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Andreah

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Everything posted by Andreah

  1. It could be a lot worse.
  2. It does add up fast. I keep track of mine -- at least stuff that's not slotted into builds. I've figured we had a Trillionaire or two out there in net worth; it's not impossible, just difficult. In the two years HC has been up, if a player has been accumulating 10 Billion a week for 100 weeks, that does it. As Yomo has noted before, keeping that rate up is very hard purely from market operations; but if someone is also farming consistently, then I think it's very doable. I think it can be done, approximately, using mark-to-market, but one has to settle on a method for reading the market price for things that aren't in one's usual market basket. I pick something like the lowest sale price I see on the list that isn't an obvious low-ball snipe, minus 20%. I feel I could get this price fairly easily for most things, and only wait a few days to do it for most items. I also don't keep big stockpiles of rarely-used items unless I'm actively buying/using/selling them. So I might have a few thousand converters or such laying about, but I know what those will go for, and how fast they'll go, too. But I don't have a collection of Panacea Uniques, for instance. The thing with mark-to-market is we know we can't get the market price if we had to liquidate instantly, but it's okay. Today's real world super-billionaires don't have billions of dollars laying about, and they could not get billions of dollars on short notice -- their assets are typically in stocks of companies whose prices would fall dramatically if they tried to sell them quickly. You're a billionaire only until you try to cash in, and then suddenly, you're not. I think Yomo had this in mind in the other, more recent, thread asking for people to rate the range their on-hand actual inf holdings were in. If it's asset wealth, it's not as real as liquid wealth. What counts as each to me? These lists are not exhaustive, mainly what comes to mind on short notice. Liquid: Actual Inf on alts Inf in emails to myself (instantly claimable) Inf in market buy bids (instantly cancelable without fee) Semi-Liquid Assets: Reward + Hero/Villain/Emp merits (reliably convertible to inf in short notice via selling converters, boosters, etc) High market volume assets such as Special and Rare salvage and some Enhancements (LoTG's come to mind) Not Liquid Assets: Pretty much everything else, including purples, SATOs, Hami-O's, slotted enhancements These don't count at all: Account-bound items such as Incarnate salvage
  3. 1. Call these 500 million each for a rough total of 60B 2. 650,000 at 200k each would be 130B 3. 1200 x 3 x ~12.5M each would be 45 B 4. 120 x 100M + ~3 x 10B = 42B A conservative grand total would be around 280B or so. Considering the imponderables and uncertainties, it could be anywhere in the range of 250-350B Most of this is mark-to-market asset wealth, and it would be very hard to turn it into Influence in a short period.
  4. I'd like to be able to email stacks of ten of some items; specifically any items which currently will go into the Auction as a stack of ten, such as recipes or invention and special salvage.
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  5. It happens to everyone, sooner or later. But getting into the habit of double- or even triple-checking before hitting the button will help make them more rare. Measure once, cut twice; measure twice, cut once.
  6. I'm under 100b. Mainly because I give a lot away, and secondarily because I take long multi-month breaks from playing. For those who play consistently and keep it all, it's easy to make a billion a week; only a little harder to make 3-4 billion per week (I'm in this range when I'm playing), and a solid effort would be a billion a day. So the wealthy range from HC's being up for 100 weeks now ought to be somewhere from 100b to 700b.
  7. I started this thread a few days ago to propose a related QoL suggestion for the Convert Window.
  8. You can have the best of both worlds -- Server transfers are free and easy. Transfer to a busy server, do some trials and stuff, transfer back. (be careful to keep your names though)
  9. Base Empowerment Buffs are nice, but a bit of a hassle to get, since getting several of them requires a collection of salvage. I don't want them to last longer (descriptions say 60 minutes, and the hcwiki claims they last 90minutes) and I certainly don't want them to stack in the ordinary sense of being more powerful, but I think they would be more useful if their durations could stack for up to several hours; or even as much as eight hours (like the P2W Amplifiers do). According to the hcwiki, they don't properly persist through being rezzed after defeat; we could simply that and just drop them entirely on defeat. If these buffs were more frequently used, it would create additional demand for common and uncommon salvage, as well.
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  10. I like the approach in general. And I think there should be perks to running content with notoriety challenge settings, of some sort. Increased rewards, special badges, currency to buy special temp powers/buffs, something. If they don't come with something people want as a reward, it'll be back to "Council Radios, +4/x8, no stupid settings, LFM." People will rarely run content that's harder just because it's harder, and presumably more fun. Not never, but rarely. I'd also like to see: Enemies Buffed - Basically the Oro challenge setting of the same name Enemies Promoted - Minions have X% chance to be promoted to Lt, Lt's have Y% to promote to Bosses, and Bosses get Z% to promote to EB's. Enemies Level Shifted by +1, +2, +3 - Enemies get Level Shifts on top of their +x standard notoriety setting. Enemy AI Buffed - Invokes some clever (and I don't know what they would be) tactics the AI would use to play somewhat better. Enemy Leadership - Enemy Lt's get Maneuvers, Bosses get Maneuvers, Tactics and Assault, and EB's+AV's get the entire Leadership pool.
  11. I would take issue with this statement. On Everlasting, we have several trials being run every day, with a very active set of regular trial organizers/leaders, and several others who do extra casual and badge-specific runs.
  12. I'm wealthy enough that when I play, I am constantly on all three amplifiers (7.5 Million Inf per hour) and using Ultimate Inspirations like they were going out of style. (~10 Million Inf per hour; either at 50% uptime, or buying them with low bids). If I play 4 hours a day on weekdays and 8 hours each day on weekends, that's a total of 36 hours per week (I don't actually play this much). 36 x 17.5 = 630 Million per week. I can easily earn more than that per week. Several times more, easily. I don't make a lot of alts, and would like to see more things to spend on. Or more giving Inf away. 😃
  13. I do this too, usually in about the same range. I also direct them to the P2W vendor, and swear there's good free and cheap stuff they should take some time to pick from. I try to give them enough to really help get going, but not so much they don't feel motivated to play to get more.
  14. We should send each account one million inf!
  15. About once a week, I tally up my character's Influence wealth which includes cash on hand, stored in various ways, tied up in market sales and bids, and in inventory of things I intend to sell or use in crafting things to sell. What I don't keep track of is the value of slotted enhancements. Today, I'm musing in my head over how one would easily estimate the value of enhancements sunk into a build, without laboriously looking up the fluctuating market values of each item. There's a certain fungibility of enhancements via the converter process; so one could estimate a rough value by rarity, or by category. So, if one knew how many SO's, Common IO's, Uncommon IO's, Rare IO's, PvP IO's, Regular and Superior ATO's, Purple IO's, and Hami-O's in a build, one could estimate a value. Maybe one would call out a few specific uniques, as well, like LoTG's, Miracles, Steadfasts, etc, whose value might be a bit over the average for their rarity or category. That value would be estimated using Mark-to-Market, less extraction cost. So imagine one were about to delete a character, and wanted to sell off everything first. You'd have to unslot all the IO's at the cost of one unslotter each, and the list them for sale (at a price they would sell at reasonably soon), pay the 10% market fee, and send the money off before deleting. Of course, you'd liquidate everything else first, too; salvage, enhancement in tray, recipes, outstanding auction bids, etc. If the intent was to get the best value for the things sold, one might do some conversions on them before listing, too. If I were to do that for one of my builds, I might come up with this: SO's - 0 Commons - 8 Uncommons - 21 Rare - 20 PvP - 5 Purple: - 24 SATO - 12 I looked pretty quickly, and at just one build, so I may have mixed up some uncommons and rares, but this is illustrative. That's 90 items, and a WAG for value by category might be: SO-'s: not worth extracting to sell; Commons: 200,000, Uncommons: 1,000,000, Rares: 3,000,000, PvP: 10,000,000, Purple: 15,000,000, and SATO's 12,000,000 each. I plucked these numbers arbitrarily out of thin air, so don't take them to the bank. That would yield a liquidation value of 0.9*(8*200,000+21*1,000,000+20*3,000,000+5*10,000,000+24*15,000,000+12*12,000,000)-90*100,000=518,940,000. Maybe reserve a few million for converters to swap the poor sellers in each category into slightly better sellers. That would leave about a half billion, which I feel is not unusual for the value of a decent end-game IO-sets build. So a person with no- or very little Influence on hand, but who has a number of fully kitted out end game builds, has a lot of wealth, even if it's not liquid. Also, it can cost a lot less to make a build than one would get from liquidating and selling it in the long run. The combination of buying smartly, and building up from recipe drops and conversions can save a lot of inf (except in the sense of opportunity cost, if the drops and conversions used to make a enhancement could have been sold for more than that enhancement was worth.)
  16. The less played combinations are often interesting, but there's also sometimes good reasons why they don't get played! 😮
  17. I'm good with this right here. Let MinFX make these invisible.
  18. We still have them there on Everlasting, as well in the new (mostly empty) co-op zone Kallisti Wharf.
  19. Yes, that would be Everlasting. The servers have personailties; here's a good summary in the Unofficial Wiki: https://hcwiki.cityofheroes.dev/wiki/Servers
  20. Team resist effects inspirations; Protection Imbuement, Greater Protection Imbuement, and even Superior Protection Imbuement, can be used by anyone, so it's always possible someone else on the team could help if they knew and were prepped for it. All they have to do is see where you are, get close enough, and pop the insp. I always keep a few on me, and have a few of the 'Greater' insps in my email.
  21. Oh wow, and glad you found each other!
  22. Some parts of the game are tedious and slow. A few are not only tedious and slow, but actually to the point of being painful. The recent change to how Catalysts and Boosters are applied was very good, but there are other bad ones, too. I would like to suggest a simple change to the Enhancement Conversion window that I would find to be much less painful to use than it is at present. The problem is that to change one enhancement to another, a long series of RNG conversions need to be done, and each one requires the enhancement to be dragged from the tray back up into the conversion window after each step. Let's have a look at the conversion window in an example case where I am trying to convert one ATO into another. If I'm trying to make one for say, a Blaster, and start with one for a Tanker, my first change might give me a Controller ATO as shown here: That's not what I want, but my "Convert" button is greyed out, and I have to reset the window with the new enhancement in the top slot to try again. This requires a click and a drag with the mouse from the tray back up into this window. This may not sound so bad, on its face, but since this is an RNG process, I may have to do it many times. And then I will have to swap to in-set, and repeat several times again to get one specific missing piece. Worse, some of us convert IO's around to resell on the market, and go through long chains of conversions, many times over, sometimes hundreds, to get from the enhancements we had, which no one wants, to the ones we'd like to sell, which are in demand. I believe, having done this many times, the worst part of the process is the mouse click and drag to reset the window for the next conversion. So, boo-hoo, some wealthy players with too much time on their hands get sore fingers doing this. Well, not so fast. This is a major source of supply and demand management that benefits everyone by keeping the prices of the enhancements everyone want down and their supplies up. It seems to me it is fair for it to take some time, but not to be physically painful or even injurious. What would I like to see changed? There's a few options. First would be to take the "Clear" button -- Which, IMO, never serves an important function. Clicking this button does nothing that dragging the next enhancement to convert up there doesn't do, and isn't needed to get the enhancement out, or anything like that. Rename the "Clear" button to "Reset", and when it is clicked, move the enhancement from the Output line up to the Input line, clear the output, and enable to "Convert" button to be clicked again. Then, a long chain of conversions is done entirely within the one window. Drag an enhancement up into the Input field, click Convert, click Reset, click Convert, click Reset, etc., until the desired enhancement comes out of the RNG process. Second, and I think better, have the "Convert" button turn into "Convert Again", and when it is clicked, move the Output up to the Input, and instantly run the conversion again, creating a new output. Possibly add a half-second delay or VFX to keep the total time to process one conversion about the same. Then, the "Clear" button, when clicked, would have the minimal function of clearing both Input and Output, and resetting the "Convert Again" button back to Convert. Dragging a fresh enhancement into the Input field should also clear the entire window. The process is now even easier; drag an enhancement up into the input, click Convert, click Convert Again, click Convert Again, and so on, until the desired result is achieved. Then either close the window, clear the window, or drag the next enhancement in for another conversion. There are other parts of the UI where we have excessive repetition, but this is the one I think would have the most beneficial impact.
  23. I could get on board with this, especially if the damage would be added to the less used powers in SS, i.e., not into Footstomp.
  24. How about the toggle plus two pop-up options, only one of which can be chosen to be available at a time. The first one is a crashless rage boost with recharge that cannot be enhanced or reduced. The second in a short term boost with a crash much like the current one, but it can be affected by recharge. Balance such that the total average boost over a full cycle is about the same for a character with modest total recharge.
  25. In fact, if you start playing again, you will the community is every bit as helpful and friendly as it was before, and probably even more so. We have the help and general chat channels in game on all servers; we have the Homecoming Discord, and we have these forums here. All of these are filled with people ready to answer questions, give advice, solve problems, hold hands if needed, and even help you get good names and design costumes. Just about the only thing we cannot do is get your characters from Live back again. Many of us dearly wished we could resurrect ours as well, but it just is not in the cards. But there are compensations. All the premium, cash-paid-for perks and items and systems from Live are here, and either free or paid for with in-game monies, not real monies. All the costume pieces we had to buy, and almost all the ones we had to tediously unlock are available from the start. The base editing systems are vastly improved. We've had many, many bug fixes, powers fixes, and even new content we never had on live back, and more in the pipeline. All provided by volunteers working from their passion. The servers are paid for by donations and no in-game perks go those who donate -- it's from our joy at being able to play together, again. If you can get a computer that will run this game again (and it does not take an expensive high-end one to do a good job!), this game is here for you. We want you back with us and we help returning players get going again!
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