Statesman speaks at serious games summit


2Negative

 

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We thought (on paper) that the “personal items” would do the trick, but it isn’t really the same thing, is it?

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The problem with the "personal items" is that they aren't personal. We can make guns and generators, and stuff of that sort, but nothing "PERSONAL".

What I wanted out of the personal items was makeing personal chairs and desks and the like. Like takeing one of the chair options then change the colors on it, use up my salvage and then have the chair to place on my own.

THAT would be personal opitons, not guns.

JFS
-The Legendary J-Man-


 

Posted

I am compelled (ok, I'm sick that way) to reply to this.

You guys tend to do two things which I don't think highly of.
First, you make game mechanics which prevent people from doing things for insurmountable reasons. Sometimes this is an utter lack of documentation, sometimes it's just a clumsy, anti-intuitive interface, or something that's clearly broken or cut back. Game mechanics should enable and empower, not confuse and restrict.
Second, you solicit input from players, but you seem to design to a goal that's set independent of that input. This showed up with ED (still unpopular with many people) and with bases. You set prices too high, even after being told they were too high during beta, and made it impossible (or just blasted difficult) to do things in them in a coherent way.

The reason bases aren't as big a deal as they deserve to be, is that they're so expensive to get going. The restrictions on what can be done in various rooms - stupid, clumsy, painful, and expensive. The difficulty of getting useful base features, not that great, and there's a growing tribal knowledge (not ideal by far) of how to do things like build teleportals, med bays, storage bins for enhancements and such.

The SIMS-like interface for base building is OK, but it's unreasonably hard to place things where you want them, and being forced into a single POV is rather burdensome (and crashes my box, which I built last month and is top-end and should be crash-proof).

The current bases are a good prototype.

You recently added something REALLY useful - the combined power/control room. It's fecking huge, by default, much larger than it needs to be, to hold that tiny power and control device, and it'll have to be sold back anyway in order to set up a base to contain the regular power and control, items which for no apparent reason CANNOT be in the same room.

*Note, not a PVPer. Never got into it, not likely to do so, much more likely to do more realistic dramatic-tension things like the V-day thing.

Here's my preference: a personal base, useful for ONE PERSON.
Make them available from reps in Atlas and Galaxy, or Mercy, or wherever, at level three, or five. The base should come pre-configured with enough power to attach a workroom, or a teleportal, or a medical transport, and let the player expand them as they wish, either by paying inf or by running some specific 'police/newspaper' missions. Prestige still only applies to supergroups (and frankly, if supergroup newspaper/policeband missions were around to use to get special items, there'd be no real need for prestige.)

It would also be nice if they could attach to places other than the blue tubes that are blocking bus stops (where ARE the busses anyway?) like doors in KR, or Steel, or Skyway, etc.
It would also be nice if they didn't require L10 and supergroup to create them, but that's asking for a lot, I know. They don't necessarily have to be huge, but 2-4 rooms might not be a bad idea.

On creation, the personal base might be offered with a door in one of three or four places - special sewer door, special rock door, brownstone door, skyscraper door - and the door might be movable for a fee, as the player gets higher level and decides to move closer to work, or as below: attached to a supergroup base. If someone leaves the supergroup, the door reverts back to the previous location.

Supergroup bases should permit players to attach their 'door' to their personal rooms to a door inside the base. This would allow personal control of personal space which can be made themely with the group or not, if they don't care - and leaders with build permissions would be able to unlink personal rooms (since they would have to build the room where the doors are linked).

Supergroup rooms are currently limited to a handful of styles, and could easily have more, without hurting things terribly. SIMS provided a texture and object tool to players; you could hold contests for best textures and objects. This would permit a quick, relatively cheap expansion of the inside-base features (for personal and supergroup both).

Having a personal base, apartment, whatever, would then be as personal and interesting as the costumes, and would permit people who aren't group-minded to utilize the base-related item building.

It should not cost anything, or much at all, to make an item using the salvage one has already worked for, as the 'forge' is powered by the base's power supply. Selling crafted items back for prestige? Not necessarily bad, but shouldn't be sufficiently rewarding to create an economy (ick).

I can see charging for a room, for things inside the rooms, even though they're essentially immovable set decoration. I can absolutely see charging for destructible/stealable items for base raids, though I am uninterested in the extreme in such things.

I think the current set of items: base teleporters (especially if one can be set to "door to your active mission") are a wonderful and useful thing. Medical teleporters are great, as are storage bins and enhancement trees and other weirdness. (Hey, if I could build a Kora Bush using salvage from the Shard, you bet I'd love it, especially if it had the big fruit.)

As for 'personal items' - As far as I can tell, they're not decorative items, they're only the fancy expensive weird stuff you have to use at least three different worktables to build, which is not just a pain, but most bases don't have multiple forge-tables lying around. How about making them useful to the player?


 

Posted

I'm going to go off on another burble about text plaques (and other player inputted text items such as scrolls, video screens and open books), so please bear with me, there IS a point to it.

People don't value the costume creator just because it makes costumes, they value it because they can use it to realise concepts. My point is that the TEXT - the name, most importantly of all - is just as crucial to 'concept' as the look is.

Let me give you some examples of people I've teamed with or met, or just heard of.

- Crazy Neighbor. He had grey comb-over hair and was a Robot mastermind. His bio explained how he was building these machines in his basement because of those pesky kids.

- Battle Bovine. He was horned like a cow, and apparently descended from Talos.

- Mechannie (a NPC). As her info explained, she was a robot cowgirl.

Now, consider how much of these concepts would have gotten across if there had been no text at all - if Crazy Neighbor had just been a dude with grey hair and robots, if Battle Bovine had just been a dude with horns, if Mechannie had just been a robot with a hat.

You need text as well as image. Text tells you what the image is meant to BE.

To translate this to bases for a moment:

Let's say I play a villain based on the concept of soul thievery. I have a room filled with crystals in which I store the souls of my victims.

If I build a base room and put crystals in it, then it is nothing but a base room with crystals in it.

However, if each crystal has a pedestal next to it with a book on, which visitors can click, and each one opens up a panel of text explaining whose soul is in the crystal, then the CONCEPT immediately comes across.

CoX has allowed us to create concept characters in abundance. The costume creator is a huge part of this, but we couldn't have made the use we have of it without the ability to give names and backgrounds to those characters. Similarly, while a base is still just 'your base' and the objects in it are just mute, indistinguishable objects, there's no real way to make a concept come across. The objects have to speak for themselves; and I think I've shown that if a costume had to speak for itself, it wouldn't carry the concept.

So, we need plaques, scrolls, book pedestals, video screens, terminals... in short, player-provided text!


 

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Bases were not one of Cryptic's successes; I think most of us can agree with this.

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I'll venture to disagree. Especially with the Halloween content (I actually made four bases, for different groups) I've determined that bases are not FAILURES.

They're perhaps mediocre, perhaps simply "good enough but not in any way exceptional" in the same way that those old russian cars of the 1950s and 1960s were functional and did the job, but were anti-luxurious and anti-performance in every way.

We're disappointed, perhaps, because we expected something really spectacular, and didn't get that.


 

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Neutra:
Personally I'd have one person in charge of just CoV design and one in charge of CoH design whom then reported to one overall CoX designer who worked on advancing the story and things common to both games. In essence you'd have the three heads making sure that both games got their fair share and at the same time matching up to where they need to cross and progress forward together.

The main story writer should collaborate with all three heads and there should be two teams, one for each side, working on their own stuff, but all in the same room so that each side can grab ideas from the other and constantly communicate what each one is adding.


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I advise you to find The Mythical Man-Month and read it through once or twice. Adding heads to a highly complex and creative position will exponentially increase the communication overhead, and the costs, and splitting CoV off to its own staff would make it increasingly difficult over time to integrate between the two parts of the game. This is why they combined the two together in the first place.

There might be benefits to having some kind of story-and-direction meeting every month.

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Every day at the beginning or during lunch it should be mandatory that each person who works at Cryptic read the corresponding forum for their department for at least 30 minutes or so and take notes of the top issues/topics that are being discussed amongst the playerbase.

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Oh HELL no. You do not get to take people's lunch away from them, thank you very much. That's illegal, still.

Further, you're creating a micro-management situation more apt for something in emergency development crunch.

Once a month, normally, as a whole-team diversion, as a supplement to the regular weekly team meetings. No more than that.


 

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Bases were not one of Cryptic's successes; I think most of us can agree with this.

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I'll venture to disagree. Especially with the Halloween content (I actually made four bases, for different groups) I've determined that bases are not FAILURES.

They're perhaps mediocre, perhaps simply "good enough but not in any way exceptional" in the same way that those old russian cars of the 1950s and 1960s were functional and did the job, but were anti-luxurious and anti-performance in every way.

We're disappointed, perhaps, because we expected something really spectacular, and didn't get that.

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Well, considering that Bases got an extraordinary amount of time and resources devoted to it and it still doesn't quite work according to specs, and has some conceptual flaws to boot, this feature lies perilously on the line between success and failure currently. It doesn't have to completely not work to be a failure. In fact, I think it's completely safe to say that the initial implementation of Bases has been a failure, and that subsequent patches and fixes over the last six months have made great strides to revamp and redeem this feature.

If Bases had been something that required the same amount of time and resources as, say, Pocket D, then it would be in a far better place as far as evaluating its success or failure. But it didn't.


 

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Yet a Super Group costume isn’t your creation, either. And yet people wear them.

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Looking around the servers I'd say I haver NEVER seen a group of players who are going around in their SG colors. Also bear in mind one thing, the SG defines two colors which people can use on their costume however lets be clear here - the end uses still defines where and how those colours are used on their costume.

The SG doesn't design the whole costume for someone to wear, its still inherantly that induvidual player making the choices on how they look. Bases however aren't like that, when I join an SG the base is already there and if I like it or not doesn't matter. I had no say in how it was designed or how it is run, however I am expected to help maintain it. This is why you see an increase in the number of SGs these days, because people want to have a base of their own and the fact is you cannot have a base of your own without help from other people.

It creates a paradox of logic. Bases are supposed to be popular because people like to have something they can call their own, something unique to them. However for an induvidual to have a base of their 'own' they need other people, for those other people to feel that they have some ownership of the base they need to be included in how its designed. The net result is that everyone involved doesn't end up with their own base, they end up with a base that they've all compromised on. It is a group identity thing however the larger an SG becomes the larger the number of people who will use the base, thus the greater the likelyhood that people don't like the base their SG has.

Ending up with a self-defeating feature of the game. SGs are a group identity thing but that is only desirablfor aesthetics if you have a close knit group of people since large SGs are filled with people who have varying tastes and do infact have no interest in a group identity.


 

Posted

The comparision to of a base to a costume is incorrect.

The comparision would be correct if you made changes to your costume and no one else could see them.


To be honest, when bases were announced, I was hoping to be able to use a limited set from the mission tiles. The room sets we can use are, to say the least, disappointing.


 

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I LOVE the idea of a portrait of my character as a decorative base item.

Statues of the high-ranked or high-level members is another great idea.

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Okay. Let's look at what makes a 'personal item' truly personal, and how it integrates with the rest of the base design/editing process.

- Personal items have to be items that only one person CAN place. Currently, crafted items can be placed by anyone who happens to have enough Salvage. They aren't personal at all; quite the reverse, in fact. So, we need the kind of item that Captain Blammo or Goldfinch Girl can look at and say 'That's there because of me. Nobody else could have put that in the base.'

- A personal item has to tie into the character somehow. There are multiple ways of doing this; it's just a question of which are more technically feasible.

- - Character portraits could be done by grabbing the graphic off the character's Hero ID, putting it in a frame (Tech or Arcane style, naturally) and bingo, you have a new wall mounted item.

- - Text plaques could be placed and written on by individual players, thus contributing to the overall base flavour. See my other posts, ad nauseam...

- - Statues of your character, as mentioned before, are very personal.

- - If statues are too old-fashioned, then what about a high-tech hologram of your character?

- - Name plates, which grab your character's name and put it on a decal, could potentially work. These could be used to designate rooms, or chairs (this big chair is for General Nastydeath!) or lockers, or office cubicles...

- - Certain badges could unlock base items. These wouldn't necessarily be totally unique to the player, but they would be personalised. For example, how about certificates, presented when you get your 10-level badge, getting more elaborate each time? What if hitting 50 got you a big wall-mounted fancy certificate, which you could click on and bring up a graphic: 'PRESENTED TO CAPTAIN TUNAFISH ON HIS RECEIPT OF "HERO OF THE CITY" MEDAL, WITH THE THANKS OF A GRATEFUL CITY' and a big wiggly Statesman signature underneath? That's the kind of thing that a SG full of heroes might want to display in the entry room.

- - In fact, certificates could be the new badges! What if completing a Task Force granted the leader a certificate, signed and sealed by the appropriate signature hero, for you to frame and put on your base wall? What if you could unlock special certificates by taking down giant monsters or earning accolades?


 

Posted

At this point, I feel that perhaps a summary of some of the suggestions that have been brought forth might help the devs figure out what it is that we'd like to see; if it's condensed into one spot, it would make for ease of reading. If I miss any, please feel free to PM me so that I can update the list.

<ul type="square">[*]Lower/eliminate rent, with a corresponding change in Prestige cost for base items.[*]On a similar note, decorative base items (including personalized items (see below) should be much cheaper.[*]Add personal space to the SGs, payable with influence/infamy, or give the option to purchase a personal apartment and furnish it with basic useability.[*] Add inexpensive, cool social functionality (such as SG missions, danger room, Arena terminals, etc)[*]Add items where we can add flavor text, to allow us to explain the concepts behind the base's design.[*]Allow bases to be public by selection of an option in the SG interface, so that those of us that wish to showcase our designs can do so.[*]Fix the SG base boot bug. (Personal note: I'd say the way to fix this would be to seperate the virtual spaces used for outdoor instances, arena maps, and SG bases into seperate spaces, to remove the overlap.)[*]Allow us to use some of the tilesets that are available in the mission tilesets.[*]More options for base design, including the ability to create multiple levels within the base itself.[*] Personal items that are truly personalized, in a way that identifies to whom it belongs as well as tying into the character in a personal way.[/list]


 

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Cryptic has failed to deliver an advertised feature of CoV in a working format a full callendar year after the game went live. Had the Cathedral of Pain and Base Raids showed up in anything vaguely resembling a timely manner, there would probably be a much higher level of interest in Bases, despite the flaws in the system that many posters have listed here. For whatever reason, whether it be lack of staff resources, focus shifting to other priorities or indeed other projects at Cryptic, this is a pretty big failure on Cryptic's part.

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You are absolutely right. We are working as hard as we can, but that doesn’t excuse it.

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Thank you. Admitting there is a problem and that you are working on fixes helps stem player frustration. But I personally would not like to see any more aesthetic options added to bases until some fixes have dropped.


 

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Allow bases to be public by selection of an option in the SG interface, so that those of us that wish to showcase our designs can do so.

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There is already an option to do this (sort of), with the leader teammate permission. Unfortunately, this feature has been broken for months.

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Personal items that are truly personalized, in a way that identifies to whom it belongs as well as tying into the character in a personal way.

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I would add make them free or very inexpensive.

Please fix base raids as well; my SG has all but stopped doing them as we either get lots of DCes (sound loops) or power lag.


 

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In fact, I think it's completely safe to say that the initial implementation of Bases has been a failure, and that subsequent patches and fixes over the last six months have made great strides to revamp and redeem this feature.

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I think that is a fair assessment of bases as they currently stand.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

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There is already an option to do this (sort of), with the leader teammate permission. Unfortunately, this feature has been broken for months.

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Accent heavily on the 'sort of'. What's needed is a way for anyone in the game to just walk on in on their own initiative, if that's what the base owners want.


 

Posted

Given that these types of personalized items would be decorative, it's probably already covered; but I'll update my list just the same.


 

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Personal items that are truly personalized, in a way that identifies to whom it belongs as well as tying into the character in a personal way.

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To build on earlier suggestions, how about:

Level 10: Unlocks 'Protector of Innocents' wall certificate, and Nameplate personal item (a Tech or Arcane style panel with your character name on it that you can place anywhere).

Level 20: Unlocks 'Keeper of Peace' wall certificate and Portrait personal item (head-and-shoulders image grabbed from your ID in Tech or Arcane frame, possibly with a choice of backgrounds).

Level 30: Unlocks 'Defender of Truth' wall certificate and Full Length Portrait special item (as above, only full-sized; grab it from the Costume selection screen)

Level 40: Unlocks 'Justice Incarnate' wall certificate and Statue special item (3D image of your character in stone or metal, possibly with a choice of poses).

Level 50: Unlocks 'Hero of the City' wall certificate and Image special item (larger than life transparent version of character, either Tech hologram or Arcane spectral projection)

Note - Villains substitute Wanted posters for certificates!

But if you could place these just by being part of a SG, then what's to stop a SG inviting you to join, you leaving a portrait with them, and then you leaving? Nothing at all - and thus we have a lovely possibility for trading pictures. I expect plenty of people would like a Feral Kat portrait in their base, wouldn't they, Manticore?


 

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Bingo! That was the point of my presentation; that the cost exceeds perceived value. The current ability to customize a social space for one’s Super Group isn’t thought to be high enough to justify the Prestige amounts.

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Can I also add that the current level of functionality is also very low. When I first described to my SG members what bases would allow us to do their reaction was "so what's the points". And that was before we knew the reality of the base costs.

Transporters to all zones is a small step in the right direction but we really need cheep, cool, social functionality.
[*]Danger Room[*]Base Tailor[*]Chairs you can sit on[*]SG Mission Generator[*]SG PvE Content[*]BBoard[*]SG Members Database


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

For my small SG it goes like this...

The cost of function in a base is too high, therefore, we work terrible hard to make our base functional. Then, the custom look of the base, which is also rather expensive for the fact that it has no function.

In the end, the look of the base is lost to trying to make it function.

Hell, my SG has filled our small plot, and we are desperate for the prestige to upgrade the plot, but that is going to take... hmmm... I have no idea how long. Well, put it this way. It took almost a full year before we could afford to fill up the small plot... Medium plot will be a HUGE advancement for us.

While, larger SGs I'm in, but don't lead, manage to have enough flow of prestige that they can customize the look fairly easily.

Like someone else stated... Everyone can see our costumes, but almost no one outside the SG gets to see the base... specially smaller SG bases, who have no interest in raiding.

Bases are a great addition to the game, they aren't finished yet... tweeks to costs, fixing raiding and other bugs... they will become an intergal part of the game with the CoP.

I look forward to fixes and advancements. Thanks for the feedback States.


Member: Mutant Force Five, Chaos Legion & Team Awesome

 

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We(Cryptic) assumed a certain value to bases which clearly doesn’t match up with players’ perceptions. We assumed that customizability, some gameplay features, layout control, etc. would be considered worth X, but players think it’s X-Y. That means WE were wrong. No fickleness involved, just something we didn’t identify well.

But it shows human behavior (and this was the point of my talk): people LOVE individuality. They’re willing to express it. But they won’t consider (in game) it worth a lot of time/effort to create a space that’s customized for group identity. Clearly, people don’t mind group identity (hence, super group costumes) and they love their own personal costume creation.

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I think another problem is that influence gets soaked up as you adventure. You basically lose some, and you lose more (in terms of percentage) as you get higher in level. Plus you seem to have to pay rent or upkeep or you lose access to the base. That's a hassle. If I had to pay rent on costumes, I wouldnt have one. So, its not just a matter of "the cost is too much" ... which it is ... but its a matter of the type of cost is the wrong type. I might pay something crazy like 100,000 -200,000 influence (or whatever it is) to buy a teleporter. However, I sure dont want to bother with rent or upkeep or anything like that. I'd pay triple the price for something as long as once I bought it, I was done paying on it. I loathe rent. So, the cost CAN be high, it just cant be a hassle.

I think another weakness is that bases don't seem to be fully explained. Then again, I'm interface-challenged so I could have missed it. Also, I personally resent when an NPC sends me to Kings Row to talk to some other NPC about the Hollows or about PvP zones. I loathe that also. So, if the in-game explanation comes from one NPC sending you to zome other zone (or at this point, even 15 feet away, I'm so irritated at it) then I'm not reading it. I'm either dropping the mission or I'm closing the text as fast as possible.

So, maybe better in-game education about bases would help. Still, I resent rent and recurring fees. I'm just glad there isnt rent on costumes or enhancements ..... (*delete* x 35 characters, disable billing, buh-bye). Thankfully, I can ignore recurring in-game fees like bases and never touch them. I just hope recurring in-game costs dont creep into other aspects of the game.

I mean sure, some people like rent just fine, and dont mind the crazy prices and recurring rent and the hassles associated with bases. They seem to love it, all 20-30 of them. I think most of them are in the Carl and Sons SG too. But me? Man I cant stand rent. I also cant stand like feeling that I have to contribute a certain amount of influence or prestige to a SG because of rent, because I feel guilty. I want to be in a SG, but I dont want the guilt, and I wont contribute to rent.

Lewis


Random AT Generation!
"I remember... the Alamo." -- Pee-wee Herman
"Oh don't worry. I always leave things to the last moment." -- The Doctor
"Telescopes are time machines." -- Carl Sagan

 

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No Offense Jack, but I would rather see PvP base raids working correctly before even hearing about a PvE option that was suppose to be for us PvPers

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Well, if they made PvE base raids, I'm guessing it wouldn't be for PvPers. To me, PvE content is more worth their time, since PvPers are in the minority in this game. At least I think so. PvE base raids would be player-created content, pure and simple. I think it would be a revolutionary addition to the game, and to the MMO market in general. I think it's worth their time.

Some ideas on this:
- SGs can hand place NPCs in their base, maybe culled from the collective Gladiators of its members (I'm hesitant about that, since it would be incentive for people to start grinding for gladiators).
- They can define limited NPC behavior, like patrols, and aggro rules.
- They can place NPC versions of SG members as bosses (Elite Bosses? AVs?)
- There would be some defined win condition that, ideally, the SG could define.
- There should be no XP or Debt, but there should be a reward of some type. Maybe an SO or temp power.

And of course, I'm not opposed to getting PvP base raids working too. It's just a matter of which is more valuable to players in general.


bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!

 

Posted

Actualy i just wanted to point out...

Its not that the cost exceeds the perceived value.

Its that the cost becomes unatainable to maintain.

My Group I am affiliated with has multiple SUper groups since there is a 75 character maximum per group.

We have put in all the teleporters and items and played with the bases alot.

Yet the cost to maintain now is 153,000 prestige for one base alone.....not only do we not have that prestige balance available on that one super group....but from experience i find i get alone only 350 prestige for a mission complete and about 10 prestige on average per encounter in that mission.

As a level 50....the only missions i can take are shadow shard missions right now....soon this will also include newspaper...but the amount of prestige gain wont change.

As i have pointed out......even if somone pays the amount....and we dont get any more prestige....the cost for the next amount owed will increase......but since we dont have the prestige amount most likely we will work alot to get that prestige.....in which case we will not only have an increase due to normal increases owed but also due to the increased amount of prestige we got.(thats called a double penality)

In essence i suspect our next amount we will owe is 180,000 prestige for that group alone.

You see the low percentages dont effect small numbers much.....they effect the huge numbers a falacy i have abused in more games then i can count.

Another group i am with can no longer maintain their base becasue they owe over 1 million prestige for the rent and they have a smaller base too...go figure on the game mechanics here.

In a nutshell.....the constant inflation...and non changes to the bases(becasue if we do we have to owe more ontop of the price to build the new things)....make the system un-fortunately Un-realistic....un-fun...and basically impossible to use.

Our only recourse it would seem is to have a closed base....or basically disband and start new...with nothing.

In this case i doubt we will disband...so we wont be using our base....problem solved.

Thats the problem....not some cost that people dont like...the problem is a cost thats not possible to keep up with.

1% of 1 million is 100,000....no player can get that amount in a weekly fashion.....the developement team made sure of that.

And there is no way all 75 memebers are going to work feverishly to get that amount....becasue even if they do...they will have to keep making more and more until it wont be possible anywise....the bases becomes an impossible to keep.

What i dont understand is why the development team does not see this...does not realize it...and why it seams you in your own statements and presentations still don't understand this concept.

I have heard rumors their are bases out there that the super groups owe alot more then 5 million to keep.....and i have heard they just keep the base closed all the time.....becasue they cant afford the weekly costs.

So then.....I really dont get it....I mean How much more of a Clue or how much more basic concept does one need here?

Oh yah....and also you forgot to mention...the costumes are free most of the time.....Free Costume Tokens per session....

No base equivilents exist...so therefore....people will probably spend more time with costumes...becasue they can....with a base....they try to....

By the way....I urge you to Check the Legion of Cat Girls Super Group bases and coalition bases.....you will get many example of the inflation limits and what can be done.

The LOC is cross server and has 2 to 8 Super Groups affliated with them per server.

I dont think you can really get a bigger cross section for active players in my opinion.

Owe and the issue of players making their own items....we tried that..people did that and inflated the base amount owed to way out of control......so the idea of making your own item for the base...kind of didnt work at all.

But again i tell you to go take a look for yourself....its seams this entire conversation is based on specualtion and not what is really happening.

Heck i have over 20 Free Costume tokens left on a character...i may never use those tokens...

Thats a huge difference of something i can play with for free...as opsed to something i cant even pay for.


 

Posted

Don't forget:

Remove deterrent to teaming (remove the code that decreases prestige gain on teams.)

Add prestige bonuses for teaming with SG-mates.


 

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I think I might really like bases again...

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Control your fickleness, States is watching!


 

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I think I might really like bases again...

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Control your fickleness, States is watching!

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And we're watching him and his plans for bases... I might like 'em, I might not. Depends on where he takes them next.


 

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Heck, I’d just like the PvE base raid part first!

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No Offense Jack, but I would rather see PvP base raids working correctly before even hearing about a PvE option that was suppose to be for us PvPers

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its funny, id rather see the exact opposite.

Heres another thing... Why are crafted items the same prices as normal things? I already have to spend salvage to craft it, shouldnt it be cheaper?

A good example is teh holo thingie for control. It takes a good bit of salvage to make, and it costs almsot as much as a main frame...while only providing half the control! Since im already spending non-refundable salvage on it, shouldnt it be cheaper than a standard item?


Jay Doherty: Yes, there was this one night that I was ready to go home but had to drop the browns off at the super bowl before I left for home. While on the throne it hit me. I stayed for a few more hours and that why we have the pain pads in the game.