ED to Ambush farms in i21
Your Demand requires supply, as a farmer, I happily provide that supply
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Deal with the fact that farming is here to stay, and you need the farmers. |
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Revisionist history. Or something that came and went in the blink of an eye, because I never saw it happen.
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On the other hand, as I recall, rare salvage actually dropped in price, because people were buying it with tickets specifically to sell.
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I used to hate farming and farmers.
I used to enjoy doing the content the Devs made for us and didn't see the point in farming, now I have been playing nearing 8 years......
I still do some of the content on early characters. I like the new Sewer trial and usually run it twice - that puts me at 9-10ish.
Then I will often head to the AE grab a solo farm and if you have never run a -1x8 mission solo - I work my butt off fighting for tickets and to get to 22 and at that point I have sold my tickets, gotten my SO and a few IO's to use and depending on the roll either a couple of million from IO sales or if lucky (I love you Celerity +Stealth) a couple HUNDRED million.
In my opinion the AE should list arcs in categories. Humor, Drama, Horror and Farms. Farms, at least the ones I play are NOT easy and I often die running at x8 - however the tickets and influence I make far out weigh the debt issues.
AE was a good thing and then once we had a rating system a cartel of knuckle-heads one starred anything not in their cartel. Of course once a thing can be abused - it will be.
To think having farms lessens your wonderful story arc is quite silly. It is also silly to keep acting like you want to punish farmers and then have Dev approved Incarnate farms. So please let's just ask the Devs to create some farms for us and they can have the Official seal of approval.
Let's clear up the silly farming is an exploit - first.
Most farmers do what to progress? Kill stuff.
Most players do what to progress? Kill stuff.
Is there a chance to die on a farm? Yes, once jello shots were removed and monkies.
So are there enemies in game who are fun to fight and are mostly single or limited damage types?
Clocks
Freaks
Trolls
Hellions
Skulls
Hydras
Warriors
Family
Nemesis
I am sure there are more.
So making a custom enemy who attacks you using say cold, fire, energy, smashing, lethal, toxic or whatever isn't unusual right?
Yes, there you go! Game over man - you want some effort at storytelling? Ever run some of the old arcs? I did from a geezer named Emmerson. He had me do back to back 6 yes 6 different defeat 20 xxxx missions in a row. Now that's storytelling.
Let people do what they enjoy and worry more at what you are doing than at what others do and life will be more fun for you.
it looks to me like you only posted this to get that first paragraph in as some sort of boast.
...when I worked in a bar, there was this customer who for some reason liked to talk a lot about how much he could drink and that he could drink anything. One day, he produced a carton of eggs, demanded a pint glass, cracked ten of them into it and downed the lot, raw and in one. It was utterly pointless, but he was all "See? I told you! And I could drink another ten if I wanted to, too!" I and the other barman present hadn't egged him on or anything; his 'impressive' feat was entirely for his own benefit, even if he thought he was impressing the people watching. Eco |
According to Castle, of the 8 major reasons for travel power suppression, only 3 were PvP related. Others included AI abuse in PvE and risk/reward ratios.
People also tend to forget about the brief period when instead of suppression, they added a hefty to-hit debuff to all travel powers as a way of discouraging their use in combat. People complained, so we now have the suppression we know today. Getting out of PvP situations fast was a side effect of the intended purpose, to stop people from using these powers in any given combat situation. |
LMAO.
Instead you could pop 3 purples and trash the entire group in 10 seconds while the one guy was kiting for 60? They can spin it how they want but stacking multiple inspirations of the same type is FAR more exploitive than kiting ever was.
Why not have the dev team do a system-wide purge of all AE arcs that implement any of the following:
1) Critters that inflict only one type of damage. 2) Any ambushes whatsoever. 3) Any maps that place a glowie or clickable ally in the first room. 4) Any AE mission that uses less than 1000 words for script 5) Any AE mission with more than 3000 plays (which likely whacks most farms) |
This one absolutely cracks me up. So slowly pecking away at PvE enemies by kiting was exploitive?
LMAO. Instead you could pop 3 purples and trash the entire group in 10 seconds while the one guy was kiting for 60? They can spin it how they want but stacking multiple inspirations of the same type is FAR more exploitive than kiting ever was. |
Keep in mind as well, this is boomtown, no stores handy, no combining, no emailing them to yourself. Different game back then.
Fire/fire blaster build up+Aim fireball in boomtown. All minions in the spawn were toast, and they were gone before a luit/boss could react. Move on to next spawn. Why spend the 150 infl on purple insps if you dont need to.
Keep in mind as well, this is boomtown, no stores handy, no combining, no emailing them to yourself. Different game back then. |
"If a system can be exploited, it will be exploited. And if a developer thinks their system cannot be exploited, it'll be exploited like a new actress in her first porn movie." Sanya Weather MMORPG Examiner
This one absolutely cracks me up. So slowly pecking away at PvE enemies by kiting was exploitive?
LMAO. Instead you could pop 3 purples and trash the entire group in 10 seconds while the one guy was kiting for 60? They can spin it how they want but stacking multiple inspirations of the same type is FAR more exploitive than kiting ever was. |
"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."
I guess i don't know you could run up pop build+aim nuke and be gone before the boom - oh wait, just like with speed boost.
Most people who play blasters can tell you sometimes kiting doesn't work and you eat the alpha and die. All while you are 100 yards away and the attacks follow you.
What AT was kiting - blasters mostly and what AT dies more than any other AT................
Eventually, everyone with an opinion on what constitutes unacceptable play will find that their "acceptable" play is suddenly no longer supported.
Fire/fire blaster build up+Aim fireball in boomtown. All minions in the spawn were toast, and they were gone before a luit/boss could react. Move on to next spawn. Why spend the 150 infl on purple insps if you dont need to. |
I guess i don't know you could run up pop build+aim nuke and be gone before the boom - oh wait, just like with speed boost.
Most people who play blasters can tell you sometimes kiting doesn't work and you eat the alpha and die. All while you are 100 yards away and the attacks follow you. What AT was kiting - blasters mostly and what AT dies more than any other AT................ |
Yeah, been playing longer than you and I do know how it works.
The point has always been kiting is not the most efficent way to fight and never was. So did they nerf hover blasting?
Why not?
Did they nerf speed boost kiting?
Why not?
Don't you even ask those questions?
The point has always been kiting is not the most efficent way to fight and never was.
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Yes - if you'll notice there are few, if any, enemies in the game without at least one ranged attack. When creating custom mobs in MA you have to give them at least one ranged attack or they suffer a large XP penalty. They didn't want to disallow attacking while hovering/flying for obvious reasons, so they did the best alternative they could come up with, and it works fairly well.
Unlike kiting with unsuppressed travel powers, SB kiting requires you to have a teammate (or if you're the Kin, a particular power to boost your own speed). Apparently, any unsuppressed movement is a bug (according to I think it was Castle around I13) but they haven't changed this since it 1) requires a teammate, and 2) would cause an enormous amount of backlash. Look what happened with the PvP community when the current PvP implementation of travel suppression was added.
I don't need to, because I already know the answers. The amount of time you've been playing this game is completely irrelevant in the scheme of things, and it's generally a lost cause when you resort to that line to attempt to prove your point.
"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."
http://boards.cityofheroes.com/forumdisplay.php?f=598
It's more active than this one!
Oh and welcome to City of Heroes.
-Xan
... I just love the contemptuously dismissive 'wonderful' 'amateur effort' story arcs. It just speaks so well of the complete disregard the posters have for any effort that may have been made.
In other news, FIX THE [censored] USELESS AE SEARCH ENGINE!
Poof! There go a significant chunk of the causes for contention between Farmers and Storytellers. See, what's getting lost in the rhetoric here is that Storytellers (or whatever the hell you want to call those of us who want to use the AE as a tool to... er, tell stories) aren't pissed off because the farms somehow 'diminish' their story (... well, I'm not entirely sure about Venture ). We're annoyed because you can't even find our story because of the enormous legion of numbnuts who clog the system with their crappy one-off wannabe farms that they publish half-finished and then forget about forever.
And yes, I'm sure there are half-finished, forgotten stories published out there too; it's just that attempted farms take vastly less effort, so they breed like rabbits, as every ninny who thinks they've found a fabulous shortcut is going to make part of one. And then promptly give up when they find that it actually takes work to make a decent farm.
AE is bloated to the point of toxicity with useless garbage, a significant percentage of which doesn't even actually work. Chop the bloating, and we'd likely be in better shape.
"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates
MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"
"Half-finished and forgotten" well describes the state of AE in general.
My characters at Virtueverse
Faces of the City
"Half-finished and forgotten" well describes the state of AE in general.
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At least with the incarnate trials, the devs appear to be finishing *something*.
Ambush City, Or: How I Learned To Stop Worrying And Love The Ambush - Arc #1043
Strife of the Grave - Arc #3409
Shift - Arc #529411
... I just love the contemptuously dismissive 'wonderful' 'amateur effort' story arcs. It just speaks so well of the complete disregard the posters have for any effort that may have been made.
In other news, FIX THE [censored] USELESS AE SEARCH ENGINE! Poof! There go a significant chunk of the causes for contention between Farmers and Storytellers. See, what's getting lost in the rhetoric here is that Storytellers (or whatever the hell you want to call those of us who want to use the AE as a tool to... er, tell stories) aren't pissed off because the farms somehow 'diminish' their story (... well, I'm not entirely sure about Venture ). We're annoyed because you can't even find our story because of the enormous legion of numbnuts who clog the system with their crappy one-off wannabe farms that they publish half-finished and then forget about forever. And yes, I'm sure there are half-finished, forgotten stories published out there too; it's just that attempted farms take vastly less effort, so they breed like rabbits, as every ninny who thinks they've found a fabulous shortcut is going to make part of one. And then promptly give up when they find that it actually takes work to make a decent farm. AE is bloated to the point of toxicity with useless garbage, a significant percentage of which doesn't even actually work. Chop the bloating, and we'd likely be in better shape. |
Farms, Drama, Comedy and so on.
Then you play what you wanted to play.
CEBR ("Claws/Electric Brutes Rule") - check the thread, if it still exists, in the brute forum.
Formerly: Get your AOEs (damage aura and spin) Load on insps Trigger ambushes on bosses Go to town on ambushes and rezzers. The rezzing got hit a patch or two ago. The bosses (I don't think minions/lts did anything) would spawn ambushes - I *believe* at each quarter-health increment. (I've honestly not looked.) There would also be destructable items that spawned ambushes. (Or it's an either/or thing.) So, yeah. They did rely on the mechanic, just to get a horde of enemies in range for AOEs. What I find sadly amusing about this is, as I write that description, I think of Praetorian ambushes (and, recently, one in SSA #2 heroside) that piled several ambushes worth of enemies on me at once, when I was at a level and on an AT that certainly couldn't handle it. I'd *really* love to see some patch notes about things actually fixed in AE. Or see some old arc cleanup. Or UI updates. Something other than nerfs. |
Lots of 50's yada yada. still finding fun things to do.
Cthulhu loves you, better start running
I�! I�! Gg�gorsch�a�bha egurtsa�ar�ug d� Dalhor! Cthluhu fthagn! Cthluhu fthagn!
You are in a maze of twisty little passages
IMO, RMTers (and their customers) and farmers are both symptoms of the same problem: too many people want the rewards of playing this game without actually playing it. They're lazy and greedy even/especially in their spare time. So they'll pay real money to some RMT, or inf to a farm leader, who promises to give them those rewards; or they find a cheap, easy way to get the rewards without the time, effort, or risk the Developers designed and intended.
As someone who actually plays the game the way we're supposed to, I wish all of the above would just go away. |
Lots of 50's yada yada. still finding fun things to do.
Cthulhu loves you, better start running
I�! I�! Gg�gorsch�a�bha egurtsa�ar�ug d� Dalhor! Cthluhu fthagn! Cthluhu fthagn!
You are in a maze of twisty little passages
With I14, The bulk of the population went and played with MA. No surprise there. This had an impact on the market. No surprise there, either. This doesn't negate my observation, it only enforces it, so I'm not sure what your condescending (and flawed) review was about. The market was affected by what the general population was up to.
Nothing has evened itself out. The market has never been static, and it never will be. Since I14, there have been all sorts of spikes and crashes on various things. When GR went live, the prices on low-level salvage crashed, because everyone was creating Praetorians, which brought about a glut in supply. Right now, low-level and mid-level salvage is being supplied by returning and existing players who're 1. doing a lot of leveling (due to new power sets) and 2. playing the new content found in those level ranges.
If the new I-Trails become popular and if something like Titan Weapons isn't rolled out at the same time, we'll probably see low-level and mid-level stuff dry up again, at least somewhat, because most everyone will have moved to the endgame once more.
Again, the alleged smoothing effect on the market attributed to farmers is something I've never seen manifested. And I've paid a lot of attention to the market. From day one, it has been volatile and it continues to be so. Whatever impact farmers have on it seems to be minimal. At the very least, it is most definitely overridden by the behavior patterns of the general population. As evidenced by the mid-level dry-up that occurred when everyone was off getting incarneraterized. Where was the great farmer supply then?
But, for me, this is neither here nor there. I don't care what farmers are doing. I never did. What I'm recognizing is that the behaviors of certain player niches are clearly getting in the way of one another. Something should be done to address that. Driving farmers out of MA is certainly one approach, but it's not one I necessarily advocate.
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