UberGuy

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  1. Quote:
    Originally Posted by Lothic View Post
    Unlike a real economy this game simply creates Influence via the actions of its players. There's absolutely no way you can "reduce" the total amount of something that's infinitely renewable.
    That's not true. Inf is not "infinitely" renewable. It's renewable at some finite rate. The folks removing/destroying inf are reducing the net rate. At any given point in time, the current total of inf in the system is a function of the net rate at which it was added up until that time. Removing inf reduces that net rate, and so reduces the amount of inf at any given time.

    I'm not saying I agree or disagree that it's important or valuable to reduce the inf rate this way, but it's just not true that you can't reduce it.
  2. Indeed, some of that sense of elapsed time between missions (even in arcs) originally was rooted in the idea that we would be spending time hoofing around between contacts and missions. Remember, despite the game launching with travel powers, they actually originally expected people to, essentially, street sweep from mission to mission. Beyond level 14, no appreciable number of players did that as far as I know. How that disconnect came about I'm not sure, but it didn't make sense even in late CoH beta.
  3. Quote:
    Originally Posted by graystar_blaster View Post
    So in this video game that people are already paying for. Just so i get this straight. I want to be clear what your saying here because i think its important.
    Everyone who's using the market is paying for the game. As others have posted, that doesn't give them any expectation about interaction with other players that isn't outright griefing. Failing to cut people a break isn't griefing.


    Quote:
    So if someone does not know the market is about to change, and they are "stupid" in that they dont spend the time on the market or the boards that you and I do clearly. Its ok to charge them over the cap price. Because thats what this thread is about.
    The notion that such a person is "stupid" is your attempt to color the seller as the bad guy, and isn't necessarily held by the seller. The buyer may be uninformed (which is not the same as stupid), or they may not care, and may just want the shiny right damn now.

    A really nice prospective seller might ask a prospective buyer if they knew the price is almost certainly about to fall. Failing to be a really nice person in a video game does not definitively make you a bad person. It makes you a less nice person than it's possible to be. No one in this game is mandated to be as nice as they can be.
  4. Quote:
    Originally Posted by Samuel_Tow View Post
    I find one of the biggest disappointments in content since Faultline to be the complete and utter lack of one-off missions for contacts. I really enjoyed the fact that Launch content provided us with a balance of the different types of content. We had story arcs, we had standalone missions and we even had hunt missions. Obviously, the method of choosing which kind of mission we were picking was... Uninformative, but I still like the variety presented.
    It's funny, because while there are some excellent "one-off" missions out there, by and large I really don't miss the stand-alone missions. I prefer that newer contacts from content like Striga and, heck, most of CoV, pretty much just give you arcs.

    To me the broad difference is similar to episodic TV series, where some shows have almost completely independent episodes and other shows have such tightly sequential stories that missing an episode means you may not know what's going on the next week. I like both, but I become more engaged in the tightly sequential ones.
  5. Quote:
    Originally Posted by Texarkana View Post
    Basically, I think anyone new to the game or relatively casual/middle classed in terms of total inf holding will...lose a significant method/opportunity to improve their economic standing in the game.
    This depends somewhat on the stratification of prices that happens. I don't think the low end is actually going to change that much. A lot of stuff will still sell for 1-10M inf. I don't expect the Reward Merit glut from Super Packs to be sustained at levels it's at now for the long term. Combine in the "buy it nao" behavior, the cost of Rare salvage, the perceived cost of time spent crafting (related to "buy it nao"), and the general inf-generating power of pre-existing 50s, and there's good reason to think that the low end of market pricing will hover around historic levels. What I expect to change is that more goods will drop down into this price range.

    Most people seem to be predicting that the expensive purples will drop in price something like 30-60%. If the price of low-end market goods drops 10%, that's a net win for folks who "subsist" on drop sales. The risk of big impact is on people who don't "subsist", but go right for high price goods, selling them for inf with which to buy other goods. But from what I saw, things like LotGs and Miracles only lost around 50% of their market value even at the peak of the Reward Merit glut, and LotGs have bounced back up to 100M since then. (I don't know where they are as I write this, though.) Even at a worst case of them losing around 50% of their value, that puts them on a price scale drop comparable to the price drop in valuable purples, meaning they would still be a good targeted buy.

    We'll have to see where this all shakes out over the next two months or so, but right now, even though I agree with the thinking underlying your concerns, I am not sure that the market will stratify in a way that makes them materialize. We shall see.
  6. I don't alt heavily. I am on my way to my 11th 50, and once the character is 50, I will spend a significant amount of time (probably a good month) playing at 50. New Incarnate content means my other 10 existing 50s are going to get a bunch of playtime again in the near future. It may be a couple of months before I start looking at getting another new character to 50. I have some characters waiting to get to 50 that are 4-5 years old.

    I do like big numbers.

    I also like to min/max. I just spent most of Sunday spending freespecs on level 50 characters that probably only gave them a couple of % extra performance. (In some cases I might even have netted no performance change, as I was occasionally adjusting for the HO "nerf". {I use the term lightly.}) Having lots of capital allows me to be agile with changes. "Ooh, I could put one of those there. Let me grab one from the market/my base."

    By the standards of probably most of the regulars here, I'm a lightweight. I like to think that's mostly by choice - I don't dislike the market at all, but I don't enjoy spending time thinking about it as I do fighting or poring over builds, even though it doesn't take that much thought to make pretty big piles of money. I'd rather spend my out-of-combat brain time in Mids.
  7. Quote:
    Originally Posted by Samuel_Tow View Post
    You have a setting, but no actual story. What you call an "overarching story" isn't actually a story, because it has no beginning or end, it has no act structure, it has no plot. It is a setting - the backstory of how the zone became what it is, as well as a general explanation of why we're there to begin with. But what it lacks is a story for the events we're actually doing. It has no structure, no sequence of events, no logical progression from one event to the next. Which is to be expected - most of that zone's content can be played out of order, so there's no way for it to have order of any kind.

    Saying the Hollows has an overarching story is like saying City of Heroes has an overarching story - there are many specific, isolated plot threads, but there is no consistent "main story" or main narrative to follow.
    I very much disagree with this. These things (The Hollows and CoH) absolutely do have overarching plots and (mostly) logical progressions. However, the mission experience does not present those plots as though we are reading a book. They dip in and out, showing us segments of that story. Story arcs in particular present this in a logical order presented as the process of discovery for our characters. Over the broader game, many of these story arcs weave together to construct a larger picture of the game world - for example the way the level 30-39 story arcs remind you about Nemesis, then suggest someone may be acting as a copycat of him, then making clear the original is "back". Earlier arcs show you that the Sky Raiders are connected to the Nemesis organization. Later arcs tell us in great detail the pivotal role Nemesis had in the Rikti War.

    What's clear to me with info gleaned from these arcs is that there is a larger rather specific backstory for the game world, but our characters do not know all the specifics. The "toybox" of specific content gives our individual characters a specific role in that backstory. Initially, that role is one of discovery, but often later, at higher levels, we become important players in the story. Think of how we start learning about Crey, interfering in "street level" plots of theirs, and eventually uncover the true identity of and arrest Countess Crey.

    We can choose to ignore the overarching world stories, especially early on, because we start as relatively bit players in them, largely peeking in through small viewports. But as we progress in level, and the game injects our characters more deeply into the specifics, the less and less like a "sandbox" (or diverse "toybox") I feel the game becomes.

    I think many players want this progression, though they might quibble over how it is presented, as it is important to making their characters progress from being relatively unimportant to significant in the game world's events. It's hard to continuously indicate significance in poorly defined stories, so presentation of increasing significance is going to tend to create increasingly specific plots.
  8. Quote:
    Originally Posted by Surgepoint View Post
    This is accurate. Azuria isn't to blame, so I wish everyone'd get off her back. As far as which NPC I'd kill? It'd probably be the Lichen-Infested War Walker, if I can pick it. Success or failure is so...binary. I can count on one hand the number of times I've been on a trial that got past him. The few that have just blasted right though him without even looking.
    In case there is info there you (or others) do not know, this guide to defeating them might help.
  9. Quote:
    Originally Posted by ClawsandEffect View Post
    Westin Phipps.

    Evil is one thing. That kind of completely psychotic child murdering evil is another thing entirely.

    I'd like to feed him into a very slow wood chipper feet first.
    Thing is, I think he'd go out feeling vindicated in having gotten you to do it that way.

    He never specifically comes across with "join the dark side, Luke" kind of evil, but he's just so damn into spreading despair that I think he'd take pleasure in the notion that he'd gotten someone to kill him like that, just for the idea that they'd probably do other bad things later having crossed that line.

    Unless, of course, you were already across that line, in which case he'd probably figure it was just bad luck.
  10. Quote:
    Originally Posted by Katie V View Post
    Correct me if I'm wrong, but don't Membrane Exposures enhance both defense and to-hit, and don't Vengeance and Mind Link accept both defense buff and to-hit buff enhancements?
    They do accept both those things, but Membranes slotted there because those powers accepts them on that basis will no longer enhance the recharge. That makes doing so a fairly poor choice, because you really do want recharge very much in Mind Link.
  11. Quote:
    Originally Posted by Quantum_Shield View Post
    http://paragonwiki.com/wiki/Archvillain_Resistance claims a lot of AV resistances to be 85% at level 50. -1000 -> -150 would be exactly an 85% reduction, just as if it was resisted. Not sure what resist a max HP debuff would fall under (regen debuff resistance?), but it certainly could be a resistance issue.
    The applied debuff is supposed to be -150 on live, not the resulting debuff after resistances.

    Nothing can turn an applied debuff of -150 into a result of -1000.
  12. Quote:
    Originally Posted by ClawsandEffect View Post
    Perhaps not an actual buff to the amount it does, but instead they just made it so the debuff is unresistable?

    But with the amount as low as it is, it sounds like Reactive will be a better bet for my purposes. I didn't realize the amount was quite that low.
    It has to be a buff. The original raw value was -150. There's no way for having made it unresistable to make that into -1000.
  13. Nice. AFAIK, that's hasn't been in the Beta patch notes.
  14. That suggests it is now granting near the -3.5% MaxHP even against Pylons and AVs. -3.5% MaxHP against a Pylon would be 1073.7 HP.

    It definitely did not work that way at its release. The data at RedTomax concurs.
  15. Quote:
    Originally Posted by Kangstor View Post
    A few points to consider. Is dropping max hp also drops current HP if current HP is already under where it should drop? In an easier way is -150 hp on pylon does drops its current hp by 150 too? If not other than effecting regen directly -max hp is pretty useless.
    When you get MaxHP buffs or debuffs, your current health changes to the correct proportion of your new max health that you had before the buff/debuff. If this did not happen, people at full health who received Frostworks would appear as if injured, because their health bar would no longer be full. (Frostworks does not include a heal the way many self +MaxHP powers like Dull Pain do.) The same thing happens in reverse when the buff/debuff expires.

    When you gain or lose max HP, the effect on your time to defeat under a given DPS changes as though you gained DR (to all damage) equal to 1-(1/(1+HP_buff%)). So Dull Pain, which is worth around 60% +MaxHP slotted up, makes you as hard to kill as if you had 1-1/1.6 = 37.5% DR. (If you have any real DR, its benefits are multiplicative with this effect. If you receive any healing, it's as if you resist that too, unless it's a heal from something like a Cimeroran Surgeon, whose heals actually scale with Max HP).

    A MaxHP% debuff is just a negative MaxHP buff, and so a given HP debuff is equivalent to applying a resistance debuff of
    1-(1/(1-HP_debuff%)). So a MaxHP debuff of 3.5% is equivalent to a DR debuff of about 3.6%, which is actually a bit better than Reactive, which is 2.5% per stack.

    Unfortunately, -150 HP isn't as easy to calculate. We have to figure out what %MaxHP it is on a per-target basis. A Pylon's 30677 max HP makes the proc only a 0.49% MaxHP debuff, making it the equivalent of about a 0.49% DR debuff. Against Reichsman, the effect is vanishingly small.
  16. I would like a Psy judgement. I have some fear, though, that they would give it lower damage than the others. They seem to like to do that to Psi and Toxic damage, based on the Interface damage procs.
  17. The general use of shorter, more concise arcs is one of the reasons I preferred CoV's mission structure to CoH's. Most of my recent characters brought to 50 were villains, but I recently went back and leveled up an old lowbie Controller hero. I found the experience of the arcs boring and frustrating compared to CoV because of large numbers of missions defeating all foes (often without saying in the mission objectives that they were defeat-alls), usually in the same kinds of environments. I think the fact that this grated on me is noteworthy, because I actually like defeating everything. But there's a difference between choosing to do so and being forced to do so.

    I'm well aware of, and even agree with, many of the complaints about the overarching story in CoV, given how it spends so much time having us be lackeys of Arachnos, and making us fight Longbow and Arachnos ad nauseum. But even with all that, I so much prefer how CoV's arcs are put together and how almost all missions are actually parts of arcs (less "stand-alone" missions).
  18. Quote:
    Originally Posted by Samuel_Tow View Post
    There's nothing wrong with Launch content. It can be improved, yes, but the basis of "Go to an instance and kill a boss, and here's why you're doing it" very much IS a legitimate and often entertaining approach to mission design. That's all I'm saying.
    I'm sure you realize that this is your opinion, and not an objective fact. Being highly combative/argumentative about your own opinions can be rather grating to folks who don't share them. I certainly am not suggesting you shouldn't post about things you care about (and why you care about them), but do consider how you present it when it's something so subjective.

    I don't really mind the missions of the exact sort you're describing in this quote, but I do actually enjoy the more complex missions - the ones where you defeat the boss and a new objective appears, or where you go click on someone in mission and they say something to you. I don't value complex narrative trees, but I actually like smaller arcs that do more per mission, especially if "do more" involves plenty of combat.
  19. IIRC, Degenerative's -HP are set such that they mathematically match the effects of Reactive's -DR, except for AVs and GMs, where Arbiter Hawk had what I can only describe as a mental block causing him to relate -HP to damage. He would not allow -HP which removed such a large absolute number of HP, even though, functionally, the result is the same as slapping -DR on them.

    I don't know that the -DR of Reactive is particularly noticeable in beating up minions compared to the Radial version's damage component, because their time to defeat is pretty low to start with. Therefore, I wouldn't expect Degenerative's -HP debuff to be particularly noticeable either. It's on harder targets, probably bosses and up, that the effect becomes really noticeable, and unfortunately, it's gutted compared to Reactive on the top end of those targets.
  20. I tried using it, and I too gave up on it. I consider using the tool more complex than mapping out what I want.

    Having a tool to plan out the Alpha Slot using pre-iTrial shards and TF drops would have actually been more meaningful to me. For that, you need to plan what content you will play in advance. With iTrials, this is unnecessary: you just pick the reward you need of the rarity that you get. When the reward window pops, I look at the Incarnate window's "create" tab, look at the powers I am working on, see what I need, and pick the right thing. Planning out how many of what are needed doesn't seem particularly necessary.
  21. I assume the scale is piecewise logarithmic, with each segment between categories using a different log base that may change each time the scale is referenced.
  22. Quote:
    Originally Posted by Plasma View Post
    No. I don't know about PvPers, but in PvE land, I know a fair number of well-heeled people slot Panaceas as a preferred healing set, but outside of that, no.
    I occasionally see the resist set used in Dark Armor and Fiery Aura builds because 3 slots gives you 3 points of KB protection. It's a way to save on having to add slots to a build to find places to slot things like BotZs, Steadfasts or Kismets. While you can sometimes slot those into the base slot of wherever you're putting them, sometimes you want to put something else it the power, and the KB prot ends up costing you a slot.

    This approach might be more common for PvE builds but for the generally high price of the pieces of the set that are actually likely to be useful to slot in a +resistance power. It's also fairly common for folks to slot other things in their resistance powers that give +defense of one type or another (as set bonuses, not just the Steadfast and GA uniques). Between the two, I haven't seen this done much. But I have seen it.
  23. Quote:
    Originally Posted by BrandX View Post
    I would think the sweet spot for Scrappers would to always be slightly above a maxed fury Brute who can keep it sustained.
    Because the context was low levels with no enhancements, where all ATs actually have very similar AT damage modifiers, and Brute with Fury therefore do more damage than everyone else. This benefit decays as the AT modifiers diverge towards their "final" values around level 25, and people start slotting enhancements.
  24. Quote:
    Originally Posted by TopDoc View Post
    If the devs stop AFK PvP IO farming, that huge supply is still out there. The PvPers will be able to convert and get whatever they need. The huge stash will slowly go down as people with them sell, but the big 3 will be WAY more accessible than ever. Anyone who claims that a dev fix for AFK PvP IO farming will hurt supply will be laughed at, justifiably so. Everyone who wants them will be rolling in them.
    Clearly, "supply" to you does not mean quite the same thing it does to me.

    That's not "supply" by my thinking. Yes, it forms a buffer, so that an abrupt halt in actual generation of new supply will not immediately strangle supply on the market. I do not envision it functioning the way you do, because I question some of your assumptions.

    First, in my experience, people who hoard things rarely hoard them as future market fodder. They hoard them for future personal use. When people know something is hard to replace, their personal hoarding instincts become more aggressive - "if I get rid of this without using it, I might not be able to (easily) replace it, so I'll hold on to it." I don't think as much of those hoards out there will make their way to the market as you do, not in a "long tail" way that does anything but slightly time shift an abrupt reduction in PVPO supply.

    Second, I seriously doubt there are many hoards out there more than a couple hundred IOs deep. In the scope of things, that's not very much supply given the constant churn of new characters across the population. If the price on these items drops into the low hundreds of millions, more people will actually try to buy them, and sales/time will increase significantly, eating those reserves much more quickly than the market moves them today at 1-2B apiece.

    I think you have the right general ideas about how to exploit this "day one", and for a period beyond that. I also think you have probably one of the largest, if not the largest reserves of stuff to convert and sell in the entire game population. I'm quite sure you'll do just fine. I don't think, though, that your predictions about how a PvPO farm nerf would work on the market ring true.

    When you disconnect voltage source (PVPO farms) from a circuit with a large capacitor (hoarded reserves) smoothing the source voltage, you get initial oscillations in the voltage in the system followed by a exp(-t/K) (e to the power of minus elapsed time divided by some constant) draw down that eventually settles down to zero. I expect an shutdown of PVPO supply to have something like that effect on the market. I also tend to think that K won't be as big as your description suggests, meaning the drawdown will be faster.
  25. I play most of my villains as what amount to metahuman thugs who are finding their way up the ladder as freelance "muscle". This achieve several things for me. First, it fits for me the game mechanics of starting at level 1 with dinky powers. It bugs me when I see characters who are "Zog the God of Darkness" who's level 8, unless he actually has a description that explains why he's level 8, fighting security guards and dudes with baseball bats. Second, it clashes less with the narrative of the Rogue Isles, which mostly treats you as a meta-lackey anyway. More importantly, I actually envision most of their personalities very much as how the game depicts the "Rogue" alignment, as opposed to thoroughly evil/ruthless villains, and I think that fits well with the "gun for hire" characterization, which then also works decently as a lackey to Arachnos, no matter how transiently.

    As they grow in power and become Incarnates, I see them seeking power for its own sake, not so much because they want to use that power to master others, but because sufficient power equals freedom from interference by most authority (heroic or villainous). They can do what they want, and most of them wouldn't bother a lot of other people with what they want.

    I have one exception: a Dominator who has visions of taking over the world with his psychic powers. He was once much more powerful, but was defeated by a team of heroes and lost much of his power when defeated. Leveling represents returning to previous heights for him. I love this character's story, but honestly, I have trouble explaining why he would ever be in a SG or join a team. His story says he has a singular focus on making a perfect world in his own image which demands that he view everyone as his inferior, even if they are more powerful than he is. Frankly, if he had his way, he's one of those characters that villains would help heroes put down, because he's a threat to them all.