Guffy

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  1. The OP said that he wanted to max out on def. I'm not totally sure this is wise on a trolley.

    Not only is Fire a great damage dealer it's also pretty good at AoE control, at the heart of this control is flashfire. In theory having a well defended trolley could mean you could skip this power however 'with it' you can disable whole groups of bad-dudes and not have them shoot at you at all. In short it's better not to be shot at than have to rely on what will probably be 'poor to dodgy' +def figures.

    As far as your Rad debuffs go, I agree, get them all however Rad infection is the only 'must have' pre-stamina, the other two can be put in-between more 'I need that now' powers.

    I think you don't need the fighting pool at all tbh, if rad infection and hard control don't keep you alive long enough to plough through groups (either in teams or solo) then you might want to rethink your tactics.

    As for cinders many folk have it in their build for those moments when something has gone wrong, either hard control to finish a battle or the buffer of time to run away (not that I think you should). It's a pretty frustrating power to watch as it recharges however if you base your set bonuses around +rech it's more than possible to get perma AM and Hasten and this will help cinders greatly (however it's still more a panic button for 'normal' play). Last thing to say about cinders is that it needs slots and a lot of them. Bare that in mind before you take the power - no point having a power in your tray that's not close to it's potential because you couldn't afford the slots for it soon after picking it, better to plan to get it after 30 when slots are a little more 'available'.
  2. There we are - I finally found it 27:09 .
  3. I have done an all fire/rad STF - it was pretty fast as I recall (except for LR - who caused us some headaches) however our time was with a 'normal' team, maybe DJ has still got the screeny for it. To be fair we did have nukes and shivs.
  4. Quote:
    Originally Posted by Local_Man View Post
    I don't recall the number. It was a while ago, when the Stateman TF was all the rage and before Cimmeroa. Someone on the boards issued a challenge, and a bunch of people tried it, with the full team of experienced Fire/Rads getting the best time. For some reason, I think it was well under 30 min. I also think there have been some changes to the STF since then, and some of the tricks they used no longer work.

    But, the point of the comment was to say that FRad teams are arguably the fastest in the game.

    Totally agree - just wondered if our 27:09 on Defiant was beaten?
  5. Quote:
    Originally Posted by Local_Man View Post
    (The Statesman's TF speed record was set by a team of 8 Fire/Rads.)
    Sorry for the minor derailment however is there a time associated to this record STF?

    Back OT, Rad is my most favourite set, like others have said it's so versatile, it has;

    1 great, easy to use, buff
    1 auto-hit heal, weak but spam able if you so desire
    3 awesome debuffs, 2 of which are auto-hit toggles
    a rez and a 3 of late powers that you don't have to take if you don't want. Which to me sums up the set - 'blossoms early and is fun all the way'.

    Rad – It’s full of win!
  6. Back to life, back to reality....

    ....Bay Fair
  7. Quote:
    Originally Posted by Ad_Astra View Post
    Not very fair of you - Liverpool Street is way OP in this context.

    Not that I blame you for jumping on it, mind you, since your best alternative was Eiffel Tower.
    Does the metro lend itself to PTV (Paragon Third Variation)? I'm worried about knip 'lockdown' at Port-Royal. Can we get a ruling on this, as it would be a shame to ruin an otherwise simple (and smooth running) game on a technicality.
  8. 1) Got the Isolator badge.

    2) Visited every zone in their half of the game.

    3) Charged Lusca, solo.

    4) Got lost in Perez Park.

    5) Used /em batsmash in the last mission of "A Hero's Hero".

    6) Popped a few purples and a few reds before charging Sally.

    7) Get lost in your SG base at least once. (even if you're the base designer)

    8) Had their picture taken on top of the Atlas Globe

    9) Led their team into a complete team wipe

    10) Led countless sewer teams from AP all the way to KR.

    11) Asked someone to drop an Ouro portal for you.

    12) By any means, hit the ceiling of a zone and fall all the way down

    13) Been asked to fill in a space for bigger mob spawns, and flat out rejected due to rage.

    14) Gone on a Mothership Raid and get confused about what numbers the pylons are.

    15) Become enraged at the Tagteam of Death: Sapper and Gunslinger.

    16) Made a joke about Nemesis Plots.

    17) Pants Lord Recluse

    18) Have contacts that have absolutely no missions for you because you already outleveled them.

    19) Asked how to get a jetpack.

    20) Been flattened by a purple minion.

    21) Had his/her picture taken standing on top of City Hall in AP by the flag.

    22) Volunteered for the Positron TF without really knowing better.

    23) Attempted to solo a Rikti dropship.

    24) Tried to kill Fusionette with Arbiter Sands' drones.

    25) Fallen OFF the globe in Atlas Park.

    26) Wondered why, when doing a cape mission, the Omega Team time capsule is in an abandoned lab somewhere under a cave in Perez Park.

    27) Done laps around the Argo Highway in Talos hunting for Banished Pantheon masks.

    28) Deliberately stood on the tram tracks and tried to get hit by a passing train.

    29) Landed on the Blimp and Promptly fall off.

    30) Hung out in AP under Atlas and his globe.

    31) Entered a Costume Contest.

    32) Called a contact just to check in some 10-15 levels later.

    33) Went into The Hive alone and promptly exited five seconds later.

    34) Changed their costume at least three times before they got a second costume slot.

    35) Actually tried to do enough Meg Mason missions to get to a story arc.

    36) Held a costume contest.

    37) Hit some minion off a building with a knockback power.

    38) Grabbed the Atlas Medallion.

    39) Became Old-Fashioned in Faultline.

    40) Added more slots to Brawl, Sprint, and/or Rest

    41) Gone through every emote on the emote list in rapid succession

    42) Get lost in Striga (where's the entrance of this *ù%$£µ Council tunnel)

    43) Cursed when you found the map you were on was the cake-layer room.

    44) Mapserved RIGHT WHEN YOU WERE FINISHING THAT MISH THAT TOOK FOREVER.

    45) Yelled at a trainer for just standing there during a Rikti or zombie invasion.

    46) Droned a Paladin in Kings Row.

    47) Went to Bloody Bay for some Shivans and prayed no villains/heroes were there.

    48) Prayed the villain/hero didn't want to fight when they spotted you in Bloody Bay.

    49) Tried to land on a car and ride it

    50) Visited Recluse's Victory

    51) Accidentally hit the auto-run while fighting/typing

    52) MT'ed into a global/supergroup chat channel

    53) Visited every detective/broker whenever they entered a new zone.

    54) Sold a highly coveted recipe to a NPC vendor.

    55) Had an argument in broadcast.

    56) Been knocked off a building by a foe with a Knockback attack.

    57) Got a Scientist stolen off them while going for nukes.

    58) Attempted to solo an Arch-Villain.

    59) Complained about how slow the Heavy Robots are in Recluse's Victory.

    60) Met Sally. (darn it! now I HAVE to make a char named Harry,lol)

    61) Attempted to press CTRL-3, pressed WINDOWS-3, and accidentally end up launching Firefox (wait for Windows 7 those who haven't).

    62) Started a shadow shard TF at 10pm.

    63) Won influence off a newbie using the /em dice7 command.

    64) Cursed yourself for not starting the toon early enough for the 1-year anniversary badge.

    65) Stumbled across a couple ERPing in local on a rooftop.

    66) Ducked behind an AC unit so you could spy on 65).

    67) Bound the "slap" and "smack" emotes to 2 keys so you could have a slap fight with your friends under Atlas.

    68) Sniped a level 12 boss from two blocks away.

    69) Found a "real" mission door outside of the AE.

    70) Rolled a Luck of the Gambler and gave a "woot", only to notice it was an Endurance/Recharge.

    71) Spammed a Spammer

    72) Joined a global channel

    73) Wandered aimlessly thru the woods in PP.

    74) Steamrolled thru PP collecting "Defeat X" badges for Hellions, Skulls, CoT, & Lost Rectors.

    75) Visited Icon in Steel Canyon by running across the zone at level 5-6 just because the colors weren't right.

    76) Visited Icon by standing at the AP tunnel entrance broadcasting "Pls TP me to Icon".

    77) Learned that visiting Icon In Indy Port is much easier for a level 5-6 character.

    78) Done a Hamidon Encounter.

    79) Charged head-first into Hamidon.

    80) Constantly be in debt.

    81) Round up a bunch of low level mobs, then hit [Self Destruct].

    82) Level'd in PI, train'd in Talos.

    83) Wondered the irony of a fortune teller getting kidnapped.
  9. Quote:
    Originally Posted by Thyristor_EU View Post
    RIP Humph indeed, was lucky enough to see the great man play 20 years ago.

    but no time for sentimentality as for the 'money shot' as it were and head to..

    Bank

    I’m insanely jealous, 20 years ago I wouldn’t have given Jazz the time of day – I was young and stupid, if you visit the suggestions section of the forums you’ll find I’m no longer young.

    Flirting very close to a Malta ambush there with Bank.

    St. John’s Wood
  10. Quote:
    Originally Posted by Stillhart View Post
    One of the best ways the devs could increase market efficiency and put flippers out of business is to just SHOW MORE INFO ON PREVIOUS SALES! Seriously, last 5 only? That's retardulous. Eve Online is the extreme opposite end of the spectrum, but it shows every sale for the last 3 months, including daily highs/lows/average. You can change how the info is displayed in several ways and you can change the time frame.

    More information = more efficiency. Flippers thrive on knowing the highs and lows of their flipped items and take advantage of people who don't know (or don't care) enough to bid at anything other than the last 5.

    Rather than implement some craaaazy new idea limiting resale of items, just fix the market UI to show more price history and I GUARANTEE price fluctuations will smooth out.
    You might be a little late on this issue as it seems there is no flipping problem, the economics of this game are fine and you do your fellow player a favour when you hold items that they might want in the future for a massive profit (not that anyone has admitted that).

    Aside from that I like your idea better.
  11. Yeah - make the requirements different for each though, i.e. MasterofManti = no enhancements.

    Seen this asked for before and liked it. Help the sad badgers amoung us.
  12. "Nope, if anything, your butt looks bigger from up here."
  13. Quote:
    1) A player receives a recipe as a drop and while playing they also receive, as drops, all the salvage they need to craft it. Crafting it results in a new product and all the pieces were received as drops so it counts as dropped and can be sold?

    2) A player purchases a recipe and purchases all the salvage required to make it. Crafting it results in a new product and all the pieces were purchased so it counts as traded and can't be sold?

    3) A player receives a recipe as a drop but not one or more pieces of salvage required to craft it and they buy those pieces (this could apply to the recipe as well if they received one or more pieces of the required salvage as drops). Crafting it results in a new product which category does it belong in?
    Items from the crafting table would go into the 'dropped enhancement tray'. Since an enhancement can't be 'uncrafted' into it's individual parts, and thus sold ‘for parts’.

    Quote:
    4) What about enhancemnts purchased at stores? Can they be traded?

    6) Typos when purchasing. What do you do about the player that accidentally purchased 2 Enchanted Imperviums when they only wanted 1 (I've done that before, that market slider doesn't work properly you know). Should they be stuck with that second EI and unable to resell it, especially if another player needs it to craft their IO?

    7) Respecing out of enhancement sets. How do you handle situations where powers are buffed or nerfed? A player respecs out of a nerfed power or drops a marginal power to pick up the buffed one. What about the IOs or HamiOs they slotted in that power? Unable to trade it if they bought it? Able to trade it even thought they bought it because of the respec? (If so you give the flipper the safety valve they need to get around your restriction(s) if not then you potentially harm many more non-flippers). If they can't trade it when they have no use for it what happens to the player that wants it but there aren't any?
    All items can be traded as they are today, the restriction for items that have ‘come out’ of the market shouldn’t be a ‘can’t trade’ one, more restricted in some way. As for nerfed powers now respecced out of, maybe there could be ‘trade tokens’ granted which allow ‘free trade’ for a number of selling transactions (a bit off the cuff that one)

    Quote:
    5) This brings up common recipes. These can be gotten as drops, purchased from the crafting tables, and memorized so that they aren't even required. How do you handle crafting of commons? I know for certain that common crafted enhancements were flipped during 2XP weekend. Memorizing commons allows the field crafter to produce common enhancements cheaper than someone that doesn't have them memorized can produce them. The field crafter can make enhancements for much less than it costs a non-field crafter to make them. The field crafter can offer them on the market for more than it cost to make them, but for less than it would cost someone who isn't interested in crafting to produce them. The field crafter makes a profit, the player uninterested in crafting gets a common IO cheaper than they could have produce it themselves (I've made over 1.5 billion influence since I9 on this alone and several hundred players have gotten enhancements cheaper than they could have made them for themselves. I would not have been able to help anyone in this way if I couldn't buy salvage to craft for sale commons and had to get all the salvage myself as drops with my field crafter). Crafting and field crafter is dev intended behavior otherwise there would be no market categories for crafted enhancements whether they be commons, uncommons, or rares and there would be no associated badges with field crafter nor the portable work bench.
    This is not something I thought about first time round, however I feel that if you have crafted it it should be freely traded and thus in the ‘dropped’.


    Quote:
    8) Sales badges. There are badge hounds that are completely uninterested in the market but MUST have every badge in the game on every toon they have. The easiest way to get those badges is to buy items on the market cheaply and then relist them for one inf. Disallowing this will make getting the market badges not only tedious for the badgers but for those non-flippers that use the market more in the way that you wish to see.
    I think this system will help those folk as ‘some’ of the items they require may be ‘restricted’ in price.

    Thank-you so much for reading the original post and trying to understand it’s complexity, there’s an added bonus that this system would give all toons more personal storage, and maybe if your ‘dropped’ repositories during fighting that they could overflow into the ‘traded’ free spaces. Obviously it would pay to empty your dropped slots before this happened however at lease there’s potential to increase items in the market while leaving drop rates as they are.

    Don’t recall the PvP market message from the devs in i9 however probably wasn’t paying enough attention, if this is the case then the whole thread is mute as it’s WAI. Move on, nowt to see here.

    Woot – gone are my posting length restrictions, more dodgy suggestions coming to a forums near you soon
  14. Quote:
    Originally Posted by Smurphy View Post
    I'll explain the first graph I posted.
    I bow to the power of both the graph and the pie chart(cos it reminds me of food).
  15. Quote:
    Originally Posted by Fleeting_Whisper View Post
    While I'm sure some flippers try to corner the market (buy out all the stock and sell back at their own premium), no flipper can do that for any extended length of time, and they may end up losing money doing it.
    Don't they then move onto another item?
  16. Quote:
    Originally Posted by Smurphy View Post
    Sandwich makes use these two graphs and not the one I posted above.





    *EDIT* These new forums are fun. Want me to explain those graphs and tell you why and how the sandwich maker uses them

    No need to explain - my BLT sandwich maker clearly used the top one as inspiration
  17. Quote:
    Originally Posted by Smurphy View Post
    Translation: if I bought Luck charms for 1 Billion Inf and tried to sell them for more no one would buy my Luck Charms.
    I love the chart - thank-you.

    I was under the impression that 'flippers' bought all current stock of one thing then sold it very slowly at an ever increasing profit. My point is community focused and clearly not economically focused.
  18. I hope I never take for granted the fact that the sandwich I'm about to buy wasn't made then bought by the retailer and sold onto me for 50,000% profit, minus their huge 10% opperating costs
  19. Quote:
    Originally Posted by Miladys_Knight View Post
    More players also means more set IOs needed to fill slots. Unless they are fully IO'd out level 50's all new players and new toons will increase demand by the same amount (actually more since drop tables are weighted rather than balanced) they increase production.
    I don't know if 'flipping the markets' was ever the intension of the devs upon their implementation, my opinion in this thread is 'not'. Therefore 'more players' with their greater demand would change prices for the 'intended' reason. Not that the devs let us visit their intentions that often.
  20. Your point about double market fees paid by the 're-seller' is always factored in by the 'flipper' otherwise their flipping activities would be about as useful as this thread. The flipper never pays the bills for these double transactions however I suspect they indirectly earn more inf/min than anyone else in the game.
  21. Quote:
    Originally Posted by Smurphy View Post
    The ratio of inf to items (or currency to goods) is called a price index. Tracking a price index is how inflation is tracked. Flippers run items through the market twice. This double market action causes two market fees to be paid.

    Playing the game produces Inf and Items. Flipping only reduces Inf.
    Mobs in this game respawn, they cost nothing to be born and grow, there is no 'inf' cost to their making. However in defeating them, along with other drops, there is an inf reward.

    When we try and make the in-game economy 'fit' the real world one we can lose sight of the fact that there is potentially infinite influence irrespective of inflation. (that's a lot of inf words)

    TBC - Damn this forum no allowing me to post a 3rd paragraph!
  22. Quote:
    Originally Posted by Smurphy View Post
    Flippers don't cause this problem. There are only so many items being produced. Lowering prices doesn't make more items. There are still the same amount of items being produced then as being produced now. What you want is an increased drop rate. *Edit* An increased drop rate means more items for less work.
    More players, playing in teams and not flipping would increase the 'items produced' too ;-)

    Also thanks to Fleeting_Whisper - I respect your opinion and your kind way of saying it's a crud idea.
  23. Thanks Chaos but unquoted I get a 'Bad input' message, which I suspect is irony with respect to the current replies.

    For what it's worth (and I suspect for today's audience, it isn't) I know many people who have left the game because they feel that a large percentage of players aren't playing the game in a way they enjoy (understandibly - we all pay our subs), i.e. 'traditional teams'. Now that's their experience and not nessesarily mine - however I understand where they are comming from because increasingly I see players prefering to farm in order to 'max-out' their toons. I don't have a problem with people farming, if that's what they enjoy, however their 'need' to farm is kept, in my view, artificailly high by others who flip prices in the markets.
  24. Quote:
    Originally Posted by Smurphy View Post
    Your proposed implementation would raise item prices. Inefficiency and less competition created by having multiple types of items (people have to bid in two or more different places for the same items) causes increased prices.
    Depending on how re-traded items were restricted (ie. by a 'listing price cap') you wouldn't have to bid for the same thing in 2 seperate places, maybe the current history functionality would need to be improved to aid this.

    I totally agree with the merging of markets that you suggest although ultimately wouldn't effect the actions of 'flippers' in the long run.

    If someone could explain how I could get the text from the original 5 posts into one I'd be greatful. It seems there is a restriction on how long your posts can be, I had to break it up into smaller ones. But thanks for the sarcasm all, I really appreciate it. ;-)