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Posts
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Quote:hit the market forum (link in my sig).What are you guys doing to make cash these days? All of my toons are knee deep in a recession.
There've been a couple of recent threads with a lot of great information on how to build wealth.
Free tip for today:
the Halloween even will generate a huge surplus of arcane salvage, so buy now, fill up your storage & sell back after its over and things return to 'normal'. -
good times!
loving the improvements to the event, had a lot of fun last night running around with people mashing banners & monsters in Sharkhead. -
Quote:And if I grafted wings on a pig, I could saddle it up and ride through the sky pulling a sleigh full of gifts!if it would be nontransferable, it would not be a blank check. you cant sell it, therefore, it will only be worth something to you.
Quote:that word random doesnt mean what you think it means. You get purple drops. you know others that get purple drops. He knowns people that dont get purple drops. you say everything is fine. If you had a crash to desktop bug that only affected 10% of the population, would you say its WAI? no bug because i can stay on the game just fine? Or would the devs work to fix the problem 10% have? I get a purple drop every 6 months or so. Others get them evrey day or so. It may not be as random as you think. There are indications of that.
It means RANDOM, see. So maybe one person gets a lot and some other person doesn't get a lot. But the devs in their wisdom gave us a MARKET, so it doesn't matter who gets what drops because there is a mechanism in place to buy the junk you want.
It works great, you ought to try it some time.
Quote:you donr need to level beyond level 1. you dont need to enhance any power. you dont need to take a travel power. and you dont need to slot purples or IO's. Doing any or all of these will enhance your enjoyment of the game.
I'm sorry if this confuses you and makes you pull your hair with your eyes spinning around in opposite directions yelling OGGAHOOOGAHOOOGAHOOGAH! -
that's a good way to deter the 'ding & dash' tactics of previous events.
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Quote:when I was running a lot of MA it got to the point I instantly deleted anything I knew wasn't worth at least a million. Rolling bronzes the recipes pile up fast and it wasn't worth my time to mess around with 'cheap' stuff that only went for a few hundred K.generally I'll just delete recipes that dont sell for much, so I can keep rolling for more recipes.
If I'd bothered to be super efficient like some people, I may have eventually upped my bottom line to 5 mil or 10 mil.
I rolled a fair # of tickets on a low level mastermind a while back and deleted everything except Karma -KB that went for 10 million. -
Quote:Most people pick a niche and work it, buying/crafting/selling the same thing over and over, and if someone competes with them they defend it (buy for more, sell for less.) There are hundreds, maybe thousands of different niches.
I work a niche until someone else butts in, then I move on.
Sometimes I'll butt in to someone else's niche, just because it's so obvious what's going on & so easy to profit from I can't help myself. Mostly it's cutting in line flipping salvage or recipes- if I see a bunch of 'signature' prices like 134,134 in the last 5, throw up a stack or two of bids for 134,135 and wander off laughing.
I don't get such a chuckle when someone does it to ME....but that's the market for ya! =P -
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Quote:Elementals and Justice Machine didn't get me into comics, but they did make me realize the horizons could be wider than what Marvel & DC were offering.The Elementals actually got me into comics (that and Michael Gustovich's Justice Machine.) I did a spit take when I saw he wrote an arc.
Played two so far- LOLBAT was light, amusing and fun. Mission: Awesome was also fun & engaging, but the design of the minions got on my nerves- they were dressed like those folks who hit RANDOM and choose their names by banging the keyboard with their foreheads. -
Quote:I'd be happy if they just cleaned up the big twelve-polygon hill next to the Talos tram and updated the textures on all the old costume pieces and faces. Graphics engine overhaul falls under the 'Don't you guys have anythinig better to do?' heading for me....
ditto.
Our graphics aren't spectacular, but they do the job. Improving sub-par legacy graphics would be nice (especially the costume bits, which suffer greatly compared to more recent additions to the editor), but if the goal is to lure in new players with eye candy we'll never measure up to games built on more modern engines. -
Haven't hit that one yet, but I was angered by one where I was supposed to rescue Lady Jane, only the second you rescue her she starts foaming at the mouth and attacking everything in the room, while ambushes pour down the hallway.
Plus she apparently dies if you breath on her too hard.
I like missions with gameplay that's more challenging than "kill everything you see!" or "get the widget!", but I don't like missions that seem rigged to fail. -
Quote:CoX Junkie, someone posts an issue where the difficulty system possibly isn't working as the devs may have wanted, and they're crying? Kinda like the drop rate problem that "wasn't a problem" according to many (that is, until it was), was people crying. Got it!
There is a segment of every game population that mindlessly and reflexively defends the current status quo, whether or not it makes any sense or is indeed even intended to work that way. -
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Quote:Contrariwise, the majority of my favorite arcs have had pretty 'ground level' storylines. My absolute favorite villain arc hangs on getting revenge against a contact who tries to blackmail you into working for him- hardly the stuff of worldwide catastrophe.Personally, I view "less epic" stories as a major waste of time....
But if a story is well written, I don't care much what it's about. I do feel that 'omg save the world!' is a crutch for lazy storytelling, the way that every TV cop show anymore hinges on a murder (you'd think nobody commits any lesser crimes, or that telling interesting stories about them is impossible or something.)
The game has already handed AE authors a whole toolbox full of storytelling shortcuts in the form of a fairly rich, deep game mythology to draw from- IMHO there's no need to crank the dial up to 11 on every arc you write. -
Quote:The realities of travel power balance have changed fairly drastically over the years.Each of the Costs of a travel power is weighted against multiple factors. Lets go over the base stats for a minute.
Fly has a base endurance usage of 1.00 end per second, and at 50, a speed cap of 58.63mph.
Super Jump has a base endurance usage of 0.45 end per second, and at 50, a speed cap of 78.18mph
Super Speed has a base endurance usage of 0.46 end per second, and at 50, a speed cap of 92.50
Teleport has a base endurance usage of 13 endurance, and at 50, a range cap of 300ft+98%, so just under 600 feet.
Oops. Somebody corrected me below. I remembered range as a 33% SO... but it's not. Range cap would be 300ft + 48%~52%, so around 450 feet.
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Each of these travel powers is rated against how much risk they take to use. Since Fly is the safest toggle travel power, it's the slowest. If you have fly you'll never really be in danger when running the streets of Paragon City. Fly is also resistant to lag effects. If you lag while flying, it's no biggie... unless you're in the Shadow Shard and you flew through a mob of Rularuu that weren't there before.
Super speed is the fastest travel power, and one of the riskiest. If you have Super Speed you'll be running through mobs, over obstacles, and have to find unique paths through several different zones. Try getting to the reactor in Terra Volta with just Super Speed. It's a hoot. However, Super speed offsets it's risk twith a small stealth.
Super Jump is the next fastest, and quite a bit risky. If you land your jump wrong, you could be sitting in the middle of a mob. Super Jump also has no mitigation against mobs. While Fly offers knockback protection and Super Speed offers stealth, Super Jump offers nothing else.
Teleport's advantages are that it can be used while immobilized or slowed. It can also be used to go around / through obstacles. If you position you're camera right, you can put a tank on one side of a wall smack dab in the middle of some enemies on the other side of the wall. Teleport is also the safest over all mode of transport. It also can be used to get around lag effects that might rubber-band SJ and SS users.
All of these different factors, and others, contribute to the endurance costs of each travel power. For what Teleport does, and offers, as a travel power... it is in balance with the other available travel sets.
Flight (and now hover) have gotten faster, which was desperately needed. It's still way too slow to take, even though it's my favorite travel power. I have it on my one character with wings, but that's a concept thing.
TP is the most annoying (coming from someone who has it on two characters). There's no reason for it to be such an end hog. It is the most succptible to lag- both my characters with TP also have hover, so they don't plunge out of the sky. Once you get it all slotted, yeah it's pretty good. I'm of the opinion that all travel powers should be "good" out of the box.
super jump is good & has always been fine.
But SS is by far the 'best' now- slap a stealth IO in it and you're effectively invisible. the GvE jump pack, or any temp travel power (bank mission, day job, whatever) and the lack of vertical isn't an impediment.
The old thinking about travel power balance doesn't really fly in the modern game. I hope they reevaluate the whole system sometime. TP and flight need help- there's no reason to take them other than concept, which is not a good position to be in. -
Quote:I said drop rates were messed up for villains along time ago, and no one believed me... I showed my data after playing CoH doing the same type of farming compared to CoV for hours and hours.... and HOURS.
No one believed me then. Other people also found my data back then to be true.
So what changed with this PATCH to make people finally see that drop rates for VILLAINS is all screwed up?
Drop rates for EVERYONE were messed up before.
I16 made a hard to spot problem easier to spot, it got spotted and they fixed it.
Now drops seem to be working 'right' for everybody.
The only villain persecution going on is their insistence on segregated markets. which I'm hopeful GR will address... -
Quote:I have it in Rain of Fire and I've never noticed anyone getting knocked down after the initial cast....but it may just be that RoF doesn't last long enough to do another check.If I were to slot this into a power like Ice Storm would it have a chance to fire every tick or only when it was casted
It's hugely entertaining though, I recommend slotting it ASAP just for the fun factor. -
Great character name HAH!
and GRATZ on the sale!
We need a bit of nomenclature for people who manage to hit the inf cap in one sale... -
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I mercilessly mine any niche I find until someone notices what I'm doing and moves in- then I skip off & look for my next find.
But I'll roll with a winning hand as long as I'm unopposed.
It's often a good idea to 'protect' your niche with a pile of low-ish bids to soak up incoming supply if you're flipping. If you're crafting to sell, I wouldn't worry about it. Most players buying enhancements don't sweat the diff anyway. -
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Quote:This is just as backward and ridiculous as the first time you tried to run it up the flagpole.In hyperinflationary and shortage economies, hoarding non-perishable assets is expected. No, I don't try to accumulate large storage of inf whose value declines over time.
Inf is the most stable asset we have access too and the least prone to sudden devaluation. Hoarding 'stuff' doesn't make much sense in a game where any given issue can cause a sudden massive devaluation of your stores. -
no problems here.
On my old computer I would sometimes mapserve when I first opened the market window, which I suspect was due to limited RAM. -
Quote:dirty secret:The whole game is the journey from level 1 to level 50. Doing this in 200 hours of gameplay versus 20 hours of gameplay is the difference between a player staying (and paying monthly fees) 5 months and 5 years.
For much of the game's history "the journey" hasn't been that interesting.
Things have greatly improved lately, but the game has a tradition of players finding their own fun dating back to day one.