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Quote:I'm quite sure the devs haven't forgotten The Coming Storm. But first and formemost they have to create the new shineys that keep the subscription money flowing. The good news is that the team is now up to over 60 people and they still have open reqs, and that'll let them tackle more tasks simultaneously than in years past. The Comicon video showed them saying that they're going back and reworking a lot of the low level content, for example. That's something that players have been asking for for 5 years. Plus while they're working on i16 and Going Rogue, they're also working on killer new end game content and a way to power up level 50s without raising the level cap. So they have a lot of irons in the fire.So we'll file the "The Coming Storm" under the same things as the CoP trial, The City Vault, Blood of the Black Steam (which even has ingame hints), Incarnate EATs and the myraid of other things that the dev team worked on but then through bugs or just plain deciding against it at a later date, ditched...
...if they do that...sorry but that is really poor, you don't build something up for over two years and then just quietly ditch it unless you're the Fox Network.
They've hired new writers but it takes time for people to get up to speed and get content into the game. I'm confident we'll see The Coming Storm plot moved forward. But no, I won't take any bets on exactly when that will happen! -
Quote:Technically you're right, but the types of farming you're mentioning are extremely rare compared to farming for drops, which was what PP was referring to. She's quite right that optimal farming for drops is done solo.Quote:
PowerLeveling and Farming are completely seperate actually.
Powerleveling has people on a team... and they want EXP.
Farming is you SOLO and there is NO exp.
Anything else is just teaming.
Solo farming is solo farming.
Farming does not have to be solo.
Is a Heal Farm just teaming?
Is an Illusion farm just teaming?
Your definition is too limited. -
Here's a sort of mini-guide I wrote up a couple of months ago:
Understanding the Fundamentals of the CoH Auction Market
This short guide will explain a few basic truths of the market in CoH. The goal is to introduce a few important concepts and avoid drowning the reader in details.
I don't think this guide is very long, but here's a TL;DR version anyway:
Quote:Supply and DemandIf you want to make a fortune playing the market or just want to avoid paying top prices, the secret is to have a bit of patience. Don't outbid peak weekend prices. Look at average prices on a Tuesday or Wednesday, put in your bids, and force yourself to wait a day or two for your bids to pan out. Buy recipes and salvage and do your own crafting instead of buying pre-crafted IOs.
Unlike a store, prices are set in the CoH markets by "supply and demand". We've all heard this phrase, but what does it mean? Simply put, the more available something is, the lower its price will be and vice versa. Prices are set between willing sellers and buyers. No one can force you to buy at a price you're not willing to pay.
Example: before the Mission Architect (MA) was introduced, only rare (orange) salvage was pricey. Uncommon (yellow) salvage was cheap and generally you'd get a better price by selling it to a store than by selling it on the market. Now uncommon salvage frequently sells for 50K-100K inf. What changed? MA missions don't drop salvage, they drop tickets. Players have shown a reluctance to redeem their tickets for uncommon salvage; instead they save up for desirable recipes. People are crafting IOs just as much as ever so demand has remained constant but supply has tightened up, so salvage sells for more.
Prediction: when the Going Rogue expansion goes live, there will be at least a temporary shift away from the MA. Salvage will once again be abundant and prices will plunge.
Cyclic Demand
Demand that predictably follows a pattern is called "cyclic demand." In the real world, think of peak season hotel prices. Hotel prices are always highest in the peak season because there are more people chasing after a fixed number of hotel rooms. This pattern of higher prices during peak season is so reliable as to be predictable.
Is there cyclic demand in CoH? Sure. There are always more players on during weekends, holidays and special events such as the release of a new issue or a double XP weekend. Why should you care about cyclic demand in CoH? It'll make more sense after the next section....
Gotta Have It NOW
When most players decide they want to buy a set of IOs, they proceed to bid high enough to get the set right away. That's understandable. For them the market isn't fun. It's a necessary chore, like going grocery shopping. They want to get it over with and get back to having fun. By putting in high bids they get their stuff quickly. Experienced marketeers derisively refer to that as "get it now" pricing; they're derisive because it guarantees the buyer is paying top dollar.
There's an even worse form of "get it now": since many of the players that want to get their IOs right now don't want to be bothered with the hassle of crafting them, they'll pay a healthy premium to have someone else do the crafting. And when I say "healthy premium" I really mean "insane premium" like paying 2-3 mil for ingredients that costs 500K to purchase and craft.
The Secret Every CoH Market Billionaire Knows
Combine the concepts of cyclic demand with "get it now" pricing, and you get an interesting phenomenon. During peak demand (usually weekend evenings) there is a reliable flood of players who just want to buy their stuff ASAP and get back to playing. Prices surge. Off-peak those players are absent for the most part and prices sag.
So if you want to make a fortune playing the market or just want to avoid paying top prices, the secret is to have a bit of patience. Don't outbid peak weekend prices. Look at average prices on a Tuesday or Wednesday, put in your bids, and force yourself to wait a day or two for your bids to pan out. Buy recipes and salvage and do your own crafting instead of buying pre-crafted IOs.
The real kicker is that for every player who takes the time to read this and try it out, there will be hundreds who can't be bothered. And those will be the ones making you rich. -
I'd only support TV ads if we got the Shamwow guy to do it. Our "but wait there's more!" freebie could be a Going Rogue snuggie.
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Quote:That pretty well sums it up. I have a lvl 50 SR scrapper so I wanted to try Shields on my brute. As Kepa said, SR is easier to get to the soft cap and is WAY more survivable due to much stronger def debuff resists and that wonderful sliding damage resistance. And let's not forget that Quickness gives you the same +Recharge as 2 purple sets or 3 LotG recharges (roughly).
1. It's NEWER.
4. It presents interesting offensive bonuses.
On the other hand, with Shields you get a damage buff/enemy damage debuff/taunt aura with AAO and an extremely high damage PBAoE in Shield Charge. The extra damage, more than anything else, is what I believe makes it the FotM for min-maxers.
My Shields brute is currently my favorite character but I must say if things start to go bad he can go from god-mode to dead extremely fast. With SR you typically get more time to react in a debuff situation because your def won't drop as quickly and each successive hit damages you less and less as the damage resistance ramps up.
I don't know why SR isn't more popular with Brutes. Its advantages stack up very well when compared to Shields. -
A Spines/Fire brute (when that's eventually available) and a Fire/Kin corruptor.
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Quote:What we're proposing here is a practical realization that 2 years is not the same as 5 years. With each passing year where a player has never reactivated, the chances of him ever doing so diminish. I really don't see the harm in a policy that would free up all names from an account if it had been inactive a solid 5 years. Yes, there's a miniscule chance that player would be return with a crystalline memory of his reserved names and be gung-ho to subscribe for years if only those names were kept, but it's more likely he won't have any recollection and will be happy to start from scratch.I completely agree with this reasoning and I am happy that NCSoft take care not to upset returning players. Just made a friend reactivate after 24+ months and if he would have had his names taken away he probably would have quit immediatly and gone back to WoW
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Quote:I agree with your reasoning, but I'd extend it to level 50s. If you've been inactive for an unbroken 4+ years it's simply unreasonable to continue to reserve those names.I know this topic is a dead horse, and it's probably not easy to do, but if it was possible, I think characters on inactive accounts should be stripped of their names if they are under the level of the number of months the account has been inactive. For example, start with accounts that have been inactive 24 months or longer:
Inactive 24 months - all characters level 23 or lower are genericked
Inactive 27 months - all characters level 26 or lower are genericked
etc.
etc.
etc., until
Inactive 51 months or longer - all characters under level 50 are genericked.
In this way, if you have been an active, paid subscriber within the last 2 years, you'd only be at risk of losing a name in characters under level 6, and no one would ever lose a name on a level 50 character.
In general I like that NCsoft retains our characters' names and possessions. I think it's quite common for people to take breaks from MMOs, then return for a while. But anyone who has been inactive for over 4 years would have to have quite the sense of entitlement to feel any outrage over losing any character names. I say the balance should be tilted in favor of current paying customers. -
I'd call it a certainty rather than a pretty safe bet. The new difficulty slider settings apply to regular content. As long as the foes you're righting are the right level, they can drop purples. There's no existing code that checks your difficulty slider before rolling for a purple, and if they added that it'd make no sense and provoke justifiable outrage from the players.
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Yeah, it's key to get an enemy that won't unload a big attack chain on you while you're resting. CoT Guides are good, but as their attack seemed to be awfully near 50% of my health, I was concerned that if 2 of them hit me at the same time they might kill me. A CoT Ice Thorn also has only one melee attack and it hits for a bit less damage than the Guide. When they both hit at the same time, it'd take me way down into the danger zone, but I was able to safely regen.
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Quote:I believe a dev posted that they are testing a queuing system so that in the future you won't get locked out of a busy server, you'll just get put into a queue. As part of this, they tightened up the way the test server locks out so we no longer get access to the character creator (*sob!*). I'm sure they'll clean up that message eventually. Right now they must be more concerned with just getting the more important aspects working correctly.Normally, we would be able to get in even if it was closed, to use the Character Generator. However, since the generator is a huge part of the new Issue being tested, I think that may be why we're not getting in this time. :/ But I agree, a note about it being closed would be nice.
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I think they've learned a lot on how to make TFs more fun (or at least less tedious) over the last few years. But they've always had the attitude that it was better to do new content than to revisit old stuff. That's understandable, as they have a business to run and it's easier to sell "new!" than "less sucky!"
Posi's comments on the videotaped Comicon panel were encouraging. He said they were going to be revisiting lowbie content. That's a big departure from years past. Hopefully as they continue the process they'll also look at the older TFs too. -
Regen's traditional weakness has been in dealing with alpha strikes which is something Tanks have to be able to handle. The new MoG helps deal with that, but it's not up in time for every spawn. I think that might've been one issue that kept it from being proliferated to Tanks.
Regen would be a fun set for Brutes, and due to the high HP cap it could indeed be very powerful. A Regen Brute with all the +HP accolades or just a Frostwork buff would be pretty darn strong. -
Hah, I was going to suggest SM/WP as a great single target brute. OK, since SM and SS are out, I've heard good things about Dark Melee but I haven't played it myself. If you can wait a few weeks for i16 to go live, I'd say Claws will be fun. High sustained DPS and will be a good Fury-building set.
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This will be old news for some of you long-time villain players, but I was recently surprised to learn important info on how damage badges work that I figured I'd post here because it's not intuitively obvious.
Quick review: Born in Battle accolade gives you +5% End and +5% HP automatically. Very nice accolade to get. One of its requirements is the Unbreakable badge which requires you to get 10 million points in damage, and that's where things get interesting.
I wanted my Shield brute to get the accolade. The normal way you work on the damage badge is to enter a mission and Rest in front of an enemy. The enemy whacks away at you and your massive resting regen heals you up in time for the next whack. Won't work in AE. I tried this in a mission with Rikti and was convinced the badge damage tracking was broken. Found a minion that would hit me all day long and the badge damage tracker never budged. Found an LT with 2 attacks where one attack counted and the other didn't. What the heck?
Here's what I didn't realize: progress towards Damage Taken badges only counts when you take damage to your base hit points. That means if you have any powers, set bonuses, or accolades that boost your HP, those extra HP act as an unwanted buffer, and damage to those HP don't count towards the badges! My brute had already gotten the High Pain Threshold +10% HP accolade and being Shields, he had the autopower True Grit which includes an HP boost. Those were messing me up and prevented low damage attacks from counting towards the badges.
So my recommendation for any Brute looking for +HP accolades:
- Work on the Unbreakable (10 mil damage) badge before getting other HP-bosting accolades.
- Use your second build to skip True Grit if you're Shields; sadly Willpower brutes can't skip High Pain Tolerance
(tanks can, but brutes and scrappers can't).
- In that second build slot Rest with multiple heals to max out your regen, it'll allow you to fully regen after taking bigger hits.
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Quote:I never thought about that. Well, as long as the default was to hide folks on teams that'd be fine too. Since the primary purpose of the Search window is to find people to team with, its current state of cluttering the list with ineligible candidates has got to be changed.No to this one. Optional filter? Sure! But always filtering? No thanks. I use search for other purposes, such as inviting people to SGs since you can't right-click their name in the chat box to do it. If they happen to be on a team or TF mode at the time, I wouldn't be able to do that.
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Sensible suggestion, Vanden.
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They'll never make such an announcement. And yes, it is a failure. The entire online ad market is depressed. Further, I would guess their actual click-thru rates were abysmal. Further, it's expensive as hell to have an ad sales rep selling such a niche product (the product being the in-game ad system). Even though your idea is interesting, I think it'd be an investment with horrible ROI.
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The OP's suggestion comes up regularly. Here's a list of search window enhancements I've been keeping:
- Searches should never include players already on teams and solo players in TF mode (e.g. Ouroboros flashbacks).
- Level range increments should be by 5's, not 10's.
- Player ratings (stars and notes) should show up in the search window.
- GIgnored players should not show up in searches.
- The Origin filter should be removed.
- The window should be resizable.
- The list should never be truncated.
- When in a co-op zone, allow me to search for characters of the opposite faction.
- When searching by name, match against any part of the name, not just the start of the name.
- Remember my settings from my last search. If someone drops from the team, it'd be convenient to do a new /search and have the options already set for me from last time. It doesn't have to persist after I log off, but make it persist during a game session.
- Make comments searchable. About to do the Nightstar Praetorian AV? Search for people needing her for the Portal Jockey accolade.
- Add a "Looking for AE missons" flag.
The team lead would use radio buttons like the normal search window to set allowable opt-in parameters; anyone outside the limits he set wouldn't see his team listed when they searched for teams. For example, if the team lead was OK with anyone joining he'd click the "All" radio button under AT, but perhaps he wants more support, he could click "Tank, Controller, Defender". If he did that, only those 3 ATs would see his team listed when they searched. Similarly he could set an acceptable level range; if the team had mentors he might pick a wide range but more often he'd want to filter to a narrow level range. Lastly the team lead could type in a short comment so folks looking for teams could see that the team was doing; some people (like me) would like to avoid teams just grinding scanner missions so the comments would avoid unpleasant surprises. And just like some people reject blind invites, people would learn to be wary of teams that filled in nothing in that comment field!
A related suggestion: add $Difficulty and $Zone variables to compliment the existing $Level variable, to enable invite macros like this:
/macro Inv, "t $target, Want to join us running a level $Level $Difficulty mission in $Zone?" -
Except Elec Melee is a pretty poor choice if you're building a Hero or AV killer. It's a fun set but is probably the weakest at single target damage.
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Quote:QFT.If you don't plan to IO out the shield def, then you will have a rough time. I would reccomend choosing another power set.
If you're on a budget, at least focus on melee defense. You can get by with so-so ranged and especially AoE defense, but you're going to spend most of your time in melee, so work on that. And the Steadfast Protection +3% unique IO is mandatory, plan on getting that.
One thing that can really help is to put your bids in way early. Like now, before you start even leveling your SD. By being patient you can get your Touch of Death, Obliteration and Gaussian sets for way less than the "buy it now" prices. And bid on recipes, not IOs. -
Quote:I wouldn't look to Ice Armor being proliferated any time soon. IIRC it was going to be one of the original brute armor sets, but the inherent slows worked against generating Fury, so they yanked it.What would you like proliferated to Brutes? Spines? Maybe Ice Armor?
As for me, either Spines or MA would be great. I wasn't interested in either before the customizability for them was announced, but now they both will look cool. -
Quote:I can't say whether it's unchanged, better, or worse, since I'm taking a break from the AE. But my experience was definitely prior to the most recent patch.News to me. I've always clicked like a banshee on crack (cause that's how I roll) and never had any problem at all, till last night when I crashed out 3 times. So you guys are sure I can't blame the latest patch? Maybe I ought to kick my CPU around thel living room a few times after all.
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I've been inspired by you, PK! I'm going to start ignoring politicians whose policies I find reprehensible by wearing "Vote For" t-shirts with their names on them!
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I agree with EvilRyu, the prob is your graphics card. I run the game on Vista64 with no probs, but I'm running a fairly high end desktop system with dual vid cards. I can triple-box (run 3 instances of the game) with graphics cranked to the max with no problems.
By the way for anyone else curious about this, the only "trick" I do is use the command /maxinactivefps 3. This means that whatever instances of the game aren't in front only try to draw 3 frames per second. Works beautifully.