Are Prices Dropping?


Amperrie

 

Posted

Quote:
Originally Posted by brophog02 View Post
Good, we're in agreement then. Now we can talk about the real ramifications and purpose of this thread, such as the primary question of falling prices.
I never posted in response to the OP. I posted in response to you specifically when you said something I felt was almost certainly incorrect. In response to my posts and others to that effect, you first directly argued but now you're avoiding that whole conversation and focusing solely on the OP's broader question

Are you saying that you worded your post to which I initially responded in a way that could have been interpreted as independent of or more narrow than the OP's point, and you'd like to correct that and move on?


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:
Originally Posted by UberGuy View Post
Are you saying that you worded your post to which I initially responded in a way that could have been interpreted as independent of or more narrow than the OP's point, and you'd like to correct that and move on?
That needed clarification was already done back on post 16, and repeated again throughout the thread.


 

Posted

Really? That's odd, since post 16 contains a nicely worded statement that my claims were BS, not that you said something specific that could be (successfully) disagreed with separate from the OP's thesis.


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:
Originally Posted by UberGuy View Post
Really? That's odd, since post 16 contains a nicely worded statement that my claims were BS, not that you said something specific that could be (successfully) disagreed with separate from the OP's thesis.
The only statement in that post about you is addressing the idea that the methodology is readily available. That has been said by several people in this thread, with examples also given in this thread.

We need to move on now. I don't care about anything else said in this thread unless it has a more stringent bearing on the topic.

Good day.


 

Posted

I don't know if they are dropping, but I made a cool 16 mill just off of recipes, they were worth more than being crafted. Cha-ching.


 

Posted

Quote:
Originally Posted by thgebull0425 View Post
I don't know if they are dropping, but I made a cool 16 mill just off of recipes, they were worth more than being crafted. Cha-ching.
16 million or 16 billion?

>.>



<.<


 

Posted

Quote:
Originally Posted by Xanatos View Post
How to work around being ported to hospital in zones after two minutes of being dead?

Please tell me a +recharge build w/ 6 slotted rez isn't the answer.

Oh come on, a build like this would (eventually) pay for itself.

Hero Plan by Mids' Hero Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Ima Fast 1: Level 50 Mutation Tanker
Primary Power Set: Fiery Aura
Secondary Power Set: Fiery Melee
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Concealment
Ancillary Pool: Pyre Mastery

Hero Profile:
Level 1: Blazing Aura -- Armgdn-Dmg:50(A), Armgdn-Dmg/Rchg:50(3), Armgdn-Acc/Dmg/Rchg:50(3), Armgdn-Acc/Rchg:50(5), Armgdn-Dmg/EndRdx:50(5)
Level 1: Scorch -- Hectmb-Dmg:50(A), Hectmb-Dmg/Rchg:50(7), Hectmb-Acc/Dmg/Rchg:50(7), Hectmb-Acc/Rchg:50(9), Hectmb-Dmg/EndRdx:50(9)
Level 2: Fire Shield -- Empty(A)
Level 4: Healing Flames -- Panac-Heal/EndRedux:50(A), Panac-EndRdx/Rchg:50(11), Panac-Heal/Rchg:50(11), Panac-Heal/EndRedux/Rchg:50(13), Panac-Heal:50(13)
Level 6: Temperature Protection -- Empty(A)
Level 8: Consume -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(15), Zinger-Taunt/Rchg/Rng:50(15), Zinger-Acc/Rchg:50(17)
Level 10: Hasten -- RechRdx-I:50(A), RechRdx-I:50(17), RechRdx-I:50(19), RechRdx-I:50(19), RechRdx-I:50(21), RechRdx-I:50(21)
Level 12: Combat Jumping -- LkGmblr-Rchg+:50(A)
Level 14: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(23), Zinger-Taunt/Rchg/Rng:50(23), Zinger-Acc/Rchg:50(25)
Level 16: Breath of Fire -- Ragnrk-Dmg:50(A), Ragnrk-Dmg/Rchg:50(25), Ragnrk-Acc/Dmg/Rchg:50(27), Ragnrk-Acc/Rchg:50(27), Ragnrk-Dmg/EndRdx:50(29)
Level 18: Boxing -- Stpfy-Acc/Rchg:50(A), Stpfy-EndRdx/Stun:50(43), Stpfy-Acc/EndRdx:50(46), Stpfy-Stun/Rng:50(46), Stpfy-Acc/Stun/Rchg:50(46)
Level 20: Tough -- Empty(A)
Level 22: Combustion -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rng:50(50), Mocking-Rchg:50(50)
Level 24: Fire Sword -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(34), Zinger-Taunt/Rchg/Rng:50(34), Zinger-Acc/Rchg:50(34)
Level 26: Weave -- LkGmblr-Rchg+:50(A), Ksmt-Def/EndRdx:30(39), Ksmt-Def/Rchg:30(40), Ksmt-EndRdx/Rchg:30(40), Ksmt-Def/EndRdx/Rchg:30(40), Ksmt-ToHit+:30(43)
Level 28: Fire Sword Circle -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(29), Zinger-Taunt/Rchg/Rng:50(33), Zinger-Acc/Rchg:50(33)
Level 30: Flurry -- Amaze-Stun:50(A), Amaze-Stun/Rchg:50(31), Amaze-Acc/Stun/Rchg:50(31), Amaze-Acc/Rchg:50(31), Amaze-EndRdx/Stun:50(33)
Level 32: Rise of the Phoenix -- RechRdx-I:50(A), RechRdx-I:50(37), RechRdx-I:50(37), RechRdx-I:50(37), RechRdx-I:50(39), RechRdx-I:50(39)
Level 35: Stealth -- LkGmblr-Rchg+:50(A)
Level 38: Grant Invisibility -- LkGmblr-Rchg+:50(A)
Level 41: Ring of Fire -- GravAnch-Immob:50(A), GravAnch-Immob/Rchg:50(42), GravAnch-Acc/Immob/Rchg:50(42), GravAnch-Acc/Rchg:50(42), GravAnch-Immob/EndRdx:50(43)
Level 44: Char -- BasGaze-Acc/Hold:30(A), BasGaze-Acc/Rchg:30(45), BasGaze-Rchg/Hold:30(45), BasGaze-EndRdx/Rchg/Hold:30(45)
Level 47: Fire Blast -- Decim-Acc/Dmg:40(A), Decim-Dmg/EndRdx:40(48), Decim-Dmg/Rchg:40(48), Apoc-Acc/Rchg:50(48), Apoc-Dmg/EndRdx:50(50)
Level 49: Invisibility -- LkGmblr-Rchg+:50(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Gauntlet



Code:
| Copy & Paste this data into Mids' Hero Designer to view the build |
|-------------------------------------------------------------------|
|MxDz;1400;673;1346;HEX;|
|78DAA5934B4F534114C7E7D2D6D2D2524A6D791568511E2D5AC0577898182392A0D|
|45420AED4E682235C29B7B52D4656A26EDDAB0B3F8871E36BE10750D18FE22BF59C|
|F31F0C4477DEB4FFDF9D3367CE63E64EFEFE6C48A99D73CA0A5D28D9B55A71D9763|
|774B539BF55B7EB4ED90DCE6FDAA939BB564F4DF895525D982ECEEADBDAADE9DC9C|
|A3ABDBC5F35B55BBD3CCE47549EFD9E53D3AEFAEEBAA76EBB9BD9760A15C2EE5962|
|A5ADF0AC9EB82B62B8EBB1696C19CB3B65EA7515446F3EE3DA7E6AC3825A7BE1DBD|
|5871567385EDAA2EE6A922CAD0492565E8FF3AA0CCD3F0AAC926A52654D314302DF|
|0CE006705D1E03EF721311D1A064604CD19202B7843D12D4BDC95D5A047BD258BC7|
|04F0243DEC14EC05FA04A17E20257847EE3E13C02701DE93C5AFD8D4F0F85DC9D25|
|A062A82B6BB8201DAF40056FA02A34A6680F603387C00095AD582F2544BDC92196A|
|390C93278C8409244C20612712C6C92F623A8B9CC0CC4941F729E0B42079466051A|
|6A8718F3E904CD91DC1F187C023E0B1C043EE31B31131D98818E58B23802FBE2E31|
|8F38C01D60433051023605EDB4AAC374D3816ED2E8268D6ED2E8C64BF9BACCF6756|
|12386BED1A8570D7F077E003F05D95F820E8ADE63A2F7207A12D153889E42F4B49F|
|BDD17CEF2531F55D0616803CDCAF083ED099F79B56FB715047FF85A103085392017|
|3960368A1954C83C63408D32E7D6723A6949182A4CB5C05168125417659F085DC47|
|4D87A31F9BB88D639F80CFC0AEE02BF9E54CD8DC53C2B01A7B063C07C6702CE3820|
|815366E0A1B476149EF9FAB463F3EF185BF2C05B2586AFFFDCAB00FCEEDBF9E97A1|
|BD5C8145BEF3CB2C05966B2CD7596EB0DC64B159565856591AAFFEAC8E4C7241532|
|CD32C332C4FD8C9CFF7AC8525C41266696589B0B4B1C458122CDD2C2F581ABF01A0|
|8302CF|
|-------------------------------------------------------------------|



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

Quote:
Originally Posted by Hyperstrike View Post

Level 8: Consume -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(15), Zinger-Taunt/Rchg/Rng:50(15), Zinger-Acc/Rchg:50(17)

Level 14: Taunt -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(23), Zinger-Taunt/Rchg/Rng:50(23), Zinger-Acc/Rchg:50(25)

Level 22: Combustion -- Mocking-Taunt:50(A), Mocking-Taunt/Rchg:50(36), Mocking-Taunt/Rchg/Rng:50(36), Mocking-Acc/Rchg:50(36), Mocking-Taunt/Rng:50(50), Mocking-Rchg:50(50)

Level 24: Fire Sword -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(34), Zinger-Taunt/Rchg/Rng:50(34), Zinger-Acc/Rchg:50(34)

Level 28: Fire Sword Circle -- Zinger-Taunt:50(A), Zinger-Taunt/Rchg:50(29), Zinger-Taunt/Rchg/Rng:50(33), Zinger-Acc/Rchg:50(33)
Well, ouch. And his name would be Tauntmaster?


Paragon City Search And Rescue
The Mentor Project

 

Posted

Quote:
Originally Posted by Ironblade View Post
Well, ouch. And his name would be Tauntmaster?
Beware! Or I shall mock you intensely!



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

I'm not sure how AFK farming is considered an exploit, if that were the case, a lot of posts would be deleted, and the whole thing would have been kaboshed a long time ago.

The drop rate is some where between 1:100, 1:150 on average.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
I'm not sure how AFK farming is considered an exploit, if that were the case, a lot of posts would be deleted, and the whole thing would have been kaboshed a long time ago.
It could be debated that it is a form of botting, perhaps, but it doesn't appear to be seen as a terribly big deal. It appears the direction being taken is to simply limit the potential impact through structures like the rep timer.


 

Posted

Quote:
Originally Posted by brophog02 View Post
It could be debated that it is a form of botting, perhaps, but it doesn't appear to be seen as a terribly big deal. It appears the direction being taken is to simply limit the potential impact through structures like the rep timer.
You can't even call it botting, botting refers to using a 3rd party software in order to control your character in a manner that is against the EUL.


Virtue: @Santorican

Dark/Shield Build Thread

 

Posted

Quote:
Originally Posted by Santorican View Post
You can't even call it botting, botting refers to using a 3rd party software in order to control your character in a manner that is against the EUL.
Actually whether it's been called botting or not, it's been made clear many times by the devs that anything that enables you to earn XP or shinies while not at the KB is against the EULA, although I haven't seen this stated for a good couple of years.

I think a blind eye was turned to heal farms as the badges don't perform any useful function, and they realised they'd set the bar way too high.

Most of the time they fix the game to make it more awkward (death shamen's zombies no longer giving XP due to abuse of a tank with damage aura being one example).


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

 

Posted

Yeah. My take on this is that, in a way, the bar has been set too high on these things, too. Given the size of our PvP community, how useful these enhancements can be, and the time limiter put on their drop chance, they're too hard to obtain, and people doing this is a natural result.

That doesn't mean I don't expect the devs to drop some sort of hammer on this. My guess is that the only reason they haven't so far is because they're too focused on GR and any prerequisite Issue release to deliver a patch to address this.

I'm quite certain that if they do drop a hammer on the farming but do nothing else, the prices on basically all the decent PvPOs will slam into the 2B ceiling. Sadly, I also expect them to do just that, and then maybe come back later and revisit the drop rate/mechanism.

I have some small hope for a general rework of PvE-ish things PvP related in the near future, just because there was some mention of this back when Synapse addressed the various "defeat X" badges in the context of things like RV Pillboxes. Maybe the way these things drop might be addressed in that context as well.

I suppose another possibility for "fixing" this is for PvPOs to end up as regular PvE drops. There are a number of PvPOs that are quite desirable even if you don't intend to PvP. The +3% Defense unique, the -DR proc, the whole Targeted AoE set, various low-slot-count KB prot and +HP bonuses, the +heal/+end proc, Ranged Damage procs - all are examples of things that you can't find in existing PvE sets or might want to stack with what does exist. This has to contribute to their high demand.


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

To the people farming PVPIOs:

I've asked several people and EVERYONE is reporting less drops than usual.

Dubya Tee Eff mayte!


 

Posted

Yea the "only one shot to get the 1/100 chance that a recipe will actually drop every 5 mins" rep timer thing is just lame.

If they want to prevent farming and wish to make people actually pvp instead of just farm they might want to actually put some effort into the pvpo drop system. And defenitely take a look at the current pvp version 2.0 of course, but thats a discussion for another time.

Perhaps have the system record how long a fight is from first blow to finish, how many powers were used, amount of movement, how little insps/temps or how many were used and or some measure of how hard both combatants faught in a fight, etc. Then have some pvp credit or merits of some kind award based off that, so theres more incentive for active pvp. The more effort put in the sooner you get your reward.

Then you could just get a pvp recipe with credit/merits you've earned through fighting, be less farmeable and the market supply wouldnt suck as much as it does now.


 

Posted

Quote:
Originally Posted by Wuigly Squigly View Post
Yea the "only one shot to get the 1/100 chance that a recipe will actually drop every 5 mins" rep timer thing is just lame.

If they want to prevent farming and wish to make people actually pvp instead of just farm they might want to actually put some effort into the pvpo drop system. And defenitely take a look at the current pvp version 2.0 of course, but thats a discussion for another time.

Perhaps have the system record how long a fight is from first blow to finish, how many powers were used, amount of movement, how little insps/temps or how many were used and or some measure of how hard both combatants faught in a fight, etc. Then have some pvp credit or merits of some kind award based off that, so theres more incentive for active pvp. The more effort put in the sooner you get your reward.

Then you could just get a pvp recipe with credit/merits you've earned through fighting, be less farmeable and the market supply wouldnt suck as much as it does now.
dont over think it.


one a day

24 hour timer

drop rate is 1/10 maybe 1/25


 

Posted

Actually, I think that the pvp IOs should cost something in relation to pvp reputation.

I mean, according to my numbers, even the afk farmers would be sitting at something like 10-12 rep an hour (If 2 accounts[1v1]). Normal pvp, this rep accumulates at a much higher rate. I have made, in a matter of possibly 6 hours, 400 rep, on freedom doing zone.

The more you actually THINK about this system, the better it seems. It DOES NOT eliminate afk farming, but instead, provides an alternate means to the same goal.



Also, On the subject of afk pvp IO farms being against the rules.

Prove that I am afk, maybe I am simply watching a movie on youtube? Maybe I have my chat down?

The biggest issue here is likely the fact that this isn't game changing; provides maybe 80% (And thats at the low end of the spectrum) of PvP IOs being generated; and it helps the devs THINK that their drop rates are WORKING.


 

Posted

Quote:
Originally Posted by Not_Epsilon View Post
I've been doing my own analysis type stuff on pvp IO drops.

But more seriously, I have been recording every kill in zones that I have gotten in zones. This experiment more-so is aimed toward a casual PvP'er, so saying zones.

Here's the depressing part.

3269 Kills, awarding mixed with non-awarding, the style of zones.

47 PvP IOs.

Now, I have tried or such, to get an average of the pvp kills per hour by players I deemed average in Recluse's Victory. The pool consisted of about 20 players, I was careful not to choose any that are people I know, and are simply people I see in RV.

I got an average of 18.76. We will round to 19 for ease of math.

Now, 47:3269 is PvP IOs to Kills, dividing gives us estimatly 70 kills per PvP IO

Using the above average hourly kill rate of 19 gives us something along the lines of 250 minutes of active pvp per IO.

Now comes the real world application of the numbers, RV is subject to fits of increased/decreased population, which alters the numbers drastically as well as the RNG-drop machine being, well random. So the numbers are of course faulty by nature, but I have tried to get a sense of it

1: 70: 4.1
PvP IO:Kills:Time(In Hours)



Thoughts?
I posted this in another thread; however, any thoughts?


 

Posted

Your 1:70 number you've been tossing around is fairly close to the 1:60 I guesstimated back when you could still reliably farm these things in arena (60 kills per 30 minute match, usually at least one drop per match). I haven't bothered to get data since they nerfed that, since I just don't care that much.


@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

Quote:
Originally Posted by macskull View Post
Your 1:70 number you've been tossing around is fairly close to the 1:60 I guesstimated back when you could still reliably farm these things in arena (60 kills per 30 minute match, usually at least one drop per match). I haven't bothered to get data since they nerfed that, since I just don't care that much.
i used to do 30 kills per match afk (i suck) back then and i'd get a drop every two matches or so.

you're pretty much on the dot there mac.


 

Posted

also, 200 rep to claim an IO, 1 claim per day.
that's how i'd "fix" this trash.


 

Posted

Epsilon were you teamed at all for any of this?


 

Posted

Quote:
Originally Posted by black_barrier View Post
also, 200 rep to claim an IO, 1 claim per day.
that's how i'd "fix" this trash.
I think that's a very fair idea.


 

Posted

Quote:
Originally Posted by Xanatos View Post
Epsilon were you teamed at all for any of this?
I was teamed, however it was to prolly the lowest amount that ANY zone pvper does, as I don't team with anyone who isnt a direct friend or sg mate. I would just plain like to say "No" but I didn't record whether I did or not.

I recorded the kills in various ways, including the presteige counting method, and I then took the average amount of kills possible to use for this. So in truth, the likelihood of me actually having killed MORE people then stated in my data, is more then likely.