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Andreah

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Posts posted by Andreah

  1. 4 hours ago, Lazarillo said:

    Sometimes there's a confusion between being annoying and being challenging in content, and these guys definitely did not cross the line to "annoying

    They annoyance factor is, imo, the main reason most people avoid the other enemy faction in, say Pi radios teams. A bump in Council difficulty will be welcomed, but not change the fundamental nature of the experience.

     

    The main annoyances of the other groups are, imo, insubstantiality, blindness, and ... *cave maps*.

    • Thumbs Up 2
  2. 8 hours ago, Cobalt Arachne said:

    So let me explain the reasoning behind this free bonus:

    ~~snip/snip~~ for brevity

    My concern is that role has rarely been clearly delineated merely from AT, and no AT only based system can capture CoH's real diversity of roles.

     

    The classic roles aren't the only roles, and that deep complexity of how we have learned to build characters to perform roles in surprising and wonderful ways in CoH is short-changed, badly, by this system

     

    Worst, the system as described is going to incentivize people to limit their team make-ups and can only cause people to be refused into teams merely for this artificial reward bonus -- AND this is something we have been telling new players this game does not do!  And for new players, the value of a aether is not some small bonus add-on -- it's a big reward. They're going to be excluded from teams because the team needs someone else to fill this artificial requirement. The harm to the community outweighs any individual benefits from bonus rewards.

     

    If the real problem is not enough Aethers being out there, then just give everyone a bonus Aether at level up from level 2 to 49.

     

    It is my opinion this change violates the spirit of the game, and should be dropped in entirety.

    • Like 9
  3. Look at all the servers that aren't bumping into the concurrency cap!

    image.png.a6f6d12c74b27317091a8b854cbb3660.png

     

    Iirc, you get five transfers per week, and it would be a good idea to have a character or two on the lower population severs which also get larger experience buffs. Great people on those too, and no trouble finding teams either with them peaking over 500 each whenever Excelsior is in a queue.

    • Like 3
  4. 26 minutes ago, Dispari said:


    This would make a lot more sense and be easier for players to understand (instead of having to learn that Corrs aren't a support AT). It could even be 6, 7, or even 8 different ATs for all I care. Simplicity is best.

    I agree.

     

    For example, My Kin/Fire defender is certainly support. But is also tanking (softcapped with complementary dr and mezz protection), does ranged damage (defender secondary buffed with fulcrum shift), Also control via fold space and [Repel] with KB->KD. 

     

    We can build with so much variability it would be easier to list what archetypes generally can't do rather that which these traditional roles they would narrowly fit.

     

    Even with any five different ATs, this excludes clearly variable superteams, like all defenders, all tankers etc. 

     

    I'm not convinced this change is actually solving a real problem, and I'd be happy if it was deleted.

    • Thumbs Up 4
  5. You can store your Inf by sending it to @Snarky? Amazing! :D 

     

    (You send it to your own global name ofc )

     

    You can also make extra accounts to send emails to, if you run out of room on one account. There's a 100 emails limit to how many you can keep at once.

     

    I would always leave a few of those 100 unused so other people can email you, too.

    • Haha 1
  6. 3 minutes ago, Ruin Mage said:
    • They are volunteers - real life takes priority. Their jobs take priority.

    I'll put some emphasis on this. Not only do they have limited time, they're also motivated for their own reasons. One can't just assign a volunteer developer a project and expect them to work on it like one would with a paid employee. They need to be individually invested in their projects to get real work done. This complicates big projects and expansion plans because you have to plan around the developers you have and what they're willing to put effort in to. 

     

    So I don't expect a lot of new content from them. I'm okay with that, since the game as it is is still a lot of fun and enjoyment. For most people, "Alt-itis" really is the current and foreseeable endgame, and they're happy with that. There is a vast panoply of possible characters to try out, and they play differently even in identical content. 

    • Like 3
    • Thumbs Up 1
  7. 14 hours ago, Yomo Kimyata said:

    According to Uberguy (all hail), each time a new bid/offer comes in at the same price, the ranking of the lists reset in a way that I think is inherent to the underlying computer language rather than being specifically programmed for the /AH.

    I agree with him.  My impression (I have not looked at the source code) is they implemented an in-house priority queue (heap) and this is the behavior within a single leaf node on the tree.

    • Like 1
  8. Overall, excellent write-up! I hope people confused by the market give it a read. 

     

    Furthermore:

    On 4/28/2020 at 4:30 PM, Yomo Kimyata said:

    Without a little sleuthing work, you really don't know what other people are bidding or offering, and since any given queue of bids and offers may be huge and complex, it's often difficult to suss out what the rest of the book looks like.  There are, however, a few ways that I will discuss in a later section on strategy.

    Sleuthing can be both fun and HIGHLY profitable. ^_^

  9.  

    On 4/28/2020 at 4:30 PM, Yomo Kimyata said:

    Let's go back to our queue of {B: 100, 120, 125; O: 225, 250, 300}.  Let's look at four independent scenarios (these don't all happen in order):

    1.  An offer of 2x @ 120 comes in.  The system looks at the highest bid and sees that it crosses, so one trades there. at 125  Then it looks at the next highest bid and, yup, that crosses too, so the second trades at 120.  The queue now looks like {B: 100; O: 225, 250, 300} and two trades print in the last 5 at 125 and 120 respectively.

    2.  An offer of 2x @ 125 comes in.  Does the highest bid cross?  Yes and it trades at 125, but the second does not and it gets added to the queue which looks like {B: 100, 120; O: 125, 225, 250, 300}.  The goalposts just got narrower.  One trade prints in the last 5 at 125.

    I think this example has a typo in it; where in step 2, did the Bid of 120 come from? We left step 1 with only having one bid at 100 in it.

  10. On 4/28/2020 at 4:30 PM, Yomo Kimyata said:

    An item offered at 999,999 will always sell before one listed at 1mm, and a bid of 1,000,001 will always buy before one at 1mm.  Or at least that's the way it's supposed to work.

    Over the years I have listed a great many items in volume to both buy and sell in increments of 1 Inf between stacks, or groups of stacks. I have never seen them execute out of price order. 

     

    The reason I do this is so that I free up market slots more quickly doing bulk buys or sells. If I have thousands of something to sell (e.g., salvage or converters), and only 200 market slots, and I price at the same exact value, then they tend to sell out sort of randomly (as Yomo noted, not purely randomly) and leave a mess of partial stacks occupying my market slots. However, if they're posted in increments, then the lower offers always sell out first (and higher bids always buy out first), and this frees up market slots more efficiently so I can post even more for sale (or bid).

  11. On 4/28/2020 at 4:30 PM, Yomo Kimyata said:

    You can actually even sell a crafted IO and buy it back from the pool as an attuned at the same price.

    One caveat is you cannot buy something you have listed for sale from the same character. One can do this using two characters on the same account, but the auction won't let the same character buy something the character has listed for sale (or vice versa, you can't sell something to your own bid). 

     

    Sometimes it may look like this is happening due to pre-existing bids or offers though; but in this case you just bought someone else's item that was priced right, and sold your thing to yet another person who had a bid just right.

  12. You don't have to wait an hour --- all you need to do is find one of the exploration badges in Pocket-D, and that will enable to the long range teleport to it.

     

    The long range teleport needs to be enabled as well. You can get it from the P2W vendor, or by getting all the exploration badges in any one zone.

    • Thumbs Up 1
  13. I don't like the Thumps-up or Thumbs-down reactions. The reason being they're interpreted (and usually intended, I suppose) as judgments about the quality or soundness of a post, and by extension, the poster.  Getting a number of self-selected, non-random, emotionally engaged, and unrepresentative people to indicate these is about as useful as voting over whether water is wet.

     

    I would rather have reactions that clearly indicate agreeing or disagreeing with a post. Make one a Letter A, and the other the Letter D, and there is no value to either in terms of reputation.  Agreeing or disagreeing with a post says less about the post, but more about the one reacting to it. 

    • Banjo 1
  14. You could also use the "custom.window"  facility to make button panels that will show on every character identically. 

     

    You make a plain text file named "custom.window" and put it in your [CoH]/data/customwindows folder.

     

    It would look like this:

     


     

    Window MyMacros 0.1 0.1 150 300
        Button Hello "l Hello$$em wave"
        Button Thanks "l Thank you!$$em thanks"
        Button NH "l Are you ok and do you need or want help?"
        Button YW "l Your very welcome!$$em yourewelcome"
        Button L0 "setdifficultylevel 0"
        Button L1 "setdifficultylevel 1"
        Button L2 "setdifficultylevel 2"
        Button L3 "setdifficultylevel 3"
        Button L4 "setdifficultylevel 4"
        Button "CC Smokebomb" "cce 0 CCSmokeBomb"
        Button "CC Backflip" "cce 1 CCBackflip"
        Open 1
    End

     

    The indentation is done with "Tab" characters and there must be a blank line at the end.

     

    The four numbers at the top are the fraction of your screen it is from the upper left corner and how big the button window will be in pixels. You can resize it in game, and clicking on the title of the window will collapse it up into the top left corner to hide; re-clicking that title will open it back up.

     

     

    Edit: It will have a "New Command" button at the end that you can use to continue to add more commands to it later on. You can also right-click on existing buttons to change their names, edit the commands, or delete them.  The game saves these files whenever you change or move the menus, so don't leave it open in your text editor while you play. 

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