-
Posts
538 -
Joined
-
-
Remember your first visit to the Sewers?
Remember trying to make it safely across the Hollows?
Remember the joy of getting your first travel power?
Remember falling into those terrible crevasses in Faultline?
Remember when Enhancements would infinitely stack?
Remember when there was no Aggro cap? -
Quote:If I were to offer my two cents, I think that the game designers looked at other MMOs and tried to break up the segregation that takes place when you have just a normal zone/level kind of setup.I never understood why they put high level content in AP like RV and RWZ Entrances. Not like any of the lowbies can use those places.
I think their goal was to prevent Atlas from just being filled with low-level people -- to make it more of a bustling hub of activity, with all levels, both high and low, coming and going, doing business at City Hall, meeting people, etc. In that, it succeeded admirably. You can always find all levels of people passing through Atlas or even just hanging out.
You can't say the same of other Zones, like, say, the Hollows, or Perez Park. Many zones like Skyway and Kings Row only get passed through by higher level toons a lot of times because they are en route to Warburg or Bloody Bay, or are wrapping up the final mission in a Task Force, like the Clockwork King. Even high-level zones like Peregrine Island are the same as the Hollows. People don't go there to do anything but pursue content.
-- Vivian -
There's an AE in lots of zones, but the AE Babies are almost all only found in Atlas Park. The concept of travelling via strange and unknown means to another zone, only there to find an empty AE Building, with no one wanting to team with them, unable to join missions being run by their fellow AE Baby Friends who are still in Atlas... I'm sure they would all be very puzzled indeed as to why anyone would want to do that.
"Leave Atlas?Why?" lol
-
-
Come and bring your very best outfits!
The SAVE and LOAD feature in the Mission Architect and Tailor makes it easy to copy your most awesome Redside outfits right onto a brand new Level 1 Blueside Hero!
I hope to see you all there! It's going to be awesome!
-- Vivian
PS: It may be a good idea to arrive a little early and thus not risk getting locked out of Kings Row in the event the Server maxes out and spawns another instance of Kings Row. With over three and a half billion influence in prizes, turnout for both the Costume Contest and the follow-on PVP events is expected to be big. -
-
Oh, dear.
It's a pity I never found that out, as there were a lot of doorways I would have liked to double or triple to increase Base Defense Weapon arcs-of-fire.
-
There are few things indeed more saddening than to hear of others who are also unable to hear the call of the Sandman, for when the moon rises high overhead and innocent children sleep soundly in their beds, we few afflicted stagger on, driven by the chill emptiness inside us, seeking solace or at least distraction here as an alternative to the endless, fruitless tossing and turning in bed, wondering why although our bodies are exhausted, our minds continue to race about their endless circular track of mortal concerns?
The worst part of it all, truthfully, is that as the hours slip by, we accomplish nothing productive, since we are indeed weary, and when at long last our minds finally catch up to our bodies and we are ready to slip into a fitful slumber, there is but an hour or so left before we need to leave for work.
And thus, we shower and gulp various caffienated beverages in an attempt to restore some life into our worn-out carcasses and, burning reserves that would have best been left untapped for our health, shamble off to another day at work, where we will sit bleary and hollow-eyed, staring at our screens, gulping more and more caffeine just to stay awake, now fighting off what we had so eagerly sought the night before, a blue study in miserable opposites, just waiting for the aches and pains of the day to finally end so that we can get back home and try once more to sleep.
To sleep, perchance to dream... -
Also the Forum Rules state that you are not permitted to disclose communications between the Forum Administrators and yourself.
Be careful, we wouldn't want you ending up like poor Statesman_NA.
-
Well, I feel a little better about having missed it.
Although I did forget about the exploit entirely, which is pretty funny in retrospect, since I remember it so clearly now.
Once I found out that having multiple doors "locked" the base, rendering you unable to move or add rooms, I lost interest in it, as we were doing Base Raids and constantly changing our base room layout / optimizing our tactics. I'd never even thought about it since then. -
-
Post some pics of your final results!
I'm sure we'd all like to see them!
-
One different way to create a very water-like effect that I've found is to apply a slow field over the "Dingy" floor surface. This will create an almost chrome-like surface that you can actually see reflections in.
Using the "Dingy 2" floor surface accomplishes the same effect, but with slight ripples in it... useful for "moving water" surfaces.
None of the other floor surfaces act like this. -
Quote:Were you able to create multiple doors up until Issue 13 with the room rotate technique?Specifically, it was fixed in i13 when the raid pathing was ... changed (can't say fixed, really).
I thought that editor bug had been "fixed" a long time ago because some people were breaking their bases using it.
In fact, it had been so long I'd forgotten it was even possible back then.
Doubly silly of me to forget since I'd even experimented with it. -
Ah! Now that you mention it, I do remember way back in the day there was a bug that let you do that, if you rotated a room around a few times so that the editor lost track of which way it was pointing and you could create side-by-side doors. The problem was that if you used that technique you wound up locking your base, and couldn't add or move any more rooms. They fixed that quite some time ago, you're right.
I had completely and utterly forgotten about it. But that must be it, you must be right, Astra. They must have built that room long ago, and never moved the room or added to / changed the base structure since then, but instead just decorated the existing rooms.
Mystery solved?Only the Architect of that base could really say for sure!
-
Sorry for the delay in responding, I was leaving work. After getting home, I got into the Base Editor and experimented.
1. Attempting to open a doorway beside another doorway closes the existing doorway and opens a new one at your selected location.
2. Creating 2 doorways 1 hex apart and then creating 1 in the middle closes the 2 existing doorways and opens a new one at your selected location.
So, having satisfied myself that it's probably not actually 3 doorways in a row (unless there is a secret technique to create side-by-side doorways), I took a longer look at the image, trying to discern what floor texture that was, if it was an overlay, like Linoleum Tile, or maybe even just lots of side-by-side Mossy Blocks half-floated through a raised floor. But I just couldn't make it out in the photo.
So, in the end, unable to puzzle it out, I can't be of any help in answering your question.
And since no one else has stepped forward with the answer, your best bet really is to ask your Base Architect how they accomplished the effect, and then post it here in this thread for everyone who's now quite curious about it -- like me!
There may indeed be a secret technique for creating side-by-side doorways -- who knows? Let's find out!
-- Vivian -
Quote:Well, at first glance it would seem to be a Great Room that has been partitioned off with inner walls, leaving those gaps.please explain this http://img198.imageshack.us/img198/9...0824202342.jpg
Have you tried asking your SuperGroup's Base Architect how it was done? -
By all means, feel free -- I'll certainly look at it.
I've been using the Base Editor for several years now, and am very sure that dividing a single larger room into two parts using the method described above is the only way to create a three-doorway-wide gap such as you describe. -
Doors cannot be built next to each other. They require a minimum 1-hex separation.
What you may have seen could be a larger single room that had wall sections built in from the edges (you can make solid square floor-to-ceiling "columns", which, in a line, form 1-hex-thick walls), leaving three spaces open between the two "walls".
This would create what would appear to be two separate rooms, with a three-space-wide doorway between them. -
Yes, Slow Fields do have a watery effect on the floor that's on all the time.
I was thinking of Repulsion Fields, which have a thrumming effect and a sort of blasting-away field that emanates from them. -
An annoying fact is that pre-Issue-13, when Base Raids were working, some items did not show their effects even DURING a Base Raid.
I.e., Force Fields and Stealth Suppressors showed their effect when PLACED, but during the raid, they didn't.
How did anyone know they were working? The same was true for Stealth Suppressors, and Shields attached to Elite Weapons (shields displayed their effect correctly on smaller-sized base weapons, like Sappers). It was very frustrating, not knowing if those items were working, because if they weren't (i.e., the base item was "broken"), you would want to replace them with something that was. -
Quote:Whether the base is Raid-ready or not, base defense items only "activate" during a Base Raid.And are there any tips on how to get base defense items to animate? They look great when you first place them, but anytime you enter the base after that, they just go dormant. Does the plot type matter (hidden or secure)? Does it need to be a fully PvP enabled base? I'd love to get these items to doing their thing, but am still not sure what is required. I can't even get the slow fields (for water) to animate any more-- did that change?
I.e., Shields, Fields, Guns, Scorpion Missile Turrets, Slow Fields, Pain Fields, etc., etc., etc., all only exude their effects during a Base Raid (although some will show their effect momentarily, when placed, like Force Fields, but this will shut off after exiting the base).
There is no way I am aware of to trigger them outside of a Base Raid.