I24, QoL and Bases?


Aggelakis

 

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With all these new and exciting changes in store for us in the future i was wondering if anyone has heard about any QoL changes or perhaps something for bases, like new decor maybe. (Or SG Base name changing HA!)


 

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Nothing announced for I24, and I wouldn't count on anything for the foreseeable (and unforseeable) future. The code for bases is a tangled mess and poorly documented, any time the devs have tried to make changes to it or add things it breaks it entirely.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by Athena Six View Post
With all these new and exciting changes in store for us in the future i was wondering if anyone has heard about any QoL changes or perhaps something for bases, like new decor maybe. (Or SG Base name changing HA!)
As far as QoL goes, I'd be ecstatic if they could just fix the bug that blanks out your Nav window when you zone. It's been doing this now for years.


 

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Quote:
Originally Posted by DarkGob View Post
Nothing announced for I24, and I wouldn't count on anything for the foreseeable (and unforseeable) future. The code for bases is a tangled mess and poorly documented, any time the devs have tried to make changes to it or add things it breaks it entirely.

Oh yeah for sure! No I did not mean anything huge the name change was a joke . I was remembering In I22 we got the hacked teleporters, So new things are not entirely impossible.


 

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Quote:
Originally Posted by Athena Six View Post
Oh yeah for sure! No I did not mean anything huge the name change was a joke . I was remembering In I22 we got the hacked teleporters, So new things are not entirely impossible.
My theory for the Hacked Teleporters is that the devs actually had to hack together code in order to make them work, hence the name.

Impossible, no, but sadly quite improbable.


"You don't lose levels. You don't have equipment to wear out, repair, or lose, or that anyone can steal from you. About the only thing lighter than debt they could do is have an NPC walk by, point and laugh before you can go to the hospital or base." -Memphis_Bill
We will honor the past, and fight to the last, it will be a good way to die...

 

Posted

Quote:
Originally Posted by Athena Six View Post
i was wondering if anyone has heard about any QoL changes
There is a QoL update for the game UI. There will now be a slider allowing you to increase the size of your mouse cursor up to 2x the legacy (ie. unchanged since the game was played at 640x480 resolution) size.


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No Return of the Big Blue Hand?


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Originally Posted by Redlynne View Post
(ie. unchanged since the game was played at 640x480 resolution) size.
Maybe YOU played it at that resolution, but I haven't seen 640 since mid-90s.


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Originally Posted by Dispari View Post
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Originally Posted by Aggelakis View Post
Maybe YOU played it at that resolution, but I haven't seen 640 since mid-90s.
Yes I did (originally) play at that resolution ... as you can see here. Even told Positron about this screenshot at the last Player Summit, as an example of how back in Issue 2 the 5th Column seemed like they were "9 feet tall" (Redlynne is 5 ft nothing!).

Back during Issue 2, I didn't even have my own computer to play on and was using the computers at the university to play ... meaning every day/time I wanted to go play City of Heroes, I had to bring in my install discs, install on a university computer and *patch* ... and about an hour later, I could start playing CoH. Eventually, a friend took pity on me and gave me the use of a windows shuttle box computer he had no more use for so I was able to start playing CoH at home.

/em looks at 640x480 screenshot

Man those boots were ugly back in the day. I'm so glad that Issue 4 brought us Tight Pants and Sneakers!

And amazingly enough, I've still got the "basic idea" of that costume as my #1 costume slot, even today. Nice to know that it has withstood the test of time as a costume design (in part because it was pretty simple).


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To be fair, by scale, some/most of the 5th ARE 9' tall.


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Posted

Quote:
Originally Posted by Redlynne View Post
There is a QoL update for the game UI. There will now be a slider allowing you to increase the size of your mouse cursor up to 2x the legacy (ie. unchanged since the game was played at 640x480 resolution) size.
Huh.. this is actually pretty darn cool too , Must be the Devs like some of us are finding it hard to keep up with the cursor in our older years :P


 

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Quote:
Originally Posted by Rajani Isa View Post
To be fair, by scale, some/most of the 5th ARE 9' tall.
I talked to Positron about this at the last player summit. You know the look that people get when they're about to tell you a dirty, horrible secret that no one seems to know about and it's shameful to talk about it? That's the look Positron got on his face when I brought this up.

Apparently ... "back in the day" ... the Dev responsible for the 5th Column did something that gave them a RANDOM height, which would be anywhere from 6-10 ft tall. Apparently they got that all cleaned up in Issue 3 with the Council taking over the models and everything. Still, it made for funny looking mis-matchups when dealing with shorter PCs.

Quote:
Originally Posted by Athena Six View Post
Huh.. this is actually pretty darn cool too , Must be the Devs like some of us are finding it hard to keep up with the cursor in our older years :P
Actually, this (the cursor slider) got done because I personally appealed to Neon Walker (Head "in a jar" of Engineering) and another Programmer Dev (who doesn't have a red name, but is great to talk to) and explained how playing the game at over 2500x1600 resolution makes the mouse cursor "vanish" on screen ... so could something be done to scale up the mouse cursor in game? Both of them gave me "I hate you" looks for having a 27" flat screen monitor on my iMac capable of playing at that resolution ... but then admitted that doing something like this for a UI element such as the mouse cursor would be "very easy" (always good!) and really hadn't been something on ANYBODY'S radar as something to put into the "need to do" pile. They just simply hadn't encountered the problem themselves ... but once it was explained, it not only became obvious but the solution the problem was also obvious. So as you can imagine, I'm very pleased with them for getting this QoL update into the game so "quickly" (from a Development Cycle standpoint).


It's the end. But the moment has been prepared for ...

 

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For what its worth, when bases come up in discussion during the community live streams, the answer seems to have gone from a "not on the radar" responce saying that its a tangled mess comment that we used to get to a "we can't answer that" response. Could be a good indicator of something being in the pipeline for issue 25 or 26 (or more)


 

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yeah when specifically asked about base storage increase yesterday it was: Cannot answer that. So either yay something is happening, or just absolutely nothing -- but isn't that always the case haha.



Issue 24 PPM Calculator // The Great Makeover: The Vindicators

 

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Well, at the last two Player Summits I've "cornered" Dark Watcher (programming guy) and a couple other programmers to talk about moving beyond the legacy base editor we've had since Issue 6 ... simply because it's so dramatically unsupportable by now (and will be forever more, apparently). The legacy base editor is a Developmental Dead End and needs to be replaced. The hard part is coming up with enough Multi-Functionality for such an effort to justify the expense it would require to engage in.

I essentially made the point to Dark Watcher (and any other Devs commiserating with him) that a "clean sheet of paper" approach to Base Editing would allow them to create tools that are applicable not only to Super Groups but also Architect Entertainment and (if done right) improve on the toolset used to create Instanced Mission Maps, potentially reducing the workload on Environment and Map teams and enabling new tips and techniques for world building that could be expanded on better than what we've got to work with. It would (of course) be an utterly massive undertaking ... but the payoff would be realized in multiple parts of the game, and Players wouldn't be the only ones to benefit, since the Devs would too!

Likewise, I take the "we can't talk about that" response about Bases to be a positive development that is very much preferable to "we aren't doing anything in that area" we've heard for a long time now.


It's the end. But the moment has been prepared for ...