution is obvious, isn't it? Change the drop methods. For example, maybe put a limit of how many purple drops can occur to one character in a certain span of time, and put a system into place to ensure that the number of purple drops occurring is still the same as before. Since the farmer characters can only get so many purples then, that means other, more casual players get a larger portion of the purple drops.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

That won't work - if you limit the number of drops a character can get within a specific time, but at the same time keep the number of drops the same (or keep the drop rate identical, they're really the same thing), you'll have to figure out a way to determine what characters are farming and what are not (that's a lot of code work) and then tweak the drop rates based on that arbitrary state. What will really end up happening is that the "casuals" get the same purple drop rate as before, while the farmers aren't getting nearly as many - this translates to even less purple drops, which in turn means higher prices (so those "casual players" you're championing will have an even harder time buying the purples they don't get as drops).


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

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Well then the solution is obvious, isn't it? Change the drop methods. For example, maybe put a limit of how many purple drops can occur to one character in a certain span of time, and put a system into place to ensure that the number of purple drops occurring is still the same as before. Since the farmer characters can only get so many purples then, that means other, more casual players get a larger portion of the purple drops.

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.


 

Posted

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

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How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Because there's no good way (if there is a way) of doing that. I explained the problems with your system in my above post.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."

 

Posted

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Because there's no good way (if there is a way) of doing that. I explained the problems with your system in my above post.

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Actually you got the problem assessment wrong, all it would do is force the hardcore farmer to have multiple farming toons, generating an even bigger demand for purples unless you limited it by account.

The idea of time limiting drops is vaguely sound (as done for PvP drops) but you would need to either very slightly up the drop rate to compensate for the purples lost, or give an infinitessimal chance of a purple dropping off any boss of any level, similar to what has been done with pool Cs.


It's true. This game is NOT rocket surgery. - BillZBubba

 

Posted

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

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How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?

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As someone said on page 4, by putting a limit on how many purples a single toon can receive per length of time, you're potentially just cutting off part of what the farmers are picking up currently rather than shifting the drops they would be getting to the non-farmers.

To put it another way, non-farmers wouldn't be gaining more drops just because the farmers are getting locked out of them by a timer. The net result is fewer purple drops throughout the whole game, which translates into even fewer being on the market, and prices going even higher than the outrageous amounts they're going for now.


 

Posted

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

[/ QUOTE ]
How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?

[/ QUOTE ]

As someone said on page 4, by putting a limit on how many purples a single toon can receive per length of time, you're potentially just cutting off part of what the farmers are picking up currently rather than shifting the drops they would be getting to the non-farmers.

To put it another way, non-farmers wouldn't be gaining more drops just because the farmers are getting locked out of them by a timer. The net result is fewer purple drops throughout the whole game, which translates into even fewer being on the market, and prices going even higher than the outrageous amounts they're going for now.

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Exactly.


 

Posted

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

[/ QUOTE ]
How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?

[/ QUOTE ]

As someone said on page 4, by putting a limit on how many purples a single toon can receive per length of time, you're potentially just cutting off part of what the farmers are picking up currently rather than shifting the drops they would be getting to the non-farmers.

To put it another way, non-farmers wouldn't be gaining more drops just because the farmers are getting locked out of them by a timer. The net result is fewer purple drops throughout the whole game, which translates into even fewer being on the market, and prices going even higher than the outrageous amounts they're going for now.

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If you'd bothered to actually read the whole idea, you'd see that limiting drops per character is only half of the idea, the other half being finding a way to make non farmers pick up the purple drop slack. Responding to an idea that specifically states "the total number of purple drops remain[s] the same" with "the net result is fewer purple drops throughout the whole game" just shows a lack of reading comprehension.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

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Fail. Please go review economics 101 before ever posting such fail again.

Edit: For a primer in economics You should try reading the market forums. We're not all evil jerks.. Just most of us.

[/ QUOTE ]
How is suggesting that the total number of purple drops remain the same while being less lopsidedly in the inventories of farmers "fail"?

[/ QUOTE ]

As someone said on page 4, by putting a limit on how many purples a single toon can receive per length of time, you're potentially just cutting off part of what the farmers are picking up currently rather than shifting the drops they would be getting to the non-farmers.

To put it another way, non-farmers wouldn't be gaining more drops just because the farmers are getting locked out of them by a timer. The net result is fewer purple drops throughout the whole game, which translates into even fewer being on the market, and prices going even higher than the outrageous amounts they're going for now.

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If you'd bothered to actually read the whole idea, you'd see that limiting drops per character is only half of the idea, the other half being finding a way to make non farmers pick up the purple drop slack. Responding to an idea that specifically states "the total number of purple drops remain[s] the same" with "the net result is fewer purple drops throughout the whole game" just shows a lack of reading comprehension.

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But your idea displays a lack of programming coding comprehension so we're about even.


 

Posted

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If you'd bothered to actually read the whole idea, you'd see that limiting drops per character is only half of the idea, the other half being finding a way to make non farmers pick up the purple drop slack. Responding to an idea that specifically states "the total number of purple drops remain[s] the same" with "the net result is fewer purple drops throughout the whole game" just shows a lack of reading comprehension.

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What defines farming? Who is farming? Who is not farming? These are questions that would need exact, specific, and universally agreed-upon answers before such a system would be implemented. You're going to be having to write code based on an arbitrary definition of an in-game activity, which likely won't go over to well, or even work well in practice. Even if you time-lock drops, you still haven't solved the problem of drops being kill-based. Farmers will just swap characters once they get a purple drop, and they'll continue to kill at the same speed.


@macskull, @Not Mac | XBL: macskull | Steam: macskull | Skype: macskull
"One day we all may see each other elsewhere. In Tyria, in Azeroth. We may pass each other and never know it. And that's sad. But if nothing else, we'll still have Rhode Island."