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GM Sijin

Retired Game Master
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Everything posted by GM Sijin

  1. Graphics settings (and a few others) are the only ones not tied to a specific characters. If you log into the same character your other settings should not change, as AFAIK they are stored server-side. Can you confirm if this is happening to a single character?
  2. Same for recipe and enhancement inventories I suspect. Being that none of us are the original devs, we can't really answer to their reasoning. I'm also not one of the current devs, so I can't speak for why they haven't changed it. If I were to hazard a guess though, I'd probably say it's because they don't see any issue with it being as-is, or, I think less likely, want to change it but haven't got to it due to competing priorities. I'd also wager that it was intended to encourage players to mind their inventories, breaking the mission-to-mission-to-mission chain to help combat the feel of mission monotony, and encourage people to utilize the AH to list their salvage instead of hoarding, on top of giving players something they can earn over time by playing (or at least auctioning and crafting) on the character. There may also be system limitations reasons for it. But that's all pure speculation on my part.
  3. Moved to a new topic - in the future please keep topics... on topic. Thanks!
  4. I'd suggest by starting to examine the first statement. After all, it's pretty hard to solve for a problem that isn't well defined. Why do you consider TOs useless? Their enhancement effects are worth exactly 1/2 of DOs and exactly 1/4th of SOs, and if you approach your statement mathematically, then DOs and SOs are also useless (0*4=0). We probably all agree that this isn't true (ignoring the "IOs are superior" argument) so the discussion really isn't about objectivity, but subjectivity. List the issues attributing to this feeling of uselessness, understanding that others may disagree as it is a subjective matter, so that we may discuss the issues and their potential solutions. The keys here are that more specific you can be in your issues the easier it tends to be to find solutions, and the more completely you can encapsulate the entirety of the causes of the problem the more likely a proposed solution is to actually feel like it solved the issue. In other words: "It sucks" doesn't help.
  5. This is a known and in our experience has been visual only. If a respec fails in this manner your enhancements should reappear if you log out and back into the character. I'm not sure if we've discovered all the causes of this bug, but to minimize the chances of this happening: Make sure you're fully trained before doing respecs. Make sure you are not on a TF, Ouroboros or AE mission team. Use /leaveteam before doing a respec just to be sure. Make sure you do not try to do a respec while in an instance, including SG bases.
  6. That command sizes your status window, which includes everything here: Is that not what you're experiencing?
  7. The "Global" chat tab is just one of the default created tabs, it isn't specific to any channel. If you right click on it and select Edit Tab you can actually see which channels are on that tab, and which one is set as default. The default channel is the one that will send when your chat is set to "Active Tab" - which causes the 'channel' you're sending to to show the tab name, not what actual channel you're outputting to.
  8. Few things to try: 1. Restart your computer then run Tequila's Re-Validation in Tequila's options. 2. Clear the Read Only box on the properties for your COH folder (it will probably re-black box if you go back into properties, but it should clear the flag on any subfolders/files regardless). 3. If you're using an antivirus make sure the COH folder and especially homecoming.exe are set as exceptions so false positives aren't causing your AV to flag anything as read only/quarantined.
  9. This is a common request. Something is in the works, more I can't say. This is why we're generally pretty lax about chatter in the help chat as long as it stays (mostly) game relevant/avoids disruptive behaviors and topics and doesn't prevent Q&A. As an aside, you can search public global channels. Right click the chat pane and select Channel search. Also, I believe the channels have something like 2000 max users.
  10. Generally speaking, yes that sounds right. There are a few instances where this matters: Mostly, team sizes below 4 will encounter few bosses and only moderate LTs. Soloing on x1 will result in almost no bosses and few LTs. Exact spawning mechanics can also vary based on enemy group and even by specific mission. However it's also possible to override spawn settings in AE. I'm not terribly familiar with the system but I do know I've run a boss-only map before. The effects of these cases on an aggregate are probably fairly minimal, admittedly. It's still good to be aware of edge cases.
  11. Yes, just the AH cut. Fair. It's probably possible but not currently feasible, but I don't know for sure. I also don't know if the team has any desire to expand on the current system. Yes and no. If you do content that is almost nothing but minions you'll get proportionately less influence per XP than if you do content that is higher in LTs and bosses. If you level via generic monsters this disparity becomes even greater. (inf:XP is roughly 1:2.14 for minions, 1:1.25 for LTs, 1:1.2 for bosses, and 1:3 for Monsters - this is general and might vary by specific enemies. Also mission completions give 1:1) I'm sure you could still aggregate, but this adds another level of variability. I don't believe so. Some clickies in missions are worth negligible amounts of inf but I think most of those are pre-20. Undesirable? Depends on the person in question. That is definitely one way to go about it, one that isn't entirely uncommon as well. I, personally, can't be bothered to mess with the whole email thing so I make the inf needed to support generic IOing characters at 22 on higher level ones. After that influx (usually about 1.5-2M inf) the characters tend to be self-sufficient moving forward via drops, at least for generic IOs. And, speaking of that, my quote for 45-50M inf is based on level 50 IOs, which is a very cost inefficient way to go about it. You can cut the price tag by more than 50% (close to/more than 60% I think) if you opt to go for level 45 IOs instead. Half the cost for a loss of 5% effectiveness on the IO. You can up that to ~75% cost reduction by sacrificing another 5% effectiveness and going with level 40 IOs. And that effectiveness loss is based on individual IO performance. If you're slotting 3 of them the effective less is less than 2% for level 40s vs 50s. The point of all that: It's very possible to keep a character self-sufficient for generic IOs. The hardest part is that initial hurdle. You typically won't make enough influence by then to cover the cost from influence rewards alone. It's very easy to cover, however, by spending reward merits and/or from cashing in on some decent drops. This problem also evaporates once you have a level 50 since 2 million influence is, even with very casual play, easy to get. In short: I don't personally perceive any issues with the system as-is as far as keeping a character viable. The only problem I might say exists is that the methods to do so can be difficult for a new player to discover organically. In general players are more than happy to explain things if people ask, so I haven't been terribly worried about it. If you want to run the actual math on it, and compare it to the price of generic IOs, by all means. Perhaps something can be adjusted slightly to accommodate to new players better. Just keep in mind that price decreases on generic IOs contributes to increased currency inflation by way of reduced deflation. Yes, but that's more a symptom of global recharge being generally very desirable (see also +recovery/end procs/globals) than what you outlined above. But via converters (which I acknowledge you said you don't want to use) and merits you have routes other than straight buying what you want. Merit recipe purchases are not currently cost/time efficient, but if you opt out of the more efficient route for personal reasons that's the price you're paying right now. Even if you opt out of using converters, everyone else still can, which increases supply, which helps keep price inflation in check. These mechanics were not as available in live, and supply was very much more finite than it is on Homecoming. Combine this with the fact that the AH amalgamates IOs of different levels and we have a system that's much more friendly for keeping the price point of things much more consistent and much, much lower than on live, while influence is as easy to create, and easier to accumulate. The overall experience is far less time intensive. Currently the price cap on most things on Homecoming is far less than it simply went for liveside. Are the caps low enough? Well, let's start actually consistently heading that direction first before we engage in that highly subjective conversation. A trend I have noticed is that supply will drop, price will increase, this will be noticed by those playing the AH, who swap their efforts towards this opportunity, which increases supply and competition, driving the price back down. Market's going to vary, but since the servers have come up prices declined to roughly where they are now and have remained somewhat consistent recently, despite much more influence being present. Concentrated efforts by players can certainly have an effect, but maintaining artificially inflated prices is a lot of effort in the current system, and a focused effort by even a small percentage of the community to combat it would be difficult, if not impossible to overcome.
  12. Interesting discourse. Here's some bits to chew on, I remain unapologetic for lengthiness. Correction: The salvage was seeded on the AH after the server was live for a while. A week or so after. Why do I point this out? It should suggest that the team reacted to something. And they did, specifically the rapid increase in the cost of rare salvage once people started getting 50s and exploring completing their IO sets in earnest. This was felt most at low utilization times, where supply would drop but demand was still strong. This should suggest that the team is both aware of the economy, and willing to step in with controls/adjustments to prevent 'runaway inflation'. The influence cap is, and always has been, mostly meaningless. Something put in there because computer systems demand it more than for any actual meaningful purpose. The cap is notably per character, not on your account. What you say about items turning into currency holding is absolutely true, that does happen, but with the current systems in place capping the cost of everything to a maximum of 100M inf, this will probably never happen en masse on Homecoming unless those caps are removed. No, they cannot. They can certainly accumulate influence this way, but this process actually removes influence from the market at a very predictable rate (10% of any transfer, specifically). You can always get them. If the supply is small in the moment, it will change over time. Even if it, for some unfathomable reason, remained that way, the second statement is not entirely true. There is no real 'limit' on the number of IOs that can be produced save for time spent. You can produce any IO via merits. Or if you're talking about a standard set IO (not very rare/PvP/ATO/Winter IO), the more time-intensive but (usually) cheaper route, via converters, which are also available via merits. Both of these routes do not require a visit to the AH, as a note, though converters are even more viable if you do. It's already been called out, but this is false. You can, perhaps temporarily adjust the market price, but this statement assumes there is no market memory. On items that are routinely traded, a sudden change in history is not going to override people's understanding of how much that item sold for in the past. People new to the market may be fooled, but the majority will not. Also: Sellers do not as easily dictate the price, especially on this City's AH, due to the way it works for buying/selling. If the quoted statement was true all it would take to completely 'corner' any product would be buying 5 for an inflated price. This simply doesn't work in practice. Maybe the live devs did set that guideline on paper. Reality never came even remotely close to reflecting that, though. Unless by "build" they meant something different than what you seem to be suggesting. More on that below. No, but I would speculate (pointlessly, but hey it's fun) that it was based on price history for rares. The other two (uncommon especially) seem particularly 'from thin air'. I don't think supply/demand will ever consistently get to a place where they're going for anywhere near the cap for those two specifically, short of maybe a significant reduction in active player counts. Okay. We'd have to start with a few definitions: What, exactly, is a reasonable build? What, exactly, is the amount you earn when leveling? Also: when, exactly, does 'leveling' stop? (There is post-50 progression after all) Also: What is counted as 'earned'? Just inf from rewards? Vending anything produced? Average AH price of high value items? Also: Do we include all routes to 50 in the data? Exclude higher volume cases which can skew the data (PL via farming, those who routinely use +100% XP boosters, etc) I put forth that a reasonable build in the context of this question is level 50 generic IOs. That cost static, and is comparable to live, and is roughly 45-50 million influence. I also put forth that all routes should be considered, as a true representation of an average. This is, in my personal opinion, what's reasonable to expect by 50 while: buying nothing from the AH; using only what you gained via leveling; ignoring merits; not using dropped enhancement converters to try to maximize any earnings. Full IO sets from the builds you find on Pines are *the* end game for an individual character. Once you get those, combined with incarnate abilities, the majority of content is trivialized. Compare this to raiding in any other game, not what you should have by max level, but what you earn after getting there.
  13. I was in contact with the original reporter. This was not the only incident where this has happened, and it is something others can see in the base. After the base instance was reset the player reported the base portals turned into vanguard portals and were able to be removed as normal. If this happens to your base you can contact a GM and request they shut down your base instance to correct it, or make sure it remains empty long enough for the server to shut down the instance.
  14. From Solvernia via ticket: I took the following steps to summon Caleb in Nerva Archipelago: Killed 100 Nerva daemons during the day, went to do other things before I saw his message. Went to Thorn Isle, he wasn't there. Teammate found him flying over the ocean. I hit him with Web Envelope and he suddenly shot off at lightspeed, out of sight. Apparently, teammate found him again and attacked him and he vanished again. We came back a few minutes later to find him sitting around on the beach in Primeva. GM Sijin was present when we killed him; he didn't 'shoot off' when he was on the ground and just stayed there.
  15. They're working on a fix and are hoping to have it out very, very soon.
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