Issue 13 Base Q&A


Acid_Reign

 

Posted

[ QUOTE ]
stop me if I'm wrong here...

This thread started on 11/20.

We got a patch on 11/21.

We have had nothing since.

Given the (IMHO) very useful feedback presented in this thread, when can we expect any of that to get integrated into I13??

[/ QUOTE ]

It is a bit disturbing. I hear that there's still an issue with items not being able to be placed on two of the walls of each room, and that the fix to the AES hasn't happened. That's just two things that really need to be fixed before any serious base building will be able to be done by me, and I'm sure by a number of other people.


I hope that these fixes sneak into the update we're sure to get before I13 goes live.


Arc #1267 The Key of Brass and Flame

 

Posted

Well, I like to hear the sound of my own...typing?

Unfortunately, when the Big Guy made me, he left the Verbose option turned on by default. So I kick out these long LONG posts sometimes. Usually in one of three lengths:

<ul type="square">[*] TLDR[*] Have Your Hands Fallen Off Yet[*] I'd Rather Read War And Peace, It'd Be Shorter[/list]
And the more I know about some subjects (or at east THINK I know, the more didactic I get).

Yeah. Shoot me now...

As to my opinion on the Merits system.

Their data mining is lying to them. They're seeing taskforces as skewed by speed-farmers. So the values are completely out of whack with what normal players would achieve. Penalizing them.

Moreover, the this new system severely penalizes people who DON'T trial and taskforce regularly. It's going to dry the market up blue-side badly, and is just going to wreck red-side.

Sure, you can PROBABLY find someone who'll part with their merits to buy you the recipie you want for a buttload of inf. But how EXACTLY does someone go about FINDING such a person? Do we need to start taking out ads? But they're so tunnel-visioned on "balancing" these taskforces that they don't see that some things don't NEED to be balanced.



Clicking on the linked image above will take you off the City of Heroes site. However, the guides will be linked back here.

 

Posted

[ QUOTE ]
[ QUOTE ]
stop me if I'm wrong here...

This thread started on 11/20.

We got a patch on 11/21.

We have had nothing since.

Given the (IMHO) very useful feedback presented in this thread, when can we expect any of that to get integrated into I13??

[/ QUOTE ]

It is a bit disturbing. I hear that there's still an issue with items not being able to be placed on two of the walls of each room, and that the fix to the AES hasn't happened. That's just two things that really need to be fixed before any serious base building will be able to be done by me, and I'm sure by a number of other people.

[/ QUOTE ]

what AES fix?


[ QUOTE ]
I hope that these fixes sneak into the update we're sure to get before I13 goes live.

[/ QUOTE ]
they announced it's going live, there is no further patch to test.


 

Posted

I don't know if anyone has mentioned this but base editing has serious problems now. I've already had problems with items disappearing into floors and walls, not being able to place items on walls or not being able to adjust their height. Magic desks don't work right now. It's almost impossible to stack them because they want to occupy the same space as the desk below them. I tried to put some chairs against a wall this morning and found that, no matter how I tried to do it, they wouldn't go the last notch to the wall. So I have some chairs against the wall and others that won't go there.

You know, all i really wanted was some nice decorative items. A hot tub maybe? A lot of people love to hang out and chat in the hot tubs in faultline. The reduced prices are great! I'm delighted to be able to make a nice sized base now even for my little SG. But it doesn't help if we don't have stuff to put in them or if we can't get items to place properly.


 

Posted

[ QUOTE ]
I don't know if anyone has mentioned this but base editing has serious problems now. I've already had problems with items disappearing into floors and walls, not being able to place items on walls or not being able to adjust their height. Magic desks don't work right now. It's almost impossible to stack them because they want to occupy the same space as the desk below them. I tried to put some chairs against a wall this morning and found that, no matter how I tried to do it, they wouldn't go the last notch to the wall. So I have some chairs against the wall and others that won't go there.

You know, all i really wanted was some nice decorative items. A hot tub maybe? A lot of people love to hang out and chat in the hot tubs in faultline. The reduced prices are great! I'm delighted to be able to make a nice sized base now even for my little SG. But it doesn't help if we don't have stuff to put in them or if we can't get items to place properly.

[/ QUOTE ]

I'm having similar issues- I've 'lost' a couch inside a wall already (you can still delete it by using the 'this room' list of items), and its hard to set things right where I want them. We need (DESPERATELY) a snap-to-grid option, and the walls HAVE to be 'solid' when in the editor (Excepting the trim-pieces)...


 

Posted

Don't tell that to the kool aid swillers.

To them, I13 is from the land of milk and honey.


The issues are now stacking better then base items.

- The items do not fit correctly into the base.
- The items drop through the floor
- RENT. still a joke.
- Now that we had the little tidbit about BASE SALVAGE. the Doughnut crew is overstepping thier bounds and overcharging the heck out of items on the market.

we haven't had the graphing problems fixed.
We just got more added to them.

Heres a Question-

WHY?

WTH

Land of Milk and Honey?!?!

I13 is looking more like the Land that Time Forgot...


 

Posted

[ QUOTE ]
I've already had problems with items disappearing into floors and walls, not being able to place items on walls or not being able to adjust their height. Magic desks don't work right now. It's almost impossible to stack them because they want to occupy the same space as the desk below them. I tried to put some chairs against a wall this morning and found that, no matter how I tried to do it, they wouldn't go the last notch to the wall.

[/ QUOTE ]

I had similar issues to begin with - the new stacking is all about viewing angle. Tweak the angle at which you are looking down on things to stack them. I've reached the point where I was able to stack desks into a full wall, complete with door, without much problem. Just takes practice.

Item height - and having them appear above and below floor/ceiling level - is about "where the item drags onto screen." Again, an issue of camera angle. I've been able to stack several things below floor level purposefully by taking advantage of this - moving my view so that items drag in over open space between the rooms first so that it enters the room at the lowest possible floor level, leaving only the tallest features visible above the true floor.

To get an item to the level you want on the wall, make sure you aren't dragging it up or down the wall from a different wall zone, but rather from the tray directly onto the wall section where you'll want it. If that doesn't seem to work, work around the issue by placing the item at the desired height on a more accommodating wall nearby, then slide the item around the corner onto the desired wall - it should maintain or even lock at that height when it turns the corner onto the buggy wall.

I've had a few items appear to vanish into walls, but so far found them in others rooms beyond the wall every time. It's a pain, and has me running cleanup after every base editing session.

The one issue you listed that I haven't found workaround or a skill-based solution for is getting items flush on certain walls. In both my bases there is a specific wall against which I have difficulty placing items - in my case the north wall of my entry room, and the north wall of every room that aligns with it. Had to move my vault door to a different wall of my workshop because of that.


 

Posted

[ QUOTE ]
I had similar issues to begin with - the new stacking is all about viewing angle. Tweak the angle at which you are looking down on things to stack them. I've reached the point where I was able to stack desks into a full wall, complete with door, without much problem. Just takes practice.

Item height - and having them appear above and below floor/ceiling level - is about "where the item drags onto screen." Again, an issue of camera angle. I've been able to stack several things below floor level purposefully by taking advantage of this - moving my view so that items drag in over open space between the rooms first so that it enters the room at the lowest possible floor level, leaving only the tallest features visible above the true floor.

To get an item to the level you want on the wall, make sure you aren't dragging it up or down the wall from a different wall zone, but rather from the tray directly onto the wall section where you'll want it. If that doesn't seem to work, work around the issue by placing the item at the desired height on a more accommodating wall nearby, then slide the item around the corner onto the desired wall - it should maintain or even lock at that height when it turns the corner onto the buggy wall.

I've had a few items appear to vanish into walls, but so far found them in others rooms beyond the wall every time. It's a pain, and has me running cleanup after every base editing session.

The one issue you listed that I haven't found workaround or a skill-based solution for is getting items flush on certain walls. In both my bases there is a specific wall against which I have difficulty placing items - in my case the north wall of my entry room, and the north wall of every room that aligns with it. Had to move my vault door to a different wall of my workshop because of that.

[/ QUOTE ]

I've tried just about every angle I can and I still can't get desks to stack anymore. Perhaps my eyes are too old and my hands too shaky but the fact is that we shouldn't have to fight with the base editor to get it to do what it's supposed to. I thought it was great when I heard that all desks would be "magic desks". I thought that would save a lot of time. But instead of spending a ton of time making magic desks I'm spending a bunch of time trying to find just the right viewing angle to stack them. Or just the right viewing angle to place something on the wall. Or trying to find the item that disappeared into a floor or wall.


 

Posted

My three Questions, again. This time for Sunstorm...

1. What is the current vision, reasoning, or idea of the Developers on the subject of bases?
Basicly what are they for?

2. What purpose does paying rent serve in the context of this game, when Superheros in game do not have paying jobs, end of month expenses, aside from rent, and other addentums in leu of just SUPERGROUP bases?
What are we funding?

3. Was the intention of Supergroups to continue to expand to outragious levels, or is there a technical limit, and has it been met by any one or number of super groups? And to caviot off of this question-
Is the technical limit of a Supergroup bases attainable, and does it have an effect on the basic dynamic of this game to the point of interfereing with other aspect of ithe game in general?


 

Posted

Beyond what's patently obvious, 1. has been answered a number of times; probably at least once in this very thread.

2. is riddled with logical fallacy. I wouldn't hold your breath for an answer there, beyond semantic debates with other members of the player base.

Once you get past the hyperbole, 3. has obvious answers. It sound like you're fishing. What's your real question?



edit: Why the double post bump? Wouldn't the second post have sufficed?