Base Issues List, post-I12


Ad Astra

 

Posted

[ QUOTE ]
In this thread we discuss some of my ideas about removing plots for bases altogether.

[/ QUOTE ]
already mentioned on the list, with a link.


 

Posted

[ QUOTE ]
To elaborate, ...

[/ QUOTE ]
Please, start a new thread for things that are complex enough to have to elaborate. It will keep this thread more useful to the devs.


 

Posted

Raid problem: item loss from scheduled raiding system is still mis-perceived by a lot of people who fear losing items in a pickup raids.


Raid wishlist: since items get destroyed, how about a repair system to balance that?
and if that existed, the generally disliked Scheduled Raid Item Loss system could be overhauled to take advantage of having a repair system, instead of being all-or-nothing.
details and discussion here.


 

Posted

[ QUOTE ][*]Inability to use the Base features when teamed in a co-op zone.

[/ QUOTE ]

I feel the need to highlight this one right now.

It really should be moved up to the Bug list, not Flaws. We just lost someone from the Imperious TF after an hour and 15 minutes because she ported to her base. Sure, she'll likely never do it again, but it really sucks.


 

Posted

Errr, I would say the "bug" there is that she should have gotten a warning/confirmation dialog box to tell her she was about to ruin her TF.

[ QUOTE ]
Transition effects in doorways, instead of sharpy dividing the room styles

[/ QUOTE ]
Also along those lines - it would be nice to have ramp-style doorways. Or even automatic step options (10 steps, 5 steps, or ramp) for doorways. That would help ease the transition from a high room to a low room.

Pie-in-the-sky wish: 3D bases! Mission maps like caves can be 3D, why not bases? (Because it would take a whole new editor, I would expect. But I sure would love it!)


 

Posted

Current Major base issue:

You can't log out in base and switch characters. you will crash to desktop and have to verify files. Its been reported, but worth adding here.


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

 

Posted

[ QUOTE ]
Pie-in-the-sky wish: 3D bases! Mission maps like caves can be 3D, why not bases? (Because it would take a whole new editor, I would expect. But I sure would love it!)

[/ QUOTE ]

Why is that so far fetched? We're getting some sort of z-axis control for items. Why can't it be applied to rooms?
Just include some limitation on how much you can raise/lower a room compared to the room next to it. So you'd need a doorway 1 step up, then a room another step up on the other side of it.

Combined with this idea above,[ QUOTE ][*]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.

[/ QUOTE ]it'd be easy to prevent getting into a position where you try to bridge between rooms that are too far apart.


 

Posted

[ QUOTE ]
- it would be nice to have ramp-style doorways. Or even automatic step options (10 steps, 5 steps, or ramp) for doorways. That would help ease the transition from a high room to a low room.

[/ QUOTE ]
A simple UI setup for stairs within a doorway.

1) Doors have a Low Transition and High Transition decorative setting, similar to choosing Trim. These can be ramps or stairs of various types, or "none" which gives a ledge.

2) Doors have 2 settings for low/mid/high height at each point where the door meets the adjoining rooms, using either or both transitions to step between those heights. (or no transition like the current setup if the heights are equal.)

3) The transitions can be dragged forward and back in the doorway, to place them in the middle or up against a side. If there are two, sliding them next to each other gives a double-height staircase.

I have no idea how tough that would be to code. The database would probably be easy - instead of a floor height it's 2 heights, 2 depths, 2 style choices. But my point is, the user interface would be very powerful, yet very simple and intuitive.


 

Posted

[ QUOTE ]
Current Major base issue:

You can't log out in base and switch characters. you will crash to desktop and have to verify files. Its been reported, but worth adding here.

[/ QUOTE ]

Or you get the message (in a gray box of doom) "map shutting down" and then you are forcibly disconnected (like if someone else logged onto your acct and kicked you).


Thanks, NC Soft, for closing my favorite game ever without warning and with plenty of life still left in it, and thus relieving me of the burden of EVER wanting to buy, try or even hear about another game from your company. Will my decision make a dent, or persuade them in anyway, shape or form? Nope, obviously not. Don't care. NC Soft is dead to me. ~ PsyFox

 

Posted

I saw this and cried and shouted "YES!"


 

Posted

Three things I would like to see.

Supergroup pets.
Robots, zombies, sewer monsters, ect, that can defend the base. A doctor who can heal people in the med bay. Cosmetic pets, like a butler. (Alfred, anyone?) Maybe an unlockable Kronos you could build with the 1250 tech material and power you don't have a use for.

Plaques or bulletin boards you can click on for info, like the ingame history plaques, than can be filled out by the placer. "Hello. Welcome to our base. Please wipe your feet." or "General Enhancements.", "Lieutenant Enhancements", "Offensive Inspirations", etc.

Training dummies.
Like Vanguard have. They arent just a silly diversion, Dominators could use them to build domination.


 

Posted

BRAVO! Fantastic job of discerning our SG and base needs! thanks, MS! All the items mentioned on the bugs and wishlists I agree with 100%.

Highly recommend the melding of the new forthcoming mission creator function for players to be tied to run those missions off of the base's Mission Computer. This, in my opinion, would draw MANY folks back into the SG fold, and would create a whole new world for SGs to run their own SG-based missions.

Kudos and thanks again, MS!


 

Posted

* Improve chat capability while in the base editor.

Um... I have no problems chatting while in the base editor, so I'm not sure what's going on here? I simply use / or C to bring up the chat window, and it stays on screen the whole time.


 

Posted

[ QUOTE ]
* Improve chat capability while in the base editor.

Um... I have no problems chatting while in the base editor, so I'm not sure what's going on here? I simply use / or C to bring up the chat window, and it stays on screen the whole time.

[/ QUOTE ]

You'd be surprised how many don't know that.


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

 

Posted

[ QUOTE ]
* Improve chat capability while in the base editor.

Um... I have no problems chatting while in the base editor, so I'm not sure what's going on here? I simply use / or C to bring up the chat window, and it stays on screen the whole time.

[/ QUOTE ]

it does say "improve", not "add". I know it's there, it could be more user friendly. Maybe a button to bring it up? Maybe a better placement among all the other UI cluttering the screen?


 

Posted

[ QUOTE ][*]SG Costumes. Most SGs have a costume, some way to better communicate those costume settings in the costume editor would be useful.

[/ QUOTE ]
Adding to this... I12 gave us this nifty list of premade costumes. I wonder if it could have a SG Costume option on the list, that takes a defined costume for your SG and applies it as a preset in the editor. Then all we'd need is an interface somewhere to create those definitions for each body type.
Even if this doesn't work within the costume presets list and needs a separate click at the Tailor to set it, this at least gives an easier way to explain the system. How the idea is a starting template to communicate the item selections, and not a complex system like a whole new costume slot. The preset listing may also be familiar when users end up having to pay for changing a costume into a SG Suit.


 

Posted

I just wanted to say... Mad S, this list is Fantastic. thank you for all the work you did to compile this list. The base builders across the universe thank you!

Other than your Awesome list, The whole On Mission Map/Super Group base team list glitch is the only thing I can toss on this currently. Keep up the fantastic work!


Join @BaseBuildersInc. for help and ideas into the world of Amazing Super Bases.

 

Posted

I think this got mentioned, but I'll repeat it never the less.


On the crafting tables (tech tables, forges) you can't see what you can make until you have the salvage in hand. In otherwords, unlike the University, at a base you are always in "hide recipes missing ingredients" mode. This is annoying, at least. I'd consider it a Flaw or a Bug.

I'd like to see what materials I have to craft to make a given item. I'd like to be able to a list of what I could make, and what I need to material or items I need to craft to make it. I switch like the University to hide/show items missing ingredients would be ideal.


OK, good luck with all this. Out of everything mentioned, I think problems placing items are the biggest. I'd like to see a "path" on the floor highlighted for each item I'm editing, so I can see what it's thinking when it says the path to an item is blocked.

And trying to move teleporters around is especially annoying, because there's no place to put a spare one when you meed to delete a room. Usually you lose the salvage because you have no choice but to delete it. It would be best if the deleted item could be returned to the base storage as parts, rather than loose it entirely.


 

Posted

IMO, the biggest problem right now is that bases are nearly worthless.

With the proliferation of temp travel powers and teleporters, the Pocket D teleporter, the market teleporter and the Oroborus teleporter, base teleporters just aren't worth much. Storage is great, but isn't so earthshatteringly useful that I feel deprived if I'm not part of an SG. And with the introduction of the market and the Vault storage is no longer a problem for those characters that aren't in an SG.

The fact is that there isn't anything that you can do inside an SG base that you can't do outside of an SG base, but there are many things that you can do outside of the base that you cannot do inside the base. Such as change your difficulty level, access the market, train up, etc. So currently there is no real advantage to being in an SG, but there are disadvantages to being in an SG. Such as having to deal with base storage issues. SG mode reducing the amount of earned Influence/Infamy. SG mode messing up your costumes when you switch. The game crashing when you enter your base or logging off while in your base, etc.

Being in an SG should give characters an advantage, even if it's just a QoL advantage. Having a useful base should also gives characters an advantage. Right now neither having a base nor even being in an SG gives any real advantage to a character but it does bring several disadvantages.

On top of that they feel abandoned. Even when an entire SG team of 8 people are in the SG the base it just feels like the 8 of us are meeting in an abandoned base. As many people have said before a huge list of available NPCs set to wander around/patrol the halls/stand guard or remain stationary and work and/or repair things would go a huge ways toward making bases feel like someone actually lives/works there. I believe the Vanguard base in the RWZ is the perfect example of what an SG base should look like. All kinds of useful stuff, mechanics working on mechs, a doctor in the infirmary, contacts you can talk to/sell to/buy from. I wish my SG base looked and felt like the Vanguard base, they're an SG that everyone wants to join.

The introduction of customizable signs, NPCs that you can actually interact with and items that add more actual usefulness (not just fluff) to bases will make all of that magic desk spinning finally worthwhile.


 

Posted

(QR)
a bunch of random items pulled from various threads.... in no particular categories...<ul type="square">[*]Auto-Doc buyback prices for 2nd and 3rd tier inspirations were cut to 1/4 with Issue 12. Why? (Note: Rez insps were cut even further, but perhaps they should come down to the other insp prices since rez sale prices were similarly reduced in I12.)
[*]Auto-Doc limited to selling 2 inspirations is rather silly given the new ability to merge insps. It should perhaps sell everything, or everything else for 150 (same price as buying 3 and merging, but with less fuss).
[*]Inspiration merger further highlights just how useless the Combat Logs are for their pre-requisite.
[*](updating an existing item here) Storage for Inf. But given that the devs removed the ability to hold Inf on a trial account, holding Inf in a base item would probably be equally unbalanced, and thus very unlikely to happen.
[*]Selectable loading screen for the base.
- Perhaps simply chosen from the mission load-ins we already have (sewer, office, cave, etc).
- Perhaps create a new set of loading screens to choose from, made up of various base screenshots. (ooooh, what if that gallery of loading screens was submited by players? as a contest.)
- Can this actually be customizable? Click a button while in the base editor and it makes a screenshot stored on the server, which is sent out to any client loading in to that base. Can the loading screens work that way?
[*]Players often report difficulty getting Beacon badges. Can the system be improved? Why even have this system given that it's rather trivial, frequently buggy, and only actually used so briefly in each SG's lifetime.
[*]Orobouros Portals will not de-spawn if summoned in the base while a character is in the base editor. This allows multiples to be spammed all over the base. (Perhaps the portal power should be disabled, as it is in PVP zones.) (which brings up an interesting question: does the portal power disable during a raid?)
[*]Big tangent discussion on base edit permissions. Seems to come down to players not giving permission because of 3 factors,
- The all-or-nothing security. (similar to problems that keep Storage from being better utilized.)
- Lack of SG infrastructure such as communication and logging.
- Fear of having other people edit "your" base. Including fear of major destruction, such as loss of items or loss of many hours of work.
[*]Save+Restore room designs. Convenient for making a backup of your architectural efforts, and perhaps a way to share designs as player-generated content. More details here (as part of the edit permissions discussion.)
[*]Upgrade Plot should have a security permission, since it can cost the SG Prestige when rent is increased. Perhaps connect it to Pay Rent permission? Alternately, the whole system where Rent is based on a purchase choice may need to be re-examined, as it discourages some groups from making that purchase at all if it has a permanent cost.
[*]Bug with being overdue on rent when owing 0 rent. So the register won't let you pay rent to fix the bug. (Workaround is to re-select the plot, which seems to remind the system you owe no rent.)[/list]


 

Posted

[ QUOTE ]

<ul type="square">[*]Auto-Doc buyback prices for 2nd and 3rd tier inspirations were cut to 1/4 with Issue 12. Why? [/list]
[/ QUOTE ]

Clearly thats because the grossly unreasonable buy back price was causing a severe economic imbalance within the game so it must be addressed immediately! Things like this is FAR more critical than all the broken items in base, the bugs in the editor, and those missing advertised features which-shall-not-be-named.

Yes, that was sarcasm of course. But beyond just having a list of things to fix, we really need to address the often misguided and PETTY priority the devs have chosen to spend their precious developement time. They have no problem with people flipping recipes and salvage in WW and earn millions for little to no work, but they chose to reduce the tiny tiny bit of buy back price for tier 2 and 3 rezzies? Its only been like that for 2.5 years. How petty is that?

[ QUOTE ]
<ul type="square">[*](updating an existing item here) Storage for Inf. But given that the devs removed the ability to hold Inf on a trial account, holding Inf in a base item would probably be equally unbalanced, and thus very unlikely to happen.[/list]
[/ QUOTE ]

Since trial accounts can't join SG, I don't think that is an issue.


The only thing worse than devs making bad decisions is the hoard of fanboys and bootlickers that keep cheering them on.

 

Posted

[ QUOTE ]
... but they chose to reduce the tiny tiny bit of buy back price for tier 2 and 3 rezzies? Its only been like that for 2.5 years. How petty is that?

[/ QUOTE ]
Rezzes getting *reduced* makse sense, because the purchase price of Rezzes also got reduced in I12, and intentionally so. You can't have Rezzes sell back for 5 times the normal insps anymore since they can be made with only 3.
The trouble is that Rezzes and everything else then got reduced another time.


[ QUOTE ]
[ QUOTE ]
<ul type="square">[*](updating an existing item here) Storage for Inf. But given that the devs removed the ability to hold Inf on a trial account, holding Inf in a base item would probably be equally unbalanced, and thus very unlikely to happen.[/list]
[/ QUOTE ]

Since trial accounts can't join SG, I don't think that is an issue.

[/ QUOTE ]
I'm aware of that, I'm not saying a trial could dodge their 50k limit with such an item.
What I'm saying is that the devs killed the ability to pass inf around with a trial account as a go-between. If there's a go-between inside a regular account's base, it sidesteps the trial account change.
Guess I need to make that clearer in the item itself.


 

Posted

[ QUOTE ]

Rezzes getting *reduced* makse sense, because the purchase price of Rezzes also got reduced in I12, and intentionally so. You can't have Rezzes sell back for 5 times the normal insps anymore since they can be made with only 3.
The trouble is that Rezzes and everything else then got reduced another time.

[/ QUOTE ]

Oh I wasn't saying that Rezzie shouldn't be changed to make the sale price as intended, but I AM saying that the double standard where they fix things to 'work as intended' only seem to apply when it ends up lessening the players. As you well know the numeric value of Empath isn't as intended, so why are they willing to completely re-do the pitiful sale prices of all inspirations but not the one number for Empath? One can't have it both ways. Either show a willingness to address ALL the numbers that aren't working as intended, or spend their developement time elsewhere, and not just change the ones that "benefit" the players. Hence my assertion that they act petty and small. It isn't like we don't have a ton of REAL bugs that need fixing.


The only thing worse than devs making bad decisions is the hoard of fanboys and bootlickers that keep cheering them on.

 

Posted

well as a owner of a 1 person SG and VG,I don't really see that as a issue, I have belonged to SG over the 45 months I have played(badge verified) andwith my play style,and such have had whole sg slowly disband. as players move on to other thing, also have been kicked for some SG.in part of personally conflict with higher ups.(some my fault)I LIKE being able to move things between chars, I earned all the prestiage my self excluding the "gifts" of prestiage. removing one of the big hassles of moving stuff from one alt to another is great, I know the DEVS dislike it from the start,but as it does not adversly affect another player why not.I still "earned" the drop(ok i may have bought it on ww or BM,but I earned the inf/imfan)and I also realize as a 1 person sf/vg that Ill not be going on any base raids soon.plus i eleminate most of the base stealing problems


Fluffy Bunny 1 Person SG
Rabid Bunny 1 Person VG
Both on Pinnacle
Hobbit's Hole 1 Person SG
Spider's Web 1 Person VG
Both on Freedom

 

Posted

[ QUOTE ]
... removing one of the big hassles of moving stuff from one alt to another is great, ...

[/ QUOTE ]

But it also has NOTHING to do with supergroups or bases.
If such a mechanic is a good idea, it should not require you form a private SG, especially at the expense of leaving a public SG. (for lack of better SG descriptions)
If you could, please take such issues to a more general thread so as to not sidetrack this one.