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There is give and take in the new system, of course. Were we give up things like overlapping we gain far more extras.
Since items and rent are free, it makes it a little easier on the devs. There was a time when the game economy needed rent charged...the time is past.
Another adjustment
SG Ranking switches from total prestige to most prestige gained monthly so that the more active SGs are ranked near the top. -
This is an idea that clearly needs adjusting. Consider it an excersize. How should it be adjusted?
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(I am typing this on mobile with auto correct, so I hope it goes through without errors!)
Part of the credit for this idea should go to the creator of the "Stone ages" thread, because that is where I was inspired.
THE NEW BASE EDITOR CONCEPT
It has been mentioned that since the maps exist in AE we should have them as an option for bases. I wish to carry this a bit further if I may.
I propose a base editor muçh like the AE System be setup. For example:
When a VIP creates a supergroup currently, they are given the option of starting work on a base. Step one would be to choose between the Legacy base system or the new one.
Advantages to legacy would be that anyone with permissions can edit the base. Disadvantage would be rent and item cost.
The new system would make base building free but access is limited to VIPs or players with enough veteran badges (tier 7 maybe). Maps are predetermined, so no custom base maps.
The new system abilities:
- choose from the same premade maps that we see in AE...including functional elevators or outdoor maps
- all room items in the game are available at no cost
- Custom NPC and NPC Creatures can be placed
- The pathing rules are similar to the old method...doorways cannot be blocked, for example. This will allow for the return of base raids
- Only the superleader can edit the supergroup base
- players of tier 7 or higher can create single room personal quarters linked to that character. This room is character specific and can be carried to whatever SG they join, or can be entered through any base portal. It is set up using Legacy rules and uses the same server
- the new system has a dedicated server. Since room layout is predetermined by existing maps, it limits the ways a base can be "broke".
- New system item limit is trippled to allow for the decoration of more rooms and outdoor areas
- Overlapping of items is not enabled in the new system, but 360 verticle and horizontal rotation is. This will allow for creativity ANDadhere to base raid pathing rules -
I think the reason only VIPs can pay base rent is because the code is written in with the SG creation code. Adding an option to autopay under SG options would be a much simpler option.
We would end up paying bi-weekly though, whereas right now we can wait a month.
Fair trade in my book. -
Quote:An autopay option would be nice. No rent would be best. I don't think it will happen though.I know this has been requested before, and this is not a game changer, but I'd like to
not pay base rent anymore. It's not alot, it's just inconvenient. If it can't be
eliminated, then please make it possible to pay without having to go to Atlas every
month.
Thanks.
While we're at it, how about SG Ranking based on number members + total time spent in SG Mode on a monthly basis? That way rankings are based on most active & committed members.
My Freedom SG has only 3 active members but is still a top 50 SG because of past growth. Doesn't seem right.
But I doubt that's an easy thing to do. -
Okay, so we are now seeing the number of beacons that can be attached to telepads increased. This was a possibility brought up at the last player summit. But why did it happen?
My theory is that no redesigning was required. The devs had to do less to make it happen.
So maybe that's how we, as Base Builders, should approach the more immediate suggestions? Let's see what list we can produce. I know what you are thinking...another list? But this one is different. This on will focus on taking existing base items and making improvements of slight adjustments.
What can be done as simply as the new telepads were done?
Request #1
Give us some computers that can be placed in any room as decorative items. I'm talking about the ones that currently can only be placed in control rooms.
Request #2
Give us desks with different textures. Like wood flooring for example.
Request #3
Give us a wall and ceiling tile that has a sky texture. -
I think maybe it's a test run.
If it goes well, maybe we'll see some new telepad designs as well.
Frankly, I don't know why they don't just make the Base Entry portal able to exit to any zone and remove the need for telepads completely. -
1) The Map has all option unselcted by default. New players may not even know to set them.
2) Every zone I enter, the fog of war returns, even if I have "Revealed" that map previously. All of hte City zones do this.
3) Not a bug, but should be...Free accounts cannot pay base rent. It's idiotic. -
That's funny, because the Facebook page is making the assumption it is. And all inactive accounts are now playable.
And hte main website is presumably down so that they can put up the new FREE content graphics.
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So...this patch does not make FREEDOM live?
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Quote:I think this is a good thing for the salvage racks and inspiration storage containers. It's a HORRIBLE thing for IO storage. They should at least give us a drop down with the option to sort by set.This is not a bug.
While it didn't make it into the Official Patch Notes for i21, it was mentioned in one of the Beta Patches.
Sorting storage alphabetically has been a longstanding request by the community, especially since the log function was trashed in i13 (or was it i12?... same diff.).
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Given the changes coming with Freedom, should the devs do away with Base Rent entirely?
Since Premium and Free players cannot pay rent, VIP players are going to get swarmed with requests to make rent payments.
I don't think it's fair that Premiums cannot pay rent on bases at all. Clearly, since I'm posting here, I'm a VIP, but I still don't think it's fair.
The simple solution is to do away with Base Rent completely. Afterall, what is the incentive to play in SG mode if you are Free or Premium now? -
My suggestion is to have one section that gives all all access, regardless of paid subscription status.
Call it:
"FREE & PREMIUM Q&A SECTION"
That's it. Clearly, I am a VIP player, so this would not affect me, but it occurs to me that it would have advantages
1) Free and Premium players would get to ask questions to help them understand things.
2) The answers they receive could lead them to becoming VIP players or spending money on the game content. -
Since this is a common Freedom Question thread, I have some in regard to Supergroups:
I am over 6 years and have filled all my Tier 8 slots and below. I am Superleader of my Supergroup.
SUPERGROUP BASE QUESTIONS:
1) Will I be able to pay my supergroup base rent?
2) Will I be able to edit my base?
3) Will I be able to access equipment such as invention and work tables?
4) Will I be able to place personal items?
5) Will I be able to access storage? -
Quote:Clarification required here:Without knowing her status Pre-I21, we cannot say for certain what she should have currently. She should have 2 (all F2P get them) + 2 (GR) for certain, then a variable number after that depending on previous subscription time and previously purchased slots.
No, you are not correct about Inventions. You can access and play characters who have IOs slotted, even if you don't have access to the Invention System (via 30-day license or permanent unlock). Your IOs simply don't work; you don't get any enhancement value from them, procs/globals don't work, and set bonuses don't work.
In regard to IOs, does this mean the slotted IOs would give no boost whatsoever and would be the same as having an empty slot? If so this would become a major issue. People paid a lot of influence for those things and to have to drop regular enhancements over them would be costly, especially if they switch back and forth from Premium to VIP for financial reasons. -
No offense, but I cannot stand answers like this. According to board rules, we cannot discuss other games...so don't bother referring to them either. Doesn't really matter what other games that go f2p do...this is CoH, a game which has a more loyal following. We deserve better treatment.
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Quote:Okay...maybe you are right. Maybe I am. I have no idea how to prove it, do you? If so, lets find out so that we do not have to speculate.The actual number of people that have bought boosters is most likely a lot closer to 50,000 to 60,000 for each booster pack.
If you are going to speculate about the numbers please try to make them believable.
But I will tell you that some of the boosters simply are not interesting to a large umber of people. For example, how many guys would buy the wedding pack? Since it was the first one out, maybe some did...but I would wager not many. And they do not cost $20, they cost $10. -
IF I WERE THE DEVS...
Here's what I would do as a temporary fix to satisfy base-builders. At this point, we would all be happy to not be ignored.
1) Add two items per issue. The items could be items that are already in the mission building system...for example, a pool or water, Rikti computer, ramps, balconies and steps long enough to reach them. These are items already in the game as part of an actual building system.
2) Second floors. My suggestion is to have a floor tile that is thick enough to look lke a real floor and is not transparent from the bottom. It anchors to a wall, and addition tiles can be placed on anchored tiles. Sort of like stacking wall lamps outward. Make this tiles so that things can be place on them just like a floor.
The advantage to this would be we could control the height by using the wall. That way we could have as many as 3 levels in our basses.
3) Increase the storage limits. We have 150 members and only permitted what? 19 storage? Makes no sense. One option would be to make our personal storage vault mor like the Wentworths window, so that it can hold any of our items, and increase the limit. That way everyone would have the storage they need.
4) Add a dropdown to assign a room to an SG member. That way only that member of the superleader can edit the room. Only the Superleader can move the room.
5) Give us a visual labeling system. Places a members name above a door would be great. Or labeling storage. Or a symple sign giving directions. If not lables, then various colors wall arrows. Then we can tell members "follow the red arrows to find the telepads".
6) More style options. They are simple patterns that already exist in the game. And make existing ones match more closely.
7) Remove doorways completely. Let us create "halls" instead...rooms of one tile or large in width and length that can be placed between rooms. This way they are actually rooms that we can decorate and we can have double and tripple doors. You can also allow rooms to join wall-to-wall and thereby remove that wall where they are joined. If you want the wall, put empty space there by adding a 1 tile hall.
8) Give us an update on telepads. the existing ones work, but something more streamlines should be added as well. The Justice League, for example, has small tubes like our medlab thingies. It must be possible to come up with something close.
All of the above things can be added 1-2 items per issue with little effort (escept the hallway idea). No reason why some of these cannot be done. -
Quote:Here's the problem:This is called being persistent. I know, because I'm the one who has been doing it. Zwillinger gave that answer in response to MY question in the UStream Chat. Because even the *shaping* of a refusal to "talk about bases" contains information which can inspire hope (or despair ... take your pick).
The most "promising" aspect of this consistent refusal to "talk about bases" in the context of persistent queries is that it is also entirely in keeping with company policy of "not talking about future developments" before they are ready to release information. For example:
Question (prior to Proliferation 3.0 announcement): "Can you talk about powerset proliferation?"
Answer: "No."
Question: "Why aren't Dominators included in Powerset Proliferation 3.0 in Issue 21?"
Answer: "Because we're doing something else for Dominators that will be Awesome!"
Follow up Question: "Can you tell us more about that?"
Answer: "No."
Question: "Can you tell us more about what you're going to be doing with the remaining Incarnate Slots which have yet to be unlocked?"
Answer: "No."
The point that I want EVERYONE in this forum to take to heart is that Paragon Studios has a *habit* of working on things and not talking about them "before they're ready" to talk about them. They didn't "talk about" powerset proliferation ... but they were working on it (and oh boy were they working on it!) just the same, as we now know. They aren't "talking about" powerset proliferation, or possibly even NEW powersets(!) for Dominators (and Controllers?) post-Issue 21. Is there anyone here who wants to believe that means that they're doing *NOTHING* for Dominators post-Issue 21? They won't "talk about" what the remaining unlockable Incarnate Slots are going to do, which Trials they'll be tied to, what currency they'll use to craft the enhancements ... any of that stuff. But does anyone *BELIEVE* that because the Devs "won't talk about it" that they're "not doing anything" in this area? Let's just say that believing that would be ... foolish.
And now we have repeated statements that the Devs "can't talk about bases" in a manner that is *entirely consistent* with development work either scheduled, in progress, or possibly even both. We also know that the the Programming Team is "booked solid" as far as team time is concerned for the next 6 months (or so, at least!), and that ... one ... of the production bottlenecks in Development of new features for the game right now is Programming. Tunnel Rat has said so in UStream chats. Other Devs (Synapse? Second Measure?) have said so in UStream chats.
Anyone want to speculate how much Programming Development *any* kind of Base Editor work would require ... let alone a wholesale revamp? Personally, I'm thinking "not trivial" would be the best answer to that question (especially if talking wholesale revamp).
Yes, this IS a game of Blind Man's Bluff at this point to try and figure out what is going on with SG Bases in the development cycle. But at the same time, Paragon Studios does have a Modus Operandi when it comes to "talking about" things to develop. We've seen THAT before ... and it's better than even money that we're seeing it in operation NOW with respect to future SG Bases Development. The one thing we CAN be sure of is that there isn't going to be any kind of finished and finalized push of enhanced Base Functionality in Issue 21. THAT MUCH has been made clear.
But Second Measure, in his role as Producer, and by his own admission on saturday's UStream broadcast from SDCC, "lives in the future" of CoH:F because he's already engaging in meetings about what is going into Issues 22 and 23 (and possibly even 24, although he didn't state this explicitly).
Question: "Can you talk about Issue 22?"
Answer: "No."
Question: "Can you talk about future development(s) for SG Bases?"
Answer: "No."
Anyone want to believe that the Devs are NOT working on Issue 22, even in a preliminary capacity? I'm willing to bet the answer to that is "NO" simply because it's self-evident that they must be, already.
Anyone want to believe that the Devs are NOT doing any work on SG Bases ... ever again? Note very carefully that if SG Bases were an "abandoned feature" as so many of us had feared, it would be VERY EASY for someone ... anyone ... to come along and flat out state, for the record, that there are NO PLANS, of any kind, anywhere in the forseeable future, to do anything at all with SG Bases. The Devs *HAVE* come out and said, in answer to questions about some topics, that there is "No Work Being Done" or planned to be done in that area. When something is *NOT* up for revision/remodeling/redevelopment, the Devs have been forthcoming in saying so, that there is no effort being expended in that direction. They don't say, "we aren't talking about it" (or words to that effect), they just come right out and say that there's nothing being done or there are no resources allocated for that effort. THAT they DO say.
Significantly, in this case, the Devs are NOT saying there's *nothing* happening on the SG Bases front. What they DO SAY is that they "can't talk about" what IS (or is not, if you're pessimistic about this ... still) happening on the SG Bases front. And that "can't talk about it" response is entirely in keeping with something happening.
It's not going to be something for Issue 21 ... that much is clear.
But it might be Issue 22 ... or maybe even Issue 23 (which at this point I would peg at being a year away, for Issue 23). At the very least though ... SOMETHING ... appears to be happening ... so long as you're a decent player at the game of Blind Man's Bluff ... and if you've been paying attention to the *shape* of the language Paragon Studios uses to talk (or not) about what is being worked on, but news of which hasn't leaked yet.
This analysis is by no means conclusive PROOF of a development effort for SG Bases at Paragon Studios ... but if you're inclined to optimism (and not everyone who reads this forum is, at this point), it IS a reason to (re)kindle a flame that has long been guttering and dying.
HOPE.
If you know how to read the signs, and not be overwhelmed by your past disappointments and cynicsm ... it is possible to hope. Whether you do, or not, is up to you.
Me? I'm betting on hope.
Saying "No" about things for a year because it is in development is fine. But with Base builders it has lasted years with very little to show for it. At this point, by refusing to discuss it, many take it to mean "We don't care about the base builders and we're tired of the requests."
As to a Personal Space pack, there several major hurdles to overcome:
1) Item Limit. If personal chambers are a part of a base, they count against the item limit. So assume someone gets the bright idea to line his ceiling with bottles. Hundreds of items against the item limit in one shot.
2) Base Rent. What if the base rent is unpaid? Then players cannot get into their rooms that they paid real money to have? That would be pretty bad.
3) Storage Limits. If personal space is inside a base, then their storage counts against storage limits. You are permitted 150 members...does that mean only 19 would be allowed to store things in their personal space? Would not work.
4) Lag. If you are a full SG and if 50-100 people enter their personal space at the same time, and it is within a base, lag will become a major issue. In some cases, bases have broken simply because too many people were in at the same time (I know because I've done it).
Personal Chambers must be seperate from bases. There is no way around it. They also have to be spawned in their own zone.
In order for it to work, Personal spaces would need to:
1) Not be contained in bases. Instead, add "apartment buildings" to zones where they enter and zone into their personal chambers.
2) Do not allow medical facilities in personal chambers. That's what hospitals and bases are for. A Personal space is a home. It's where heroes/villains go at the end of a long day.
3) Limit their storage to 2 containers; one for IOs, one for Insirations. And one invention table. Storage should be in a different container than in bases...like a refridgerator could hold IOs for example. Or a dresser hold Inspirs.
4) Placeable items should not be the same as in a base. Instead, have common household items like beds, kitchens, living room furniture.
5) The Prestige payment system will need to NOT apply to personal space. It will have to either be free with purchase of the pack, or be paid with influence.
6) People should be able to form a "pact" to share personal space...this way couples can live together for example. Pacts should double storage capacity. -
Here's the issue at it's most basic premise. Waaaay back when this game was in development, I was a member of this community. From the week the development of City of Heroes was announced and its website launched, I was here. I'm talking years before the game was released.
During that time, you know who were here at the site? Thousands upon thousands of comic book fans. The site had over 40,000 people registered back then. 40,000.
Shortly before, or just after launch, the forums and main site received a makeover and the original posts were lost. But speaking as someone who was there, the reason we all wanted this game was so that we could experience the life of heroes and/or heroes groups.
Now, we're talking about people who were loyal to the game before it even came out. Over 40,000.
Why do you think bases were added? Because those people requested it. you see, back then, Cryptic listened to us. If we made a request, Positron or another developer would respond directly on the forums.
Where is the 40,000 now? Most of them have moved on. Why? Because no matter how many new costume pieces you add, no matter how must you improve PVP, no matter how many new trials, flashbacks or whatever you add, none of that develops loyalty to the game like bases do.
Every other aspect of CoX is temporary. How many times can you do a task force before it gets old? How many arcs can you create in MA before you get nerfed so much that it's no longer fun and used only by farmers? The costume creator? What's billed as "limitless" (originally) is actually very limited.
The truth is we have lost thousands of base builders. To prove it, simply look at the oldest posts in this section and see how many have active forum subscriptions.
They left. Why? It wasn't because the game got boring. Heck, base builders spend hours upon hours in their bases...it's always boring when you are building. It was because they got tired of being ignored.
If the devs were smart, they would revamp the base building system and make a big deal of it in the press...because it WOULD bring thousands back to the game.
But, first they need to hold onto those of us that are still here...and that means tossing us some bones. Add more items to the editor at least. That would satisfy many.
Add bottoms to items that are see-thru when raised. That would help.
Give us a bigger entry room option. Heck, there is zero reason for that not to happen...it's just a room with a few more tiles added.
I don't even need a complete overhaul...I would be satisfied to see a couple items per issue added. IT would feel like Christmas at this point. -
Quote:I'm sorry, Vivian, but your reasoning is way off. First...there is no need to charge for base items. Only VIP players can start bases...so we would already be paying to have bases.I think that this is a case where your love for bases, and your very powerful desire to see them grow and evolve is blinding you to the financial realities that have forced them to take a back burner in the face of more urgent development priorities.
I would like us to take a step back and try to give it an objective look.
Rhetorically, in your opinion, how many base builders are there in the playerbase right now that would pay real world money in the form of microtransactions to build their bases? One hundred? Two hundred? Five hundred? A thousand?
Among that number of base-builders, among those who would spend real-world-money under a microtransaction model, you'll find a wide range of money spent -- wealthy builders will plop down hundreds of dollars, whereas more frugal souls will eke out single dollars for specific, highly-desired items and grind to make the rest.
Let's say the average builder's "buy" for base items is around $20. That means that the average base builder will spend $20 on base items. Fair, right? Some few may spend more, but the vast majority will spend less -- or nothing.
Let's take the largest number above -- a thousand base builders -- and multiply that by $20... it's $20,000.
But let's say there are two thousand base builders -- let's say that the new base shinies and larger population from F2P will attract more folks, and double the number of buyers! Yet... that's still only $40,000.
Let's be crazy and double that again for no apparent reason -- it's still only $80,000.
This is not a "large source" of revenue... large sources are several millions of dollars. Moreover, and perhaps more importantly -- this is not "recurring" revenue.
Much like a Pack, Base Item Purchases would be one-shot, one-time purchases. Packs are inherently risky, as they cost a certain amount to develop, and each player will only buy one of them. If they don't sell enough to cover their cost of development, then NCsoft winds up breaking even -- or losing money on the Pack. Not exactly ideal.
In order to prosper, CoX needs recurring revenue. That's money that keeps coming in, month after month. This is needed in order to be able for Paragon Studios to afford more permanent staff and for CoX to rise on the ranks of NCsoft's Annual Earnings Reports -- for that is truly its only safeguard against eventual dissolution.
Bear in mind that the cost of overhauling SG Bases involves several months of work by a team of programmers, modelers, texture artists, riggers, animators, effect artists, designers, testers and producers. That labor represents a cost of many hundreds of thousands of dollars, not including the other overhead of the company surrounding them.
However -- that being said, and that sobering dose of reality having been handed out, I do have a suggestion that would make all of this possible:If SG base "rent" was ACTUAL rent -- in other words, if it was a real, recurring monthly cost in real-world money -- that would serve to justify the expense of a Base Overhaul. I.e., if a case could be made that the income from a base overhaul would see a Return on Investment within "X" months for NCsoft, we'd probably see it happen.
Yet -- I cannot help but think that the base builder and player community would wholeheartedly reject any such extra recurring monthly cost for something they have received for free for so long already.
So, we are at an impasse -- and thus, in my humble opinion, Bases will probably stay exactly where they are until and unless the Free-to-Play model injects a ton of cash and changes the current dynamic.
-- Vivian
Second, in regard to Base packs...just how much do you actually think these packs they release are making them? Do you really think the Super Science pack made them more than $20,000? Or the Wedding Pack?
In addition, you said there are as many as 5,000 base builders. There are actually more than that, but lets go with half of what you say. The average cost of a pack is not $20, it's $10. So if it's an acocunt wide pack and 2,500 people buy it, that's $25,000. You cannot tell me that commiting to a day per week for base development would cost more than $25,000 annually.
But even without the packs. What if the devs just agreed to add 5 new base items every other issue? Or 2 base items per issue? I would be happy with that. Especially since it would be items that are already in the game.
The devs already have water tiles. They already have Arachnos base items. All they have to do is add the info, pricing and graphic to the base editor. THAT's all.
That's not development, it's redistribution. Easily done in half a day at most if they think it through first.
AND THERE IS NO WAY I WOULD PAY REAL MONEY TO HAVE A BASE! That idea is insane and CoX would lose their most loyal subscribers...the BBC.
What you are not grasping is the BBC are the most loyal players. To everyone else, CoX is just a game. BBS people develop an attachment to the things they create, so they stay.
You are right...recurring revenue is important. But you are wrong if you think most people will keep paying when FREEDOM comes out. Most will go free-2-play. Heck, most are VIPs right now attempting to unlock content for when they can play free.
I got so fed up with the lack of attention bases get that I left for the past 2 months. I came back because a friend paid my subscription for a month for my birthday. And I was a player since the original beta of CoH.
I've heard rumors something is planned...but we've all heard those rumors before. I'll believe it when I see it. But with all the downtime lately, they are not convincing me I was wrong for leaving.
Quote:Originally Posted by Doctor Vivian
The goal of it is to generate a reliable, recurring, Base-specific revenue stream for Paragon Studios that could be used to maintain the salaries and overhead of a small Base Team, who would do nothing every month but work on Base content. One-shot Base Packs won't do that.
-- Vivian
As contributors to the bottom line, we as customers have a right to seek satisfaction.
(Continued) -
Quote:As one legend to another, I'll say that I don't think GH meant it in the way you took it. I do agree about the word "exploits" though...if I had the option I would go back and change it.Okay, folks,
We're all builders here, together. None of that "you're new here, aren't you?"
GH, someone could easily come back and say that you're new to the EU forums, they've been just as polite on their base builder forums and they've never had an issue, you know.
"Exploits" was not meant in a bad way in this particular thread title, although I think it was a bit of a mistake to use it. It leads to too many misunderstandings.
I think GH only meant that the EU players are only recently seeing this section and have not had the time to explore all of it yet. You have to admit, we have A LOT of information here in the basebuilding section.
So it's understandable for someone to assume we can just "ask" for something. They haven't experienced the disappointments we have yet.
BTW...saw a base on Exalted with true double doors...since Exalted is a new server, it means someone figured out how again. Anyone remember the old way of doing it? -
1) There was no official announcement. It was fellow basebuilders that dscovered the nerf in the beta back then, so they warned everyone so people could prepare.
2) DOUBLE DOORS ARE BACK!
I do not know how (yet), but a base on exalted, a totally new server, has double doors. These are not the trick used by some by using large rooms with partitions.
I saw it myself...their ENTRANCE had double doors on all four sides. As we all knowm the Entrance is on of the smallest rooms and there are only four tiles to it. It's impossible to use the partition trick in it.
I joined the sg a few days ago...they were so new that they didn't even have all the beacons up yet...and the base was very basic. The SG Leader said he was going to work on the base late into the night.
When I entered again yestersday, a day later, the base was full of double doors.
As most of you know, I am a very skilled base builder and can tell the difference between the real thing or not. This is the real thing.
Unfortunately, the SG leader has not been on the same hours as me since I saw it. Rest assured, I intend on finding out more information asap