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Quote:The Component, "Tech Power" which was formerly built from Base Salvage, is no longer required.Well that would explain it. So how do I find or make “Tech Power” for a base telepad?
All that is needed now is Invention Salvage. Select the Telepad at the Basic Worktable and you will see several different possible ways to make it, each represented by a different recipe, each of which would require different salvage.
Obtain the salvage for one of the recipe types either by buying it at Wentworth's, trading in Mission Architect Tickets or however you like. With the requisite invention salvage in your inventory, you can then craft the Telepad at your Worktable.
This will place the crafted item into your Personal Items inventory. It can then be placed in an appropriate Teleport room using the Place Personal Item Editor, and then moved around more freely in the Main Base Editor. -
Quote:I guess we can agree to disagree. I am no less disappointed at the turning-off of Base Raids than you are, I'm sure. Perhaps it is even more keenly felt by myself, as I made the mistake of assuming they would be back in Issue 14... then 15...... we, as players, have been and (without a significant change in commitment) will continue to be "strung along" without a fix indefinitely (unless, of course, NCSoft finally announces that they aren't willing to make that commitment and pull the plug).
But we both know that the Devs have a limited amount of engineers and budget to work on tasks. I don't think it so much a matter of "stringing along" as there being many competing tasks when it comes to things-to-do. Realistically, they have to pick those which will affect the greatest number of players -- these have to take priority.
Now, I know there is a vocal minority of players who insist that you can't keep making major changes until you polish and fix the existing content. However, I strongly disagree. Other MMOs that have done that have collapsed, and I'll tell you why -- player churn.
Each day, every MMO loses players, and CoX is no exception. Unless those lost players are replaced with new ones, the user base and subscription revenue shrinks -- and eventually the maintenance team starts getting slimmed down, then cut in half, then the game as a whole winds up being taken offline. It's happened to a bunch of games, ranging from the Matrix Online to Auto Assault.
In my opinion, the City of Heroes dev team and administration has taken the right course of action in focusing their limited resources on major expansions rather than polishing and tweaking existing content (except of course when necessary, such as removing Mending Mitos from the Mission Architect system).
Not only does this continuing roll-out of new Issues limit player churn as folks stay on, waiting for the next Issue that happens to contain something exciting that they're interested in or have been waiting for, but also it brings old players back to the game while simultaneously enticing new ones to join from the accompanying marketing of the next expansion.
The presence or absence of Base Raids accomplishes none of that. As such, I think it inevitable that Raids have to take a back seat, to be dealt with and brought back online when and as time permits.
Quote:Anyway, I've had my say and appreciated the exchange of views sans personal attacks. Nothing more from me regarding this topic.
Wouldn't it be nice if everyone did that?
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Quote:This sort of speculation gets us nowhere.My view is that CoP/IoP fix development goes in cycles sort of like this:
Only a member of the Programming team could really knowledgeably comment on their process of assessment and revision of sections of the game like the CoP/IoP, and more than likely, they're (a) not permitted to openly discuss internal procedures in the Forums, and (b) much too busy working every day on the next upcoming milestones to be frittering away any of their time posting here with us. -
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Quote:Beware of Over-Door Stealth Strippers backed by a battery of Elite Scanners and Freeze Rays!I completely agree, I've been to some Bizzaro-trap bases as well as really cool bases during the raids... quantum flight with stealth and recall friend was something I used quite often in a raid as it activated fast and was able to move key players to hammer empty positions ... people always forgot you could win by placing pylons. I hope for it to be back in a nice way and I'm willing to give the devs help and ideas when they need it.
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Quote:A lot of people would say, "In a Real Raid, anything goes" (since literally your base could be completely trashed by attackers), but a certain level of etiquette applied in Instant Base Raids (where nothing was at risk). For example, techniques such as the above (Spawn Camping) were really frowned upon, and an SG that engaged in them would soon find no one interested in raiding them.I think I can help on this ... you could put a whole bunch of items to lag someone out... I used floor torches near all the spawn points to keep folks with older computers to a crawl. A base owner would already have the base loaded into memory so they can just pound the other player while loading or lagging. Experienced base builders would then make prisons out of light fixtures and hide anchors and such with objects, this was a nightmare to those trying a raid for the first time but an advantage to those who been to the base before and had experience.
While you might become aware of the enemy's spawn point fairly soon on in a fight, the defenders in most Instant Base Raids usually wouldn't stand there and shoot people as they zoned in. They'd let them Zone in, and then engage them as they spread out from that point.
It was a lot more fun for everyone, and heart-pounding fun is what Instant Base Raids were all about!
Not to mention it helped SG's new to Base Raids get their feet under them. What a tragic loss it was to the Base Raiding Community for every "green" SG who ran into a defender who had their base arranged like the above!
Beaten down, unable to zone in, suffering from lag lag lag then dead, or stuck in a caltrop pit, or any of a hundred other things, why would they ever want to Raid again? A whole SG of players, lost.
Our SG always made Instant Raids as exciting and fun as possible for everyone involved, focusing more on PVP and Sweeping the Base to prevent Pylon set-ups or Anchorpoint attacks, less so on traps, mazes or the like.
Consequently, we had a pretty vibrant Raiding Community on Guardian that had been steadily growing for the past few years, until Base Raids were shut off in Issue 13. -
Quote:I've heard that rumor too, but given what we've seen with AE in terms of madcap non-stop power-levelling missions like the Healing Mitos or any of the other ten thousand variations of farms, not to mention the countless classic standard content farms like Demons, etc., etc., I find it hard to imagine that some SG's running CoP Farms would be considered such a major problem by the Devs that they would take the entire CoP/IoP system offline instead of just changing the XP rewards in the Cathedral.The COP trial was apparently highly XP exploitable, think a level 1 in a Mito AE mission...
Surely there has to be something more to it than that. -
Quote:I'm not talking about that far in the past, nor random Devs. Quite recently, and to a member of the Programming Team, to be specific.Maybe... but I too have personally heard from the devs on this subject (at the first "meet and greet", and again at the first "hero-con") and will very likely hear from them again (at the second hero-con) on this same topic. My confidence isn't nearly as strong as yours when it comes to the nitty gritty of delivering the goods. As you say, there is no choice but to wait... even longer.
But as you say, we have no choice but to wait in any event. -
Quote:Our SG, and those we were coalitioned with on Guardian, did a tremendous number of Instant Base Raids, and we had a lot of fun. While the Cathedral of Pain / Item of Power system has indeed been broken for years, we never missed it. Instant Base Raids were fun all in themselves.Interesting you feel this way given the whole CoP/IoP raid thing has being broken for years now already and the lastest word on the subject is that raids, in any form, are on indefinite "hold" (I believe the the phrase used was something like "in a cage over a pit").
Quote:All I've ever heard on the subject is that a CoP/IoP fix is a very difficult "nut to crack"... one that, so far, no one on the development side has been willing to see through to the end. And all I've ever seen as far as development is "other things" taking precedent and priority despite numerous pleas otherwise.
Although I am prevented by the Forum Rules & Regs from directly disclosing any private communication with NCsoft Team Members, I have personally spoken with members of the dev team on this issue, and so my confidence in the eventual return of Base Raids is not misplaced. -
I am a member of a SG on Guardian that has done a large number of Base Raids, so I'd like to chime in as to the timeline of events.
Before I begin, it is important for me to clarify -- there are two types of base raids. These are Real Base Raids and Instant Base Raids.
Real Base Raids were turned off (disabled) very soon after they were released due to major problems with the Cathedral of Pain Trial and Item-of-Power system (I have heard all sorts of rumors, ranging from exploits to major crash issues to people getting REALLY upset that actual items were getting destroyed in their Bases during raids in exchange for a measly +1% damage buff, etc).
However, although Real Raids were turned off, Instant Base Raids (i.e., "Practice" raids) remained available, and were thoroughly enjoyed by many SG's and VG's all the way up to Issue 13, when they were also turned off.
After a Real Base Raid, objects and items that were destroyed in the course of the Raid very often stayed that way. You would come back to a partially trashed base. Telepads, Dimensional Anchors, Generators, Weapons and more would need to be rebuilt. You could purchase extremely expensive Robo-Fabricators, which would attach to Worktables and gave an additional base 5% chance that destroyed items would be automatically re-built, but needless to say, once the novelty wore off, the +1% buff of an Item of Power very quickly lost its appeal in that it would open your base up to being partly wrecked by Hero or Villain Group attackers who were trying to steal your Item of Power -- especially since, before the base repricing of Issue 13, everything quite literally cost 10-100x more Prestige than they do now, and most "Elite" class base weapons required large numbers of items that were very annoying to get, such as Unstable Rad Pistols. To come back to a base and see those very hard-to-build items wrecked didn't make anyone happy.
After an Instant Base Raid, any and all destroyed items are automatically restored back to the way they were before the start of the raid. That lack of risk, combined with the fact that there is no debt in an Instant Base Raid and that all participants are auto-SK'd to Level 50 made them a lot of fun and widely enjoyed -- they represented one of the most strategic, exciting and delightful forms of PvP to be had anywhere in the game.
The originally-stated reason for the taking of Base Raids offline in Issue 13 was that the Devs were revamping Raid Pathing, which was an automatic system in the Base Editor to ensure (a) a clear path existed connecting all rooms with no wall-to-wall obstructions, (b) no items overlapped one another's bounding boxes, and (c) no Active Objects (Anchorpoint, Generator, Computer, IoP Ring, etc., etc., etc) were blocked by too-close proximity to other objects, so that they could be reached and attacked during a raid. With Raid Pathing turned off, objects can be placed inside one another, or even half-way through walls. There is no restriction on placement from the bounding box, and no concern if you want to entirely wall objects off and make them unreachable. An added "bonus" from this for most Base Architects was that once they were freed from the restrictions of the Raid Pathing Bounding Boxes, they had a much greater freedom in placing and stacking items to create innovative base elements and areas.
I remember reading a Dev post before Issue 13 (that I can't find anymore) that a new programmer had come on board, and that they were revamping the Base Raid system, which is why Raids had to be disabled for Issue 13.
Mistakenly, I assumed this to mean that the IoP system and Cathedral of Pain would return after Issue 13. Although I do remember wondering to myself, how on earth they were going to turn Raids back on after people had been revamping their bases with overlapping items? Raid Pathing was a necessary component to ensuring Base Raids could be performed.
However, as Base Raids remained disabled in Issue 14 and 15, I could only hypothesize that the new programmer had been pulled onto more urgent, major tasks for the upcoming Issues (like the AE system, Power Customization and the next major, major release -- Going Rogue, in Issue 17), and that Base Raids, which were only ever done regularly by a relatively small segment of the CoX population, were placed on the back burner.
I am highly confident that Base Raids and Items of Power will return to CoX in due course. We just need to wait. Once all of these major projects get completed, and possibly others that even now are just on the drawing boards and percolating in the fertile imaginations of the Dev Team, Back-Burner items like Base Raids will get around to being fixed.
The question as to how the Devs will be able to make Raids once again possible after people have been allowed for so much time to build Bases without Raid Pathing will have to wait until then to be answered.
However, to be realistic, given what's already been announced as being in the works, I would not expect Base Raids to return to CoX until Issue 19-20. -
Should you successfully put this group together, we would be willing to host a Base Tour and social chat of our Base-Raid oriented, Tech theme base on Guardian.
Send an in-game /tell to @Doctor Vivian to work out the details. -
Quote:Although change is a part of life, I can only assume right now that the bulk of the prior IoP / "Real Raid" system will remain as it was before, when they return.No. During a raid, a shield will form around the IoP. This shield has a high regeneration rate and HP. You have to break the shield, then the IoP is captured. Thats how it use to be anyway.
So then, it is vital to place your IoP Vault behind defenses to help prevent the IoP from being directly assaulted by the attacking team. Interesting.
This is an aspect to "Real Raid" defensive strategy that doesn't apply in Instant (Practice) Base Raids, when you don't have an IoP in the defending base. -
Hi, Red!
Welcome to the Forums! Although you're probably pretty "in gear" already -- I suspect that Niviene and the rest of the team have already sat you down for two weeks or so as a pure lurker and had you read every thread, to get you ready for your upcoming work here.
As to your name, if you're really serious about this whole sidekick thing (and a lot of folks aren't, they figure it's just a stepping-stone to greater glory), there's no shame in taking a related name to your Mentor, even for the time being. Remember, if you don't do it yourself, you'll just get branded with an annoying and inconvenient nickname by the mass media the moment they get wise to you.
What about "Gyrfalcon"? It's a lot better than, say... Chicken Hawk.
Anyway, I think I speak for everyone on this side of the sanity index when I say I hope you have a great time here with us all, and as part of the CoX team as a whole. See you around!
-- Vivian -
At this particular juncture in time, in this current revision of the Base Editor, there does not seem to be any method that I am aware of, of mounting "Floor" class items on walls or the ceiling (rotating them 90 off their vertical plane or inverting them).
However, this does not mean that some enterprising soul has not figured out a trick to do it in combination with some other objects.
So, I ask:
1. Is it currently possible to invert a floor object and mount it on the ceiling?
2. Is it currently possible to rotate a floor object sideways and mount/float it on a wall? -
After reading through 9 pages of this thread, then running searches, I realized it would probably be a lot faster if I just posted my question.
During pre-Issue-13 Base Raids (instant or normal), while I know the attackers can win through either placing 5 Disruptor Pylons or destroying 5 Anchorpoints, can they also win by touching the IOP? In other words, if one of the attackers manages to reach the IOP Vault and clicks on the IOP, do the attackers instantly win? -
During one day at the height of summer, six glittering starships appeared out of nowhere. Suddenly, everything went dark. It was the curse of the evil monkey that eats cotton candy. The people all fled in terror at the sight of the sticky-fingered monkey. It hurled large chunks of cotton candy at the innocent Omegatron Zeta Warbot, "Koo Koo Katchoo", who, caught unprepared