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To Ex Libris, Positron, and the rest of the City Dev Team,
We, the base-building community, thank you for taking an interest in our thoughts on bases. We have compiled this list of base-related bugs, suggestions and general needs for improvement.
This is only a summary, where there are complicated discussions or multiple ideas of how to solve a problem you will find links to other threads in the forum. When you decide to address those larger issues, an official "call for feedback" thread would be very useful. (Like the thread for thoughts on Defiance.) For example, if you choose to add new rooms, there have been dozens of suggestions for which sizes and types are most desired, an exercise similar to this Suggestion Collection would be useful, especialy with more focus to it.
Would it be possible to have more Developer presence in this forum? We could provide better feedback if we knew your design goals. And sometimes a short explanation from a Dev can clear up debates quickly.
Thank you again.
Signed, the posters in the Base forum.
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Bugs.
This list contains things that are broken. Either not functioning at all, or not functioning properly.
Base Usage bugs<ul type="square">[*]Robosurgery doesn't attach.[*]Upkeep Overpayment - if you pay too early, your next bill for rent will be due 2 weeks earlier than it should[*]Players using the "Leaders Teammates" base entry permission (so not SG or Coalition members) are immediately kicked out of bases after they zone in. This seriously hurts the Silver Mantis SF.
Details here.[*]Game Client can shutdown while you are zoning to your base with the message ""You have been forcibly disconnected from the server. MapShuttingDown"
Details here.[*]Grandville beacon artwork shows "destroyed" when in place, but not when moving the beacon.[*]Missing FX on many items (mostly defensive items - Stealth Supressor, Force Field Generator, etc.)[*]Empowerment stations list 15 minute durations, they were changed to 1 hour in the 8.16.06 patch but the text was not updated.[*]What's the status on the Cathedral of Pain and Items of Power? What exactly was broken about it? (Players have some likely causes, but no Dev has ever spoken on it.) Maybe knowing where the problems are, the community can suggest COP/IOP designs without those troublesome parts of the system.[/list]
Base Building bugs<ul type="square">[*]Blocking 1 doorway placement completely prevents room creation/movement - the logic of this should only prevent the room if no doorways can be made at all.[*]Changing room style can automatically overwrite other room styles (not reliably reproducable, though)[*]Inability to edit while people use Storage, because storage keeps repainting the base and resetting your edit[*]While editing, the total prestige available sometimes does not take into account the last few edits, leaving you with less prestige than you really have (even a negative total). This can take a long time to correct itself.[*]Incorrect/missing SG logos on items. Bomb, Globe, Lightning 2 and the letter X show up as the Biohazard logo. The number zero shows up as the Globe. Club, Diamond 1, Hourglass, Ornate 2, and Shield 1 are not visible at all.
Visual guide here.[*]Personal Invention Salvage Vault sometimes doesn't get Energy/Control[*]Teleporter Beacons don't always interract right with Energy/Control[/list]
Base Raid bugs<ul type="square">[*]"Field" items not working during raids[*]Raids do not end when all attackers are out of the defender base after the half-way point (Back when this did work properly, corpses apparently could prevent a defender from winning. That may still have to be addressed.)[/list]
Supergroup bugs<ul type="square">[*]There is no confirmation prompt when you hit Kick on the right-click menu (unlike using the Remove button on the SG Roster Window)[/list]
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Flaws.
This list holds design flaws. Things that don't work as well as they could. Things that could be improved to better serve their intended use, or their expected use.
Base Usage flaws<ul type="square">[*]Generator Energy Curtain doesn't work with Turbine or Fusion Generators.[*]Inf->Pres trade-in at the Register is a huge ripoff. A level 50 turning on SG Mode gives up about 1 million Inf for 10k Pres, the register gives 2k for each million. This function did not change back when all other Prestige awards got increased 25%, so it seems it should be at least 2500, but that may not solve the problem.[*]Unable to control the direction you face on zone-in[*]Storage needs to be sortable, or simply default sorted by item instead of by time (such as using the same sort order as an NPC store)[*]Storage permissions don't match how most groups want to use them. Some enhancers should be more secure than others, and so on. (Permission by table would be ideal, a whole tier of more-secure tables would probably give enough flexibility to be useful.) In general, the all-or-nothing nature of the permission, combined with the need to educate new SG members makes it difficult to trust people with any storage permission at all.
More storage discussion can be found here.[*]Storage log can be spammed to remove history - should something be guaranteed to exist for a length of time before being pushed off the list?[*]Storage doesn't always remember who placed an item, and definitely forgets it all if you move the storage to a new room.[*]Lack of a way to pool Invention Salvage and Recipe resources among a SG. Thouse should have SG Storage items.[*]Combat Logs is too weak for its huge prerequisite[*]Mission Computer needs more use (see wishlist)[*]Whatever happened to seeing Storage from a Worktable/Empowerment? (If that idea was dropped, just tell us and we'll stop asking.)[*]Most Empowerment buffs are considered insanely weak, and most are rather dull since you can get better effects from Inspirations.
Tangent thread on Empowerment, since there's a lot to focus on.[*]Little use for "special" salvage (Alien Tech, Weapon of Mu, etc)[*]Lack of base salvage rarity labels.[*]Lack of concrete information about Salvage drop rates - we have been given similar information for Invention Salvage, Recipes and Enhancers.[*]Base salvage isn't worth selling to stores. Components DEFINITELY not worth it. (Perhaps when we have concrete drop data it will show that 100 Inf for commons is balanced compared to Invention drop rates.)[*]Are we ever getting the Tesla Cage, Elite Sapper, Advanced Holo-display? (like the Fusion Generator, how about a new requirement for the AHD if its requirement doesn't exist?)[*]Inability to use the Base features when teamed in the RWZ[/list]
Base Building flaws<ul type="square">[*]Some higher-end functions were balanced for a 75 player SG, but most groups are only 75 CHARACTERS, not players, so those are very hard to reach. For example, largest plots, the high-end SG Badges, the idea that you have to sign up for raids because not everyone can fit on the team. (This is a flaw in recognizing how players utilize SG Rosters and Alts. Perhaps the solution is not to change costs, but to fix the rosters?)[*]In general, the editor has a lot of room for improvement.
Expanded discussion is found here.[*]Low percentage of SG members are given edit permission. Like storage permissions, this seems to be a problem because of the all-or-nothing setup. How can base editing be "tiered" to allow different amounts of access to different ranks?[*]Removing a placed Personal Item deletes it totally. This is a big contributing factor in the previous problem of leaders not sharing edit permission.[*]Having to use 2 different editors to place a personal item is clumsy. Can crafted items go into a SG inventory accessible from the normal editor?[*]Why can anyone edit the base by placing a personal item despite security limitations?[*]Moving the entrance room with no other rooms uses a very roundabout solution.[*]Plot Upgrade Costs are misleading, since the displayed cost does not account for selling back the current plot. (Some people don't even know you get refunded the old plot cost.)[*]Apply room style to base is too destructive. You can't copy 1 room without overwriting everything. Why not a Copy+Paste Style instead? (you could still apply that to the base, just with a bit more running around.)[*]Removable floor/ceiling trim[*]Lack of feedback on collisions, especially when unable to place a door (including when moving a room)[*]"Hollow" items that block pathing (for example, Spike Rings and Arcane Arches can block doorways even though you can walk right thru them.)[*]Roundabout means of getting multiple SG logos onto items. Possible solutions: A color selector for item, similar to lighting/ting. Make these items craftable, selecting colors at creating in an interface similar to a costume editor.[*]Lack of info prior to crafting an item (Size, Prestige/Energy/Control costs, many items lack pictures)[*]Veterans base items are poorly implemented. (Perhaps if they were crafted, unlocking recipes like the Invention badges do.)[*]Not enough Worktable spots on a plot for all 6 tables plus Invention. Why limit Wortables at all, when Teleporters and Defenses are never limited?[*]Inequalities between Tech/Arcane item sizes. (Raid porter, 2nd and 3rd control items.)[*]Stacking items in the editor is extremely difficult.
This guide illustrates the difficulties players need to overcome.[*]Inability to move rooms when items are stacked. (any more details on this? does it only take 2 items in the room to block the move, or do you need a filled room to trip this bug?)[*]Many flat-top items do not allow things to be placed on top of them. eg, bookcases, counters, floor tiles[*]Large steps exist in the growth of bases, notably when growing out of the Startup items, and when trying to upgrade a Mainframe to a Supercomputer.
Tangent thread here discusses some options.[*]Many architects feel unjustly constrained by Raid considerations if they're not using the base for raiding. Can the system be more flexible? Or if there are general limitations, raiding or not, could they be better expressed in terms that don't trigger phrases like "but I'm not raiding"[/list]
Base Raid flaws<ul type="square">[*]Where's the Scheduled Raid System? (and would enough people care? no, seriously, the amount of people who don't want - even fear - scheduled raids even while wanting IOPs was pretty amazing. Why is the SRS often seen more as a cost to be paid/avoided than as "content"? Should the premise be rethought? Maybe the whole SRS/IOP interaction has to be re-thought?)[*]Griefing on Zoning in to an attackers base. (Yes, all's fair in PVP, this is not an exploit, but so many people are unhappy with it that it needs to be examined.)[*]Long zoning times are no fun, it's just time you're not raiding. Why not instance both maps together and use "elevator" type code to move to the PVP area faster?[*]Defending players are unable to join a raid that's started, even if there's room.[*]Why even require players to find a "join" button to sign up? Just add them to the raid team if there's room.[*]Unable to concede a raid to end it early (Maybe not a good idea for Items of Power Raids, but pickup raids should allow it.)[*]People not in the raid are immediately kicked out of the defending base with no explanation (so often they keep trying to enter) - the base menu should simply tell them there's a raid in progress and deny access.[*]Why is the defending base off limit in the first place? Could you instance a raid version of it to leave the non-raiding people a base to use? The attacking SG has no such inconvenience.[*]Attacking teams can have SG and coalition member "buff bots" sitting in their base providing raid help, Defenders can not. This is an imbalance.[*]What's with the function of the Relay? its effect and worktable description don't match.[*]Batteries are useless on a hidden plot because of the need for Control. What was the design goal for those?[*]The Pylon setup means the ideal defense is to have as few rooms as possible, which narrows strategy options. What's the design goal? Can this be improved to better meet that goal?[*]Mez Protection IOP was insanely overpowered, especially in PVP. This should be examined before it returns to play.[/list]
Supergroup flaws<ul type="square">[*]Many SG issues are related to bases, and often discussed in this forum. eg, security affects storage; rosters affect prestige; SG-focused functions make sense on items in the SG's base.
There's a tangent thread for those, and many of the following points.[*]Most people commit many alts to a SG. The SG Roster is not currently designed to facilitate that behavior. Can the 75 Roster Limit count by global instead of by character?[*]Chest icons that aren't available as SG Logos[*]Complete loss of Prestige history and Join On date when you leave a roster (at the very least, if you don't join another group in-between it should remember them)[*]Lack of security with regards to Alts - should we know someone's global, or be able to globally kick a security risk?[*]It's hard to set security limits if you can't demote offline/hidden members. Promoting offline members would be useful, too.[*]Lack of logging - any action dangerous enough to necessitate a Security permission should be trackable when leaders are offline. Most such actions generate system messages to a player involved, or to the whole SG, so should be easily recordable. (eg, Join, Quit, Kick, Promote/Demote, Base Edit. Changes to Permissions are perhaps the big case that doesn't generate a system message but should be logged.)[*]Promoting up to the same level as you should have a confirmation prompt since you can't undo that action (and since it can happen due to lag or an accidental keypress on the right-click menu)[*]SG Register should display and filter on Hero/Villain[*]SG Costume Color Settings should be saved separately for each costume, since changing costumes often needs a SG Mode adjustment.[*]There is no tangible benefit to supergroups working as a group. Such as bonuses teaming with your SG.[*]The auto-promotion system is seen as a bit to arbitrary. A lowest rank can too easily gain sole control of a whole group. Can the system prioritize higher ranks?[/list]
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Wishes.
These are the most popular game additions to improve bases and supergroups. This is only a summary, when it comes to things like new base decorations the list would be much too long to post here, links to other threads will be provided.
Base Usage wishlist<ul type="square">[*]There's a huge list of art that exist in-game, and could be easily used for Base Items.
See excellent thread here.[*]and countless wishlists of new decorative items. There's
a whole thread on this. The most often requested categories of items are: doors/windows/walls, more room styles (outdoor/water/lava), NPCs, architecture for 2-level rooms, and look-a-likes of functional items.[*]Bring existing game functions inside the base (as was done with Issue 9's items) - Tailor, Auction House, Arena, Trainer, Info Kiosk, Mission Difficult Setter, NPC Store (to sell Enhancers), Mission Doors[*]SG-missions (on mission computer?)
Tangent thread started here.[*]Return-to-mission Teleporter was mentioned by the Devs long ago, whatever happened to that idea?[*]New teleporters, either to increase beacons per room, or to simply put more destinations in one click spot.
Focus thread here.[*]More personal storage - that would prevent people from trying to retask group storage for personal means[*]Storage for Inf (though would it be degenerate since the character limit on Inf is so insanely high?)[*]Text labels on Storage item interface since people have many systems for how to file their group's items (eg, "Magic Enhancers only in here")[*]Defend against a raid by NPCs A way to use your defensive designs without engaging in PVP.[*]Ability to zone into your Coalition bases directly from the Base Exit Portal, to make it easy to tour, or to utilize coalition items. (Should be easy to code since the Portal can generate a zoning menu if there are multiple instances to zone to. Just get the other bases onto that menu.)[/list]
Base Building wishlist<ul type="square">[*]Clean up and resort item menus
see also: the Base Editor tangent thread.[*]Some way to rapidly place favorite items. Such as making a Favorites listing in the base editor. Or a Most Recently Used list. Or a "place another copy" button on the item's info window.[*]Ability to change the Base Exit Portal's look.[*]Ability to change the Entrance Room's size.[*]More variety of room shapes and sizes, especially Decorative rooms.[*]Transition effects in doorways, instead of sharpy dividing the room styles[*]Ability to put 2 doorways side-by-side.[*]Placement of items (including Trim) in doorway squares[/list]
Base Raid wishlist<ul type="square">[*]Can the Raid Schedule window be used to plan pickup raids more than 5 minutes in advance? (eg, current setup a group can plan a friendly raid and put it on the SG MOTD, but still only have 5 minutes to log in and actually sign up when the invite is sent. Why not make the raid official right away and utilize the schedule window for a longer sign-up time?)[*]Option for shorter duration pickup raids?[*]Option for lower level pickup raids? (level 40? 30?)[*]Variable size limits on raid teams[*]Groups with no IOP are easier to defend, there is 1 less victory condition because there is no IOP shield to take down. Should defenders need a Raid Target, so all raids have the same set of rules? (ie: place a Flag to be captured.)[/list]
Supergroup wishlist<ul type="square">[*]Passive recruiting using the SG Register. Anyone looking for a SG should be able to use the Register to find one, and to send that SG a request for membership. This would cut down on the need to run around broadcasting, recruits would come to you.[*]More communication - Messageboard, mass email[*]Some way to email a Group, not a Player. eg, "dear coalition, whoever is in charge..."[*]A way to chat to a single coalition (disabling Chat To every other coalition is really clunky.)[*]SG Info on a character Info screen. (info tab with the logo in SG Colors, SG Motto, player's Rank, "member since...")[*]SG Costumes. Most SGs have a costume, some way to better communicate those costume settings in the costume editor would be useful.[*]NPCs around town should "namedrop" the SG, especially when multiple members of a SG are running around on one team. (dialog like "I saw the Freedom Phallanx battling the Freakshow!")[*]A way to contact a PLAYER who's in the group, even if that CHARACTER doesn't log in. (Knowing globals on the roster would fix this. As would allowing a player to read all their character's email in 1 place without having to log everyone in.) The biggest use of this would be "you haven't logged in for a while..."[*]IO Memorization for a SG. (So one person in the SG doesn't have to do all the efficient crafting and pass it around thru storage.)[*]Info Kiosk style stat tracking for SG members. eg, rank most kills by SG members, prestige gain over the past week, etc.[*]A way to get both Prestige AND Inf past level 35 (frequently toggling SG Mode on and off is a clumsy solution). A Prestige Slider is often mentioned; adding a single 50/50 SG Mode setting would be better than the current extremes of 100/0 vs 0/100; or simply cut back the Inf tax to less than 100%.[/list]
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This is a great starting point...it took me a while to ead and some is out dated, but there are some ideas I wish to address on my next reply...I just wanted this here as a reminder.