Do Dev's hate base's?
Bases are kind of a joke (once you max TPrs and storage it's all cosmetic) but what devs really hate are related to bases:
-raids
-Cathedral of Pain
Infinity and Victory mostly
dUmb, etc.
lolz PvP anymore, Market PvP for fun and profit
I wouldn't say they hate bases, it's just that they're busy working on other issues. Would I like them to dedicate a whole update to base building? Hells yes I would! I love working on my base, but it is a time-sink to do the things I want to do.
But the devs can only do so much. They have to please as many players as they can. Majority rules, ya know. Sadly, base builders are in the minority.
@Turbo_Starr
Bases are kind of a joke (once you max TPrs and storage it's all cosmetic) but what devs really hate are related to bases:
-raids -Cathedral of Pain |
One of the basic problem(s) is that what the developers imagined the game would be like back in 2001, 2002, and 2003, isn't what the game has become. The game was originally founded on the same sort of gameplay basis as Everquest, with repetitive missions, constant grinding, massive street hunts, and endless weeks with no level progression. Many of these older influences are still seen in today's game if you follow the natural contact progression by following the contacts that sell your avatars origin of enhancements, or if you run the older Task Forces.
In the same way, bases were seen as something that would cater to the UO Pub Crowd, the sort of player who saw two hours sitting and doing nothing but chatting as equally important as spending two hours grinding towards the next level. Some of the base functions were extensions from the Pub / Town ideal, giving players a neutral zone... since there really wasn't a zone in the game until the Dance Party, and even then that wasn't really well known. A Pub answer only really arrived with Pocket D.
Other functions of the base were added on as they made sense to the game and how comic book entities like the Fantastic Four or Justice League handled their bases. Storage for personal items, transport to other zones, and so on.
In the early days of CoH, having a base with all of the zone teleporters helped players drastically cut down on travel times... but as the average power of the computer has advanced, and as new train station and connection zones have been added, the importance of having a base with every single teleporter has slowly disappeared. Speaking for myself, with a couple of my computers, I can take trains or ferry's and get to missions faster than players with mission teleport.
***
Base Raids and the Cathedral of Pain fitted into the original design scope of the game, when the development staff at Cryptic honestly thought they had to have PvP play in order to draw a successive playerbase from the established MMO's on the market. Market Reality, however, taught a different lesson.
Despite launching PvP play in May 2005, by the time May 2009 rolled around 4 years later, the paying playerbase that participated in PvP content had never left single digit percentages. Quite simply, City of Heroes was proof to the MMO industry that PvP play was not a requirement for a successful MMO... and as NCSoft found out in the financial meltdown of Tabula Rasa... PvP play was not enough to sustain a game either.
In game reality followed that external financial trend. The majority of the paying playerbase couldn't care about base raids. The idea of loosing several hundred hours of prestige just wasn't worth it. The plain and simple fact was, only the largest and active SuperGroup's with a full list of actively contributing members could ever hope to recover from a Raid. Getting that many people who were willing to participate in PvP, on one server, in just one Super Group... just wasn't happening. So, for the most part, Raids were limited to SG's play-raiding... basically trading back and forth Items of Power with no real damage to each base.
***
Cathedral of Pain also presented another problem, or at least it's reward did. The Invention Enhancement system completely replaced the old Items of Power in the game. Quite simply, the Items of Power are not coming back. This also rendered one of the original envisioned functions of the base system irrelevant.
***
There's also another factor to consider when looking at the history of the game. Back in the ending months of 2007 NCSoft bought the City of Heroes franchise from Cryptic, and in 2008 started pumping money into the company. We've already seen some of the fruits of that reinvestment with the information on I17 and Going Rogue released at Hero-Con.
What isn't focused on is that between the 2005 launch of City of Villains and the 2007 buyout, Cryptic tried to kill City of Heroes. The general idea was that Cryptic's Marvel Universe Online would be released and would replace City of Heroes. While the Paragon Studio Devs probably can't comment on exactly what went on at Cryptic, we do know that City of Heroes was essentially run on a skeleton crew across Issues 7, 8, 9, and I think up until 10.
Essentially, Cryptic wasn't willing to invest the time, money, or resources into seriously upgrading the City of Heroes game or examining underlying functionality. Now that NCSoft owns the property, Paragon Studios has the resources to do what Cryptic wouldn't... and again, we've got an idea what those results are going to look like over the immediate future of the game.
***
That pretty much brings us up to... now.
In the current environment of the game, the function of bases does need to be looked at. Paragon Studios also, when Going Rogue launches, will have the resources to look at the function of SuperGroup bases, if Going Rogue doesn't address some of the base features.
We can make a few guesses as to what the future of bases is going to look like.
Base Raids, as we knew them in the past, probably won't be coming back. The primary reason is that there just isn't a market for it, and the whiny hell-repping PvPer's can just get over that.
In the same way, Cathedral of Pain, as we knew it, is gone. There is a chance that the Task Force itself will return in Ourobous with a Merit Reward, although I suspect the Calvin Scott Task Force will be the first de-activated Task Force to be turned back on through Ourobous.
What I suspect the focus on Bases will be is to offer functionality that isn't available, or is separated from the game. Given the petitions raised at the end of each winter session to keep the Ski Resort around, I would suspect that some coders might find themselves implementing ski-able surfaces into Bases, allowing players to create their own internal ski-slopes.
I suspect we'll see development on Open-Air, Shadow Shard Style islands to contain bases, and I suspect we'll see tech work to make open-air / internal cave rooms work together.
I suspect we'll see an integration of the Base System with the AE system, so for those who want to rack up on SG defenses, they'll be able to use their own Base as a Stronghold for other players to assault in AE... without risking prestige.
What I suspect, and what actually happens... well. We'll see what the future brings.
(QR) wow, toke me a few minutes to read all that, Not to sure what to say at this point.
I had joined the game shortly before the Crash site became the War Zone, so i didnt know a whole lot of the stuff you said.
Just to be clear on my OP, im just wandering what the Dev's have in mind for the Base's AFTER Going Rogue.
Going to miss the fun and nice people here at CoH. Feel free to add me on PS3/XBox360
PS3X360: OmniNogard
Currently playing: Mass Effect 3(PS3) Minecraft(X360) Skyrim(X360).
(QR) wow, toke me a few minutes to read all that, Not to sure what to say at this point.
I had joined the game shortly before the Crash site became the War Zone, so i didnt know a whole lot of the stuff you said. Just to be clear on my OP, im just wandering what the Dev's have in mind for the Base's AFTER Going Rogue. |
That is true, its just some times i feel like i can't wait and other times i feel like i can wait a long time(6 more Months and i can make my Hanger Bay).
Going to miss the fun and nice people here at CoH. Feel free to add me on PS3/XBox360
PS3X360: OmniNogard
Currently playing: Mass Effect 3(PS3) Minecraft(X360) Skyrim(X360).
I think someone told them bases were good for villains and its been downhill ever since.
(I am kidding )
And I agree with you, at the very least I wish they would revisit some design decisions that shouldn't require much work. Storage rack capacity really could use an increase, trying to distribute candy canes was murder this event.
Great info Je _saist , and I too hope at some point we are able to get some new items to upgrade Bases . I am currently working on my own base with just my toons , its a slow process but well worth the effort , but I can see how some would get impatient waiting for new developements that already have a huge SG and base they want to continue improving on . Looking forward to GR and the new improvements that come with that .
We technically HAVE a dev dedicated for base construction issues.
He's just been roped into doing Going Rogue stuff right now.
I just wish they'd take an afternoon and just stick simple wall and floor items in the current editor, as a quick fix. Nothing fancy, just something you can whip up in a few hours and slap some basic textures on.
Would cut most base item counts to literally a quarter or better.
-np
I see myself as witty, urbane, highly talented, hugely successful with a keen sense of style. Plus of course my own special brand of modesty.
Virtue: Automatic Lenin | The Pink Guy | Superpowered | Guardia | Guardia Prime | Ultrapowered
That's wildly inaccurate, and not really based in any sort of truth. Lets go over the basic history first to frame the questions here:
One of the basic problem(s) is that what the developers imagined the game would be like back in 2001, 2002, and 2003, isn't what the game has become. The game was originally founded on the same sort of gameplay basis as Everquest, with repetitive missions, constant grinding, massive street hunts, and endless weeks with no level progression. Many of these older influences are still seen in today's game if you follow the natural contact progression by following the contacts that sell your avatars origin of enhancements, or if you run the older Task Forces. In the same way, bases were seen as something that would cater to the UO Pub Crowd, the sort of player who saw two hours sitting and doing nothing but chatting as equally important as spending two hours grinding towards the next level. Some of the base functions were extensions from the Pub / Town ideal, giving players a neutral zone... since there really wasn't a zone in the game until the Dance Party, and even then that wasn't really well known. A Pub answer only really arrived with Pocket D. Other functions of the base were added on as they made sense to the game and how comic book entities like the Fantastic Four or Justice League handled their bases. Storage for personal items, transport to other zones, and so on. In the early days of CoH, having a base with all of the zone teleporters helped players drastically cut down on travel times... but as the average power of the computer has advanced, and as new train station and connection zones have been added, the importance of having a base with every single teleporter has slowly disappeared. Speaking for myself, with a couple of my computers, I can take trains or ferry's and get to missions faster than players with mission teleport. *** Base Raids and the Cathedral of Pain fitted into the original design scope of the game, when the development staff at Cryptic honestly thought they had to have PvP play in order to draw a successive playerbase from the established MMO's on the market. Market Reality, however, taught a different lesson. Despite launching PvP play in May 2005, by the time May 2009 rolled around 4 years later, the paying playerbase that participated in PvP content had never left single digit percentages. Quite simply, City of Heroes was proof to the MMO industry that PvP play was not a requirement for a successful MMO... and as NCSoft found out in the financial meltdown of Tabula Rasa... PvP play was not enough to sustain a game either. In game reality followed that external financial trend. The majority of the paying playerbase couldn't care about base raids. The idea of loosing several hundred hours of prestige just wasn't worth it. The plain and simple fact was, only the largest and active SuperGroup's with a full list of actively contributing members could ever hope to recover from a Raid. Getting that many people who were willing to participate in PvP, on one server, in just one Super Group... just wasn't happening. So, for the most part, Raids were limited to SG's play-raiding... basically trading back and forth Items of Power with no real damage to each base. *** Cathedral of Pain also presented another problem, or at least it's reward did. The Invention Enhancement system completely replaced the old Items of Power in the game. Quite simply, the Items of Power are not coming back. This also rendered one of the original envisioned functions of the base system irrelevant. *** There's also another factor to consider when looking at the history of the game. Back in the ending months of 2007 NCSoft bought the City of Heroes franchise from Cryptic, and in 2008 started pumping money into the company. We've already seen some of the fruits of that reinvestment with the information on I17 and Going Rogue released at Hero-Con. What isn't focused on is that between the 2005 launch of City of Villains and the 2007 buyout, Cryptic tried to kill City of Heroes. The general idea was that Cryptic's Marvel Universe Online would be released and would replace City of Heroes. While the Paragon Studio Devs probably can't comment on exactly what went on at Cryptic, we do know that City of Heroes was essentially run on a skeleton crew across Issues 7, 8, 9, and I think up until 10. Essentially, Cryptic wasn't willing to invest the time, money, or resources into seriously upgrading the City of Heroes game or examining underlying functionality. Now that NCSoft owns the property, Paragon Studios has the resources to do what Cryptic wouldn't... and again, we've got an idea what those results are going to look like over the immediate future of the game. *** That pretty much brings us up to... now. In the current environment of the game, the function of bases does need to be looked at. Paragon Studios also, when Going Rogue launches, will have the resources to look at the function of SuperGroup bases, if Going Rogue doesn't address some of the base features. We can make a few guesses as to what the future of bases is going to look like. Base Raids, as we knew them in the past, probably won't be coming back. The primary reason is that there just isn't a market for it, and the whiny hell-repping PvPer's can just get over that. In the same way, Cathedral of Pain, as we knew it, is gone. There is a chance that the Task Force itself will return in Ourobous with a Merit Reward, although I suspect the Calvin Scott Task Force will be the first de-activated Task Force to be turned back on through Ourobous. What I suspect the focus on Bases will be is to offer functionality that isn't available, or is separated from the game. Given the petitions raised at the end of each winter session to keep the Ski Resort around, I would suspect that some coders might find themselves implementing ski-able surfaces into Bases, allowing players to create their own internal ski-slopes. I suspect we'll see development on Open-Air, Shadow Shard Style islands to contain bases, and I suspect we'll see tech work to make open-air / internal cave rooms work together. I suspect we'll see an integration of the Base System with the AE system, so for those who want to rack up on SG defenses, they'll be able to use their own Base as a Stronghold for other players to assault in AE... without risking prestige. What I suspect, and what actually happens... well. We'll see what the future brings. |
I still try to be optimistic that ParagonStudios unlike Cryptic might Throw us newbies a bone who didn't get the opportunity to experience base raids and those of us that love base building.
What isn't focused on is that between the 2005 launch of City of Villains and the 2007 buyout, Cryptic tried to kill City of Heroes. The general idea was that Cryptic's Marvel Universe Online would be released and would replace City of Heroes. While the Paragon Studio Devs probably can't comment on exactly what went on at Cryptic, we do know that City of Heroes was essentially run on a skeleton crew across Issues 7, 8, 9, and I think up until 10.
|
I would presume that CoH was suffering from quite a bit of neglect because Jack Emmert was busy working on securing DCU and MUO, and diverting resources to land the 'whales', but that would just be trying to bite off more than he could chew rather than claiming he was trying to commit suicide.
From an external perspective (at the time), it would make more sense to build up the CoX customer base and then sell them the idea of transferring over to something like MUO after it was launched. To try and kill your only cash income stream before the other product has launched makes no sense whatsoever.
Cryptic probably just couldn't afford to keep the development pace of 2 MMOs but their greed forced them to divert critically needed resources from CoX to MUO.
Nice read je_saist!
In the same way, Cathedral of Pain, as we knew it, is gone. There is a chance that the Task Force itself will return in Ourobous with a Merit Reward, although I suspect the Calvin Scott Task Force will be the first de-activated Task Force to be turned back on through Ourobous.
|
Because of how bases work for supergroups, there is usually one designer per super/villain group. As such, anything to cosmetically change a base is limited to that same person most of the time. Note, these people also architect bases for multiple groups, meaning they represent a smaller consumer portion than they take up in said groups.
As for functionality? Right now just about everything a base does can be done some way by something else in the game- and often better. Ouroborous is often a better 'hub' with its fast loads and vendors, the market and the vault supply options of storage, ones which are secure from pilfering. You can hospitalize at the base, but you will be at less health then if you hospitalize. You can but inspirations at a base, but this requires a locked item and it doesn't sell as many inspirations as the AE building or Roebuck in Ouroborous. As such, most villain or super group members are content with options, and not asking for new stuff. Heck, a lot of people who build bases are just concerned with getting what's here.
That leaves us, the people who get fiddly with our bases and want to make them cooler/better/more useful than they can be right now. I hate to say it, our numbers are few. As such, catering valuable development time to such a small portion of the customer base is not likely.
They don't hate us, they just have to satisfy as many folks as they can with their product.
And we aren't many folks.
What I suspect, and what actually happens... well. We'll see what the future brings.
|
You bring an "interesting" perspective to the table here... both in terms of your thoughts on the rationale behind what occurred in the past and what you "suspect" happening in the future. I don't know if your last sentence above hedges everything you said properly but... ok, you are certainly entitled to your world view.
I agree with some parts of your first post and disagree with many other parts. But it's probably not worth the time and effort to parse all of your comments line by line.
All I can say (repeat) about the present and future of bases is what I have first hand knowledge of from direct observation and/or direct discussion with the devs. In short, that is:
(1) Going Rouge development is currently indeed taking precedence over base development.
(2) Multiple devs at HeroCon expressed a desire to work on bases in the future. A return of "base raiding awesomeness" was specifically mentioned by Positron as something they want to do (regardless of your take on PvP interest etc.).
(3) Our "red name" rep for bases is no longer a "red name" on the forum. Who knows what that means? I PM'ed Castle asking about this but did not receive a reply (oh well).
Other than that, yeah you are obviously right... we will indeed see what the future brings.
One man's terrorist is another man's freedom (or freem?) fighter; just as one man's exploit is another man's feature.
I just thought I'd mention this since nobody else did.
It seems likely that at some point in the future the Mission Architect will provide the ability to edit maps. In fact, I wouldn't be surprised at all to find this is the "next big thing" for MA.
At some point I think base editing will be tied into map editing, the two functions being so similar.
Then again, the devs rarely take the path that I consider logical, so who knows?
No, they just hate you.
There I said it.
"I accidently killed Synapse, do we need to restart the mission?" - The Oldest One on Lord Recluses Strike Force
That is a pretty serious allegation. Do you have any direct proof showing that Cryptic was actively attempting to kill CoH? NCSoft would probably sue the pants off of Jack/Cryptic if there was any such evidence.
|
Ontop of that jointly developing with a different 3rd party, an MMO in the exact same genre is certainly what I would consider an unethical business practice.
Cryptic then getting involved in the unethical recruitment attempts for CO, and an apology for that set of actions which was an apology not worth it own weight in electrons.
@Catwhoorg "Rule of Three - Finale" Arc# 1984
@Mr Falkland Islands"A Nation Goes Rogue" Arc# 2369 "Toasters and Pop Tarts" Arc#116617
It seems likely that at some point in the future the Mission Architect will provide the ability to edit maps. In fact, I wouldn't be surprised at all to find this is the "next big thing" for MA.
At some point I think base editing will be tied into map editing, the two functions being so similar. |
Point being, the current base editor ... and therefore the entire base environment "experience" ... is not exactly a great launching point for further evolution of how to build and use bases. In so many many many ways, Paragon Studios would be FAR better off to simply revamp the whole thing from scratch with (nearly) all new tech underlying everything for a far richer, feature filled, and more powerful editing suite capable of 3D design and editing from the get-go ... rather than as a side effect of what essentially amounts to hacks of errors/oversights in the original programming (which was intended to be 2D only!).
Which means that the best hope for upgrades to bases lies in aligning development resources for bases with development resources for AE environments ... which in aggregate sounds like a worthwhile "topic" of focus for an Issue release.
Don't get me wrong, i know they are busy with GR atm but no news of any base for future so far(or i cant find any). *joke like-voice* So i fear that the dev's hate base's more then villains.
When was something last added to the Base Editor, sure we had gotten a few Pre's and SG Mode Changes but i think the list of stuff missing/taken out is longer.
A Few Base Defense items on Wiki don't seem to show up or say how to get them in-game and i would like to have them for looks only(since Base PvP(Raids?) is Offline).
I'm not asking them to do some thing NOW but i would like to hear them say that they might make at least a mini-issue for Base's. Like adding water and maybe a bit of NPCs for each room(Doc for MedBay to Engineer, etc).
Sorry if this upsets anyone, I'm just seeking answers.
Going to miss the fun and nice people here at CoH. Feel free to add me on PS3/XBox360
PS3X360: OmniNogard
Currently playing: Mass Effect 3(PS3) Minecraft(X360) Skyrim(X360).