The Purple Answer
Level 50 IOs specifically are going through an immense devaluation. The drop pacth has been live for 2 days, and the increase in supply, and the shift in the supply/demand curves can easily be seen.
Level 50 commons - Due to people trying to 'realise' value from the high level common salvage drops, supply up. Sales prices have dropped significantly. |
That's the thing about hedging against inflation with goods of intrinsic value. Regardless of whether prices are trending up or down, a Karma -Knockback IO is still a Karma -Knockback IO. Unless the underlying game mechanic is changed, it's just as good a year from now as it has ever been; and if I need it, it's there. So I hoard, and I am not eager to convert anything to inf.
Given my play style and priorities, I find it easier to accumulate 250 merits on a character than 250 million inf. So if I want a LotG recharge, that's the way to go. What doesn't sit well with me is the implication that those who don't convert their drops and rolls to inf are irrational or undeserving. No character of mine is going to have enough inf to acquire the costliest set IOs on the market. Random rolls are too risky for me; you could always end up with an Edict of the Master.
[*] E.g. 2242 bidding / 186 for sale
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Dang it. UberGuy just covered every point I planned on making.
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Still, just to say "dittos" on one point:
So see IMO there most valuable asset is that they exempt down. That is when you take out the ability to solo team content with them which im sure you can argue isnt an intended result of any system in the game.
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And as he said, AVs spawn in solo missions. Are you suggesting that this is a bug, and we weren't actually intended to solo them?
(Edit: And to quote the issue 16 overview:
"Players can now fine-tune their difficulty levels by telling the game exactly how they want to be treated. They can choose to be regarded as a specific size team (even if they are soloing), and even have control over the level they are detected to be when it comes to the dynamic spawn system. So if you ever wanted to see if your Scrapper could take on a map that is populated for an 8 person team, four levels higher than your own, now you can!"
Seriously, do we still doubt in some way that soloing team content wasn't intended? Do you think the devs are surprised that Scrappers ARE now soloing +4x8 maps?)
"That's because Werner can't do maths." - BunnyAnomaly
"Four hours in, and I was no longer making mistakes, no longer detoggling. I was a machine." - Werner
Videos of Other Stupid Scrapper Tricks
I find it easier to accumulate 250 merits on a character than 250 million inf |
Be well, people of CoH.
Heraclea, no irrationality was implied. I unreservedly apologise if you picked anything like that from my post.
I believe I understand your position from previous posts, and whilst I may not agree with aspects of it, I certainly do not denigrate it.
<edit to add this specific example>
For a week before I16 launch and the drop rate patch this week I got 5 purple recipes. I dont know the exact inf as there were split between three characters over both sides, but for the sake of argument lets say they sold for a combined 500 million inf. (thats close from memory)
In a couple of weeks time I'll be able to buy those exact 5 recipes for significantly less than 500 million inf. Giving me what I had before in terms of recipes, plus a chunk on inf ontop.
Now I have no issue basically making inf of someone who is making a buy it nao decision, either through impatience or ignorance of the changes coming down the line.
You have your code you live by, and im 99% certain this contravenes it.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Out of curiosity, how long in actual hours played would it take you to get 250 merits?
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It specifically works better for me this way because generally I am more eager to build up lower level characters than farm with level 50s. The fully built 50s generally serve to fund my lowbies with their drops and merits. I'm a concept artist, and the chief pleasure I find in the game is in learning how to approach the same content with different tools.
This is another reason why direct merit purchase works better than random rolls; the results of a random roll, even if I get what I hope to get, may be outside the level range for the character I intend the IOs for, while direct purchases can be set to the appropriate level at will.
Edit: to Catwhoorg - no, it's not you, it's just the whole "you don't deserve purples and there's nothing wrong with the market, even if you have to play for inf instead of for xp to participate" attitude that vexes me. Though I do agree with the OP on one point. The market is another PvP zone, and as such it brings out the PvP attitude in some people.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Understood. I asked because in the last two nights of play, between my two mains, both 50 and running x8 paper/scanner missions, I made around 250-300mil inf in about 6-7 hours of play.
Be well, people of CoH.
What doesn't sit well with me is the implication that those who don't convert their drops and rolls to inf are irrational or undeserving.
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Price and inherent value are related, but can't be interchanged. Price is just what someone is willing to pay for a particular thing with some presumably inherent value. Price changes with lots of outside forces, like how much currency is in circulation and supply of the item or suitable alternatives.
Advice that rolls and drops be converted into currency is based on the mathematically and statistically sound observation that over the long haul you earn the money to buy most things faster by rolling random drops and selling them, then buying what you want on the market. There are a few items for which this is not true - they tend to be the most expensive things on the market that merits can buy.
This advice really says nothing about the inherent value of what you want to buy. It is merely a bulk observation about the price of most market goods. The above justifications for the advice have no inclusions for objections to using the market in ways that optimize sale profit, which you have previously expressed (in other theads) that you hold. This, I think, is why its foundation in math and statistics doesn't really make it any more valid for you - you have additional constraints.
And as Cat said, I'm not denigrating those constraints. I'm merely trying to make clear where differences in perspective seem to me to be coming from.
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
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
total kick to the gut
This is like having Ra's Al Ghul show up at your birthday party.
Heraclea said:
Given my play style and priorities, I find it easier to accumulate 250 merits on a character than 250 million inf. So if I want a LotG recharge, that's the way to go. What doesn't sit well with me is the implication that those who don't convert their drops and rolls to inf are irrational or undeserving. No character of mine is going to have enough inf to acquire the costliest set IOs on the market. Random rolls are too risky for me; you could always end up with an Edict of the Master. |
1) " You could always end up with an Edict of the Master." Anecdote is not proof, but when my last character hit 33, I had 250-300 merits and rolled 'em. I got three very, very good recipes (two LoTG,one Numina) which I turned into a quarter billion inf. They really HAVE weighted the drop tables. I understand that 240 merits into 1 recipe gives you exactly what you want, at the level you want it, as if there were no market; however, I think that 240 merits into 12 recipes provides BOTH more good things for other people AND more good things for you- whether that be "more things you can use" or "more things you can trade for things you can use."
2) There is a considerable difference between using inf for long-term wealth storage and using inf as an intermediate step in short-term trading. If, say, you got nine things you didn't want, that nobody wants, you could turn them into inf and then buy something tangible to store in your base- or could buy something tangible to slot on your character. If, on the other hand, you have some issue with the actual act of buying and selling, that should be the basis of your argument.
Mini-guides: Force Field Defenders, Blasters, Market Self-Defense, Frankenslotting.
So you think you're a hero, huh.
@Boltcutter in game.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Just for information, according to the median completion rate equation (as revised by I16)
250 merits via task forces = 12 hours 30 min (20 merits/ hour)
250 merits via Arcs (including Oro) = 20 hours 50 min (12 merits/hour)
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
Be well, people of CoH.
" You could always end up with an Edict of the Master." Anecdote is not proof, but when my last character hit 33, I had 250-300 merits and rolled 'em. I got three very, very good recipes (two LoTG,one Numina) which I turned into a quarter billion inf. They really HAVE weighted the drop tables.
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Now, most of my merit purchases or rolls are intended for some character other than the one who has the inf or merits. The fact that random rolls get bumped up to their highest level for the merit owner rather than to the desired level means that even if I get what I wanted, it might not be useful until the target character hits 47.
I have designated one character on my main server as chief ticket farmer, salvage maker, and inf holder. When I do have a character with short merits who isn't saving towards a particular goal, I will roll them, craft the button, and if it isn't something worth saving I will pass it to this character to take to the market. And every so often she takes stock of the salvage needed to craft desirable or vendible drops, and stocks the shelves with it, mostly with MA tickets. So far, she's managed to accumulate around 70 million inf, an unimpressive sum here, and not nearly enough to buy any of the truly desirable recipes.
One problem I have ever had was that the inf and merits were scattered over multiple characters. This is what I am trying to remedy. If I occasionally resort to random rolls, it's for pooling purposes rather than for making every character rich. If I decide that a character needs a bonus or a set, the rest of them will pitch in.
If, say, you got nine things you didn't want, that nobody wants, you could turn them into inf and then buy something tangible to store in your base- or could buy something tangible to slot on your character. If, on the other hand, you have some issue with the actual act of buying and selling, that should be the basis of your argument. |
I don't have an "issue with the actual act of buying and selling", though I do think that the Golden Rule applies and that no one should try to sell anything for more than what they are willing and able to pay themselves. But that's another screed of doctrine entirely.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I bid on max level recipies because I refuse to make even negligible compromises on my build for mere cost reasons. I think it would gnaw away at me, "you could have had 0.1% better fire and cold resistance, but NO, you had to grab the recipe from the bargain bin." Yeah, I recognize that's more of a mental disorder than a good buying strategy.
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Warning: Wall of text ahead. Beware of falling paragraphs.
Even once they were nerfed, HamiOs were the ultimate reward available at the time. Even today, in a world of IO bonuses, go look at the market price of Membrane or Ribosome HOs. Using them extensively after they were nerfed, and even after ED, still allowed things no one else could do. |
Observing that, once, something powerful existed and was nerfed, and then holding that as sure evidence that something powerful will be nerfed again is foolish. Every time through this the devs learn something new. I can promise you that vastly more testing and consideration has gone into the design and implementation of IOs than ever went into the original incarnation of HOs. That's not proof that they'll never be nerfed either, but in the context of the history of the game, there's a hell of more evidence that the devs are mostly comfortable with them than there is that there's some great nerf lurking, just because a nerf happened once long ago. |
By the way, the HO nerf wasn't actually that horrific except for category "B" enhancers. HOs used to be 50% enhancement in all categories, even for boost types that were normally 20%, like Defense. The nerf made them follow the same rules SOs follow - 33% for category A (damage, recharge, etc.) and 20% for category B (defense, toHit, etc.) Notably, a common level 50 IO is 42.5% enhancement for category A. |
Lets set aside all the "aberrent" things players might do in play. Lets say you and I both play for an three hours. In that time, I solo a Scrapper. I'm inherently decently tough, and I hit hard. I go fight +2 foes in missions as fast as I can. You play a FF Defender. You spend some time looking for a team, updating your costume, and running a Master Of the ITF. You get a good team, but they approach the ITF cautiously to get the badge, which you all do. At the end of the 3 hours, I have earned a level and a half and a lot of drops. I quite likely defeated more foes in that 3 hours than the whole ITF team did on the TF. Do your character and mine really deserve the same rewards, just because we both logged in for three hours? I'm not trying to twist your words here. Rather this is what I see you saying, and I'm asking you if it's right. |
This is what i would like to see changed. Simply put the chances to get the drops IMO are based on keeping the items rare. Im fine with that, but in doing so it seems their rarity has ot be,or has been based around what a tooled up toon can crank out on maximum. I dont mind items being rare. I dont even mind not having something like purples, as has been said if i really wanted them i could probably start farming out the same radio missions over and over, running solo, fighting the wall, running RWZ or whatever. I do choose not to, and i am cognitive of that choice.
And as has been said but i might not quote, im sure the idea of the sets are much more prevalent here in the forums then in the real game. But im sure there are probably tons of players in the real game that have just written off the idea of ever earning these rewards because of cost, or time, or how they would have to play to earn them steadily.
It's already worthless to do. It yields absolutely zero XP, inf, or drops, unless you happen to maul some Rikti along the way. It's a lot like soloing AVs - it's crap reward for the time it takes. People do it to say they can. |
I have had a toon that soloed AVs, its incredibly boring to do, and tedious. I dont much worry about it anymore. However i made that toon because i heard of others doing it. And it sounded cool to have a character that could do that. Especially since i was normally playing a blaster and just couldnt imagine standing toe to toe solo with an AV. So though i understand how useless it is, it still has a sound to it that entices other players to say you can do it.
You remember the history of the game and are viewing it through a heavily filtered opinion of what it all means. I don't find your interpretation of history especially compelling, and I consider it to be formed by discarding information that don't fit your interpretation of things. It's a common thing people do, and I won't swear I am not doing it myself, but I think you're doing it really severely. Again, if no one is supposed to be able to do these things, why did we get the difficulty options we just did? |
The slider as postiron said in his post is the solution to that. Cause now you can still earn the +3 and 4 xp but you have to fight harder opponent to do it. So all those that would have been really pissed got somthing that sounded nice in comparison. It was kinda like ya your lowbie will level slower when you have him in tow, however you wont lose xp to pads, lose drops etc. So basicly sliders offset many of the complaints that would have errupted from the SSK.
Now thats purely conspiratorial on my behalf i admit it, but it is how i see it. When i looked up the xp effects of the teams running all within 1 level of a mission, most people on that team were lossing anywhere from 5-12 percent of the xp. Yet this seems to have slipped by alot because the options for customizing the missions seemed to over shadow it.
And here you expose a dirty little bias. You think that people who do this sort of thing are motivated by a desire to lord how good their characters are over other people. It conveniently vilifies the people with significant IO investment, and is often used in an effort to plant the seed that this villainous nature justifies that their advantages be stripped from them and given to everyone else. |
I couldn't give much of a damn about what most players think of my characters, because I don't interact with most players. I mostly play the game solo except for running TFs, which I do with a long-standing group of players who share my interests. I almost never pug, and almost never have - it's got nothing to do with getting drops. I get deep personal satisfaction from putting together a character that can take on ridiculous odds and win. I enjoy it even if I do it all by myself where no one can see. The other people I am most likely to tell about it are other power-gamers like myself, who have characters of their own who can do these things. I am actually careful not to be perceived as lording such achievements over others, because I don't like people who do that sort of thing. |
Now i am not saying its true, however the only reason i can see that just slightly increasing other players ability to achieve some of what you say is your intrest in this game, IS because you would feel less special for doing it. You might not want to lord over other players what your toons can do, but it just comes off sounding like you dont want others to be able to achieve it either. Just my opinion of that paragraph, it does just sound like its saying "even if i dont lord it over others, im special and if they are special also, im less special."
The structure of that paragraph confuses me, but no, I don't even remotely agree with that assessment. If team content is not to be soloed, then why were we just given settings that allow solo players to fight 8-man team spawns? Why did Invincible/Relentless give AVs even when you're solo? This is why I don't think that much of your interpretation of the history of the game - you seem to ignore really obvious counters to your positions. |
Same thing here, more options sounds great to players (unless its in the Sidekick apparently) so here is the new slider go nuts. The question is do the devs expect every player to be able to do it? Is the game now being designed around the idea that a standard everyday player can solo a mission set to 8? No its not. Its there just as the old slider was, to increase the difficulty to the level you wish to play at. But your talking about a mechanic that allows players the choice. The system of random drops of recipies that is not adjustable. But the slider being able to do what it does now, also just serves to ever increase the abilities of some to get things others have trouble with earning. My tanker can kill a mission set at 8, my blaster cant for instance. So again even running through normal missions, my tanker will get MORE opprotunity to earn drops then my blaster would, even running solo.
Let me be clear. I'm not nuts about the fact that teaming dilutes drops more than I think typical team speed counters. Really bad-*** teams I think do make up for it, but I don't think the mythical casual player ends up on those very often. I accept that things work like that, but I don't think it's inherently good just because it's how things are. I sometimes wish that there was some sort of drop rate boost for being on a team. On the other hand, I can imagine some reasons the devs might not like that. No system is going to be perfect. |
Then stop having it, because you're the only one here promoting it now. Well, I guess you and Heraclea. They're "have not" if you refuse to do the things that get you purples. I have never been much of a farmer. I stick with my 50s, play the game, I sell my drops. It's gotten me billions of inf for market use and let me purple 5 characters. I'm not doing anything you couldn't do. You just don't want it to take as long as I was willing to accept. |
But it does kinda feel like there is a tier of this game that is simply off limits unless i want to funamentally change how spend my time in game. And i personally dont feel that is the best design to follow for a game that has so little to actually use that next teir of abilities agianst.
You dont deserve more for doing less no. However your kinda nailing the point i was trying to make. In that three hours, your chances go up considerably for getting the drops you want. But not just because your soloing, and doing nothing but cranking out enemies. A bubble defender just plainly doesnt have the same killing capacity that your scrapper would. They are much more tied to team play. To running mission etc. This by nature then inherently lowers his chances of getting the same level of drops that you do. And why? Because someone enjoys team play and support characters more then the fighters? This is what i would like to see changed. Simply put the chances to get the drops IMO are based on keeping the items rare. Im fine with that, but in doing so it seems their rarity has ot be,or has been based around what a tooled up toon can crank out on maximum. I dont mind items being rare. I dont even mind not having something like purples, as has been said if i really wanted them i could probably start farming out the same radio missions over and over, running solo, fighting the wall, running RWZ or whatever. I do choose not to, and i am cognitive of that choice. |
It doesn't and shouldn't work that way. Scrappers in general are often overlooked for teams. Teams are generally better off choosing a force multiplier, right? Scrappers can't take down giant monsters while some of the squishie, team oriented ATs can.
Why do I bring this up? Because there are consequences to our choices. If you choose to play a character that can't pull in X amount of rewards in Y time, that is your choice. If you want X in Y, you build something that can do it.
That's how this game works.
EDIT: As for a drop rate boost while on teams? I wouldn't be against the drop rate being affected exactly as inf/xp rewards are affected as team size goes up. The question becomes can the devs do that without having it ALSO affect lone players when they crank up the virtual team size.
Perhaps they can. Should they? Perhaps.
Be well, people of CoH.
Popping into the middle of this because the thread was intriguing, and there are points here I agree with, to some degree.
But im sure there are probably tons of players in the real game that have just written off the idea of ever earning these rewards because of cost, or time, or how they would have to play to earn them steadily.
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Even someone that commonly wants to run TFs or mission would probably like to have a character that is that strong when running a STF or LRTF and such.
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But it does kinda feel like there is a tier of this game that is simply off limits unless i want to funamentally change how spend my time in game. And i personally dont feel that is the best design to follow for a game that has so little to actually use that next teir of abilities agianst.
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I applaud the market gurus and the purple farmers, because you have far more patience than I do for such things. The more of you out there doing it, the slightly more likely it is that I might someday have a purple or two to rub together on a character.
It sounds like we don't actually disagree strongly on a lot of the points, but I wanted to drill into this early part of your response.
You dont deserve more for doing less no. However your kinda nailing the point i was trying to make. In that three hours, your chances go up considerably for getting the drops you want. But not just because your soloing, and doing nothing but cranking out enemies. A bubble defender just plainly doesnt have the same killing capacity that your scrapper would. They are much more tied to team play. To running mission etc. This by nature then inherently lowers his chances of getting the same level of drops that you do. And why? Because someone enjoys team play and support characters more then the fighters?
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If there's any part of this I'm not nuts about, it's that it may not always be clear that a given powerset choice is better or worse than others in this regard. For example, while the Defender AT description is pretty conservative about its soloing ability, if you choose a Rad/ or Dark/, you can potentially solo really well. If you choose a FF/ or Emp/? Not really the same. A new player really has no way to know that. I'm not sure it's terribly important to try and address that, but it does feel ... unfortunate.
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
But it does kinda feel like there is a tier of this game that is simply off limits unless i want to funamentally change how spend my time in game. And i personally dont feel that is the best design to follow for a game that has so little to actually use that next teir of abilities agianst.
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CoH is unusual amongst MMOs in that any activity that provides any rewards can be used to obtain top tier loot, the only variable is how long it will take to do so. There are no Bind on Pickup items so as long as your activities generate Inf (either through combat or marketeer activities) you can acquire the top tier loot.
Yes, certain activities do generate the Inf required faster than others but I really don't see that as a problem (although as others have noted the team drop rate probably could use a boost). There is no way the devs could make it so that all players obtained rewards at the same rate and I think that they are smart enough not to try and simply limit themselves to slapping down any cases where players are breaking the risk/reward ratio (i.e. Comm Officers).
And what concerns me about prices is not the price of purple sets, but the prices of a number of lesser sets - indeed most of them are lower level sets - that have the bonuses I particularly want.
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99% of the stuff people complain about in here is WAI.
They aren't available on the market for prices I will ever be able to afford. |
But if anything good comes out of a random roll, it sure ain't going to be sold on the market. |
The history of the market suggests that anything you sell there will have to be bought back for twice what you sold it for when you had it in your hand. |
Case in point, I had a bunch of purples in storage for my fire/rad because I was too lazy to respec him and didn't want to overwrite the good sets he already had slotted.
Come MA and the Purple Drought, prices went sky high.
Come the announcement for I16, I noted here (and other places) that purples were going to start falling the minute the farmers bailed on MA for their old farm maps spawned for 8. So I sold all mine for about a billion in profit, and in a few more weeks I'm going to buy them all back for a fraction of that bankroll.
And nearly everything on the market can be picked up at a substantial discount if you're patient. If you insist on valuing everything according to the BUY IT NAO price you will get fleeced. If you don't mind waiting a week or two, you can often get that uber-expensive recipe for a huge discount. The more patient you are, the less inf you have to spend.
Holding inf seems to me to be a bad investment. |
When the ITF hit and running the wall in Cimeora became a farming hobby and rare arcane salvage went into the toilet, I laughed really hard.
Inf is the most stable thing in the market, the least prone to sudden devaluation because the devs changed this or that and the herd stampeded to some new pasture.
I'd much rather have crafted IOs in the base. They're a hedge against inflation, which has abated only slightly in i16. |
personally, I'd rather have crafted IO's sitting in my characters builds helping them kick butt, crafted IOs that I purchased with inf I got from selling the junk they didn't need on the market.
But maybe that's too simple for you.
In fact, I'm sure you'll be better off with your wily scheme of never selling anything good and sticking it all in base storage and thus being too poor to buy any of the stuff you want.
And again, do you remember a post, way way back around issue 3, where statesman said that those who put in time to earn HamiOs were going to reap the ultimate rewards for them.
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The guys running the show now have executed their program more competently, efficiently and with more foresight than that clown Emmert was ever able to
I pay attention to the history of the game. And these devs have really proved no different then the old devs.... |
Or do you have some other explanation for one of the most ridiculous things ever said on this forum?
Have fun on my ignore list with all the other delusional mooncalves.
The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.
My City Was Gone
Your last sentence is the important one. You are choosing to change nothing about what you do in game yet wishing for the rewards to change to suit you.
It doesn't and shouldn't work that way. Scrappers in general are often overlooked for teams. Teams are generally better off choosing a force multiplier, right? Scrappers can't take down giant monsters while some of the squishie, team oriented ATs can. Why do I bring this up? Because there are consequences to our choices. If you choose to play a character that can't pull in X amount of rewards in Y time, that is your choice. If you want X in Y, you build something that can do it. That's how this game works. EDIT: As for a drop rate boost while on teams? I wouldn't be against the drop rate being affected exactly as inf/xp rewards are affected as team size goes up. The question becomes can the devs do that without having it ALSO affect lone players when they crank up the virtual team size. Perhaps they can. Should they? Perhaps. |
So essentially the gap between wanting to dedicate yourself to only seeking rewards, and choosing to take a limit by teaming becomes larger and larger. My personal belief is that reguardless of if i choose to team or solo, neither choice should penalize my rewards that greatly. As so many call out in so many other threads, this is an MMORPG. the MMO standing for massively multi-player. So that being the case, why then are the reward structures going to so vastly favor people that choose not to team or take part in the social climate of the game?
It sounds like we don't actually disagree strongly on a lot of the points, but I wanted to drill into this early part of your response.
All the things you mention there hold true for that bubble Defender for much more fundamental rewards, like XP. For better or worse, this game revolves around a very central theme - defeating things in combat. We have extremely limited ways to interact with the game outside of attacking things. Any time one builds a character that can't fight well on their own they become reliant on allies for basically everything. I'm not saying that's good or bad, but it's pretty fundamental, and since combat is about all we have, the devs have little choice to attach rewards (of all types) to combat ability. Building a buffer with little offensive capability is a give/take choice we all have to make. It can be fun to buff your allies, but in doing so, you may end up needing them heavily. If there's any part of this I'm not nuts about, it's that it may not always be clear that a given powerset choice is better or worse than others in this regard. For example, while the Defender AT description is pretty conservative about its soloing ability, if you choose a Rad/ or Dark/, you can potentially solo really well. If you choose a FF/ or Emp/? Not really the same. A new player really has no way to know that. I'm not sure it's terribly important to try and address that, but it does feel ... unfortunate. |
Now im not saying that i want to have purples raining from the skies like skittles. I am simply saying it would be nice for the devs to look at what they would consider to be the optimal rate of an assured drop and in their judgement find a way to make mostly sure it drops at that rate for all players. Not that it cant drop more often if the randomness takes it that way.
This is why i thought the strike breaker method seemed to work the best. It would not effect in any way those that wanted to keep making concentrated efforts for rewards. It would not make your drops any harder or easier. It would only make sure that at whatever ratio the devs say a drop mathematicly shouldhave been earned, that one got earned. If you got one before that point, great, but if you had hit a dry spell, then atleast there is an end in sight.
Support players and squishie make just as much of a contribution in time and play to the game as anyone else does. They choose to make it in such a way that is contributory to the enjoyment of other players by nature of thier ATs being more reliant on team play. And for that they have a much harder time earning the rewards that more solo capable characters or ATs can earn. I personally would just like to see this adressed. I dont want rewards given away for nothing, it would just be nice if the wealth of the games content was more widely open. Addressing the issues of limited rewards on teams would definately IMO be a step in the right direction.
He got fired, so who cares what he said? The guys running the show now have executed their program more competently, efficiently and with more foresight than that clown Emmert was ever able to |
I welcome the company i will find on your ignore list.
I got yer purple anser right here, work you *** off and get some, or not, just STFU about it allready. I'm sick and tired of whiny little princessess that want everything right now. Purples are available to everybody, atleast everybody that's willing to workm for it.
The more people I meet, the more I'm beginning to root for the zombies.