StabBot

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  1. Quote:
    Originally Posted by all_hell View Post
    Funny, the LotG 7.5% enhancements I buy seem to be worth 7.5% recharge.
    http://en.wikipedia.org/wiki/Currency
  2. Quote:
    You're accusing people of "abusing" something.
    Quote:
    Abuse: to use wrongly or improperly; misuse: to abuse one's authority.
    You have a much stronger negative connotation of that word than I do. To me it's simply when you see something isn't working the way it was intended, and you exploit it in a way that is detrimental to other players.

    Because exploit has a strong negative connotation, lemme be clear on which denotation I'm using:
    Quote:
    to utilize, esp. for profit; turn to practical account: to exploit a business opportunity.
    Quote:
    And you're accusing me of "abusing" the system
    I don't know you. I am accusing the average marketeer of skimming money off the top of players transactions without providing meaningful value to the system. You are well aware your habits are atypical.

    Quote:
    Fine. Bid 9,001, and your bid fills before his. Problem solved. The only way the alleged "flipper" can make it impossible for you to buy under 100k is if that's his bidding price. And if he's bidding what the stuff sells for, he's losing money, so there's no problem with people who are trying to make money on the market screwing you.
    I already do that. The problem when supply is tight, a history of 5 is not sufficient to gauge what value they're being bought out at. You might have to wait 30 minutes to see the string of lowball bids snatch them up. If the purpose of this game is the AH metagame to you, then I'm sure that seems fine. If you log on to go fire off ridiculous powers in a silly costume at polygonal bad guys, then it's tedious and it's just a speed bump.
    Quote:
    Now, here's the key thing: The developers set the rate at which you can earn recipes through those mechanisms. What that tells us is that, by definition, the rate at which you can get things through those mechanisms is the rate the devs intend you to be able to get things. If you do not think you can earn things fast enough by those mechanisms, your problem is not with other players, but with the devs.
    You acknowledge the devs set the intended rate at which you are intended to acquire those items.
    Quote:
    1. The market is doing what the developers want.
    therefore number one is disproven. Marketeering far exceeds the speed at which the devs intend for players to acquire items.

    Personally I think the market was intended to be a system which reduces the effects of randomness by facilitating trade. Instead, whenever players trade items a third party drains a significant portion of the worth from both. Not that I expect people to care or change. I just find the assertion that the average marketeer who does nothing but markup items is adding value ridiculous.
  3. Quote:
    Originally Posted by Nethergoat View Post
    Contrarian that I am, I like the history the way it is now.

    Given the space limitations of our current system MOAR INFORMATION in the shape of a longer history wouldn't necessarily have the salutary effect people think it would.
    I think listing the last 100 transactions would decimate the current interface, but if instead of showing the last 5 entries it showed the average of the last 20, the preceding 20, the 20 before that, and then so on, would be nice. I'm not sure how much of an effect it would have, but it would probably be an improvement over what we have now...

    That's assuming of course that the database they're running can handle those kinds of record commands at the quantity users would send them... The AH can already be a bit slow now and that'd be a lot more data requested than we see now.
  4. Quote:
    Riddle me this, how would he raise the price of Nevermelting Ice? Assuming he could, would he be able to reliably sell it for that price?
    I used Nevermelting Ice as an example specifically because it used to cost less than 1k and now routinely goes for over 50k, topping out around what, 110k?

    You guys talk a lot about inflation. Maybe I'm sorely mistaken, but do you believe the amount of money in the game has doubled in the past year? Quadrupled? Increased a hundredfold? I would wager that your perception of inflation is sorely inflated, but maybe I'm mistaken.

    Obviously the AE issues have exacerbated things, but the notion that they've directly increased the cost of Nevermelting Ice tenfold, much less fiftyfold while providing an incredibly easy way to procure said Nevermelting Ice is a step further than I'm willing to suspend my disbelief.
  5. Quote:
    Originally Posted by SwellGuy View Post
    Flippers waste the time of those who cannot afford to buy it now.
    I almost agree. I think that your wording has a bit of a negative connotation - that people who won't pay the prices are too poor to so. I have a billion influence sitting around (not much compared to people here's stocks, I know) and I simply don't want to pay 100k for nevermelting ice.
    Quote:
    Flippers save the time of those who want to sell it now.
    Flippers sometimes save the time of those who want to sell it now, and even that depends on what "it" is. A stack of white salvage? Sure, that's probably true. A Dam/Recharge Positiron? Not so much.

    CoH lets you bid on items that you expect to be posted, so if the markets really did crash and no one put in the effort to sell, but demand stayed the same or at a comparable level, then I think that it would actually be much easier to sell - the irony being that prices on some items probably would be greater than they are now.
    Quote:
    Flippers save the time of those who can afford to buy it now.
    This is as subjective as the first, and it assumes that you got your money from marketeering. If you got your money from farming, then it's actually an argument that, unlike everything else so far, we don't have to get so abstractly hypothetical about. Compare the amount of influence gained per hour for a normal player and then compare it to the markup.

    You end up with the same situation as selling. The common salvage becomes easier to obtain, the more valuable stuff is probably not. Marking up the price by 20 million isn't necessarily going to be a net gain for quite a few players as opposed to just letting their bid sit overnight (assuming they would be sleeping, eating, or doing something else with their time anyway).

    Quote:
    They cannot raise the price above what people who are willing to pay will pay. If you think they can then you go do it. We'll wait.
    Just because people with no other options will do something doesn't mean it's proof of the merit of the situation which drove them to it.
    Quote:
    I happen to value my time over that of the whiners who aren't willing to place patient and meaningful bids or willing to pay for the privilege to buy it now. If the game company felt there were more of the whiners they would do something.
    The solution would be complicated. Implementation of a fix would have unpredictable results. You're like anyone else who's abused any other defect in a game for their benefit. Lemme reiterate that I don't blame you for it, it makes sense to me, but the fact that a fix would be cumbersome and risky shouldn't bely the severity of the problem.
    Quote:
    What they have done is at merit and alignment merit and ticket stores for the whiners to go shop at.
    I like the disdain you have for the people whiney enough to use merit and alignment tokens. I think that this shows a critical difference in your perception of how the game should be played and how the average player plays. I'm sure you'll take that as a compliment.
    Quote:
    Prior to those additions for years I told the whiners if you think there are more of you then by all means form your own alternative market. With the addition of gleemail it should be easier than ever.
    When CoH starts accepting SQL commands, stores databases for me, allows user created forms, etc. then sure. Otherwise, you're being ridiculous.
    Quote:
    tl;dr version: Use merits, alignment merits, tickets, gleemail, patience or influence to get what you want. Apart from patience the devs provided the means to obtain the rest to you.
    Yup, and it can be improved upon. They've made improvements over time with AE, merits, and alignment merits, and hopefully they'll continue to roll them out. Have fun abusing the system for the next few years while they slowly try to fix it.
  6. Quote:
    Originally Posted by Nethergoat View Post
    Open Letter to all the uninitiated, uninformed and incurious players who come here to share their bizarre market hallucinations with the rest of us:

    You know what's valuable in this game?

    Exactly one thing:

    Time.


    Why do people pay me 1,500,000 for rare salvage I bought for 500,000?

    their time > their play money

    Why do people pay 500k for a generic IO they could make for 20k?

    their time > their play money

    Why do people pay 100,000,000 for an IO they could make for 20,000,000?

    their time > their play money

    Why do people pay 100,000 for a piece of common salvage they could get for a few tickets?

    their time > their play money


    Until you grasp that underlying reality the market will continue to distress, confuse and anger you.
    Until you understand that players don't like you because you waste their time, the forums will continue to confuse you.

    No one here would care if you raised the price of nevermelting ice to 5 billion a pop if it only took half a second to raise 5 billion influence. Its probably fun to think that people are too stupid to realize time is meaningful, but I guess most of us just assumed that was so basic a concept that we wouldn't have to go over it. Kind of like not explaining what fire is when you talk about how an internal combustion engine works.
  7. Quote:
    You're mixing market forces here.

    When I was a teenager, gas was 50 cents a gallon... Anybody trying to
    sell at $2.50 a gallon would have sat on their supply for a long time.
    I think there's a critical difference. The cost of keeping a hundred million barrels of oil (or whatever amount it would take to affect the market) in a facility rated for hazardous material storage would be quite expensive, in fact I don't even think you could turn a profit on it.

    The fact that auctions never expire, and fail to do so at no expense to the seller is probably one of the largest contributors to the current state of the market. That being said, if there were time limits on auctions I suspect there would be no market for unpopular sets or moderately popular ones at odd level ranges. Putting up an item you didn't expect to sell would be a losing prospect, assuming you lost your auction house fee each time you reposted it.

    So clearly a broad rule causing all auctions to expire every 72 hours wouldn't be a good thing, but I think it's clear that the top end of the marketeering racket needs some serious review. It's a shame that logging how often an item is resold would be such a massive tax on the game's databases.

    At the very least it would be helpful if instead of showing the last 5 purchases it would show the average value of the last 50 in increments of 10.
  8. What a bunch of nonsense. The other day I logged onto a character I hadn't used in months to find that all of the recipes/salvage I had posted had sold for hundreds of millions of influence, far more than they were worth at the time.

    There was nothing clever or insightful about my speculation when I posted them, I just figured I couldn't be bothered to log on that character for a while so I would set everything to a prices people would only pay at the most desperate of times. Conversely you can buy anything you want as a (relatively) reasonable price if you're willing to lowball it as long as your bid is just above the speculators' offers.

    When I buy items I'm not benefiting from scarcity mitigation provided by the speculators. I'm just stuck waiting an extra hour, day, or week until all the other people who will actually use the item and outbid me get theirs. Marketeers only provide artificial supply levels to other marketeers who are willing to spend 2-10x as much money to get the recipe immediately.

    I'm sure you're saying to yourself that I have only reinforced your point, that time is the true commodity and people pay for it accordingly. If that is the case, then I would liken it to forcing people to rent their travel powers instead of spec them. Why not? It's only time. Why not slow down the pace of leveling by 30%, or add in any other artificial time sink? You could even add a player element to it, maybe restrict the number of players who can train at any given location, so that players have to queue up and wait their turn? Heck, maybe even a ticket system could be implemented and you could auction off leveling up appointments.

    When it comes down to it you're wasting people's time, and pretending to offer them a service while you're at it. If I were in charge there would be some pretty major changes to prevent you from doing that, but I don't blame you for using the system as-is. The people who play the game by arbitrary and fictitious rules for the sake of being self-righteous are always going to get frustrated by people who play the game the way it really is. Don't kid yourself though, the idea that you provide stability or any other reasonable service is ridiculous.
  9. Sure, I'll post one when I get home for lunch.
  10. I was really disappointed with Combustion. I had high hopes for it when I saw that it does more damage than Psychic Shockwave, but in practice the DoT mechanic, agonizing cast time, and limited range really diminish its appeal for me.

    Every Plant power is fully effective at range. Most fire powers are also effective at range, and Seeds and Fire Breath are only effective at range.... I really feel it just makes sense to stay at range as much as possible.

    Currently I have enough recharge for Strangler, Fire Blast, and Blaze to form a strong enough attack chain that I'm not tempted to melee with Incinerate. Because Roots is such a good spell and I have it spec'd for damage, I also recast it constantly and along with Fire Breath it fills in any gaps I may have in my chain, not that it's normally necessary.

    I avoid melee as much as possible that lets me focus solely on ranged defense, not that I've really put much effort into building it up since Plants offers so much control that it kind of makes it unnecessary.

    I also feel that Spirit Tree's healing capacity is better suited to a less melee focused build. Putting it at a corner so that it aims both ways down a hallway and then retreating around the corner to heal for a few seconds while your teammates/creepers/fly trap tank for you, or as the rooted enemies just stand there is really nice.

    Lastly I think one of the big strengths of Plant is its ridiculous Roots damage, and that'll negate the mitigation you get from Creepers', Rain of Fire's and Sleet's knockback/fear/slow effects, which'll make it harder to melee successfully. I would say that the AoE damage you get from Roots will be far superior to Combustion over any reasonable length of time, so I wouldn't recommend ditching the former for the latter as a damage source.
  11. I have a Plant/Psi and just recently swapped to /Fire for a few reasons.

    I always found it a bit tedious running in and out of range to get my seeds off. Also I felt that the -recharge from Psi was counter-productive when getting enemies to wail on each other with Seeds. Next is that the psi resists later on are frustrating.

    Overall my /Fire just seems to be a much more efficient killing machine. While I was bummed out over the Pyschic Schockwave rebalance/nerf, with my /Fire I realize the amount of damage it was doing was overkill anyway. With the fire APP and Roots along with Breath, I'm wiping out minions most LTs on the first round anyway, and it's really more about single target damage.

    I'm able to build a complete attack chain out of Strangler, Fire Blast, Blaze, and Breath of Fire, and the improved range and lack of frustrating animation time on Mind Probe are just really gratifying. I feel like my damage has increased significantly not just because of the higher base damage on Fire's attacks, but because of the ease of use of them. I don't use Incinerate or Combustion... I found Combustion's radius and cast time frustrating, and Incinerate doesn't do so much more damage than Fire Blast that I'm tempted to enter into melee range.

    Drain Psyche is fantastic and it's really, really fun being able to tank on a dom (you'll definitely be able to tank while it's active if you have reasonable defense), but ultimately I just feel that Plant is designed to be a ranged set, and Fire supports that playstyle better.
  12. Does anyone know how significant the upcoming Sleet nerf is? I would sorely miss Fireball and the short cooldown of Rain of Fire, but I do like the idea of doing significantly more single target damage and I think that the amped up Roots/Breath of Fire would help cover the damage difference...

    Going from 16 seconds to 30 on the Rain ability would be rough though... Still, I think I could tolerate it if Sleet doesn't change too dramatically.

    Is it even 100% certain that it's being nerfed at all?
  13. I don't get it. On my kins I have to practically beg people to get into range for transference to be useful. People tend to be FAR more self-sufficient with endurance than they are on recharge.

    If you don't like SB don't take it, but don't pretend transference is broadly useful unless you've got an elec secondary.
  14. The proposed change would bea pretty major nerf to transferrence and blue inspirations. Overall it would dramatically reduce the versatility of the powers.

    I agree the crash nukes feel very outdated now, but this seems like a nerf.
  15. People expecting to transfer characters just don't seem to have a reasonable evaluation of the MMO market... Every MMO is a pay to play beta for the first year, there is no end game content to speak of for months and months and months. Even Blizzard, the most (financially) successful MMO maker, develops content behind the curve of power players' advancement.

    If you let the CoH playerbase migrate to CoH 2 it would just apply pressure to the devs to develop content that's slated for the backend of their development cycle. Maybe CoH2 will prove me wrong, but I seriously doubt it. The trend as of late seems to be slanted more and more towards selling the product before it's 'finished' and marketing its completion as ongoing support and expansion (for example, the Lich King wasn't in Wrath of the Lich King for what, a year and a half?).

    As for verteran benefits carrying over, I don't really think it makes sense outside of something purely cosmetic, and even then it might deter new players. Would it increase the likelihood of return customers? Sure it would, but even the most loyal customers fade away eventually and I would think that the launch of a brand new game would be seen more as an attempt to build a new audience than pay lip service to the old one, no matter how faithful it's been.
  16. Quote:
    Originally Posted by Mega_Jamie View Post
    Things I want;

    A Chain induction esque move, but with a bigger jump range, even if it was like Blind in Illusion Control, whci hhas a small chance of putting to Sleep a nearby enemy. But something with a bit more visual umph.

    Also A Lightning Rod-esque Tele-PBAoE-Hold would be friggin awesome.

    Elec/Kin, Elec/Rad, Elec/Storm - yeah, its gonna be a busy time for me in GR....
    I definitely agree with a chain induction type move, and while I think it'd be really neat for it to be the set's bread and butter control move, assuming the delay between bounces wouldn't leave you too open to alpha strikes (it'd need a pretty good range).

    Actually I'd be pretty stoked if the majority of the set's moves used that mechanic.
  17. Chain Induction is one of my favorite abilities - I hope the set sees some kind of effect that bounces similarly.

    As for Endurance drain being more useful without being binary, I don't see why it would have to be super complicated. Just a few ideas:

    -enemies deal less damage at lower endurance levels, starting when they drop under x%

    -give elec control debuff or two which (-rech, -dam, -hit, -def, -whatever) scales in strength inversely with the target's endurance level

    -add a damage bonus onto attacks against low endurance targets, or create a specific pet/attack which does bonus damage to said low end targets

    -the elec pet could prioritize targets by lowest end level, giving you some measure of control over your pet, which would be unique amongst controllers/MMs

    -rather than focus all attacks towards the lowest end target, just one of the elec pet's attacks could be a periodic lightning bolt which follows the low end targeting scheme

    -targets under x% endurance don't count consume one of the total bounces of previously mentioned chain induction-type attack. So say the AoE hold power elec control gets is actually 10 target max, moderate range single-targeted attack which bounces like chain induction, and 5 of 15 enemies are under the end threshold, you could hold all 15 targets, assuming the bounce didn't pick an extremely inopportune sequence (have them prioritize the lowest end targets to make it more reliable).

    -the elec pet gains a stacking damage buff any time endurance is drained nearby, perhaps including drain from its own electrical attacks

    -all mobs are changed to do 10x current damage at full endurance, and lose 10% damage every time you drop their endurance by 10, making 0-10 endurance mobs do normal damage. (yes this is a joke)

    ...and so on and so on. I think there's plenty of room to work with when it comes to endurance drain, and it doesn't have to be focused exclusively on control.
  18. Sorry if it's been stated elsewhere before, but so far I've been able to find a new primary for every other AT, I was wondering if I just missed the defenders' announcement?
  19. I have different definitions of what makes a skill good. I would describe this:
    Quote:
    As well as making it easier to Hold two enemies, helping with control-light primaries (low level Gravity, say), and makes a nice backup when your primary hold misses
    As "useful," rather than good. I'm unhappy with an ability if it doesn't scale well from the level I receive it up to level 50, even with full enhancements. That's the difference to me between a primary hold and FA. The primary hold is useful from start to finish, and the latter is useful in a window, or at least hits a peak in that window and then drops off too dramatically.

    I think something simple like a decent recharge reduction attached to Freezing Arrow or some other cold-themed debuff would go a long way towards fixing the ability I probably still wouldn't take it (bear in mind I have Deceive on my /TA so I already have a second singtle-target mez debatably more powerful than the first), but I could at least appreciate its permanent utility against EBs, AVs, and Bosses before you get the second hold up or after it expires.
  20. I haven't thought it out especially well, but if I had my way I would probably move the damage reduction from PGA and put it on DA, increase the cooldown and duration of AA, and then bump PGA up to 100%, likely with a CD increase which would be more dramatic on the controller version. Also I'd probably make the -health regen on EMPA last at least 30 seconds.

    That's just off the top of my head though, it's quite possible there's some glaring problems with those suggestions, I haven't really thought them through.
  21. Also I'm curious about what sort of changes you would make to TA. Personally I find the debuff procedure tedious.
  22. Quote:
    Originally Posted by Muon_Neutrino View Post
    Erm, the cast time is 1.83 seconds, which is right on par with all the other controller ST holds except mind's and fire's. Perhaps you haven't tried it since the most recent set of animation time reductions? And while it does no damage, does that really matter? It's not like your ST hold is a real damage powerhouse for you either way. It does have a shorter duration, but it's not *that* bad, especially given the power's most likely uses.

    Mind you, trick arrow *does* have several problems that could use looking at, but freezing arrow isn't one of them.
    I apologize for derailing this conversation, but it seems like all the bases of the original topic have been covered, so I'll follow up on the Freezing Arrow thing.

    First off I'm skeptical about the animation time of the ability, when was the change made? I believe I leveled up my Ill/TA character during i15 and I got very little mileage out of TA.

    Second off, sorry to nitpick, but Blind also has a 1.67s activation time.

    Third, regardless of what people say, I still have misgivings about redraw animations. I'd heard before they don't actually increase the time it takes for the activation to complete, but generally speaking TA doesn't feel especially responsive and Freezing Arrow is no exception.

    Fourth, the duration and recharge really are quite bad. At 50 you're looking at an 18 second recharge on a 15 second hold, vs. a 9 second cooldown on an 18 second hold... The thing is when Hasten, your set bonuses, and your hold enhancements are running the amount of time it takes to just recast your primary hold is so small that I felt I was better off just casting some other ability to wait out the cooldown than firing off an Ice Arrow that's going to be overkill a second later when my primary hold comes back up.

    Perhaps that's becaues as Ill/TA I can just alternate between Deceive and Blind anyway, but I still feel that really any controller is going to get more mileage out of picking up a different power than they would from Freezing Arrow.

    I'd be curious about what builds actually do take FA, because I would wager that I could find a different ability swap out for it.

    I don't necessarily feel that TA is underpowered when my damn Oil Slick Arrow actually works correctly, I just don't feel that Freezing Arrow is especially useful for a Controller in the long run.
  23. Quote:
    Originally Posted by Ben_Arizona View Post
    I do see the issue with interconnection. As far as stacking controls goes, I don't think it's significantly worse than /cold or /storm can get. The biggest balance issue it has imo is that people would no longer be able to point to stacked holds as a reason to consider Trick Arrow acceptable in its current form.
    People take Freezing Arrow? That ability is just awful once you have single origins on your primary hold... The animation time is agonizing, it does no damage, and it has a short duration. :/
  24. As a plant dom I always found it frustrating when people would skip triage. I know 300% isn't always especially noticeable, but they do stack, and it becomes extremely helpful when you have multiple regen effects active, be it from a spirit tree, second triage, an emp's aura, etc.
  25. There's already systems in place to prevent certain types of team stacking. Damage caps, recharge caps, etc. Tweak the existing system if a team of 8 defenders is too good. Diminishing returns on recharge and resistance debuffs would fix things in a hurry.

    I've made plenty of defenders, and quite frankly I think they're second-rate controllers with only a few exceptions. I can't seriously be the only one here who, once we have a kin or rad, would oftentimes rather see a VEAT join the team than a defender, am I? My brother runs his Crab with fully enhanced VEAT leadership powers and has a high damage AoE 20% damage resist debuff, that's 40% for toxic damage, and if he he were a Bane he could stack yet another debuff on a single target. The fact that he applies his leadership buffs and AoE damage resist debuff as part of his normal actions means that they're up virtually 100% of the time, unlike defender abilities that you might get lax on or just not have time for.

    To say that 8 defenders is a super team implies that it's better than other combinations, which I just don't think is objectively true. There's plenty of times when a Brute, Veat, or Controller would be equally good or better, same goes for really any other AT I can think of at the moment.

    8 Random defenders aren't that great, you have to pick a very specific set defenders who don't step on each other's toes when it comes to buff/debuff caps, because when that starts to happen the other ATs whose buffs/debuffs are slightly weaker but whose damage is dramatically higher easily outpace them.

    You know why novelty teams like 8 defenders, controllers, brutes, or whatever seem to work so well? Because they're one of the few times people are having enough fun to stop going AFK every other fight or just slacking off in general.


    I just don't see the point in gimped defender damage. It's not a fun mechanic, and if people are going to cheese the game by stacking up 8 defenders, let them. You don't need to balance a non-competitive team around outliers like that.