Issue 13 Base Q&A


Acid_Reign

 

Posted

There have been many posts on the Closed Beta boards and here that I’ve wanted to answer. I’d like to answer as many of those critical questions as I can.

Here is a quick Q&A based on those questions, but first, some really good news:

Prestige Refunds: The programming team has set up a refund system for all base plots, rooms and items. As soon a player loads into a base, that base will automatically refund the Prestige difference. This is crucial: the base must be entered in order to trigger the Prestige refund. If your base is not loaded, then the refund will not happen until someone enters it.

Teleporter recipes: The Rare salvage requirement on these should be removed in the next patch.


Now for the Q&A:


Q. Why re-price bases?

A. Bases were priced in a way that prevented many players from accessing the larger size bases they would like to build.

The goal here was to allow everyone to build larger and more interesting bases on a smaller budget. (I’m really looking forward to seeing all the new base pics!)


Q. What has been re-priced?

A. Primarily the Plots, Rooms, and many Energy and Control items. Plots received a large reduction in cost, and rooms were significantly reduced. The cost of energy and control items is also reduced, and is now based on the amount of energy and control they provide.


Q. Base salvage, why replace it, and what will happen to it?

A. Base salvage has little value to most players. Since there are a limited number of base items to construct, once those items are built there is little need for any further base salvage.

As a result, base salvage tends to either gather dust on salvage racks, or be a source of confusion with Invention salvage. Base salvage will not be removed though, so anything not converted to Brain Storm tokens will remain in game.


Q. Salvage Storage Racks, Why only 30 pieces of invention salvage?

A. In short, the market. The market system is designed to have a steady supply of salvage coming in. If large salvage racks were added, it would create a temporary supply problem of unknown duration until the salvage racks filled up.

Since having salvage temporarily dry up would be a big problem for all players, this number was intentionally kept low. Once the impact on the markets as a whole can be measured, we will look at adjusting these numbers again.


Q. What’s happening to Rent?

A. Rent still exists, but it has been reduced dramatically. Rent is no longer charged by plot size, and is instead based on the number of utility items in the base.

These are the items that charge rent:
- Storage bins: 100 prestige per bin.
- Workbenches, and Enhancement terminals: 100 per tier
- Medical Items: 100 per item, excluding Basic Reclaimator

No rent is charged for basic utility items like Teleporters, Teleport beacons, Medical Reclaimator's, Basic Work Tables, and Invention work tables. Rent free bases of any size can still be built, with all the normal utilities available. In the future, we will be looking into improving how rent is charged as well.


Q. Base Pathing issues, why was pathing changed?

A. The base pathing was never intended to be changed. The fix for it was not simple though, so it took some time for the programming team to get the fix in. We are actively looking at ways to make the pathing system easier for base builders, however, in the future there may be pathing requirements for raiding.


Q. Why was X feature not looked into?

A. Actually, we looked at a lot of features. We have plans for not only Base Raiding and the Cathedral of Pain, but also the base editor as well. We want to add new base decorations, new permissions features, and a few more goodies as well. We are still working on these, and they will be added in as we can get them completed.


So, beyond that, I’ve been a long time reader of the base threads, and am looking forward to seeing the new bases that will be built. My goal is always to make base building better, and we will keep working to bring in new features to improve bases.


 

Posted

It's good to see bases being looked at again.


 

Posted

Thanks for the post Sunstorm! Hope you're up to a few questions. I'll start with one

[ QUOTE ]

Prestige Refunds: The programming team has set up a refund system for all base plots, rooms and items. As soon a player loads into a base, that base will automatically refund the Prestige difference. This is crucial: the base must be entered in order to trigger the Prestige refund. If your base is not loaded, then the refund will not happen until someone enters it.


[/ QUOTE ]

How are items in a players personal inventory, but not yet placed, affected by this. Will they have their placement cost reduced, or do we need to place them before issue 13 goes live?


 

Posted

Our own Redname!!!


*hugs Sunstorm*



 

Posted

Welcome, Sunstorm!

I do have a question regarding the elimination of Base Salvage:

Base Salvage is currently also used for Empowerment Buffs. Those buffs are therefore really "cheap". Do you anticipate that in the future use of Empowerment Buffs might decrease due to the higher cost of the Invention Salvage used in those recipes? If so, would you consider a change in the recipes to salvage that might be less expensive?


Altoholic - but a Blaster at Heart!

Originally Posted by SpyralPegacyon

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Posted

Very excited about having a Dev for bases, something truly long overdue. Welcome Sunstorm


 

Posted

[ QUOTE ]
Welcome, Sunstorm!

I do have a question regarding the elimination of Base Salvage:

Base Salvage is currently also used for Empowerment Buffs. Those buffs are therefore really "cheap". Do you anticipate that in the future use of Empowerment Buffs might decrease due to the higher cost of the Invention Salvage used in those recipes? If so, would you consider a change in the recipes to salvage that might be less expensive?

[/ QUOTE ]

...or a buff to the buffs to make them worth the cost?


 

Posted

Next question

I understand the limit of 30 invention salvage in the rack, thanks for the feedback. However, are there plans to return event salvage to their own tabs with larger limits? The inability to store costume salvage and candy canes without impacting invention salvage storage is a big inconvenience.


 

Posted

[ QUOTE ]
Next question

I understand the limit of 30 invention salvage in the rack, thanks for the feedback. However, are there plans to return event salvage to their own tabs with larger limits? The inability to store costume salvage and candy canes without impacting invention salvage storage is a big inconvenience.

[/ QUOTE ]


Sorry to keep quoting and adding to others.... but just as an example:

Our SG has over 50 full sets of Halloween salvage. At the new storage limits, that would be 7 storage racks just for them.


 

Posted

Evening Sunstorm. Welcome aboard. I shan't be blasting you with the orbital laser now. =D


Q. Is the 30 limit on the table for discussion before launch?

Q. Are you guys aware of the general view point on your movement to the new invention system?

Q. You understand that with the new invention system groups will be LESS likely to share and the burden of cost will be on the architecht rather than the group correct?

Q. It's understood there are 3 seperate building communities, PVP Base Raiders, Casual Raiders and DEAR GOD KEEP PVP AWAY FROM MY BASE!! correct?


Sorry to grill you right off the bat, but ...these are the things on many a mind.


@PlasmaStream
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Niska: Are you Familiar with the works of Shan Yu?

 

Posted

Hey folks,

Sunstorm is still fielding questions and/or rounding out on ones already posted. Due to his new status to the boards we will be filtering these out in bunches, mainly because we don't want him to get caught in the wiles of the forums.

There is still much to be done for Issue 13 and beyond so please be patient in your attempts to get responses.

If a question has been touched on but you are seeking more information please quote the question, and then follow up with your additional comments or questions.

This will help Sunstorm in the parsing and follow up.

Also please be kind, we have many members of our team that we would like to bring out to meet our Community but we are also very protective of them and want them to see the best that our Community has to offer.

Thanks,

Ex


 

Posted

Noted Ex.

I would say however, that perhaps we can as a community offer Sunstorm a tour of our bases as an organized event? Would that be possible?


@PlasmaStream
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Posted

Hey, glowy-boy! >.>

Little feedback on this.

[ QUOTE ]

Q. Base salvage, why replace it, and what will happen to it?

A. Base salvage has little value to most players. Since there are a limited number of base items to construct, once those items are built there is little need for any further base salvage.

As a result, base salvage tends to either gather dust on salvage racks, or be a source of confusion with Invention salvage. Base salvage will not be removed though, so anything not converted to Brain Storm tokens will remain in game.

[/ QUOTE ]

This has been brought up a bit in Ex's feedback thread of two or three days ago.

While it may have limited value to anyone not in a SG, when you're *in* one, even after building, it has two purposes... even when things aren't being built.

First, it's a no-pain way to contribute to the SG. Have base salvage? Give it to the base. Using invention salvage, *ignoring* theft concerns for the moment, you have to decide if the SG needs it (and you may not know,) if you want to sell that nice piece of salvage (and the expensive ones are not neccessarily rare - see "Luck charm") or if you need to use it for your own character.

To me, that directly contradicts things like the post-35 change in SG mode where, instead of getting 0 XP, you'd get half.

Second, and this ties somewhat into the first, are empowerment stations. These are what eat up salvage in between base growth spurts. Increased attack rate for an hour? Resistance to all that smashing and lethal? Invisibility? KB protection? Yes, please!

... except now, again, you've got to weigh that against your IOs that you want, the base's needs and the value of the salvage on the market.

Personally - and this is not against you - I just don't buy the "confusion" explanation. I really don't. If the *amount* was the issue - lower the drop rate on base salvage. I know I'll look in and have a metric tonne of amulets, E-chips, Daemonologicas and the like... which all get turned into components, mostly for the empowerment stations.

[ QUOTE ]

Q. Salvage Storage Racks, Why only 30 pieces of invention salvage?

A. In short, the market. The market system is designed to have a steady supply of salvage coming in. If large salvage racks were added, it would create a temporary supply problem of unknown duration until the salvage racks filled up.

Since having salvage temporarily dry up would be a big problem for all players, this number was intentionally kept low. Once the impact on the markets as a whole can be measured, we will look at adjusting these numbers again.


[/ QUOTE ]

So increase the drop rate... The impact on the market is going to be to drive prices higher as more people bid for a few key pieces *even more,* drying *that* salvage up, and increasing frustration.

I highly, *highly* doubt - despite the claims of a few (hands-rubbing-with-glee) market forum folks, that "hoarding" would be an issue and demolish the market. People are *still* going to drop it off between missions as they fill up. Wentworths requiers no zoning if you're in the same, often busy zones, after all.


 

Posted

Welcome, Sunstorm!

if I can follow up on two topics...
[ QUOTE ]
Q. What’s happening to Rent?

A. Rent still exists, but it has been reduced dramatically. Rent is no longer charged by plot size, and is instead based on the number of utility items in the base.

These are the items that charge rent:
- Storage bins: 100 prestige per bin.
- Workbenches, and Enhancement terminals: 100 per tier
- Medical Items: 100 per item, excluding Basic Reclaimator

No rent is charged for basic utility items like Teleporters, Teleport beacons, Medical Reclaimator's, Basic Work Tables, and Invention work tables. Rent free bases of any size can still be built, with all the normal utilities available. In the future, we will be looking into improving how rent is charged as well.

[/ QUOTE ]
so the max rent really is a few K? isn't that too trivial to even deal with? Why not just remove it?

(by the way, storage *is* a basic utility item, being one of the short list of things a base actually does.)

interesting that you left Control and Energy off of both lists - either as a utility or as a basic. which is it in your eyes?


[ QUOTE ]
Q. Base Pathing issues, why was pathing changed?

A. The base pathing was never intended to be changed. The fix for it was not simple though, so it took some time for the programming team to get the fix in. We are actively looking at ways to make the pathing system easier for base builders, however, in the future there may be pathing requirements for raiding.

[/ QUOTE ]
Not a follow-up question really, but an observation from long-time base discussions and repeated in closed beta:
Be careful.
If there's an intangible cost of having to lose decorative capability in order to go raiding, you'll see a lot less people willing to do a casual raid. They won't give up the decorating flexibility. This entire setup could go counter to your raid encouragement.

from the flip side, it's going to be very unfair to those who raid if pathing is not fixed for them, too.

I'm sure you have a lot of catching up to do with all the posts in the base forums, but I've seen a few very simple and workable ideas about pathing, if you need me to point you to them.


 

Posted

[ QUOTE ]
Noted Ex.

I would say however, that perhaps we can as a community offer Sunstorm a tour of our bases as an organized event? Would that be possible?

[/ QUOTE ]

Excellent idea!!!

Thanks for giving us our own redname for bases Posi. Welcome Sunstorm.


 

Posted

[ QUOTE ]

A. Base salvage has little value to most players. Since there are a limited number of base items to construct, once those items are built there is little need for any further base salvage.

As a result, base salvage tends to either gather dust on salvage racks, or be a source of confusion with Invention salvage. Base salvage will not be removed though, so anything not converted to Brain Storm tokens will remain in game.


[/ QUOTE ]

I'm sorry, but I'm still not buying the "confusion" angle. It is no more "confusing" than players getting TF Merits and Vanguard Merits. If they can not be "confused" by that, then Base Salvage shouldn't be a problem.

To echo others, Base Salvage does get used, namely in the crafting and usage of the Empowerment Stations.

It seems that this removal is the cause of more problems than leaving it in. In addition, there is the additional work of crafting the conversion system that seems to be of limited use.



 

Posted

Ad_Astra Asked
[ QUOTE ]
[ QUOTE ]
Welcome, Sunstorm!

I do have a question regarding the elimination of Base Salvage:

Base Salvage is currently also used for Empowerment Buffs. Those buffs are therefore really "cheap". Do you anticipate that in the future use of Empowerment Buffs might decrease due to the higher cost of the Invention Salvage used in those recipes? If so, would you consider a change in the recipes to salvage that might be less expensive?

[/ QUOTE ]

...or a buff to the buffs to make them worth the cost?

[/ QUOTE ]

Empowerment stations were limited to common salvage, so they would still be fairly cheap (With a few exceptions). However empowerment buffs are on my radar to be looked at.

Greyhawke asked
[ QUOTE ]

I understand the limit of 30 invention salvage in the rack, thanks for the feedback. However, are there plans to return event salvage to their own tabs with larger limits? The inability to store costume salvage and candy canes without impacting invention salvage storage is a big inconvenience.


[/ QUOTE ]

Yes, Holiday salvage was a big concern when we converted the salvage racks, but we thought it more important to give players access to invention salvage racks. Unfortunately, the code to create different salvage caps for each is non-trivial, so we will need to address this in another way.

[ QUOTE ]

How are items in a players personal inventory, but not yet placed, affected by this. Will they have their placement cost reduced, or do we need to place them before issue 13 goes live?


[/ QUOTE ]

Items in personal inventory will be placed at the reduced price after the issue goes live. Merry Christmas!


 

Posted

[ QUOTE ]
Items in personal inventory will be placed at the reduced price after the issue goes live. Merry Christmas!

[/ QUOTE ]

Thank you!!!!!


 

Posted

[ QUOTE ]

Items in personal inventory will be placed at the reduced price after the issue goes live. Merry Christmas!

[/ QUOTE ]

Excellent! Thanks for the answers.

And a hearty thank you to all the devs involved in making the refund automatic!!!


Next question (See how they never end, welcome again to the forums )

Are the prices currently listed for the decorative rooms correct? It seems a little off to have non-functional rooms be so pricey, as their true expense is already in their opportunity cost, being the space that they take up that could be used for functional rooms.


 

Posted

[ QUOTE ]

Greyhawke asked
[ QUOTE ]

I understand the limit of 30 invention salvage in the rack, thanks for the feedback. However, are there plans to return event salvage to their own tabs with larger limits? The inability to store costume salvage and candy canes without impacting invention salvage storage is a big inconvenience.


[/ QUOTE ]

Yes, Holiday salvage was a big concern when we converted the salvage racks, but we thought it more important to give players access to invention salvage racks. Unfortunately, the code to create different salvage caps for each is non-trivial, so we will need to address this in another way.


[/ QUOTE ]

Might I suggest a (non-counting-toward-rent) "Special salvage" rack at the current limits that only holds event salvage?


 

Posted

new question.


with what posi said this issue would be a huge overhaul and was just re-pricing.


why are we not opening items/ decorative etc to the bases?

there are a TON of stuff including statues,all the stuff from the giza,fountains etc that would be awesome to have. waiting for a better editor is fine. but really newer items would have been better.

i just want new stuff to add to my base. i dont wanna pvp,i dont plan on pvping in my new cheaper base.

your excluding the pve side of this game and its not making people happy.

just adding new stuff in would have made a ton of people happ-ier

why cant we get the items already "in-game" opened up?


 

Posted

[ QUOTE ]
[ QUOTE ]
Noted Ex.

I would say however, that perhaps we can as a community offer Sunstorm a tour of our bases as an organized event? Would that be possible?

[/ QUOTE ]

Excellent idea!!!

Thanks for giving us our own redname for bases Posi. Welcome Sunstorm.

[/ QUOTE ]

Yes, let's work on something like this.

Send me your ideas on how to make this work to my PM or email at exlibris@ncsoft.com

Ex


 

Posted

Base tours used to be done quite regularly so I am sure that some of the folks who used to do those could set something up.


Tech Support Rule #1 - They will lie to you. Usually intentionally.

 

Posted

Thank you for addressing our concerns.

This response of yours raised a question of mine:[ QUOTE ]
Q. What’s happening to Rent?

A.
Rent still exists, but it has been reduced dramatically. Rent is no longer charged by plot size, and is instead based on the number of utility items in the base.

These are the items that charge rent:
- Storage bins: 100 prestige per bin.
- Workbenches, and Enhancement terminals: 100 per tier
- Medical Items: 100 per item, excluding Basic Reclaimator

No rent is charged for basic utility items like Teleporters, Teleport beacons, Medical Reclaimator's, Basic Work Tables, and Invention work tables. Rent free bases of any size can still be built, with all the normal utilities available. In the future, we will be looking into improving how rent is charged as well.

[/ QUOTE ]

These changes represent an increase in rent for me, as I was able to fit things on the default, 0-rent plot size, and paying any rent is an increase.

I deliberately kept things small to avoid the rent, and villainside it's relatively easy to get all of the essentials without increasing plot size - since there are fewer zones, there are fewer teleporters needed, less power and control needed to power them, and storage just takes up space and not either control or power.

So, the question - are there any plans to continue to excuse the default plot size from rent, since your response seems to indicate that the desire was to reduce rent?


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