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Posts
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Joined
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Quote:And Warren Zevon's "Werewolf in London" isn't about Little Red Riding Hood, either.So...then did you know that song's not about trees? It's about Canadian politics.
Aw, your roomie probably already told you...
But I love how the fir trees are represented in Rush's "Tree" song... mentioned only once.... "noble law". I wonder which party they're supposed to represent? monarchy? -
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Hoarding is no worse than somebody vendoring everything they don't want, and crafting anything they want to use. It's the exact same effect... the stuff never makes it to market... it's as if that player never logged on and it never dropped in the first place. Again, this renders hoarding a non-issue.
IIRC, when the market was implemented, the Devs said that it was to be considered an OPTIONAL feature. Keeping the market supplied is not anybody's responsibility. This is why they implemented other avenues to obtain recipes & salvage (merits & AE tix).
Any way you look at it, whether one chooses to use the market OR NOT, one must still play the game for their loot. And since there is a finite capacity for storing that loot, it will *eventually* require one to make decisions regarding said loot; to keep, to market, to vendor, to use, to give away, etc.,. -
Sorry to disappoint Forbin...
I don't like to feed Mogwais after midnight. -
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Quote:A_Angel is not new. I will not treat him with kid gloves because of previous experience.
Ahhhh... so you see fit to take it upon yourself to "punish" folks who, in your opinion, should "know better", effectively becoming some sort of self-appointed forum police... yeah, good to know.
FWIW, even if I don't always agree with somebody's post, I do try to give them the benefit of doubt and save my snarkiness for those who really, truly deserve it. I think the level of snark that has permeated this thread has been... over-reactive, at best. -
Quote:As Pum has explained... there's nothing TO help... hoarding is a non-issue.Quote:Quote:We clearly need degradation of loot over time.
I'll be nice and apply it only to stuff not slotted.
They can increase storage, but still control hoarding with the use-or-lose degradation.
And it will provide a good infamy sink to the inflated economy. -
There is a limit to the ignore list... I think it's 100? 150?
I consider putting RMT'ers on it a waste of space. They just constantly turnover their accounts anyway. I save my ignore list for the real players who deserve it... really, really deserve it... and I haven't hit the limit yet. -
Quote:profit?
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Quote:I don't see a real problem here.
... that stuff never would have hit the market anyhow. ...So that junk was never on the market in the first place.
... this stuff has an infinite supply, so one person (or superGROUP) sitting on ... a whole base full of junk has no affect on the other player's ability to get said stuff by drops or the market.
This. This. This... is why the "we don't want to ruin the market" argument just doesn't hold water. There is absolutely no reason not to raise the salvage limit on base racks, but plenty of reason to bring them up to par with other salvage item capacities. IMO, when it comes to superGROUPS, recipe storage is lower priority than salvage storage.
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Quote:In my experience, when I had been stuck in Cim, the WW TP, Pocket D TP and base TP will fire off the animation, use the charge, but won't allow the TP
Also, the few times that it does actually work, you'll often end up TPing under the floor of said destination.... which means you're still stuck. -
What Father X-mas & Kheldarn said.
There is a whole thread detailing the problems with the new market UI in the market forums, and this is a main complaint. There is speculation that it is a result of imput delay/lag, and it seems to be a variable amount of time.
Workaround for the moment is to keep eyes on the system chat to be sure that your actions are actually registered in the system. Hopfully, they will address this issue soon (not "soon" tm).
PS...
Could somebody PM me on how to do sub/super scripts?
I'm sure it's obviously simple, but I could never figure it out.
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Quote:Batteries never have energy going through them unless the base generators get destroyed.
-np
Yeah. This is why "decorative versions" of base raid items with their effects always on is on the Big Wishlist. Some of those defensive items have some neat effects, and folks would like to use them decoratively. *sigh* -
Quote:Pay no mind A_Angel. I saw that you qualified your request with "if possible". Snarky morning people will snark.Quote:Quote:... I'm not going to do your work and search for them now. Either you simply believe me or look it up yourself or hope for someone else to provide such a statement.
Okay.
http://paragonwiki.com/wiki/Going_Rogue
Whew... that was hard.
To be fair, however, a search in the Going Rogue forums or Dev Digest would probably have netted you your answer. You can narrow the search by forum in the advanced search feature, and clicking on the "by post or by thread" box will help too, depending on how you like to see your search results.
This is not a snark, just a little fyi to help avoid future snarks.
Now, that coffee that KayJMM mentioned sounds pretty good. -
Quote:Have a hard time recognizing rhetorical comments, S_Q?
I'm surprised, considering how often you use sarcasm in your posts.
I'm glad you figured it out A_Angel.
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That's pretty borked, alright.
Wish I could help, but I don't use Mac.
Have you tried the CoH Mac Users Forums? -
The thing is, you are looking at what an individual has accumulated.
What people are asking for is storage for a superGROUP, so that they can share.
I agree, however, that with the ability to e-mail recipes, the demand for recipe storage may fall by the wayside.
I think it's more important that salvage storage capacity (30 items) be brought up to par with the rest of the storage facilities (100 items) for supergroups. It would promote more SG crafting of enhancements as well as temp empowerments.
The current 30 item limit is actually encouraging a different type of hoarding, and is debilitating to the superGROUP as a whole. Folks are afraid to use salvage from the racks, because we can only keep 3 of any piece of salvage. There is no comfortable feeling that if it gets used, there will be enough left for someone else, or if it will be refilled... because everyone is keeping their own for themselves. So, now you have a superGROUP of players who don't want to share their resources... which is part of the whole point of having supergroup storage in the first place.
ETA: Oh, and I counted roughly 165-ish recipes there... if you were to actually craft them, you could store them on 1 1/2 enhancement tables in an SG... Which takes up about 8% of an SG's total allowed storage quota (18 storage bins/racks/tables for the entire SG). But... that would take a lot of salvage to do, wouldn't it? -
#1 & #5 almost sounds like somebody else was trying to edit the base.
When editing, the edit spam shows in all base members' system chat... everyone sees it. Which is why a lot of builders will edit when there are few to no SG members on.
As to the other stuff.... I got nutin -
That was exactly the first thing that popped into my head...
Now that we have the ability to copy/paste in game, the easiest thing to do would be to copy them and paste into a new "outside" file.
The thing is... no matter what the cap was to be set at, somebody would assuredly hit it sooner or later. Time to adapt. -
ALL items category/price info are borked.
I've listed it as a bug on the Big Consolidated List (see link in my sig).
By all means, feel free to chime in on this thread in the Tech & Bugs forums, and don't forget to /bug it in game. -
Quote:Hmmm... I see.The process was more like this:
Get bug report: GreenMito is broken
Look at it and see it is broken because it's powers are going off even when held.
Look at hold protection, realize it is perma-holding itself.
Fix that to match original design doc.
Fix Cast Despite Being Held issue.
Test that it uses powers when not held
Test that it stops using powers when held
Check in changes.
Technically you had tested the bare mechanics, but skipped the "playability" aspect.
I do understand.
I imagine you were under a fair bit of pressure to "get the mitos fixed NAO!".
Rushing can cause oversights.
I apologize if I seemed overly snarky (channeling a little of my mom, I guess >.<).
Thank you for taking a second look and making adjustments.
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Quote:And CoH/V has been a much nicer place to play because of it.Almost every single trial restriction was put into place to discourage RMT abuse.
I'll grant, though, for those who are sincerely trying out the game, some of the limitations can be annoying (all the more reason to sub up! =p).
The chat limitations seem to be the highest source of annoyance. It would be nice if the devs could come up with a way to indicate to others that a player is on a trial account. There have been many suggestions that have cropped up now & then. It's just a matter of if/when any of them get implemented.
I'll stand by the SG limitation, though, even though it means we can't pad our SG rosters as easily. It's a matter of security, and that takes precedence. -
Fixed for Hami... not so much for LGTF.