Jump to content

America's Angel

Members
  • Posts

    783
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by America's Angel

  1. I don't get into online debates about farming. I just look at the raw numbers. All that matters is how much inf/xp you can earn per hour. Were you earning more than 214 million inf per hour triple boxing s/l farms in Page 4? (Just influence, not drops/etc). Because that's how much fire farmers were earning.
  2. Until Page 5, fire farming was the most viable option in terms of influence earned per minute. (The only metric that matters.) Since the Burn nerf, the earning potential has shifted to S/L farming: Active: 1 Active Rad/Fire Brute + 2 AFK Rad/Fire Brutes = ~156mil p/h 1 Active Rad/SS Tank + 2 AFK Elec/Rad Tanks = ~174mil p/h AFK: 3x AFK Rad/Fire Brutes = 95.4mil p/h 3x AFK Elec/Rad Tanks = 99.0mil p/h Like I said, there's not a lot in it. Especially AFK. See here for a more detailed breakdown:
  3. S/L farms are actually more viable now. But there's not much in it.
  4. Saw a bunch of posts in General Discussions saying farming is nerfed. So though I'd run the numbers to check. Active 1 Account Page 4: Rad/Fire Brute = 108mil p/h Page 5: Rad/Fire Brute = 92.6mil p/h So roughly 85% as effective as before. Solution: Switch to a Rad/SS tank and S/L farm. They can still clear meteor maps in 3:00. Which is 100% as effective as before. AFK 1 Account: Page 4: Rad/Fire Brute = 52.8mil p/h Page 5: Rad/Fire Brute = 31.8mil/) p/h So roughly 60% as effective as before. Solution: Best I've been able to find is Elec/Rad tank. That pulls in ~33mil p/h. Which is roughly 63% as effective as before. Triple-Box 3 Accounts Page 4: 1 Active Rad/Fire Brute + 2 AFK Rad/Fire Brutes = ~214mil p/h Page 5: 1 Active Rad/SS Tank + 2 AFK Elec/Rad Tanks = ~174mil p/h So, roughly 81% of what it was in Page 4. (Mainly due to AFK Farming taking a big hit.) AFK 15 Accounts 15 AFK Rad/Fire Brutes in Page 4: 792mil p/h 15 AFK Elec/Rad Tanks in Page 5: 495mil p/h So, roughly 63% of what it was Page 4. -- So, pretty big drops across the board for fire farming. Single-account active s/l farming with a Rad/SS Tank is still viable. (But considering that Ground Zero having a target cap of 30 is a big reason for this, we're only one bug fix away from that going away. Could happen anytime. So probably best to stick to the Rad/Fire Brutes for now.) The above numbers all rely on proc builds. So if procs get nerfed in a future update, farming will take another big hit. That said, despite the above, farming still rewards more inf p/h than other content. (Unless you're one of the 15-20 people in the game who can run 4* TFs in 20 minutes.) So for those who enjoy the playstyle, farming is still a valid option. If you're just into farming for the money (and three AFK characters pulling in 95-99mil an hour as you watch netflix isn't enough for you), then I'd suggest looking into marketeering. New AFK Rad/Fire Brute build is attached. (Have also updated the OP with it.) Elec/Rad AFK Tank is also attached. (With the tank, you don't need to toggle on Focused Accuracy). The Active farming Rad/Fire in the OP is still good for Page 5. Haven't attached the Active Rad/SS tank because it's a friends build so need to ask permission first. Essentially just proc out everything including GroundZero/Radiation Therapy, and build for 130% base recharge. With hasten and FF active you're looking at 300% recharge. AA_AFK_Page5.mxd elec rad tank AFK Page 5.mxd
  5. So far in testing my rad/fire brute is at ~3:30 and the rad/ss tank is at ~3:00. (Without using Lore on either.)
  6. I don't do forum debates when it comes to farming. I just look at ingame results. From what I've seen active farming today ingame, it seems my Rad/SS tank is clearing the asteroid faster than my rad/fire brute since the Burn/IG nerfs in Page 5. Need to test a bunch more to confirm, though. But it looks like my suspicion might be correct. Will post the findings in this thread.
  7. I just ran the mission on live to double check and got this: Do you have bosses turned on in your difficulty settings? If not, then the bosses will spawn as LTs. You can turn on bosses via the notoriety menu in the chatbox:
  8. All maps have been updated for Page 5. Will update the OP later to reflect this. Using the rad/fire builds in the OP, active farming is pulling in 90% of what it was, and AFK farming is pulling in 40% of what it was. Roughly translates to: 3x AFK farmers resetting every 5/10 mins = ~80 million inf per hour 1 x active farmer resetting every 3.5 mins + 2 x AFK farmers resetting every 5/10 mins = ~150 million inf per hour Imagine Rad/Fire brutes aren't the go-to for AFK farming anymore. And there's probably better stuff to active farm with now. S/L farming with rad armor might be a better option now.
  9. He's not quit. He still logs into the forums every day: https://forums.homecomingservers.com/profile/6005-_nope_/
  10. In Page 4 this is still possible.
  11. I think that's just how fan/pirate servers tend to operate. Dev teams usually spend all their free time developing and not playing. Because of this, they need players who regularly play the game to give feedback on what they're working on. (Especially in areas they're not super familiar with, such as PvP.) The consequence of this is that the players with the most free time tend to be the ones they end up speaking with the most. These players become known entities to the devs, and it can lead to a feeling of there being a "cool kids table" or "inner circle" to everyone else on the outside looking in. To those players, it creates the feeling of favouritism. Now, that's obviously not a nice feeling to have. It gives the idea that certain players matter more than other players, which completely upsets the accepted hierarchy of Devs/GMs>Players. And furthermore, it can also make entire supergroups feel inferior when comparing themselves to others in that "Oh yeah, members of The Justice Brigade are always chatting to the devs" way. It removes the sense of equality that are essential for online groups to thrive. I can't really think of a way to solve this, because it's a feeling people have. How do you solve a feeling? The reality is that everyone's feedback is listened to equally and closed beta testers just get theirs in first. But, if the perception is that "first = priority", then there's not much that can be said to counter that. Similarly, the reality is that, because everyone is able to join the closed beta, anyone feeling excluded has only themselves to blame. But then again, pointing out that anyone is welcome to come sit at the "cool kids table" doesn't get rid of the bad taste of there being a cool kids table in the first place. I guess maybe some steps should be undertaken to ensure it's not perceived as a cool kids table? I dunno. All I can say is that, with the exception of PvP, nothing has been added to the game because closed beta testers have requested it. They, like you, are just giving feedback on something that the devs are planning on implementing. They have no power. If they did, the words "proc" and "nerf" would never appear together in any topic of conversation.
  12. /jranger. They're useful in: -Leveling 1-50 -Hardmode -PvP Remember, just because you don't have a use for them, doesn't mean other players aren't able to use them well.
  13. Melt Armor doing 480% -res vs a single target is probably a bad idea.
  14. Glad you found it helpful. And doubly glad it encouraged you to test it for yourself! Fair enough. You do you. I do think you're confusing correlation for cause, though. If you line up all the positive feedback and all the negative feedback side-by-side, a higher percentage of the negative feedback is going to contain disruptive/offensive elements. (Due to the nature of complaining vs complimenting.) Because of this, the end result is that a higher percentage of negative comments will get purged vs positive ones.
  15. "Not tested" has nothing to do with whether a player does/does not like a change. It simply means that their feedback is indistinguishable from someone who has just read the patch notes and passed comment. All feedback is read. But the feedback that has a better chance of making an impact usually follows this format: [Explanation of testing methods + results] [Comments on the results] The feedback can be positive or negative, as long as it follows the focused feedback guidelines. The point of open beta/focused feedback threads is mostly bug/stability testing as well as feedback from the wider(more casual) playerbase. As both you and I have said, stuff does get rolled back there. Just not as frequently as closed beta. Hence me saying players who want to test changes before they become too set in stone should join closed beta. If you don't want to, that's fine. But that's a choice you're making. You are trying to paint a 2022 Team Red vs Team Blue scenario here. (Where one side is the devs and everyone in closed beta, and the other side is everyone else.) That's just...not how it works. We're all on the same side. I argue with the dev team constantly on the closed beta discord. I'm extremely critical of changes I don't think are good. That's weird behavior for a cheerleader, right? The only thing that separates me and you is that I know how to give feedback (yes, including negative feedback) in a way that will be received well. If you're not prepared to do the same, then the issue is with you. See my anecdote about Powerhouse, above. I used to behave like you. It got me nowhere. I changed my approach and the dev team are now listening. There is nothing stopping you from doing the same.
  16. @Sinestrus Try typing the following into the ingame chat and pressing enter: /maxfps 60
  17. Sorry to hear you're going off the game. I remember your feedback in the Rune of Protection thread being especially thoughtful & thorough. For what it's worth, I've had suggestions of mine added to the game as well as changes rolled back after providing feedback...but I've also seen stuff added to the game that I disagreed with, and have had posts of mine deleted from feedback threads. It's just the nature of internet forums. Pays to try and not be too sensitive about it. Consider that 90% of focused feedback thread posts are: Players arguing with each other without testing anything. Players asking the devs to explain the reason for the changes, again without testing anything. Players giving feedback...on the patch notes. Dev haters and Dev fanboys Ben Shapiroing each other whilst giving the vaguest of nods to the topic of the thread. I imagine it's wearying for the dev team to have to sift through all that noise to find feedback based on actually testing the changes. This is why your Rune feedback stood out, to the point where I can recall it one year on. That's how rare actual playtested feedback is. And yes the dev fanboys + funpolice can be irritating. Early on in Page 4's development, I pointed out that removing vet XP from the AE would likely lead to a lot of PvPers (including myself) quitting the game, as we would now have to unlock our incarnates for our PvP characters by doing regular PvE content, rather than getting them quickly via farming. I was swamped by dev fanboys/funpolice who told me to deal with it. (I believe "earn it like everyone else" was said at one point.) The devs responded, we discussed it amidst all these fanboys telling me I was Playing Wrong, and the devs ultimately agreed with me. The result was the Temporal Warriors and free incarnates for PvP. So, yeah, don't worry about the fanboys. They have no impact on anything. "The devs can do no wrong" is just as useless, and just as ignored, as "everything the devs do is wrong" when it comes to feedback. In my experience the dev team do listen to feedback from players willing to compromise and discuss ideas. Case in point: a few years back I was rude to Powerhouse. I can't remember the specifics, but I think he added something to PvP that I disagreed with and my reaction was to critique him/his game knowledge, rather than critique the change. As a consequence, we pretty much didn't talk for a year. I regret doing it, and had a word with myself to not be such an asshole in future, and to try and compromise rather than demand everything fit the One True Way I believe the game should be. Cut to now: Powerhouse has no problem talking about balance stuff with me. He's even pinged me a few times about PvP-related balance tweaks. Nothing changed other than how I behaved. So, moral of the story is that I changed how I behaved, treated others with respect, was willing to compromise, and stopped acting like such a bloody know it all, and as a consequence the devs started listening. I'd urge others in this thread to do the same. (Not you, you're fine Saikochoro. More of a general comment.) One other thing worth mentioning is the Closed Beta discord/forums. They're worth joining. They allow players to test new changes and provide feedback on them before they become too set in stone. (Which is often, but not always, the case in Open Beta.)
  18. Having a high turnover of people playing converter roulette is good for the economy. Means it remains a viable means for new players looking to make their first billion. It keeps prices low, and helps new players make money. Win/win!
  19. @Ukasethe slider only goes up to level 50. It won't show you what you get for level 54 enemies. So you may need to test your farm out a few times to check you get 100%.
×
×
  • Create New...