Farming - 6 Months on


Alphane

 

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2 days time limit - not 48 hours realtime, but 48 hours game time - plenty of time to farm a mission and plenty of time to finish one. Not that I want a time limit on all missions, but if it had to be done, I'd want something like this.

[/ QUOTE ]And when you have several alts you only play once every few months?

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Then every few months you would fail a mission. If you decided to pick a mission just before you log off. Which would be odd, but hardly game breaking.

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But if the timer only started when you entered the mission, that'd mean you could pick missions and still have therm available when you came back to the alt.


@Golden Girl

City of Heroes comics and artwork

 

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The alternative would be, stay with me on this as it's a pretty wild and radical notion, just leave missions as they are and stop looking for ways to screw other players because they don't like their definition of enjoyment.


 

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The alternative would be, stay with me on this as it's a pretty wild and radical notion, just leave missions as they are and stop looking for ways to screw other players because they don't like their definition of enjoyment.

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QFT


 

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The alternative would be, stay with me on this as it's a pretty wild and radical notion, just leave missions as they are and stop looking for ways to screw other players because they don't like their definition of enjoyment.

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This isn't an anti-farming suggestion - having a timer that only starts when the mission owner enters the door means that a farmer just needs the mission on an alt, which can then be left outside the mission while it's farmed over and over again without starting the timer.
It's mroe a suggestion for making mission failure a bigger threat.


@Golden Girl

City of Heroes comics and artwork

 

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The alternative would be, stay with me on this as it's a pretty wild and radical notion, just leave missions as they are and stop looking for ways to screw other players because they don't like their definition of enjoyment.

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This isn't an anti-farming suggestion - having a timer that only starts when the mission owner enters the door means that a farmer just needs the mission on an alt, which can then be left outside the mission while it's farmed over and over again without starting the timer.
It's mroe a suggestion for making mission failure a bigger threat.

[/ QUOTE ]And having a two-day timer accomplishes that how?


 

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2 days time limit - not 48 hours realtime, but 48 hours game time - plenty of time to farm a mission and plenty of time to finish one. Not that I want a time limit on all missions, but if it had to be done, I'd want something like this.

[/ QUOTE ]And when you have several alts you only play once every few months?

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You have to be logged into that character for the timer to go down, like some temp powers. So, the code already exists in some form.


@Jay Leon Hart
Kerensky: this has nothing to do with underwear
Zwillinger: I put on my robe and wizard hat...
Synapse: I had to resist starting my last post off with "Yo dawg!"

 

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Not two day - just a normal 60 or 90 minute one that starts once the mission owner enters the door.

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My job involved sometimes being rang up at the last moment to cover people who are off at work, the system atm works for me. Farming sometimes is necesary to sometimes due to lack of plat time due to rl stuff.


 

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Why cut off the nose to spite the face?


Brawling Cactus from a distant planet.

 

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Infact why be bothered at all if devs implement there player content idea surely some people will see it as an open invitation to design your perfect farm.


 

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Infact why be bothered at all if devs implement there player content idea surely some people will see it as an open invitation to design your perfect farm.

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I cant wait to design perfect farm and farm it till agricultural exports in paragon skyrocket.


 

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It's pretty funny when you look back and remember the days when we wanted more content, then compare it with the current trend of doing as little of the content as possible for the maximum amount of rewards.

The mission designer thingy will save the devs wasting time on creating missions and storylines that a significant portion of the playerbase will gleefully ignore. At least this way we can all get the game that we want.


 

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The mission designer thingy will save the devs wasting time on creating missions and storylines that a significant portion of the playerbase will gleefully ignore. At least this way we can all get the game that we want.

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Unfortunately, as with all expanded games, there is so much content that we can't help but want to achieve different goals.


Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

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I cant wait to design perfect farm and farm it till agricultural exports in paragon skyrocket.


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I just hope i can at last create a decent villain farming map, so we can do our bit for the Rogue Isles too


 

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I really wish I understood economics better.

The general definition of "farming" is for inf, and drops (to sell for more inf), right?
So farmers increase the supply by farming and selling salvage and stuff. The more supply there is, the lower the prices become, assuming a static demand - which is not entirely realistic but good enough for this model. Right?
However, the farmers have a reason to farm inf, right? They want to but expensive things like purple sets and Hami-Os and uber-rare Salvage and whatnot. So they get more money than other players by farming and then pay outrageous prices for these - because they can afford it. For the non-farming populace this means that expensive stuff gets more expensive, as farmers gain more inf and outbid each other. Right?

I try not to think of stuff like this because it gives me a headache.


 

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I really wish I understood economics better.

The general definition of "farming" is for inf, and drops (to sell for more inf), right?
So farmers increase the supply by farming and selling salvage and stuff. The more supply there is, the lower the prices become, assuming a static demand - which is not entirely realistic but good enough for this model. Right?
However, the farmers have a reason to farm inf, right? They want to but expensive things like purple sets and Hami-Os and uber-rare Salvage and whatnot. So they get more money than other players by farming and then pay outrageous prices for these - because they can afford it. For the non-farming populace this means that expensive stuff gets more expensive, as farmers gain more inf and outbid each other. Right?

I try not to think of stuff like this because it gives me a headache.

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This is why I mellowed out and stopped worrying about it all. It was too confusing and unfun for a game. I just play the way I like and let others get on playing the way they like. I don't really need phat lewt that much, life is far too short to worrying about getting ripped with purples.


 

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I really wish I understood economics better.

The general definition of "farming" is for inf, and drops (to sell for more inf), right?
So farmers increase the supply by farming and selling salvage and stuff. The more supply there is, the lower the prices become, assuming a static demand - which is not entirely realistic but good enough for this model. Right?
However, the farmers have a reason to farm inf, right? They want to but expensive things like purple sets and Hami-Os and uber-rare Salvage and whatnot. So they get more money than other players by farming and then pay outrageous prices for these - because they can afford it. For the non-farming populace this means that expensive stuff gets more expensive, as farmers gain more inf and outbid each other. Right?

I try not to think of stuff like this because it gives me a headache.

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That sounds about right, effectively farming causes a kind of hyperinflation tied to the most favoured items in the AH. Resulting in the eventual pricing out of non-farmers.
The "We bring more stuff to the AH thus lowering prices" argument is flawed as the pricing of items on the AH is generally predisposed to the value of the last five sales.


 

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Even if we assumed that the loot supply would counter the inf supply from farmers, it would still lead to a price increase for those items that do not drop from normal farming, mainly TF and trial pool rewards.


 

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Problems with market imo are caused by ppl playing the market. You have seen it recently after 2x XP with americans buying up certain salvage and cornering the market. They have a forum on US where they gloat about doing it.
Farmers put items onto the market for sale.

I dont see a direct link to farming and playing the market.


 

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Even if we assumed that the loot supply would counter the inf supply from farmers, it would still lead to a price increase for those items that do not drop from normal farming, mainly TF and trial pool rewards.

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True but if were not spending all day farming, then we have time to do TFs for recipes.


Brawling Cactus from a distant planet.

 

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Problems with market imo are caused by ppl playing the market.

[/ QUOTE ]Problems with some salvage prices, certainly, but less so with the rising prices of the most wanted items like numina/miracle uniques and purples.


 

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Problems with market imo are caused by ppl playing the market.

[/ QUOTE ]Problems with some salvage prices, certainly, but less so with the rising prices of the most wanted items like numina/miracle uniques and purples.

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True. People playing with the market just annoy me :P
Inf is a lot easier to come by though nowadays. And I get a fair drop rate on uniques no matter what lvl toon i play. Yesterday I got 2 of that 3% def recipe in one mission on a 17 toon.

Made 150m last week without any farming of any description. Just drops from normal missions and i think one or maybe two katy TF's.

And beyond that unless you pvp how needed is it to pimp your toons?

Farming has an effect on the game overall undeniably but I dont see how it should be such a problem to non farmers truthfully. I dont mind people farming but I find it too dull and a waste of my game time. The only reason I want to buy lots of recipes is for pvp. But then again I get by with what I have and have fun.