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Posts
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Joined
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Quote:I've had this happen when the walls are "cluttered". If there are to many things against the walls, then the editor will not want to create any new doors (yes, even though there is already a door in existence). If the editor is tricked into thinking it can't create doors, it won't move the room.Is there a limit to the number of objects you can have in a room before it doesn't allow you to move it? I have had rooms around the 800-900 mark refuse to move. Even though they show blue when I try to move them, the editor just pauses, then picks up as if I hadn't tried to do anything, the room being left where it was.
Anyone else seen this?
Another related thing may be happening. If the editor thinks you are moving the room to a point where the "flow" of the base is "interrupted", it will not move the room. You will get an error saying something to the effect that the room cannot be moved because it does not connect to the entrance. The room doesn't actually have to be connected to the entrance, but there needs to be a clear "path" to the entrance. I think it's another holdover from raid rules.
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Quote:Exactly. So, essentially, even though you may get a better conversion rate a lower levels, you can actually reap more in terms of quantity at higher levels. Hence, my "bigger peanuts" comment earlier....but the truth is even my best level 15 and 20 farmers can't kill as efficiently as my 50s.
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I got a chuckle out of this .. "OMG, I can't use my inspies!"
hee hee hee
But the setting that got me was the "AT powers only" setting. No Maneuvers or CJ for the squishy 'fender.
Good Times.
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Quote:Actually, there is already a thread for that very purpose... check my post above (#55) with the big green linky.you know how a picture is worth a thousand words... maybe someone with time (I can do some) could start making screen-shots of things we would like to see
I'd rather get that thread going again (now that we can actually embed pics in our posts), and keep it bumped up... maybe even get it re-stickied.
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Updated the List ...
Remember, KISS:
Keep
It
Simple
&
Straightforward
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Most of the "outdoor" settings I've seen have been in a "park" or "woods"... but I do recall a clever little "cabin".
I could see making facades with desks/counters, using ramps as "awnings" and tiles for sidewalks. There are plenty of lamp options that could be used for streetlights. Windows and doors might be a little tricky, but I'm sure there are more ideas out there.
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Quote:Conversion ratio = 500:1Also, for the curious I ran the numbers to see how much prestige "costs" you if earned through defeats. I used a level 50 character fighting level 50 Romans.
In SG Mode:
Minion: 2362 Inf, 13 Prestige
LT: 6114 Inf 44 Prestige
Not in SG Mode:
Minion: 4724 Inf
Lt: 12227 Prestige
So if you farm prestige with a level 50 character you are "paying" somewhere between 180 and 185 inf per point of prestige (the variation is due to rounding). I'm to lazy to figure out if the ratio holds true fighting enemies that aren't even-cons.
lvl 50 earnings = 180(ish):1
Thanks for checking/clarifying that.
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It's a fair question that we hear variations on in the base forums quite a bit.
I personally don't have a good answer for ya.
Best I can do is offer a handy guide to building small bases.
There are several options in it that try give the best bang for your buck.
The first thing lots of folks do is get the "first 15" prestige bonus by loading their base with alts.
The next quickest way to earn prestige is to run with a lvl 50 in SG mode. The ratio is still peanuts, but at least at that level it's bigger peanuts.
The marketeers are running a project now, building a "top ranked" base by purchasing their prestige. It has been quite successful (you go, 88's!). The only hang-up is earning certain badges to unlock some of the cool base shineys.
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You will need to go into your SG settings and change the symbol each time.
Go to the "super" tab in the top of your chat window, and your roster will come up.
There is a "settings" tab... The first "page" will look like a document with all the basic settings on a "form". Click in each area to edit the pertinent information. The symbol can be found at the bottom left of the page, alongside your color choices.
Remember, when you set a banner with a symbol, it applies to all banners of that "type"... so to get different letters or symbols, you need a different banner type for each one.
Hope that's helpful, sorry if it's repetitive.
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Quote:Feedback is all well and good.Since you brought this up, I figured I'd respond to this post directly!
And what's wrong with those games? Next to City of Heroes, the game I play the most is Sim City 4; and I belong to both the SimTropolis and SC4Devotion communities. We already have a building mini-game with the base editor (and we've seen that there are people who love playing with it; why else are there people clamoring for more decorative base items?) So what's wrong with having a little MMORTS in your MMORPG? Personally, I think making such arbitrary lines in the sand is a bad thing. As long as it's optional then it shouldn't in any way detract from the main game.
Maybe for you. I tend to solo most of the time.
I've been street sweeping more often lately. Quite often, I'll log in just to play the market. I'm pretty sure I'm not the only one doing those things, and having fun doing them!
What about those players who have solo-SGs who only have their alts in it? What about SGs filled with mostly idle characters because most of your friends have stopped playing, but you still enjoy playing with and tweaking the base and using it yourself?
The CoP needs a lot of work. The reward not worth the risk involved. They should either scale down the risk or scale up the reward. It's pretty clear to me that the risk the CoP presents to the player is still engineered toward the original reward (an Item of Power).
I have mine, and you have yours.
However, there's no need to go into attack mode over it.
Like, seriously.
In regard to the SG merit idea:
The thought had also crossed my mind that it might contribute more to "merit saturation" within the game.
I do like the basis of the idea... of using an existing game feature and applying it to bases.
I'd like to hear more.
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Quote:Ahhh... background work. Been there, done that a few times over.Haha, known actor? Nah.
I was an extra in Unstoppable, which is out on the 12th. Don't know if I'll actually be visible in the movie until I see it though.
No T-shirt, but I have stories.
Got up early to get rid of Hubby today... NO! get that out of your head!
Took him to the airport.
Consequently, due to this morning's agenda, I was not able to give my back its usual heat treatment.
I have a disk that is pinching my sciatic nerve (root).
It hurts a bit.
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Quote:Hmmm... interesting.So please give me a real reason why you're against adding content to the game, instead of "I don't like it!"
...Well actually, since I made that post to which you responded, I have read the rest of the thread.
Believe it or not, my opinion is not the same as yours. Like, seriously!
First of all, if you have read the thread, as you say you have, you should have seen my post where I explained my thoughts on that particular idea.
Secondly, I don't think I have ever, anywhere, said or implied that I'm against adding content to the game. In fact, I believe I said.. wait, lemme check... yep.. I said, "There are better ideas, in my opinion".
Last, I don't think I've ever implied that I expect other peoples opinions to the the same as mine. Frankly, I think that would make for a pretty boring world, lol. Opinions, as they say, are like... well, we won't go there... but everyone has one.
This thread is about theoretical ideas and brainstorming. That leaves a lot of wiggle room.
I'll admit, it's not my forte'... I'm more of a feedback kinda gal. So I leave the brainstorming to those who have the energy and talent for it, and I listen/watch. I don't necessarily agree with every little detail that comes out, but I think there are some good kernels here. When something hits home with me, I offer my feedback - good, bad or indifferent.
Hence, discussion.
As Shadestorm said, let's not take a simple difference of opinions too personally, m-kay?
Carry on, 'stormers.
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First time pickling.
She picked the recipes.
We did them with the water bath canning method.
The sweets required some pre-cooking, so I expect them to be a bit mushy, though we did cut the chips pretty thick.
The Koshers were cut into spears, raw/cold packed, then filled with hot brine and processed in the water bath.
Thinking on it a bit, I'm guessing the "mushiness" comes from the cooking process.
From what I understand (and I admit my understanding is limited) true pickling does not require cooking, but rather soaking in brine for a good month or more. I imagine that is why "true" pickles are crunchier.
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Quote:No thank you. I want to play CoH because it is like CoH... ie, NOT like other micromanaging games.It's a mini-game for Super Groups, played like Tropico, Evil Genius or Dungeon Keeper.
You really should have kept reading..
There are better ideas, in my opinion.
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eeeeewwwww, D_R, yer weeeeeeiiirrd!
j/k
I will be helping a friend pickle cucumbers tonight, sweets & koshers... yum!
I am drinking... well, technically it's not tea, but an herbal infusion.
I am drinking an infusion of comfrey in an effort to help a bad disk heal up.
Comfrey was used for centuries to assist in the healing of bones & cartilage, but it's recently gotten a bad rap due to misuse and studies skewed with massive dosages. Having done my research and consultations, I am comfortable with how I am using it.
It's kinda bland... like grass... so I add a few mint leaves. Mint makes it nice.
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Today... glad.
Glad to not hear the phone ringing every 20 minutes with yet another automated "get out the vote for so-in-so" call.
Ahhhh... the silence is golden.
I'll be helping my friend tonight... pickling...
So, I'll prolly end up going to bed with my hands and hair smelling of vinegar, dill & garlic.... mmmmmm.
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Shadestorm started up an excellent thread in the Base Forums for "pie in the sky" ideas and brainstorms on how to make bases more "content worthy", and therefore more appealing to the larger game community.
You might want to take a look
I don't think we need a copycat version of another game feature for bases.
I'd like to see bases come into their own... again.
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I think (big guess here) the reason doorways have special rules about decor & such is because they are "spawn points" for raiding. Changing the doors to accept decor would require a complete re-coding of that aspect. So, something that seems simple, is actually more complicated.
That being said, I do wonder if it would be possible to add in a "non-spawn" door as an option in the editor.
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I honestly don't think this is the way to go about it.
There is no doubt in my mind that the devs are aware of the Big Consolidated List, as it has been in existence for at least 3 years (I was just the most recent one to update it).
Support is not going to be able to help us here.
It will just muddy the waters, I'm afraid.
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Quote:Once upon a time, a developer was assigned to bases.Mmm...
Among those specialized developers, one of them is going to be responsible for base design and development.
That individual's responsibilities may be more than just base building, it could be just 25% of his total duty/job description, but I bet no matter how you cut it, it is a significant portion of his job description.
That lasted for i13, and a little thereafter.
Since then, as far as I can tell, that developer has actually been working on powers.
By all appearances, there is no longer a specific developer assigned to bases.
War Witch has said that she is the "go to" dev for bases. However, despite her stated interest on the matter, she has been unable to commit resources to it.
As far as we know.
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Yes, the cumbersome nature of the editor is frustrating at times. It's been suggested in the past that we really need some better editing tools for rearranging rooms.
If you are just creating a storage base, you shouldn't need a lot of power & control.
Also, you can only have a max of 18 storage units (includes all salvage, enhancement & insps) for a base, no matter the size. Each of the "small" work rooms can hold 9 storage units, so I find that 2 of those rooms is perfect for a small base.
If you are actually including 'porters in your base, then I can see how you would need more power & control. A trick to scaling back on those expenses is to set up only 1 or 2 pads with respective beacons, have all the other beacons on a different wall, and "swap" them out in edit mode as needed. This trick should allow you to use the cheaper oversight center with the combo unit, instead of the separate, more expensive power & control rooms and their required units.
If you are dead set on "burning it down", remember... you won't be able to delete salvage units if they have salvage in them. You will need to g-mail all your salvage to yourself, one piece at a time... and I believe there is a cap on that as well... (150 per day?).
Also, if you have 'porters, deleting them means you will need to re-craft them later. You will get the prestige back, but you will not get the salvage back.
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From the i18 patch notes (<-- linky):
Quote:Yes, the font code was part of the notes... for some reason, it didn't work right for the post. But hopefully, you get the idea.Team Search Improvements
- This color scheme came about along with other behind-the-scenes work to make searching more useful in Going Rogue. It used to be that heroes could see heroes and villains could see villains and that was that. With Vigilantes going to Rogue Isles and so on, we needed a more sophisticated approach. Now the people you see are people you could team with, and who are in the same part of the game world as you (eg. people in the Rogue Isles can't see people in Paragon City and vice versa, regardless of their alignment).
- The new color scheme works like this:
- [font color="green"]Jade green[/font]: Same team as you
- [font color="red"]Red[/font]: They have 'not looking for group' set
- [font color="yellow"]Yellow[/font]: They can't be invited to team with you because they're on a mission map or in an arena match
- [font color="orange"]Orange[/font]: They're the opposite faction to you and not on a mixed team, so you have to go to their map to team with them
- [font color="purple"]Violet[/font]: They're the leader of a team with less than 8 people on it
- [font color="aqua"]Pale blue[/font]: They're not on a team and you can invite them
- [font color="grey"]Green/grey[/font]: They're on a team but not the leader, so you can't invite them and they can't invite you
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