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macskull

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Posts posted by macskull

  1. 1 hour ago, Frozen Burn said:

    Only when you get 2 enhancement in a pack do you turn profit.  If you get none - you lose big.  Getting one - you basically break even.  Besides, I don't sell the enh's anyway - they will always be used.  🙂  

    Statistically speaking, if the sale price of the non-catalyzed enhancements is over about 20-21 million, you come out ahead getting them through super packs, but if you lowball bids and are patient paying under 20 million is more efficient than buying them directly with merits since the current going rate for a merit's worth of salvage is about 200k.

  2. On 3/5/2024 at 7:22 AM, tidge said:

    IIRC each Winter Pack (25M? in AH) has a chance at something like 2.3 Winter pieces (on average).

    It's around 1.2 per pack, same as the ATO packs.

     

    2 hours ago, Frozen Burn said:

    And if you have 25 million to buy the Winter Pack - you may not get an IO at all.  This has happened to me often.  This last time, I had 75M, so I bought 3 packs.  I got 2 IOs from the first.  1 from the 2nd.  And none from the 3rd.  So it all ended up making the 3 I got worth 25M each.

    If you add up the other tradeable items you got as drops from the pack you almost certainly came out ahead, especially if you are willing to burn a catalyst and unslotter to make the enhancements into the superior versions.

  3. 2 hours ago, eqspeef said:

    Do we really have people running 32 bit clients?  What do those numbers look like?

     

    I know it's a 20 year old game, but 20 years ago is about the same time home PCs started going 64-bit, and I have a hard time imagining someone playing COH on a P4 with a CRT monitor when they could get a vastly more capable 10 year old PC for $25 on Ebay.

    Some people still use things like HeroStats, which doesn't work correctly with the 64-bit version of the game client.

  4. Team Teleport is straight garbage. The range on the power is less than the radius, the endurance cost is too high, and it didn't get any of the QoL buffs that Teleport got a while back. About the only thing Team Teleport is good for is trolling unwitting teammates by taking them on Mr. Bean's Wild Ride since they can't get away from you once you drag them along on the first teleport.

    • Like 2
  5. 4 hours ago, golstat2003 said:

    Eh my farmers convert all their inf to converters and give it to my main farming/crafting kin (who makes money by both farming and crafting), who then uses those to convert lvl 30ish enh into others that sell for more. That often quadruples the inf I got from the original farmer.

    I am supremely lazy and am willing to line other players' pockets, so unless it's purples or the occasional PvP IO I just buy the crafted versions of what I need.

    • Pizza (Pepperoni) 1
  6. On 2/29/2024 at 5:49 AM, Ukase said:

    If you're a farmer, your converters are free. You get vet levels and emp merits. Use those to convert to reward merits and then to converters. And when you hit, say vet level 48, re-roll your farmer and start over so you always have the merits coming in.

    You haven’t been able to convert emp merits to reward merits for a while now, so the only way to make inf via emp merits is converting them to threads and using those to buy and sell super inspirations since it is probably not worth buying converters in bulk with the inf.

  7. 2 minutes ago, ZemX said:

     

    It was (and still is) definitely the case that XP is split by damage dealt among NON-teamed characters.  Whether it was that way literally on day 1 or throughout beta, I can't say I recall.  It would make sense though that if they HAD started with an even split among all characters who had damaged a mob, it would lead to the exploit you describe and then be solved by implementing a damage-based split.

     

    This would also have mattered more back in the early days when it wasn't uncommon to earn XP via street sweeping rather than in teamed-instanced missions.

    I suppose it is possible that it used to be an even split between all non-teamed characters, but even that isn’t the behavior the other poster is describing (and is really the exact opposite), but the share of inf/xp for a defeat within a team has always been divided evenly across all members of the team.

    • Like 2
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  8. 2 hours ago, UltraAlt said:

    Whatever.

    I know what was going on in-game.

    Apparently not.

     

    2 hours ago, UltraAlt said:

    I know what...

    ... implies...

    Apparently not.

     

    2 hours ago, UltraAlt said:

    Lot of mechanics were hidden when this game as first released.

    “It was hidden, trust me bro” is a poor defense when there is zero evidence of it ever being unhidden to work the way it does now.

     

    2 hours ago, UltraAlt said:

    So you show me where it says how XP worked on a team when the game was first released.

    Prove it.

    You are the only person ingame, on the forums, or on Discord that I’ve ever seen make this claim. This one’s gonna fall squarely in the “extraordinary claims require extraordinary evidence” category. If it had originally worked the way you claim and had been changed to its current behavior at some point, there would be a patch note referencing it - but there isn’t.

     

    EDIT: If this were actually how inf and xp worked when the game launched, the “fire tanker herds whole map into dumpster full of tripmines” era of the game would never have happened - no one would have ever joined one of those teams because they wouldn’t receive any rewards unless they were the Blaster, and power leveling would have never been a thing.

    • Like 4
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  9. 14 hours ago, UltraAlt said:

    "If you are grouped with a higher level person and receive no xp for overcoming foes, then you also will not receive any invention, salvage, recipe or inspiration drops." - https://homecoming.wiki/wiki/Patch_Notes/2007-05-01

    That's... not what that means. That patch note means that if I were on, say, a level 1 character teaming up with a level 50 character, but was not sidekicked to that level 50 character, I would not receive any drops from defeated mobs in addition to not receiving any inf or XP. Due to the way sidekicking works now that mechanic isn't relevant anymore, but that patch note says nothing about inf/XP division based on the share of damage dealt to a target. In fact, looking through every patch note from 2004 to present there are exactly zero mentions of removing the behavior you're describing. Given this, I'm pretty sure you're Mandela Effect'ing yourself here.

    • Thumbs Up 2
  10. 6 hours ago, UltraAlt said:

    but - back then - you gained influence based on how much damage you did. non-damage dealers were scr....er... getting the short end of the stick.

    This is not the first time I've seen this posted on these forums but it's just as false now as it was the last time I saw it. Inf earned by an individual character for a defeat while teamed has never been based off the amount of damage that character dealt to that enemy.

     

    8 hours ago, temnix said:

    I think I should be able to play this or any other game like this: I fight, complete quests, develop powers and with a little selling of what I don't need, buying what I do, a tiny bit of saving, maybe, continue on my merry way. But development here is not inherent, it hinges on filling power slots. If I am being herded into consignments or some weird and time-consuming economic shenanigans, then... I am not interested enough even to make a joke.

    I do think expanding the level range over which non-IO enhancements are effective would go a long way towards alleviating this process because as it stands you're never getting more than 6 levels out of an enhancement. It's the most painful for the first 30 levels which go by relatively quickly, but it's less awful when leveling starts to slow way down past that point. That being said, here are some potential alternatives:

    • Teaming can help fill the gaps in your existing build and make things a little easier. Inf tends to come in faster when you're defeating more things faster, so it helps out there too.
    • Look on the auction house for the enhancements you need - chances are decent that someone threw something you need up there for cheaper than you'd get it at a vendor.
    • Use the tips and tricks others in here have talked about to earn inf for buying the enhancements. When the enhancement upgrade feature was added to the game one of the developers stated that considering SOs (which are more expensive) are the new normal for pretty much all levels of play, players are expected to have to interface with the auction house to make some inf if they want to keep all their enhancements current.
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  11. I like the macroimage functionality, I really do - but I don’t use it because I can’t add a text label to the macro like I do with normal macros. It’s a lot more straightforward for me to click a macro labeled “PSI” to target the Psi-Protectors on the LGTF than it is for me to remember that the Zookeeper badge icon sitting in my tray is the macro that targets those mobs. The trade off is that the default macro button is a boring gray circle - surely there’s a way to get the best of both worlds.

     

    Make it so.

    • Thumbs Up 5
  12. My farmers have uncommon and rare drops disabled because they're not worth the space in my recipe inventory when even commons can sell at a vendor for more than 10x the price of rares. On these characters, enhancements and common recipes get vendored and my salvage inventory stays full unless I need to craft something because there's no P2W option to disable salvage drops by rarity and I'm way too lazy to vendor salvage for the pittance it's worth.

     

    My non-farmer characters just vendor recipes when they get close to full inventory unless the drop is from a set I routinely use, and enhancement drops get vendored.

     

    TL;DR: I sell almost nothing on the market, save for occasional Hami/Hydra/Titan/D-Syncs that I don't use but sell for decent amounts.

  13. 1 hour ago, Uun said:

    I don't think you can do this now (not easily anyway). Sonic Cage and Detention Field have a 30s duration and 60s recharge. Black Hole has a 30s duration and a 120s recharge.

    Burnout, for the specific situations where you want something like this.

  14. 14 hours ago, Gobbledigook said:

    They should change the name of  Epic pool as they do not look very Epic at all.

    They tried to make "ancillary" pool stick but that clearly didn't work out.

     

    2 hours ago, Crimsanotic said:

    For better or worse, the actual Paragon devs followed this, though.

     

    When was the last time they nerfed anything? Issue 6 with ED? Global defense nerf and HO nerfs, as well as any individual powerset nerf I can think of all predate issue 6.

    Based on the timeframe in your post, let's see here:

    • 2005 post-Issue 6: removed autohit damage from Mud Pots and Hot Feet
    • 2006: removed XP rewards from glowies, removed ability to interact with glowies while untouchable, added timer to Dreck mission, removed ability to stack Vengeance, removed animation skipping while running Whirlwind, lowered toggle drop chances for many powers in PvP, removed ability to teleport Traps/Devices trip mines and time bombs, reduced summon level of Fire Imps, reduced Impale range, nerfed Controller epic power damage
    • 2007: added rooting to enemy-affecting toggles, reduced Fury gain against AVs, reduced duration of "cage" powers in PvP, made several previously-unresisted regen debuffs into resisted ones, reduced enhancement drop rates as your level goes up, removed ability to slot travel sets into passive movement powers, removed 100% resistance cap against Hamidon damage, changed accuracy set bonuses to modify accuracy instead of tohit, nerfed Longbow/Arachnos heavies in Recluse's Victory, removed XP rewards from Devouring Earth lichens, "standardization" of Blaster T1/T2 attack cast times, removed XP rewards from Stheno eggs
    • 2008: removed ability for taunt auras to slot taunt IO sets, removed XP rewards from Rikti portals, removed XP/inf rewards from the "Welcome to Vanguard" flashback arc, reduced Blaster unresisted damage in PvP, reduced +tohit from Geas of the Kind Ones/Force of Nature, removed ability to stack Boost Range, reduced effectiveness of Power Boost, removed ability to boost knockback with Power Boost, removed ability to stack Power Boost, reduced knockback protection value of Acrobatics, reduced XP rewards of high-level Family mobs, raised lieutenant hit points, increased the cast time on Energy Transfer, reduced the stun magnitude on Total Focus, the whole Issue 13 PvP changes thing, etc.
    • I could go on but I think you get the point.
    • Like 1
  15. 17 hours ago, Ice Ember said:

    The epic nerf to lengthen recharge is, in my guess, to slow down the farming…

    No, the adjustments (and the ridiculously long recharge on some of the newly-added powers) are based on a design philosophy that epic/patron powers should somehow be lesser versions of in-set powers. Apparently the way this is implemented is by having longer recharge times and endurance costs.

     

    Of course, these penalties don’t really pass the sniff test these days, and the penalties do a great job of making some powers (or entire pools) DOA.

    • Thumbs Up 6
  16. soul.jpg

     

    These numbers are... disappointing, to say the least. The self-buffs are fine, I guess, assuming they stack from each target, but those -maxhp and -maxend numbers are awful and you can't even enhance the -maxhp. As a comparison, Degenerative Interface can potentially drop an AV's health by 4000hp and maintain that debuff for the duration of the AV fight, while this power with a 10-minute recharge can reduce that same AV's health by... 1% of that for one minute. Woo.

     

    Make it an AoE ally buff and you might get some more takes on this (hey look, free idea to expand the inventory of ally +maxhp buffs!). As it stands it's still a power on a 10-minute recharge that needs two less-than-stellar prerequisites to unlock. There are some tier 3 epic powers that are worth doing that. This one isn't it, chief.

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  17. 4 hours ago, MonteCarla said:

    I remember getting to my first level 22 character and having no money to buy SO's (back when that was their minimum level). I remember out-levelling my SO's once by levelling up and not being able to afford more.

    There's at least one other server out there that's changed TO/DO/SO leveling scales so that these enhancements work over a wider range of levels than just +/- 3 to your character. Maybe that's something worth investigating.

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