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Posts
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There are 3 throttles to the process:
1. speed of earning A-merits (tied to changing side limit)
2. speed of converting merits to A-merits
3. speed of cashing in A-merits
#1 makes sense if they want to limit how much people can earn - it's really no different than the limit on running TFs over and over again. i wouldn't cry if it was gone, but I understand it.
#2 makes slightly less sense given that people have already had to do the work over a long period of time to gather the merits. The only good reason for the limit is because people have accumulated tons of merits over the years.
3. makes no sense at all. With the other two limits in place, you can only get one each day from missions and one from converting. All this stops you from doing is buying 2 recipes that cost 1 instead of 1 that costs 2 or from running alignment missions all weekend and cashing them in on the weekend. It's a stupid limitation that doesn't do anything but cause inconvenience. -
And in the process take 4 billion inf out of the system. So more recipes and less inf in the system seems like a win/win to me.
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Quote:Please explain how your statement in any way contradicts mine. You have simply chosen not to engage in part of the customization in the game - that doesn't mean that the option to customize your character in that way is not part of the game. I don't use emotes, but I don't deny their existence.When my hardest-built characters are running off mostly Common IO's your argument doesn't hold water.
Stealth IOs add something to a character they do not otherwise have. Proc IOs can change powers completely and make them capable of doing things they could not before. That is customization. Don't pretend IOs aren't an important part of the game while at the same time claim that customization is, when those are contradictory statements. Customization is not limited to different hair colors. -
Do you think for a second that anyone slotting the Glad +def doesn't already have a Steadfast slotted?
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They are not only allowed to do that by virtue of being the devs; they can do it by virtue of that being the actual definition of random. There is nothing even slightly misleading about it.
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Quote:That's not what "random" means.If certain things are "weighted to drop more" than that is a lot less random than many would like us to believe.
Quote:The essence of "random drops" is that each thing in the given class has an equal chance to drop.
use it. -
I don't think that's how it works. As I understand it, there is a base unenhanceable portion and then an extra enhanceable part you get the more allies that are around you - but both parts affect you. Phalanx does nothing for your party members.
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Shark on Pinn isn't fixed right now. Had to use mission porter to go 400 yards.
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Quote:Like it or not, they have made IO enhancement part of customization. The character you can build with the correct enhancement is much different than the one you build without them - and not just in a number inflation sort of way. If this game really is about maximizing customization potential, then I must repeat, why make part of that customization dependent on random drops?You know what's important to me in this game?
Having fun. Not Purples. If you drop the min-maxing attitude and focus on having fun suddenly Purples seem trivial. The game isn't about Purples. World of Warcraft is about Purples. The game is about customization, choice, and entertainment. -
Quote:You really don't understand how a computer random number generator works. 2 things affect the result - what seed was set in the generator and how many random numbers have been generated since then. That's it.((Disclaimer
Not a troll loleven though I know how this sounds
this is not meant to be a conspiracy theory im just saying that there 'is' a drop rate system because nothing is random))
The seed is normally set to system time/date (measured in seconds since some arbitrary date), but that seed could have been set the last time the server was reset or it could have been set 5 minutes ago. And the 32190842 result after that will be completely different than the 32190841 result. Even a bad generator that will have runs of high or low numbers will look random if you have thousands of numbers generated per second.
The only way there would be a measurable pattern is if one random seed was used for purples and not for anything else - and that would be a good reason to smack the programmer with a hammer. -
Quote:You mean like that mechanical rabbit at the dog track? At best what you described makes the devs happy - you still don't address how it makes for a better game. And that's at best. At worst, the grind detracts from the enjoyment of the game and gives them an excuse not to develop an actual endgame for 6 years.Well, y'know, except giving those people that have time to play the game a lot something to chase so they don't get bored and quit. But nah, that's not important.
So, no, I don't find it particularly important - at least not in a good way. It's cancer important. -
Quote:That is a design choice, not a truism. There is nothing preventing a game from not having those features. As a matter of fact, when this game started there was nothing harder to get than a SO enhancement. Now, while I like the added chance to customize characters that procs and set bonuses give, I can't help but notice that they could have added those things without also adding the loot grind mechanics to the game - they were originally going to do it with skills, which would not have needed the grind aspect.If you want the super-dooper-uber items in the game you've to work to earn them.
Don't confuse the way things are with how they should be. The whole rare drop idea is not necessary, and contributes nothing good to the game. -
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Quote:That exact same buyer and seller could have matched up without your help. If that had happened, the seller would have provided the market with reasonably priced goods, and the buyer may have gotten a good deal while paying money to the seller.The flipper PAID more than anyone else was willing to for the flippable item.
The flipper then LISTED it for less than anyone else was willing to.
These indisputable facts undermine all character assassinations aimed at the kindly, helpful flipper.
The flipper provides a twofold good- paying sellers the highest price going and listing for the lowest price available.
What exactly does the flipper contribute. He makes money for providing nothing of value. He's a leach on the system. A parasite who produces nothing and drains value. -
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So, it's a new system to bypass farming and it only works if you marketeer. That seems like a design flaw. I'm not arguing your numbers. Even for the silly +3 def recipe the 2 months farming to get it with amerits should earn you more than enough to buy it with inf. But if that's the case in even the most extreme example, I don't understand the purpose of even having that option. The time investment seems a steep tax to pay for no greater sin that not wanting to play market games.
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I think the drop on purples is fine. It's rare and a nice bonus when you get one, but common enough that you can actually buy them on the market if you're willing to pay. All they need to do for the PvP is move them into the purple drop table. The rarity of those isn't caused by the drop rate, it's caused by the fact that you don't get them when playing the actual game. Putting very useful PvE enhancements that come from the PvP content is just silly. At some point it may have been a ploy to shoehorn some endgame content in by encouraging PvP, but that's the same kind of stupid game design that puts good drops at the end of monotonous content.
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Quote:You get drops, but exemplared down they are going to be nearly worthless and the inf you get from kills and missions is negligible. Most importantly, you have no chance for purple drops.Why bother? You still earn XP and inf and get drops when you're exemped.
I get the technical limitations, but I do think it's unfortunate, because that makes a lot of content that I just plain have no use for once I hit 50 - the time to reward ratio goes completely out of whack.
Plus I spent all that time leveling and kitting out the character because I wanted to use all those powers. -
Why would you turn off combat jumping during a fight?
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The re-buffing thing only worked for me when they were following me and attacking, but non-responsive to commands - basically acting like uncontrolled pets. It doesn't seem to work when they are frozen in place and don't do anything.
When that happens, I always logged and just played a different character. The /release thing might be a good idea, I never thought to try that after getting the pets killed still wouldn't get rid of them. -
Quote:That's only being reasonable to the people who already agree with you. Turning off your powers does absolutely nothing to benefit anyone not running the game on a graphing calculator circa 1992, so you can't really count that as being reasonable.I cant see why I have to be any more reasonable - I am being so - I turn mine off and have done from the outset
But suggesting power suppression be pushed onto others does impose on them. -
Has anyone tried getting the exploration badges for the opposing side zones? I doubt it will work, but it would be sweet to be able to get the teleportation beacons for the opposing side.
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Quote:It's not just some ambiguous "time to kill", it's also a pain in the *** for melee characters. You are finishing up a ST attack and queue up your pbaoe, then WHOOM, AoE knockback, and your power hits nothing. You're standing on a pile of KoA caltrops and the boss you're trying to beat down is now half way across the room and you can't get to him.Why? Because, as far as I am concerned, if you really think that the perceived "time to kill slowdown" caused by KB is annoying, I don't ever want to play games with you, because I think you forgot how to have fun and relax.
KB is fun, Fun, FUN! If you have a different opinion on that, you are certainly entitled to it. I am simply happy I don't have to team with such uptight people.
It's not just that it slows down the group, it's that it neuters melee characters and doesn't allow them to use the powers they chose for their characters. For every bit of "fun" you have by throwing knockback carelessly, you are stripping fun away from the melee character in the group, as they are not being given the same option of using their powers that you have.