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Posts
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Joined
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I got an interesting Neg rep in another thread where I mentioned that I use the arrow keys to move my characters. Clearly I'm too old fashioned... dunno... As the neg repper didn't leave their name I can't ask how THEY move their character but I'm curious how other players nagivate around the world.
Me, I have my left hand activating powers and tab selecting targets, and my right hand on the arrow keys for movement.
And yes, I fully expect the generous neg repper to leave me another one. -
None, but I'm not in favour of making it harder for them. I wouldn't have the time to download a spreadsheet and check it everytime I wanted to make a purchase, but I'm also aware that the last 5 isn't a true indicator of the price and needs to be read in conjuction with the demand and with my patience to set a price. At the moment that works. As I see it a spreadsheet would only benefit active marketeers. I don't think it would ruin the market, but don't see it as necessary.
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Quote:See, but you've moved it from being completly optional to being required to keep up with the marketeers. At the moment everyone is presented with exactly the same information. This would be another channel that many users would ignore and would give marketeers an advantage over them.The reason people are able to manipulate the market so easily is because of the lack of price data - all we see is the last 5 sales, regardless of whether those sales happened in the last two minutes or the last two months. If more information regarding pricing were available people could say "oh, this piece of salvage sells for 10k during the week and goes up to 50k during the weekend" and place their bid for 10k, instead of saying "looks like 50k is the going rate since that's what's in the last 5," and then complaining about having to pay 50k for common salvage.
I never claimed that such a system would benefit the "casual shopper," but rather those who care enough to educate themselves.
Wow... 2 negative reputation points on my last post... nice
To whoever left this:
Quote:protip: prices aren't high because of marketeers, you ninny
Marketeers do manipulate the market for profit. I'm OK with this, it's part of the game. I'm not in favour of giving them more tools to do it. -
You'll need to create another trial account. When you go to the CoH website there should be an option in the top corner to change the language to English (UK). If you have problems PM me and I'll recommend you so it automatically gives you the EU access.
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Yup, pretty sure my new rig has an AMD card and works brilliantly. However I can understand your stance Claws (by the way, always loved your name) as I'd do the same thing.
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Ahh... I didn't notice the edited numia... Interesting. I'll still make use of this I think, the icon at the back isn't too bad given the benifits.
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Put a +$$ in front of the bind and you halve the number of toggels to turn on as it runs on press and on release of the key.
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Quote:OK, so if you kick in and they opposing player strikes at it they are then onside? As long as it is a deliberate attempt? Sorry to be dense, I'm Kiwi and we play rugby.Nope. The opposing player has to have played the ball in order to put the attacker onside, so "glancing blows" or a goalie merely deflecting a kick do not count.
Especially the latter case leads quite often to cases of passive offsides becoming active offsides when the formerly passively offsides player decides to go for the deflected ball, but that is already higher offsides science. -
So... out of curiosity, if a player passes the ball into an offside player and it happens to hit an opposing player on the way through does that put the attacker onside?
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Quote:The Tech for these isn't the animation problem, its to do with the costume nodes on the back. They are tied to the skeleton, not the surface. Make a huge character and equip a jetpack. See how the bulk of it's INSIDE the body? Now imagine if your quiver was there too... Could have some cool outcomes, but mostly annoying.Now I know some people have said their are technical limitations but I really don't know how much I buy that since they've done animated wings and tails attached to the back of the character, it's hard for me to believe stationary pieces like back packs, would really be that tough to do. Plus I don't recall ever hearing the Devs say this is the reason they haven't. I recall them saying it wouldn't work with capes before, but I've already pointed out the solution to that.
Now make a small character... see how the jetpack is not attached to your body?
THAT is the tech limitation. -
Yup, I fail to see why this idea has caused so much issues. I think I would prefer there was a text addition at the end of the name like the mutant sets do, but this isn't that bad an idea. If I was doing it I would probably consider altering each of the icons slightly towards the theme of the set.
Is there a post somewhere that outlines how to get these into the game? -
Quote:I play with my right hand on the arrow keys mostly, going to to the mouse as necessary for clickies. My left hand targets and activates powers. It's not a stretch to reach the NUMPAD numbers.I've never understood the concept of the numpad making things easier. Perhaps you can explain it to me. I place my left hand on W-A-S-D and my right hand on my mouse. Shift-2 targets the player in the 2nd slot and Shift-3 the 3rd etc. First I target using shift + number then I press the power for speed boost: perhaps control-1 or alt-1.
How does using the numpad make that easier? You have to move one of your hands away from its normal position, I assume. Personally, I consider that "not good". I'd really like to be able to walk around with my left hand and look around with my right at all times. Is using the numpad easier than pressing shift-2 to target for most people? What benefits does using the numpad give you? Do you place your hands at different keys?
Quote:Shift+Number, Power is two steps while a dedicated bind lets you do it in one (technically you need to press it twice, but I always repeatedly tap the keys anyways 'cause I'm impatient). But that's really secondary.
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Quote:Hmm, so you're advocating giving the marketeers MORE information to manipulate the market with and think this will make things better? The causal shopper will still pay NAO prices and not care about waiting.You're missing the point here - you wouldn't have to see any of that if you didn't want to. Of course I'm not necessarily in favor of adding that (I wouldn't use it) but I can understand the desire to do so. Lack of data on price trends is one of the reasons prices fluctuate so wildly on the markets here, and that sort of thing might alleviate those fluctuations a bit (i.e. more stability due to more information). That information would be there for those who wanted to see it, and completely ignorable for those who didn't.
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Quote:The costume change emotes won't because there is no other costume to change into.Ok...just for clarification. It states that you have to unlock an additional costume slot for it to function. Am I correct in assuming if I have unlocked all 5 slots it will work? That means that it will not function with only the one original slot open...right?
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Did you increase your setting with Ultra Mode?
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Quote:No, this is why it needs to be lower than the buy it NAO price. Otherwise they wouldn't sell as they'd be undercut by players and never actually sell.Either an average of the last 5 or the last price. Remember, these are meant to be an inf sink. If they are listed at "buy it NAO" prices, that's fine. It means the guy with more inf than patience gets his bid filled, leaving the guy with more patience than inf to get the next recipe a real person lists.
Added to the fact a lot of people play with no bosses. -
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Great Job Soulstorm!
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Except Coolio' suggestion was an INF sink, as I pointed out. It would need a vendor markup, but any stuff deleted or lost to full storage that appeared on the market would be sold to a player and their inf would be taken and given to the sink.
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Sorry Coolio, that question wasn't aimed at you, it was the post below yours that I quoted saying having the only vendors allowing you to delete items. If you're at a vendors.. just sell it.
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Quote:Why would you delete them? Wouldn't you just sell it?Nothing you've mentioned here has been an "inf sink". Maybe if people had to pay a fine for dumping their garbage on vendors you would have a point. Let's do that instead. Make it impossible to delete salvage and recipes. Only vendors can delete them for you but you must pay 250 inf for common salvage, 1000 for uncommon and 5000 for rare to make them take your stuff. Same with recipes. If you use the market however, it's virtually free: only a 10% fee!
If you delete enough stuff at vendors you will get so called Recycling badges, and if you get all of them you get an accolade which lets you delete your stuff yourself without going to a vendor. It will still cost the same amount of Inf to delete them, however.
THAT is an inf sink, and a great motivator for people to use the market. -
It's not a bad idea as such... but... If all salvage deleted or sold or not claimed as a drop ended up on the market then there would be a glut of common salvage. It wouldn't be worth selling anything on the market as the buyers would know the prices from the vendor.
I could maybe get behind this if it was ONLY stuff vendored. Means you can sell it off if you don't need it and pick it up again cheap later. I would give a markup to the vendor though. Given how greedy they are I would add 100% so common salvage would go for 500. It's still worth putting it to market as you should get more than the 250 and supply and demand are still in effect. This would also be more effective as an inf sink than if the prices were the same.
Edit:
Fredrik, just saw your post. It would act as an inf sink, and the inf a player spends on the market to purchase a item would be destroeyed if it wasn't a player listed one. However, if the price payed is the vendored price it won't be an inf sink. For lost drops and deleted items it would be though.
Maybe there could be a limit for the amout of vendor supplied items at any one time. So only 100 items up from the vendor. Then the dross would be deleted, items would be there if you needed them for commons. -
US company... US marketing... logical it'll be a US time zone release.
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