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SwitchFade

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Everything posted by SwitchFade

  1. I already detailed exactly why this change is proposed and in beta. And, don't forget, the balance must always consider SO only builds, which this will not affect, because they were not able to abuse S/L to make sentinels irrelevant, compete with scrappers in terms of alpha capability and facetank most content. As I said previously, no need to look any further than my blasters that can run in first, ignore a 54/8 alpha, unload nuke every spawn and wipe them all, staying in melee the whole time. And that's even exemp down to levels as low as 29.
  2. Keep vet levels, keep emps, limit to convert 1 every 48 hours.
  3. Disclaimer: I'm not opposed to your opinions and preferences and generally believe you have not been disrespectful, so please don't view this as personal... Hi sorry, but this entire post is a shining example for what can go disastrously wrong in an economy. Actively stating that one would like to passively generate egregious amounts of income to stockpile is the literal definition of inflation. Leaving aside the argument of fun or risk for now. Units of currency in an economy must remain stable, else a dramatic devaluation of each said unit of currency occurs. This happened on live and was happening here just a year ago, before changes that curbed it. The reason you don't see rampant inflation is several factors, chief among them the fact that the devs turned off a massive generator of currency. 500 billion inf sitting, if every player had this, would nuke the economy, as it did on live. The error on live was, the devs acted too late, and the currency existed. Here, the devs acted very early to balance creation vs destruction, assuring that we wouldn't end up at the same place, further assuring that they would be proactive in continuing that balance. Now, farming, afk farming, story content or otherwise, I'm not really concerned with the mode of creation, moreso the amount created vs destroyed, as this is the measure of inflation in THIS economy. No build costs more than 1.1billion inf and most of that can be generated along the way. The desire to passively create cast sums of currency outside of the currency generated while playing that toon is double the currency, not even speaking to the rate at which AE or reward merit from emp conversion occurs. AE having the exact same reward structure as all content, within an acceptable standard deviation about the median and the elimination of vast (read: 500billion) stockpiles of currency on all toons would assure economic health and longevity.
  4. Previous math... On Live: I am stunned and notice it I hit BF, 2.5s have elapsed. All off toggles have dropped and I have been without them for 2.5s I retoggle first toggle 1.7s, 4.2s have elapsed and I have been without them for 4.2s I retoggle second toggle 1.7s, 5.9s have elapsed in total and I have been without 1-2 for 5.9s I retoggle third toggle 1.7s, 7.6s have elapsed and I have been without 1 for 7.6s New beta Beta: I am stunned and notice it I hit BF, 2.5s have elapsed and I have been without off toggles for 2.5s I wait 5s and all toggles come back up, 7.5s have elapsed and I have been without off toggles for 7.5s They all come back up at 7.5s from stun to run. The improvement from old beta is 3 seconds, as the lockout was reduced from 8 to 5. This seems like a solid balance point to test further and fine tune, because the PERCEIVED difference from live to new beta is significantly smaller. 5 seconds is time enough to launch 1-2 attacks, or 1 attack and an jnsp, or toggle on travel and leap back. This is a small buff to toggle heavy outliers. 5 seconds is solid, in nearly every case I can think of and try on a 1 off toggles build, this now makes the change nearly imperceptible for the lockout, and adds the stated QoL. Nice.
  5. Troo do true Word to the mother
  6. I'm sorry, that's not how economics works. This is completely false, farmers are not a primary source of goods on the market, let alone low priced goods. All goods in this economy are normal and substitutable, which is the chief cause of the AVAILABLITY of "cheap iOS," as you put it. In fact, if you had read the posts by myself and others, instead of just "thumbs down" every post that discusses the real issue, you would have learned this. Using the exploitive rate of return in AE generates currency at a rate that is MAGNITUDES greater than any other content, thereby driving inflation and increasing prices. Proof of this was posted. Prices, in fact, dropped, when rampant currency creation was curbed by shutting off double inf generation after 50. Instead of resorting to personal attacks, such as calling people "jackasses," you may well find great information, learn something you didn't know and thereby not end up posting something that is flagrantly inaccurate and contradicting yourself in your own post.
  7. Well, after reading how some people are exploiting the emp to merit at a high enough rate that it is a significant contributor to inflation, you all have convinced me! If it's not possible to instate a lockout timer to the conversion, say 1 emp every 24 hours (or some number that is the proper point between wealth creation and destruction), I would then 100% support the removal of the conversion altogether. Solid debate, previously I was of the stance that they should be convertible, but with a time restriction; now I am ok with a complete removal. Well done, forumites!
  8. Uh, it's not just in the compass it's on screen, when you select a target it shows up as a distance indicator you can travel directly towards. That is literally in in game, not compass, direction indicator.
  9. I respect your reasons for why you do it. To be clear, I have no issues with farming, as I have stated continuously, as I am sure you have read. I have offered detailed reasons with proof and others have as well on why, specifically, AE with it's egregiously high rate of return drives rampant inflation. I'll even leave the debate on new player retention aside for now. To be clear, farming in AE, farming anywhere, playing any content is ok by me. Rewards from any content that are far outside the acceptable standard deviation about the median have a detrimental effect on the economy, the core premise and design of the system as a whole and the health of the community.
  10. Great point, outliers like dfb and ITF should also be adjusted. In fact, dfb was adjusted down once already. This is a great emphasis that the content should be equal, even if it's story content.
  11. Incorrect, there are no opinions here, there are questions and suppositions. It would bode well if you answered them, which would give you a logical position
  12. Straw man argument, we both know I didn't make this claim.
  13. My first equation was a typo, this should be 2.5 + 1.7 = 4.2 This mirrors my very first math post. Sorry about the typo, thanks for catching it @csr editing my post to correct typo
  14. 2.5+1.7 is 4.2 <-- typo 4.2+1.7 is 5.9... My first mesure is 2.5, thanks for catching the typo
  15. I did not twist your words, you said that there is AE content that offers outsized rewards and should be addressed. Those were literally your words from the quotes post. And we agree, outsized AE rewards SHOULD be addressed.
  16. I'm glad we agree that AE should not offer those dramatically outsized returns.
  17. You can attempt to dismiss the question with invalid facts, which doesn't answer it. In this scenario here, offering data that a kill by kill basis ratio is lower vs other content does not negate the fact that AE can be manipulated to earn rewards MAGNITUDES larger than all other content. And for the record, I do not agree that the return per arrest should be lower in AE, it should be the same as all other content. I recommend, instead of continuing to cherry pick sentences and attempt to refute them with logic that is immaterial, please remember, I early said AE should be EQUAL, no reduction per arrest, no removed vets, no removed emps.... EQUAL. So that all content, within a a standard variance about the median, rewards the same. Disagreeing with that means you want AE to have greater rewards.
  18. A discussion about what? About AE? What's the proposed topic therein? Are you advocating for something? Do you have a position or argument? Do you want AE to retain the current reward structure? Because if you do, you should just state that, at which point an actual discussion could commence. If you agree that AE and all other content should be reward equal, we agree and there's no further debate. Be honest, what EXACTLY do you desire?
  19. As discussed in my previous post, via maths, 8 lockout seconds is an active nerf for most 3.8-4.2 seconds for a character is neither a buff or nerf, it's breaking even thus QoL 4 seconds may seem to be a buff for any toon with 3+ offensive toggles. Let's be clear though, is this really a significant buff? Not really. Marginal, at best. Why? Retoggle is in series live, vs all at one beta. Beta is a nerf, even to 3 toggle toons. On live, I get stunned 3 off toggles drop I recover after 2.5 seconds on average I retoggle 1, 1.7s I have one toggle up in 4.2 seconds post stun I retoggle 2, 1.7s I have 2 toggles up 5.9 seconds post stun I retoggle 3, 1.7 seconds I have 3 toggles up 7.6 seconds post stun Beta, I get stunned i recover after 2.5s on average I have NO OFF TOGGLES up for 8 seconds post stun Sure, a 3 toggle toons gets 2 toggles back 2 to 4 seconds quicker. So? Really? Nerfing 80% to assure that 20% don't get that 2-4 second seeming buff that really isn't one...... Any flat lockout longer than 4 seconds is a nerf, thus an argument to leave the old system, because beta is actually a nerf to everyone, even a 3 toggle. Edit: fixed a typo to match my original post of maths, re: 3.5 typo revised to correct 2.5
  20. And, not a single person who is advocating for AE to retain it's ridiculous reward structure has given any reason when asked, "why should AE he have dramatically outsized rewards vs all other content?" What DOES occur, however, is the usual straw men, ad hominem, hyperbole, etc... "You just want me to play your way!" ... No, no one said you should play their way "You think farming is wrong!".... No, no one thinks that, farming is fine "You want to force me to play story content!" ... No, no one said that, you can play any content "My fun is farming in AE, you want to take that away!" ... No, no one wants to take away AE Every argument defending the fact that AE returns are MAGNITUDES greater than all other content is ad hominem, hyperbole, strawman or deflection. Few actually come out and say, "I want that ridiculous rate of return for less effort." Being honest is, at least, respectable. Read closely. No one wants to stop farming. No one thinks farming is bad. No one wants to stop AE farming. No one wants you to play their way. Focus on the issue that keeps coming up, AE should not have any different rate of return than any other content, ever. All content should be equal returns. AE should never have been allowed to have any different rate of return than all other content, neither lower or higher. Play anything you like, any way you like, secure in the knowledge that you're not being discriminated against. AE should be EQUAL to all other content.
  21. Good eve. This is for... Well, several posters, as there is a good deal of.. erm... Not-quite-rightness going on here in. I have to say, to the chagrin and delight of many... I'm sorry, that's not how economics works. Aren't you glad?! On a tangent, all goods in this economy are normal and substitutable; it doesn't matter that a level 50 defense io stops at 30, once catalyzed, it can convert to any defense io. This applies to recipes, craft the 50, catalyze and convert. Remember, we're not discussing cost of the good itself versus the conversion, merely that ALL goods here are normal and substitutable, thus ALL goods are available Additionally, there is a ceiling on the cost of all io at 100 merits. ALL goods have a price ceiling that they will never exceed, due to all goods being normal and substitutable and that all goods have an inherent price ceiling. Further, all necessary raw materials also have a ceiling, at their respective seeded levels per rarity tier. All inputs to a finished good thusly cannot exceed a certain price. In such an economy, the one factor that will determine whether or not the price for a good AT ALL points along the demand curve increases, is inflation; where each value of a unit of currency decreases, the commensurate cost of ANY good increases, up to the ceiling. You will pay no more than ceiling price, but should inflation run rampant and unchecked, you WILL end up paying the highest possible price, up to the ceiling, due to the shift. Note, this does not mean you will always pay the ceiling price, but the equilibrium price, will sit much nearer the ceiling. And since someone (or two) brought it up, AE generates currency over time that is MAGNITUDES greater than any other content, not just a bit, or even double. That, my friends, is rampant inflation. And by the way, I'm glad someone ELSE brought up live, which is direct proof concerning inflation, only there you paid the maximum possible price the market would determine, as there was NO ceiling. Not my fault people were bandying about economics 🤪🤪🤪🤪🤪
  22. If you're not new to the game, you may have heard of mids. Only unique bonuses are limited to once, and they state that. A little proactive problem solving is always beneficial.
  23. I do it solo weekly. When you're in game, I'll show you, it's quite easy.
  24. Math... If everyone is 50, everyone is 1. Make all content and all players permanently level 1. When everyone is super... NO ONE is.
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