-
Posts
8326 -
Joined
-
Quote:We already told you which it is.Explain to me, how, in one post these IOs are REQUIRED, or your build will not work, and in other posts your builds will work WITHOUT IOS!!!!!!!!!
Which is it?????
You do not need IOs to play this game.
IOs are a luxury. They can provide a massive degree of luxury. However, anyone who is telling you in posts or guides that you need them is misleading you. Do not listen to them.
If you are heavily invested in highly powerful characters you will undoubtedly want IOs, and having them will increase how much you enjoy playing those characters. But no matter how much you want IOs that is not the same as needing IOs.
Edit: If you are on the Scrapper boards and see a statement like "you need IOs for a Shield Scrapper", I suspect you have missed some context. Statements like that are usually extended to mean "you need IOs for a Shield Scrapper to solo ArchVillains" or "you need IOs for a Shield Scrapper to defeat the aggro cap's worth of +3 foes". You do not need to be able to achieve those levels of performance to play this game. Some of us think it's a lot of fun to do so, but that's not the same thing. And you can be sure that most of us who achieve those levels didn't pay RMT suppliers to do it. -
Quote:You are doing this wrong.True, they are nore required, and the "buy" usually means heading to the real money traders to afford them. I think we need to find a way to make the RMT's find a different game, one way is to take one of the biggest money makers away, and letting folks make the characters they want, with sufficent effort.
Sorry but 2 drops since they came out and 3 50's created since then, to me that makes the drop rate far too low to be useful to people looking for sets, and purples for the most part do need to be in sets.
You should not be equipping yourself with drops. You're doing that much right. However, you are approaching everything else about this incorrectly, by which I mean "in some of the most uninformed and inefficient ways possible."
Purples, are, fundamentally, a means of continuing development of your existing level 50 character. This is partially evident in how they cannot be slotted until you are actually level 50. They are explicitly for level 50 characters only.
There's a strong implication there. What is implied by it is that to earn things that represent continuing advancement for a level 50, one must continue to play a level 50. Why is this an important thing to point out? Because it works. I have nine level 50s. Six of them are purpled. Seven of them have more than one billion inf in actual, liquid funds on hand. How did I do that? By playing the game at 50 a significant amount of time since I9 came out.
Earning purples through play is not for people who get to 50 and then want to run off and play a new lowbie. However, those people can obtain them - they have to be willing to use the market as their primary earning tool.
So, in summary:
- Do not assume purples should be available for when you hit 50 and want to purple out. The expectation is that 50s still have work to do to obtain them.
- Do assume that the way you can bypass the expectation above using the market
- Do not assume that RMT is how people buy purples. See the two bullets above for why doing so is no different that people who pay for PL services.
-
Quote:That happened to me and mates once an hour in US servers, coincidentally we were given some Patrol XP, even being online, when all powers detoggled.
Zone detoggling is caused by a system time difference between the servers hosting your original and destination zones. The game determines that your character was "offline" for an extended time, and your powers turn off, just like if you log out and come back a while later. This is why it gave you patrol XP - it thought you'd been off-line a while.
So it's not a bug in the technical sense of something not working as intended. But it does mean at least one server somewhere in their farm needs its clock changed. -
-
Quote:I guess the question is whether they should continue to be disruptive even if you focus on them. You see, even if you taunt their aggro away from the crowd, it's basically impossible to find a full raid contingent of Tankers or whatever that have so much range in their taunts that the chain will not leap from them to someone else in the goo. Then, once it's in there, it persists for a very long time, or did in the previous incarnation of this change (?). (I'll find out in about 10 minutes of this post if it's like it was back in I14 once more.) Indeed, it can/could persist well beyond the life of the Blue Mito that produced it.For what it's worth, the original design intent for the Blue mitos was that they would be very disruptive to clumps of players...to the point where they could not be ignored. In that regards, your description sounds like it's actually closer to the original intent...
Fundamentally, that means there's not that much you can do about the effect, even if you specifically try. That's frustrating.
Edit: Just attended a raid, and it's not bad, so please discount my preemptive rant-yness above (particularly in response to Castle). My fear after his response was that it was going to be as dense and persistent at raids as it was in 14, but with the ability to cross-zones fixed. It doesn't seem to be anything like that severe. Unless he's somehow mistaken about Famine using the exact same power, I have to conclude that we were just unlucky with Famine's chaining. -
Quote:The numbers don't work out like that. They'd be a LOT smaller than people running the stats on drop logs are getting.My theory on this is that it is trying to give recipe drops to the virtual team mates, even though they actually don't exist, when using the equivalent to X heroes.
We're seeing something like 30%-60% of I15 rates, even on a vteam of 6 or 8. A team of 6 would be more like 17%, and a team of 8 would be like 13%. -
Quote:I'm sorry, Castle, but that sounds like bull.I'm ok with that. So long as you can't zone with it...it's all good.
Do you know how many of these you can have flying around with 50 people in a raid? During the previous "era" of never-ending lightning, you could enter the goo and be drained of endurance in literally 30 seconds... while running Geas of the Kind ones, which is +800% recovery. I'm not making that up - I'm a pretty permanent fixture at Justice's raids, and it was a common experience.
Being drained of endurance under such conditions is incredibly frustrating.
I'll retract the above assessment of bull for this if it turns out that the old behavior was that the bolts were actually eternal barring missing. However, if the only difference was that it could zone, my subjective feedback is that this is crap. -
It appears that the never-ending chain lightning from the Blue Hamidon Mito blasts may be back. Or it may be only back for one reuse of that same effect from a different mob.
One of the Rikti War Riders in the Lady Grey Task Force, Famine, uses this attack. Once my LGTF team was hit by it, it lasted for the rest of the map on which Famine appears. -
Quote:That event has nothing to do with the drop rates. It's possible for you to get 20 purples in a row. That you did so says nothing much about the drop rate on its own.Re: the drop rate of recipes - says who? I-16 went live yesterday - I set my lvl 50 bots/dark MM to +0/8-man team. Have gotten two purples in two days by doing newspaper missions. I like these odds.
Collectively, testers have measured tens of thousands of collective kills, taken the effort to do it in ways that they could go back and measure.
The devs report they are not seeing this in their own data mining and that no such change is intended. What that suggests to me is that the problem is specific to conditions which individual testers tend to expose. In particular, drop rate testing is best done when solo, because of the random assignment of drops among teammates. It may be that there is a bug that only impacts soloists. -
-
Quote:If this is the case, then a lot more than the drop rate will be wrong.My fear is that it is working as intended as a way to counteract drop-farming. I play redside, and a drop reduction would further cripple the market.
The devs told us outright that this was not supposed to change.
I think all the evidence is that it did change. That means they changed it without meaning to, a.k.a. it's a bug.
At least that better be the deal. The alternative would be amazingly dumb, because fairly obviously, people like those in this thread would find out and post extremely convincing evidence of the change. -
I really don't see how it's awesome in any way.
As a heavy duty market user, I can see it as neutral. After all, if prices increase due to rarity, so do my sale profits. I pay more for things I buy, but get more for things I sell, so in general, market price increases are a wash.
But I don't see how that's awesome. -
-
Re: Celidya
I guess all the other power-gamers I play with are doing it wrong when they are happy when I bring one of my Darks on a speed TF, invincible kill all, or even a farm. You know, since it doesn't bring much to the table when you have a tank, mow down mobs really fast, etc.
Seriously, it's obvious that this is "paper" knowledge you're working with here. You have looked at the numbers or the power descriptions and concluded that this is how it works. It's either that or you've played alongside people who did a mediocre job of playing Dark Miasma and judged the powerset based on their performance. You said yourself you never actually played them beyond a certain point. It's obvious to me that you stopped too soon. -
Quote:I think anyone who pays $20 to do that is really dumb, not so much because such market antics are dumb, but because you can earn the funds to do them by yourself. It's similar to paying someone to level you to 50, although I think that's a lot more dumb.Or on the opposite end, if one wanted to be a jerk (you've seen this on CoH, I'm sure) someone getting RMT funds to buy out all of a particular item in a market and relist them for 40% or higher markup simply because they own them all... (Memories of AEGate last April when the ticket farmers + easy access to funds = Purple IO recipes were simply unattainable... Of course, that was more from individual sales rather than auction mongering, and not much has changed pricewise, but it's a little more fair now.)
I am one of the least likely people around to "manipulate" the market - I just play level 50 characters the vast majority of the time. My reward for that is literally multiple billions of inf on both sides of the red/blue line.
What paying $20 does is get you the inf faster. I still think that's dumb, because for me it'd be like paying someone to play the game for me. I do this for fun and having goals is interesting. Skipping everything it takes to get to the goal defeats the purpose - it's like buying a book and reading the last 5 pages.
As an aside, people aren't listing purples higher because they own them all. They're listing them higher because they've figured out that people will pay more for them all. Buyers raise the sale price by repeatedly buying things that sellers list at higher prices. If enough people weren't willing to buy at higher prices, the overpriced listings would just sit there. People (like me) who spend a lot of time playing at level 50 earn gobs of inf, and most have the views that a) what good is it if you don't spend it, and b) they can earn it back. So they pay those higher prices, and the sellers think "what if I raise it 10% more...?" -
It's interesting to consider that, so long as they all stay together it only takes six Dark Miasma Defenders running Defense-slotted Shadowfall to soft-cap their defense to all attack types. (And that assumes no other +defense at all.) A team of 8 of them then has some slack for members to be mezzed/defeated which would suppress/end their contribution. The -toHit is basically superfluous at that point.
The level of -DR and -damage and they could apply from behind that defense would be pretty outrageous. Any non AV/GM foes would likely be in a state of perpetual fear.
It's not something I think really factors into the discussion of whether the sets are good or not, but it's an interesting think to think about. -
The folks I chatted with, in fact, had some serious problems communicating in English. They hardly "detailed" any of this for me, and I'd love for you to actually quote where I said they did.
They also had the other hallmarks. They were running multiple accounts where the characters generally looked alike (in one case they were all identical), moving around as an autofollow cloud. They generally spent their time running the same well-known farm missions in PI, though one was an RV farmer (back when Heavies could be healed). Their characters were typically multiple Fire/Kins, sometimes named all the same except like ".1", ".2" etc at the end.
If these people weren't farmers, they sure were working hard to look like them.
The premise here is really basic.
Better characters farm faster and easier.
You said it yourself. Farmers want it easy. They can get the same farming done with 3-4 active characters and the other 4-5 characters idling somewhere. Futzing with 8 accounts every time you cycle the map, making sure none of them is hung on a curb somewhere, that's more effort, not less.
All the farmer has to do is take those basic characters and invest in them up front. They're making plenty of inf, and once they invest, they make the inf from then on faster and easier. The only reason not to do this is if they expect to be banned and so lose the investment. Even at the best PL rates we've seen with the MA, it makes no sense to do things to get your farming level 50s banned frequently. Have things changed? Are they devs banning the RMT farm caracters? I don't know. They clearly were not back around I11.
What do you think is cheaper to set up, and reduces the farmer's real-world overhead costs? Running 8 machines that can keep a character moving on follow without lagging out, or letting 4-5 instances of the game idle on crappy computers that just need to be good enough to run a couple of idle instance of the game at a time?
If you're a full-time inf farmer, buying IOs to trick out a character or four is really going to be pretty easy. Unless your activities are getting you banned, there's no reason not to do it. Just because you see plenty of them playing on bare-bones characters doesn't mean they're playing smart.
So keep laughing. It just makes you look like some juvie wiseacre who isn't actually able to defend his assertions. We're not laughing with you. -
That you've filtered all the possible feedback you gotten on inter-AT balance down to some largely ignorant comments that don't represent a very in-depth understanding of the game.
You've assembled a bunch of completely anecdotal comments that some people might have said, some of which is simply untrue, and presented them in a group as if that lends them special credence. Just because a lot of people say something doesn't mean it's true. It just means a lot of people think it. In debate, this is known as "appeal to popularity" or "ad populum", and it's a well recognized logical fallacy. -
When a new issue comes out, I usually have one of two reactions.
- I am excited by the issue's prospects, and playing up until its release seems kind of hollow knowing what's coming. This tends to depress my time played until the new issue launches.
- I am depressed by the new issue's prospects, usually because of some change that negatively impacts a character I like a lot. This tends to depress my play time until some time after a new issue launches.
I can think of only once or twice that I was so ambivalent about an issue that my play styles didn't change.
So yes, I think that "new issue-itis" probably has a real but indirect market effect. It's not that a lot of people market less, but rather that they play less in general, reducing the number of people left poking the market. I don't necessarily think it's always big enough to notice, but it often seems to be.
All the other factors people have mentioned seem likely, too. -
-
And you are so all-fired sure how?
Have you ever met any RMT who you knew were RMT? I have. I've known some that talked about what they do. You know what? They were completely tricked out.*
I've got news for you. If you have a powergaming bone in your body getting tricked out is easy.Quote:They do whats easiest. Period
You've got a good name on you. It shows your personality up front. You should consider adding a few more qualifiers showing your level of intelligence.
* I should add that I didn't think their builds were actually that great. But they had very expensive set bonuses, all of pretty much the sorts you expect in a high-powered build. "Huge" bonuses, Luck of the Gambler: Recharge, etc. -
Quote:I stand by my assertion. Money = IO access, and IO access = far greater base recharge, recovery and survivability. That means you need less characters to achieve the same thing. Less characters means less juggling, less account management, etc. Time is money to these folks. An initial investment in IOs pays off in the long run.Well I've seen some of the teams I suspect to be RMTers traveling through Ouro. 3 Fire/Sonics, 3 Fire/Bubbles, 2 Fire/Kins all with triple-leadership toggles. They hardly need any set bonuses to be VERY effective at fighting anything.
You might see ones doing it without them, but that doesn't mean they're doing it was well as they could otherwise. -
Quote:If you played it a really long time ago (before Issue 4), it was before the -regen effects were added.Okay, then most players of Dark/ and Kin/ don't want to spam their heal. To make it go unnoticed. I never noticed the -Regen component in my Dark/ but then I played it before they showed info, I'll have to go back and check.
I consider the effect highly noticeable on things like AVs and GMs. On my DDD I once joined a team consisting only of Tanker and a Scrapper fighting the Kronos Titan just before server maintenance. Before I joined, they couldn't bring its HP down. Once I joined, we defeated it. I'm confident it wasn't my single-target DPS that turned the tide.

