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Everything posted by Andreah
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I would prefer the hit determination algorithm be altered so that the chance asymptotically approaches 100% for sufficiently high to-hit+accuracy vs defense, but never gets all the way.
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Imagine if the random number generator had moods. One day, you log in, you character falls out of bed, stubs a toe on the door, drops their favorite coffee cup, backs the car into a fire hydrant, and then can't hit those -49 skulls to save their life. And a week later, the stars align, and not only can't they miss, but no one can hit them either, and they win $10 on a lottery ticket AND a costume contest for 100 Million inf. Designing a uniformly distributed and also very streaky (sequentially correlated) random number generator is not difficult. Streakiness could even have multiple characteristic time correlation cycles in it. Think of it like the old fad of Biorhythms. One can do the opposite too; there's such a thing as QRNG's -- Quasi random number generators, which are specifically non-clumpy.
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How many converters can a character store in their inventory?
Andreah replied to Glacier Peak's topic in The Market
I'm a medium-large?-ish? marketeer. I go through a couple hundred converters per day. Considering how fast it is to get converters and less-valuable enhancements, up-convert and then list those for sale, I'd say this is the very nearly best possible use of minutes and clicks for gaining inf. Maybe multiboxing full teams through farms is close, but we don't measure this in millions of inf per hour, but millions of inf per minute. I just wear out from it after ten or fifteen minutes. :) I think the difference would be if one enjoyed farming at scale enough to do it hours and hours every day. And then there's the tedious task of selling all that stuff when inventory gets full. I feel like I'm drifting us off the OP's topic, so I'll drift a little back that way -- farming for long periods will also pile up converters and other special salvage, and I suppose a farmer might elect to save up each thing until it gets to the cap before listing it out for sale. If so, I think that would use up a lot of market slots -or- if dumped all at once, even the converter market might temporarily get a price crash if someone tried to sell-it-now 10K converters all at once. -
How many converters can a character store in their inventory?
Andreah replied to Glacier Peak's topic in The Market
I wouldn't be surprised if Yomo went through 1,000 converters each day. I'm also pretty confident none of the serious marketeers deliberately hold onto thousands of converters at any given time -- a converter sitting idle as inventory isn't making you any profit. It's when you hit 10K boosters or catalysts that you know your life is being misspent. :D And then there's that fellow who set his personal goal to maxing out all the salvages, including Hero/Villain and incarnate merits. o.O Converters are current selling around 70k each or, so, so getting 10k of them would only cost 700 million or so. It would just take a while to buy that many without driving up the market price too much. -
I played it quite a lot. It is beautiful in many ways, and has a good, tight core level 1 to about 30 game loop. it runs out of steam fast after that, and substitutes heavy repetition/grind. It suffered greatly from its redirect from pvp to pve/pvp two years ago, and needed more time, imo, to be ready, perhaps another year of content development and systems polish, maybe two. It also suffers severely from all sorts of bugs and exploits, although it seemed to me for a while they were getting this under control. There are additional problems in it that I would want to type far, far too much for; even going down into the base design and vision. Much of that is subjective and others would fairly disagree. Even though I've stopped playing it, I got my money's worth of entertainment, and others may too.
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I usually load CJ or Hover up with those kinds of uniques. They take one slot regardless of the power they're in, so these are good places for them, especially if you have a tight set build to achieve other things from sixth slot bonuses in other sets.
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I have two use cases for complicated (to me, at least D: ) binds. Finding, Combat Teleporting to, casting Vengeance on, and then rezzing a defeated team- or league-mate Casting Fold Space, but using one or two inspirations first, such as an accuracy or ultimate. I currently don't have (1) set up satisfactorily. And I think it's a pretty important function to be time efficient with, since no matter how many times you ask people to count to five before self-rezzing, they will anyway. So getting to them quickly is key to getting Vengeance fired off. I have a key set to select nearest defeated friends; and another key to combat teleport to the selected target. I suppose those are fine. I'd like to try setting them to use the +$$ system, and perhaps it would require a two-file rotating bind to work properly; the first to select the target on press-down and to load the second bind file, and then the second bind file to execute the combat teleport. Would that work? The second part would be to do the same with vengeance and rezzing -- vengeance on key-press, and rezzing on key-up? Again, would that work? Generally, if I read the above right, worst case is I would need a "return to base state" reset key for when they get out of sync. For my fold space use case; I'd use an accuracy insp on key-press and execute fold space on key-up? Or would the key-up interrupt the key-press part? This doesn't work well in a normal (e.g., "powexecname Fold Space$$inspexecname Uncanny Insight") bind which you just press twice, because it just uses up all my insps before it casts fold space. (It works with ultimates though, they have a cooldown, but that's kind of spendy to do automatically). So I'm wondering if the +$$ method would have any potential to make a single key system. As an aside, Fold space itself seems a little weird to me, I think it only gets one dice roll to hit all the enemies, and then each one comes if it's defense was low enough to be hit by that roll. Fold Space seems to get everyone or just about no one on account, and I like to up my to-hit if I can before doing so.
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Some of the examples in the PDF doc reference either "+$$" or "++$" to lead off the bind string. Is there a nuanced difference, or is one a typo?
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I think most of the "one extra power" wishes would be ones that added power. However, it seems a lot are for completing theme or for non-power utility. What sorts of gaps in your characters are we needing to fill with our one extra powers?
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It can be -- sometimes they turn out to be good ideas after all. Maybe not this one here though. :D
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It leads me to wonder how winter packs would normally be bought in a years' time, and if we're risking having supply outstrip demand? From looking at the auction screen just now, at least 50K packs have been sold already. Will there be cutthroat competition to unload these over the next year? Will it get so bad people feel a need to dump them at no profit? Could it get so bad that late next year, we start seeing them being sold at a loss just to get something back?
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I'm notoriously full of bad ideas. :)
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We just define the maximum as whatever level it is actually possible to hit. :D Ooh! Better idea! It crashes 120 seconds after your fury bar goes above zero!
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Sure! But Brute rage, similarly to SS Rage, now crashes 60 seconds after it reaches maximum.
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Yes, you can take it a second time, but it doesn't stack with itself.
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Can I have a second alpha slot? Otherwise, I'd love to take an extra singleton power from a fifth power pool. Hasten, Combat Teleport, Hover, Combat Jumping, Tough, Maneuvers; and so on, depending on the rest of the build. In fact, this would make a cool new Incarnate slot -- one that has slot abilities that basically duplicate the obvious singleton powers from pools.
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My character Xtchtlythrqrlii knits and collects Victorian tea sets as well as Mesoamerican and Greek artwork. She's also quite fond of the container spice garden on her balcony.
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New Badges for things I was going to do anyway
Andreah replied to Yomo Kimyata's topic in General Discussion
"Let's Find Out" for 3 times, and "Too Many Licks" for touching the Mothership shield 99 times during a MSR. -
Fifty Billion Worth of Chaos: A Market Thought Experiment
Andreah replied to Andreah's topic in The Market
One thing buying up or at least, trying to sustain a doubled or triples price-target on converters would be to secondarily increase the prices of unslotters or boosters, as people who might have used merits to get those to sell went for converters instead. And unslotters are interesting. We kind of need these to finagle our builds around without respeccing; so what if a marketeer consistently bought them all out? Minor annoyance, or serious issue with further ripples? And for that matter, what if a marketeer resolved to buy up all the respec recipes? Would the prices really go up much and cause consternation, or would people just use alternate means, like running more respec trials outside of when they are the WST? -
Well, you certainly have set an ambitious goal for yourself! I would love to follow your progress. If you were willing to share it, say, by creating a thread somewhere in the forums and occasionally post an update, I would follow it, and I think others would too.
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IMO, the most interesting dimensionality of space is 11-D, because we may live in one.
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True. I've explained in-game chats several times what they are, how they work, and where to buy them, for all three kinds of packs.
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They're also more valuable as gifts when they're not on sale.
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P2W Vendor: Level 50 Ticket (Cost: 20 Million Influence)
Andreah replied to LightningDrone's topic in Suggestions & Feedback
Leveling is already so much faster than it was in live, say, by ten-fold, it's like having a90% free level to 50 ride already. Do we need that last ten percent skippable? My opinion is no, we don't. Also, the "poweleveling to 50" is enjoyable to some, and especially, for the teaming it produces. Some of my most enjoyable team experiences have been on somewhat casual "RP friendly PI Council Radios LF7M, any level welcome" groups, both on my top end level 50 characters and for my lower level characters as I level them up. Players get to chat, banter and so forth, even roleplay, while testing out their powers and abilities without there being huge pressure to perform at maximum. These are especially fun and satisfying for the higher level players to lead them and for the higher level players who join them for casual farming and to help out levelers. -
I agree, it is odd. Most US Cities have significant numbers of religious buildings, architecture, and visual iconography. I believe the original developers chose to omit them out of a general desire to avoid overt religious content and symbolism. One could make a case that the occult symbols in the game would or should count; but I suppose there's more of a tradition of these for comics content. Overall, I think it was a wise choice to avoid them for the major religions. When I consider the supposed population of Paragon city, I feel the mapped out city zones are wholly inadequate to show the true scale of it. So I assume there's huge areas that are present implicitly, and if someone were to reference, say, a church in steel canyon in their RP, I'd assume it's there, but not part of the game representation of Steel Canyon we play in.