Homeless Heroes/Villains?


Agent White

 

Posted

Since I wasn´t allowed to spare you a new thread here it goes . There used to be a discussion about Appartments/Bases for individual Characters and I would like to reopen it, because this is THE ONE THING I am still really missing and I am sure that I am not alone here so I am looking forward to your ideas and oppinions


 

Posted

To get more specific here is what I would like to see or am missing:
I would like to have a appartment or house (something like that) that is like a individual base for the character (or who could picture Batman without a Batcave).
So I would picture it as a regular appartment for example with extra secret rooms where you hide your costumes, got your own computer-terminal and with due progress maybe a teleport-platform to your supergroup-base.
I think it would give the game an extra touch if you could like design your own appartment and it would be another perspective how to spend your influence/infamy if you don´t want to work on your powers anymore.
I could picture that also combined with the character-progress (for example until lvl 10 only a two-room appartment - lvl 20 max a 4 room appartment - lvl 30 a little house up to lvl 50 like a penthouse or let´s say a manor like the Waynes ).

About the question how to reach that I would like the idea that you use the base-teleport-spot (I mean who would want anybody to see where he/she lives) to get in front of your appartment/house where you could see the front (or in case of the appartment the door) which again would give a little bit space for individuality.
The appartment-creator wouldn´t have to be as complex as the base-creator but I do think the same platform could be used

I hope that this time the idea will find enough friends to bring it to live and am looking forward to it


 

Posted

As cool as it sounds, the base coding is such a cluster-F that doing anything to it would break the game entirely. I feel like they'd have to completely make something from scratch entirely. This'd take quite awhile.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

I have a question on this...why wouldn't a personal SG with personal SG base, not beable to cover this?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

For what it's worth the idea of "individual character housing" has been suggested dozens of times over the years pretty much since the beginning of the game. I've even offered several relatively workable concepts for this. I think there's a fair amount of support for the idea and even the Devs have kind of halfway admitted that it would be "nice to have".

Still I think it's obvious that it's something that has never really been given much priority and I suspect it may never become "important" enough to get much attention. The fact that SG bases (the closest existing feature to this player housing idea) have gotten very few significant improvement/updates over the years tells us this is not something the Devs seem very focused on despite our interest.

I will continue to hope that something might be done about this.
But I wouldn't be too surprised if nothing happens.

Quote:
Originally Posted by ShadowMoka View Post
As cool as it sounds, the base coding is such a cluster-F that doing anything to it would break the game entirely. I feel like they'd have to completely make something from scratch entirely. This'd take quite awhile.
Quote:
Originally Posted by BrandX View Post
I have a question on this...why wouldn't a personal SG with personal SG base, not beable to cover this?
These are also two classic reasons why individual player housing probably won't happen.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Oh the devs have always wanted to improve it, it's just they have to wipe the coding and delete every single SG base out there to make new improved bases. Otherwise we won't see anything new in bases.

Editing the existing code has only made bases attack players.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

i would love to have a apartment just for my toon that would be awesome to have a place to lay his head lol


Scrappers: (50) BS/SD,(50) Spines/INV, Controllers: (50) Fire/Kin (50) Fire/Storm, Tankers: (50) Stone/SS (50) Stone/DB (50)Stone/Elec (50) Ice/Stone (50) Fire/KM (50) Elec/SS +3, Blaster: (50) Ar/Devices, Brutes: (50) Claws/WP +2 (50) Elec/SD +3 (50) Claws/FA +1 (50) SS/WP/MU +3(50) SS/FA/Soul +3, (50) Elec/TW +2, (50) Warshade, (50) Plant/Dark Perma Dom+3

 

Posted

Quote:
Originally Posted by ShadowMoka View Post
Oh the devs have always wanted to improve it, it's just they have to wipe the coding and delete every single SG base out there to make new improved bases. Otherwise we won't see anything new in bases.

Editing the existing code has only made bases attack players.
There's yet another related issue that's holding them back: SG bases are entwined with the SG base raid PvP code that dubiously became one of the worst design failures this game has ever suffered. I suspect the Devs still hate the fact that all their hopes and efforts they hung on the SG base PVP concept, which was really the core of the CoV expansion, fell apart so spectacularly.

I suspect that even if it could be said that messing around with SG base code was an easy thing to do they probably would almost rather the whole thing just go away because it reminds them of their past mistakes. So not only would it be hard to do but I seriously don't think they have any motivation or intention to do anything that might reopen old wounds, at least metaphorically speaking.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Quote:
Originally Posted by hidbyflames View Post
i would love to have a apartment just for my toon that would be awesome to have a place to lay his head lol
I'd love to have this as well.
I'm just resigned to the realistic expectation that it'll never happen in this game.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Quote:
Originally Posted by BrandX View Post
I have a question on this...why wouldn't a personal SG with personal SG base, not beable to cover this?
It does cover it, but the devs have made it crystal clear that they will not make it any easier to create solo/personal SG/bases.

The OP seems to be suggesting a space that is only open to an individual character. There would be no inviting other characters to join in order to boost the development funds (prestige).


 

Posted

the base system neatly allows us to create 'personal' housing of whatever scale/scope we like.

If the suggestion is eliminating the need to recruit people to start up a SG so you can *have* a base, I could get behind that.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Lothic View Post
I'd love to have this as well.
I'm just resigned to the realistic expectation that it'll never happen in this game.
I gotta agree, it's a lovely idea. I know of a few Korean MMOs that allow this but they're much simpler than CoH.



http://www.virtueverse.net/wiki/Shadow_Mokadara

 

Posted

Quote:
Originally Posted by Forbin_Project View Post
It does cover it, but the devs have made it crystal clear that they will not make it any easier to create solo/personal SG/bases.

The OP seems to be suggesting a space that is only open to an individual character. There would be no inviting other characters to join in order to boost the development funds (prestige).
Can't you stop that, by just not inviting others to join the SG?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Well the other basic problem that the devs have reminded us of again and again is the game's limited resources. Supergroup bases take up a fair amount of resources on servers. 'Personal Housing' would only increase that load, on top of all the aforementioned problems.

Nothing really wrong with a solo SG base though. I've got more than a couple, it's pretty simple. Just start early, I mean most Inf comes from the market anyway, not drops, so that 50% inf penalty isn't that big of a deal once you get access to alignment merits or just get a 50. From there it just takes a while, but the most basic amenity you need, the Invention table, is available pretty early on for little cost.

Base teleporters are quite handy, but mostly just Heroside since Villainside is pretty tightly connected as it is, the only zones without ferries don't have beacons anyway. The only real exception being the new Dark Astoria, but the basic teleporter can cover that. Oh and pocket D access can be nice, though not so much since most trial forming moved to DA anyway. There's the RWZ too but that beacon is such a pain to get.

With E-mail I can't really imagine anyone is that desperate for all the different base storage available, except for the OCD types that gotta collect 'em all.

So beyond function you're left with nothing but vanity peripherals so.. no reason not to go nuts with those. I mean I dunno about you but I've got cots in -my- SGs.


 

Posted

Quote:
Originally Posted by BrandX View Post
Can't you stop that, by just not inviting others to join the SG?
The only way the devs could stop it is by changing SG membership so players couldn't invite more than one character on the same account into an SG.

That will not go over well at all.


 

Posted

Personally, I find the whole SG editor to be horribly designed, itself. It more resembles a level editor and comes with far too much micromanaging fine details to be of any use to anyone but dedicated "base builders." Yes, it's great when you want to make, say, a labyrinth in your base, or build a house out of desks inside a large room, but when all I really wanted to do was something as simple as a living room, the amount of effort I have to put into it is prohibitive.

When it came out, the SG editor was touted as he next great step after the character editor, giving people unprecedented new customization options. The problem is that the SG editor's pool of items has always been prohibitively small, and the sheer grunt work required has always been disheartening. If the actual costume editor were like the SG editor, we would not be able to pick a suit jacket, for instance, but would have to pick a basic coat, then manually position buttons on , manually paint pint stripes, pockets and collars, manually position our arms and the whole time make sure nothing is out of line, with no sort of tool to ensure symmetry. And it would be completely useless to me.

Personally, when speaking about base editing, I much prefer something like the base editor from UFO: Enemy Unknown, were we have a selection of pre-fabricated rooms, and the final base is less about picking the precise location of every little bolt on every giant wall and more about picking the general layout. Just like I don't pick the precise location and orientation of the buckles on Buckled Leather, I don't want to pick the precise location and orientation of every single light source in every single room, or have to arrange floor tiles one by one. Not everyone is a budding mod-maker, simply put.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Personally, I find the whole SG editor to be horribly designed, itself. It more resembles a level editor and comes with far too much micromanaging fine details to be of any use to anyone but dedicated "base builders." Yes, it's great when you want to make, say, a labyrinth in your base, or build a house out of desks inside a large room, but when all I really wanted to do was something as simple as a living room, the amount of effort I have to put into it is prohibitive.

When it came out, the SG editor was touted as he next great step after the character editor, giving people unprecedented new customization options. The problem is that the SG editor's pool of items has always been prohibitively small, and the sheer grunt work required has always been disheartening. If the actual costume editor were like the SG editor, we would not be able to pick a suit jacket, for instance, but would have to pick a basic coat, then manually position buttons on , manually paint pint stripes, pockets and collars, manually position our arms and the whole time make sure nothing is out of line, with no sort of tool to ensure symmetry. And it would be completely useless to me.

Personally, when speaking about base editing, I much prefer something like the base editor from UFO: Enemy Unknown, were we have a selection of pre-fabricated rooms, and the final base is less about picking the precise location of every little bolt on every giant wall and more about picking the general layout. Just like I don't pick the precise location and orientation of the buckles on Buckled Leather, I don't want to pick the precise location and orientation of every single light source in every single room, or have to arrange floor tiles one by one. Not everyone is a budding mod-maker, simply put.
I've always had the feeling that our "SG base editor" was really just a re-purposed mission instance editing tool used by the Devs that simply got "GUI-fied" to make it usable by players to some degree.

You have to remember that the original primary purpose of SG bases was to serve as player created spaces for PvP base raids. The idea that they could -also- be used as PvE content was almost secondary to their intended purpose. This is why the SG base editor, to this day, remains fairly limited and clumsy because they envisioned most people would just "throw something together" in 10-15 minutes and start PvPing.

Of course as we all know the PvP focus of SG bases never really worked out and unfortunately the editor has never been overhauled to better serve the PvE community. I continue to suspect that if SG bases had been solidly focued on the PvE community from the beginning then we really would have the ability to create meaningful individual character areas that didn't have rely on a system that was never geared toward that use. At best the "one-person SG base" workaround is a very poor substitute for something that could have been handled much, much better.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Personally, I find the whole SG editor to be horribly designed, itself. It more resembles a level editor and comes with far too much micromanaging fine details to be of any use to anyone but dedicated "base builders." Yes, it's great when you want to make, say, a labyrinth in your base, or build a house out of desks inside a large room, but when all I really wanted to do was something as simple as a living room, the amount of effort I have to put into it is prohibitive.
Genuinely confused by this, Sam- my experience has been just the opposite.
Cosmetic stuff (making a living room, say) seemed really easy, what was annoying & difficult was making things *work* (base storage, tp'ers, etc)

Making a room was just, pick a room, scroll around the menus for appropriate furnishings, plop them on the grid.

What particular issues have you had with the interface?


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Lothic View Post
I've always had the feeling that our "SG base editor" was really just a re-purposed mission instance editing tool used by the Devs that simply got "GUI-fied" to make it usable by players to some degree.
Considering how BADLY misaligned most of the original City zones are (yeah, I notice that a lot...), I wouldn't be surprised if the original mission designers used something like that editor, or something even more Byzantine. I get that it's designed for someone to either spend hours and days carefully assembling missions together or otherwise for a player to slap some turrets and an Item of Power anchor in a cube of a room and fight with other players over it, I just wish it were more user-friendly.

See, the trick about enabling artistically inept people such as myself to nevertheless create our own rudimentary works of art (costumes, say) is to create a system which can produce good-looking results without involving too much knowledge, ability or investment on the side of the player. The SG base editor can indeed create amazing stuff, but doing this just hurts.

Quote:
Originally Posted by Nethergoat View Post
Genuinely confused by this, Sam- my experience has been just the opposite.
Cosmetic stuff (making a living room, say) seemed really easy, what was annoying & difficult was making things *work* (base storage, tp'ers, etc)

Making a room was just, pick a room, scroll around the menus for appropriate furnishings, plop them on the grid.

What particular issues have you had with the interface?
Not so much the interface, aside from the fact that item categories are a mess. It's actually the mechanic of putting pieces into the room that's problematic for me, and mostly because it takes so god damn much work to pull off something even moderately complex. Here's an example of the last thing I tried to do.

My own Alexander Cromwell is a villain whose followers are blindly devoted to a cult of personality towards the guy. It makes perfect sense, therefore, for Alexander to have his own chapel. Simple enough, right? In theory, yes. In practice, not so much, not if I want the room to actually look impressive. I had the whole room dropped to the bottom, with a central podium on the far side raised twice and the room surrounded by a "stage" one level up. Then I had I believe five rows of seats, each row I believe five seats wide.

That's approximately a zillion seats, with a left one, a few "central" ones and a right one. I tried to calculate how many rows I wanted and how wide these would be, but I miscalculated and ended up having to move five rows of five seats slightly to the right, only to turn out that once I put in access stairs things got too cluttered, and now I had to shrink both rows to four seats and reposition them again. Then I noticed they were too crammed and spaced the five rows a bit, meaning I had to reposition them all AGAIN.

Columns were easy enough, but I wanted the whole room to be dark except for the podium and some low lights on the side. Turns out a lot of the "lights" in the editor don't actually cast a light, they're just decoration. When I did find the lights I wanted, then I had to figure out a way to space them out so it's not cluttered but also so it's not too dark. This took approximately an hour since I had no real way to judge when a light was aligned with the rest in the room, and I'd constantly notice lights out of alignment as I ran past them. I wanted to put lights on the walls, but I didn't find any wall lights that actually illuminated. I wanted to put lights on the columns but I couldn't do that. I wanted to put lights on the floor, but I couldn't do that.

Then I wanted sort of an "aisle" running between the benches, so I tried using those large floor tiles. Then I had to reposition all ten rows of four benches each because it turns out the large floor tiles snap to the floor grid and the way I'd positioned my benches, they crossed the grid lines and it looked like crap. Then I had to move all of the perimeter lights to make room for the benches, and then I had to align all of those all over again.

Then I realised I wanted the entrance to the room to be from the side opposite to the podium, like it is in a church, but I had already built the room facing North and there was no room for it North of my entrance chamber. At this point, I just said "**** it," left the base editor and I haven't gone back. And this is not the first time I've left with exactly this impression.

The thing is, the editor has a ridiculously small selection of items, and a lot of those items are ridiculously minor. I could put individual beakers on desks, last I checked, and people were using power cables to simulate refrigerator door handles if they could position them just right. Again, that's like trying to use revolvers to simulate buttons for your character's jacket by embedding them in his chest with just the rings on the barrels showing. Simple things are simple to do, but the moment I try to do anything even remotely more complex, and it just devolves into infinite busywork of fiddling the the smallest of individual components and losing sight of the forest for the trees.

In fact, it most reminds me of the programming I have to do for work. All I want to do is make a progress bar for a long process, but to do that I have to make a separate thread, I have to make a separate listener to listen to that thread, I have to parse its output, track its status, look for premature cancellation and it just spirals into a whole work day of fiddling with this stuff because I didn't exactly know how to do it right from the get-go.

Once I know what I want, I can put any costume at all together within the span of five minutes, sliders included. I used to do this for fun, in fact. Sure, I might spend hours agonising over costume creation, but that's figuring out what I want and what works best, not wrestling with the system in order to create it, only to realise that I need to change something seemingly simple, which requires me to tweak half the stuff I've already done. The base editor costs me HOURS just from when I settle on what I want to do to when I have a presentable prototype, and heaven help me if I miscalculated or if I change my mind...


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

ok, that all makes perfect sense- the menus are a mess, and doing anything on a fairly large scale gets annoying quick.

Someone oughta suggest they leverage the might of the new PARAGON MARKET to release a pack of 'apartment models' for the base creator- refrigerators, stoves, beds, curtained windows, all those little domestic touches.


The Nethergoat Archive: all my memories, all my characters, all my thoughts on CoH...eventually.

My City Was Gone

 

Posted

Quote:
Originally Posted by Nethergoat View Post
Someone oughta suggest they leverage the might of the new PARAGON MARKET to release a pack of 'apartment models' for the base creator- refrigerators, stoves, beds, curtained windows, all those little domestic touches.
One would think that things like this would be an obvious "no-brainer" for them to sell in the Paragon Market. Given how long the base-builders have gone without any significant base item updates I'd bet Paragon Studios could offer new base decoration packs for ridiculously high prices and still get a bunch of people to buy them.


Loth 50 Fire/Rad Controller [1392 Badges] [300 non-AE Souvenirs]
Ryver 50 Ele� Blaster [1392 Badges]
Silandra 50 Peacebringer [1138 Badges] [No Redside Badges]
--{=====> Virtue ♀

 

Posted

Quote:
Originally Posted by Nethergoat View Post
ok, that all makes perfect sense- the menus are a mess, and doing anything on a fairly large scale gets annoying quick.
Exactly. A complex room is like a house of cards - change one detail and you have to rearrange everything... And it's a serious pain in the ***.

Quote:
Originally Posted by Nethergoat View Post
Someone oughta suggest they leverage the might of the new PARAGON MARKET to release a pack of 'apartment models' for the base creator- refrigerators, stoves, beds, curtained windows, all those little domestic touches.
I agree completely. Usability notwithstanding, easily the base editor's biggest drawback is it just lacks much of any props to work with. And this isn't like MineCraft where you only need a few blocks to build structures out of, here we use actual props, and more of those would always be welcome. I don't mean just new "civilian" gear, either. Fridges and stoves and shower cubicles would be cool, but there's room in all directions. We could have, for instance, more "sewer" stuff than just a giant valve and... What else was there? Why not hanging catwalks or railings or sewer grates? Hell, why not more wall textures than all of five, half of which I don't even understand? Or why not more trees and plants?

Or how about water? I've seen people fake pools with slow field generators, but I'd like to see each room given a "water level" slider that can't go above the level of any of the room's connections. We have rudimentary swimming in he game like in Cimerora. It's not pretty, but it'll work.

---

Here's a completely off-the-wall idea, by the way - why not just go the Lego route? Instead of giving us large, cavernous rooms to fill with props, why not instead give us a set space for us to build our own buildings in out of cube blocks? Sure, maybe let us have props to add on top of those, but THIS would be far more likely to get me mess with the editor than what it is right now.

See, the Lego model benefits from two distinct advantages:

1. It's discrete, so I don't have to worry about which item is a quarter inch to the left of which one. It has a very rigid grid, and it's fairly easy to line things up with each other. Making non-messy structure is much easier.

2. It's not only still very versatile, but it's actually MUCH MORE versatile than having cube rooms to fill with props. It's also a lot more inspiring, at least to me, in the sense that I can plan things out as I look at what I'm making.

Sure, sure, a lot of the time I still end up drawing floor diagrams and it does take a lot of work to pull off big projects, but at least I don't have to wrestle with a badly awkward system to do it. I've heard the base editor was built on either "proprietary" or otherwise "garbage" code that no-one can really mess with unless they invest a lot of work in it. Personally, I feel it could be done a LOT better, a LOT more user-friendly and a LOT more open-ended if it were started from scratch.


Quote:
Originally Posted by Arcanaville View Post
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.

 

Posted

the idea with the domestic furniture would be the least but I also do miss (as I believe I mentioned somewhere else) the idea of realistic windows and real doors (and not the improvised version with some glass pieces). So if that would be included I also would settle for the base itself as a compromise but then again it is nearly impossible to pay for the size which is necessary to give a supergroup a private spot next to the standard base design. I mean let´s say you have 10 members - everyone wants their on appartment in the base - that thing really has to be huge!

And since I believed that not to be realistic I reanimated the idea of the appartment for each character (that also could be connected to the character itself). I mean they offer everyone 8 or 10 ( I am not so sure right now) costume-spaces and get real nobody really needs that much. So if they need to limit the filesize for each character they also could reduce that number (or if they want give people the choice between switching between 10 costumes OR have their own appartment).

Or they could take it as another bonus to pull people into the VIP-Group. So if you pay you got it if not you don´t.
Or you also could do it like with all the other bonus-packs (like mentioned) - you pay the bonus-pack appartment. And I would have not a problem paying for that pack (not just with Paragon Points but with real money).
Than they would limit the space because not everybody would use it but who got it would have another motivation to stay .

Oh and about the neat possiblities the base creator offers; well I don´t know what others see as neat but I do not know anybody who lives in a room which is 15 feet high without windows or doors


 

Posted

Quote:
Originally Posted by Savitar_EU View Post

... And I would have not a problem paying for that pack ...

I do not know anybody who lives in a room which is 15 feet high without windows or doors
I would have a problem with paying for it even with PP, free okay else not really wanted.

U should really use the forum search more and go through threads with bases builds, u maybe will ge inspired and see what is possible, it seems more a lack of creativity on ur side.


 

Posted

Well MasterofCeremony I basically posted my opinion to give a solution, you do not have to like it but about the question of creativity I have to say either I haven´t checked the game enough in the last 4 years or you haven´t read my comments right (what I believe) because I do use the base to do as much as possible for that but I am by far not satisfied with it. Or of course you are very easy to be satisfied. I - for my part haven´t found anything to regulate the size of the rooms to have a regular apartment-feeling, I have not found anything which really works as a door or a window (and I am not talking about those "paintings" or those glass-walls - because they are nothing near the possibilites of that game if you look at those unneccesary things nobody needs like shadings to give an example) and if the base is in fact to be used than I want to put real walls into that room, real doors and something which has more of a look of a window.

By the way I also haven´t found a way somebody can have his own base (as an apartment) and be member in a team the same time