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Quote:I don't quite understand this suggestion. In my experience, the distance indicator makes it quite easy to determine the location of the GM - no "spreading out and searching" is needed. Speed is an issue, of course, but it would be just as much of an issue if a marker were in place. Giving the GM 60 seconds of invulnerability once it is spawned might be helpful, though.3. [...] Have a marker AUTOMATICALLY show for the GM's location on the map, not have teams searching for it - it spreads the teams out too much, and lower level toons/teams may not have quality travel powers to get to the GM's location before the Lvl 50 toons/teams take it out.
Quote:4. Have the rules apply to earn badge credit for the GM for the same as item 1 above; if anyone on the team gets 1 hit in on the GM, the character/team gets the GM badge [...]
In my experience, two factors have prevented successful event completions:
1. It is not at all obvious that players must fight monsters at all the banners simultaneously in order to remove their invulnerability. I have frequently seen several people fighting as hard as they can at one banner and complaining that the vulnerability meter is not moving, only to move to other banners and see nobody there. This could be made a lot more clear: flashing indicators on each banner icon showing when a monster is defeated at that banner, for instance, especially if this is clearly correlated with a change in vulnerability.
2. Once the banners do become vulnerable (which often takes much longer than necessary due to point 1), they are enormously tough. What's worse, once the banners become vulnerable, players tend to continue doing what they were doing before: fighting monsters at the banner they're at, instead of converging on one banner and focusing fire on it. Players in the know will attempt to coordinate attack on one banner at a time, but the visuals and mechanics of the encounter could be used to signal the appropriate action. For instance, only one banner could be made vulnerable at a time, with the fall of each making the next vulnerable, and the vulnerability announced by the system; also, when the banners become vulnerable, the banner itself could glow more brightly and attract attention. Of course, the simple solution would be to make the banners themselves not nearly as tough.
The GM at the end is by far not the most problematic aspect, in my opinion. On the contrary, it's the part of the event that players have been well-trained in handling: critter appears, everybody hits it. The bigger problems occur in the phases of the event where this strategy is not successful. -
I think it's worth noting that all we have seen of the Praetorians thus far is how they treat their sworn enemies, which is not necessarily indicative of how they treat their citizens. I see GR as less of a retcon and more of an increase in information, which places what we think we know in a different context.
But I'm an optimist. -
I find my SS/Elec/Mu Brute cuts quite smoothly through Rikti, but then at +1/x6 I barely count as farming. :P
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Quote:Interesting comparison. It doesn't feel like the same thing to me, but I can't make a wholly rational argument as to why, although the fact that the difference between a finite small quantity and a finite large quantity is always less than the difference between any finite quantity and an infinite quantity does come into play. Perhaps that's not necessary, though - we are talking about emotional matters, and that includes irrational jealousy. Maybe there is a person who would be happy to settle down with an immortal for the rest of their lives. Such a person would have to be much more reconciled with their own insignificance in the face of the infinite than I am.If you found out you were going to die in six months, would you break up with the person you were with and look for a terminal person to hook up with?
Quote:As to the cancer thing, immortals have to have a way to deal with genetic damage over time, or they'd just plain die. -
I'd grab popcorn, but honestly I'm tired of this movie.
Knockback is situationally useful; more so when it is consistent and used strategically. Stormies are actually pretty well off in this respect - their KB generally carries an entire spawn the same distance in the same direction. Energy Blast is less fortunate, because of chance for knockback and radial KB; this can be mitigated using flight and overhead positioning or by sticking with single target attacks. Radial, melee-range KB is extremely difficult to use beneficially.
There, we're done. Now the thread can go on for twenty more pages of useless bickering, as usual. -
Isn't it also the case that unless something unusual is happening, an immortal's chance of getting cancer approaches 1? Then again, cancerous cells are immortal (see HeLa).
A lot of attention is being paid to the decision the immortal makes in terms of the length of the prospective relationship, but the mortal partners get a say in it too. How odd would it be to get into a relationship knowing that your lifetime commitment is their brief fling? I'm not sure how I'd feel about someone who can afford to be tolerant of me because they know in 50 years I'll be dead and there'll be others to pursue. Even while they're with me, are they planning on looking up the most attractive grandchild of someone that caught their eye today when I'm in the grave? As the mortal in the relationship, I'm not sure I'd rather have the whole of another mortal's life than a brief fraction of an immortal's. And since it's going to be only a short moment in their life, it might as well be a short moment in mine too. -
Quote:That's a curious question to ask, and I must ask you to explain how it relates to what I said.Has the Praetorian Statesman ever shown any signs of Aplastic anaemia and or Fanconi's disease?
With respect to incest: if an immortal has children, and those children have children and so on, then if said immortal continues to have sexual relationships they will eventually run a high risk of having sex with one of their descendants. In and of itself, this is not particularly more incestuous than any two humans having sex - we're all distant genetic relatives, and in some small or isolated communities we may be significantly more closely related, and this is usually no great cause for concern. The real danger is that if the immortal continues to have children at a regular pace, their genes will eventually come to be overrepresented in the gene pool, much like Genghis Khan. While sex with a distant discendant may not be all that offputting, sex with someone who shares more than a quarter of your genes might be... -
If I understand Arcanaville's discussion of brain function, then the only way for Statesman to stave off eventual senseless senility is to deliberately ossify his thought processes - thus preserving his ability to respond to stimuli at the cost of being unable to form long term memories. Under those limitations, the phrase "long term relationship" loses much of its subjective meaning; any long term relationship would be experienced in the exact same way as a short term relationship. For the sake of convenience, one might as well remain chaste and distant; going without companionship for eternity is more tolerable if you can only remember the last five minutes of it.
Dang. The power of Superman, the mind of Leonard Shelby - there's a character concept...
(Edited to add: I believe Wolverine, with his infinitely regenerating brain, eventually does have memories truly erased as his brain cells die and are replaced. I can't recall the time limit on his memory, but I know it's less than a century, as he can't remember his own childhood anymore.) -
This would present an excellent opportunity for Paragon Studios to be blamed for grossly offensive behavior of a small minority of its customers.
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It's somewhat poor form to try to address one issue by phrasing it as a way to address another unrelated issue. It also doesn't happen to work.
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It seems to me that Shield/Fire or Shield/Elec will cover your bases.
Edit: To explain, Shield has Against All Odds to buff your damage, and Shield Charge which is a very powerful AoE. Fire has three AoE attacks, one of which comes very early. Elec has three regular attacks that can hit multiple targets, and another very powerful AoE in Lightning Rod. -
Not only was GR a logical time to merge the markets, it would also have created circumstances under which one of the markets, and two of the alignments, would likely have been rendered nonfunctional by player action. A de facto market merge with profoundly negative side effects was in the cards anyway; this de jure merge neatly avoids those effects.
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Share Pain and Absorb Pain grant heal resistance to the caster.
Stalkers' Demoralize effect in Assassin's Strike is an irresistible tohit debuff.
Longbow Nullifier Sonic Grenades are now resistible debuffs. They still suck. -
As it so happens, I have been inspired by this thread to try a little marketeering redside myself. The method seems sound, and I'm reasonably confident I won't lose money on the exercise, but... let's just say I'm learning the value of a diversified investment portfolio.
Edited to add: I should probably make a guess while I'm at it. I'm not knowledgeable enough to make an educated guess, so I'll just choose a number I like: 1,123,581,321 (or just 1.123B, truncating to the millions). -
I'd continue to contribute to this thread but I've run out of images I can get away with posting.
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Thinking of the market as in any sense a cooperative endeavor is a profound misunderstanding of a) the market and b) human behavior. There have been no shortage of what some call "magic pony plans" for fixing the market issues. None of them work, or will work, because they call on people to do things that are not directly beneficial to them, except indirectly, and even if enough people were doing it for those indirect benefits to appear the whole enterprise would be sabotaged if anyone made the rational decision to do what is best for them and mooch off of others' contributions.
I'm sorry to go off like this but "the players can solve this themselves" is as vacuous a statement as "if we all just learned to get along and share there wouldn't be any more wars or crime." People don't work that way. That said, I'm optimistic that under the right conditions, the option that people will follow because it benefits them is also the option that benefits everyone else. The conditions we are in are not those conditions, and I know this because we still have problems. -
While I could get behind seeding, I agree that WW is probably talking about Praetoria.
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Quote:Staying ahead of the ever-expanding list of slang double-entendres is unpossible.Wonderful. I made a pistol blaster named "double action" which I can now no longer play.
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Quote:That's what I was thinking of, yes. But more generally, boosting the multiplier (as one does when farming) doesn't generally increase the number of bosses by nearly as much as it increases the number of minions and lieutenants. In fact, you don't have to fight bosses at all when solo, and frequently people opt not to so that they can sweep groups faster and generate more purples. So that's even more inf and trash being generated, and less pool C/D. And of course in AE bosses don't drop recipes at all. Lastly, I'm not even sure how many people know that pool C/D recipes drop from bosses at all - I had to look it up, and I'm fairly sure I'm better informed than the median player.People probably aren't fighting as many bosses at lower levels, so it's not really helping as much where the shortage is the worst.
As for seed prices, I would absolutely not recommend that seeded items be listed for any less than the highest successful transaction price for the past week. If they are consistently listed lower than the "going rate", it would be absurdly easy to manipulate the price downward, and in any case you wouldn't want to discourage the player economy by having the seeds consistently underselling players. Rather, putting up the item at a high price and demonstrating that it sells even at that high price encourages players to roll and list more items, knowing that they will be able to sell them quickly for good money. -
I believe that as of Issue 14, Pool C/D recipes are also rare drops off of Boss and higher class enemies. So, technically, they do drop, but infrequently, and from an infrequent enemy type - apparently not enough to fill demand, particularly for recipes that cap out at 30.
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I was replying to a discussion as to whether seeding is an inf sink. The answer is yes. And overabundance of influence is most definitely an issue, but it's not the one being addressed.
Quote:Supply is the issue. Sure there are things that sit on the market because no one wants to pay the prices, but (I'm told) the bigger issue is things you can't get any any price because they've already sold. Get stuff onto the market that would otherwise have just been deleted/never dropped, and people will spend the inf on the items.
In short: the problem is not with items not reaching the market, but with items not being generated in the first place. -
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Have you ever noticed how when, in any setting with nonhuman races, an individual's race is specified as half-X, the other half need not be specified because it's always human?
Humans: We'd hit it.