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Posts
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Joined
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Quote:I happen to agree with you but, as you can read, "I took more than a couple on the chin" from those who felt either (1) Suck it up, or (2) Play the market to make up for it or (3) Other things should be fixed way before this.Discussions of how you can overcome that gap, or bandaid it by throwing easily earned inf at it, or how severe that gap is for a small/medium/average groups it is not really the point at all. The point, going back to the original post, is that there IS a gap, and it is an incongruity in the system, and it has been around for a long while, and it should be fixed.
Sorry again fer necro-ing.
Rather than let this morph more away from OP's point or get more ugly I backed off... but it's nice to know some people still agree with me. -
My 2 x 2 Med Bay is a small bar (complete with Robo-tender). This was done prior to I13 and uses no stacking (and is "old pathing rules" compliant). But I think you can get the idea. You can do things much more easily these days. I sure do wish we had more barware options like those in game (Pocket D or Chalet).
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Not worth quibbling over but... I may agree with you on the alpha slot in I19 perhaps but you knew stuff like Judgment granted new upgradable AoE powers when?
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Wow. Thank you Paragon Studios for making so much info on the Incarnate System public so soon. It's all very impressive and I can't wait to start my Incarnate journey in I19.
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As promised here's what I heard at Nov 6 meet and greeting regarding SGs and bases:
Someone commented to the effect that the current situation with coalitions and SGs in the game is not good (I took that to mean the degradation of coalition/SG composition). This person asked if any changes were in the works; especially with coalitions. Positron replied to the effect that they have the data on SG composition and that the devs do need to look at the situation (no firm commitments were made).
Noble Savage (leader of the art department) confirmed his desire to create an "All Things Art: Bases" forum thread (see his other "All Things Art" threads for examples and ground rules). An ETA was not provided. Noble Savage actually counts the popularity of suggestions in the forums and that does influence priorities for new art. -
All I can tell you is the BAF [encounter] is not soloable (confirmed by Positron verbatim). What's doable or not doable solo/duo under the entire Incarnate system is another question.
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Umm... I know you must be jesting but..before I dig myself into too much of a hole before you see the video... The term "ladder" is mine (not a devs) and is just meant to imply that incarnates are introduced in I19 and the concept continues in I20. I am clueless on the mechanics as to how doing whatever it is you are supposed to do at the BAF relates to incarnates (i.e. if you get a "shard" or anything else or if that advances you in "divinity").
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V-Tron is right on the money in his comments. I can testify he captured the spirit of what was said. Here's what I heard too:
The City Vault is so dead. You need not mention it again.
The Incarnate thing is meant (going to be) very difficult as you climb the ladder. I am not in the pre beta for I20 (those are the people who know but cannot say) but from the way Positron talked, I got the impression that (a) strategy and tactics in a group setting (12-24) is going to be very important and (b) some powers that may have been overlooked/little used in the past may have new viability (I have no idea what this means... just note that a dev said words to that effect). -
Actually, if I understood it right, at least one part of the objectives is to keep people in the BAF.
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Is anyone else going to the California Bay Area Meet and Greet this weekend? I plan to be there but, unlike past years, I'm not proactively asking about sg/base stuff this time because:
(a) I thought Electric-Knight already did an excellent summary of where we stand in another thread with his conversation with War Witch.
(b) The whole "Committee" thing is such an unknown at this point. I really want to stay out of any conversation on that (or any accusation that I tried to "poison the well" with our "best" chance of results from the devs).
If I hear anything said in public on SG's or bases I will pass it along but my expectations are very low (breakout discussions are on powersets and costumes so I think you can see where they want the focus).
If you are going and want to meet the grumpy old man who's been a failure these past couple of years swaying getting anything new done for bases... look for a ballcap and Arachnos pin and come say hi. -
Quote:Careful. My heart soars like a hawk at the renewed interest in the functional aspects of bases. But "the devil" truly is "in the details". My ears are still ringing from past insults, not from the devs... they say nothing, but from my fellow players at the mere suggestion that something might be easily doable:In regards to the cross-utilizaton of both AE and Arena to these two suggestions, although I am not a programmer, it seems easier to use existing game tech (due to the diminished focus on bases by devs) than create new content for said bases.
Using existing in-game mechanics and maybe tweaking what we have and applying it to the bases might be a stepping stone to get some activity back in the bases, and maybe a little more attention by the devs to our needs.
I know there are many more incredible suggestions and ideas out here in the forums in terms of ideas and suggestions for the bases, but maybe a bit of (what I deem) easier-to-make additional ("unique") functionality might help the base/SG/VG community.
["You want personal apartments? - Go build your own base. You want tailor, arena, auction house, AE? - You know where they are at. You want better storage? - Create more characters and gmail stuff. You want to travel? - Use base alternates.
Look, here's what you don't get: Dev time and resources are more precious than gold. The devs should not waste their time trying to recreate this stuff in bases (which is not trivial to do like you think) just because you want it (nao!!1!) . Bases are broken. Stop braying about it. Now, OTOH, here's my idea to... yada, yada, yada"].
You would be amazed at how quickly we players "all wanting the same thing" disintegrates. I know I was.
I'm really not trying to put a damper on things. That gets done too often as it is. But I only thought it fair to warn you that we do not suffer from a lack of ideas. Let's just say there is a lot of "momentum" to overcome that includes both an "sg unfriendly" development track record (which is actually worse than being "ignored") and player resistance to back devoting scare resources to this vice something else (like say decorate).
If you can remain optimistic through all that you are my kind of person. Let's keep pushing for it. -
I never understood why the devs have pursued, over the last couple of years, what amounts to an "sg unfriendly" agenda. Don't believe me? All I can say is (1) The only exclusive sg/vg TF activities we had are gone. Silver Mantis stands in Shark and the CoP originates in a base but the SG buff is gone as is the requirement for SG membership participation. (2) Base prices dropped drastically. Before the flames start, I'm not saying lower prices were a bad thing... just that it made it a lot easier to go solo. (3) Base storage restrictions for large SGs are ridiculous... just about forcing non SG alternatives (4) Provisions for a true shared SG leadership have disappeared (not a big deal for some... but it is for others). (5) The plug stays pulled on base raids. (6) The removal of pathing (again, I'm not saying that was a bad thing per se) shifts the emphasis of bases to individual artistic expression. (7) Side switching is implemented with SG status reverting to "limbo" (and vigilantes and rogues restricted in base access and travel). [edit add: (8) No SGs in Praetoria].
Am I saying that the devs have been on an overt "anti-sg" campaign? Nah. What I am saying is, through their actions alone, it's evident that there is no advocacy in the dev community to promote/protect/defend SG activity in this game.
I had a standing ovation moment after reading Bad_Dog's post above (it had me hooked at the first line and just got better).
But... success will require a completely different mindset. One where that segment of the player community that cares about SGs speaks up... and the devs pay heed. -
Quote:I don't want to dominate your thread so I'll bow out after this. But I do like what your saying here a lot and I agree it could change the "small community" dynamic overnight. It also fits in perfectly with the idea of making bases more fun for everyone. The counter auguments have been it's a bad idea to drastically export a poor kludge of a base building system (or that people should just abandon what they have done/enjoy with their SG and go solo on their own). I've never bought into that... most of the people saying that are in the same group that enjoy base building privledges with the existing editor based largely on the prestige earned by others.As long as most people are only "in" an SG/VG, rather than build one, the demand for low hanging fruit will be ignored (in my opinion).
I think one solution would be to allow players to belong to one SG - AND be able to create their own one-person bases. (Not either/or).
What got me started with building bases was that I was tried of being locked out of treasure bins, which to me is the second biggest plus to an SG (after the teleporters). So I created my own which gave me the ability to save all the salvage I needed to create IO sets for my alts.
But this locked me out of many SG activities like TFs, etc.
Having both memberships would not only be more fun, but more "realistic" too. Just because Iron Man is in the Avengers, doesn't stop him from making his stuff in his own lab, right? And the more people created these add-on SGs, without losing their bigger SG privileges, the more voices base builders would have to be heard. -
I think we are pretty much on the same wavelength. I was the guy that suggested that we flag a subset of the "big list" as low hanging fruit in the first place (but I was too lazy to actually do it and Impish Kat came through like she usually does
). Not surprisingly, much of the low-hanging fruit turned out to be decorative in nature. That's because it's pretty much the easiest thing to do (the definition of low hanging fruit). I do not begrudge that our first baby steps with base related development will most probably begin here.
However, I still think if bases are going to be "relevant" to the game as it evolves, the devs are going to have to make some greater commitment to some of the more higher level base needs that appeal to more players. Either that, or accept "we are who we are" and maintain low expectations on getting anything with more universal appeal accomplished.
BTW, I'm a big fan of the "other" thread you started and the need to keep the "pie in sky" in mind. If there's one thing I've learned in my five and a half years of play it's that the devs can do some pretty amazing things. Now if we can just get them to stop the "pained eye roll" every time bases are mentioned because of how much of a "mess" the existing base code is and that, if they aren't careful, the whole thing could collapse in one big heap... -
Quote:I have no problem with the rest of your example as a way to improve base utility but I would not be so quick to dismiss NPC battles as another (optional) way if it could be accommodated. I'd love to have my base defenses be good for something for a change.Batman doesn't go to the Batcave to fight off the Joker and the Riddler. He goes there to analyze clues he took from the scene of his last battle or from a crime scene and then plan out his next move. Using that idea as our basis, let's construct a very simplified story arc for Heroic base users, shall we?
Regardless of what the B-man does or doesn't do, in this game I've marched into many a Longbow, Arachnos, Paragon Protector ("I don't know their faces but I know where their base is")., Council, Sky Raider, and many others base and taken on all comers. I'd welcome the opportunity for these guys to try something in my base. I get that you wouldn't and you should not be forced to...but it's certainly not out of the question or unrealistic in the context of this game. -
I've heard the small community argument a number of times and I think it does have some validity in explaining the historical lack of new development (or even commuications) we have experienced. But it doesn't have to be that way.
My hope has always been that the devs will one day look at bases, not how they "are" (not useless by any stretch but certainly limited on who they benefit and how), but rather how they "could be". If you allow yourself to dream that way you begin to easily see opportunites where bases become more fun and functional for everyone who plays the game. Now that is leverage.
It's probably not appropriate to call out specific examples in this thread (for each attribute invites off topic debate in and of itself). However, I do find it encouraging that there seems to be a recent renewed interest in the player community for "group" type base utilty. These types of threads are easy to spot and they are a very good thing IMHO.
Will the devs pick up on and run with this renewed interest? Who knows (I've been through more "highs" and "lows" when it comes to the devs doing stuff for bases than I care to count)? Unfortunately, the types of things I'm talking about above don't qualify as "low hanging fruit" in most cases. It's going to require a level of development commitment equal to any other new exciting feature added to the game; with the focus being SGs and bases. That really hasn't happened since bases came into existence (though there were rumors of failed attempts for things like bringing back base raids).
I've always advocated that such a level of commitment would pay off big time, not just in terms of the resultant size of the base community, but for overall good of the game itself. So far, the devs have not shared my enthusiasm on what "could be" for bases. Can't say they ever will but it's an effort worth bringing to their attention often. -
Gonna try (for the fourth time) to get picked. Mr Nakayama is the definition of both talent and class. This has always been a highlight of HeroCons/M&Gs for me. I hope they give him a scanner this time and the results are shared. Good stuff!
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My last post until there is more concrete info on this topic (that has got to please at least some of you). I don't know much about clubs and clubhouses. Always considered myself kind of a free thinker.
But I'm very interested in "filters", "pipe dream elimination", "excess noise to the devs elimination ", priority determinations, code complexity evaluations, and that type of thing. Where does the "Committee's" (a player group evaluating) responsibilty begin/end vis a vis a Dev's?
I just looked at The BIG consolidated LIST for BASE LUV again and to tell you the truth... I'll grant you there are some bullets... but it's not the biggest or most complicated document I've ever read. Seems to me a dev that knew about code/art and cared enough could do a read on easy/hard and lots of interest/no interest in fairly short order (heck many of my ideas get rated by my fellow forum players... how well is another question... unofficially in a matter of seconds!... I know from the timing of the response.).
A dev review of some sort would save a bunch of "filtering PvP" issues. Also, do we owe something (anything) to those who came before The Committee existed and struggled for years (and I'm not talking about me... you can pull every idea I have off the table if everyone else gets a fair shake) that their ideas (from at least the referenced list) were at least read and subjectively scored by somebody who could do something about them once?
Maybe that dev take has already happened, I don't know (I don't know a lot about this). Or is such a review asking for too much? If it is, then I guess I'd be most interested in one small player group's (The Committee's) qualfications and criteria to rate/reject another group of players' ideas in an official capacity. Or is that asking for too much as well?
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Quote:Nope. Not me. I've always wished anybody who talks to the devs the best of luck and I always meant it. Still do. But I always thought we players were equals. Looks like that dynamic is changing right under our noses. I'm supposed to pipe down while it's set in concrete that a player Committee will officially determine priorities "for the benefit of us all" because the devs can't/won't? And I am supposed to just sit back and let this happen and then complain after it's a done deal? Pfft.Are some of you just angry that after all this time of being ignored, someone other than you figured out how to talk to the devs in a manner that got them interested enough to take those talks at least semi-seriously?
Quote:Are some of you afraid that your own pet projects for bases will be overlooked now because someone else is talking to them instead?
Quote:Seriously, the cat's out of the bag, and everyone knows that those three are talking to the devs now. Ball's in their court now to tell us what their agenda is, not for the rest of us to complain that they might actually succeed in getting something done.
Despite the rocky start (pipe down indeed!), there's still an opportunity to salvage a lot of good from this both in terms of "results" and in terms of player/dev communications "structure". I really am still pulling for it to work out in a good way. -
I am boiling at this point over the backroom nature of this whole thing and that a select few players are now setting the official priorities on what happens next with bases.
But I've always said I'd be for anything that produces results. This pretty much tests the limits of that comment. -
Quote:Now I think you are on to something. Without a "business" case we become a "charity" case... and charity is doled out with resourses left over after "real" needs have been met. And we see the result... good intentions but... nada. Right now the only thing we have going for us is a sense among the devs that bases were designed poorly and they have an obligation to "one day" do something about it. That hasn't been enough.But we need to let the Devs know that base building CAN be a profitable investment.
The mindset is: On one side, there is a need for a back end fix to the base editor (think about how much that energizes a Code Team... my guess is it doesn't... and that sentiment is most probably passed along) before anything can be done to benefit a minority of players who are fortunate enough to be basebuilders. On the other side is the need to design and code the latest sexy universal game feature that will knock the socks off the entire player community. Guess who "wins" that contest every time?
It gets worse (if your are looking at it from the perspective of the need for new development). The decorative basebuilders continue to "shock and awe" the devs with their ablity to turn "lemons" into "lemonade". Today's palace looks even better than yesterday's (so let's forget that the roof leaks, it's centuries behind the times in modern conveniences, and that the needs of the many are ignored for the sake of "creativity" of the few). Why new development? The solution is... committee sponored and dev sanctioned contests? Oh brother.
So what is the business case for bases? I don't have all the answers. One possibly (good or bad) is microtransactions. Make the elite basebuilder pay real money for more tools to build bases. There is, however, another way. That is to "sell" the univeral potential of bases as having real value to the entire player community. Do that and you have a chance of competing for scare development resources. Otherwise, we should prepare to accept whatever "endowment for the arts" we receive whenever it comes along. -
IIRC you need to be in a PvP zone for it to count towards the SG badge. The arena doesn't work (but mass co-operative kill parties in PvP zones will). Have fun with it.
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Thank you Electric-Knight for the feedback. I find it overall disappointing but not at all surprising. This has always been a question...not of "lists"... nor player "organization"... nor of dev understanding of need but... of development priority. Quite frankly, I fail to see the situation we are in now as much different than the situation we have been in for quite a long time. Perhaps that is because I've heard other, friendly, well meaning lead designers (and other devs) express their personal interest that "one day" we will see development results... but it just hasn't panned out.
If the devs are smart (near term), they will do as you suggest and provide at least some token change that will at least gain some appreciation from the base building crowd. If not, then it will just be status quo.
For me personally, I think it's time for me to back away from this effort. I have zero interest in decorative "creative" contests. Also, it certainly appears the chance of functional change is, at best, on a distant horizon (after an editor fix... whenever that occurs). I need to follow the lead of some of the "old timers" in the base game and just move on.
The reason for overall dev silence to us on this subject should now be pretty clear. There really isn't much to say other than "You guys don't rate as high as other stuff." Message received and understood. -
Initial reactions: The price is right (edit add: for locals). The costume code is great. And I hope your are prepared for a big crowd (even though some of us do not Facebook). Hate to see people turned away (or sitting on the floor like the very first Bay Area M&G). Are you sure you don't need a better registration process? Oh well, not my call. Looking forward to it.
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There's no question that M&G's and HeroCon's are fun, cordial, and the devs are very accessible. They are also very nice people. That's the good news.
However, I've found one must really manage expectations when it comes to dev commitments to do anything in any kind of specified timeframe (say even a year) from these types of discussions.
The pvp crowd is a perfect example. It's great that the PvP'ers had their say in Boston (as they have elsewhere). But I haven't seen any resultant PvP changes despite some very strong (good, bad, and ugly) player "input". In fact, if anything, the forum pvp "rant" (edit add: I use the term "rant" loosely because I believe many pvp'ers make an excellent case for change) is as strong as ever.
If you do happen to hear anything about actual base development occurring (and when) I hope you will share the info. Otherwise, it's the usual friendly banter ("We are blown away by what you basebuilders have done." "We'll see" etc. etc.).