Guide to Issue 13 Base Costs / Requirements
This is probably the only thing I like out of i13 is the cheap prices.
Hell. My 2.x million prestige base just got a lot cooler!
About 70% of that was just tied up in the supercomputer (which I'll get about a million back from). And since there's no price changes on teleport pads, the ones I have waiting in inventory should go nicely into the huge transport room.
The only thing that has me bummed it the Turbine generator. I had one constructed already and would REALLY rather not waste it. So I may be waiting a little bit before placing it.
With all the other price drops, I'm going to wind up getting around 50% of my entire base cost back. Granted, there ain't that much base there, but still!
On the downside, there's insane amounts of incentive to rip out ornate bases and rebuild now.
Maybe I missed it, but how do compenants work now? I have a ton of them currently how do they factor in?
ALso I have a Fushion generator already made but not installed? Does this get taken away? Can anyone test if you make an item with the current base salvage and hop over to test does it still appear with the new price or does it not recognize it? (I am at work atm)
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Sorry to say this, but after reading everything, this just made base building a lot more complicated and cost prohibitive. Sure you save on the prestige for room/plot costs but the i/o salvage crafting costs are a bit high. Granted there are multiple recipes for each item (that in itself is very confusing), but having rare i/o salvage for basic items such as TP pads is too much. I can understand using the rare i/o salvage for tier 3 items or even some of the tier 2 items, but tier 1 items should not have to cost rare i/o salvage.
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I'm by no means defending this at all but... I point out
If you have a lot of base salvage, you can make a lot of rare IO salvage (but it's random on what you get). Such is life under conversion.
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Understood, but what if I was starting a new base from scratch...I won't have any old base salvage to convert. Come on, a Hami Goo for a basic TP pad 0.o? (I know, that only one recipe but still...)
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Fight my brute
Updated with New Item Recipes
Added note regarding Item Recipes having 3 choices
@PlasmaStream
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so what I am seeing is that as far as IO salvage requirements go...they went right ahead and did all the stuff we feared and told them not to do and made it extremely retartedly complicated on top of that......great....and people wonder why we were pissed in the first place.
Can someone tell me how the placement costs are being handled if you already have items crafted and sitting on your person ready to place? I'm on a hard deadline at work and wont be able to even get in game till maybe Sat.
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In closed beta testing, placement costs for items crafted but not yet placed were what they were under I12. If you want lower placement costs, you must re-craft.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
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Maybe I missed it, but how do compenants work now? I have a ton of them currently how do they factor in?
ALso I have a Fushion generator already made but not installed? Does this get taken away? Can anyone test if you make an item with the current base salvage and hop over to test does it still appear with the new price or does it not recognize it? (I am at work atm)
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The components are convertible to brain storms which are convertible to invention salvage. Each Component is worth 3 Brain Storms.
Anything that you have already crafted will remain in your inventory.
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Sorry to say this, but after reading everything, this just made base building a lot more complicated and cost prohibitive. Sure you save on the prestige for room/plot costs but the i/o salvage crafting costs are a bit high. Granted there are multiple recipes for each item (that in itself is very confusing), but having rare i/o salvage for basic items such as TP pads is too much. I can understand using the rare i/o salvage for tier 3 items or even some of the tier 2 items, but tier 1 items should not have to cost rare i/o salvage.
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I'm by no means defending this at all but... I point out
If you have a lot of base salvage, you can make a lot of rare IO salvage (but it's random on what you get). Such is life under conversion.
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Understood, but what if I was starting a new base from scratch...I won't have any old base salvage to convert. Come on, a Hami Goo for a basic TP pad 0.o? (I know, that only one recipe but still...)
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Yep, I hear you, you are correct, and I fully agree.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
New Rent costs have been updated.
@PlasmaStream
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Niska: Are you Familiar with the works of Shan Yu?
Are "Brainstorms" something you need to carry around in your character's inventory? Is there a limit? Are they a type of salvage themselves, that can be stored external to your character?
Teams are the number one killer of soloists.
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Vaults do NOT have a prestige upkeep associated with them, so most will truly only see 1900 rent per cycle.
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So really, why is there rent at all? If you are playing, 1900 is a joke to cover. If you aren't, then it's more of an annoyance to deal with than anything.
Just wanted to say thanks to PlasmaStream for posting this very comprehensive list of changes.
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Are "Brainstorms" something you need to carry around in your character's inventory? Is there a limit? Are they a type of salvage themselves, that can be stored external to your character?
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Brainstorms if they have a limit is likely 9999.
They are a 'Special Salvage' type in your inventory
They CAN be shared. They CAN be Stored in Salvage Racks.
@PlasmaStream
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Niska: Are you Familiar with the works of Shan Yu?
Thanks for the update!
Just from a quick glance, I'm seeing that the bases themselves will go down in cost for Prestige. The items we craft to put into those bases however.... not so much.
The conversion process of base salvage to invention salvage is a bit convoluted though and to be honest, I really don't see it as being any kind of improvement on the method of using Base Salvage to craft Components. They're just exchanging one convoluted system for another, except now its likely to cost more.
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Updated Salvage Conversion Section to answer common brainstorm questions.
@PlasmaStream
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Niska: Are you Familiar with the works of Shan Yu?
Tier 3 Empowerment:
Mystic Crucible:
Clockwork Winder, Volume of the Obsidian Librum, Boresight, Daemon Program, Lament Box
Alchemical Silver, Living Tattoo, Improvised Cybernetic, Data Drive, Deific Weapon
Ruby, Psionic threat Report, Kinetic Weapon, Temporal Tracer, Essence of the Furies
Price: 60,000
Why is bloody hell was it necessary to change base salvage to have the price changes?
Answer: It wasn't.
And it's now to SG Member's PROFIT to take existening base salvage and components and convert for sale on the market. Oh, well done.
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Also thread now stickied. thank you Lighthouse.
@PlasmaStream
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Niska: Are you Familiar with the works of Shan Yu?
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Sorry to say this, but after reading everything, this just made base building a lot more complicated and cost prohibitive. Sure you save on the prestige for room/plot costs but the i/o salvage crafting costs are a bit high. Granted there are multiple recipes for each item (that in itself is very confusing), but having rare i/o salvage for basic items such as TP pads is too much. I can understand using the rare i/o salvage for tier 3 items or even some of the tier 2 items, but tier 1 items should not have to cost rare i/o salvage.
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/QFT
Saying that the "Salvage Found" message was more confusing than having 3 recipes for the same thing??
And Tier 1 items using rare salvage items?? Seriously DEVs, if you do read through these, please take this into consideration...
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Devs, please do a focus group with some of the main base builders in this forum (both PvE and PvP) and really find out what the players want out of the bases. Leave the bases alone for i13, even i14 if need be, and really do a revamp of the base system.
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I can not emphasize how much I agree with that.
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
Hehe, sorry, Plasma, didnt see that on my first time through
btw, are we doing a list of Empowerment Buff costs?
If our input was wanted, we've been offering it for weeks. The opposite of what we asked was given.
This are MY PvP changes.
Together we entered a city of strangers, we made it a city of friends, and we leave it a City of Heroes. - Sweet_Sarah
BOYCOTT NCSoft (on Facebook)
https://www.facebook.com/groups/517513781597443/
Governments have fallen to the power of social media. Gaming companies can too.
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Hehe, sorry, Plasma, didnt see that on my first time through
btw, are we doing a list of Empowerment Buff costs?
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I haven't, but it probably would be a valuable add to this thread.
@PlasmaStream
"Big Bada Boom(tm)!"
1295 Badges
http://GuardianForce.Guildportal.com - Virtue
Niska: Are you Familiar with the works of Shan Yu?
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If our input was wanted, we've been offering it for weeks. The opposite of what we asked was given.
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Yeah, I hear ya.... sad as it is to say, i13 is the first issue that I really can't get excited about. These changes seem very poorly thought out. I hope there is a bigger picture to why this drastic of a change was implemented.
Here's to hoping i14 will bring something worthwhile. As far as bases go, i13 is the ED and GDN of base updates
Shard Warrior - 50 MA/Regen/BM Scrapper
Founding Member and Leader : Shadow-Force
Co-Leader: Council of Heroes
"Whatever evils come this way... we will be there to stop them."
[ QUOTE ]
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Hehe, sorry, Plasma, didnt see that on my first time through
btw, are we doing a list of Empowerment Buff costs?
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I haven't, but it probably would be a valuable add to this thread.
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Cool, I'll start working on it.
so what I am seeing is that as far as IO salvage requirements go...they went right ahead and did all the stuff we feared and told them not to do and made it extremely retartedly complicated on top of that......great....and people wonder why we were pissed in the first place.
Can someone tell me how the placement costs are being handled if you already have items crafted and sitting on your person ready to place? I'm on a hard deadline at work and wont be able to even get in game till maybe Sat.