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Also, was it possibly enabled on the last character you played before you created the new character?
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Quote:During CB, a number of people were complaining about reduced AE tickets. I did no testing of that, but I wonder if (assuming it's true, it was quite anecdotal) if it could be related to what we're seeing. That might have some credence if Vanguard Merits are really being reduced.Somebody should try a proper analysis on a rikti map and count vanguard merits too. I ran the RWZ arc mish where you have to kill the leader (Sal'tar ?) on the burning forest map set for 8 with no bosses. I don't run herostats, but killed a number of rikti significantly in excess of 100 and got 1 vanguard merit.
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I play other games with a friend who originally got me into CoH. He played CoH a long time, but finally trailed off because he's an MMO butterfly, hopping to whatever looks new and cool. Interestingly, his CoH account is still active though. (Me, I don't do MMOs. Me playing CoH at all is kind of an aberration, and I've been here 5+ years.)
Anyway, he's in CO's beta(s?) and said something to me last weekend I found interesting. He likes CO, but he said that if someone is actually satisfied with CoH, there's not a compelling reason for them to jump ship other than to try the new shiny (like he's doing). Coming from someone who both likes CoH and isn't playing it any more, I found that fairly compelling. It certainly applies to me.
If others feel similarly to my friend, the question in the OP then comes down to levels of satisfaction with CoH. Are there lurking masses of players here who only play here because there's nothing else similar? Certainly possible, but I doubt it. I doubt even more that these people are both that dissatisfied and providing strong driving forces in the market. The people I know who are leaving CoH are either burned out on the game, some part of its community, or changes (or other actions) by the devs that they vehemently disagreed with. Ultimately they would have left no matter what, but they might have lingered a bit longer in aimless malaise if there wasn't some place to jump to.
I predict some volatility just because any change tends to create some. Some people will dump stuff on the market and flee, there may be an uptick in others be fishing for bargains, and so on. I don't predict any sea change, however. Despite what I consider some serious missteps recently, the devs have recently been on a long haul of giving a lot of players things the community has been requesting for ages. There are a lot of pleased regulars here. I think things look up. We shall see. -
No. Nor is there any indication that "we" are.
Pretty much every day, I sell something for 5M inf. It would take me ~56 such sales (after market fees) to earn one purple at those prices. Fortunately, I also defeat lots of level 50 mobs, play TFs for merits (and random rolls or outright purchases of some things), craft IOs and sell salvage, so that 4.5M inf probably comes with 2-5M other inf in income, bare minimum. And of course sometimes what I get is worth more than 10M inf, or sometimes I get two. Some days I get none, but I find that's the exception.Quote:Prices from 250,000,000 to 400,000,000 on Purple sets, and certain Procs are absolutely outrageous.
And sometimes what I get is actually a purple. Or a respec. Or a LotG proc. And I can sell those kinds of things pretty directly for a purple here and there.
(Who buys respec recipes anyway? I have respecs coming out of my ears on most characters, and we generally get a one-off every issue. I consider dropped respecs an excuse to make a killing on the market.)
In general, I earn something like 50-100M inf a week playing this game, depending on what side I'm on (hero or villain), and how many hours I have available to play. (I have a 9-5 job and a house to take care of.) And here's the kicker... I'm not a "marketeer". I'm not a hardcore farmer. I just play the game.
No. I'm one of a few trying to educate them that the above quoted statement is ignorant. It's false. It assumes that the market is like a grocery store, where you go only to buy, and does not consider that you can use it to sell things. Selling things earns you money. It can earn you lots of money if you spend a little time to understand how people bid when they try to purchase things, and how much things are really selling for. Those numbers on the market interface, number for sale, number bidding, and the last 5 sale prices and dates - they aren't a complete picture by any means, but they tell you a lot. You can learn a great deal from them if you pay attention to them over a few days on a given item or a few weeks just buying and selling different things.Quote:Normal players of this game can not come close to affording these prices. Are you trying to force them to the Spam Sites?
I wouldn't touch those damn sites with a 10 foot pole. Why anyone would give them money for something they can do themselves escapes me.Quote:Are you a source of Influence/Infamy for the Spam Sites?
Then you're doing it wrong. My guess, just because it's the most common way people "do it wrong" is that you're using the market for buying only. If that's true, then don't do that.Quote:I just created a new toon, and at your current Market Pricing, she'll never get IO'd out.
Hyperbole. The price of purples has nothing to do with being able to IO toons, because all IOs are not purples. If people stop playing because they can't purple their 50s, then they've missed the point. Purples are alternative progress for level 50 characters. They aren't something that's supposed to land in your lap when you ding 50. The devs expect you to work for them, and to take a while to get them. That's why they're ultra rare.Quote:You think peeps will keep playing when they can't IO their toons?
Sorry if this seems abrasive. We get asked this a lot, and it's really frustrating.
Supply of purples is down because a lot of playtime got moved to the AE where no purples can drop, Demand is up because there are a lot of 50s out there thanks to the hardcore PLing the early AE made possible. (It's still possible, it's just not as widespread.) Finally, a lot of players are immensely wealthy, because it's easy to achieve if you just play a level 50 a lot. Low supply, high demand and lots of disposable income = the price is high.
Expect I16 to do a lot for supply, but not quite as much for demand and available wealth. -
Quote:Definitely not. But when they're that far off of predicted values, that's a pretty strong hint that it's not supposed to work like that.So while my data may be six-sigmas out, they're obviously not impossible.
I am very relieved to see that there's no intentional change, not just because I don't want it to change (!) but because this allows us to focus testing on the test server and trying to identify conditions that may lead to the difference(s).
I'm looking forward to outdoor, non-instanced results. -
It does.
Sadly, it really does suggest that something on test is lowering drop rates compared to live, because it's working out to lower drops than the Wiki probabilities predict, by a pretty wide margin. -
Yep. That's why I've been asking the devs to just tell us if this is expected or not, and/or if live drop rates have changed since I9. That way we can avoid the pain of gathering data we don't have to that I know would be really painful to collect. At least I know it would be painful for me.
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What we need for figuring out if there's a change is that data plus how many of each rank of mob was defeated.
We can't tell from the aggregate view if there were non-proportional changes among the different mob ranks, but we can tell if the aggregate is different from expected values. Alternatively, with data from live we can tell if the "expected values" we're using are actually valid for live. -
Quote:Previous response to applying the Golden Rule to any game market.The Golden Rule says that you should treat other people the way you'd want to be treated yourself. "Buy low and sell high" violates the Golden Rule. You can figure out why; it's not hard.
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I never completed the mission I was testing with, so I am certain I never got any variation on mish complete recipes.
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I did notice that your last post on this in closed showed drop rates quite meaningfully below my own. Your ratio of actual to expected was about half of mine. We were doing this on different maps with different foes. No idea if that means anything.
From what pohsyb said, I wouldn't expect it to be supposed to matter. If mob level and virtual team size aren't supposed to matter, it seems awfully far-fetched for mob faction or map to be supposed to.
Of course if it's a bug, anything is possible. -
Quote:So much for the idea being idiot-proof, although both said a lot more testing would be in order to see if it was a relic of the new difficulty system vs. the old. It may be a bug. It still may be WAI...
It may be related to the difficulty settings somehow, but they don't actually seem to affect it. Drop rates on a team equivalence of 1 and 6 were comparable. -
Quote:We were told explicitly that it's not supposed to matter. Neither mob level nor virtual team size is supposed to affect it, according to pohsyb in the Test server beta channel.OK, if that is in fact happening, it also needs to be determined if it is only related to the enhanced difficulty settings (some type of throttling) or if it applies across the board. Should be easy to figure out by making a few runs on the wall in Cimerora solo.
Whether it actually does is of course something different. In my testing, it does not appear to. You get roughly the same drop rates with a virtual size or one or six. -
Quote:I have posted a direct request for more info on this in the Current Issues thread. I had already PM'd Niviene during closed beta, and she responded saying she was passing it on, but I never got anything back.This. Please. My 2500 formal (collected with all data above) and 2000 less formal (didn't count minions and lt's, only total mobs on the map) indicated to me that the overall recipe drop rate was significantly below where it's at on live. My observed %'s were well outside the margin of error.
Frankly, the lack of feedback on this topic has me quite angry. This is one of the most slogging, boring and time-consuming things any of us could have spent closed beta working on, and it would be vastly less time consuming just knowing if it's supposed to be different or not, because not knowing means we should be gathering data from live.
I don't suppose anyone has data comparing the ParagonWiki mob drop probabilities with actual farming rates from live?
* Looks for TopDoc... -
Quote:None of the above specifically except for the most extreme PLers. The early PLing in the AE was so off the charts that I think it got its own specific reaction, even though AE mechanics were the enabler for it.While I agree with your reasoning here, a lot of times the devs "obvious" intentions aren't always what is accomplished. Were the devs trying to move farmers out of AE, or PLers? Were they at all concerned with the sudden tsunami of cheap recipes on the market, and took steps (via ticket cap) to reduce the recipe rewards?
Beyond that, I don't think the dev's motive for change was aligned against any one playstyle like that. I believe their motive was to remove anything that detracts from the AE as a place to create and play what I'll call "meaningful content". By "meaningful content" I mean arcs that are an earnest effort to create story-driven entertainment for other people.*
Farming a map chock full of the same mobs over and over, whether for inf, tickets, XP or even badges - all of that appears to be fall under an umbrella of playstyles that detract from that purity of the dev vision for the AE. The devs have taken steps to curb those kind of playstyles from the AE to an extent that they have not applied to other parts of the game. Not only that, but that there are some pretty strong indications that they don't intend to apply those curbs outside the AE, or at least not to the same extremes.
A great example is the change to the AE badges, which you can now practically get all for walking into the digitizing beam. They stated clearly that they didn't want people badge farming in the AE, so they removed any reason to. Meanwhile, other potential, non-AE badge tweaks don't appear to have anything like that scale of change in store. Another example would be the farmer-enabling I16 difficulty settings changes. The devs are clearly aware of how this will be used, going so far as to comment here on the boards how they knew that specific posters known for love of farming would love the change. That suggests they don't oppose farming directly - just farming in the AE.
I think that a lot of folks on the forums didn't recognize this intentional double standard. That's lead some of them to miss the mark in predicting just how far the devs would take some of the AE changes, because they made predictions based whether the devs would do certain things game-wide. But they aren't doing them game wide - the AE gets its own set of rules. Thus I believe the devs are willing to apply extremes to it that they actually won't apply to the rest of the game. Whether that's good or bad depends a lot on which kind of playstyles you like.
* I emphasize the notion that AE arcs are supposed to be "for other people" than just the authors. I don't buy into the frequent claim that the AE is supposed to exist primarily as a tool for authors. I find the people who claim that act as if the AE should exist for the authors, without regard for whether anyone else gets to appreciate their work. I don't accept that the devs would have invested nearly two issues of development on a tool that had such a one-way function. I believe they did intend it to be a creative tool, but primarily for content that would then be enjoyed by other players. -
Quote:This is so off-base it's really pretty ridiculous.Compared to VEATs the amount of survivability a Blaster gives up just makes no sense. Generally speaking, VEATs have access to more AoE firepower than most Blasters, especially if including epics.
Yes, you can build Blasters which aren't very AoE oriented, but an actually AoE oriented Blaster isn't even on the same planet as a VEAT for AoE firepower. I speak this from a position of experience with both.
Yes, on their own a VEAT's mitigation can be vastly higher than most Blasters', and (as noted many times in this thread) there's not a simple inverse relationship between damage potential and mitigation on any AT with self-mitigation tools. But to claim that a VEAT can access more AoE firepower than "most Blasters" is simply inaccurate. -
Quote:This assumes, of course, that everything in the AE remains status quo. Given how blatantly obvious the boss farming is, I'm not sure that's likely.That's the sprinkle of salt over the shoulder that has me skeptical as well.
It is *possible* that the difficulty slider setting will be enough to draw farmers
out of AE and into real content (which would be a significant market plus), but,
I remain skeptical that I-16 will reward "normal" content play at a comparable
rate to existing AE Boss farms...
We'll see, but until the trends actually appear in market I'm not holding
my breath on it.
I expect more purple supply. -
I had this happen once on a Lady Grey TF. Sadly, both were very sucky on a value scale: Sleep and Pet recipes.
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I look at it as normalizing the low/mid/high-level price disparities. Now there's level 40+ salvage that costs as much if not more than Alchemical Silver. I'll tell you what, it makes me worry a lot less about buying those Alchemical Silvers now. I know I can just go throw Nevermelting Ice at the market and I break even (at worst).
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Quote:Was this WW or the BM? WW has been incredibly ********* the last few days. I don't know if today's server reboot/maintenance helped any.I just lost 60 million inf from the market, and it wasn't my fault!

Edit: Haha, I'm impressed that word was in the filter. Let's see... heiny-tastic. -
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I'll gladly give you a membership card for a modest fee...
There's a little button on the top of the post editing box that looks like a mountain in a yellow box. That's your image tag button. -
Quote:This is not a client issue. There's a general awareness of this problem, at least on Justice*. It's only started around Thursday or Friday last week. WW (not the Black Market) is incredibly poorly responding. It says it takes things or gives them to you, then later rejects them. (If you have the market messages in your chat tabs, the giveaway is that there's no message for what you just did.) Every now and then, it does the action after a delay, but most of the time it simply fails to actually happen, which is incredibly frustrating.That's odd. It's the fastest for me at those times. It's possible that you have a problem between your PC and the server that is slowing things down.
I hope that this morning's maintenance does something to it.
* The markets are cross server, but it's possible this problem is limited to one server based on however the shards connect to the market server. -
Quote:I find that many prices are "sticky". Sometimes it's because someone is propping it up, but many times there isn't sale history that supports that. There are some items that people just seem to pay the price for because that's what "everyone else is paying".BTW: I want to know why my niche suddenly crashed....Must be the craziness of 2XP. A 20 Million inf crafted IO that was going for 20 million has crashed to around 6 million.
I find that usually, something eventually comes along and breaks the price loose. Sometimes its an event that disrupts supply or demand. Sometimes its someone dumping multiples of something at a low price. Sometimes a dislodged price actually ends up settling at a higher price (though this is usually because of a persistent increase in demand, such as a popular new powerset that calls for a certain set or IO type).
As they say, it seems the only constant is change.
