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

"You gave us a world where we could fly. I can't thank you enough for that."

 

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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http://GuardianForce.Guildportal.com - Virtue
Niska: Are you Familiar with the works of Shan Yu?

 

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.



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