UberGuy

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  1. Quote:
    Originally Posted by Shubbie View Post
    Was really Bad on virtue tonight.

    +2 or +3 only, support only, Send tell with AT, Grabbing players from lower level trials to fill out DD, leaving unshifted out of luck.

    And you say IM imagining things.
    You are imagining things. You're imagining totally out-of-touch explanations for what people might have been saying.

    +2/+3 is totally reasonable for the DD trial. All the AVs are 54+3.

    "Support only" simply means they had enough damage and meatshields already. It doesn't mean they didn't want them at all.

    You really need to get over this.
  2. This has probably been suggested before, but I couldn't find anything in the first few pages of a search in this sub-forum.

    When Vigilantes and Rogues visit "opposite" aligned zones though zones like or Pocket D the RWZ, they get a prompt, asking if they really want to go face the "challenges" of the other side. These prompts no longer serve any good purpose.

    Once upon a time, there were supposed to be some actual consequences of zoning to the other side. As far as I know, there are none now, and so there is no good reason for anything to prompt us whether we really want to zone. Not all cross-zone passages even present them. For example, the exit portals from First Ward and the new DA say nothing of the sort when you use them. Based on that, my suggestion is to just get rid of the prompts in zones that have them. However, in case someone out there likes them or feels they are useful, I'd be happy with an option to disable them, even if it was buried somewhere in Null The Gull's dialog tree.

    At the very least, please get rid of the double prompt in Pocket D. We don't need to be prompted both at the elevator and at the actual zone doors.
  3. Quote:
    Originally Posted by RemusShepherd View Post
    You've succinctly stated the root of the problem again. The devs are telling stories. They're supposed to be creating a game for us to play.
    That's your opinion of what a "game for us to play" should be, and I dare say, its an unusual one at best. There are quite a few people on this forum who take exception to story telling that limits their own characters by assuming their motives, goals, origin of power or personality. However, I don't think I have ever before seen anyone denounce the devs for telling a story at all.

    I would not want to play the game you want to play nearly as much.
  4. Quote:
    Originally Posted by Zwillinger View Post
    Currently, there are no plans to issue a free respec coinciding with the launch of Issue 22.

    My apologies to anyone who may be disappointed by this.
    If this is because they're for sale on the market, count me very pissed off.

    And I've been pretty supportive of the market.

    Based on the original philosophy behind why "freespecs" existed, we should not be expected to pay real-world money to adjust when you guys need to make changes to the game, whether you're buffing or "nerfing" something. If you expect us to do that, expect a lot less graciousness from players (from those who ever offer you any) when you make balance changes. If you expect me to pay to adjust, then expect me to expect less need for adjustment from you.
  5. Quote:
    Originally Posted by Leo_G View Post
    Collary: Assassin's Strike was never meant to be used in combat unless proper measures were taken. That these changes addresses a problem that only existed when you forced it on yourself is tangential. Yes, it allows you to use AS without hide easily which addresses the problem of trying to use it improperly...but the proposition I made also makes it easier to use since it'd not only be *the* attack from hide to use, but also *the* attack to use with placate, increasing your chances for your inherent, Assassination, to affect the power.

    Tangent: I'm certain Stalkers have an entire primary besides Assassin's Strike. That easily solves what a Stalker should do after using Assassin's Strike.
    The problem is that hidden AS was all but worthless in most team contexts. It also wasn't all that much better DPA than just using a good attack chain when beating on something that actually lived long enough for AS to be used in situations where DPS was relevant, like AVs.

    Using the rest of the primary to fight after a hidden AS was certainly how I played mine. I always boggled at people who thought a Stalker should wait around to Placate and/or AS again. On that note, I find it interesting that you object to them playing like Scrappers when you point out that you should have mostly played them like a Scrapper after their initial AS.

    Unfortunately, "scrapping" after AS was at best around break-even with Scrappers and Brutes for damage contribution only under fairly specific circumstances that got you a lot of critical hits. For people who cared about such things, there was no compelling answer to the question of "why not invite some other character?" Scrappers and Brutes both probably would do more damage with their primaries and both were more durable. The closest thing to a Stalker in "value" to add to team was probably a Blaster. While certainly more fragile, a Blaster had higher damage mods and probably (though not always) more AoE potential. A buffed Blaster would almost certainly bring more to the table than a buffed Stalker, so if you had the buffs, why not add the Blaster?

    I think the new change was the right kind of change. It answers one of the more direct problems Stalkers had in seeming valuable to team play. There are other issues still, this one buff was so strong, I think it helps overshadow them to some extent.

    And yes, this change represents power creep. But when the power increase in question only puts Stalkers in the same ball-park as other ATs, I don't think that's all that significant. (Note that I object strenuously to calls for other ATs to receive buffs simply because Stalkers compare more favorably to them. That would lead to overall power creep that I think is uncalled for.)
  6. Quote:
    Originally Posted by Arcanaville View Post
    Honestly, my spider-sense has been tingling ever since I read that description of ppm procs. Something about it "feels" wrong, but I have no evidence to support that feeling. Besides, of course, the obvious problem that recharge time is not the same thing as cycle time.
    I'm more weirded out that it is oblivious to recharge slotting. I mean, I get why that is probably true from a computational cost perspective, but it seems funky to me that you can slot something in a power that will result in a proc chance based on the base recharge, and then use that power 2-3x more often than the base recharge, getting 2-3x higher PPM.

    I'm not complaining, mind you. I'm just ... surprised.
  7. I really do miss that old login screen music. I preferred it to what we've gotten lately.
  8. I am kind of floored by the RP elements of the complaint. Really, you object to the devs giving NPCs their own story, as opposed to letting you create one for them?

    I think it makes complete and total sense that your ability to define the world around your character starts and ends with that character and their actions. I get people who complain about the limits on our actions to actually define the world, though I also get why that's not easy for MMOs to deliver. But I don't get objecting to the devs providing lore for characters who aren't your own.

    Like many others here, I completely do not agree with the "no longer feel heroic" bit. But you're not the only one with that objection, at least. I've never heard anyone complain about NPCs getting a story before.

    That trying to skip the solo-only narrative missions can block other missions I agree is less than ideal.
  9. Quote:
    Originally Posted by Forbin_Project View Post
    Depends. Occasionally they are late, sometimes the devs give two a week or so apart and sometimes they don't give any.
    With the changes to Stalkers and Gravity Control, I think giving one makes sense.

    I changed up my Stalkers' slotting significantly, because AS as part of my attack chain calls for something rather different than AS as an opening move.

    It's been typical in the past to give everyone a respec even if only some characters/powersets/ATs changed.
  10. I prefer more consistency, not less. I don't think mobs need to be vanilla, however. Tsoo, for example, can have a lot of variety in the effects they wield against you, even in their low-level versions. That tends to make each spawn a bit different from the previous. If your powers don't work uniformly against these various foes, this can introduce variability in difficulty that's specific to your character. I like that, to a point. Something like random EBs in spawns, not so much.
  11. Quote:
    Originally Posted by EvilRyu View Post
    How about boosting the non-paid version to match?
    Why? It's already pretty comparable (on average) to slotting a Miracle unique. What reason would they have for wanting all of them to be 2.5 times better than that?
  12. Quote:
    Originally Posted by FourSpeed View Post
    On several occasions you accused me of "not reading" - a false, and patronising manner, that frankly, I'm seriously unimpressed with.
    I said something like this exactly twice. Once, I said "read my list carefully" after you responded to me in a way that appeared to address only part of a list, when the rest of the list was not supportive of your position. I chose that wording specifically to avoid the patronizing appearance you accuse me of.

    The other time I said it was once you had already taken a negative personal tone in your responses to me. My apologizes for responding in kind.

    Quote:
    You repeatedly use PFA numbers with zero substantiation, while at the same time completely ignoring numbers I've shown from direct in-game observation.
    I'm afraid I don't know what "PFA" means in this context.

    I haven't ignored your numbers. I've been trying to convey that I don't think they show what you are using them to defend. So the price of Alchemical Silver is 1/3 of what it was some time back. If that happens and the price of Apocalypse Acc/Dam is three times what it was over the same interval, does that indicate overall price inflation due to increases in rate of money supply? I think that it does.

    Quote:
    However, evidently your anecdotal belief weighs far more than my anecdotal belief.

    4> Trying to sway things OFF of polarizing "belief", I've said, "Ok - we believe different things - let's instead figure out a way to measure actual things", a pointto which the gist of your replies have been "I disagree with you. I believe blah, blah blah"
    What's an "anecdotal belief?" I've cited "anecdotal experience". As in I'm saying I saw X, Y and Z. You are also saying you saw things. I'm taking your reports of what you saw at face value, and have not once dismissed them as "wrong". I've never said you didn't see what you say you did. I'm disagreeing with you on what we say we saw means. Isn't that what any debate is about? I'm sorry, but disagreement at that level should not make you angry with me.

    Quote:
    I'm surprised at your surprise at my reaction, and wondering what you expected from me when your reaction has been "La, la, la, you're talking, but I disagree, and here are some made-up numbers to show why"...
    You're descending into building straw men here. I have only actually used specific numbers at all in talking about the prices of LotGs (quite easily verifiable) or my 90% of all money generated thing. I already pointed out that the percentage wasn't even key to the point. That you continue to harp on it suggests to me that you are stretching to find a defense for the attitude in your replies here.
  13. I wouldn't be super confident that will stay like that. That seems pretty obviously wrong given that Stamina and things like Quick Recovery are some of the only places to slot Performance Shifters that let it work correctly. Given that, the math equating how the store bought and in-game versions should work is pretty straightforward.

    The in-game version is the equivalent of a 1.2 PPM rate. I do think there should be some added value in the store bought version, since you're paying proxy money for them, but that difference seems a bit much.

    Edit: Scooped by a Red Name. (SBARN!)
  14. Quote:
    Originally Posted by ThatGuyThere View Post
    I suspect - and I'm sure I'm only highlighting what, for most of you in this forum, is already obvious - that the counter-inflationary effect you're seeing here is "value memory"
    (Quoting only this part for summary, I did read the rest!)

    I don't know for sure that this is acting as a counter-inflationary thing, but I do believe it's a real factor in CoH market prices, fueled in part (but not exclusively) by the last five sales history.

    Some things have a sustained price that's very "brittle", by which I mean it depends strongly on the last five sales history. Any major break from this price, especially downward, often results in a shift to a new sustained price.

    But there are other things that have a price that they come back to even after major shocks. Level 50 LotGs bounced back to right around 100M even after dropping to 1/2 that or less under massive supply increases. I think you're right that this may be an example of the market feeling that they are "worth" 100M. I think this starts with the last five sales history, and if that's stable for long enough, it goes beyond it. People value the good at its "typical" price once that price has been around for long enough, even if there are market forces that might drive it elsewhere.

    I do think when this happens its subject to migration over time, and that this effect can only win out when the "value memory" price is not very far from the market forces price. I think that, eventually, long-term market shifts due to other game changes can change people's minds about what something is worth.
  15. Quote:
    Originally Posted by FourSpeed View Post
    I get it. YOU don't agree...

    I notice, you don't dispute LotG prices, or respec recipes, or Luck Charms,
    (ie, things you could actually look up in game and see they've dropped in price), you don't dispute the inf survey results showing huge inf gains, you don't dispute the salvage items with literally thousands listing (ie. increased production), you don't dispute the fundamental definition of Inflation...

    You just "believe" it's there - Fine.
    No, I don't "just believe" it's there. Your position requires evidence that prices have decreased more than other prices have increased. That some things have gone down is not evidence of this. That some prices have not changed is not sufficient evidence of your position, since it depends on whether other prices have gone up.

    I believe that the prices of things have gone up overall based on my own market experience. I am including the across-the-board of all prices. Have I looked at everything? No. I don't believe I have to as long as I look at the most expensive things and a decent swath of cheap things. There is more money out there in the market, and the price per item across most items, especially high demand items, has usually gone up, and the only times it's gone down or stayed stable is in the face of major increases in off-market supply.

    Also, apparently you aren't bothered to actually read my post, since I specifically explained why I discount reports of hoarded inf.

    Quote:
    Yet, you can't *prove* your points, some of them are outright wrong, and you've explicitly stated more than once that your numbers are "made up".
    Now you're just playing word games to the benefit of your own position, and not actually making arguments.

    The only number I ever said was "made up" was my 90% of inf being hoarded. That percentage is not germane to the point I was making, and could have been replaced with "X%" without changing it. "X%" just looked more dense to read.

    Also, please explain, very specifically, what points I made that are "outright wrong". I want to rebut such claims specifically.

    Edit: I'm curious why you've taken such a "verbally" aggressive stance with me, saying things like "I can believe any damn thing", being dismissive on irrelevant pretense (my "made up" number), etc. I have not taken such a tone with you. When I have responded to you, even in disagreement, I have said why. I don't have explicit numbers. What I have are my own anecdotal experience, what models I think those experiences fit, and why. Unlike you, I happen to think there's value in discussing those models outside of hard numerical data, which I'm sorry to say I don't think we'll ever have. Why this appears to be making you angry with me is not something I understand.
  16. Quote:
    Originally Posted by Codewalker View Post
    Also, the tables that the game looks up said stats in only go from level 1 to 55. This could probably be extended, but would likely require code changes and extensive testing to make sure it didn't break anything. It's a lot simpler to just give a critter a level shift.
    This. This is the primary reason.

    They would also need to make sure the appropriate critters were defined to exist in those level ranges. Right now, there's no such thing as a level 55 IDF, and even if they created tables for level 55 attributes, they would need to define that IDF went to level 55, or whatever maximum level.

    Given the tech for level shifts, it's easier to reuse.
  17. Quote:
    Originally Posted by FourSpeed View Post
    It came into play in a couple contexts. Firstly, we're pretty confident the money
    supply has increased by orders of magnitude - the devs have said it, and certainly
    my recent survey returned results far higher than we expected.
    I don't consider the "available reserves of inf" to be the same thing as the money supply. Huge, huge chunks of our reserves sit idle, as you have mentioned. True, some of that might suddenly flow into the market, but I suspect that averages out over time, because people who tend to hoard inf do so with preference.

    Making up numbers, if 90% of the inf created is stored forever on characters and 10% of it makes it to the market, that 10% is eventually removed from the game by market fees, while the 90% continues to accumulate. Naturally, the accumulated inf would be immense by now given the rates at which 50s can create inf. (Several million inf/hour was a pretty conservative minimum, times hundreds or maybe thousands of 50s played several hours a day.) But because that value is an integral over time of the (supply rate times whatever percent doesn't make it to market), we shouldn't consider ratios of that pile size at two times to be what we expect in ratios of price at the same times. I believe price is related more strongly to rate of inf creation not to total banked inf, and total banked inf is what the devs gave us stats for.

    Quote:
    Secondly, to prove a position of Inflation, prices have to increase substantially, and the implication is that money/item ratio would increase by orders of magnitude to adequately show a loss of buying power.
    I just plain disagree with this. What is "substantially"? I think a long-term price increase of 50-100% is "substantial" I think a price doubling is a very large increase. "Inflation" here is its most basic definition: the cost of a goods went up in terms of units of currency. Just so we're clear, I'm talking about whether inflation exists, and not making claims about its severity.

    Quote:
    I couldn't agree with this more. You DO realize that this does more to establish my point of non-inflation than your position of distinct inflation, right?
    Again, I disagree. The total bucket of goods has changed over time. The total price of the new bucket is larger than the total price of the old bucket.

    Quote:
    Additional avenues for producing goods = Higher production, and thus more
    items to spread the rise in money. What does that do? Exactly what I said
    it does -- it keeps the Money/Item ratio in check -- ie. Not Inflating.
    But I content that this is not what has happened. That money has diverted into the new goods that did not previously exist.

    Quote:
    Your very own discussion point backs what I've been saying the entire thread.
    Except it doesn't, as I mentioned above.

    Quote:
    Said theory is also disputed among economists with probably as much bickering and vigor as we've been having in this thread - see Real Bills Doctrine, (among others), whose primary tenet is:

    So long as money is only issued for assets of sufficient value, the money will maintain its value no matter how much is issued.

    While "issued" isn't quite applicable in-game, we can rework it slightly to:

    "So long as there are sufficient buyable items for the money supply, prices will maintain their value no matter how much money is created."
    Actually, I think that the primary tenet is key to my position. Money in CoH isn't just not issued, per se. Critically, its creation is not linked directly to assets. We have an indirect relationship in asset production and money production: we get inf/foe and some statistical rate of assets/foe. This creates the indirect relationship of inf/asset. There have been direct changes in this ratio (I16.5 inf doubling) and indirect ones (capping tickets but not inf in the AE).
  18. If that blocking power is using in-game time, that's just flat out broken. That needs to be changed to real time, just like power recharge.
  19. I'm not sure where "orders of magnitude" really came into the discussion. Back-of-the-napkin calculations based on the increases I mentioned above don't suggest to me that the per capita rate of money supply has gone up by orders of magnitude (barring some of the exploits now closed), so I wouldn't expect prices to have done so. However, I do think the per capita money supply rate for 50s has probably gone up by a factor of 2.5-3. And, for rare/very rare items that are (a) sufficiently hard to produce by alternate means than as drops and (b) we have some long-term sense of prices, a 2.5- to 3-fold price increase roughly fits the anecdotal pricing I recall.

    Consider this: Some of these items that have had fairly stable pricing now have rather more accessible ways to produce them. When introduced, Reward Merits were a net decrease in the rate at which people could produce random recipes, and before Reward Merits, the market was the only way to get something non-randomly. Over time, though, not only have the ways to get Reward Merits increased, but we have new ways to buy the things Reward Merits can buy, some of which can be significantly faster to earn. Alignment Merits and Astral Merits can both buy LotGs, for example. So we can be fairly confident that the total availability of these things (not just market supply) has gone up. That should both increase market supply (people create them to sell for money) and decrease market demand (people create them to use and bypass the market). Yet the market prices have of LotGs been fairly stable for quite a long time. (They're more stable if you view them from the original hero market through the merged one rather than from the villain market through the merged one.)

    Another consideration is total allocation of market money. We have places for people to spend money on the market that did not exist originally. Purples did not exist at first. And when purples did first exist, PvPOs did not. Even if we had rock-solid prices back through time on Pool A/B/C+D recipes, the addition of even the "lowest stable" prices we've seen purples and then PvPOs would represent a massive increase in money flowing through the market.

    I'm a big believer in the applicability of the Quantity Theory of Money in CoH's market place, because I know it applies to me. I'm more willing to spend money when money is easy to replace. "Easy to replace" means the money has to come from somewhere. There are two places money can come from - I can "print" it myself via playing, and I can earn it on the market. Being able to earn 5M inf/hour just in combat on my 50s means I am much, much more willing to spend 5, 10, 30, even 100M than I once was. If enough other people are like me, then the bottom end of the price scale will tend to rise.
  20. Quote:
    Originally Posted by Comicsluvr View Post
    Or would the player backlash be so bad that there's no way to re-do the AT?
    Eight years in, I suspect that to be the case.
  21. UberGuy

    The One?

    Quote:
    Originally Posted by Samuel_Tow View Post
    Do you prefer to make characters who are just one of a broader category, or do you need your characters to be somehow inherently unique and specific and even perhaps famous for something?
    Most of my characters straddle this. I know that doesn't seem possible, so let me explain.

    My characters mostly started out as fairly every day people. They were not, by and large, special people with special abilities. However, many of my characters experienced some accident or event which made them into a metahuman. Think Bruce Banner, but not always science/technology. This experience or event is something that's one-in-a-million. Either the causal event would likely never happen again, or no one can explain how the character survived it, let alone became a metahuman because of it.

    So in terms of background, my characters are often "a character". In terms of an accident, they became "the character". The only person to survive immersion in super-cold coolant that gave them ice powers. The only person to be made into a servant of netherworldly powers and escape. The only person to be given the chance to become the proxy of Anubis.

    I do have a few that are clearly one or the other. For example, I have someone who is "a character" who is one of a handful of surviving US-government-funded soldiers with cybernetic augmentation. I have someone who is "the character" who learned how to release his latent psionic abilities to become immensely powerful. But mostly I have someone who started as "a character" who wasn't very special, and became "the character" by quirks of fate.
  22. Quote:
    Originally Posted by FourSpeed View Post
    More kills = More inf ... no dispute there.

    But, More kills also = more drops = More production.

    Inflation isn't simply More Money. It's More Money in ratio to available items produced.
    Read my list carefully. Only some of the changes increased drop rates. Also, not all goods can be produced from mob drops, and the prices of those items increased.

    I16 did not significantly increase the rate at which we produce LotGs or Miracles.

    Quote:
    The other point I think you're saying is L50 toons make more inf now, just byplaying the game than they ever did before. If so, I'm quite inclined to agree and accept that premise. So, no dispute there either.

    However, a point to consider. Once an L50 has made their build, how much more item consumption do they undertake, compared to the numbers of items they now produce using their uber build?

    Why does that matter? Simple - even if they make more money than before, it *cannot* affect prices until it gets spent on market, competing for the finite pool of items produced.
    Much of your objection seems to center around the notion that all money created does not go to the market. All money my 50s create is not spent by them. Only some part of it, which I spend either to change their builds, or by giving it to other characters to spend on new builds. However, what matters is that some fraction of produced inf goes to the market. For some behavioral model of the playerbase, that fraction should be largely consistent (with some likely distortions at the top and bottom ends of prices) without respect to the actual money supply. In other words, if players put 5% of the total inf supply into market activities, and tomorrow we change the total inf supply by a factor of 10, after the dust settles, players should be back to putting 5% of their total inf into the market.

    That means that it's irrelevant how much of it languishes. Some part of it doesn't, and that's the part that makes the market flow. If this did not happen, the only way the market would be sustained would be via new players, and we know with extremely high certainty that this is not the case.

    Quote:
    So, to answer your question, long-term gains in money supply by high level toons are offset (to varying degree) by a role shift from consumer to producer as their builds stabilize. Obviously, that would tend to keep the Money/Item ratio from rocketing upwards, so it helps to reduce inflationary pressures you'd expect to see otherwise.
    I think we do see that inflationary pressure. Because of this, I do not believe that model, summarized above, is accurate. While many players alt heavily, many also play heavily at 50, and it is their behavior that dominates prices.
  23. Quote:
    Originally Posted by Leo_G View Post
    Wow, I must be in some kind of topsy-turvey world...or maybe it wasn't you, UberGuy, who always complained about Stalkers being ST focused.
    I haven't always complained about it. I have always included it under a list of things that counted against them. I can't possibly have the grasp I do of this game's mechanics and claim that pure single-target focus is as efficient in terms time to task completion or reward/time. The math makes that pretty provably not the case. The question I care about is: how big of a problem is that in practical play. In my experience it's just not that big of a deal on real play with all the other factors that make real play deviate from idealized play.

    However, when its one of many things that count against them, the AT can have more significant issues overall. So while I would have mentioned it in context of Stalker issues, I wouldn't have made it a sole focus. So you may indeed be confusing me with someone else here.

    Quote:
    So not only is it the powerset that's either ST or AoE focused, but apparently its 'good' to use hidden AS and no one will ever complain about it being interruptible. It's fixed apparently by...frankly, I don't know. AFAICS, nothing has changed for hidden AS and yet it's fixed.
    I would not use AS now after a fight is started. In truth, I didn't do that much before this change. I would still use it as an opened when solo. On a team I almost certainly would not.
  24. Quote:
    Originally Posted by Blood Red Arachnid View Post
    I do kind of feel the sting of the inferiority of single target DPS while I'm in a large group myself. One of my earliest complaints about AS mid-fight was how any team with sufficient AoE wouldn't need it because the single enemy that would be taken out quicker wouldn't have survived long enough, done enough damage, or generally posed as enough of a threat to warrant sacrificing AoE to kill this single critter.
    Don't get me wrong - I agree that AS in particular had a real problem teams. Before this I22 change, (most) Stalkers brought neither strong AoE nor ST DPS as high as other melee ATs could bring.

    Now that Stalker ST DPS is very competitive with similarly built Scrappers and Brutes, they have one less thing counting against them.

    My railing above was against the implied notion that being single-target focused anything was something to curl up and die about.
  25. Quote:
    Originally Posted by Chyll View Post
    What I clearly remember reading was "buy it in the market for 250PP". If there was more and I missed it because I was in a mission having a disagreement with Hellions, I apologize.
    I was on when Zwil said this on Justice, so I dug it up from my chat logs.
    This was what was said globally - there may have been more said in Atlas, but I was not there.

    Quote:
    03-06-2012 17:33:37 [Admin]03-06-2012 17:33:37 [Admin] NCsoft_Zwillinger: Welcome to Issue 22! In Celebration we're throwing a Flying Disc party on the lawn in front of Ms. Liberty! Come and join in on the fun!
    03-06-2012 17:35:30 [Admin] NCsoft_Zwillinger: No need to own the power to join in on the fun, once you catch a disc, just equip the temporary power and toss the disc to your neighbor! Or you can buy the permanent power and start the party for yourself. It's on the Paragon Market for 250 PP!