Base Issues List, post-I12
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Why: Because the raid-pathing system is incredibly annoying as-is, ...
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This has been discussed at great length. (and already in the list at the top of the thread.) The Raid Pathing is a subset of the larger Pathing rules. ie: not all Pathing is Raid Pathing. It's entirely possible that a "don't raid me" flag would not solve any of the pathing problems people complain about.
There is some analysis going on in the pathing thread about what, exactly, is covered by which status. Please contribute to that some specific (preferably with screenshots) cases of what you can't place due to pathing.
Part of the problem is the misleading "raidable item" terminology. If it simply said "functional item", or a general "this blocks pathing" without saying "raid" then people may not oversimplify that Raiding is the sole cause of blocking.
ps - (while I'm laying out the whole argument in one post, I may as well add...)
It would be horribly unfair to tell a base architect that they can either have design *or* functionality. Pathing should be fixed for all SGs, not just for the SGs that want to ignore a huge aspect of what bases were designed to do.
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I am not sure if this is classified as a "Base Issue" or not. I would love it if we could see the info of a stored item without having to remove it from the bin.
The main reason for this is that, once you have orginized your bins, people will often remove an item to check the info and then put it back. This will now make it such that all your hard work re-orginizing the bin is destroyed.
I guess the underlying request here is for a way to better keep a "sort order", but that would be much more difficult as one person may prefer a different method of sorting (Accuracy first, then damage, then recharge, then deffense, etc. Vrs. "alphabetical" or something like that). Instead, I would like to remove the need for people to take things out of the bin just to see the info.
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I am not sure if this is classified as a "Base Issue" or not. I would love it if we could see the info of a stored item without having to remove it from the bin.
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sounds like a good issue to me. Would be especially useful to see the stats of IOs.
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I guess the underlying request here is for a way to better keep a "sort order", but that would be much more difficult as one person may prefer a different method of sorting ...
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Yet you rarely see requests for stores or the auction house to be sortable.
I think a default sort like the stores have combined with a filter "show only enhancers I can use" (which stores would also benefit from) would be a good first step.
Some suggestions:
A "search all storage items" would be nice.
An export items lists to text file for storage would be a major QoL addition. (saves a text file with list of items in all storage units)
Export base log to file (for off line use).
A longer log file than 100 entries.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
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Yet you rarely see requests for stores or the auction house to be sortable.
I think a default sort like the stores have combined with a filter "show only enhancers I can use" (which stores would also benefit from) would be a good first step.
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I would agree 100 percent, this too would be a great QoL improvement.
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A "search all storage items" would be nice.
An export items lists to text file for storage would be a major QoL addition. (saves a text file with list of items in all storage units)
Export base log to file (for off line use).
A longer log file than 100 entries.
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All of these would be a great improvement. I have a chat channel set up for our SG members that lists available recipes\IOs from our stash SG (which is in our coalition) using the MoTD for the channel.
Maintaining this list becomes very tiresome and takes a lot of time. If I could export a list of IOs from the storage bins, I would be able to update the channel MoTD in minutes rather then hours.
As for exporting the base logs, that would be awesome because it would allow us to better decide who should get access to the stash base. Access to our stash base is based on contributions to the stash.
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I have a chat channel set up for our SG members that lists available recipes\IOs from our stash SG (which is in our coalition) using the MoTD for the channel.
Maintaining this list becomes very tiresome and takes a lot of time. If I could export a list of IOs from the storage bins, I would be able to update the channel MoTD in minutes rather then hours.
As for exporting the base logs, that would be awesome because it would allow us to better decide who should get access to the stash base. Access to our stash base is based on contributions to the stash.
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Sounds to me like your actual QOL request should be fixing whatever it is about your main SG storage that makes you want to use such a roundabout means of creating a stash coalition.
This may be a good time to direct the conversation into the official storage thread as the details of that may be quite complex for this summary thread.
Chances are, no mater what the eventual storage permission solution will be, we will keep the stash SG. Mostly because of space. We just have waaaay to many IOs to house under one roof.
We actually are about to break our stash bins into several other stash SGs. The ultimate goal would be to have one SG for "Brute\Stalker Set IOs" one for "Corrupter" (we have a lot of corrupters) and one for "Dominator\MM Set IOs".
There will be many Sets that appear in multiple SG bases.
As it is right now, our main base is full (mostly common IOs with three full bins of 15\20 set IOs), our Stash base is almost full, and our secondary\Tertiary stash bases are almost full (though they only have enough prestige for one bin right now).
The SG Registrars need an option like the folllowing:
Send repairman
If the Registrars think your base is paid up, but there is a power/control/entry problem with the base, have the game do a check to see if all is well. If the game finds that power, control, or the ability to enter the base does NOT match what is expected that problem is fixed.
For instance one of my bases (8x12) has been left alone for at least 50 days. I fully expect upkeep to be due. I get zero notice that the rent is past due, so I enter the base. The entire base is powered down. So I went to the SG Registrar. When I asked to pay the upkeep, he told me it wasn't due.
I had to send a petition (something I dislike doing on the test server) to get it fixed. I expect that it will be done sometime today, but that isn't the point. There is something very wrong with the upkeep system and it needs to be looked at to prevent these nuisance calls to support. Having an automated "fix it" option (even if it decides to actually assign rent if it should be due) would go a long way to let support deal with more important issues.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
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The SG Registrars need an option like the folllowing:
Send repairman
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So I went to the SG Registrar. When I asked to pay the upkeep, he told me it wasn't due.
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Why not just trigger the repair function there instead of adding a whole new menu option that will be very rarely needed?
(and I thought we had a viable workaround to fix this bug. and that the bug only ever happened once, if at all. are those no longer right?)
Viable workaround? Not a chance. I was just bitten again with this on the test server. I've had to petition this base several times since Issue 8 (I think I'm up to the 10th one at this point for this base).
As to automatically triggering the repair function, it wastes game cycles (server side) that could be spent elsewhere. With a repair option it targets a specific base, and only when needed.
I want to prevent needing the fix we are currently stuck with: sending a /petition.
The closest analogy I can think of is the mission dropping feature. Most of the times it isn't needed, but when it is needed, it shouldn't need GM intervention.
Now if when you asked to pay upkeep it could automatically: Check power, control, base size, and last paid date. If base size is the smallest plot set the "paid" flag and make sure the power/control/entry is enabled. If not on the smallest plot, check the last paid date, if over the 4 weeks, force the Registrar to accept payment and enable everything again.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
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Viable workaround? Not a chance. I was just bitten again with this on the test server. I've had to petition this base several times since Issue 8 (I think I'm up to the 10th one at this point for this base).
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so the rebuying the plot thing isn't working for that base?
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As to automatically triggering the repair function, it wastes game cycles (server side) that could be spent elsewhere. With a repair option it targets a specific base, and only when needed.
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well, that depends how it's coded. if "pay rent" is simply smart enough to clear the rent due message if you owe 0 rent, then it's not much of a routine compared to actually running whatever you want to run in Repair.
look, for the sake of this list, we don't care how it gets fixed. the point is the "can't pay no rent" bug.
This is one of the legacy groups that had the 32 million prestige . I've bought and sold the plot up and down several times since Issue 8.
I SHOULD have owed rent. I was gone for 50 days and was on a 12x8 plot. That is the problem: I did NOT get the rent due message. The power was off, but no warning. If this happened to someone else, they might not have known what the problem was.
I went to the registrar, assuming I had to pay rent. The registrar told me to take a hike.
The GM did find and verify the error and fixed it, but that is the point: it shouldn't have happened.
The rent cycle is completely borked and needs a major overhaul. Overpayment, the Zero rent on smallest plot, and now it seems that even the rent due is not being reported or tracked accurately in either the welcome messages or at the registrar.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
[u]TECH GRID = TECH CIRCLES in HIGH CEILINGS[u]
My current base renovation features Tech Grid ceilings throughout [mainly because it is one of the few that are available at ALL ceiling heights (pet peeve there, sorry)] but lately I see that even though there is a label for Tech Grid beneath a coordinating picture in the High Ceiling style options, what shows up is the Tech Circles.
Now there is already a Tech Circles label and picture situated in the High Ceiling style options --- in pretty much the same place on the list where it shows up in the other Ceiling style options. And if selected it does indeed give you Tech Circles.
The other one is SUPPOSED TO BE Tech Grid. But you get Circles. And they do not go away, not if you leave Edit mode, not if you leave the base, not if you leave the game. The circles are not welcome. I want Tech Grid. And I am patiently waiting for this to be fixed.
IN THE MEANTIME, I have found that the ceiling style called Sewer Grid (I know --- ewwwwww) is the closest match in design, particularly in the way colors are applied.
Please don't change the title of this thread.
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
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[u]TECH GRID = TECH CIRCLES in HIGH CEILINGS[u]
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In short, two different high cieling tiles look like Tech Circles. The Tech Grid one needs to be fixed to look like the low/mid Tech Grid.
References:
Base Items
Rooms
Base building flaws:
The Mainframe/Magic Axis can attach 9 aux items.
The Supercomputer/Orbits of Control can attach 9 aux items. <-Flaw #1 it should be greater than the previous.
AES/Mystic Orrey can attach one Mission Computer/Oracle. <-Flaw #2 it should be greater than the previous.
Flaw #3: "Secure" rooms prices are way too steep for the value of being able to place a single defensive item.
Flaw #4: Pillars of Ice and Flame are contol auxes that do not provide control. The bonus is that they do not have to be attached like the SG Mission Computer/Oracle. Perhaps the Mission Computer/Oracle can be likewise changed. Or better yet, make a new category for these and future items like them.
Info: A secure plot can hold 2 control mains.
This leads to Flaw #5 (ok, you can fill with Pillars of Ice and Flame, but do you really need to or can you put 6 pillars in a control room after everything else is in there?):
2x2 room - 1 main, 4 aux.
1x4 room - 1 main, 6 aux.
2x3 room - 1 main, 10 aux.
2x3 room - 1 main, 10 aux, 1 Defensive item, costs 1 million extra prestige over the same room size without.
3x3 room - 1 main, 15 aux.
3x4 room - 1 main, 15 aux, 1 Defensive item.
4x4 room - 1 main, 15 aux, 2 Defensive items.
The larger control rooms can have 2 control mains, and you need a secure plot to do so. This allows for 18 functional auxes (that are not Pillars of Ice & flame) in a base, provided that it is on secure plot. Why is this important you ask?
5x5 room - 2 main, 25 aux, 2 Defensive items.
3x6 room - 2 main, 18 aux, 4 Defensive items.
4x5 room - 2 main, 20 aux, 4 Defensive items.
4x7 room - 2 main, 28 aux, 7 Defensive items.
5x7 room - 2 main, 35 aux, 8 Defensive items.
Is it me or did someone severely miscalculate something? Do the developers think that people will put 17 Pillars of Ice & Flame in the largest control room?
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
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The Supercomputer/Orbits of Control can attach 9 aux items. <-Flaw #1 it should be greater than the previous.
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Why? The items it can take produce 10 times the Control of the Mainframe-only items. *That* is the advantage.
Besides, does anyone really attach 9 items to either? 9 on the Mainframe in a room that can hold them is way more expensive than getting the same control fom the Supercomputer. 9 on the Supercomputer is such overkill I don't know of anyone who's done it. I have a suspicion they gave each Main a number pretty high (assuming code required some number and wouldn't just take "Unlimited") figuring the real limit is by the room you're using. With Lord Recluse gone from the dev team we may never know.
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Is it me or did someone severely miscalculate something? Do the developers think that people will put 17 Pillars of Ice & Flame in the largest control room?
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Generally speaking, I think the miscalculation was about the distribution of SGs. Looking just at public SGs (ie: those freely recruiting, so not considering soloists or small SGs limited to friends) I think the devs expected to see people banding together into large, uber-powerful SGs and competing head-to-head with one another, and instead we got a lot more moderate-size SGs all competing with each other for recruits.
I think the devs actually expected people to have upwards of 75 player in a SG, thus easily getting the larger amounts of prestige and having a very active raid system using those rooms (even if only a fraction of the 75 per SG actually did the raiding).
So the question is really: do the devs ever intend to follow thru on that by giving us some of the tools needed to manage dozens of players in a single group (such as communication tools, security logs, features to enable more than a few base architects, tools to manage 100+ players' alts on the roster, etc) and some actual reason to gather like that (such as a competative and rewarding raid system geared to those larger groups), or should we be discussing rebalancing certain things knowing that in practice SGs seem to level out at around a fraction of that initial design?
It's really the type of thing that a Dev needs to speak on.
Take a giant control room for example, is the system ever going to be balanced to make that usable? How would we know? Is it like altering some power sets so more people are capable of contributing to the LRSF, while the content itself stays the same? or is it like Hammi where the whole mechanics won't work as intended and they need to redo the encounter itself?
We can certainly give our opinions here in the forum till we all turn blue. I think from your post it's clear you favor altering the content. I personally think there's some advantage to there being fewer, larger SGs at the top end of the scale and would love to see those develop. But I wish the Devs would speak more on their intention of what SGs should be so we don't have to guess at what needs to be addressed.
(Incidentally, the short version of all I just said was something like "A lot of costs were designed for 75 *players* in a SG and not the more typical 75 *characters* using many alts. This creates cost imbalances on the larger items." I think somewhere along the line of these issues lists, that all got simplified to be a roster problem and not a general costing problem. Which is odd, cause it really applies to the more recent Fusion Generator Badge change, too.)
You missed several of my points (referring to tech, but meaning both):
The supercomputer being more powerful than the main frame should support more items.
Why have room [u]and[u] base limits? Why have up to 17 spots for uncontrolled auxes? Other than control mains, I didn't even check base limits for auxes.
Why the huge the defensive vs non-defensive disparity?
I'll agree that part of it is the real vs theory of SG Rosters, but not all of it. There are a few other places this shows up: Costs for the 1x2 workshop, # of beacons for the 1x2 TP room, the "unlimited beacons for the 2x2 and above teleport rooms.
Things are [u]seriously[u] messed up in terms of placing limits.
Edit:
Also why have control aux items that don't provide control?
Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters
Floor Wall patterns apply their style around any floor section set to the highest level. Low Floor Wall patterns only apply their style when you have a transition from low floor to mid-level floor.
For example. This has the Arcane Short Floor Wall pattern, and the Technology Floor Wall pattern. Notice that gives a piece of Tech on the lower level behind where I'm standing.
What the system should do is allow choosing the upper and lower walls as if they are separate layers.
It should set the lower wall to Arcane all the way around, and then just the upper wall to Tech. The same way you get a floor style based on the floor's position, not its connection to neighboring squares. This builds one level of floor on top of the other, not treating each square of floor as a pillar up from the ground.
However the bottom half of the (full) Floor Walls patterns do not match the Low Floor Walls patterns. For example, here I set the Low Floor Walls to Tech, as seen on the left. Tech (full) Floor Walls on the middle piece don't match. There's different artwork for the 2-level walls, and it's on the lower portion. In fixing the first problem, it'd be a shame to see those other patterns disappear. Perhaps they can be separated and give both Upper and Lower a few new options?
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You missed several of my points (referring to tech, but meaning both):
The supercomputer being more powerful than the main frame should support more items.
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I did not miss that. I questioned your conclusion. It's more powerful because it gives more control and better auxes.
Something with this amount of analysis should have a whole thread for this debate, with a link in this thread.
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Also why have control aux items that don't provide control?
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THAT is a whole different issue than main's count of auxes.
Didn't I have a huge post somewhere about why the Pillar, Mission Computer and some potential items (Wentworths Terminals) should be a whole new type?
Thought I'd throw in my share of bugs/suggestions. Dunno if they were already posted though, so excuse any repeats.
Bugs
General:
-Some items have a bounding area far too large for the item itself. Examples are Test Tube Racks which appear to have taken out restraining orders on all the other tabletop equipment.
-The edge of the wall detail Modern Art can be used to anchor wall mounted lights in special circumstances, and always displays the ability to place small wall lights. This bug also applies to wall lights showing the ability to be placed on Large Wall Scones (though as of writing I have not been able to successfully place one).
-Each room remembers what category choice it had. This can be annoying when you are decorating and running from room to room deciding where its best to place sets of items and having to relocate them in the list each time.
Aesthetic:
- Curved Seating Unit features a Polished Table. The table is slightly off centre
- Placing any item with a picture screen (the televisions) and then moving it will cause the image to remain there until you exit the base and return.
- For far too long doorways have always looked out of place as they do not show ceiling or floor trims and also the wall pattern is half of each room it connects. Image 1. Image 2
Suggestions:
-Make veteran base items unlockable by earning relevant badges in SG mode for each particular item (like mini-accolades, 2 or 3 badges per item).
- Very few room details that are natural are included. My kitchen is forced to be stocked with pickled organs and dirty old bottles to serve to my members, and many of them are getting fed up with it.
-Mission maps have more paintings available whereas we are stuck with 2 paintings and 1 monstrosity (Modern Art)? I don't see why we don't have them, it's not game breaking to allow us to have more than two options, is it?
-Some kind of editable noticeboard that can be placed at the base entrance (could be used to display SG rules, events, calendar dates, etc). Why do we not have one!?
-Small wall banners please...
Grammatical:
-Invention Worktable description has erroneous message The Invention Worktable is an required to...
Was compiling a list but I think I'll just post any discoveries/suggestions here instead.
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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.[*]Modern Art looks blank.
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I'm guessing that this refers to the [Modern Art Frame] I'm not certain but I think that this may actually be intentional LoL
Anyhoo, my reason for posting is because I've actually had a few technical problems with my base, both editing and just wandering around, which have resulted in numerous crashes, and the dev's have been unable to assist me. I find it impossible to believe that it could be my computer[u]s[u] as they are both new and awesome.
Edit: As to what causes these errors I wouldn't have a clue, no message or anything, and they appear to occur randomly. They have also varied; there was a very cool one at one stage however it also took the longest recovery too, my toon and the immediate area around my toon - like a spotlight around him, had gone all matrix style, with the vertical running codes in green and white. It was very trippy but I was very over it when my computer crashed.
Modern Art Frames did not always appear blank. They've been all white since issue 7 or 8.
"...freedom isn't a commodity to compromise." -- Captain America, New Avengers #21
Guide to Base Teleporters
Suggestion:
Allow a Founder-rank player/character/account to flag a Supergroup base as "NON-RAID". The effect of this flag is as follows:
Disable all raid-pathing calculation.
Raid button disabled.
Cannot purchase Raid Teleporter, and if one is in-plot, it is destroyed with no refund.
Cathedral Of Pain is disabled on the Mission Computer/Oracle.
Deflagging the base would immediately reactivate all "normal" functions, and if raid-pathing is blocked, would immediately delete all items blocking pathing, with no refund.
Why: Because the raid-pathing system is incredibly annoying as-is, especially for SGs that have NO plans to raid or be raided, ever. Cut the tie, let US worry about our aesthetic sense and pathing, and we can stop having to fight with a system that won't let us put a freaking office chair in front of a "raidable" computer bank.