Build Fragility and the Respec System


Adeon Hawkwood

 

Posted

I'm sure this is something that is on a lot of people's minds right now with the announcement of the BotZ change. While related and worth discussing, I'm not sure starting a conversation on it was appropriate for Castle's thread.

When respecs were introduced, builds weren't that complicated; it was pretty much just SOs and HOs. How you slotted one power generally didn't ripple through your entire build, even in full HO builds. For example, when GDN hit, players in a full HO build would still be using Nuccleouses in their attacks. The fact that their defenses were downgraded didn't change their slotting. They may have decided to opt out of some attacks to stack more mitigation, but they still slotted defensive powers the same. (Note: I said GDN, not ED.)

Now, when a power, IO, set bonus, etc, is changed, it can ripple through the entirety of the build. In the case of BotZ, players lost defense, and in order to get that back they may need to change slotting in other completely unrelated powers - for example swapping from Hecatomb to Mako's Bite for more ranged defense. This change would effect their global recharge and enhancement value in the power. It can very quickly cascade into a half new build.

The current respec system doesn't handle this very well. The interface is very clunky, slow, and hard to correct a mistake. (Oh, I accidently took the wrong power at lvl6, now I have to back out of all of my changes.) There is the QoL aspect of it filling your trays with temp powers.

The point I'd like to talk about, however, is saving enhancements. As I said above, when builds were simpler, adapting to changes took shuffling less enhancements than now. As a player, it's easy to say "we should be able to unslot more enhancements at once, say 20, 30, or all of them!" That'd definitely take the sting away, no question, but it would have the side effect of saturating the game with them.

Consider this scenario: A player is leveling up a character and frankenslots them with IOs. Upon hitting lvl50 they respec and use a build utilizing set bonuses. Now they have 20, 30, or X of their old IOs. Next time they start an alt, they have that many more IOs to use to frankenslot. Or consider someone respeccing from an old IO build to a new, stronger one. Previously they'd have to decide which handful of IOs they wanted to keep or whether it'd be worth it to use multiple respecs. The more enhancements you can save between respecs, the more will be saved. Eventually, the game would become saturated with IOs. (This is the reason that mechanisms like "Bind on ___" were created. It's an attempt to: *prevent rampant power inflation and *preserve item value. We have a soft "Bind on ___" with only being able to save 10 enhancements per respec.)


So we're in a bit of a pickle. Right now builds can be very sensitive to even minor changes, but it wouldn't be wise to just allow players to swap IOs casually. Since locking powers/sets/etc from being changed isn't an option, what do you think a good idea to make respeccing easier would be? Try to list possible problems if you can.

---------------
Example: Convert unsaved IOs into Merits
(Stolen from Castle's BotZ thread, forgot who suggested it, sorry)

Good: This allows players to adapt to new changes without keeping everything. (They'd still need to pay for salvage / crafting.)

Bad: Heavily exploitable. Slot a character with a lot of cheap, crappy sets, respec to get merits, use merits to buy more expensive/powerful recipes.
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So, what do you guys think would be both a palatable and appropriate compensation for respeccing in the world of IOs?


(Pardon the wall of text.)


 

Posted

Quote:
Since locking powers/sets/etc from being changed isn't an option, what do you think a good idea to make respeccing easier would be?
Burn and rebuild the respec system from scratch with completely new interface. Allow both the current "all powers then all slots" mode or "true level up" mode.

Allow removal and storage of all enhancements during respec. Note: Available enhancements slots = number of slots in build.

Allow transfer of enhancements between builds. (Move not copy)


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Sarrate View Post
---------------
Example: Convert unsaved IOs into Merits
(Stolen from Castle's BotZ thread, forgot who suggested it, sorry)

Good: This allows players to adapt to new changes without keeping everything. (They'd still need to pay for salvage / crafting.)

Bad: Heavily exploitable. Slot a character with a lot of cheap, crappy sets, respec to get merits, use merits to buy more expensive/powerful recipes.
---------------
This would also REALLY screw with the market. Basically you could run some AE, spend the tickets on Bronze rolls (already a good deal) craft the non-valuable uncommons pretty cheaply (since few of them need rare salvage). Slot those in your second build and then when it's full respec for the merits. Since uncommons are 50-75 merits each that is several thousand merits. You'd have to make it reward a fraction of the merit cost of each recipe for it to be even somewhat balanced.


 

Posted

Possible quick and easy solution.

Allow the mailing of enhancements while in the respec screen.

Not a perfect solution and people may have to empty out their mail boxes before they respec, but it's an option that may be easier to code than to rebuild the respec system, for now.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Allow removal and storage of all enhancements during respec. Note: Available enhancements slots = number of slots in build.
Just to make sure, when you say "removal and storage", do you mean remove from the character and stored in base bins, etc? If so, I think that'd be problematic as mentioned above - it would saturate the game with them.

It does give me an idea, though...

Character Enhancement Storage
Every character would have enhancement storage separate from the normal 10 slots. This storage would be equal to the number of slots your character currently has. When you place enhancers into the storage they cannot be removed without cost. (More on that in a second.) You can use enahncers stored here to slot at any time.

During a respec, you man opt to place enhancers from your build into storage. For example, if you want to change 30 enhancers during a respec, you could pull 10 off during a respec, then place 20 into storage.

If you wanted to remove enhancers from storage, you'd have to pay to do so - such as burning a respec.

How is that different from now? If I want to save 30 enhancers, I'd have to use 3 respecs with the new system just as I do now!

This is true, but the current system is binary. You either have (and use) 3 respecs back to back in order to respec into your new build, or you don't and you're stuck in limbo. (You lose the enhancers, or you can't get the build to the state you want it.)

With this system, however, you'd still need to use just as many respecs as before, but you could do so over time. You could immediately respec and bank the unwanted enhancers, then pull them out when you get a lucky respec recipe drop, or a freespec, etc. (This is my biggest gripe with respeccing now, actually: it's all or nothing.)

Since it has a maximum size, you can't just stuff things into it indefinitely, etiher.


The more I think about it, the more I like that idea. Can you guys see any flaws in such a system that would need to be worked out?


Quote:
Originally Posted by Bill Z Bubba View Post
Allow transfer of enhancements between builds. (Move not copy)
After I typed all the above I realized it would basically be this, except it wouldn't require you have a second build just for storage with the right powers to hold all the IOs you're [edit: storing]. :P

Quote:
Originally Posted by Adeon Hawkwood View Post
This would also REALLY screw with the market. Basically you could run some AE, spend the tickets on Bronze rolls (already a good deal) craft the non-valuable uncommons pretty cheaply (since few of them need rare salvage). Slot those in your second build and then when it's full respec for the merits. Since uncommons are 50-75 merits each that is several thousand merits. You'd have to make it reward a fraction of the merit cost of each recipe for it to be even somewhat balanced.
Right, I should've labeled it as an example of a bad idea. It sounds reasonable at first pass, but when you think of the details and how to exploit it, it becomes clear why it shouldn't be considered.


 

Posted

Sarrate,

I can't seem to agree that allowing the removal of all enhancements from a build to either store or sell would be anything but a good thing.

I'm not groking the whole "saturating the market" thing. As you state, I can do it now, but it costs me three respecs and the horrific waste of time that this is.

Instead, it would cost me one respec and waste far less time.

If this is possible now, why isn't the market saturated?

Granted, as always, I'm looking at it through my admittedly narrow field of vision. I have TWO characters with lots of setIOs. At best, my change would let be dump out all the basic IOs I have on character C and give them to character D.

What this would do would be to lower the demand on the market. Demand goes down, prices go down, newer, poorer players can start affording some of the better stuff.

Seem like a win/win to me.


Be well, people of CoH.

 

Posted

Question thrown out generally:

Would you trade the ability to pull IOs out of a build at minimal cost for making set-IOs bind on equip ?

IOs are the equivalent of gear in many other MMOs. There the standard seems to be 'easy to change, but things are bound on equip' (or the even worse bind on pickup)


I doubt we will get a much more flexible system to pull IOs out without having them bound to an individual character.



@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617

 

Posted

Quote:
Originally Posted by Catwhoorg View Post
Would you trade the ability to pull IOs out of a build at minimal cost for making set-IOs bind on equip ?
Personally? Heck no. I'd save a bit on common IOs for leveling up but at the cost of a complete inability to resell or transfer to another character any extremely valuable set IOs that I've decided I no longer want.


 

Posted

Quote:
I doubt we will get a much more flexible system to pull IOs out without having them bound to an individual character.
I can't believe that the old mindset of "character locking" has any place in today's game.

At one point there were no respecifications at all, correct?

Then the hero side trial was added, and the story explanation was that being irradiated in the core altered your abilities. (Let's just ignore the fact that this turned EVERY hero that used it into a science origin character.)

Villain side shows up and they needed some kind of sister arc over there, so you go fight some magical plant based AV, which alters your powers. (sigh... thus making EVERY villain that used it into a magic origin character.)

Then IOs show up and we all start slapping them into our builds. ORIGIN BE DAMNED! Now Bill Z Bubba, Arch-Devil of Hell is jamming all sorts of tech gadgets, serums, cybernetics, etc, etc into his body.

But I can't yank them back out? I can't replace them on the fly in the same way I shoved them in there?

So, story-wise, the whole respec process is, for lack of a better word, fooey.

In my opinion, it's time to toss the old mindset out the same window that "1 hero = 3 minions" got tossed through.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Sarrate View Post
Character Enhancement Storage
Every character would have enhancement storage separate from the normal 10 slots. This storage would be equal to the number of slots your character currently has. When you place enhancers into the storage they cannot be removed without cost. (More on that in a second.) You can use enahncers stored here to slot at any time.

During a respec, you man opt to place enhancers from your build into storage. For example, if you want to change 30 enhancers during a respec, you could pull 10 off during a respec, then place 20 into storage.

If you wanted to remove enhancers from storage, you'd have to pay to do so - such as burning a respec.

How is that different from now? If I want to save 30 enhancers, I'd have to use 3 respecs with the new system just as I do now!

This is true, but the current system is binary. You either have (and use) 3 respecs back to back in order to respec into your new build, or you don't and you're stuck in limbo. (You lose the enhancers, or you can't get the build to the state you want it.)

With this system, however, you'd still need to use just as many respecs as before, but you could do so over time. You could immediately respec and bank the unwanted enhancers, then pull them out when you get a lucky respec recipe drop, or a freespec, etc. (This is my biggest gripe with respeccing now, actually: it's all or nothing.)

Since it has a maximum size, you can't just stuff things into it indefinitely, etiher.


The more I think about it, the more I like that idea. Can you guys see any flaws in such a system that would need to be worked out?
I would just create the storage space, and allow players to freely move enhancements between a power and the storage. Enhancements can be deleted but cannot to be taken out to the enhancement tray. In addition, enhancements can only be cashed and taken to the enhancement tray during respec. This way, some flexibilities are allowed, but the enhancements are still bound to a character.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Sarrate,

I can't seem to agree that allowing the removal of all enhancements from a build to either store or sell would be anything but a good thing.

I'm not groking the whole "saturating the market" thing. As you state, I can do it now, but it costs me three respecs and the horrific waste of time that this is.

Instead, it would cost me one respec and waste far less time.

If this is possible now, why isn't the market saturated?

Granted, as always, I'm looking at it through my admittedly narrow field of vision. I have TWO characters with lots of setIOs. At best, my change would let be dump out all the basic IOs I have on character C and give them to character D.

What this would do would be to lower the demand on the market. Demand goes down, prices go down, newer, poorer players can start affording some of the better stuff.

Seem like a win/win to me.
I've thought about it some more, and I think I was only partially correct when I said "saturate the market."

Disclaimer: I'm not a marketeer at all. I don't find economics fun and spend as little time thinking about it as possible, so anything I say about the market is to be taken with a grain of salt (and hopefully corrected).

So, a character with leveling IOs respeccing would go from saving 10 IOs (they probably won't want to burn respecs to save cheap leveling IOs) to saving ~60ish. That's 50 more per character. I can think of two effects.

First, it would increase the rate of power creep. With IOs becoming more common, characters would have access to more of them, and thus be more powerful than they would normally be. Yes, you can do that now, but it takes more effort (time/money). To be honest, I usually don't franken slot characters. It would make them more effective, but I'm just not big on it. On the other hand, if I knew I could save all those to use on my next alt, I'd have a much bigger incentive. In this case, flood the market, it would flood the market.

Second, with them being more common, people would be burning less inf on the cheap IOs. This would be a reduced money sink / destroyer. Players would likely be wealthier due to the change. Side effect: the "high cost" recipes would likely still be expensive. Why? People will burn multiple respecs to save them now, so I don't think the supply would change that much. However, with players having more money, guess what would happen to the price? It would go up.

Remember when "expensive" purple recipes were 100 mil? What has changed? People have more money now. We now have at least one IO (PvP +3% def) that will sell for over 2 billion. I bet this would increase the price of the highly desirable recipes. (ie: not saturate the market)

End result? Lower bar to entry, higher bar to the "good stuff."


(I know I'm missing something else and/or not being clear. I'm a bit distracted atm.)

Quote:
Originally Posted by Catwhoorg View Post
Would you trade the ability to pull IOs out of a build at minimal cost for making set-IOs bind on equip ?
Hmmm, I probably wouldn't. I don't mind having to use a respec to get IOs out, I think it's an acceptable cost (and very useful). I just wish I didn't have to burn X respecs all at once in order to adapt.

Quote:
Originally Posted by Bill Z Bubba View Post
So, story-wise, the whole respec process is, for lack of a better word, fooey.
I don't think story has a large role in making things "bound," it would more be a "balance" reason.


 

Posted

Quote:
Originally Posted by Bill Z Bubba View Post
Then the hero side trial was added, and the story explanation was that being irradiated in the core altered your abilities. (Let's just ignore the fact that this turned EVERY hero that used it into a science origin character.)

Villain side shows up and they needed some kind of sister arc over there, so you go fight some magical plant based AV, which alters your powers. (sigh... thus making EVERY villain that used it into a magic origin character.)

Then IOs show up and we all start slapping them into our builds. ORIGIN BE DAMNED! Now Bill Z Bubba, Arch-Devil of Hell is jamming all sorts of tech gadgets, serums, cybernetics, etc, etc into his body.
I know this isn't the point anyone cares about, but I think it would be nice if the complete text for the respec trials varied a little from origin to origin.

"Looks like all that radiation threw your mystical energies into a flux! If you wanted to bind them with new spells, I bet this would be a great time to do it."

"That weird glowing stuff that was all over you after you wrecked the Tree is putting out some crazy energy readings! I bet you could make all kinds of new gadgets with this stuff as a power source."

Or whatever.


 

Posted

Quote:
Originally Posted by Sarrate View Post
IEnd result? Lower bar to entry, higher bar to the "good stuff."
This is my opinion as well. It wouldn't directly impact the price of the really good stuff, people are already willing to burn multiple respecs to unslot them so they aren't getting repsec sold anyway. What it would do is cause an increase in the supply of the moderate IOs, things like Positron's Blast, Mako's Bite, Obliteration, Scirocco's Dervish etc. The sets with good bonuses but some rarity which people tend to slot as the backbone of their build. This in itself isn't horrible, as you noted it lowers the barriers to entry. The problem is that the extra Inf from these being cheaper pushes the prices of the good stuff up even higher and makes it even harder to afford them without marketeering or lucky drops.


 

Posted

I wouldn't mind the idea of an "Enhancement-spec", where I can just unlock all the Enhancements currently in my build and move them into my tray as I wish. Respecs to unlock Enhancements do kind of bug me, since I have so many macros. After doing the respec, I still have a lot of work to get everything back into place again.

The problem would be how to implement it. I agree that you shouldn't be able to just remove Enhancements willy-nilly, but being able to only remove 10, and trade in the rest, unless you want to simply move them around, seems too far in the other direction. Especially with dual builds. Maybe just a flag, which says, "This Enhancement is locked", when you slot it, then the respec unlocks it for any successive move, until again slotted and locked.


 

Posted

It would be nice if you could access Wentworths or the BM from the Respec screen. That way no new system would need to be created, and at least you could save like 25 or more instead of only 10 IO's. It would have to be one heck of a respec to have more than 25 IO's that you needed to trade out and were actually worth selling.


 

Posted

I'm just throwing out an idea but what if you were allowed during respec to 'break down' an IO you select into its recipe and salvage components? Assuming your salvage tray has 52 slots and is empty, and each IO uses an average of 4 pieces of salvage, then you could save about 52/4 = 13 more IOs than you can under the current system. Maybe add a prompt asking if you want to delete the salvage in order to fill up your recipe slots.

The reason for this suggestion is that a complete overhaul of the respec system would take a lot of time and resources. This would be a band-aid on the current problem, but maybe much more achievable under the current system.


 

Posted

Quote:
Originally Posted by Sarrate View Post

---------------
Example: Convert unsaved IOs into Merits
(Stolen from Castle's BotZ thread, forgot who suggested it, sorry)

Good: This allows players to adapt to new changes without keeping everything. (They'd still need to pay for salvage / crafting.)

Bad: Heavily exploitable. Slot a character with a lot of cheap, crappy sets, respec to get merits, use merits to buy more expensive/powerful recipes.
---------------
I'm one of the posters who suggested a respec system along these lines. I have no idea if I was the first.

I don't sure the concern about such a system being exploitable. The sheer limitation of respecs would limit this. Some safeguards could be implemented to limit these further, perhaps a only a percentage of merits granted. You could even incrementally increase the percentage based on completion of the entire set.


What ever system is developed, there needs to be a way for players to respec there builds and recope a considerable amount (if not all) of their investment.


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Posted

Quote:
Originally Posted by Desmodos View Post
I don't sure the concern about such a system being exploitable. The sheer limitation of respecs would limit this.
Aren't there people who powerlevel a character to 22 in an afternoon? For someone with a couple of vet respecs, it could be a profitable use of time to:

(1) Roll up new character.
(2) Powerlevel to 22. Buy the cheapest rattiest IOs you can to slot into powers, and fill every slot with cheap IOs.
(3) Back-convert them into 50 merits each (the cheapest any given recipe goes for at the vendor).
(4) Buy LotG +recharge recipes with those merits.
(5) Repeat until out of vet respecs, delete character.

Buy it back at a discount? Okay, you only get half your merits back. Eight Volley of Velocity pieces for a LotG is a fair trade, don't you think?


 

Posted

Quote:
Originally Posted by Sarrate View Post
I've thought about it some more, and I think I was only partially correct when I said "saturate the market."

Disclaimer: I'm not a marketeer at all. I don't find economics fun and spend as little time thinking about it as possible, so anything I say about the market is to be taken with a grain of salt (and hopefully corrected).
I am a marketeer so just a few comments on this:

Quote:
So, a character with leveling IOs respeccing would go from saving 10 IOs (they probably won't want to burn respecs to save cheap leveling IOs) to saving ~60ish. That's 50 more per character. I can think of two effects.
What you call leveling IOs don't really have this effect. IOs that are used for frankenslotting/leveling are used for that purpose specifically because they are cheap and plentiful (and oftens times available at prices that are less than SOs). I invariably over slot these or just delete them for the influence during the respec process.

Quote:
First, it would increase the rate of power creep. With IOs becoming more common, characters would have access to more of them, and thus be more powerful than they would normally be. Yes, you can do that now, but it takes more effort (time/money). To be honest, I usually don't franken slot characters. It would make them more effective, but I'm just not big on it. On the other hand, if I knew I could save all those to use on my next alt, I'd have a much bigger incentive. In this case, flood the market, it would flood the market.
This won't really increase the rate of power creep for a couple of reasons:

1) Power creep due to IOs is a constant. Every time a valuable recipe is introduced into the system it doesn't leave the system. It is slotted in a character and that character gains power. Once the character is level 50 and fully slotted any merits/recipes created are not needed by that character and are passed on to another character through some form of trade (even if that trade is from that character to an Alt of that player). This is going to be a constant process that simply won't end. The only time these IOs leave the system is when a player stops playing the game and all of their characters are "retired".

2) Most CoX players alt. This means that valuable IOs are in demand again for the new alt. This is a continual process and is most apparent when a new power set is released (like Dual Pistols. The effect on the market due to the release of this set just prior to 2xp week end was profound and still has not steadied out.)

3) Most players respecing out of a particular IO do so because they want it for another Alt, are upgrading to better IOs but the IO in question is too good to over slot (which still may be passed to another of that player's alts), or the IO in question no longer has the value that it had pre-nerf. Only in case 3 will the IO typically hit the market. Nerfed IOs then do flood the market and their price drops specifically because the IO no longer has the value it once had. These are eventually cleaned out by people who put the low value IO into their tray to cash into influence during a respec.

Quote:
Second, with them being more common, people would be burning less inf on the cheap IOs. This would be a reduced money sink / destroyer. Players would likely be wealthier due to the change. Side effect: the "high cost" recipes would likely still be expensive. Why? People will burn multiple respecs to save them now, so I don't think the supply would change that much. However, with players having more money, guess what would happen to the price? It would go up.
This is right on the mark but not for the stated reason. Going back to the above. Once a character is fully slotted to the owner's satisfaction no influence earned ever needs to be spent again. This is also a constant and goes hand in hand with power creep. You earn influence for almost every thing that you do in game. When you stop spending that influence piles up. The more you play that character the bigger your pile is. Then when a new and shiny IO is introduced into the game you can offer an "exorbitant amount" of influence for the very first one to be sold because you have it to spend and also know that you will earn more because you still have nothing else to spend it on.

The way that power creep goes hand in hand is that as you get more powerful you defeat things faster, this allows you to earn more influence per unit time, which allows you to spend more inf on a new shiny to increase your power, which allows you to defeat things faster still etc, etc, etc. Now multiply that effect by a couple hundred thousand person player base and you can see why we have the massive and ever expanding pool of influence. This is known as inflation. The cure for this is more influence sinks that are constant rather than static (it's kind of what the original devs tried to do with SO degradation and what other MMOs do with "gold costs" to repair gear.)

Quote:
Remember when "expensive" purple recipes were 100 mil? What has changed? People have more money now. We now have at least one IO (PvP +3% def) that will sell for over 2 billion. I bet this would increase the price of the highly desirable recipes. (ie: not saturate the market)
Yes, but again not for the stated reason. The ever expanding pool of influence is the reason here that and the fact that the devs fixed the "exemplar bug" that caused us to earn less influence than we were "supposed to" have been earning.

Quote:
End result? Lower bar to entry, higher bar to the "good stuff."


(I know I'm missing something else and/or not being clear. I'm a bit distracted atm.)



Hmmm, I probably wouldn't. I don't mind having to use a respec to get IOs out, I think it's an acceptable cost (and very useful). I just wish I didn't have to burn X respecs all at once in order to adapt.



I don't think story has a large role in making things "bound," it would more be a "balance" reason.
The bottom line is that there are 2 ways to reduce prices at the market.

1) increase drop rates/reduce merit costs. This will only be partially successful since each toon is their own private printing press and you can print all the currency you want simply by playing the game. This will slow price creep but not eliminate it.

2) Increase the number of influence sinks in the game. Ideally the influence sinks should be set up so that the average amount of surplus influence that is removed from the system is equivalent or slightly greater than the amount being produced.

I've proposed a few possible influence sinks.

Changing SG base empowerment buffs to influence instead of salvage.

Costume pieces/badges/titles that are unlocked by spending influence on that character. (An excellent example would be a solid gold top hat and monacle that is unlocked by spending 1 billion influnce to unlock it. It would also grant a "billionaire badge" and would allow the character to display a permanent yellow title of billionaire).

Other temp powers could be added/made available for purchase through the use of influence. I, for example, would pay repeatedly for a temp power that raised the base accuracy of my vet powers to 95% for a couple of hours.

There are lots of very interesting temp powers that are available through the safeguard side mission "stop the arms deal." There are many players in game that never see these temp powers because they never run that side mission. The temp powers available through this mission could be added as a purchaseable with influence option. "Temp power vending machines" could be added as SG base items.

Making the influence to prestege conversion rate equitable (ie: the same or nearly the same rate as it would have been earned had the character been in SG mode) would have the potential to suck more influence out of the system.

There are many many more good ideas out there. They just need to be implemented.


-Insanity is doing the same thing over and over again and expecting different results. - Albert Einstein.
-I do not feel obliged to believe that the same God who has endowed us with sense, reason, and intellect has intended us to forgo their use. - Galileo Galilei
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Posted

It's late and I'm tired so I haven't read everyones responses, but why does the solution have to be just something done with the respec system?

As it stands now, we can have up to 9 trays of powers, thinking like this what about giving each character several (the figurative, not literal several) , maybe 3-4 trays for IO Enhancements.

Example
Each character can hold up to 40 crafted enhancements, and 10 SO/DO/TO.
Players can craft and hold these 40 IOs regardless of respec or not, or just to craft and hold until they can slot. You can only have the one tray pop up but you can use arrows to scroll back and forth on the regular screen. On the Respec screen you can put your IOs in the IO slots. I think this would jsut be a cool QoL thing for everyone anyway, and has nothing to do with specifically losing IOs during a respec.


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Quote:
Originally Posted by Arcanaville View Post
Sure, the devs are supposed to listen to their customers, mister business 101 out there. And if I decide to start suggesting that the devs change the game from being about superheroes and supervillains to being about clowns that is my right as well, and technically Paragon Studios is supposed to pay attention to me. But I hope strongly that they assume a meth-head somehow managed to hack into my forum account and make paper airplanes out of my posts, because I hope they recognize stupid when they see it. I assume they will recognize futile just as accurately.

 

Posted

Quote:
Originally Posted by MutantX_7 View Post
It's late and I'm tired so I haven't read everyones responses, but why does the solution have to be just something done with the respec system?
1) This issue is being hi-lighted by the minor changes to BoTZ causing considerable inconvenience for players. It's essentially a small change, but the current respec system makes adjusting to it rather cumbersome and potentially costly.

2) Some of us are operating under the assumption that the Devs don't want us to have more than 10 unplaced enhancements to carry about. If this proves true, then any suggestion proposing a permanent increase in unplaced enhancement slots will be dismissed.


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Quote:
Originally Posted by Ben_Arizona View Post
Aren't there people who powerlevel a character to 22 in an afternoon? For someone with a couple of vet respecs, it could be a profitable use of time to:

(1) Roll up new character.
(2) Powerlevel to 22. Buy the cheapest rattiest IOs you can to slot into powers, and fill every slot with cheap IOs.
(3) Back-convert them into 50 merits each (the cheapest any given recipe goes for at the vendor).
(4) Buy LotG +recharge recipes with those merits.
(5) Repeat until out of vet respecs, delete character.

Buy it back at a discount? Okay, you only get half your merits back. Eight Volley of Velocity pieces for a LotG is a fair trade, don't you think?
Perhaps I'm being naive about this, but for how long could such an "exploit" remain before these so called "cheap sets" become inflated on the market. Either the supply would dry up rather quickly or the price would skyrocket.

While I recognize the ease with which folks could powerlevel a character to level 22, these same folks have faster more efficient means of generating merits, influence, and AE tickets. Sure some folks would chose methods similar to what you've described here, but ultimately their impact would be exceedingly small compared to methods currently being employed in game today.



I'm not suggesting this idea is a great one, but it's the only thing I can think of ATM that would be fair. I sincerely doubt they will grant us the ability to store more than 10 IOs. They can't give us market value for our IOs because they fluctuate too much. That I am aware of, merits is the only consistent value we can place on IOs.


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Quote:
Originally Posted by Desmodos View Post
Perhaps I'm being naive about this, but for how long could such an "exploit" remain before these so called "cheap sets" become inflated on the market. Either the supply would dry up rather quickly or the price would skyrocket.
The price would certainly become higher than it is now. I don't know how long it would take for it to reach the point where doing this for LOTGs (or Numina/Miracle uniques, or Performance Shifter procs, or Steadfast uniques, or whatever settles into the top spot) is unprofitable, but either one of two things would happen depending on how many "junk" recipes continue to enter the system through normal play. (Bear in mind that this can be a lot, because if you use the AE to powerlevel your way up you will have enough tickets for a lot of low-end bronze rolls, on both the mule and the powerleveling character.) Either respeccing for merits remains a profitable endeavor, or low- to mid-level recipes and the corresponding salvage become unaffordably inflated. They would have to become ridiculously overinflated before it was unprofitable to liquidate them for the top-performing recipes, because the biggest merit price differential between recipes in the game is still only 5.5:1. This could be avoided by making the merit returns on liquidation low enough (which would sort of undermine the reason for doing this in the first place) or drastically changing merit vendor prices (which would require making low-end prices very low or making high-end goods much more expensive).


 

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Quote:
Originally Posted by Ben_Arizona View Post
This could be avoided by making the merit returns on liquidation low enough (which would sort of undermine the reason for doing this in the first place) or drastically changing merit vendor prices (which would require making low-end prices very low or making high-end goods much more expensive).
Are you factoring in the incremental return I suggested for having more of the set?


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Posted

Unless I am misunderstanding the exploit is even easier

Roll say 20 recipes (200 merits) then cash any you don't want back for merits based off their direct buy price.

Then repeat

Any 'merit return' for a recipe has to be less than the cost of a random roll.



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