Hydrophidian

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  1. Quote:
    Originally Posted by Nethergoat View Post
    flipping common salvage is IMHO a waste of time, other than as a way to learn the rudiments of flipping without losing your shirt.
    If you want to make a meaningful amount at it it takes a lot of time and attention. Even if you're not worried much about profit, there are much more lucrative, low maintenance things to flip.

    An old favorite of mine which I revisit every so often is the level 50 generic flight IO. At various points throughout the history of the market I've been able to consistently buy them for between 25-50k and sell them for ~400k. I'm sure things are a little crazy right now in the aftermath of 2XP, but the system is proven and will work with any generic IO badgers generate and players want.
    When you get it dialed in you can turn over your slots once a day. If that's too fast paced, lower your bids so they fill less often and you can stretch the cycle out.
    This.

    I used to craft common IOs, 45s and 50s, blueside. Margin was small, but turnover was brisk.

    Then I started flipping those same IOs. Buy low (120k or less, depending on the IO), sell high (175k - 400k profit, sometimes more).

    This second approach monopolized slots and didn't bring in enough profit to warrant its practice in serious marketing, but, for characters I could log in 2-3 times a day, who didn't have a huge bankroll to begin with, it was easy money and it built up fast. Especially redside.

    Problem: this area of the markets has changed a bit since MA. You can make (comparatively) a lot more Inf crafting high and mid-level commons than was typical before MA (example, redside lvl 50 run speeds were, at one point not too long ago, routinely going for 700-800k... which is just crazy to me). On the other hand, it's more difficult to get your hands on the salvage.

    As for flipping them, while I'm certain it can still be done, I'm pretty sure the changes have impacted how easily it can be done. It might result in a lot of dead, unfilled bids these days. I haven't flipped commons in quite a while, so I don't know.

    What I can point to, however, is being able to slot one blueside character entirely in lvl 45 IOs without spending more than 50k on any single IO, and frequently spending much less than that. This was post-MA. So, flipping's definitely possible, I'm just not sure how brisk it would be.

    Aside from that, probably the easiest and safest way to make Inf on the market is still vendoring lvl 50 common IO recipes. All you have to do is make a list of what the vendor buys them for. It's a little boring, but it's zero risk.

    Finally, I have to add my voice to the choir: messing with salvage is one of the least effective ways to turn a profit. It's probably worth doing for a little while, just to up your number of transaction slots... but I'd say you should have an eye towards quick "promotion" up and out of this practice into more lucrative assignments for your slots.
  2. Quote:
    Originally Posted by COTCaveHater View Post
    Are vet/hard-core players more or less likely to go over to CO?
    That's a very broad group, with many differing preferences represented... but... I think, as a whole, vets will be less likely to migrate.

    CO, despite the obvious similarities to this game, offers a very different type of experience in many key ways. If we assume that vets enjoy the City experience--I think that's a reasonable assumption, because they are, after all, vets--I can't help but think that at least one of the ways in which CO drastically differs will probably be a turn-off for most of them.

    Take me, for example. I've seen CO gameplay, and I think the animation looks awful. It's all jerky and twitchy and reeks of staccato button-mashing. No thanks. Another deal-breaker for me is that it's geared for console.

    (Then there's the Emmert/Gecko factor, but that's likely a non-issue for most people).

    Point is, I've been here 5 years. I'm obviously comfortable with this game. Something that gets me to leave would have to hit most of the same important notes. CO hits several different notes. If someone really thinks that CO's way is the better way, wouldn't they have dropped this game a while ago for something closer to CO?

    An exception to the general rule: I think CO might draw away the PVPers, but, at this point, would any of us really notice?

    Quote:
    Another question is whether the marketeers staying here can do something to prop up the economy when the exodus comes....?
    If an exodus comes that is of a significant enough size to matter... which I think is a very big if... I don't think marketeers will be able to do anything other than what they do already: adapt to the changing dynamics.
  3. I don't think CO's going to have nearly the impact on the City population as some people seem to be expecting.

    So my guess is the effect will be negligible.
  4. Quote:
    Originally Posted by DSorrow View Post
    Well, none of those seem like a particularly good reason for me.
    Didn't say they were good. Just sayin' I've seen 'em.
  5. o, hay, I mades you a panacea triple... but I's slotted it.
  6. Quote:
    Originally Posted by Squez View Post
    I would forsee, given how many zones and contacts are level-locked, that those restrictions would not be lifted. I'd be happy to be proven wrong, but I can't see them digging into the code and undoing all that.
    Presumably, it's already been done and is active in the closed beta, or soon will be.

    Contacts, as far as I know, will remain locked.

    But all zones, save the ones previously mentioned, will no longer have security level requirements. Positron confirmed this in the post I linked to up-thread.

    Mysterious_J: "Now just tell me you'll eliminate the Security Level requirements on hazard zones, so that teams don't have to avoid arcs that send you into them because there are SKs present"

    Positron's response: "Yup, but the requirements still exist on the Hamidon zones and the PVP zones."
  7. Quote:
    Originally Posted by DSorrow View Post
    Why would anyone want to avoid the market?
    Oh, lessee, reasons given that I've seen...

    1. It doesn't feel heroic. 'This isn't City of Stock Brokers'.

    2. I don't want to spend my valuable online time standing around in the market all day.

    3. I don't want to support filthy farmers/filthy manipulators/filthy RMT outfits.

    4. I shouldn't have to pay X for Y.

    5. Don't like markets, feels too much like RL.
  8. Quote:
    Originally Posted by Squez View Post
    Curious on your rationale for thinking this.
    It's part of the new Super Sidekickiing feature. Positron verifies it in the thread (single post). Level restrictions will only apply to PVP zones and the Hamidon zones.

    So, unless something happens in beta that leads them to conclude it won't work, those restrictions are out the door come I16.
  9. Quote:
    - I think level 35-50 can also be bought [no mission needed] in the Rikti War Zone. You must be 35+ to get in, so level 32-35 are problematic.
    Also available at the Midnighter Club.

    Level restriction on the RWZ is likely going to be gone come I16.
  10. Quote:
    Originally Posted by Animorph View Post
    Of course I'm sure this will never come to CoX, but was just curious to see if you guys would want this option in our game?
    Noop.
  11. Quote:
    Originally Posted by Perfect_Pain View Post
    If other people are there, they are defeating the purpose of farming.
    Depends on what's being farmed. Sometimes the more people, the better. Like when you're going after defeat badges.

    Quote:
    They take your purples, your salvage, your other recipes of value.
    Which aren't the only things that can be farmed.

    Technically, PLing can be farming (you're farming XP), which is why I think some people have started using "PLing" and "farming" interchangeably (but they really shouldn't).
  12. Quote:
    Originally Posted by _gohan661_ View Post
    Its not supposed to take mere hours to get to level 20.
    Uhm. It took me just hours to get to level 20 5 years ago. Solo. And new to the game.

    Oops?
  13. Quote:
    Originally Posted by Tonality View Post
    The problem in AE is not farming. It is the rampant powerleveling going on that has changed the typical gameplay experience. This is what needs to be addressed, not farming.
    If it is indeed rampant, I've every confidence that it'll be addressed in some way.

    But, if past experience is any indication, it has to reach a certain point before the developers intervene. A certain level of it is to be expected.

    Quote:
    The game is not all about dinging to 50 as fast as possible.
    For some people, that's precisely what it's about. I don't pretend to understand it, but there has been, and always will be, a segment of the population that is intent on getting to 50 as quickly as possible.

    This is one of the reasons why I'm not so quick to jump on the 'AE is a detriment to the game' bandwagon, because I'm not so sure it's creating all that many power-levelers. It could be that the flood of 50s is simply due to AE making the process easier for people who always had that intention anyway.
  14. *sits back, gets popcorn, watches the show*
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  16. Quote:
    Originally Posted by Barata View Post
    Yes, it's convenient. That's one advantage that has nothing to do with experience. But like I said in the post preceding this one, serious farmers pride themselves on maximizing their rewards. That's not a derogatory statement I'm making, it's merely acknowledging what farmers have been saying for a long time now. Convenience accounts for some of AE's popularity, but it's not going to attract as much farming as it does if it didn't offer good rewards that at least match what you can get elsewhere.
    I think you're still underestimating the impact of convenience. It's a time saver. Less time spent foraging for padders = more time spent farming = greater rewards.

    When was the last time you got a /tell asking you to pad?

    AE has created an easily accessible social hub--Atlas for blueside, Cap for redside--that concentrates farmers and PLers in one place, making teaming for their pursuits much, much easier. Naturally, under the current dynamics, that's going to be a very attractive scenario. It results in increased rewards for time spent.

    That attraction largely vanishes with I16. At that point, I believe, the optimal farming formula will become a mix of AE and RC, and the crowds in AE will noticeably shrink.
  17. Quote:
    Originally Posted by Barata View Post
    So how is AE farming less efficient or lucrative than PI?
    In Influence, depending on drops.

    Which, I imagine, is likely why there's still some farming going on in PI.

    Otherwise, sure, AE is the preferred option.

    Though, I think there is a big reason for this, which didn't make it onto your list: Convenience.

    In that regard, I16 is going to change the dynamic considerably.

    I look at farming and PLing as two different behaviors. As it stands, someone looking for the latter can benefit from the former, and someone pursuing the former has incentive to include someone wanting the latter.

    That changes in I16, though. Farmers will no longer need padders.

    I think that's going to result in a lot of "AE Babies" standing around looking for something to do, and a lot of crying on /broadcast.

    But we'll see.
  18. Quote:
    Originally Posted by ChaosExMachina View Post
    What's RC?
    * Red Cross
    * Reserve Corps
    * Roman Catholic
    * Real Cola
    * Rubber Control (failed power set concept)
    * Regular Content (read: dev created content)
  19. Quote:
    Originally Posted by bright_shadow View Post
    do people even realize that a vast majority of the players don't even visit these forums?
    lies!
  20. Quote:
    Originally Posted by TopDoc View Post
    A while ago, 100M was considered rich.
    I remember when 50 million was filthy, stinking, omgz-u-could-do-so-many-costume-changes-with-that rich!

    And you could see a movie FOR A DOLLAR!


    ...


    NOW GET OFF MAH LAWN!
  21. As an aside, I have to admit... I do get some amusement out of the sentiment that AE has 'ruined' Atlas Park; has buried it in broadcast spam, caused it to be a lagfest, filled the zone with zipperheads and so forth.

    I've been avoiding Atlas Park for years for all those reasons. I think every single blueside character I currently have started in Galaxy City.
  22. A few points:

    * Not everyone in the game PUGs. The introduction of AE has adversely impacted this particular playstyle. If this is your playstyle (it seems to be), there are ways to mitigate the negative impact during this rocky period. If you enjoy the game so much, maybe, instead of quitting, you should explore these other avenues first.

    * "Sewer teams" are not, nor have ever been, a built-in part of the experience. There was a time when there were no sewer runs at all. Then people started doing them, and it caught on. No one is obligated to do them, and the practice has never been guaranteed to continue. No one's forming street-hunting teams in Bricks anymore either. Things change.

    * Atlas Park is not the only starter zone. City of Heroes (blueside) is only one half of the game and, by all current indications, soon to be a third.

    * My experiences, and those of dozens of other people, have not been anywhere near as negative as yours and the 4 other players you cite. I wonder if you're curious as to why that is. No, I don't farm AE. No, I don't power-level in AE. I primarily do regular content. Since AE's introduction, I've seen many TFs and SFs launched. I had no problem getting a full team together to do the new TF. When I want a team, I get one, and I've yet to contend with a single "AE Baby".

    I am playing the game "as it was meant to be played" and doing so without difficulty. So are many others. Your issues are not nearly as universal as you seem to think they are.

    I don't know what your reaction will be to this information...

    ...but, based on previous experiences with these kinds of complaints, I do have a prediction.
  23. Character 1: Cap + 20-50 million
    Character 2: Cap + 500 million
    Character 3: Cap
    Character 4: 1.8 billion
    Character 5: Around 600 million
    Character 6: Around 350 million
    Character 7: Around 300 million
    Character 8: Around 225 million

    The ones that feel rich? 1, 7 and 8.

    Character 1 because she has just about everything I want for her. 7 and 8, because they're not even out of the 30s yet.

    The others, however, still need to be IOed out with the bestest shinies. 2 and 5 are going to be particularly expensive in that regard. 4 is also going to be rough, 'cuz she has 2 builds to outfit.

    I'm waiting til after I16 to launch into my buying sprees.
  24. So YOU'RE the Meat Cleaver gouger!

    >.<


    SO MAD RITE NAO!