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Andreah

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Everything posted by Andreah

  1. We'll have auto-translation cyberware before you know it. And I love it when my hovercraft is full of eels.
  2. No, no. We just changed it. Two M's are now a Million, not two thousands. We're multiplying them together. XL is now 50 x 10 or 500, XLVII is 10 x 50 x 5 x 1 x 1, or 2500, and so on. It's like New Math, except it's for money. We can call it the New Roman Monetization.
  3. I'm going to start using "VV" for quarters, since V is five, and 5 x 5 is 25. Hundreds could be XX ! I.e., a mugging outside Wentworths in KR could start out with "Hand over all your double-X's!"
  4. I think, over time, a backlog of unsold uncommons builds up between 1-25K or so, and supports a usual buy-it-now price in that range. However, f there's a big enough run on it, and that backlog gets depleted, then the buy-it-now-price goes up a lot. It will take a while for it to drop again since the supply is inelastic.
  5. I would be happy enough if all it did was defeat the one last mob on a map that I can't find. Non-mission-boss, ofc.
  6. You may be able to bribe people to do things they fundamentally don't like, but they will not thank you for it.
  7. Everlasting is the unofficial Roleplaying server, and it has the highest concentration of roleplayers.. Non-roleplayers are still welcome and abundant, of course.
  8. I think it's much better today. I never see anyone rejected from a team unless the team is attempting something unusual, like a hard mode, certain badge runs, or an "all-x" team.
  9. My experience is different. It's entirely possible for a herder to keep even a fairly strong team fed with fresh mobs and clear an entire floor in a single fight. Sometimes those single fights slowly move forward. And yes, sometimes it may be several fights. But it need not be a separate fight for every spawn group. My overall point is that the current aggro limit supports plenty of herding for those who wish to do it. This; entirely this. Skilled herders can use this to help ensure a steady stream of incoming mobs, too.
  10. It's not a thing to complain about, it's something to enjoy when it works right. E.g., the team doesn't need to pile into that little conference room to fight the council guys, because the herder brought them out and down the hall to where all the AoEs were already set up and the team was already engaged. Some people do want to move from one group to another with a clear delineation between those fights, and that's okay. Others don't, and prefer a steady stream of enemies herded into one, longer, technically more efficient, fight. Neither is chaos. Radically changing the aggro limits would have tactical and balance impacts I wouldn't find to be fun, and that's why I'm against them.
  11. It's been there for as long as I can remember, and the Internet Archive ("Wayback Machine") shows it there from at least Feb 12, 2020.
  12. Regarding the opening post, I would not change the aggro system in any really significant way. The most I would do is tweak around the edges of the design.
  13. When the team can handle the enemy action, herding keeps all the teams' AoEs constantly at their maximum capacities, and makes sure everyone has a fresh enemy close at hand to engage when their current one is defeated. Efficient herding means the team doesn't need to spend time travelling from spawn to spawn -- the spawn groups come to the team. When done well, herding creates a beautiful symphony of orderly destruction.
  14. Most of the CoH streamers I am aware of are dedicated long-term CoH players. On the original topic, just report names you feel are inappropriate and the GM staff will review and take care of them if needed.
  15. I don't plan to see the movie, even though I feel a draw to go, because it's likely to conflict with cherished parts of my childhood. That being said, almost all my characters have inspirations from Barbie behind them.
  16. I'm currently inactive in the market -- I'm about mid-way through taking a long break from the game. I think I've only been actively marketeering about half the time Homecoming has been up. But, I made my overflowing stash that's almost a low-integer fraction of Yomo's incredible self-gravitating astronomical body of wealth by doing just a couple of things, sustained over a long time period. Don't spend more than you bring in. Use/sell the drops you get wisely. Buy certain things other people don't want for low prices. Use the game's tools to transform those unwanted cheap things into highly sought-after expensive things. Post them for sale at a price that gives you a reasonable profit and moves a lot of volume. Basically, this is taking advantage of other people's lack of knowledge, laziness, and impatience to get them to pay you a lot of Inf to do simple things they don't know they can do, don't want to bother to do, or are in too much a hurry to do.
  17. IIRC, the auction houses uses a in-house coded tree structure (probably a heap or variant of one) instead of a proper dbms. If that's true, then any manner of weird bugs could occur when changing it, such as by forcing specific or categorical bucket collisions. Can anyone verify that's how it is coded? I recall seeing this a long time ago so it's been too long for me to be sure of it now.
  18. The auction histories are sometimes wrong. You'll see this pretty often; sales from other items will show up. In this case, it could be that sales from some common salvage might be showing up in this IO's history.
  19. I'll add -- the price deflation is not everywhere equal. Boosters are down, but converters aren't. LotG globals and other higher-end uniques seem fairly stable. Regular purples seem to be down a bit, but ATO's seem about the same. Prismatics are way down from their original heights, but seem to have found some stability.
  20. Imo, market prices have slowly been falling. Nothing sinister behind it, just a glut of goods. More people are learning how to play better. More understand how to make use of converters. More are buying efficiently instead of impulse-overpaying. Sellers have to compete with each other more. And so on. And what's best about it -- the buying power of we already very wealthy players is higher than ever. :D
  21. I have to agree. These models do a good job of grinding out unimaginative, derivate works. And I believe the same with AI art models. I've done some work in related deep learning fields, and I have more of an insight into how these work than many others, and it doesn't impress me that they can carry on thoughtful conversations so much as I come to realize how non-thoughtful most actual human conversation is. It's perhaps the same with art. A good artist isn't always the one who has the greatest technical mastery of the depiction of images or objects with fidelity to a vision, but rather, putting an emotional spark into them. Perhaps the AI tools will get there too, but imo they haven't so far.
  22. Another related classic Sci Fi work was "The Two Faces of Tomorrow", by James P. Hogan in 1979. It treated the "alignment problem" quite well, for the day.
  23. When I see a set of history entries for an ATO like that , I know they're bad data entries. If you were to look at the other pieces in the same set, you would likely see the normal range of sales; in this case, generally between 6 and 8 million, sometime a little more. It would be a rare thing to get a sale far below 6 million, and I would expect that if a player were to bid 8 million, they'd almost certainly get it to fill overnight, and a 9 million bid would likely be an insta-buy. The bad entries have been around forever, and they're just something we learn to live with. (They look a lot like hash bucket collisions to me.) If a player is keen on getting one right away, I'd put in a bid at, say, 6,000,000 and cancel it after ten second if it doesn't fill. Then re-bid at 6,100,000 and see if that fills within ten seconds. If not, cancel it, and re-bid at 6,200,000, and so on, creeping upwards until you either get it, or the next bid is too high to be worth it to you. Also, keep in mind you can buy any pieces of an ATO, and three converters (worth about 200,000) will re-roll it to one of the other five. You can fill out a set pretty quickly this way, even if only one piece is up for sale at your price-point. And, if you like being clever, buy the other ATO for the same AT (Malice of the Corrupter) and two converters can re-roll it into a random Scourging Blast -- use Out of Set by Category (Corrupter).
  24. My impression is there's more RP off-hours on Everlasting than you'll find elsewhere at the same times.
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