-
Posts
2018 -
Joined
-
-
Quote:So if you were to use the UI to find salvage (common/uncommon/rare) to craft an IO it's a random pattern?If you order your bids to take advantage of the fact that you will be buying or selling things in price bands its great. If your work pattern is very random in terms of price its horrible.
I just find myself buying the cheap stuff and working up to the more expensive things.
It also comes in very handy when selling. Just load items in a price range onto the market and work your way through.
If you use it well it does let you do things faster than the old interface. If you try and fight it, it will make you miserable.
Loading items in a price range is laughable to the extreme, since you are also expecting people to know how much each item is going to cost, and even then incrementing the price is still not compatible with the auto-fill implementation. Even if you decided to sort on rarity your concept is horribly broken.
Trying to justify a usage for the current auto-fill implementation just highlights how outstanding in the field you are with this. You are trying to explain how an edge case is so much better for every other situation is the tail wagging the dog.
Someone should save this post and put it with the 8 tanks collection. -
Quote:This is patently ridiculous. Not even specious.Persistent price entry is fantastic when you are selling more than one of anything or buying more than one of anything.
If they wanted to *autofill* the value for me, they should allow me the choice of using the last transacted value for the item instead of the last filled in value.
Just because I want to buy a Miracle proc at 300M does not mean I want to buy a kinetic weapon at 300M.
If by fantastic you mean naive, then I wholeheartedly agree. -
Old posi: 57 min best time (seemed anomalous but most would be about 62-65 min).
New posi: 19 min/20 min best times (7 and then 8 team members, same teammates, just added one more). Probably could get faster with experience.
Classic posi can be run solo now and at -1. -
Other than a few glaring bugs I'm not hot or cold on the new UI yet. Both have/had their pluses and minuses.
The big thing is to get used to the new UI so you can evaluate it on its own merits but some people don't want to (or shouldn't have to) change. -
Quote:Without knowing what hardware they've thrown at each server, and without knowing what hardware was used for each server before the upgrades, the green/yellow/red/grey dots don't tell you much with regards to the server populations.IIRC, most, if not all of the servers were involved in that upgrade. You are correct that a yellow status before would show up as green on today's hardware, so looking at the color status alone would bring somebody to an incorrect assumption.... but there actually has been a population shift recently. I know quite a few people from Freedom that have been playing on other servers a lot. Large groups of us even went and made SGs on other servers and have scheduled events from time to time.
That, and if you click on a different server at the server selection screen, then go back and look.. Virtue is now at the bottom of the list and Freedom is right above it. It used to be the other way around, meaning Virtue holds the highest and Freedom is probably not far behind.
Do a search on heroside and one on villainside in order to find the non-hidden population at any given point. Until you get hard numbers everything is anecdotal.
The only real conclusion that anyone can draw by looking at the server list alone is that Virtue is seeing a population increase and likely will be targeted first for any hardware upgrades. -
Quote:Anything desirable will bring out the best and the worst in people. This includes contests, loot and "Master of " badges.I can't see why the badge would be to blame, when most of the negativity being noted is clearly due to certain player behavior. Asisnine as that behavior may be, I'm positive that it's not the entire playerbase behaving this way, or I wouldn't be playing this game to begin with.
-
Quote:Heh, that is entirely the point of speed running a Mo. Once you learn how to zerg the TF it actually makes more sense to keep in the rhythm of your natural pace rather than slowing down. Even if you jump in for the alpha or try to leeroy it, your teammates should never be that far behind you, since coordination is part of good teamwork. A steamrolling speed TF team shouldn't have teammates falling behind; they need to keep the fast pace going.The speed TFs i'm used to are usually extremely reckless, to try beat the "best time". With LRSF, STF, we also use some shivans, nukes and/or vengeance.
Sounds like a good plan...except that my playstyle is extremely different when i'm trying an Mo and just running for fun. I'll jump first in spawn or leeroy the AV for the rush of it, and to test just how far i can push myself. I normally don't mind dying, specialy if someone can rez in the team. It's more stressfull trying not to die at all cost.
For the STF, we always aggro all 4 sig AVs to drop them. Of course, on a Mo run you can't use shivans but a well organized team doesn't need them. I rarely use shivans on a normal speed STF nowadays anyhow. Just try to make sure you are def capped before engaging the final AVs and everything will start making sense.
You can def cap by popping insps, using IO builds, emp/FF/cold buffs, intermish/zone stacking, base buffs, even using someone outside the team to buff. The point is that once you get your def high enough you're only worried about the off chance hit. This helps build confidence and ensures the team is well prepared for the end game. Also don't forget to use your accolades.
The point being is that once you stay on your rhythm, it doesn't matter if you pass or fail because you'll get the merit rewards in your speed time anyhow. That way no one really feels that badly that a Mo run had failed. If you go slow you are raising the stakes enormously because people have more time invested in the run.
Most potential failure points are at the end anyhow, so why go slow getting there? -
Quote:*PLORP*
*Runs off to haunt a vagina* -
Oh. Here's something I thought of...instead of buying TV ads at hundreds of thousands of dollars a pop...you should offer free reactivation weekend and then for anybody who subs, resubs or adds a month activation time (minimum) they could be entered into a draw for cold, hard, cash.
Top prize would be something like $50k-$100k. Everyone likes money.
The CoX subscriber list must be pretty huge, so it would be an easy incentive to get people to come back and see what's new. Probably getting 3,000 subs/resubs to stay for 3 months or 10,000 subs/resubs for one month would break even for the draw.
Everyone who is currently subbed would probably add a month as well just to enter the draw...although you will always have complainers who want to be auto entered.
Of course, you'd have to make sure that Canadians and Europeans could enter as well -
This player would agree I think.
-
-
Quote:Heh, I was saying those are the easiest to start with. Once you get your speed running legs you can pretty much bring anything. The biggest thing to speed running is gaining confidence in your team's ability to finish the task quickly, so making the task as easy as possible to start is a good idea. Hence the core build, which isn't a hard recommendation but still strongly recommended to get started.I really appreciate the offer. Its always nice to see how other people do things. But I think you have undercut your point. You are describing a crafted team where you have half to three quarters particular builds. I mean the whole point was not to have a crafted master run. I mean the original point was that people were getting turned down because specific things were needed.
The only thing I've noticed is that 1 rad and 1 kin usually make things go alot smoother during the AV fights but they aren't *required*. Skipping the rad and kin usually adds some time to the final battles but it's not a deal breaker.
Once you trust the team can do the task you can get more creative with the individual elements of each TF and the toons you bring. There's never a hard rule for speed running so you should try new things in order to see what kind of effect it has on the team/TF.
Trying new things can wind up in team wiping or slower times but that's how new discoveries are made. As long as your team retains confidence that they can still speed run it no one will be concerned that the task is insurmountable.
AFAIR, my 3rd MoSTF was done with 2 tanks, 3 emps, my ice/storm, a blaster and a scrapper. With the emp buffs I wound up stealing aggro from the tanks and taking a spin cycle from Ghost Widow, yet the emps were sharp enough to keep me alive. No kin/rad/cold/FF on that team -
Quote:The durty sekrit to smooth speed runs is to bring a cold def or bubbler. You don't even need IO builds to get it done. As you get better at running speed TFs, vengeance, shivans, nukes aren't really needed. Consider them training wheels.I don't know how your speed runs go, but the ones I participate in usually have multiple instances of vengeance being used, the trip to the hospital as a fast way to get to the contact, as many missions failed as possible, and fallout is a nice tool to deal with the AVs.
If you're looking to form a speed run group, I'd recommend a fair number of trollers to start with. Generally they're the easiest to play since they are jack of all trades. A tank/brute in a pinch to manage aggro, and the rest can be anything.
The easiest teams will be made of a brute/tank, scrapper, kinetic, rad, cold or FF. Sub in an ill troller or two if you don't have/want a tank. The rest of the team contributes in whatever build they decide to bring, but the core of the team is in the shields, buff and debuff. Bringing a cold and FF are easy street.
If your core aggro group is a bit unsteady bring an emp if you'd like, but generally 2-3 great players can carry an entire speed TF. For a speed mo run you probably want 4-6 experienced speed runners, so getting your core group of friends/teammates a lot of hands on is best. A lot of people use vent or teamspeak but it's not necessary if you have good teammates/leadership.
If you ever want to try it out and need any specific tips for any TF you can just pm me here or in-game (same handle). -
-
Quote:There's more than one way to one way to crack a nut:That's what i think. There's just too many condition needed to make it possible.
You need to find 7 other badgers, on the same server/side, that can team at the same time. You all need to be free for a long time, knowing you won't be interrupted. (normal STF can be done in less then hour, most Mo i've seen took 2h-3h at least.)
50 min MoSTF
Most people seem to look at MO TFs as a big chore or walk on pins and needles. That amps the stress levels up and makes it harder to complete the TF let alone enjoy.
There's a different way to approach Master of _ and it's relatively easy. Just speed run the normal TFs enough and you will know exactly where the hard points are of each TF.
In addition, you will pick up team mates and friends who will become experts along with you. You'll also quickly realize that the team make up is of lesser importance than the team players, so it really doesn't matter what is standing beside you, rather who is standing beside you.
By the time you feel comfortable doing a MO run it will simply be a modified version of a speed run. Almost all of the trepidation is gone because the stakes are very low.
Usually you know that you'll be done in a short time so the time commitment is low, and if you are speed running it with friends they'll feel the same way too. If you fail it you've only lost a few minutes on top of a normal speed run, so people won't be mad and are much more willing to try it another day. Your teammates might roll their eyes at failing but it won't be a full fledged revolt by having someone die during a Mo run.
Quote:Since it can be clearly one person's fault, there's often griefing.
<snip>
I also don't really get why people say: "It's challenging, it's fun."
There's a lot less frustrating ways to find a challenge.
And if you really wanted the biggest challenge, why not try STF or LRSF , on +4, while debuffed and with the enemies buffed, no temps, no insps and no enhancements?
That would surely be challenging, no?
P.S. I've got the BSF/khan , LRSF, STF, and red-ITF Mo badges. It might have only taken a few try (or just one) to get them. It's finding good players that want to bother with it that's the hardest for me. I've had to wait months before i could get on one for some.
The buff/debuff challenge is a nice concept but since there is no bonus for hardship it isn't really worth doing. Did the LGtf speedrun with enemies buffed/players debuffed/no enhancements but it was for a contest. Otherwise there's no reward for it.
Contrary to what people say about the MO badges foisting division amongst us, it's pretty much a non-event and the speed runs are a good way to make friends, bond and make a ton of merits too. Of all the TFs out there only the RSF would I say needs to have any concern about team builds for a speed MoLRSF. -
Quote:You'll have to use some merits at some point unless you like throwing them away. The cap is only 9999 per toon.How's this for "obscene"? I've never rolled a single reward merit or AE ticket since inception. Granted I don't use the AE much, but still, I have hundreds (thousands, prolly) of reward merits accross my toons, and 10K+ AE tickets easily. Same for my old base salvage, which I could convert for rares. Just never felt the need.
-
I *think* they are quite close now. Last month buying was better than rolling, but now I think rolling might be better.
In both cases, you must know what level you are rolling towards and how much the respective recipes are worth and how often they appear, versus the direct purchase of other recipes.
Before the BotZ nerf, the Level 10 BotZ -kb IO was selling for 200-300M, which was way easier than rolling up a bunch of random recipes, crafting and dumping them. Since then prices have retreated a bit, so rolling might be a better monetization of merits.
I just use a rule of thumb of about 1M per merit. If you're doing better than that then you're doing OK.
The best hedges are minimum level Numina and Miracle procs and LotGs +7.5% (not sure if all levels are equally high) if you are looking to purchase, but those have retreated from 200-250M to about 150-175M AFAIR.
Rolling: some decent recipes, some good demand for others, cheap cost but you have to craft all that junk. Harder to control level range selection.
Direct purchase: control exact level, most merit costs are too expensive, easy to craft single purchases. -
I haven't had a chance to confirm the bug, but it would be nice to be a little higher level because more pets come out (longer summoning/cast time). I'm thinking that the power gets interrupted in the middle of clicking the glowy because of toggle dropping for glowy clicks (like PFF and stealth dropping).
Also summoning and then glowy clicking was really fast, no delay in between so none of the bots were out before I started the click.
Maybe [walk] would interrupt similarly... -
-
-
-
Quote:Did a Justin Augustine TF the other night and it was the same deal. One of our teammates was quite vocal about the lack of mission rewards since the changeover.This change is TRULY HORRIBLE on the Numina TF. All the hunts giving no XP.
Half an hour of wasted time with no XP/inf/prestige.
Real disincentive to do this TF now, another one off the list, I used to do it a lot. Not good, in the last few weeks Posi (scandalously under rewarded for merits), Numina and LGTF have gone, what next ? -
Quote:The problem with 'consistency' is that the LGSF would be run differently.As far as "slowing down" the LGTF is concerned, the only thing I think needs to be addressed is letting the escorts die and that's mainly due to theme and consistency. Theme, since there's a sizable amount of "it makes sense" to actually save the people you were sent to rescue. Consistency, since there are other TFs, namely the Operative Renault Strike Force, that fail if the escort dies. If it's set to fail and then force you to repeat the mission on one, it should be applied to others.
There is no motivation to save Penny Yin on a villain's part. Just taking her out is far more efficient. Unless she was to reward you handsomely on exit, it would be more rational (safer) for someone just to remove her from the equation to keep Penny from being used by the other side.
The mission to save the psychics and the two NPC heroes. Nothing is mentioned regarding the need to save the original Omega team members. The psychics need to be taken out of Rikti hands, but Infernia and Glacia mean nothing to a villain. They wouldn't even bother to save them, let alone get them killed.
If the Omega team members had sent a coded message saying they had valuable information that was required to get to the next mission, then I could see the requirement to see them safely to the door, but currently nothing addresses the need to save them.
The whole war zone suffers from sufficient motivation from a villain perspective, other than the appeal to 'save the world'. We've already seen villains negotiate with the Rikti so villain motives are a lot harder to align with hero motivations in the RWZ. -
You might want to get a GPU temperature monitor and fan speed monitor. Not sure what's compatible with your videocard but rivatuner comes to mind.
What you want to see is if your video card (GPU) is shutting down the monitor because of overheating.
If this it the case, you will see a rise in temperature of the GPU as you are playing the game (or benchmarking) until the temperature rises to the point of shutdown.
You can then either check the card for airflow blockage or increase the GPU fan speed (in software) or reseat the GPU heatsink (dried thermal paste/poor seating) or replace the GPU fan (fan dying or bigger fan). The last two requires some technical skill so those would be options of the last resort, unless you're familiar with the guts of PCs.
If you want to test the heating on the GPU, something like furmark can do it.