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Posts
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Quote:Do this suggestion first. Get endurance reduction in your attacks. Instead of using a Damage SO, find any cheap IO with Damage/Endurance. Instead of Accuracy SO, find anything with Acc/Endurance. Etc. etc.
Lastly, if you want to increase the performance of each power while avoiding all the Set Bonuses business, then I recommend 'Frankenslotting' your powers with IOs. Frankenslotting means to slot each power for maximum effect using various IOs from various Sets. For instance, slotting Jab you could use Crushing Impact; Acc/Dam/End, Acc/Dam/Rech along with Mako's Bite Acc/Dam/End/Rech and Acc/End/Rech along with Touch of Death's Acc/Dam/End, etc etc. -
A level 37 Sonic Rad, two Thug/Storms and two Arachnos Crabs
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Slot your attacks with endurance reduction. Those are the most important slots for endurance management.
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Quote:How much Inf for you to never say that again?If you want to really mess with flippers, do this:
Find the low price on say, a piece of rare salvage and put in bids 100,000-200,000 above it. Get yourself like 80 of them, if not more. As you get them, begin selling them for just enough to break even on the whole thing.
Do this for a few days, and you'll move flippers off of the item until the price becomes less stable. If they knew what you were doing, they'd hate you. -
I'm sorry. I miscounted. I thought there were 6 Armageddons slotted in Foot Stomp.
*EDIT* Please try to keep the numbers small and easier to understand next time. -
So... since you've all calculated how easy it is to get all those common IOs or set IOs... who wants to do it for me on Triumph redside? I want roughly 500 level 35-40 preferably set IOs. I'm willing to pay in the hundreds of thousands of Inf per IO.
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I want to do something similar on Triumph redside. I would much prefer set IOs but I don't want to pick them out. I'd be willing to pay in the 250-500k per IO range and want roughly 500 IOs. More for set IOs. Would someone be interested?
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Same question as the last two times we've had these threads: You guys talkin' revenue or profit?
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Quote:I have no knowledge of you or what you are like in the real world... but concerning City of Heroes I have no respect for your opinion.All the situations you would give on how Force Bubble saves teams only occurs the majority of the team is pants on head retarded since you would have to be to die at that close to the defense soft cap and repulsion bomb being spammed. Popping vengeance would easily put the team over the soft cap (which is never a waste when lacking def debuff resist) as well as healing them, boosting their Tohit and damage which fulfills both saving the team and not rewarding idiocy.
Force bubble will only save ***** ridden teams, but does nothing for average or experienced teams. I however don't accept the notion that a defender must always babysit and protect every ***** that decides to go on a suicidal fling at the expense of the team's safety like you do. -
I'll explain the first graph I posted.
As price goes up more items are willing and able to be sold. That's the red S Supply graph that rises as it goes to the right. As price goes down more items are willing and able to be bought. That's the blue D Demand graph that goes down as it goes to the right. Where they cross is Equilibrium Price. That's where Supply equals Demand. That's where prices naturally go. Supply and Demand are always changing. Thus, Equilibrium Price is always changing. It's hard to pin down.
When a flipper tries to raise prices above the Equilibrium Price he or she is not guaranteed profits. Place a horizontal line on the graph anywhere above the Equilibrium Price. Any price like one of these prices (the line you may make) is a price where more items want to be sold than bought. Some sellers aren't going to sell their item. They make no money. Flippers that buy stuff and don't sell stuff don't make money. Flippers who try to raise prices above Equilibrium Price don't always make money. -
Sandwich makes use these two graphs and not the one I posted above.
*EDIT* These new forums are fun. Want me to explain those graphs and tell you why and how the sandwich maker uses them -
I don't think you understand the affect flippers have on prices.
Flippers profit when prices fluctuate over 10% around Equilibrium Price. Translation: Flippers only make money when prices regularly go "up and down" and when prices are not stable. Flippers cannot raise prices above Equilibrium Price for a sustained period of time while retaining a profit. Translation: if I bought Luck charms for 1 Billion Inf and tried to sell them for more no one would buy my Luck Charms.
Flippers don't raise prices above where prices are naturally going without flippers. I am more than happy to give you Inf and instruct you on how to do an experiment on the market to verify this is true. You can do it at MY expense. -
Quote:No. That's no different than the real world. In the real world services and even some goods are simply a factor of time. They are infinite in the same way Inf and items are infinite. The City of Heroes economy fits overly simplistic economic examples found everywhere specifically because City of Heroes economy is incredibly simplistic.Mobs in this game respawn, they cost nothing to be born and grow, there is no 'inf' cost to their making. However in defeating them, along with other drops, there is an inf reward.
When we try and make the in-game economy 'fit' the real world one we can lose sight of the fact that there is potentially infinite influence irrespective of inflation. (that's a lot of inf words)
Quote:Your point about double market fees paid by the 're-seller' is always factored in by the 'flipper' otherwise their flipping activities would be about as useful as this thread. The flipper never pays the bills for these double transactions however I suspect they indirectly earn more inf/min than anyone else in the game.
Quote:I suspect they indirectly earn more inf/min than anyone else in the game. -
I didn't think of more transaction slots. That would work too. So would anything else that increases efficiency.
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The ratio of inf to items (or currency to goods) is called a price index. Tracking a price index is how inflation is tracked. Flippers run items through the market twice. This double market action causes two market fees to be paid.
Playing the game produces Inf and Items. Flipping only reduces Inf. -
Quote:Flippers don't cause this problem. There are only so many items being produced. Lowering prices doesn't make more items. There are still the same amount of items being produced then as being produced now. What you want is an increased drop rate. *Edit* An increased drop rate means more items for less work.
I don't have a problem with people farming, if that's what they enjoy, however their 'need' to farm is kept, in my view, artificailly high by others who flip prices in the markets. -
Quote:It would affect the actions of flippers in the long run. In the long run, in a merged market, there are more bidders and more sellers. More bidders and more sellers tend to cause prices to be more stable. If prices don't fluctuate between high and low prices then flippers cannot make profits.I totally agree with the merging of markets that you suggest although ultimately wouldn't effect the actions of 'flippers' in the long run.
For a flipper to make a profit he must sell the item at a price at least 10% higher than the price the flipper bought the item at. The more competition for an item the more likely there are to be transactions within that 10% margin required for profitability.
So... in the long run... yes it would affect the actions of flippers in the long run. -
Your proposed implementation would raise item prices. Inefficiency and less competition created by having multiple types of items (people have to bid in two or more different places for the same items) causes increased prices. If you would like I will GLADLY explain to you exactly how and why these increased prices will occur. I can even put fancy pictures directly into my posts now helping you understand with greater clarity.
Here are some alternative suggestions to stifle flippers...
1) Create a store which sells items items for Inf.
2) Merge the markets to increase competition. Increased competition forces flippers out or, at minimum, cuts into their profit margins.
3) Reduce the number of items needed/for sale. Simplifying the salvage system by having fewer items increases the number of buyers and sellers on each item. More efficiency, less flippers. -
Every Mastermind that has their pets and upgrade powers can solo missions while you are at the grocery store or running other errands. In PvE, it doesn't matter what you pick. You are going to kick major booty.
http://boards.cityofheroes.com/showthread.php?t=139481
That thread has some discussion of PvP and Masterminds that you will find interesting. -
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Kinetics Masterminds would NOT be overpowered any more than every other Mastermind is over powered. Pets simply are not smart enough to maximize the effectiveness of Fulcrum Shift and their own AoE attacks.
Have you ever seen a duo of a Mastermind and a Kinetics tearing through enemies any more than a Mastermind and many many many other combos? The answer is no. Kinetics Corruptors and a Mastermind don't make an incredibly powerful duo. Pairing them together would not make an incredibly powerful single character.
I've essentially played a Kinetics MM. I've played a Kin Cor just using a secondary while I dual boxed a MM just using a primary. It was nothing special.
Kinetics MM...
Good - Yes
Fun - Yes
Want - Yes
Overpowered - Not anymore overpowered than Dark, Storm, Poison, Thermal, etc. etc.
If you think it is overpowered then please try forming a duo with a Kinetics and a MM and try it out. Try to play as one character would. It will take a little practice and be a little different, but you can quickly see how this isn't going to be any more powerful than nearly all other MM combos. -
Quote:Common salvage rolls cost 8 tickets each. Flippers are not the cause of prices skyrocketing in this manner.So, it looks like in the aftermath of Architect, you dev folks are perfectly content to let the salvage flippers inflate the prices of certain common bits by 100x to 1000x, more easily than ever since common bits cannot be obtained from AE.
Fine. Then let me spend my tickets to buy common bits, just like rare bits and uncommon bits. Rares and uncommons actually drop at a rate more or less appropriate for the quantities in which I need them (i.e., not as much). Commons, not even close.
You couldn't seem to care less about the ridiculous ever-increasing price inflation on much of anything else since Merits and AE, so why not one small indulgence in return. I have significant resources (far more than the average player, far less than the devoted merit farmer), and even I'm pretty disgusted with the current state of things.
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Quote:I know that you don't understand logic. The Original Post is about adapting to a situation and doing what you need to do to lead a team towards success. The defender in the original choice had one and one way only to lead the TEAM to success. My position is in supporting the original Defender who did what was needed to be done to enable the team to work together to defeat the enemies.What's wrong with you?
I see a thread about being kicked from team for trying to defend a team, and Turbo_Ski saying that they would just back away and watch the team fall if it was full or morons that would follow a tank that didn't know what they were doing.
I see Miladys_Knight insulting Turbo_Ski for saying that they would let the team fall so that they would hopefully learn a lesson.
The OP's post is about rushing in and getting kicked from a team for doing so.
I must assume by your position that you believe that Miladys_Knight is some how supporting the OP by insulting Turbo_Ski.
I don't understand your logic.
Miladys_Knight's foot is in his mouth up to his knee at this point. I see you are trying to get your's deeper faster.
I'm sorry that you and others don't understand the concept that this situation can be salvaged, and can be salvaged through using Force Bubble. I'm sorry that you and others don't understand that one can discuss the situation after the situation has been overcome. One could explain aggro caps to the Tank after all the enemies are pushed away. -
It's a yes or no question. Do you think it could lead to success?
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