RIP City of Heroes
RIP City of Heroes
Sorry I confused you with someone who said they will stop using the TP until they fixed this. Since they didn’t break it but rather not fix it I found that comment ridiculous.
I’m not opposed to improvements, I’ve recommended some myself but they are the kind only ANet can provide and not something I can alt-tab up the Windows Calulator or do in my head.
It’s also a matter of layout. They could combine the fee and tax and have the second line as net profit. But the fee portion is nonrefundable and if you don’t have enough for the price you want to post the item for the fee field probably indicates the error which is the reason they don’t want to merge it. You could have just the fee and net profit but that still would leave some to scratch their heads as to where the rest of the money went which they thought was the more serious question to solve. And there isn’t aesthetically room for a third piece of information in that layout.
RIP City of Heroes
An honest, sincere question here, regarding the lack of a ‘show total profit’ feature.
In what circumstances would this information change your behavior?
- When selling close to vendor price. Will I lose money if I sell it instead of vendoring?
- When selling things you may need to get cash you need more. Will I get 7g 13s more which I need for an exo sword from selling 10 lodestones, or should I sell 11 lodestones?
- When flipping items. I bought this item at 3g 71s 21c, will I get profit if I relist it for 4g 25s which is below the lowest offer now, or should I list it at 4g 50s and wait a bit more because I know the market likes to shift during weekends?
All of this is solved by using a calculator.
Right now the TP has none of these abilities either without doing a bit of math.
RIP City of Heroes
I hardly call a couple of art devs “a lot of resources” to knock out a few skins every few weeks.
RIP City of Heroes
Those China numbers were disavowed by ANet. They think someone confused characters made Vs accounts sold.
RIP City of Heroes
But honestly, that was the time if you every thought about buying gems to convert into gold, this was a good time to do it, 9-10g per $1.
RIP City of Heroes
It normally takes me around two weeks to get my 4th individual monthly achievement to get my reward. The first three are relatively quick but I’m not seeking out that content to play, I just play normally.
Edit: Oops, I get my 5th individual monthly achievement in 3 weeks, 4 in roughly 12 days.
RIP City of Heroes
(edited by Behellagh.1468)
Skin = looks
Stats = weapon skin applied to
So yes someone can apply Eternity skin to a basic white greatsword and have it look like Eternity.
RIP City of Heroes
(edited by Behellagh.1468)
My only gripe is that AnSoft has all this money but I look towards WvW/PvP and see a wasteland. Sure you see some shrubbery planted every now and then but I desire and new landscape to transverse… Where’s the oasis..?
So your complaint is that even paint ball ranges change up there layout time to time. And that after two years of essentially the same set of goals, it’s now uneventful.
RIP City of Heroes
You’re looking at the gold for gems numbers. But yes it’s down sharply once the sale was over and gold buyers decided it was the time to cash out. It was over 17g for 100 gemes and now is between 12 and 13g.
Don’t blame you, the TP defaults with the gold for gem numbers.
RIP City of Heroes
And in before the lock/delete again. It’s not that the topic is long overdue, it’s forbidden to talk about it. Sort of like crime on ocean cruise ships, universities or Disney parks.
RIP City of Heroes
Then the question is whether there is a place you can go to spend your time with the same barriers of entry, where you would enjoy your time?
ANet created a hybrid sandbox game. They provide a lot of pre-made activities but you can go anywhere and do them in whatever order you want, baring level, or you could simply stray off the beaten path to smite critters found there. No big flashing arrows leading you about. No pushing you out of areas because you are too high of a level. No formal “end-content” where everybody ends up.
Conversely a true sandbox gives you some basic rules, a few basic activities and tells you to go have fun.
RIP City of Heroes
If it doesn’t show “true” profit now then what’s the difference? You still had to use a calculator. Knowing what the profit is or what will be waiting for you at pick up time is informative but I can’t see how that impacts how you price your item for sale.
RIP City of Heroes
That’s odd because I’m getting 79ms to 64.25.40.16
5 29 ms 26 ms 26 ms ggr4.n54ny.ip.att.net [12.122.105.73]
6 26 ms 24 ms 55 ms 192.205.34.50
7 * * * Request timed out.
8 64 ms 62 ms 63 ms GigabitEthernet5-0-0.GW12.DFW9.ALTER.NET [152.63
.97.90]
9 77 ms 75 ms 73 ms 65.205.119.210
10 69 ms 68 ms 69 ms 64.25.32-9.ncsoft.com [64.25.32.9]
11 74 ms 73 ms 73 ms 64.25.32-26.ncsoft.com [64.25.32.26]
12 76 ms 77 ms 119 ms 64.25.32-82.ncsoft.com [64.25.32.82]
13 77 ms 80 ms 79 ms 64.25.40-16.ncsoft.com [64.25.40.16]
So it looks to be a regional problem, or your first few hops are killer.
internetpulse.net shows some bad latency on a few interconnects.
RIP City of Heroes
(edited by Behellagh.1468)
Movies, mostly, aren’t participatory. It’s more like getting your workspace refurbished. And a better selection in the snack room.
RIP City of Heroes
Most of those websites function on query. Hopefully that hasn’t changed with the exception of additional parameters or keywords in existing ones.
RIP City of Heroes
Median, not average. If the median price of transactions are closer to the high bid than low sell it convinces players that the current outrageous low sell price is just that, outrageous, an outlier, wishful thinking.
Just because it’s low sell doesn’t mean players are paying that. Showing either a median or range over the last 24 hours for that item gives players some sense as to how to price their sell order.
Let’s face it, one reason players may not place sell orders is the fear that the price is too high so it doesn’t sell in a “reasonable” amount of time but not to low as to leave money on the table that they could get in their reasonable time frame. Players have different definitions of “reasonable” amount of time. And since sell orders cost 5% and is non-refundable, they don’t want to be mistaken. But without pulling up at gw2tp chart of the last 24 hours/week and define a range of prices the item seems to be selling at, they are stuck with guessing. Whether that’s eyeballing a midpoint or some other means.
RIP City of Heroes
Lack of a match high sell price on the sell screen concerns me. It may just be suppressed in the screen shot since there are none for sale.
The old “Projected Profit” had more to do with what to expect to be waiting for pick up than profit, to reflect the 10% sales tax. Posting fee is important to show since it’s required simply to list the item.
To clarify, the Buy More Gold just take you to the existing exchange tab or does it also default it to the Gold for Gem side?
And the biggest question on my mind, does UI scaling work now or are we still stuck between somewhat unreadable on small and fugly on large?
RIP City of Heroes
I sense the Awesomium webkit wasn’t up to snuff. But the unanswered question I have is does the UI scaling work now on the TP or will we still get barely readable on small and fugly on big scaling?
RIP City of Heroes
Forces everyone through the “toll booth” who wants to trade securely.
RIP City of Heroes
If it makes it easier, as in many fewer clicks, for me to check on the items I’m selling and how many items are undercutting mine and at what prices, great news. Still no 24-hour volume and median transaction price.
They are still favoring high bid so I don’t expect the source of the flippers income is going to dry up anytime soon. I do notice the total lack of a match low seller button.
RIP City of Heroes
(edited by Behellagh.1468)
The only thing Whales can do is buy gold and keys in bulk. Sure they can instantly buy every skin, convenience item and have transmutation charges coming out of their … neither regions but that doesn’t give them a major advantage in game play.
And them buying gold so they can buy a legendary helps the exchange by countering the buying of gems. Sure $700 ($1300 last Sept.) for a virtual weapon that is mostly cool looking seems like a waste to most of us but so is a Porsche over a Honda. Or fashion label Vs store brand. But it’s not game breaking and that’s where the catering to Whales point is emphasizing.
RIP City of Heroes
(edited by Behellagh.1468)
I would be happy with a 24 hour median transaction price and volume. But for traders the skill comes from divining information where none is given.
While 24 hour volume and transaction price may calm the inflation/no drop rate crowd a bit, it would give the traders a lot more information to find those markets that aren’t being targeted for flipping a heck of a lot easier. And once those markets collapse to under a 15% gap all that will be left is speculation for traders.
RIP City of Heroes
I look at it as the copper-fed did well as a convenience item that they decided to do a silver-fed one. Only problem is the most expensive savage kit in the game has an under 1 silver per salvage cost. So they should have made it better than a master/mystic kit or made it a half silver. I’m sure they realized the problem since it’s cheaper than the copper-fed in terms of price but that isn’t an acceptable tradeoff.
RIP City of Heroes
It’s ridiculous you even have to pay a listing fee, when fulfilling an order.
Except you aren’t 100% sure that you are fulfilling a buy order. That buy order may be gone when you click sell so you end up with a sell order at the previous high bid price. Which is how it works. All that radio button does between High Bid and Low Sell is set the price of the sell order for you. It still creates a sell order so 5% fee.
RIP City of Heroes
Get More GoldI don’t see anything wrong with the new rework of the gem store, looks really well done to me.
That’s simply an ad for ANet’s official gold selling service and all it does is open up the Gem exchange on the selling gem side. Since buying gold for cash is a two step process, it’s not as obvious as a direct cash for gold.
The upside is if more players buy gold from the exchange, the exchange rate will go down.
RIP City of Heroes
110 according to Mystic’s luck cheat sheet. At least I think it’s Mystic’s.
http://legendsrpg.com/gw2.php?luck=yes&purpose=sell&lower_limit=100
RIP City of Heroes
Basically what anet did is pretty brilliant in a businessman’s perspective.
When they introduced the game, everything in cash shop can be obtained in game without forcing us to use gems.
Dyes are available from mobs, boosters are obtained from rewards, black lion keys are everywhere and transmutation stones arw abundant, new weapon skins are obtained via crafting or dungeons.
However as the game ages, they became greedier and removed everything to force people into using gems to purchase these items.
Its a good strategy to let the players taste the food first before removing it off the menu to make them crave for it.
Either that is their plan the whole time or they suddenly lost their budget and resorted to this method to milk the players and fund the game.
Except dyes are now account wide. And you can still craft them. The Dye Kit has been in the gem shop since the beginning. While they did up the price on laurel bought unidentified dyes by 10x, it’s in part due to the fact that true demand isn’t as high as it was with possibly the exception of the “pure” colors. Actually most prices for dyes are still bellow where they were in February.
Sure they added RNG Gem Shop event specific dyes. But they are new dyes above the 400+ we got when the game went live.
As for skins, having RNG skin tickets is nasty but they made these and the RNG dyes tradeable at least and their prices right now are cheaper in gem converted gold than the gem cost for enough keys to earn enough tickets to purchase one.
So I disagree, they didn’t move items from in game to the gem shop. They introduced additional items to the ones we got when the game went live. And while you may dislike the skins they did add to the game that you can earn, you can’t say they’ve only added exclusively to the gem shop.
Lastly they haven’t inflated the cost in gems for any item unless they changed it, gathering tools for instance. And the cash cost of gems hasn’t changed either since game launch. 800 gems is still $10, 10€ or £8.50.
RIP City of Heroes
Actually the point in the video about making the player be excited about the purchase rings very true in this game. Why do we buy skins? It’s because we like the look. Gathering and salvage tools? Because we like the convenience.
The game has no paywalls. So I don’t understand why people think the cash shop in this game is so bad.
Most of the complaints seem to be from the notion of how it’s getting more difficult to not pay for an item from the cash shop with cash.
Edit: Sorry, got interrupted when I was first penning this post.
RIP City of Heroes
(edited by Behellagh.1468)
RIP City of Heroes
The assumption of starting the game is that you want to play it now. The fact a patch must be applied to allow you to do that translates into getting the patch downloaded and applied as fast as possible, to get you playing as soon as possible.
RIP City of Heroes
I categorize transmutation stones as gem store items since that is the most consistent way to acquire them. My post included ALL items sold there, in order to back up my initial point; that the gem store is necessary to enjoy the game.
In order for us to have meaningful discussion on this and most other game design issues I think as a community we need to establish and accept some pretty basic premises. Here’s three general points I think most, if not all of us, can agree on.
- In MMOs, character building and progression > game play and mechanics. While GW2 has pretty engaging and action oriented combat, it’s not something most players would enjoy for its own sake.
- In MMOs, this character development is primarily concerned with two things: Power and Cosmetics. GW2 is designed so that there is a hard cap on power progression and it is within everyone’s reach, instead emphasis is placed on cosmetic progression.
-Most of the options for cosmetic progression are gated behind the gem store.
Do these sound like reasonable assertions?
I would argue the last point. Simply look at all the skins in the wardrobe and I would say less than 1/4 or even less than 20% are in the gem shop in one form (directly) or another (tickets).
RIP City of Heroes
Or you can look at it as the skin comes with a set of transmutation charges as a bundle deal. And it’s not like charges don’t drop as rewards.
RIP City of Heroes
This game is feeling more and more like a business plan with a game attached than a game with a business plan attached.
That is what a contemporary MMO is. A virtual economy designed to produce real wealth with a RPG skin wrapped around it to get people to engage in said virtual economy.
Maybe gem store team.
There is no gem store team. Only Arenanet.
Actually, there is a “monetization lead” on staff. http://www.linkedin.com/pub/crystin-cox/3/957/a77
Which makes sense to have if you are using a cash shop model to be the prime income source after initial sale.
RIP City of Heroes
Or the person whose job it was to remove it from the drop table slipped up.
RIP City of Heroes
Other than Steam and Bittorrent, I can’t think of one updater than had a bandwidth limiter.
RIP City of Heroes
Do you crash frequently?
RIP City of Heroes
Downed state is confusing to some new players because all of a sudden their familiar skill bar disappears and is replaced by skills they know nothing about. To make matters worse, they do not really have time to mouse over them to read a tooltip due to the fact that they are dying. So most just randomly spam buttons and hope for the best. The pressure of a near-death experience isn’t exactly conducive to learning.
I totally agree, though, that moving the downed state to level 5 doesn’t solve this problem at all.
So you press one of the four buttons right in front of you and see what it does, you’ve got nothing to loose. You’re dying anyway.
Anet do the darnedest things sometimes
Sigh. New players do hit the buttons, but it isn’t always easy to tell what each skill and its associated animations are actually doing in terms of game mechanics.
But hey, thanks for the sarcasm. It was really productive. :-)
it easy to tell.
Not really. How does this mean heal?
RIP City of Heroes
They did bring back Set 1 and 2 during the sale that just passed. And I believe that Set 1 and 2 are still a reward from the MF.
RIP City of Heroes
Your login to the forums is the same as to the game. Same email address, same password. So whatever email address you used to login here should let you log into the game.
RIP City of Heroes
Something like in Champions Online would be better already .. shows at least
13 characters per screen.
Nice character name.
RIP City of Heroes
Well considering how often people post that they just missed the sale or return of an item they want, I expect you will be gone the next time it returns as well. And the time after that.
RIP City of Heroes
The down state was confusing at first, it was the first time I’ve seen such a system and with hit points dropping and not knowing the death penalty in the game it was button mashing.
Traits weren’t confusing as much as mistake prone and tool tip descriptions weren’t all that informative but that’s more of not knowing what skills, abilities, stats, combos do. Things like increasing range/damage/boon/condition time is obvious but my first character was a mesmer.
Lets look at Masterful Reflection. It says “Distortion grants Reflection”. Distortion is a F-key shatter ability that says “Destroy all your clones and phantasms, gaining distortion for each one shattered.” Which doesn’t tell me what distortion does. Looking up distortion it says “Immune to conditions and damage”. Now I have to look up reflection which “Reflects Projectiles”. And this is just one of 5 adept traits in an unlocked trait line. It’s a research project you have to use the wiki for because the in game tool tips simply aren’t informative enough to make a decision. I can understand how it can be overwhelming. By the time I started my 2nd character I had a reasonable grasp of terminology of the game and the tooltips were mostly understandable except for profession specific abilities.
Remember, not all players came from Guild Wars, assuming terms there are similar to terms here.
RIP City of Heroes
GW2’s engine is likely very efficient because it’s constrained to only doing what they wanted to do with guild wars 2, as is the case with most efficient engines (HeroEngline in CoH is another example).
While this is great for system resources of users, it’s terrible for engine diversity
If you meant City of Heroes, it didn’t use the HeroEngine.
RIP City of Heroes
Cider is commonly used if the developer really doesn’t want to hire a Mac specific team. Cider is a fork of the Wine Windows Linux emulator but targeted at gaming for the Mac. Since Mac gaming is tiny compared to Windows gaming, many developers don’t see the ROI in doing a native port. Dragon Age 2 uses Cider in it’s Mac version. The Mac versions of GTA 3, Vice City and San Andreas uses Cider.
It’s a lot easier to port code if you go into it knowing the platforms you are planning to support at start time. Mac uses OpenGL as it’s graphics API so you need to plan ahead to avoid doing something in Dx3D that isn’t easy to translate into OpenGL or vice versa.
They cap conditions so 100 players don’t kill a boss with 100s of DoT effects. It’s simply tougher to scale damage on a curve.
RIP City of Heroes
(edited by Behellagh.1468)
OP has a good advice about buying cheap rares to get ectos.
I don’t disagree with that. I disagree that you can earn enough from the salvage to keep doing it indefinitely and in the end still have your 50g.
In the end you need 4,295,450 EoL to reach 300%. The curve isn’t pretty.
RIP City of Heroes
(edited by Behellagh.1468)
Players lost sight of playing for fun. It’s all about earning enough gold to cheat out the cash shop by any means necessary.
RIP City of Heroes
But with the amount of money WoW was bringing in they could afford to do a native Mac port, a Dx11 port, a 64-bit port and now a major geometry/texture update for characters. At it’s peak it brought in more money in one quarter than this game has since release.
RIP City of Heroes
This price leap makes no sense to me. It’s just like the dye news back in March. If minis unlock account wide I would have expected a flood of duplicates boosting supply. And like dyes I expect a price crash right after the patch hits.
This is dissimilar to the dye situation, though.
Dyes used to be learned per character and were therefore removed from the supply when used. If someone wanted Abyss Dye on multiple characters, they had to buy multiple Abyss Dyes. When dyes became account-wide, everyone who had duplicate dyes on multiple characters got unid dyes in refund, which resulted in a veritable flood of available supply. My account alone resulted in several hundred fresh dyes for the TP.
Minis aren’t bound except those which are bound anyways, and even then they’re account bound. If someone wants to run around with a bikini Kasmeer on 5 characters, they only really need the one, depositing it in the bank and pulling it out on which character they’re playing. Since they’re not bound or removed from supply for having duplicates, there won’t be “new” minis being created to flood the market. There will only be as much supply as there ever was.
I’d wager far more people had duplicate, triplicate, quadruplicate, or even higher dyes pre-account-wide dyes than have duplicate, triplicate, etc. minis. Presumably the people buying them up now will, if not flip them immediately, hold on to them until the supply dwindles because people are removing them for achievements or convenience.
@general topic: I hope they do one of two things with the achievements: Either retroactively unlock them if you had the previous unlocked (doubtful, unless you didn’t re-gain AP for unlocking them) or treat them like the clothing wardrobe in that you only need X amount of minis in total, rather than “Complete sets”. So basically, like how the current wardrobe achievements are “Unlock 1000 skins” rather than “unlock 100 Light armor skins/medium armor skins/heavy armor skins/swords/greatswords”. So that way people who got gem store minis can count those towards the achievements instead of needing to specifically get each set complete (especially for those of us who got the current achievements and then sold or otherwise got rid of minis they didn’t want or need any more).
Not as I see it. Once unlocked across accounts you can have more that one character use it, like dyes. Like dyes, once the new feature was announced, there was a massive surge in prices on the TP due to supply being bought out. Now a few hours later prices are returning to more reasonable levels but still noticeably higher than pre-announcement. The question is will they plummet after the patch hits like dyes did.
Sure everybody got a pile of unidyes and those, identified or not could have flooded the market but the immediate uptick in supply compared to pre-announcement wasn’t all that much yet some prices were 1/10th the pre-announcement price and 1/20th of the inflated price between the announcement and the patch.
RIP City of Heroes
meh, I just logon, thought i can sell my 7 mini forest grub for 50 gold, and price crash back to 5 gold.
But it was 1.25g before the surge. The highest the bid got was 4.5g. We all should know by now that when supply gets very low the asking price gets ridiculous but bids tend to be a bit more rational.
RIP City of Heroes