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Andreah

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Everything posted by Andreah

  1. I've occasionally had difficulties claiming items from email and also opening superpacks for at least two years. It might be a little worse lately so far as I can tell, but it's not new in the last few months. And this has been on Everlasting, not Excelsior.
  2. I have two accounts. My main account with all my serious characters including my marketeers; and a second account which I solely use to keep emails containing Inf.
  3. I think the real money is in the market. It would not be so if everyone were to work it, of course. I make about 2.5 to 3 Billion per week using fifteen marketing alts each taking about 30 minutes of my time per week. That's about 5 or 6 million per minute. A more dedicated marketeer could probably double that with more lucrative niches or more efficient production lines. I like to watch help, and sometimes general chat while I market. An AFK farmer could do better if you only count their hands-on-keyboard time, I'm sure.
  4. I would be hunting for salvage in one, and going over recipes in the other.
  5. What I really want to do is open more than one auction window at a time. Even if they share all the same market slots.
  6. You also pay a 10% market fee. So that's only 11k profit each. Flipping can be profitable, but once it's evident someone is flipping, another flipper usually moves in to flip inside their margin. And those who're listing converters for sale might start listing them a little higher, too. The purchase volume would drop, and those listings would cut into sales, too. Most of the commodities flippers would be interested in end up having margins that are pretty tight -- probably no more than the market fee itself. I doubt this happens much on converters since they're so cheap. The flipper is only making 100k on a stack taking up a market slot, and on a per click-basis, it's low profit. The problem with relatively low value commodities in our auction is it's hard to scale up to larger amounts. And if you try to go for a lot of stacks simultaneously, you'll be risking the non-refunded 5% market listing fee if the market responds to your flipping activities by changing prevailing listing/buying levels. Your other alternative to is constantly be bidding and listing in small amounts trying to stay on top of the fluctuating market. There are probably already casual flippers working these markets; but doing so only in small amounts or sporadically to try to stay under the radar. I think a person would do better flipping rare salvage. For a short time, and then the market pvp would drive you out of it. Which is probably what would happen with converters, too. I encourage folks to give the idea a run and see what volume can sustained over, say, a week or two. It can be a lot of fun. It might even make some money.
  7. Most teams running at +4/x8 can handle having one character be really low and/or poorly kitted out. I've been on a few that turned out to be severely challenged, and sometimes I'm up to digging into my resources (like claiming team insps from email in quantity) to help carry it through, and sometimes I'm not. Sometimes I'll drop with a thank you but I need to go. On a TF it's a more difficult decision because we can't replace dropped teammates. I think in the OP's case I would have stayed and seen it through to the end, and then one-starred a few folks. Next time I join a TF, if they're on it, I'll drop before they start. Sometimes I wonder how often when a TF that was recruiting and filled suddenly needs one more before they can go if this is what's up. :D I think the worst case of this I've encountered was joining a bait-and-switch quick Tinpex where the leader unexpectedly had set players debuffed/enemies buffed/etc settings as we started and when we figured this out he refused to make adjustments. I and most of the team dropped. He called us out for being bad players in global chat afterwards -- that did not go well for him. If you like a really hard fight, great, but let people know you're setting that up when you recruit. Similarly, if a leader is running a TF and wants the team to carry a lowbie/ungeared buddy along at +4, that's fine -- I might even join to help! But tell me so up front, and there may be other people who aren't in a mood or ready to help like that. They deserve to know before they're trapped by our own societal standards of behavior. I suppose we do have minimal societal standards, but also, those aren't automatic in new people - we have to teach folks what expectations are and convince them they're reasonable. I try to check people out for levels and powersets and so forth when we start just out of curiosity. I suppose I ought to politely bring up the difficulty level more often when we're forming up based on what I see, but I don't like to be seen as a complainer. However, if it's not going to work at +4, we need to see that quickly and let people know. Even half way into the first mission "We're not going to do this at +4, we need to drop the TF, reform the team, and restart at a lower difficulty." If someone were to say that in the first mission of a TF going badly, I'd be happy to agree. I'd rather do 1/4 of it over than do the whole thing at 1/4 speed.
  8. I fairly consistently get this problem. I can cause email claim to stall most of the time doing these steps. 1. Open up my email window and the auction house at the same time. Assume I have, say, unslotters to claim from email, and an item of any kind in my auction house storage panel. 2. Claim a few unslotters from email. 3. Retrieve an item from auction storage. 4. Claim another unslotter from email. On step 4., there will at least always be a noticeable delay in the unslotter being delivered. And fairly often it will not deliver for many seconds or even minutes. Any subsequent attempts to claim items from email will produce an error messages that the claim failed, another item claim is still pending.
  9. Andreah

    Shame on you!

    I listed a bunch I had hanging around for sale at a much lower level. I doubt it's enough to move the needle on the market supply, but hey, doing my part!
  10. What might help is a way to send an in-game email or /tell to the senior leader of a supergroup. Short of that, doing searches for the group name in the forums or asking around might be the best recourse.
  11. You can figure it out if you are willing to work through the tedium. Here's the first seven numbers: As you can see, on Everlasting, the codes 1, 2, and 6 are not currently in use. Just try some random alpha and the code with /enterbasefrompasscode, and see what you get as an error. I suppose it's possible you might guess some's entry code doing this, but I kind of doubt it.
  12. This is likely true, without changes to the code which does this. I imagine it would be possible at some level of effort, for that code to be altered to create and maintain a list of all base numbers in use, and when a new number is required, use the lowest one which is currently not in use. This may sound simple, but I'm also sure it's not. That list would have to be managed, updated when an SG loses its last member (another place in old code that would need to be worked on, with all the accompanying risk), stored in a database structure somewhere, and maintained through restarts, backups, and reloads, and so on.
  13. I have no practical on-topic advice, but I'd just like to plug my concept for the Kinetics/Time Manipulation "Defruptor" archetype. That is all.
  14. I've used it often. How could it be improved? I'm not sure, other than to list the savage explicitly as links and give back buttons from their listings. But there's a number of neat features (and quirky stuff) in the auction. The original developer tried to think of ways to make it work well. Even if they didn't get everything, and it needed a few QoL passes, it's pretty good overall.
  15. I would be surprised if it's a client side problem. Having something like an email claim or superpack open happen even partly on the client would be a problem, design-wise. More likely, it would be the client sending a request for an action to occur between two or more server-side processes, and then receiving notification when it succeeds or fails. In principle, you should be able to click the claim button, suddenly lose power in your house for a week, and then connect back up eventually and see the item in your inventory. I'll grant that quite a few MMO's have the client tied up in these sorts of things, and it leads to all sorts of exploits being possible.
  16. I see it a lot. Usually when I am claiming a large number of items and I start clicking the claim button too fast. If I claim more than about once per second, it starts getting chancy. And I can consistently cause it to choke if I click the button as fast as the UI allows me based on the button rendering response delay. I also see it choke if while claiming, I bring up the auction window, and especially if I move something to or from the auction itself, and then try to claim again. Sometimes the claiming system begins working again after only a few seconds, and sometimes it takes an hour or more.
  17. Money is for Hoarding!! :O :O :O
  18. I use them in Fold Space. I could also see them in, say, Fulcrum Shift. These are fantastic slot economizers.
  19. I have had teleport in the past, and found it one of those powers I had but never used. Then I decided to make a character who had no other travel powers. This forced me to use it and use it well. To make those keybinds and practice them. To train my mind to recognize when those powers were best to use. And to learn how to get around a city filled with big buildings with a line of sight teleport. My secret? Go up high. With combat teleport and teleport, I bind my "Goto-Key" -- 'G'. G alone combat teleports me to my current target, friend or foe. And shift-G uses regular teleport. I need to catch up to the team lead? Boom, I'm there; right through walls. Someone's down and we could venge and rez them? Boom, I'm there. I'm in over my head and need to get to my team? Boom, I'm there. My team's split? I can be with both parts in rapid succession. You get the idea. I still have a love-hate with it. But it works, and can work well.
  20. Then one might try selling 20 Boosters. They're about equivalent Inf/Merit, and there's 15x less clicking. YMMV.
  21. The joy of the marketeer; finding clever ways to store inf, discovering patterns in how other people list and bid, learning about how to convert IO's from cheap to pricey, managing the UI to minimize hand strain, and that magical moment when someone buys your one piece of salvage for 500 Million.
  22. I once put together a quickie-model of what my builds cost. I separated the IO's into a few categories: SO's Common IO's Common IO+5's Unique IO's ATO's Regular Purples Purple+5's HO/etc's I assigned a WAG (Wild Assessment Guess) cost to each, and counted how many of each kind were on a build; multiple and sum for an estimate. The problem is, what one spends on making a build is not the value of liquidating the build; nor is the spending cost going to be very stable over time or in terms of how fast you collect all the pieces. If one has a specific build in mind, and preps a shopping list and carefully puts in low bids for items, or even better, skillfully uses converters to produce them, the total spend is going to be significantly lower than if one were to go to the Auction and start "Buy It Now!"-ing the pieces quickly. Perhaps two thirds, or only half as much. So the patient and skillful consumer's 1 Billion is probably worth more than the impatient novice purchaser's 2 Billion. And this is why when someone says "My character has a 500 Million inf build" I roll my eyes. You could literally spend that on one piece, but it would not be something to brag about. I am more impressed by (and interested to know) how little someone can spend on a specific build.
  23. This is a critical point people need to keep in mind. There's a time horizon on wealth. Cash is immediately liquid. Assets take time to liquidate, and the more quickly one needs to liquidate, the less they're worth. There's even a time horizon on the value of cash itself. If you're willing to spend it slowly, you can realize full value for it; but if you try to buy things quickly, the same amount buys less. I keep three bottom line measures in my spreadsheet: Actual cash; in inf on characters, in emails, and cancelable bids to buy. Market listings I expect to sell soon-ish Inventory of things I have not listed for sale yet, but intend to. So I can say that as of the last time I updated my sheet, April 15th, I have 92.88% in cash, 1.78% in listings, and 5.36% in inventory. I considered tallying up the things that could in principle be sold even though I don't intend to, but haven't done that because of the tedium required, and the horizon on selling such things would be pretty long. Finally, there's the value of things you cannot sell, but that represent avoidable future expenses. I keep track of the numbers of these but I don't assign values to them. This category would include amplifiers and such from super packs, free-specs, free tailor sessions, and so forth. They have value, but even though you could save a million in tailor fees using a free tailor session token, it's a hard sell to me to say it's worth the same in notional discretionary cost avoidance. I wish I could list these for sale though. :D
  24. I keep a spreadsheet tally of all my characters, their inf, their marketable assets, their bids to buy, and their offers for sale. I mark the value of assets and offers to sell at the lesser of their listed prices and the long term prices I know they could sell instantly for (even if I expect to get more than that for them). I keep some other non-market information in it too, like veteran levels, and etc. I don't count the value of enhancements I have slotted or that I'm saving for future builds. I don't ever intend to sell those. I also track the inf I've given away to friends, to new players, and to fund contests so that I don't go crazy with those. I update this spreadsheet roughly monthly and watch the bottom line.
  25. I run at 3840x2160 with windows scaling at 100%: It took a little work to get CoH to size windows and controls correctly, but it was worth it. I like how crisp everything looks. The downside is there's more load on the GPU to render at actual 4K, especially in those big events like MSR, zone events, and especially in the April 1 event, and sometimes the particle count eases that.
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