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Everything posted by Bionic_Flea
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The bugs you remember (fondly or otherwise)
Bionic_Flea replied to Greycat's topic in General Discussion
No one ever remember me fondly . . . Fleas ruin everything. -
Welcome back!
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Threads are better than shards. 🤪
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Can We Fix the /Search function?
Bionic_Flea replied to Bionic_Flea's topic in Suggestions & Feedback
What does this button do? -
Choake is also my personal shaman!
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Many of you know, but some may not, that there is a /search command that brings up a User Interface (UI) box that shows other characters online. You can customize it to look only in certain zones, or certain ATs, or certain levels, or any combination thereof. It's great for finding friends or recruiting players or just for random data (how many stalkers are on now). If you don't want people to be able to find you that way you may want to play with another command -- /hide. It's a neat tool to find people online but it suffers from two problems: First: It is side specific. It will only show you players on your side of the morality compass (hero/villain). If you are rogue or vigilante you can see players that are on the same side you are currently on (meaning the physical location of the map). If you are in a co-op zone, Rogues and Vigilantes are tagged as hero or villain based on which side they came in on. As a Rogue in Praetoria, search only showed me other villains on the Rogue Isles. But as a Rogue in Founders Falls, I was able to see all the players that were in Hero zones. With Null the Gull allowing instant side switching, it seems to me that the side-restrictive searching of /Search is no longer warranted. Second: The results cap at 50. When I first became aware of the command, years ago in the early days of "golden dawn" Hamidon Raids, the /Search command would list everyone on the server. I recall seeing over 300 names and having to filter by level and then AT to ask folks to join us at the raid. At that time there was only heroes -- no Rogue Isles or Praetoria -- so being side-restricted was meaningless. At some point, I'm not sure when, the response was limited to 50. You can tell if you restrict search by certain ATs and levels that there are more than 50 players when you add up all the results, or you can check here to see the number of players per side on any specific server: https://forums.homecomingservers.com/status/ I'm not sure if there's a reason why it's limited to 50, but maybe that reason no longer exists with beefier machines and more efficient coding. So my request would be to remove the side restriction, or better yet add it as another sorting option; and to remove the cap of 50 so that we can see everyone that's not hidden on the server. Thanks!
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"Effective" is a subjective term in this context. I would not give up my two highest ST damage powers for Lightning Field, but you might find it fun and effective. It seems to me that for this to work right, you need to run in and Power Sink or Short Circuit everyone and then hit them with Thunderous Blast. Everything is then drained and/or dead. Lightning Field will draw aggro before you ever get a chance to fire anything else. Additionally, without your two ST heavy hitters you might find it difficult to take down hard bosses, EBs, and AVs.
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I just looked and found plenty of WIOs with last five sale prices of 10 million. The only one with consistently high prices was Avalanche, and that one has always been among the most popular because there aren't that many great alternatives to slot in PBAoEs as there are for everything else. At a sale price of 25 million, I can see players bidding up to a little more than 25 million for the convenience of getting exactly what they want and avoiding the gamble from the pack and then the converter roulette. But there is a limit to what people will pay. Too much more than 25 mill and people will just put in a patient bid, buy a different piece to convert, or roll the dice and buy their own pack. I was more impressed by folks who bought up packs for 10 mill and are now selling for 20 mill. Well played.
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Messed around with your build a bit and ended up rounding out resistances and defenses a little bit more. I took out the two sets of Energy Manipulators. I get what you are trying to do with the sapping and the stunning, but the additional sapping and -recovery is negligible in ball lightning, the enhancement values from those IOs are capped at level 20 (the range limit for that set), and the stun is low mag, short lived, and low chance to proc. You'll get better mitigation from the +absorb discussed or with slotting the entire Overwhelming Force set and having the knockdown proc. In compensation for the loss of -end and -recovery I switched to the radial version of Ion. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Elec x3 Sentinel Sapper: Level 50 Technology Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Speed Power Pool: Fighting Power Pool: Leaping Power Pool: Concealment Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Lightning Bolt -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(3), SprOppStr-Acc/Dmg/Rchg(3), SprOppStr-Acc/Dmg/EndRdx(5), SprOppStr-Acc/Dmg/EndRdx/Rchg(5), SprOppStr-Rchg/+Opportunity(43) Level 1: Charged Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(15), UnbGrd-ResDam(17), UnbGrd-ResDam/EndRdx(17), UnbGrd-Rchg/ResDam(19), UnbGrd-ResDam/EndRdx/Rchg(19) Level 2: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-Heal/Rchg/EndRdx(21) Level 4: Super Speed -- BlsoftheZ-ResKB(A), BlsoftheZ-Travel/EndRdx(46) Level 6: Ball Lightning -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(9), SprFrzBls-Dmg/EndRdx/Acc/Rchg(9), SprFrzBls-Rchg/ImmobProc(11) Level 8: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(23), Ags-ResDam/Rchg(23), Ags-ResDam/EndRdx/Rchg(25) Level 10: Zapping Bolt -- Dvs-Acc/Dmg(A), Dvs-Dmg/EndRdx(11), Dvs-Dmg/Rchg(13), Dvs-Acc/Dmg/Rchg(13), Dvs-Acc/Dmg/EndRdx/Rchg(15) Level 12: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(25), Prv-EndRdx/Rchg(27), Prv-Heal/Rchg(27), Prv-Heal/Rchg/EndRdx(29), Prv-Absorb%(29) Level 14: Tesla Cage -- SprWntBit-Acc/Dmg(A), SprWntBit-Rchg/SlowProc(33), SprWntBit-Dmg/Rchg(37), SprWntBit-Acc/Dmg/EndRdx(39), SprWntBit-Acc/Dmg/Rchg(39), SprWntBit-Dmg/EndRdx/Acc/Rchg(39) Level 16: Aim -- GssSynFr--Build%(A) Level 18: Static Shield -- RctArm-ResDam/EndRdx(A), RctArm-ResDam(31) Level 20: Boxing -- Empty(A) Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(40), UnbGrd-Rchg/ResDam(40), UnbGrd-Max HP%(40) Level 24: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(42), LucoftheG-Def(42) Level 26: Short Circuit -- EffAdp-EndMod(A), EffAdp-EndMod/Acc/Rchg(31), EffAdp-EndMod/Acc(31), EffAdp-EndMod/Rchg(33) Level 28: Lightning Reflexes -- Run-I(A) Level 30: Combat Jumping -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(37), Rct-ResDam%(37) Level 32: Thunderous Blast -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(33), SprSntWar-Acc/Dmg/Rchg(34), SprSntWar-Acc/Dmg/EndRdx(34), SprSntWar-Acc/Dmg/EndRdx/Rchg(34), SprSntWar-Rchg/+Absorb(36) Level 35: Power Sink -- EffAdp-EndMod(A), EffAdp-EndMod/Rchg(36), EffAdp-EndMod/Acc/Rchg(36) Level 38: Stealth -- LucoftheG-Rchg+(A) Level 41: Invisibility -- LucoftheG-Rchg+(A) Level 44: Chain Fences -- TraoftheH-Acc/Rchg(A), TraoftheH-EndRdx/Immob(45), TraoftheH-Acc/EndRdx(45), TraoftheH-Immob/Acc(45), TraoftheH-Acc/Immob/Rchg(46), TraoftheH-Dam%(46) Level 47: Havoc Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50) Level 49: Hasten -- RechRdx-I(A), RechRdx-I(50) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Clr-Stlth(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Run-I(A) Level 2: Health -- Mrc-Rcvry+(A), NmnCnv-Regen/Rcvry+(42), Pnc-Heal/+End(43) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(43) Level 50: Musculature Core Paragon Level 50: Barrier Core Epiphany Level 50: Assault Core Embodiment Level 50: Gravitic Core Flawless Interface Level 50: Clockwork Radial Superior Ally Level 50: Ion Radial Final Judgement ------------
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I moved some stuff around on your build. As I mentioned in game, you had afterburner turned on, which is giving you higher defense than you would have in active combat. I turned it off, so if comparing, make sure both are off (or both on) for proper comparison. Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Elec x3 Sentinel: Level 50 Technology Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Lightning Bolt -- Dcm-Acc/Dmg(A), Dcm-Dmg/EndRdx(3), Dcm-Dmg/Rchg(3), Dcm-Acc/EndRdx/Rchg(5), Dcm-Acc/Dmg/Rchg(43) Level 1: Charged Armor -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(5), UnbGrd-Rchg/ResDam(7), UnbGrd-ResDam/EndRdx/Rchg(7), UnbGrd-Max HP%(40), GldArm-3defTpProc(43) Level 2: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(9), Rgn-Acc/Dmg/Rchg(9), Rgn-Acc/Rchg(11), Rgn-Dmg/EndRdx(11), Ann-ResDeb%(13) Level 4: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(13), Prv-Heal/Rchg/EndRdx(15) Level 6: Zapping Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(17), SprSntWar-Acc/Dmg/Rchg(17), SprSntWar-Acc/Dmg/EndRdx(19), SprSntWar-Acc/Dmg/EndRdx/Rchg(19), SprSntWar-Rchg/+Absorb(21) Level 8: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(36), Ags-ResDam(40), Ags-ResDam/EndRdx/Rchg(42) Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(21), Prv-EndRdx/Rchg(23), Prv-Heal/Rchg(23), Prv-Heal/Rchg/EndRdx(25), Prv-Absorb%(25) Level 12: Tesla Cage -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(27), SprWntBit-Dmg/EndRdx/Acc/Rchg(27), SprWntBit-Acc/Dmg/EndRdx(29), SprWntBit-Acc/Dmg/Rchg(29), SprWntBit-Rchg/SlowProc(50) Level 14: Aim -- GssSynFr--Build%(A), RechRdx-I(50) Level 16: Static Shield -- StdPrt-ResDam/Def+(A) Level 18: Combat Jumping -- LucoftheG-Rchg+(A) Level 20: Hover -- LucoftheG-Rchg+(A), ShlWal-ResDam/Re TP(36), Rct-ResDam%(50) Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(37), KntCmb-Dmg/Rchg(37), KntCmb-Knock%(37) Level 24: Tough -- Ags-ResDam/EndRdx(A), Ags-ResDam(43), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam/Rchg(46) Level 26: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(45), LucoftheG-Def(46) Level 28: Lightning Reflexes -- Flight-I(A) Level 30: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(31), SprAvl-Acc/Dmg/EndRdx(31), SprAvl-Acc/Dmg/Rchg(31), SprAvl-Acc/Dmg/EndRdx/Rchg(33), SprAvl-Rchg/KDProc(33) Level 32: Thunderous Blast -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(33), SprOppStr-Acc/Dmg/Rchg(34), SprOppStr-Acc/Dmg/EndRdx(34), SprOppStr-Acc/Dmg/EndRdx/Rchg(34), SprOppStr-Rchg/+Opportunity(36) Level 35: Grounded -- StdPrt-ResKB(A) Level 38: Chain Fences -- EnfOpr-EndRdx/Immob(A), EnfOpr-Acc/EndRdx(39), EnfOpr-Acc/Immob/Rchg(39), EnfOpr-Acc/Immob(46) Level 41: Havoc Punch -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/EndRdx(42), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(48), Hct-Dam%(48) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Fly -- BlsoftheZ-ResKB(A) Level 49: Afterburner -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(39), Mrc-Rcvry+(40) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(15) Level 50: Musculature Core Paragon Level 0: Freedom Phalanx Reserve Level 0: Portal Jockey Level 0: Task Force Commander Level 0: The Atlas Medallion Level 50: Barrier Core Epiphany Level 50: Ion Core Final Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Radial Embodiment ------------ Here's a build I put together from scratch after seeing yours: Hero Plan by Mids' Hero Designer 1.962 http://www.cohplanner.com/ Click this DataLink to open the build! Elec x3 Sentinel revised: Level 50 Technology Sentinel Primary Power Set: Electrical Blast Secondary Power Set: Electric Armor Power Pool: Leaping Power Pool: Flight Power Pool: Fighting Power Pool: Speed Ancillary Pool: Electricity Mastery Hero Profile: Level 1: Charged Bolts -- SprOppStr-Acc/Dmg(A), SprOppStr-Dmg/Rchg(17), SprOppStr-Acc/Dmg/Rchg(19), SprOppStr-Acc/Dmg/EndRdx(19), SprOppStr-Acc/Dmg/EndRdx/Rchg(21), SprOppStr-Rchg/+Opportunity(21) Level 1: Charged Armor -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(5), UnbGrd-ResDam(7), UnbGrd-ResDam/EndRdx(7), UnbGrd-Rchg/ResDam(9), UnbGrd-ResDam/EndRdx/Rchg(9) Level 2: Lightning Bolt -- SprSntWar-Acc/Dmg(A), SprSntWar-Dmg/Rchg(23), SprSntWar-Acc/Dmg/Rchg(23), SprSntWar-Acc/Dmg/EndRdx(25), SprSntWar-Acc/Dmg/EndRdx/Rchg(25), SprSntWar-Rchg/+Absorb(27) Level 4: Charged Shield -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-Heal/Rchg/EndRdx(29) Level 6: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(37), Rgn-Acc/Dmg/Rchg(37), Rgn-Acc/Rchg(39), Rgn-Dmg/EndRdx(39) Level 8: Conductive Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam(15), Ags-ResDam/EndRdx/Rchg(17), Ags-ResDam/Rchg(37) Level 10: Energize -- Prv-Heal(A), Prv-Heal/EndRdx(11), Prv-EndRdx/Rchg(11), Prv-Heal/Rchg(13), Prv-Heal/Rchg/EndRdx(13), Prv-Absorb%(15) Level 12: Combat Jumping -- LucoftheG-Rchg+(A), Rct-ResDam%(40), ShlWal-ResDam/Re TP(40) Level 14: Aim -- GssSynFr--Build%(A) Level 16: Static Shield -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(50) Level 18: Tesla Cage -- Thn-Acc/Dmg(A), Thn-Dmg/EndRdx(40), Thn-Dmg/Rchg(43), Thn-Acc/Dmg/Rchg(45), Thn-Acc/Dmg/EndRdx(45), Thn-Dmg/EndRdx/Rchg(46) Level 20: Hover -- LucoftheG-Rchg+(A) Level 22: Grounded -- TtnCtn-ResDam/EndRdx(A), TtnCtn-ResDam(46) Level 24: Fly -- Frb-Stlth(A) Level 26: Boxing -- Mk'Bit-Acc/Dmg(A) Level 28: Zapping Bolt -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(29), SprWntBit-Acc/Dmg/EndRdx(31), SprWntBit-Acc/Dmg/Rchg(31), SprWntBit-Dmg/EndRdx/Acc/Rchg(31), SprWntBit-Rchg/SlowProc(34) Level 30: Lightning Reflexes -- Flight-I(A) Level 32: Thunderous Blast -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/EndRdx(33), SprFrzBls-Acc/Dmg/Rchg(33), SprFrzBls-Dmg/EndRdx/Acc/Rchg(34), SprFrzBls-Rchg/ImmobProc(34) Level 35: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(36), UnbGrd-Rchg/ResDam(36), UnbGrd-Max HP%(36) Level 38: Weave -- LucoftheG-Rchg+(A), LucoftheG-Def/EndRdx(39), LucoftheG-Def(46) Level 41: Short Circuit -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(42), SprAvl-Acc/Dmg/EndRdx(42), SprAvl-Acc/Dmg/Rchg(42), SprAvl-Acc/Dmg/EndRdx/Rchg(43), SprAvl-Rchg/KDProc(43) Level 44: Hasten -- RechRdx-I(A), RechRdx-I(45) Level 47: Havoc Punch -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/EndRdx(48), SprBlsCol-Acc/Dmg/Rchg(48), SprBlsCol-Dmg/EndRdx/Acc/Rchg(50), SprBlsCol-Rchg/HoldProc(50) Level 49: Afterburner -- LucoftheG-Rchg+(A) Level 1: Brawl -- Empty(A) Level 1: Prestige Power Dash -- Empty(A) Level 1: Prestige Power Slide -- Empty(A) Level 1: Prestige Power Quick -- Empty(A) Level 1: Prestige Power Rush -- Empty(A) Level 1: Prestige Power Surge -- Empty(A) Level 1: Sprint -- Empty(A) Level 2: Rest -- Empty(A) Level 4: Ninja Run Level 2: Swift -- Flight-I(A) Level 2: Health -- Pnc-Heal/+End(A), NmnCnv-Regen/Rcvry+(3), Mrc-Rcvry+(5) Level 2: Hurdle -- Jump-I(A) Level 2: Stamina -- PrfShf-End%(A), PrfShf-EndMod(3) Level 50: Musculature Radial Paragon Level 50: Barrier Core Epiphany Level 50: Ion Total Radial Judgement Level 50: Degenerative Radial Flawless Interface Level 50: Assault Radial Embodiment Level 50: Robotic Drones Core Superior Ally ------------
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I completed both badge requirements as a rogue without needing to change again.
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I found a way to keep track of progress: every delivery you make, you get either an arrow of jealousy or an arrow of romance, five charges each time. Just keep track of how many charges you have. When you get to 35 of one or the other you should have a badge. After that, work on the other.
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A badge and market tracker that could be consulted offline would be a Christmas miracle!
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Makes sense. Thanks!
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True. But unless you are planning on doing lots of crafting, I think you'd get enough just playing and vendoring. Maybe not, though.
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Question: Why sell anything if you can't buy anything? By that I mean, what do you need influence for? I saw a snippet that you might (or did) convert cash to merits but wouldn't that violate the no-buying rule? This isn't a criticism. You play as you want and set whatever rules you want. I'm just trying to understand what your rules are.
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Off the top of my head, Frosty Bite adds a cold damage proc to attacks, and Aegis provides Fire/Cold defense and resist.
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I averaged 1.26 WIOs/pack on my first 50 packs. I was surprised at how quickly the prices of individual WIOs went down, but I think that's good news. To me it means that a lot of people had the same idea and a lot of other people got cheap(er) things to polish off their builds. Win-win. I'm not sure if the prices will go up as fast as they came down. My expectations is that the price will go up slower, but then again I was surprised at the speed going down. Soooo . . . Oh, and just about every character I make has between 2 to 5 sets of WIOs. They give crazy good enhancement value, some really good bonuses, and then both go over the roof once you make them Superior. I'm just banking all these WIOs for now. And leaving them in character e-mail makes it easy for a new level 10 to grab a set while waiting on the next DFB or Positron TF to start.
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*Takes the pennies . . . runs!*
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If influence is removed now, there will be a revolution. And I will happily handout torches, pitchforks, and AKs.
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Fleas ruin everything!
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While things like the picture above frequently are display glitches, I think that this is a different kind of glitch. I don't want to publish my theory for fear that it will become the norm, but if Jimmy or some other power-that-be wants me to share my theory, I'd be happy to.
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Something no one has touched on yet is a frequent and recurring problem with the market interface. When a player first looks up an item the numbers in the info box that lists the last five sales, the number of the item for sale, and the number of open bids is sometimes blank or is showing incorrect numbers, perhaps from a different item. If you double click on that box the numbers will frequently populate. If you place a bid on the item and then click on the item in your "Bidding" tab it will always refresh and populate. While I can understand your frustration at not being able to buy what you want when you want it, the problem may rest with the interface and not with player supply and demand. Even if it is a problem of supply and demand I would not want seeded items. That just creates an artificial price set by the devs and that price may become the floor price for some items, the ceiling price for others, and perhaps the de facto price for some things. For example, think about what would happen to the price of some highly desirable recipes like LotG +recharge as well as "throwaway" recipes like anything from the snipe set Exploit Weakness if the market was seeded at 1 million . . . or how about 10 million.
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I know this much is . . . . TROOOOO-OOO