Like eveything else in this game, base editing and design are not being used in the way the devs intended it but at least folks are still managing to have fun with a system that hasn't been updated in years. Give them a little credit for trying to keep things interesting at least. |
6 Reasons Why Prestige Rate MUST Be Improved by Going Rogue
and where, if you don't mind me asking, was there a rule book on how the dev's wanted bases to be used? and the system was just updated in i13. not years ago.
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People had been wanting bases for secret lairs, super-headquarters, and the like. It seems devs wanted that, but wanted them also to serve as possible PvP maps. When people decided they'd never want them as PvP maps but only as decorative headquarters, they bugged the devs. The devs eventually relented, removing the pathing restrictions, and allowed for more stacking and customizability.
Rubberlad turns out the lights: Its not just the cost of objects; its the cost of upgrading base plots just to squeeze in more rooms to work with. Having energy, control and defense items mean little without base raiding turned on (and most folks outside of the PvP community don't care about base raids). |
Dec out.
Originally Posted by Liz Bathory
Bases like this must be earned.. by hard work and playing. Prestige on an active sg is almost limitless.
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This is true. However, the Inf:Prestige conversion is so bad that I doubt anybody does it more than once or twice. That conversion rate needs to be revisited. Make the rate better (without being something like 2:! or 3:1, since we *do* want it to be an INF sink, but without it being the current 500:1) and people will use it.
Actually we talked about doing just that and the majority decided against it. One base doesn't allow 10 to 20 people the opportunity to try their hand at base building. Too many cooks in the kitchen, etc. At the same point everyone wants to try their hand at designing a large base because they can - and its fun. So that's what we did - we split up the dormant bases we'd built over the years on 4 different servers and told folks to go crazy with their creativity.
As for having extra prestige you never use, just because you don't know how to use 5 million prestige for base design doesn't mean others don't know to either. These pics can attest to limitless imagination if folks are given the resources to do it. You see a sinkhole; I see art. |
Loose --> not tight.
Lose --> Did not win, misplace, cannot find, subtract.
One extra 'o' makes a big difference.
I just wish we could get base editing like that via easy to use tools. Not weird stacking.. techniques.
And those look awesome btw. Brilliant, especially the entrance!
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The Queen's Menagerie
I'd just like to see the Inf-Prestige rate changed. I understand that destroying Inf is the main purpose, but the reward is so small. Maybe make the amount of prestige earned half of what the current reward ratio is. If someone makes 100 prestige per 1000 influence earned (from defeats/mission completes and such) then make it so if we willing destroy 1000 influence, we get 50 prestige. (Those numbers are hypothetical; I don't know, though someone probably did the math, what the actual infrestige ratio is. Just a thought.)
I have 1 account and a solo SG on Freedom. Not all of my alts are in this SG, some of them are in RO SGs, which makes it difficult for me to earn prestige for my solo group. I can't afford to buy more character slots, so I have 12 +1 (from vet rewards) to work with, and about half of those are villains. My base is struggling along, and I'd like to burn some influence for prestige to get my base into decent shape, but I don't have much influence to spare and the amount of prestige I'd get just isn't worth it to me. I'm sure there are other casual/new players that are in the same shoes as I am.
Yea one possible issue of base editing in a large, active SG is that several may want to try their hands at it. One possibility is to divide up areas for folks to mess around with but that may not satisfy everyone because a lot of times, it doesn't allow everyone to mess around with all the possible objects.
Another possibility is to simply have friends put at least 1 alt in the SGs and work possibly designate a night to run stuff with and earn prestige for each base to be fair.
But honestly, I agree with the folks who mentioned that prestige must be earned which means a combination of playing and/or recruiting new, active sg members to increase prestige earning power.
Agreed on the re-visiting the ratio of purchasing prestige via inf. That is one quick fix way to help get more prestige if you have some influence to use.
And yep, I'm going to go out on a limb and say the first screenie shows one kicking sg entrance!
The Mentor Project - Because we were all new to the game at one time...
http://boards.cityofheroes.com/showthread.php?t=212083
True but only after 5 years of playing...
Keep in mind, I'm not asking for anything to be done with base building per se. I'm just saying make it easier to earn prestige or buy prestige in exchange for inf. The ratio of inf to prestige right now is TERRIBLE. That should be an quick and easy fix. |
More prestige will always be nice but cool creations are well within the reach of solo SG's. I have several with about 2 million prestige in each.
The base section has a couple threads that advise players how to get a fully functional base solo for the 300k you get from inviting all your alts to the same SG. That leaves everything else earned free to go to base customization.
It only cost me at most 400,00 prestige to build an entire Castle. The Great Room it was built in cost 425,000 so my total cost was 825,500.
Outside
Dungeon
Main level
Height restrictions prevented me from building more floors.
I really like the entrance.
I agree they should up the rate. But not by too much because then there would be no challenge.
Please fix the Influence/Infamy to Prestige conversion.
As of now the current conversion is:
$10,000,000 = 20,000 Prestige.
1 cabinet costs 100 prestige.
1 Plant costs 100 prestige.
1 Fluorescent Light costs 500 prestige.
Walmart is cheaper....
Many base builders consider base building end content and fun. Not all base builders want to make it on the top 100 SG/VG list, we just want to decorate and express creativity. Please have some respect :P
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Please fix the Influence/Infamy to Prestige conversion.
As of now the current conversion is: $10,000,000 = 20,000 Prestige. |
That's because it's an influence sink. We need more of them in the game. Also since it's so easy to make tens and hundreds of millions of influence/infamy it's very unlikely the devs will suddenly decide to change it.
They did mention changing it or at least looking into it though... *cross fingers*
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Put me in the category that feels they should revisit the conversion rate.
The wrinkle that has been pointed out but continually gets glossed over
is: For all practical intents and purposes, nobody converts Inf -> Prestige -
it's simply not worthwhile.
There are NO guides in the base section that advocate doing that conversion.
In fact, they all say DON'T do that.
Until Fulmens, a wealthy (and all too altruistic imho ) marketeer started
offering to match prestige for folks willing to convert, there weren't any
forum posts that advocated converting inf to prestige either...
So, IF it IS intended as an influence sink, how effective is it if that doesn't
actually happen???
Make it appealing (while still expensive, say 100-1 ?) and we'll actually see the
conversion (and corresponding inf sink) start occurring.
Also, to put it in perspective (at least *my* perspective), here's what the
prices listed in Antoinette's post (and some I added) work out to...
Item Prestige Influence -------------------------------------------- Cabinet 100 50,000 Plant 100 50,000 Fluorescent Light 500 250,000 Desk (for stacking) 100 50,000 Fire Extinguisher 100 50,000 Corkboard 100 50,000 Medium SG Banner 1000 500,000 Large SG Banner 5000 2,500,000
a large group, and never will but, because we always run in SG mode, we
have a decently equipped base with storage, med bay, a couple tp's...
I listed a mere 8 items in that table. If I look at the cost via conversion,
at the current rate, that's 3.5 Million inf for just those 8 pieces. That's not
Walmart pricing, that's more than the most expensive furniture boutique
you've ever heard of pricing.
I'd love to dabble with some decorative design, but seriously, I can fund my
next alt at least into the L20's (or better) for that kind of cash.
Simply put, there's no sane way to justify that in a small SG.
Maybe that's the way the devs want it, but I can guarantee that I, for one,
am *never* using the conversion at those rates and prices.
I bet, I'm not alone in that thinking...
Now, at a 100-1 rate? That's 700K which is still pretty expensive, but it
starts to look much more appealing... <shrug> YMMV.
Regards,
4
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Also, to put it in perspective (at least *my* perspective), here's what the
prices listed in Antoinette's post (and some I added) work out to... Code:
Item Prestige Influence -------------------------------------------- Cabinet 100 50,000 Plant 100 50,000 Fluorescent Light 500 250,000 Desk (for stacking) 100 50,000 Fire Extinguisher 100 50,000 Corkboard 100 50,000 Medium SG Banner 1000 500,000 Large SG Banner 5000 2,500,000 a large group, and never will but, because we always run in SG mode, we have a decently equipped base with storage, med bay, a couple tp's... I listed a mere 8 items in that table. If I look at the cost via conversion, at the current rate, that's 3.5 Million inf for just those 8 pieces. That's not Walmart pricing, that's more than the most expensive furniture boutique you've ever heard of pricing. |
It seems to me that you are saying that we can get a lot more for our influence if we converted it to prestige than spending it on one of those purple pvp IO's on sale at the market.
Put me in the category that feels they should revisit the conversion rate.
The wrinkle that has been pointed out but continually gets glossed over is: For all practical intents and purposes, nobody converts Inf -> Prestige - it's simply not worthwhile. |
Now? That rate isn't attractive at all. Does it destroy INF? Sure - if anyone bothers to use it. If essentially nobody does, then it's not an effective INF sink.
We could use an overall base issue -
- New editor
- New base "stuff to do"
- New base items
- New layouts (yes, I know, we have a rectangular floor plan - why restrict it to that?)
- Larger transporters
- More flexible rooms
- More steps between "combo generator" and "big generator/control"
Make the rate one attractive enough to use and it'll be a far more effective sink.
What's really sad is when I look at those pictures and I realize how beautiful and creative but ultimately pointless bases are. They are essentially storage areas and teleporters and that's about it. With the rendering of SG computers worthless, raids non-existent, IoP a pipe dream then all the massive potential bases were suppose to be is just wasted programming time. I mean is your friend incredibly creative and has a awesome eye for architecture? Absolutely hands down and told him I said so. But in the end it's all just eye candy and nothing more since the practical applications have all been rendered moot. It's too bad the devs don't have a passion for bases as much as your friend.
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I'd like to see prices slashed for everything except the items that are actually usable. I was completely turned off on SGs a long time ago because in all these large and prestige heavy groups most members were nothing more than prestige generators.
Not to mention that being a member of a 100+ person supergroup was jarringly immersion breaking.
I don't want to see it made easier to store salvage (it's already too cheap in my opinion), enhancements, or create teleporters, but, the rest should be well within possibility of even a 4 person SG to achieve, not something they are looking years down the road to earn.
and maybe it would cut down on the number of SGs that are recruiting just to have prestige machines.
@Doctor Gemini
Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.
I am not against adjusting the rate at which Prestige is earned.
I am against adjusting the Inf to Prestige rate to a point that would make it "too efficient."
At a certain Inf to Prestige Rate it becomes more efficient to earn Prestige by playing outside of Supergroup mode. I consider this rate "too efficient", I consider that "bad", and I am against adjusting the rate to such a point.
You have defeated Operation Engineer
You gain 6,396 infamy.
You have defeated Operation Engineer
You gain 3,198 infamy.
Repeat Offenders Legion gains 16 prestige.
From this one example Inf converts to Prestige at ~200 Inf to 1 Prestige. (3,198 Inf / 16 Prestige = 199.875). If the Inf to Prestige conversion rate was 100 to one then it would be more efficient for me to play outside of Supergroup mode to earn Prestige. If the rate was 100 to 1 I would earn the standard 16 Prestige and 3,198 Inf for defeating Operation Engineer inside SG mode. If the rate was 100 to 1 I would earn 6,396 Inf outside SG mode. I could convert half that Inf to prestige and gain 31 Prestige. Thus, I could have more Prestige and the same amount of Inf playing outside of SG mode. I consider that "bad" and something that should be avoided.
I am not against adjusting the rate at which Prestige is earned. If the Devs wish players to earn Prestige more easily then they should adjust the Prestige drop rates and/or keep the rates at some value higher than 250:1. Perhaps an Operations Engineer would grant 31 Prestige instead of 16... or 50... or 100. I have nothing against any of those examples. Other enemies, obviously, could be adjusted in a similar manner. If the drop rate in Prestige is changed the balance point for the conversion rate would change as well.
Everything in the quote box has to do with Inflation and thus is best suited for its own thread and not discussed here. If you wish to discuss such a topic I suggest starting one and copying the information below. Feel free to claim it as your own, alter it, change it, etc.
1. The market fee is a significant Inf sink. 2. Prices stabilize around a balance point where inf created is roughly equivalent to inf destroyed. 3. This stabilization point often shifts upwards due to:
In general, purple prices have plummeted drastically. Prices for salvage have stayed mostly the same. Pool C prices, in general, have risen slightly. However, there are many examples of significant drops and significant increases in prices. I recorded roughly 100 purple recipe sales redside on July 9th at midnight. The sales totalled 11,115,000,000. One point one (1.1) billion Inf was removed from the game, redside, from purple recipes alone yesterday. Bionic_Flea's LGTF today, to use as an example, produced him 7M Inf in 2 hours. Purple recipes alone, redside, today, destroyed the equivalent of a little more than the Inf earned by 300 players doing what Bionic_Flea just did. Players, likely, do not have the data collection capabilities to calculate how much players earn and how much they destroy. However, players do KNOW that there is a balance point where Inf destroyed is roughly equivalent to Inf created. In other words: prices cannot rise above a certain point because players cannot afford those prices. In yet other words: the same volume of luck charms cannot be sold today at a price of 200,000,000 Inf because players can't make that much Inf. Some prices are out of reach of players. If such a scenario did exist more Inf would be destroyed than created. Prices generally rise mostly because the Devs keep creating systems that allow players to produce more Inf than they did before. The point of balance keeps being shift. If such systems were not created (which none have been for the past several months) prices remain relatively stable. An example of relative stability is the past 3 months for Pool A, B, C recipes, enhancements and invention salvage. Will the Incarnate System and Going Rogue allow players to produce more Inf than before? If yes then prices will rise. If the Devs wish to reduce the amount of Inf in the system then they should reduce the amount of Inf being created. The amount of Inf earned by level 50s for defeating the same foes (defeating 100 standard even con minions) is more than double the Inf level 49s earn. Perhaps the picture above should look more like a gentle slope than a soaring skyscraper. |
It seems to me that you are saying that we can get a lot more for our influence if we converted it to prestige than spending it on one of those purple pvp IO's on sale at the market.
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I'm saying that I can fully fund a character 1/2 way (or better) to L50 for that price
OR ... I could put up EIGHT decorations in my base that I'd look at 3 or 4
times (maybe) a gaming session.
Sorry... Practical value for funds is a Slam Dunk in this case (for me).
On top of that,
If I spend that 3.5 Million on WW/BM, 350K is "burned", in exchange for
practical, useful "value" for a toon that interests me (I'm leveling it afterall).
At 3.5M in the base (which I don't/won't do ... ZERO is burned) - Nice try, NoGoalov...
At 100:1, I might decorate... If I do, 700K is burned... 2X as effective as
any option I've listed (assuming of course, that INF BURN is the "goal" - which I'd
debate, but that's another thread entirely).
Sorry - we're diametrically opposed on this issue, Forbin - no offense intended.
Regards,
4
PS> @Smurphy - I'm not adverse to "balance" in two areas... Allow newbies to effectively contribute to
base efforts comparably to vets, and encourage SG mode. How that is achieved is obviously negotiable
through some blend of Prestige earning rate and Prestige conversion rate... 100:1 could be too generous
given current earning rate - possibly... What IS definitely true is that 500:1 is too far the other way - No
"value" reason to ever convert inf to prestige. That's just as problematic imho.
I've been rich, and I've been poor. Rich is definitely better.
Light is faster than sound - that's why some people look smart until they speak.
For every seller who leaves the market dirty stinkin' rich,
there's a buyer who leaves the market dirty stinkin' IOed. - Obitus.
Sorry - we're diametrically opposed on this issue, Forbin - no offense intended.
Regards, 4 |
Now I certainly wouldn't object if Smurphy "accidentally" emailed me 20 billion. cuz it sure would be a nice prestige boost for my bases.
It's bases like these that only serve to convince me that the base editor is completely broken as an aspect of a game. Those rooms are beautiful. They're gorgeous. But I know what kind of effort and fidgeting is required to pull this off, and at this point I may as well just fire up 3DS Max and go to town. The editor is hideously complicated, badly uncomfortable and requires so much honest-to-God WORK to put out anything decent it's just not worth the bother.
Years ago, they tried to sell us the base editor as the next step after the costume editor. This has NEVER been the case. I spent a good work day working on just one single room, and while it looked good at the end, that's still one room, done in, what... 3-4 hours? Probably more. I don't spend 3-4 hours working on my gloves, because I don't HAVE to. Even when I've no idea what I want, I can still put together an entire costume in half an hour to an hour. Less if I can get my mother (yes, seriously) to help out.
The bases people produce are always really cool, but that kind of effort is just unworkable, and not because of prestige costs, but because of man-hour costs. Yes, people with a lot of skill, a lot of imagination and A LOT OF TIME ON THEIR HANDS can put together AMAZING things. But the rest of us ten-thumbed knuckle-draggers are basically locked out of the system, because it REQUIRES all of that stuff. Even Spore, a game that's basically ABOUT making things out of smaller things, doesn't have that kind of effort and skill requirements to work it. I can knock together a space ship or a three-legged monster or an impossible building in 15 minutes in Spore without having to spend a day refining every minute detail.
If anything ever happens to bases, I hope they introduce a modification to the editor that makes it easier to use for simpler people like me, or outright go into a compound editor that works like an RTS. In fact, you know what? I was just playing UFO Extraterrestrials, the X-Com knockoff of the 2000s, when aliens raided my base. I went about retaking it when I suddenly realised that... Hold the phone! I know this place! And then I remembered that, duh, I built this place! As in the original Enemy Unknown, bases here are built in large chunks of square facilities, but the actual arrangement of the facilities is still as I put it down. That's about enough customization for me, and I sincerely hope we get something simpler if bases are ever overhauled.
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.
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