PvP IO's no longer drop in arena?


300_below

 

Posted

Been awhile that I've been gone and have heard people talk about the PvP IO's only dropping in zones and not in arena. Is this true? so farming them just got harder?


 

Posted

No, they still drop in the arena. However, they now follow the same suppression rules that govern Rep in zones, even though you gain no rep in the arena.

The rep timer was reduced to 5 minutes from 10.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
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Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

so basically if your in a decent fight with folks you only ever get once chance for a drop. Thus making them one step from non existant.

Go Devs


"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner

 

Posted

Wow... that just seems like things are going the way of WoW with all the uber loot. I just don't get it.


 

Posted

Well what are the devs supposed to do, just let people farm it with no restrictions?

Besides, given the drop rate, the most often you'd get one is once every five minutes anyway, so I don't think it's a terribly huge deal.

Though they ought to increase the drop rate anyway so that an hour of PvP will net you SOMETHING.


-STEELE =)


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Posted

no, the most you get is a chance of one if you don't fight each other, or look sideways at each other, for 5 min. so its Kill, knit, knit, knit, knit, knit, kill. Hey I got a sweater!

and yes, let them farm with no restriction. The people that farm supply the people that don't. When nobody can farm, EVERYONE starves.

Except those of us that saw this coming and now have billions in Inf and Inventory from buying up the entire PvP market supply. Amazing how only 2-4 of each have crept back onto the market since. I wonder if those were real drops or someone flipping.

Speaking of flipping. How funny is it watching the flippers flip each others stuff into the stratosphere where only they can afford it.


"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner

 

Posted

[ QUOTE ]

Speaking of flipping. How funny is it watching the flippers flip each others stuff into the stratosphere where only they can afford it.

[/ QUOTE ]

competing flippers drive prices down.

FYI.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

[ QUOTE ]
Competing flippers drive prices down.

[/ QUOTE ]

At first I wanted to argue with this, but then I thought it through some more and realized that you're probably right depending on just how competitive the flippers are and one of the flippers doesn't get driven out when it appears that prices are rising.


 

Posted

[ QUOTE ]
Speaking of flipping. How funny is it watching the flippers flip each others stuff into the stratosphere where only they can afford it.

[/ QUOTE ]

This... doesn't make any sense.

Flippers make money based on the delta in what they bought and sold at. If the flippers are flipping things from one another, that's a losing proposition, because it implies that the same flipper is buying stuff again, at a later time and at a higher price. If they're only selling to other flippers, money is leaking out of that system. It has to be coming in from somewhere else.


Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA

 

Posted

[ QUOTE ]

At first I wanted to argue with this, but then I thought it through some more and realized that you're probably right depending on just how competitive the flippers are and one of the flippers doesn't get driven out when it appears that prices are rising.

[/ QUOTE ]

When two or more flippers fight over a niche:

They need stock, so they pay more.
They have to sell stock, so they price lower.

That's just how it works.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Back on topic. This change has actually caused ONLY those that farm the arena to get a PVP drop. I know because I got two of them this weekend and had I actually been playing I would NOT have received them.


 

Posted

[ QUOTE ]
Back on topic. This change has actually caused ONLY those that farm the arena to get a PVP drop. I know because I got two of them this weekend and had I actually been playing I would NOT have received them.

[/ QUOTE ]

having stuff in the game that you just can't get casually seems to be part of the current developer philosophy.


 

Posted

[ QUOTE ]
[ QUOTE ]

Speaking of flipping. How funny is it watching the flippers flip each others stuff into the stratosphere where only they can afford it.

[/ QUOTE ]

competing flippers drive prices down.

FYI.

[/ QUOTE ]

I actually have to agree with the Nethergoat for once

I've started flipping recently and I'm actually starting to enjoy the ebils of the marketeering racket (or however you say it).

Makes me wish there was a dolphin body style in the costume editor. Then I can finally make my "Flipper" toon costume.


Quote:
Originally Posted by Forbin_Project
I was thrilled with the Science pack cuz I finally got payback on the creepy guy that kept trying to ERP with my tween heroine, by hitting the costume change and turning into a 10' tall monstrous escaped prisoner and telling him, "You gots a real purty mouf, now bendover and squeal like a pig fo yo daddy, cuz you my little puppy now!" Haven't seen him since.

 

Posted

[ QUOTE ]
no, the most you get is a chance of one if you don't fight each other, or look sideways at each other, for 5 min. so its Kill, knit, knit, knit, knit, knit, kill. Hey I got a sweater!


[/ QUOTE ] so let me get this straight. Toons A and B are in an arena match. Toon A kills Toon B. Toon B kills Toon A. Now they wait 5 minutes? Then do it again? Thats all it takes to get pvp recipes?


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Thank You Devs for Merits!!!!

 

Posted

I think any kill sets a 5 minute timer on both players but I could be wrong.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

[ QUOTE ]
[ QUOTE ]
no, the most you get is a chance of one if you don't fight each other, or look sideways at each other, for 5 min. so its Kill, knit, knit, knit, knit, knit, kill. Hey I got a sweater!


[/ QUOTE ] so let me get this straight. Toons A and B are in an arena match. Toon A kills Toon B. Toon B kills Toon A. Now they wait 5 minutes? Then do it again? Thats all it takes to get pvp recipes?

[/ QUOTE ]

worse!
Toon A kills B. waits 5 minutes. repeats. Rep timer counts for both toons so toon B will just reset the timer for both


 

Posted

So even attacking resets the rep timer (or fails to allow it to reset)?
I had a pair of toons I was testing arena drops in which it was a slow (5+ min) kill rate.
But you're saying I cannot even attack the toon until the 5 min rep timer resets?
I failed to recieve a PvP IO using the slow kill method -- maybe that explains it.


We don' need no stinkin' signatures!

 

Posted

[ QUOTE ]
So even attacking resets the rep timer (or fails to allow it to reset)?
I had a pair of toons I was testing arena drops in which it was a slow (5+ min) kill rate.
But you're saying I cannot even attack the toon until the 5 min rep timer resets?
I failed to recieve a PvP IO using the slow kill method -- maybe that explains it.

[/ QUOTE ]

My understanding is that ANY attacks restart the timer. The timer does not START until the first defeat.

EX:
Player A defeats Player B .... Timer Starts for both.
Player B attacks Player A 2 mins later ... Timer restarts for both.
Player B waits FIVE more mins then attacks. New timer starts for both since the timer met the 5 min requirement.

Also, the drop rate is about 1% chance for a PVP IO. So you should expect to average about one drop in 100 kills (with 5 mins between them). Thus dueling players could expect to play for 10 hours before getting one.

However, I received 2 drops this weekend within a lower amount of time. Thus raising the question of did they increased the drop rate or was this just an isolated occurance. After all random is random.

Also, the unanswered question is if you have a rep timer in one match then immedetly start another match. Does the timer drop off? Or do you still need to wait 5 mins from the last attack?


 

Posted

[ QUOTE ]
[ QUOTE ]
Competing flippers drive prices down.

[/ QUOTE ]

At first I wanted to argue with this, but then I thought it through some more and realized that you're probably right depending on just how competitive the flippers are and one of the flippers doesn't get driven out when it appears that prices are rising.

[/ QUOTE ]

Speaking as a marketeer who has had his niches exposed, he's not probably right - he is demonstrably right. It is easier to make exorbitant profits when you are the only person dealing in a given item.


 

Posted

Oh god, don't tell me these are the same rules for zone? If I farm the mobs in RV.....how does it work then? I can deal with drop rates sucking...but freaking timers? wth. Too weird.


 

Posted

[ QUOTE ]
Oh god, don't tell me these are the same rules for zone? If I farm the mobs in RV.....how does it work then? I can deal with drop rates sucking...but freaking timers? wth. Too weird.

[/ QUOTE ]

It doesn't. Mobs can't drop pvp recipes


 

Posted

[ QUOTE ]
My understanding is that ANY attacks restart the timer. The timer does not START until the first defeat.

[/ QUOTE ]
No. Only kills affect the timer. The timer is displayed on your PvP tab. Annoyingly, though, (unless recently fixed) the time remaining only shows for ONE person even though both are affected by the timer.

Of course, the timer is also specific to individuals. If I was lucky, I could get a PvP recipe drop every 30 seconds - as long as I was defeating a different character each time. If you can get rep, you can get a recipe.


Paragon City Search And Rescue
The Mentor Project

 

Posted

The sad part is they could have just disabled wakies in a pvp zone and added the rep rulesfor the arena onlyand made it so obtaining a kill only starts the timer for the person who got the kill.

if they can make the arena use a rep timer without awarding rep then they can make the rep timer only apply to the person getting the rep.


 

Posted

Yeah, while the developers have never stated their intentions, I think this *patch* really screwed PVP IO drops.


 

Posted

So in zone...same rules as arena? I'd have to wait 5 minutes between attacking someone in hopes of getting a drop?