ExChampionPlayer

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  1. Quote:
    Originally Posted by Captain-Electric View Post
    I also notice you joined the forums in August of 2010, but how long have you been playing the game?
    Quote:
    Originally Posted by Pebblebrook View Post
    But if reg date is your thing, i'll reply here shortly with that account.
    Not sure if this is to your satisfaction Captain but...go to town.
  2. With petitioning they can reset the rent counter but it doesn't always fixes when the next rent notice after that shows up. It could very well start again shortly after they reset it.

    Until they fix it, there's a reasonable workaround, at least it's working so far for me.

    1. Pay rent on the 1st of the month (every 4 weeks...exact hour doesn't seem to matter)
    2. Ignore the upcoming rent notice and don't pay till the next month.
    3. Repeat from #1

    The power hasn't gone out yet so far regardless of when i get the rent notice by following the above steps. And it does vary among my bases, some a few days after paying.

    Paying on the 1st, is just easy to remember but i guess any day would work as long as it's consistent, though i haven't really tested anything else heh.
  3. Thanks, hopefully that's enough info for new builders. Not used to posts that long, kept thinking i'm putting too much info hehe.
  4. Seems some might need additional info on how to set up and use the lamp+tile method, so here's a follow-up with additional illustrative steps. Most is just a recap of what's in the thread so this is mainly for builders who are new to stacking.

    I just want to preface this with a few things. Although i refer to it as a stacking "tool", it's not technically an integrated feature of the base editor. You can think of the lamp+tile as a makeshift freight elevator used to raise floor items to a desired height, with the lamp column as the hoist and the tile as the lift you place the objects on.

    Also, it may sound complicated when described here but in-game it's actually quite simple but there is still a learning curve, not just in the stacking but also knowing which viewing angle is best to use. In i13, camera angle and mouse cursor position is more significant in stacking than before. I'll explain more about that later.

    If you're completely new to base building, i recommend familiarizing yourself with the base editor and its items or make use of various well-written guides. Basically practice and experimentation will help you just as much as descriptions, maybe more so.



    LAMP+TILE STACKING TOOL

    ITEMS NEEDED
    There are other items you can use but i found using the Large Accent Lamp found in the Lighting tab makes for a preferable column because it has a small footprint compared to a column of floor safes and will not block your view of the room as much. And it is taller so when stacking the column to span the max height of the room, you'll only need 5 lamps instead of 12 floor safes.

    The other item needed is the Floor Tile in the Room Details tab. This is your Virtual Floor where you place the floor items you wish to float.

    It has some attributes that makes it ideal:
    <ul type="square">[*]It has no thickness. I know the bounding box in the pic shows it is 1 ft (1 ft = smallest grid increment) thick but if you notice the actual tile graphic is flat at the bottom of it. Now that we can merge items together, when you stack items on top of that tile at the same level as the bottom of its bounding box, it will not raise the item's height. This is very useful in that you don't have to compensate for the thickness of your virtual floor when stacking, unlike back when using the old magic desk method.

    I'll explain more as we go, but if you never used the magic desk trick, count yourself lucky now that you don't have to. [*]The graphic of the tile is a grid. You can use this to horizontally align objects, and with the 0 thickness of the tile, you can also use it to check items are vertically aligned as well.[*]Obvious attribute is it is large (1 plot square) in size. So it's much quicker to lay out multiple items.

    That large size can also be a problem if you use this on rooms that are only 1 plot square wide (1x1, 1x4 etc) but it is still doable. Check out the post concerning that upthread.[/list]
    SET UP AND USE
    Setting up the tool only takes seconds once you get used to stacking and manipulating your viewing angle. If an angle is not working for you try another. Some of the screenshots in the following steps are at the same camera angle i used when i'm stacking/manipulating the items at that step, so you can start there if you wish.

    <ul type="square">[*]1) First find an open spot to set up the lamp column. Since the tile takes up a plot square, for every 2x2 plot square area, you only really need to set up 1 lamp column in the middle.[*]2) Stack 5 large accent lamps to span the max height of the room. Or as high as you want to go if you changed the floor and ceiling heights.

    * Notice there are gaps where the lamp legs meet. Those are fine as long as you keep the mouse cursor on the visible portion of the lamp graphic (legs) in those gaps. More explanations later.

    * If you don't want the gaps you can take extra time and merge the lamps together. Instead of placing it on top of the last one, you move the cursor lower in the previous lamp's body till the second lamp sinks into the first. Having no gaps in the lamp column helps to keep the tile on the lamp when moving up and down the column. If the mouse cursor passes through the non-graphic portion the editor might snap the tile away from the lamps and further down the room so it might look like it jumps or glitches.

    But setting this up does take extra time and may be more work than is necessary since if you just place care in keeping the mouse cursor on the visible portions, it should be fine.
    [*]3) Place a floor tile on that lamp column, by dragging the tile up or down the lamp column while tracing the mouse cursor along the lamp graphic (visible portion) then let go at the height you want.
    [*]4) Position the tile to the area you want to place the items by rotating the tile. If you need to fill in the gap to the wall, you can also shift the tile by dragging it onto itself.

    * Remember one of its attributes is that it has no thickness, therefore dragging it onto itself does not raise the height so you can just shift that all over that room to fill in the gaps to the walls. But you can also place another floor tile on the first if you prefer.
    [*]5) Finally, place your objects on the tile.

    * If placing more items at that same height, just shift the tile again to where you need it, making sure your mouse cursor stays on the tile graphic of its previous location else it will snap to the floor. If you don't want that and you haven't let go yet just move the mouse over the previous location to raise it again or press ESC key to unselect it and redrag.
    [*]6) Repeat from step 3 by dragging the tile over the lamp to set to a new height.[/list]

    And that's basically it. You can change the height in 1ft increments to place objects close together and continue till your design starts to take shape to where you like the end result.


    ADDITIONAL INFO

    One of the advantages in i13 is that you don't have to destroy items below the ones you want to change or add to. You can build from top to bottom as before or from bottom up depending on what you're doing and what is more comfortable for you.

    BUILD DOWN EXAMPLE
    That entry portal i started looks nice but it's no good if you can't get to it. So we build stairs, in this case, from top to bottom using small arcane stone blocks.

    <ul type="square">[*]Starting from the top, line up the tile first.[*]Then lower it by 1 ft before placing the next block.

    * Since this is a makeshift stairs using stone blocks, offsetting each step by 1 ft increments allows characters to run up the finished stairs without having to jump.
    [*]Repeat the process till the stairs is finished. Now people can
    reach the exit portal. [/list]

    BUILD UP EXAMPLE
    Sometimes building from bottom up is an easier approach depending on what you're building. Having that freedom of choice in design approach is especially useful when you're design (like this one) isn't really planned and you're just building as you go.

    So making the stairs on the other side we'll build up using wooden stairs in the Room Details tab.

    <ul type="square">[*]Again we start by lining up the tile to where we want.

    * The segments on the lamp graphic and the tile being razor thin makes for a good vertial and horizontal ruler to align your objects with.
    [*]Once lined up, place the wooden stairs down.[*]Set the new tile height just above the last stairs.[*]Then place the stairs down.[*]Repeat till you've got all of them placed.[/list]
    And the rest is just filling in the details or anything else you want to add, since with stacking you gain plenty more room to work with than you have without it. Even a 2x2 room can feel like it's larger than it is.



    ADDING ITEMS AFTER BUILD
    One of the nice things we can do after i13 is correct any mistake or place additional items on existing builds with minimal effort, compared to how it used to be when we had to tear down everything below the area you want to change.

    For instance, to add a couple items inside the portal chamber, only needs a small open spot to set up the lamp column again. As long as it is visible and there are no other items with a "stackable" surface in the way, it should be fine since items with non-stackable surfaces will be treated as if they're not there and the lamp column stacks as normal.

    Set the tile down, add additional items that you want and the exit chamber is updated without much trouble.

    If there isn't an open spot directly under where you need the changes, you can still set up the lamp column elsewhere in the room and just shift over the tile after you set it at the right height.




    IMPORTANCE OF VIEWING ANGLE
    I've mentioned before it is more significant in stacking post i13, that's because there are more items now with stackable surfaces when before it was pretty much just the actual room parts (floor, wall, ceiling) but mostly now you can restack items on itself so if you drag the item and the mouse cursor is on a stackable surface item, the editor will lock onto it.

    It's fine for the most part, unless you have other stackable surfaces near the ones you want to stack on, then the editor might lock onto those instead. So it might seem like sometimes it is glitchy.

    Some viewing angles concerning the lamp column and setting a new height for the tile, works better than others and also depends on whether you're moving the tile height up or down.

    In this example, notice the angle is pointing down. This means when i want to move the tile up, i am dragging the mouse over the only stackable surface between the cursor and the lamp (the lamp itself) so the tile moves up easily even though there is an item (Filing Cabinets) in between. The Filing Cabinet has no stackable surface so its treated as if it is not there when restacking the tile.

    But if i wanted to move the tile down instead, tracing the mouse cursor down the lamp column from that angle crosses the corner of the existing floor tile (which is a stackable surface) so instead of moving down easily, it shifts over along the tile's previous position. But if i switch viewing angles to this, it moves down easily.

    So experiment with angles and be mindful where you move the mouse cursor when restacking items.

    * NOTE: Because camera control is important, you will be helping yourself greatly if you get some sort of flight power but preferably Hover. Flight is fine but since it glides a bit before stopping, it might get tricky to get the right angle you need. Hover provides that control, flight speed is not so important while editing since you can double-click on any floor in the base and you'll be teleported there. So even leveling a throw-away character to level 6 just to pick up hover will be all you need.



    EXTRA TIP
    This is something extra if you feel you need to use it but is not required. If you're creating an expansive build and want to keep track of certain heights, like for a uniformly leveled floors in a large room, you can set makeshift "bookmarks" using any flat item that has no stackable surface.

    For this example i'm referring to the SG Floor Plate found in Room Details.

    As you set your floor, add an sg floorplate with a visible logo to mark that floor. Repeat for any floor or height in general you want to get back to.

    Then when you want to go back to a particular bookmark, just move the tile till you see the texture of the floorplate disappear, leaving just the logo or in this case the number, then you have a quick visual that you are at the right height and just add items as usual.

    Or once you set the new floor height, add additional floor tiles and just shift those over to the places you want.



    DISCLAIMER
    Well that's all additional info relating to the lamp+tile use i can think of. I'm not good at writing guides so if there's any info i missed just let me know while i can still edit this post.

    There are plenty of helpful folks willing to help, so just ask (preferably nicely)
  5. A question was raised from another thread about using the lamps on small rooms with a 1 plot square width and maybe there will be others asking it so i thought it would be useful to copy this over here:

    ---------

    The floor tile is the same size as 1 plot square and the editor doesn't let you grab an item at the point where you click it, it snaps you to a designated portion of the item. In the case of the floor tile, it puts it on one of the corners. And since an item has to be completely inside the room to place it, it gets tricky to ensure that while keeping the mouse cursor on the lamp column.

    Larger rooms is fine if you put it somewhere in the center but any room with a 1 plot square width (1x1, 1x4 etc) will need extra care.

    I found if you place the tile down first, then place the lamps approximately on this spot , give or take 1 ft in x,y then you can use normally. You will likely need to rotate the tile and adjust your camera angle to get most of it inside the room while keeping the mouse cursor on the lamp column as you drag to change the height.

    Bad news is that you have to be mindful of camera angle and mouse cursor position even more so in any 1xN rooms, but good news is that once you know what works, it's still makes it easier to stack. Just a bit more of a learning curve there but doesn't take long to get a handle on it.

    That's what i did to make that 1x1 apartment. It's easier if you have more plot squares to work with like a 1x2 or longer.
  6. [ QUOTE ]
    <ul type="square">[*]All Supergroup Base room prices and Prestige costs have been rebalanced.[/list]
    [/ QUOTE ]
    <ul type="square">Repricing has been a boon to bases as it allowed for more groups/people to have greater use of bases and not take years to do it if at all before this.

    Although i've noticed most of the decorative items have not been reduced in price and with the increased ability to stack/merge items and removal of pathing to merge items, decorative costs can easily add up even on the smallest of rooms.

    Aside from that minor quibble, i am generally pleased with repricing overall.

    Side Note: Sort of related to item prices, but many of the more interestingly animated/designed base items happen to be PVP related and although i don't PVP i do like to use those for decorative purposes but the enormous energy costs for many of them is requiring the larger energy items and the rooms to house them that it has been restrictive to some designs. There's still a large gap between going from one energy/control item tier to the next mostly because of the limited attachments allowed to those items.


    Unless the devs decide to rebalance those energy costs per item, number of attachments to the generator or come up with no/low energy equivalent items only for PVE then it's neither here nor there. I can always do with less of those raid item decorations for now.

    With rent being so minor i can just save up for them. But the required rooms, the items maybe even the plot needed will still be a very long wait.
    [/list]
    [ QUOTE ]
    <ul type="square">[*]Rent has been substantially changed. Rent is no longer charged on a per-plot basis and is instead charged on a per-item basis for certain specific items.[*]Rent Items include all Storage, Empowerment stations, Medical auxes and 2nd or 3rd tier Worktables. It does not include basic Worktables, basic Medical, Control, Energy or Transport items.[/list]
    [/ QUOTE ]<ul type="square">
    Although i now have the extra inconvenience of having to pay rent on 7 bases, i can easily overlook that because now i am able to expand those bases from 8x8 to 16x16 plots, eventually planning for the 20x20 plot without feeling like i'm just working for rent.

    Rent was the primary reason for me being restricted to the starter plot and although i made full use of it after stacking was discovered, it was still disheartening that i would've never been able to build larger, but now i can.

    Whatever the "vision" for base rent is i hope it will not revert back to being punitive to small groups again.[/list][ QUOTE ]

    <ul type="square">[*]All base crafted items now use invention salvage. Base Salvage should only be needed in recipes that convert base salvage to invention salvage.[*]Base Salvage no longer drops. [*]Base Salvage racks can now hold a limited amount of invention salvage.[/list]
    [/ QUOTE ]<ul type="square">
    I've never been into player economy aspect of mmo games. I prefer working off my own drops which is something i enjoy. But i already have storage issues when it was just keeping salvage i needed for common io enhancements. Now with additional components i will need not just for those but for base items and empowerments, having what i need at the time i need them has been a greater strain.

    I don't expect base salvage to return but maybe use something else like the prior mentioned brainstorms for base and empowerments or at the very least (and actually preferably), drastically increase salvage storage for the bins. Maybe add new salvage bins that hold more but requires larger upkeep (hopefully not too large)[/list][ QUOTE ]

    <ul type="square">[*]Base raiding is currently being redesigned, and will be in that state for some time. For the duration, all base raiding, including instant raids, will be disabled.[*]When raids are enabled again, players will be able to choose whether their base will abide by the new raiding-related restrictions.[/list]
    [/ QUOTE ]<ul type="square">
    I don't generally PVP so the base raids do not affect me and i hope i will remain unaffected after raids are reinstated.[/list][ QUOTE ]

    <ul type="square">[*]Removed all raiding related restrictions on placing items in a base. Specifically, items may now intersect and or completely block door to door paths or door to item paths. This change will allow much greater freedom in placing objects in your base.[/list]
    [/ QUOTE ]<ul type="square">
    Whether or not many of the new placement freedom (apart from merging items) of ceiling and wall items able to be floated off their respected areas and being able to place items inside raised floors/walls is an inadvertent effect of removing pathing or it was deliberately added, all these "quirks" combined has produced immensely interesting and varied base designs that were not possible before. And has made bases even more of a pleasure to build and even just to hang out in.

    I know things like accidentally dragging an item into a raised wall can be startling but merely changing camera angle in order to view inside that wall and retrieve the item is a small concession to the greater freedom of design of intentionally embedding items into that wall for interesting outcome.

    [ Relating the losing items in raised walls: I would actually like to keep that ability but perhaps remove the bottom graphic of those raised walls. The raised floors/lowered ceilings only have their respective opaque graphics that blocks views of items embedded in them. By changing camera angles, i can still see and drag items out of there. But the raised walls looks like it has the opaque graphics of both the ceiling and the floor as if those walls are made by lowering the ceiling to the floor AND raising the floor to the ceiling. By removing one of those opaque textures, should allow to remove items from them.

    For now, i just manipulate the camera angle to zoom inside the wall in order to see the items inside so this is a minor problem. ]

    Also that since desks and floor safes are able to stack on itself, has made certain situations of placing items on them a bit tricky, it has also produced the lamp/floor tile technique that is so much easier to float and place items than the old desk/safe method that overall, floating items has been more enjoyable, extremely quick and very easy now.

    There's just some adjustment to floating that i had to learn but as a result of all the greater freedom, they've made me more eager to log into the game even if it's just to edit/hang out in my bases. I haven't felt like that about CoX in a long time and wish this trend not stop at just editing the base but also into having more reason to hang out or do things in the base, even possibly involving some PVE combat also, so others not just the editor can have more fun with them.[/list]
  7. [ QUOTE ]
    I don't know if anyone has mentioned this.. but you can place wall details on the inside and outsides of Cubicles.. though they will be a little off.. Like so:

    http://i453.photobucket.com/albums/q...3-04-32-03.jpg
    http://i453.photobucket.com/albums/q...3-04-32-15.jpg
    http://i453.photobucket.com/albums/q...3-04-31-59.jpg

    [/ QUOTE ]

    Good one. Using the floor tile for vertical and the cubicles for horizontal positioning, placing wall items anywhere in the room is very easy now.

    Thanks for the find.
  8. If you have your camera angle overhead viewing down while dragging that might be it.

    Try tilting your view so you can see the ceiling of the room you want to drag it into.
  9. [ QUOTE ]
    Yeah, that's what I wound up doing last night actually. Happily the hanging lamps (not large, just hanging) turned out to give me just the right amount of descent for what I wanted. I couldn't quite master the process of moving them around the room and keeping 'em the same height, but it was easy enough to 'embed' the lights inside the columns and go that way. Worked for my 'disco lights' anyway.

    [/ QUOTE ]

    Yeah it doesn't have the benefit of the floor tile as a height marker and the graphical segments don't match the actual height increments.

    What you can do though is set up the accent lamp column right next to the hanging lamp one and set the floor tile as a visual guide. It's extra steps but it helps that unlike the floor tile, you don't have to have it nearby. You can set up the column and raise/lower the item height anywhere in the room because you can drag the item afterwards without changing the height. It won't snap back to the ceiling as long as your viewing angle while dragging is pointing downwards and/or not showing any ceiling.

    If you want to change camera angle to get a better view just let go of the item first.

    And the regular hanging lamp works too. I just like the larger one because there's less to stack to span the entire height of the room. They both actually raise/lower the height in the same increments (1 grid square or 1/4 height of a safe) the larger lamp just has more graphical surface to drag the mouse over.

    Also, because the lamp column has large gaps, so when raising/lower make sure the mouse cursor is closer to the center of the column. You can try merging the lamps so there's no gaps but seems more trouble than just keeping the mouse cursor in the center as you change heights.
  10. Well it wasn't the floor tile that lowered the ceiling light, it was just the bug that lowers it when you select a ceiling item while the camera angle is pointing down.

    But an alternative is using a column of large hanging lamps which is not quite as elegant as the accent lamp but it works similarly.

    Start by stacking large ceiling lamps up to 9 from top to bottom to form the ceiling lamp column .

    Then use it like the accent lamp column by dragging the ceiling item up and down, making sure the mouse cursor is tracing along the lamp column to set the ceiling item height . Afterwards the item height stays put as you drag the item around the room, unless you view up to show the ceiling or the mouse cursor runs across the lamp column again.

    Keep your viewing angle pointing down and/or not showing the ceiling whenever you want to drag the ceiling item around.

    Add more items by repeating the process .

    And you can end up with a UFO type floating steps .

    This seems to work for any ceiling item like the arcane ceiling dome

    Apparently the stacking surface item has to match the type of item (floor/ceiling/wall) you're stacking. The ceiling lamp won't float floor items and the safe/desk can't float wall/ceiling items etc.
  11. [ QUOTE ]
    Hiya. Question here...can placing items underneath the floor tile work as well?

    [/ QUOTE ]

    Well normally no, but i was somehow able to on a specific occassion put a recessed lighting item underneath it by accident.

    I think it went like when i selected a recessed lighting item while looking down from an overhead view with the floor tile floated directly below, the light went under the tile instead of the ceiling and i was able to move it around until i viewed and moved it from a bottom up camera angle, then it finally attached to the ceiling.

    Not sure if it's the floor tile or some other "quirk" but i let that go. Got too excited about redoing my rooms.

    When i get home, i'll experiment to get a better idea about that.
  12. [ QUOTE ]
    Wow, you can stack on that floor tile? &lt;Cries over the amount of time wasted using only floor safes&gt;

    [/ QUOTE ]

    Yeah, i was surprised by how easy stacking is now.

    And it doesn't show on that pic but using the lamp column to raise the floor tile enables you to stack from the smallest increment anywhere from the floor to the ceiling.

    I was able to raise objects only 1/3 height of a desk from the lowest floor level. Couldn't do that with the old method.
  13. Yeah, the more i use it, the more useful and expedient it turned out to be.

    [edit]That pic of that room in my test server base would've taken probably 30minutes at least to make those stacks. But that was probably 2 -3 minutes for all of that.[/edit]

    I rebuilt my vg entry room with a couple floors and a platform from an empty room and it took about 2.5 hours. It would've been faster if i actually knew what i wanted. I was just freeforming ideas as i went along, which is something that would've been unwise with the previous stacking method.

    Not having to be restricted to the top to bottom construction was a boon and also not needing to use the floor raising/lowering technique to do the incremental heights really helped.

    I could start in the middle and actually build higher from there. I just needed s amll open space to still see the lamp and floortile to reposition.

    And apparently with the large size of the floortile, a 2x2 room only needs to have the lamp column in the center to reach most of the room.

    I'm actually rethinking my stance on demolishing my more elaborate rooms.
  14. Oh, someone else mentioned it but just in case anyone missed it, the accent lamps stack on itself like the safe so setting up the lamp column is very quick and easy.

    And the floor tile stacks on itself without increasing the height, so you don't have to be careful in positioning it. If there's a gap, just stack another floor tile on the edge of the previous one and use that to fill in.


    This is far more forgiving of mistakes than the desk method since items can be merged and you don't have to drag the floor tile to another room before you're able to move it unlike the desks.

    Just find an open spot for the lamp column and go from there.

    I've been using this to correct mistakes and gaps on the upper floors since it's no longer necessary to destroy everything below the mistake before you can do that.
  15. Ok have to say, i am enjoying stacking more now. Aside from the other quirks that's making interesting designs possible, i like how you can use 5 stacked large accent lamps in combination with the floor tile in room details as a vertical placement tool with built in height ruler.

    Both act like a virtual floor slider where you set the height, place your objects on the tile then reset for a new height and repeat item placement. As long as you make sure when dragging the tile to a new height, the mouse cursor stays on the column of lamps from your viewing angle and it should easily go up or down.

    A bonus is each segment of the lamp is about the same length as a grid square. [edit]Meant the increments when raising the tile...the graphics of the segments don't actually match the grid squares but they're close.[/edit]

    1 plot square = 32x32 grid squares. The entire height of the room with floor and ceiling removed is 48 grid squares high.


    I can even merge the lamps a bit so there's no gaps but that was a bit tricky and unnecessary since the gaps still work as 2 lamp segments.

    A column of floor safes is usable also but have to stack 12 of them to span floor to ceiling instead of just the 5 lamps.

    This shaves a lot of time off the prep work.



    EDIT: Lowering / stacking ceiling items method is further in this thread but thought i'd insert a direct link for convenience.
  16. [ QUOTE ]
    [LIST][*] One Freespec Token for each character, to find out more about Respecification check out the Paragon Wiki Article at the Titan Network.

    [/ QUOTE ]

    Not to sound greedy or anything, but is there any talk on increasing the saved freespec to 2 since there's dual builds now?

    Or is it already that way?
  17. [ QUOTE ]

    And I'll point out that I posted the same thing well before you , and further I provided more details.

    [/ QUOTE ]

    Why quibble over who started the idea. Discussions evolve and with every iteration, ideas may get better and more detailed.

    If anything, if the devs see an idea being restated by many players might get more face time with them.

    But if we're making a mini-game out of it...i do recall casually mentioning brainstorms as crafting components as well.
  18. Base Repricing
    1) How will the repricing of bases affect you personally?
    <ul type="square">
    Generally, it's making think about expanding all my bases to add more room.

    Specifically, heroside i have a separate base just for teleporters and the repricing is making me contemplate expanding my main base to fit all ports and use the tp base for something else, maybe storage.

    *NOTE: The previous reasons are not just from repricing, the revised rent factors in it more. See additional notes * for explanation.[/list]
    2) Will you dismantle your base to gain the additional prestige from the repricing?
    <ul type="square">
    In general, no i will not dismantle my base to gain additional prestige. Some things that will not take much effort to put back like the supercomputer, will be re-placed, but other crafted items will not be recrafted.

    **NOTE: One caveat about not dismantling. See additional notes **
    [/list]3) How long would this process take you if you were to engage in this practice?
    <ul type="square">
    It took off and on for 3 months to finish so simple answer, too long. But that's with the current stacking procedure in live, with the easier stacking from the pathing removal, it will take less time, probably half the time, but then the additional freedom for design, means i'll probably do more elaborate designs which could take longer.[/list]4) What are the positive and negative concerns regarding repricing?
    <ul type="square">
    Postitive: Upgrading is made less daunting since there's less of a wait building up prestige between upgrades.

    Negative: (Minor) Decorative items have not been reduced in price.[/list]5) How will this feature affect you long term and short term?
    <ul type="square">
    Short Term: Bases gives me an entertaining goal to work for, and since i'll most likely be expanding, it gives me more of a goal where before i stopped at the basic plot which has been full for me for quite a while.

    Long Term: Although i'm grateful that i am able to have a bigger base and overall have more room, i've already had all functionality (PVE) from my rent free 8x8 bases. So expanding in the long term means adding additional rooms that does nothing. It's nice to have more to decorate but without more actual functions to do inside the base, the additional space seems hollow once decorating is done.[/list]
    Base Salvage Exchange to Invention Salvage
    1) What is the negative effect on your base for this feature implementation?
    <ul type="square">
    I depend mostly on my own drops and that's the way i like to play. I don't want to deal with market pvp and with base salvage, i somehow always had enough to make the components i need. With invention salvage i don't even have enough for io enhancements for my alts and now i will also need them for base items and empowerment buffs. This will not make me like the market, more likely it will make me resent it even more now that i'm expecting no other alternative.[/list]2) What is the positive effect on your base for this feature implementation?
    <ul type="square">
    Can't think of any positive effect. I was never confused with base crafting/empowerments[/list]3) How long will it take you to adjust to learning this new system?
    <ul type="square">
    It didn't take long to understand the actual base item crafting portion (few minutes?) the brainstorm conversion was actually slightly more confusing but not much. But then again, old base crafting, although having a conversion process also, it was mostly just a few components to know what is needed for what (ie: basic tech telepad = 6 power), now i have to make note of like a dozen or so components (io salvage) and see which ones i'm missing and in which recipe tier.[/list]4) What side effects to this system do you currently see from transitioning the old to new system?
    <ul type="square">
    Increased dependence for the market might be the intended design for this change, to me that is also an unpleasant side-effect.[/list]5) What security concerns do you have regarding this change?
    <ul type="square">
    Not so much for me personally since i will most likely have additional storage bases. But enhanced storage permissions is a must PRIOR to this going live especially since the individual storage logs was removed because of a bug, so there's even less accountability.[/list]

    Additional Notes:
    <ul type="square">
    *NOTE:
    The revised rent has more of an impact in deciding to upgrade more so than repricing, but both coupled together is the driving force. I currently have all my bases on the basic plot mainly because it has no rent. And i like not having to worry about my bases powering down when i'm spending months in one side of the game or the other (red/blue) especially if there's an event or if i'm just in a mood to spend only one day or one weekend in the other side.

    Now that the rent free option is removed, i no longer have any reason to stay on the 8x8, that and the lowered prices is prompting me to expand.

    Don't misunderstand, i actually like the new rent, IF the rent is as low as it seems to be on test now. It's actually giving me lofty dreams of being capable of affording a 20x20 plot in my lifetime.

    **NOTE:
    The additional design freedom from the removal of raid pathing and not the repricing, is the primary reason i'm considering rebuilding some rooms. I'm still a bit hesitant because even though stacking is easier now, it's still not as quick as an actual vertical placement feature.[/list]
  19. [ QUOTE ]
    This is speculation only:

    It IS possible that we are seeing three recipies to craft an item like the teleporters as a prelude to an update that gives us different upgraded versions of the teleporter, similar to how there are 3 versions of the empowerment stations.

    [/ QUOTE ]

    Or each recipe corresponds to an io salvage level tier (lvl 4-25, 20-39, 35+)

    [ QUOTE ]
    There are three level brackets: Low-Level, Mid-Level, and High-Level. Low-Level invention salvage may be dropped by enemies from levels 4-25. Mid-Level salvage may be dropped by enemies level 20-39. High-Level salvage may be dropped by enemies level 35+. Note that these ranges overlap. Enemies in an overlap might drop invention salvage from either valid bracket.

    [/ QUOTE ]
  20. Can you put back the line breaks in SG Motd field in SG settings? I used to be able to format the sg motd with line breaks, now the entire field became one long word-wrapped wall of text.
  21. How about a prestige slider but not the same one as mentioned previously that gradually slides between inf and prestige.

    A different prestige slider to specify how much prestige goes to the main sg and how much goes to a coalition of the player's choice. (ie: 60/40...60% prestige goes to the main sg and 40% goes to a coalition maybe that player's personal sg that's coalitioned.

    This way if they want to tinker with their own base, they don't have to leave their main sg that they like.
  22. [ QUOTE ]
    JOIN THE MIDNIGHT SQUAD (LEVELS 10 - 20)
    ...The Midnighters hold a secret that could bring the alien assault to an end, but without the help of the Heroes of Paragon City™ it will remain Lost forever.

    [/ QUOTE ]

    Probably reading too much into this but is this a hint that the Rikti invasion will be going away at a later date along with the accolade? Just wondering with the numerous invasion dates lately, my tinfoil hat is itching.
  23. [ QUOTE ]
    Looks at I12 content...

    Looks at available character slots...

    Well, guess it's time to buy that third account.

    [/ QUOTE ]

    Heh, seems like a good reason for NCSoft to not supply more server slots. Get more players to pay an extra $15/mo.

    Looks like it's time once again to decide which alt gets the death penalty.

    But overall i12 feature list looks very good. A bit weary of Arachnos myself but for the VEAT there doesn't seem to be mention of a weakness ala void/quant for khel which in itself seems appealing.

    And the new zone, does that mean an additional base beacon is included?

    Anyway, it bears repeating...please add more server slots and a base porter with 4 attachments.
  24. [ QUOTE ]
    I don't know that any other new for pay packs will be tied to holidays. This one just worked out that way. To be clear, it's likely that we wouldn't have done this extra event and the corresponding Wedding Pack if we didn't charge for the pack.

    Unfortunately, I'm not armed with more details on what we will offering in the future other than the fact that we intend to do more. We appreciate your feedback!

    [/ QUOTE ]


    So...how much more is NCSoft intending to do with these microtransactions and will they be about the same price range?


    /tinfoil hat on

    Cringe-worthy thought just popped up...with the new button at login screen to take us directly to the plaync account page with the store link right there, was part of that design decision because of the new trend for micro-transaction packs?

    /tinfoil hat off