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Quote:More than a few times I've been on teams that had missions in hazard zones they couldn't do because one of the sidekicked characters was too low a level.They serious think lower and higher lvl people suddenly go team with eachother this way? Would a group of mid/end 30s suddenly go pickup lvl10-20 people?
But that isn't really the point- the point is that if intra-level teaming is going to be handled automatically in AE, it should be handled automatically in the 'real' world too. It removes one of the annoyances of putting a team together, and not coincidentally deals with a reward path they feel is a bit too efficient.
Quote:Would i care that i cant travel to certain zones when i'm too low? Maybe US its different, but on EU the lvl-restricted zones are basicly empty, deserted, ghosttowns. Is this really a 'good thing to get more teaming', or just a plain PL-nerf and trying to cover it up by some 'positive' story around it?
Although they've never needed an excuse to nerf Pl'ing.
Quote:AH still wont be fixed...
Interface improvements are always welcome and in most cases much needed- none of the search functions in the game are worth a darn and all could use a makeover. -
Quote:There have always been epidemic breakouts of farming in the game.Getting tired of seeing people pick on this statement by the OP. The take away here is that farming is much more prevalent now than in the past. The whole "buy it now" blame thing didn't exist prior to the market system
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Quote:this happened to me recently with my ar/dev blaster.It DOES! I recently hopped on my villain, which I haven't played in years, and (after blueside status quo) was surprised to find it poor, with empty slots and red DOs. Ouch!
Happily, cashing out his crummy enhancements after a quick respec generated enough seed money to prime the market pump.
A week later, he's happily frankenslotted with set IOs and sitting on 30 million. -
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Quote:Your obtuseness was old before it got off the boat.Wake up? Your condescending elitist gamer attitude is getting real old real quick.
"waaaah casual players can't get the best stuff!"
Give me a break.
Quote:What is a hardcore gamer?
Quote:What is a casual gamer?
Quote:is that based on the time spent playing? Is it based on their love for that particular game? -
He may not have had the right to "fly off the handle", but he certainly had the right to respond as he did, with a measure of baffled disbelief.
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Quote:I'm defining the root of the behavior, not describing what the flowers look like.Obviously you have a different definition of farming than some people. I personally define it as performing the same activity over and over for the rewards.
Repeating content is efficient, that's why farmers do it.
If it was more efficient to behave some other way, they'd do that instead.
The "repeating content, as long as you're not enjoying it!" hairball the devs coughed up a while back was not a useful addition to the discussion. -
Quote:When my level 30-ish travel time to any in-zone mission is measured in seconds, 10 minutes is an eternity.This is, as far as I can imagine, the LONGEST trip the whole game has to offer without rethreading zones. And even that was not 10 minutes long then. I have to say, if I can cross the entire CoH universe in under 10 minutes, no travel time can be long in my eyes.
A minute of in-game travel is a long time, relatively speaking.
If that travel time is leading me to some significant destination, I don't mind so much- the Treespec, for example. It's about as far away from anything as you can get, but it's a really cool area and you're making the trek for an 'important' reason.
But when I'm getting boomeranged around the game for no reason other than bad game design, I take exception. -
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Quote:I traditionally log off at the market- happily, most markets are located near other handy areas to pile up day job time- universities, stores, vaults, etc etc.Are you playing your character 24 hours a day? If not, you can earn day job time while you're logged out, and still play your character normally.
These days I hit the market, then jog over to whatever location I'm working on now to log out. -
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Quote:In this case, take it as gospel because top tier loot isn't intended for anyone who won't put in the necessary effort to earn it.A joke should not be taken as gospel, even if it came from a redname.
The game is forgiving enough that literally anyone can get the best stuff it they want, but they need to make the effort. -
Quote:Purple prices were very steady and predictable prior to MA.More purples would be cheaper purples, if they all actually made it to market. Some do. Some end up slotted on the many alts people play with. Some go to guild mates. Demand is pretty much always going to strip supply with regards to purples, so prices will continue to rise overall (as they have been doing since they were introduced).
They shot up after all the farmers abandoned PI for MA.
They are going to go back down when the farmers abandon MA for PI again.
Supply and demand isn't a sexy or fun explanation, but it's the one that works.
Quote:More salvage doesn't equal cheaper salvage when the dedicated farmer knows what to keep and what to trash. As return rates change for certain salvage, so will farmers change what they farm. A lot of salvage / recipes earned by farmers are trashed so have no impact on the market.
Post MA prices went through the roof.
Once the general population settled down a bit, prices stabilized at a point above "worthless" with more volatility than before, denoting a smaller supply.
When the farmers leave MA, salvage prices will trend toward where they were before MA- cheaper commons, more expensive rares.
Quote:Some IO sets might see costs deflated as supply increases, but these are ones with low levels of demand. IO sets that are seen as desirable (or particular recipes for popular frankenslotting) will - as you stated - get more expensive. Farming probably isn't going to change this, except perhaps for what is to be increasing in value with powerset proliferation changes.
IO prices for 'the good stuff' will shoot back up.
Quote:Marketeers will benefit from such changes, but for casual players it puts an increasing number of IOs out of reach. -
PL'ing is the efficient pursuit of XP.
Farming is the efficient pursuit of drops.
In the 'real' world these occasionally overlap, but generally speaking an optimum environment for drops does not generate optimum XP, and vice versa.
The 'problem' with MA from the dev perspective is that tickets allow players to achieve something close to optimum XP and optimum drops simultaneously. -
Quote:Personally, I don't see ANY travel in this game as "lengthy." Even the longest trip in this game (which would probably be from Galaxy City to either the Hive or the Storm Palace) won't take any more than 5 minutes. Peregrine to Perez is a snap.
these things are, as always, relative.
I consider my 15 minute commute to work short.
I would consider a 15 minute trip in CoH to be a virtual equivalent to the Trail of Tears.
In the context of the game a multi-zone jaunt is a 'long time' however many minutes of real-world time it takes.
Back to my original point, I was running some missions last night, somebody in Bricks, forget the name. After a bit I get a fairly annoying "rescue 8 hostages and find information" on an outdoor map full of rikti. This was on my ar/dev, so the rikti were a pain. Finally finished it.
"Oh, go talk to this gal in Founder's Falls."
Not as wretched as it used to be, since they have a train station now, so whatever.
The entirity of our interaction was "Oh, the next Rikti raid is at this other place- go stop them!"
What was the mission, you wonder?
Rescue 8 hostages and click the glowie on the EXACT SAME outdoor map full of rikti.
Except now it's timed.
That was my cue to log off and let it fail.
Hopefully the remainder of this arc is less irritating. -
Quote:Incorrect.Farming didn't exist (in any great way) until IOs and Auction House appeared.
Quote:As soon as costume part recipes came onto the market and started costing 50million inf+ to buy the need for more inf arose and farming became mroe prevalent.
As always, the BUY IT NAO market price bears little resemblance to what a patient player can get it for. I regularly picked up costume parts for friends on the cheap simply by bidding and waiting a bit.
Quote:No casual player could even hope to spec out their character(s) with a few sets of these without farming influence/infamy.
These sets are aimed at powergamers, not the 'average' CoH subscriber.
Quote:In the same way in a real world economy, when prices for things that people want or feel they need gets too high then there are people who will turn to alternate methods of getting enough cash to buy - it is the same in CoX - people dont have enough inf to fully kit out a character they will farm to get what they need.
Two, I don't farm because I "need" anything, I farm because I enjoy farming. This is the case for most of my farming friends as well.
Quote:Introduce a price cap in AH/BM. Set it so nothing can cost more than 10mil.
The creation of a real black market will make the prices you faint over now look like a sale at the Dollar Store.
The devs have an interst in curbing PL'ing because it potentially shortens the lifetime of subscriptions. The devs don't much care about farming except as it crosses over into PL territory or involves "exploits", however they choose to define that nebulous term. -
How so?
This change will just shift around where the money goes.
More purples, so cheaper purples.
More salvage, so cheaper salvage.
Fewer set IO recipes, so more expensive set IO recipes.
It isn't worse or better, it's just different. -
and no bosses unless you want them!
great stuff. -
Quote:The features we've been getting lately have been tremendously resource intensive.So... you expect me to be excited by the fact that something that was a consistent part of Free Updates since Issue 1 has now been slashed in priority for issues 14, 15 and now apparently 16, because they're planning on selling it to me instead?
It seems churlish to gripe about missing story when they're delivering something as revolutionary as MA & one of the most requested features ever in Power Customization, and with an expansion on the horizon that I expect to deliver CoV levels of new storyline to the game.
It'd be fab if we could have EVERYTHING, but dev resources are finite & there are only so many writers to go around. We can either complain about that, or be happy that the rest of the team picked up their slack & delivered some pretty impressive technical advancements while the story crew were chewing on Going Rogue. -
Quote:Well, nothing "matters" in the game- it's a game.But this is just fanfiction. It does not matter in the game, it does not move any storylines forward (like the coming storm), and it is heavily limited in what it can do.
I realize I probably care less about the "official" storyline than many people, but I don't draw any distinction between a fun, well written mission delivered by a dev or one delivered by a player.
They both achieve exactly the same ends for me- a fun diversion that advances my character's goals.
Quote:As for devs choice....in my experience it is just that. The devs choice. A dev liked it, doesn't mean I will. Just because George Lucas likes someones movie doesn't mean I will.
I mentioned Dev's Choice as a handy grouping of missions above a certain baseline of craftsmanship. It was shorthand for "AE delivered a lot of really good content".
I've played many other missions I enjoyed more and thought were 'better' than ones that were tabbed by the devs. Anybody who looks around will find arcs to suit their taste.
I14 delivered a tremendous amount of content.
Player stories set in this imaginary world aren't inherently less involving and compelling than official ones. -
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Quote:Even better than I thought it would be!
Just as before, players will be able to choose the level difference of critters they face (up to +4 character level), but with this issue they can choose whether or not to fight bosses in missions. Furthermore, they can choose whether the server assigns missions to the character as if they a single character or more, up to treating the character as a team of eight. All of these sliders are independent of each other. A player can choose to have missions of up to the +4 difficulty, yet they will not give bosses. Conversely they can choose critters of lower levels but face bosses within the mission. There is also a choice of whether to treat Archvillains like Elite Bosses.
Can't wait to spawn my zombie farm for 8 with no bosses.