In regards to the GMI, I'd be curious to know:
- # Buy Orders Placed
- # Buy Orders Filled
- # Sell Orders Placed
- # Sell Orders Fulfilled
- # Toons that have used the GMI (either via placing a buy order or a sell order)
I'm guessing you have data outside of the total cred value of transactions thus far, that would be interesting to see.
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On an unrelated note, I really wish the Devs would reconsider some of the PvP flag changes. It really puts an even bigger divide between PvP-oriented players and those that are not. I am really, really tired of getting a flag because someone in my team is flagged. And sure, I could ask everyone (before I invite from LFT) if they are flagged but sometimes the person doesn't even realize they are. I'm pretty good about communicating things but it really is disruptive to my gameplay. PvP is not something I've had to even concern myself with before and now it has been intrusively stuck into my day to day game time for no good reason.
I understand the issue PvPers experienced with pocket <insert profession> but why not implement a fix that doesn't force me to have to get involved in an aspect of the game that I don't like and, for 8 years, have been able to quite easily avoid whenever I wanted?
My 'Do not team' list is long enough from general morons and uber noobs. Now I'm having to hesitate on teaming people that typically engage in PvP too because who knows if they'll show up with a flag in some attempt to get my toons flagged and gank them (yes, I have seen someone do this to a teammate..last week).
So I guess my question to Lindelu, Illayia or whatever Devs are reading this is..."Did you recognize that the changes you made to the PvP flag system was going to force everyone in the game, including those that are non-PvP oriented to become involved in PvP? If so, was this the intent and why?"
And before someone says "just communicate with your teammates or stop teaming flagged people".. that is the point I'm making.. I don't want to be involved or having to constantly check on these things. Even stuff as simple as inferno missions are becoming a nightmare when 1 person shows up with a flag and then next thing you know there's PvP at trial.
Last edited by Traderjill; Jul 6th, 2012 at 18:49:26.
I support Jill on this 100%, I'm not a PvP'er and now I'm getting flagged EVERY SINGLE DAY!
This situation is unacceptable to me, why is the game forcing people who DO NOT PvP to become targets of people who do (and have no problem taking advantage of it).
Players can't always use the grid to hide in a safe spot until the flag expires, and I'm sure they rather use that time to actually... play their character and not be forced to switch to another character instead.
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Keep in mind: My posts are my own personal views and thoughts.
The disappointing truth is that those purely interested in PvP must PvM in order to play this game. Here we PvMers have to deal with the threat of PvP, which is nominally better than what a pure PvPer must endure.
I would expect, at the worst, that flags will be fixed when insta-levels are introduced.
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It is beyond a threat of PvP.. I team a lot in AO and somehow, I end up flagged "by accident" on a daily basis. It is almost comical. Now, when I'm forming teams I invite everyone to my raid bot and I do not send an actual team invite until they are physically in front of me. The convenience of utilizing the LFT interface has been diminished by the possibility that one of my teammates has a flag. It is the only way I've determined that I can safely create a flag-free team. Unfortunately, there are many scenarios in game where this approach isn't plausible.. and inferno missions happens to be one of them.
Of course if the PvP flag thing worked properly then it wouldn't be as 'big' of an inconvenience. But because pets are borked and become hostile npc's to members of their owners team.. well it can be an annoying problem to have a flagged team or RI doing anything.
Lindelu, in another thread, asked about things they could do to promote teaming. This new PvP flag mechanism goes in the completely opposite direction. People already don't like doing pick-up groups or inviting people they don't know to things. So now we have yet another reason to not invite unknowns to teams.. because one person can basically hold up a raid or even create a significant disruption in a PvM activity.
I can't help but feel as if this PvP flag change wasn't completely thought through.
Last edited by Traderjill; Jul 7th, 2012 at 00:37:03.
I think you guys are over reacting to a 5 min flag, just something to get used to.
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[Zacyx]: i will perma bann u from MR
Damnit! The proper way to fix the flag situation is to make buffs and heals only land on PvP flagged toons if you are flagged your self, then you just add a PvP-enable button and you are done, no one will then mistakenly get flagged, this is a rather obvious solution, no?
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Please don't link this to a building! Or if you do at least put that function in the HQ building. My current org's iCity is planned out and finished, there is no room for a new building in any case, why should we have to add a new building in order to collect taxes from members?
Last edited by Notcrattey; Today at 05:51:45. Reason: Didn't actually edit it, was a mistake!
Considering how often the PVMers buffed flagged players and even worse, were outside healing them during active PVP, I can't feel completely sorry about PVMers getting flagged. The primary reason you guys are getting flagged now is because some of you are still assisting flagged players, eventually PVMers will stop interfering altogether.
On that note, the suggestion Jill had regarding buffing flagged players would be more than adequate. Surely it could be introduced as similar mechanics already exist.
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Hey! Not fair to do another Soldier upgrade this soon after the +damage add on One-More-Hit-Healing, i suggest a +dam to *incoming* reflect and damage shield damage, it would have a broad ranging chaotic effect to most profesions thanks to idjit shields in symbs, something to really shake up PvE and PvP both, efficiency ftw!
Last edited by Notcrattey; Today at 05:51:45. Reason: Didn't actually edit it, was a mistake!
All they had to do was make it where you cannot buff any flagged player unless you choose to flag yourself first. Then add a prompt to let a team leader know that "The person you have just invited is flagged for PvP. Accept or decline?" Solo and team problems solved. But FC, as usual, has to do it the hard way. They're so dedicated to using band-aid fixes they don't know any other way to operate.
Last edited by Phixalicious; Jul 7th, 2012 at 07:29:39.
Idiots are just like slinkies. It makes you smile when you push them down a flight of stairs.
[Zacyx]: i will perma bann u from MR
IMO that's kind of a shame in my eyes, though not using the specific scenarios you mentioned (I can understand your frustration with pocketing, and I'm not saying we should bring it back). I'm more referring to the tone this sets in the fact that it's just one more thing that polarizes PvMers and PvPers. I still dislike how every damn game out there seems to insist on separating these elements of gameplay as much as possible.
Don't get me wrong, there should probably still be a "safe" end of the spectrum for both sides so that people who only want to PvP or PvM can do so, but in the middle I'd like to see more of a blurring between the two areas so that those of us who enjoy both don't have to feel like we're playing two different games.
Yeah I've probably rambled off from the point somewhat. But it's a problem that persists in all MMOs, not just AO. *shrug*
:E
You or the people you team with must be really special or something, because that has yet to happen to me or anyone I know personally.
The flags simply don't last long enough for that, unless they were already in the middle of pvping. In which case they should have the common courtesy to wait.
I think the developers working on AO are incredible. Few game designers could do to a game what these people have done to this game.