Base Issues List, post-I12


Ad Astra

 

Posted

Here's the collected SG Issues, updated for Issue 12. Previous edition was here.


To help organize this list better for the future, please keep these things in mind.

1) Read the list, please. You don't need to repeat or /sign anything, we have the devs' attention already. Though if you have more detail to add to an item, that's always useful - and it would help if you quote the related item when you add to it.

2) Make sure you have the right list. This is only a summary, bigger issues have their own threads. (Particularly requests for new base items, there would be so many they would drown out the bugs.)

3) Consider starting a new thread first. Get some discussion going, then come back later with a good summary of the issue and a link to that discussion. That will keep this thread from getting bogged down with debates like the last thread did.



A personal statement from me,
- This is not "my" list, it's the community's list. I'm just the one who typed it all in one place.
- I am not going to judge the worthyness of an issue, though I may point items to a more appropriate thread.
- I am trying not to prioritize the list beyond the general categories.
- I try to keep items short and sweet. Sometimes I fail at that. Sorry. (I figure the devs will ask if they need more details on something.)



Definitions
Bug - Something that is broken. Things that don't work at all, or don't work as they were intended.
Flaws - Existing things that are not working as well as they could be, or could be improved to better serve their design goals.
Wishes - Completely new additions to the system.

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Chapters:
Base Usage - items that affect all SG members. Includes a large section on storage.
Base Building - items particular to architects and the editor. Includes large sections on doorways, pathing and crafting.
Raiding - both raid preparation and execution.
SG stuff - since bases are a SG feature, after all.


 

Posted

Base Usage

This list includes anything that affects a person's day-to-day base usage.


on Storage:<ul type="square">[*]Storage logs have lost functionality when they were merged to only one log per base. Can the log entry include some way of knowing (and filtering on) which storage item the entry applies to? Conversely, this could go to the other extreme with storage being universal for the base and the items merely adding capacity. eg, one collective Enhancement list when you click any Enhancer Table. The current implementation, however, is not efficient being in between those two ideas.[*]Base storage repainting the base upon use can cause crashing, lag, and visual problems.[*]Storage needs to be sortable, or simply default sorted by item instead of by time (such as using the same sort order as an NPC store)[*]Storage permissions don't match how most groups want to use them. Some enhancers should be more secure than others, and so on. (Permission by table would be ideal, a whole tier of more-secure tables would probably give enough flexibility to be useful.) In general, the all-or-nothing nature of the permission, combined with the need to educate new SG members makes it difficult to trust people with any storage permission at all. More storage discussion can be found here.[*]Storage log can be spammed to remove history - should something be guaranteed to exist for a length of time before being pushed off the list?[*]Storage doesn't always remember who placed an item, and definitely forgets it all if you move the storage to a new room.[*]Lack of a way to pool Invention Salvage and Recipe resources among a SG. Thouse should have SG Storage items.[*]Lack of personal storage for Enhancers, Base Salvage and Inspirations causes trouble. Either people try to retask group storage, causing troubles such as wrong expectations about security or headaches with SG permissions. Also, it gives an advantage to a 1-man SG who can actulaly have that personal storage (not to mention easy movement of items between alts), thus actually being a barrier to joining a multi-player SG, which is backwards.[*]Whatever happened to seeing Salvage Storage from a Worktable/Empowerment? (If that idea was dropped, just tell us and we'll stop asking.)[*]Text labels on Storage item interface would help organize items, since groups have many diverse systems for that. (eg, "Magic Enhancers only in here")[*]Why are teleporter rooms unable to hold storage?[/list]

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Base Usage bugs<ul type="square">[*]Upkeep Overpayment - if you pay too early, your next bill for rent will be due 2 weeks earlier than it should[*]Game Client can shutdown while you are zoning to your base with the message ""You have been forcibly disconnected from the server. MapShuttingDown" Details here.[*]Empowerment stations list 15 minute durations, they were changed to 1 hour in the 8.16.06 patch but the text was not updated.[*]What's the status on the Cathedral of Pain and Items of Power? What exactly was broken about it? (Players have some likely causes, but no Dev has ever spoken on it.) Maybe knowing where the problems are, the community can suggest COP/IOP designs without those troublesome parts of the system.[/list]
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Base Usage flaws<ul type="square">[*]Inf-&gt;Pres trade-in at the Register is a huge ripoff. A level 50 turning on SG Mode gives up about 150,000 Inf in order to earn 2,000 Prestige, the Register charges 1 million for 2k. Certainly SG Mode should remain the best income source, but the Register should be close, not 500:1. If there's an issue with too much converting, have the Register trade 100:1 to reduce Rent, thus limiting how much you can trade in.[*]Unable to control the direction you face on zone-in[*]Combat Logs is too weak for its huge prerequisite. In fact, with inspiration merging, it's hardly worth the placement cost even if it's earned.[*]Mission Computer needs more use (see wishlist)[*]Most Empowerment buffs are considered insanely weak, and most are rather dull since you can get better effects from Inspirations. Tangent thread on Empowerment, since there's a lot to focus on.[*]Little use for "special" salvage (Alien Tech, Weapon of Mu, etc)[*]Lack of base salvage rarity labels.[*]Lack of concrete information about Salvage drop rates - we have been given similar information for Invention Salvage, Recipes and Enhancers.[*]Base salvage isn't worth selling to stores. Components DEFINITELY not worth it. (Perhaps when we have concrete drop data it will show that 100 Inf for commons is balanced compared to Invention drop rates.) Suggestion: sell base salvage for Prestige, not for Inf.[*]Inability to use the Base features when teamed in a co-op zone.[*]Why do certain zones lack beacons: Pocket D, Ouroboros, FBZ. Is there a reason PVP zones lack beacons?[*]Lack of PVE uses for the huge amount of raid-related base items. Some ideas,
- PVE raids. ie: defend your base against the game's AI. or raid a pre-made base defended by the AI.
- Justify "raidable" items with a PVE usage. For example, give a PVE reason to have to leave a clear path to your generator, such as giving the generator a clickable function.
- Make some items no longer require pathing, such as Control Aux and Teleport Beacons. (Though see the next item.)[*]Teleport Beacons are difficult to distinguish, especially Arcane ones. Even when distinguished it's hard to know which beacon goes to which porter. (Though in fairness, is that second issue more of an architect problem than a dev problem?) Suggestion: Have all active beacons usable from any teleporter (similar to how a storage log works on all tables at once) so you don't need to go searching.[*]Power Liberator / Master Thief is not obtainable. Given questions about how it was earned, perhaps the fairest solution is to change the badge requirement to winning any raid by any victory condition.[/list]
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Base Usage wishlist<ul type="square">[*]Bring other existing game functions inside the base (as was done with functions introduced in Issues 9 and 10) For example:
- Tailor (perhaps combine with the request for a SG Costume system)
- Auction House
- Arena terminals
- Trainer
- Info Kiosk
- Mission Difficult Setter
- NPC Store (to sell Enhancers)
- Mission Doors[*]SG-missions (on mission computer?) Tangent thread started here.[*]Return-to-mission Teleporter was mentioned by the Devs long ago, whatever happened to that idea?[*]New teleporters, either to increase beacons per room, or to simply put more destinations in one click spot. Focus thread here.[*]Storage for Inf (though would it be degenerate since the character limit on Inf is so insanely high?)[*]Ability to zone into your Coalition bases directly from the Base Exit Portal, to make it easy to tour, or to utilize coalition items. (Should be easy to code since the Portal can generate a zoning menu if there are multiple instances to zone to. Just get the other bases onto that menu.)[*]Functionality to use powers in a base. The typical training/simulation/"danger room" setup. This could be as simple as the targetable dummies in the RWZ base, or could be ways to generate NPCs to shoot at (perhaps in a cage similar to the Pocket D arena).[*]More information on the base zoning listing. (eg: icons to show what functions that base holds.)[*]Improved capability to tour other bases. (ie: better than having a team leader act as a "tour guide".) Perhaps a special portal at the SG Register that shows all bases that have been set to public access.[*]More ways to have your base impact your other play. The way that IOPs continually buff you outside the base. The roleplay for any in-base item that continually helps you can be the prototypical "someone's on monitor duty back at HQ".[*]Add a roleplay Title to your base. So instead of the base zoning menu saying just the SG name like Freedom Phallanx, Paragon PD, Wyvern; it could instead say Freedom Phallanx Headquarters, Paragon PD Station, Wyvern Lair.[*]Custom popup text message upon zoning to a base (similar to what missions have)[/list]


 

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Base Building

This list affects people who are base architects. Issues with the base editor as well as decorative/graphical issues are here.


On Doorways:<ul type="square">[*]Blocking 1 doorway placement completely prevents room creation/movement - the logic of this should only prevent the room if no doorways can be made at all.[*]Is the door AI actually a benefit? Why not just manually create doors attached to rooms, and then require rooms to be attached to doors? It seems a lot simpler, and gives more control to the architect.[*]Transition effects in doorways, instead of sharpy dividing the room styles[*]Placement of items in doorway squares. Even if it's limited to non-blocking items such as stairs, and wall decorations.[*]Double-wide doorways are possible with an editor glitch. Would it be possible to build those directly?[*]Allow room trim in a doorway. (Is there some reason this was denied in the first place?)[/list]
On Pathing/Hitboxes:<ul type="square">[*]Lack of feedback on collisions, especially when unable to place a door (including when moving a room)[*]Many items should path similar to stairs, but do not. For example, arcane platforms, floor tiles all should let the editor recognize a way over them, but they instead block pathing.[*]"Hollow" items that block pathing (for example, Spike Rings, Arcane Arches and the AES can block doorways even though you can walk right thru them.)[*]Many flat-top items do not allow things to be placed on top of them. eg, bookcases, counters, floor tiles[*]Many architects feel unjustly constrained by Raid considerations if they're not using the base for raiding. Can the system be more flexible? Or if there are general limitations, raiding or not, could they be better expressed in terms that don't trigger phrases like "but I'm not raiding".[/list]
On Crafted Items:<ul type="square">[*]The best upgrade for crafted items would be to implement a SG Inventory. Crafted items go there, to be placed by any architect, and return there if removed from the plot. Advantages include,
- Personal items should not be deleted completely, as it deletes various resources used in crafting. Fear of item deletion is a reason leaders don't like to share base edit permission. It'd also be nice to quick swap crafted items for a different room style.
- Combines normal and crafted items into a single editor, instead of using one editor to place and another to move it.
- Better control over who can edit the base. No longer could a Rank 1 drop dozens of vet items in the middle of your design without a security permission.[*]Lack of info prior to crafting an item (Size, Prestige/Energy/Control costs, many items lack pictures)[*]Veterans base items are poorly implemented. The badges should unlock recipes on the worktables (similar to invention badges). Advantages include,
- You won't fill personal inventory just to get multiples of one item.
- A very minor craft cost may give people pause before dropping massive amounts of items just because they can.
- Adds function to the underused base salvage.[/list]

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Base Building bugs<ul type="square">[*]Inability to edit while people use Storage, because storage keeps repainting the base and resetting your edit[*]While editing, the total prestige available sometimes does not take into account the last few edits, leaving you with less prestige than you really have (even a negative total). This can take a long time to correct itself.[*]Incorrect/missing SG logos on items. Bomb, Globe, Lightning 2 and the letter X show up as the Biohazard logo. The number zero shows up as the Globe. Club, Diamond 1, Hourglass, Ornate 2, and Shield 1 are not visible at all. Visual guide here.[*]Personal Invention Salvage Vault sometimes doesn't get Energy/Control[*]Teleporter Beacons don't always interract right with Energy/Control[*]Inability to click flat items in the editor, you need to select them from the "current room" listing. MRI, X-Ray images, etc.[*]Grandville beacon artwork shows "destroyed" when in place, but not when moving the beacon.[*]Missing FX on many items (mostly defensive items - Stealth Supressor, Force Field Generator, etc.)[*]Modern Art looks blank.[*]Inability to move rooms when items are stacked. (any more details on this? does it only take 2 items in the room to block the move, or do you need a filled room to trip this bug?)[/list]
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Base Building flaws<ul type="square">[*]Low percentage of SG members are given edit permission. Like storage permissions, this seems to be a problem because of the all-or-nothing setup. How can base editing be "tiered" to allow different amounts of access to different ranks?[*]In general, the editor has a lot of room for improvement. Expanded discussion is found here.[*]Ability to move items as a batch, such as picking up a whole desk and everything on top of it. or delete many items at once.[*]Moving the entrance room with no other rooms uses a very roundabout solution.[*]Plot Upgrade Costs are misleading, since the displayed cost does not account for selling back the current plot. (Some people don't even know you get refunded the old plot cost.)[*]Apply room style to base is too destructive. You can't copy 1 room without overwriting everything. Why not a Copy+Paste Style instead? (you could still apply that to the base, just with a bit more running around.)[*]Removable floor/ceiling trim[*]Roundabout means of getting multiple SG logos onto items. Possible solutions: 1) A color selector for item, similar to room lighting/tint. 2) make these items craftable with an interface similar to a costume editor, locking in the color/logo when crafted.[*]Not enough Worktable spots on a plot for all 6 tables plus Invention. Why limit Wortables at all, when Teleporters and Defenses are never limited?[*]Inequalities between Tech/Arcane item sizes. (Raid porter, 2nd and 3rd control items.)[*]Stacking items in the editor is extremely difficult. This guide illustrates the difficulties players need to overcome.[*]Most crafted control items aren't worth the added costs, control-per-energy efficiency is not nearly as meaningful as control-per-dollar. Why even have trade-offs, shouldn't crafted items just always be better?[*]Large steps exist in the growth of bases, notably when growing out of the Startup items, and when trying to upgrade a Mainframe to a Supercomputer. Tangent thread here discusses some options. Crafted item efficiency affects this, too.[*]Improve chat capability while in the base editor.[*]Base plot usage could be improved. (Tangent thread)[*]It's not clear the base plot upgrade costs refund your current cost. Can the cost of each plot reflect your current plot's refund?[*]Are we ever getting the Tesla Cage, Elite Sapper, Advanced Holo-display? (like the Fusion Generator, how about a new requirement for the AHD if its requirement doesn't exist?)[*]Base testing on the Training Room is severely hampered by the lack of Prestige there. Perhaps the ability to copy a whole base over?[/list]
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Base Building wishlist<ul type="square">[*]Clean up and resort item menus see also: the Base Editor tangent thread.[*]There's a huge list of art that exist in-game, and could be easily used for Base Items. See excellent thread here.[*]and countless wishlists of new decorative items. There's a whole thread on this. The most often requested categories of items are:
- windows and doors to decorate walls
- walls to sub-divide room areas (instead of using lateral files or bookcases for this)
- more room styles, especially "non-room" types like outdoor, water, lava, caves, ice
- NPCs
- architecture for 2-level rooms, such as platforms and higher stairs
- stackable "building blocks" to make platforms and levels
- look-a-likes of functional items, such as decorative weapons or databases
- seasonal decorations, perhaps related to the in-game events
- souveniers from story arcs as decorative objects[*]More sets of functional items, not just Tech and Arcane. Such as taking all the Arachnos items and using them for new Control, Energy, Teleport, Medical, Workshop, etc, paralleling the function we already have, just with a new option for its look.[*]Adjustable lighting density to create "atmosphere", such a fog.[*]Music or ambient sounds for each room. Could be implemented in the editor similar to Lighting/Textures, or could be objects with audio effects, such as stereo speakers.[*]Clickable plaques with custom text.[*]Doors between rooms. (including things like elevators or portals)[*]Some way to rapidly place favorite items. Such as making a Favorites listing in the base editor. Or a Most Recently Used list. Or a "place another copy" button on the item's info window.[*]Revise the base entry portal,
- Ability to choose different looks for the portal
- Ability to change the Entrance Room's size. One idea: allow all decorative rooms to hold the entry portal, so you can move it to a larger room and delete the 2x2 one.[*]More variety of room shapes and sizes, especially Decorative rooms.[*]Upgrade/Downgrade room size, similar to plot size changing.[*]Pre-Fab bases (or just rooms) to provide a starting point for architects. Consider a variation of User Generated Content we've been told is coming for missions.[*]Allow user to scale item size[*]Ability to customize items the way the splasher program can change artwork.[*]Finer control over item rotation. 45-degree increments? Free-form?[/list]


 

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Base Raids

Issues particular to raiding, including both setting up and running.


Base Raid bugs<ul type="square">[*]"Field" items not working during raids[*]Raids do not end when all attackers are out of the defender base after the half-way point (Back when this did work properly, corpses apparently could prevent a defender from winning. That may still have to be addressed.)[*]Is everyone supposed to be zoning to the same doorway every time, or is it supposed to be randomizing?[/list]
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Base Raid flaws<ul type="square">[*]Where's the Scheduled Raid System? (and would enough people care? no, seriously, the amount of people who don't want - even fear - scheduled raids even while wanting IOPs was pretty amazing. Why is the SRS often seen more as a cost to be paid/avoided than as "content"? Should the premise be rethought? Maybe the whole SRS/IOP interaction has to be re-thought?)[*]Griefing on Zoning in to an attackers base. (Yes, all's fair in PVP, this is not an exploit, but so many people are unhappy with it that it needs to be examined.)[*]Long zoning times are no fun, it's just time you're not raiding. Instance both maps together and use "elevator" type code to move to the PVP area faster. Make the attacker base immune to teleport, so defenders never are brought there. (Note this also addresses the coalition issue.)[*]Defending players are unable to join a raid that's started, even if there's room.[*]Why even require players to find a "join" button to sign up? Just add them to the raid team if there's room.[*]Unable to concede a raid to end it early (Maybe not a good idea for Items of Power Raids, but pickup raids should allow it.)[*]People not in the raid are immediately kicked out of the defending base with no explanation (so often they keep trying to enter) - the base menu should simply tell them there's a raid in progress and deny access.[*]Inability for PVE players to use a defending base during a raid. Why not instance the raiding base, and leave a copy for use by the rest of the SG while the raid is underway? Note that the PVE functions of an attacking base remain usable for people not in the attacking raid force.[*]Attacking teams can have SG and coalition member "buff bots" sitting in their base providing raid help, Defenders can not. This is an imbalance. (Note that instancing the bases on a single map to speed up loading would also balance this - both sides could only use coalition bots outside in the zone.)[*]What's with the function of the Relay? its effect and worktable description don't match.[*]Batteries are useless on a hidden plot because of the need for Control. What was the design goal for those?[*]The Pylon setup means the ideal defense is to have as few rooms as possible, which narrows strategy options. What's the design goal? Can this be improved to better meet that goal?[*]Mez Protection IOP was insanely overpowered, especially in PVP. This should be examined before it returns to play.[*]Rez Ring camping is a balance issue. Suggestion: have the Ring give 5-10 second of "invincible" (whatever they call the Rise of the Phoenix power - which is not the same as Only Affect Self). Note this wouldn't harm anything if applied to the ring in general, it doesn't have to be limited to raids.[*]Given the close quarters of a base raid, ground-based powers (Caltrops, Tar Patch, Carrion Creepers, etc) are much more effective than in open PVP zones. Can they be balanced?[*]Generator Energy Curtain doesn't work with Turbine or Fusion Generators.[/list]
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Base Raid wishlist<ul type="square">[*]Can the Raid Schedule window be used to plan pickup raids more than 5 minutes in advance? (eg, current setup a group can plan a friendly raid and put it on the SG MOTD, but still only have 5 minutes to log in and actually sign up when the invite is sent. Why not make the raid official right away and utilize the schedule window for a longer sign-up time?)[*]Allow various options when scheduling a pickup raid. For example,
- duration (20, 40, 60 minute options)
- level (perhaps 50, 38, 30 and 25 to match the PVP zones?)
- number of raiders on a side (8, 16, 24. How high can this go and not be too laggy?)
- limits on temp powers, inspirations and power pools, like the arena
- disable defensive items (so you can have an even playing field, without redesigning the base)[*]Pickup raid invites can go to a random member of the SG, based on the ability to accept and their login time. If the person being invited has permission to start the raid, the popup should always go to them. If an invite is sent to someone unable to accept, it should throw an error, not give a popup to a different SG member.[*]Groups with no IOP are easier to defend, there is 1 less victory condition because there is no IOP shield to take down. Should defenders need a Raid Target, so all raids have the same set of rules? (ie: place a Flag to be captured.)[/list]


 

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Supergroup

Why a SG list in the base forum? Because bases are closely tied to SGs, so there is often very insightful discussion here about SG mechanics.


Supergroup bugs<ul type="square">[*]Troubles naming SGs starting with "The". (need more details)[*]Auto-promotion has 3 problems...
- 1) It's horribly unpredictable. (The collective minds of the base forum can't even reach a conclusion on how it's currently working.)
- 2) The system allows a very low rank to catapult to the top; it should somehow favor higher ranks.
- 3) Offline people can get promoted. This means that you can end up waiting for the new Rank 5 to hit the innactive time before getting someone useful in Rank 5.
A solution to all 3 problems: have a time where only a Rank 4 can be promoted, and only when they log in. If no Rank 5 exists for that amount of time, then expand it to allow promoting a Rank 4 or 3. And so on. (LINK to the analysis thread? or does this cover it?)
A less elegant but highly effective solution could be to raise every SG member up 1 rank when there are no Rank 5s. It would probably be easy to code, and would certainly be easy to comprehend.[/list]
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Supergroup flaws<ul type="square">[*]Many SG issues are related to bases, and often discussed in this forum. eg, security affects storage; rosters affect prestige; SG-focused functions make sense on items in the SG's base. There's a tangent thread for those, and many of the following points.[*]Most people commit many alts to a SG. The SG Roster, though recently expanded, is not currently designed to facilitate that behavior. Can the Roster Limit count by global instead of by character?[*]Chest icons that aren't available as SG Logos[*]Complete loss of Prestige history and Join On date when you leave a roster (at the very least, if you don't join another group in-between it should remember them)[*]It's hard to set security limits if you can't demote offline/hidden members. Promoting offline members would be useful, too.[*]Lack of logging - any action dangerous enough to necessitate a Security permission should be trackable when leaders are offline. Most such actions generate system messages to a player involved, or to the whole SG, so should be easily recordable. (eg, Join, Quit, Kick, Promote/Demote, Base Edit. Changes to Permissions are perhaps the big case that doesn't generate a system message but should be logged.)[*]Promoting up to the same level as you should have a confirmation prompt since you can't undo that action (and since it can happen due to lag or an accidental keypress on the right-click menu) or just give all promotions a confirm prompt.[*]SG Register should display and filter on Hero/Villain[*]SG Costume Color Settings should be saved separately for each costume, since changing costumes often needs a SG Mode adjustment.[*]There is no tangible benefit to supergroups working as a group. Such as bonuses teaming with your SG.[*]While player notes let you track certain people who are in your SG, and address some security issues letting you track players gobally, there is no way to exchange that information with other SG members, such as between leaders. Suggestion: a separate note system usable only by the SG. (Permissions for Read and Read+Write)[*]Influence loss in SG Mode from levels 25 to 30 is too jarring. It's close to a flat progression - killing an even-con at level 27 is almost exactly the same inf as you got from doing it at level 26. There should be some noticable inf improvement each level, otherwise casual players who don't know all the numbers may be unfairly turned off by SG Mode if it appears to be such a drain on Inf. Inf does start increasing again at 31, but it shouldn't flatline over those 5 levels. Instead, raise the Inf tax by 5% per level from level 25 to 35, not 10% steps from 25 to 30.[/list]
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Supergroup wishlist<ul type="square">[*]Passive recruiting using the SG Register. Anyone looking for a SG should be able to use the Register to find one, and to send that SG a request for membership. This would cut down on the need to run around broadcasting, recruits would come to you. (Note this satisfies the desire to invite your own alt, but has a lot of additional use beyond that.)[*]More communication to SG members - Messageboard, mass email. A block of text on the SG screen that's not public. (The Description is seen by everyone at the Register.) Perhaps a base item like a calendar or whiteboard that can make this interactive.[*]Short description text for each SG Rank on the SG Settings screen. Since most SGs have rules for promotions, this would help communicating those.[*]Some way to email a Group, not a Player. eg, "dear coalition, whoever is in charge..."[*]A way to chat to a single coalition (disabling Chat To every other coalition is really clunky.)[*]SG Info on a character Info screen. (info tab with the logo in SG Colors, SG Motto, player's Rank, "member since...")[*]SG Costumes. Most SGs have a costume, some way to better communicate those costume settings in the costume editor would be useful.[*]NPCs around town should "namedrop" the SG, especially when multiple members of a SG are running around on one team. (dialog like "I saw the Freedom Phallanx battling the Freakshow!")[*]IO Memorization for a SG. (So one person in the SG doesn't have to do all the efficient crafting and pass it around thru storage.)[*]Info Kiosk style stat tracking for SG members. eg, rank most kills by SG members, prestige gain over the past week, etc.[*]Add a Supergroup tab to the /info popup, so people can see the SG Logo (in the SG colors), motto, description. Perhaps also the character's rank, prestige total, and join date, if those aren't too "personal" to reveal.[*]System-run inter-SG events. (Dare I mention arena tournaments as an example?)[*]SG Renaming. However, seeing as SGs do not have any coded system controlling how they are governed, would it ever be possible to code a system to determine who has the ability to do a rename?[/list]


 

Posted

BASE RAID GLAD TEAM:
Using a Gladiator type system, ability to assign up to 15 other boss mobs as teammates in place of your no shows during base raids. They function as normal boss mobs and will defend key intersections (hopefully tied into guns and forcefields that you have emplaced) on aggressive mode.


View the story of W.A.R.F.A.C.E. and Septimus Bane here: http://www.fanfiction.net/s/6785073/1/Meus_Profiteor#
my email chrismfears99@yahoo.com

 

Posted

Nice list, MadScientist. Good work.


"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21

Guide to Base Teleporters

 

Posted

[ QUOTE ]
Nice list, MadScientist. Good work.

[/ QUOTE ]Yeah, he got everything I would have listed too.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

I would like to see Storage Items (Enhance, Inspirs, Salvage) allowed in Teleport Rooms, particularly the larger rooms.


Protector Server
Woeful Knight (BS/Regen/Body Scrapper)
Kevin Christian (MC/FF/Primal Controller)
SilverCybernaut (Eng/Dev/Munitions Blaster)
Apixie OhNo (Fire/Fire/Pyre Tanker)
Y'ru Glowen (Rad/Rad/Psy Defender)

 

Posted

Great work mad, as always!

Maybe some of these will get addressed and fixed once Issue 12's bug fixing is done.


"You, dear sir, are a legend. "- nelly. "PIE DOESN'T HAVE TENTACLES!"
Bladewing Draconian lvl 30 KAT/SR scrapper
DarkNinjutsu lvl 50 DM/REG scrapper
Dajoji Hino lvl 50 elm/ela scrapper
Bloody Byakko lvl 20 claws/sr scrapper

 

Posted

Thank you for doing this!

In one of the wishlists, how about adding in the discussion about using Vanguard Merits to buy SG/Base items... decorative items, target dummies, etc.


 

Posted

[ QUOTE ]
Thank you for doing this!

In one of the wishlists, how about adding in the discussion about using Vanguard Merits to buy SG/Base items... decorative items, target dummies, etc.

[/ QUOTE ]

I woulnd't want to bog down the thread with a cross-post of the discussion itself, but a link to it works nicely.

I won't be able to keep updating the main list - the board will cut that off soon enough. and I don't think I should be needed to comment on each item. If there's something new that comes up, just post a link to the discussion and a summary of it.



In general, I think that if the issues listed with the crafting system are addressed, there's room for all sorts of new crafting systems that would make base building more of a community effort. For example, mix it with the recurring request for Holiday Event decorations. (Plus, as mentioned, the possibility of making Vet and SG Logo items craftable.)


 

Posted

Thread marked to save, stickied, and forwarded to the team internally.

Regards,

Ex


 

Posted

[ QUOTE ]
Thread marked to save, stickied, and forwarded to the team internally.

Regards,

Ex

[/ QUOTE ]

Thanks, Ex. You rock.


 

Posted

Bug:

I still see the bug where someone on my team is in their supergroup base but it says they are in a Mission on the team list. I have also seen it where someone is actually in the mission but it says they are in a Supergroup base. This is very annoying and has caused issues like people entering a Safeguard mission before everyone is ready.


 

Posted

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Thread marked to save, stickied, and forwarded to the team internally.

Regards,

Ex

[/ QUOTE ]

Thanks, Ex. You rock.

[/ QUOTE ]

Concuring with MS on this one. Please let us know if you need more details on any given issue. I am sure someone here is more than capable of giving or demonstrating many of these issues.

If like SexyJay you need pictures of items we want to see that exist, im pretty sure we can do that too.


@PlasmaStream
"Big Bada Boom(tm)!"
1295 Badges
http://GuardianForce.Guildportal.com - Virtue
Niska: Are you Familiar with the works of Shan Yu?

 

Posted

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[*]Base plot usage could be improved. (LINK)



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This link is missing, do we know where it is?

Ex


 

Posted

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on Storage:<ul type="square">[*]Lack of a way to pool Invention Salvage and Recipe resources among a SG. Thouse should have SG Storage items.[/list]
[/ QUOTE ]

I cannot describe how strongly I feel about this particular issue. As a Super Group leader I go as far as saying the lack of Invention storage is an affront to super groups. Quite frankly we are MORE important than the market in retaining players.

It is foolish in the extreme for you (the devs) to lock SGs out of the invention system since helping our members with the supply of enhancements was (prior to Inventions) the main area a SG could provide benefit. Now we are reduced to a social club and transit house.

This needs to be addressed. I cannot say that more forcefully. Your stance on the market IS damaging SGs.


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

 

Posted

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Why do certain zones lack beacons: Pocket D, Ouroboros, FBZ. Is there a reason PVP zones lack beacons?

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I'm not in the know, but I think I can answer the why not to all three of the regular zones. Pocket D, Collectors Edition TP; Ourboros, you already get a portal there when you reach the right level; FBZ, this could go for all 3 actually, it's not even in our reality.

As to the PvP zones, it would be nice.

Well put together thread here btw, especially with the links. One thing I would like to add to the wishlist, even though I said 5 was enough back in the day, more SG ranks. Ranks really do give someone in a SG something to work for.


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Dwarf Star; Angel-Night, Adoniel, angel of the 12th hour of the night; among the many
Freedom Factor
and now from Warhammer Online, Gorlok, Greenskin shaman
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Posted

In this thread we discuss some of my ideas about removing plots for bases altogether. This is not yet another whining call to "make bases cheaper! Make bases cheaper!" The cost of placing rooms would have to go up (substantially in some cases) so that an old-style base built on a 12x12 plot (for example) would cost roughly the same as a new-style base built on a free, open plot (assuming that both bases have the same number, size, and types of rooms).

The advantages include allowing more creative room layouts (like a long linear base intended to be a cave or sewer, or a big ring representing a space station). Currently, such creativity comes at the enormous cost of paid-for but wasted plot squares. Also, this could really help smooth out the large "steps" that exist in the progression from small to large bases.

The disadvantages include how to make new-style bases backward-compatible with those on plots that have already been paid for. Also, tweaking costs so that the change over is roughly prestige-neutral will be a challenge. One idea is a sliding-scale cost increase for new rooms as the number of squares already used increases.

Rent could still be free if the base contains 36 or fewer squares (the current max possible using a grid of nine 2x2 rooms on the 8x8 plot). As the number of squares used goes beyond 36, rent begins to accrue. Again, the idea here is not a back-door way to make bases cheaper or to eliminate rent completely.


"OK, first of all... Shut Up." - My 13-Year-Old Daughter

29973 "The Running of the Bulls" [SFMA] - WINNER of the Mighty Big Story Arc Contest !
- The Stellar Wind Orbital Space Platform

 

Posted

I would also like the ability to promote people (or demote for that matter) who are offline. It's a major PITA sometimes to get schedules to synch and such and the ability to do this would be greatly appreciated.


Arc #1267 The Key of Brass and Flame

 

Posted

One idea that I've had for a while but haven't seen anywhere is a new way to deal with room sizes. I think it would be a lot better if each room's cost was determined by the number of squares taken up and the amount of items allowed in each room, instead of them being predetermined.

To elaborate, each room starts out as 1x1 for say 25k prestige. Add another square for a certain price. Each room starts with the ability to hold 1 of whatever item the room is made for. So, a tp room starts out being able to hold 1 teleporter and 2 beacons. Pay a certain amount, get another tper and another beacon, etc etc. Then you can also pay for each storage item per room, etc.

The rooms could also be made so that you can shape them pretty much however you like. This would help boost base designers' creativity, and help save a lot of wasted prestige on wasted and often practically unusable space.


Topher Wade lvl 50 Claws/Regen
The Crimson Heroes Society SG
Chaos Faction VG

Official Naturalized Citizen of Justice since 2007