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I am not sure if this is classified as a "Base Issue" or not. I would love it if we could see the info of a stored item without having to remove it from the bin.
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sounds like a good issue to me. Would be especially useful to see the stats of IOs.
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I guess the underlying request here is for a way to better keep a "sort order", but that would be much more difficult as one person may prefer a different method of sorting ...
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Yet you rarely see requests for stores or the auction house to be sortable.
I think a default sort like the stores have combined with a filter "show only enhancers I can use" (which stores would also benefit from) would be a good first step. -
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Why: Because the raid-pathing system is incredibly annoying as-is, ...
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This has been discussed at great length. (and already in the list at the top of the thread.) The Raid Pathing is a subset of the larger Pathing rules. ie: not all Pathing is Raid Pathing. It's entirely possible that a "don't raid me" flag would not solve any of the pathing problems people complain about.
There is some analysis going on in the pathing thread about what, exactly, is covered by which status. Please contribute to that some specific (preferably with screenshots) cases of what you can't place due to pathing.
Part of the problem is the misleading "raidable item" terminology. If it simply said "functional item", or a general "this blocks pathing" without saying "raid" then people may not oversimplify that Raiding is the sole cause of blocking.
ps - (while I'm laying out the whole argument in one post, I may as well add...)
It would be horribly unfair to tell a base architect that they can either have design *or* functionality. Pathing should be fixed for all SGs, not just for the SGs that want to ignore a huge aspect of what bases were designed to do.
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... removing one of the big hassles of moving stuff from one alt to another is great, ...
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But it also has NOTHING to do with supergroups or bases.
If such a mechanic is a good idea, it should not require you form a private SG, especially at the expense of leaving a public SG. (for lack of better SG descriptions)
If you could, please take such issues to a more general thread so as to not sidetrack this one. -
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... but they chose to reduce the tiny tiny bit of buy back price for tier 2 and 3 rezzies? Its only been like that for 2.5 years. How petty is that?
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Rezzes getting *reduced* makse sense, because the purchase price of Rezzes also got reduced in I12, and intentionally so. You can't have Rezzes sell back for 5 times the normal insps anymore since they can be made with only 3.
The trouble is that Rezzes and everything else then got reduced another time.
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<ul type="square">[*](updating an existing item here) Storage for Inf. But given that the devs removed the ability to hold Inf on a trial account, holding Inf in a base item would probably be equally unbalanced, and thus very unlikely to happen.[/list]
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Since trial accounts can't join SG, I don't think that is an issue.
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I'm aware of that, I'm not saying a trial could dodge their 50k limit with such an item.
What I'm saying is that the devs killed the ability to pass inf around with a trial account as a go-between. If there's a go-between inside a regular account's base, it sidesteps the trial account change.
Guess I need to make that clearer in the item itself. -
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a bunch of random items pulled from various threads.... in no particular categories...<ul type="square">[*]Auto-Doc buyback prices for 2nd and 3rd tier inspirations were cut to 1/4 with Issue 12. Why? (Note: Rez insps were cut even further, but perhaps they should come down to the other insp prices since rez sale prices were similarly reduced in I12.)
[*]Auto-Doc limited to selling 2 inspirations is rather silly given the new ability to merge insps. It should perhaps sell everything, or everything else for 150 (same price as buying 3 and merging, but with less fuss).
[*]Inspiration merger further highlights just how useless the Combat Logs are for their pre-requisite.
[*](updating an existing item here) Storage for Inf. But given that the devs removed the ability to hold Inf on a trial account, holding Inf in a base item would probably be equally unbalanced, and thus very unlikely to happen.
[*]Selectable loading screen for the base.
- Perhaps simply chosen from the mission load-ins we already have (sewer, office, cave, etc).
- Perhaps create a new set of loading screens to choose from, made up of various base screenshots. (ooooh, what if that gallery of loading screens was submited by players? as a contest.)
- Can this actually be customizable? Click a button while in the base editor and it makes a screenshot stored on the server, which is sent out to any client loading in to that base. Can the loading screens work that way?
[*]Players often report difficulty getting Beacon badges. Can the system be improved? Why even have this system given that it's rather trivial, frequently buggy, and only actually used so briefly in each SG's lifetime.
[*]Orobouros Portals will not de-spawn if summoned in the base while a character is in the base editor. This allows multiples to be spammed all over the base. (Perhaps the portal power should be disabled, as it is in PVP zones.) (which brings up an interesting question: does the portal power disable during a raid?)
[*]Big tangent discussion on base edit permissions. Seems to come down to players not giving permission because of 3 factors,
- The all-or-nothing security. (similar to problems that keep Storage from being better utilized.)
- Lack of SG infrastructure such as communication and logging.
- Fear of having other people edit "your" base. Including fear of major destruction, such as loss of items or loss of many hours of work.
[*]Save+Restore room designs. Convenient for making a backup of your architectural efforts, and perhaps a way to share designs as player-generated content. More details here (as part of the edit permissions discussion.)
[*]Upgrade Plot should have a security permission, since it can cost the SG Prestige when rent is increased. Perhaps connect it to Pay Rent permission? Alternately, the whole system where Rent is based on a purchase choice may need to be re-examined, as it discourages some groups from making that purchase at all if it has a permanent cost.
[*]Bug with being overdue on rent when owing 0 rent. So the register won't let you pay rent to fix the bug. (Workaround is to re-select the plot, which seems to remind the system you owe no rent.)[/list] -
[ QUOTE ][*]SG Costumes. Most SGs have a costume, some way to better communicate those costume settings in the costume editor would be useful.
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Adding to this... I12 gave us this nifty list of premade costumes. I wonder if it could have a SG Costume option on the list, that takes a defined costume for your SG and applies it as a preset in the editor. Then all we'd need is an interface somewhere to create those definitions for each body type.
Even if this doesn't work within the costume presets list and needs a separate click at the Tailor to set it, this at least gives an easier way to explain the system. How the idea is a starting template to communicate the item selections, and not a complex system like a whole new costume slot. The preset listing may also be familiar when users end up having to pay for changing a costume into a SG Suit. -
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* Improve chat capability while in the base editor.
Um... I have no problems chatting while in the base editor, so I'm not sure what's going on here? I simply use / or C to bring up the chat window, and it stays on screen the whole time.
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it does say "improve", not "add". I know it's there, it could be more user friendly. Maybe a button to bring it up? Maybe a better placement among all the other UI cluttering the screen? -
It's a permanent fix until we convince the Devs it was a terrible idea.
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Yeah - on say Healing Flames - I'd prefer to lose the +Res (toxic -iirc) and be able to use Healing Sets in it . That's if I had to choose between one or the other.
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you can use healing sets in it now. it just doesn't gain a buff from a set bonus to healing, either in it or in other powers.
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Something that afaik has never been addressed is the Inf Crafting costs on some Recipes - like many of the Level 25's being about 75K vs. something around 25-30k for Level 24's or 26's.
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are those all sets that cap at 25? it's a part of the design that the absolute highest of a set costs a premium. (Whether that itself is an issue is an interesting question.)
having a specific list would help the discussion, and help on the final list if this is not a design issue.
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Like Transfusion, and if "Energy Manipulator - Chance for Disorient" is actually working or not, some have said it is - others said no, idk maybe it's on an AT basis?
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disorients should be showing up in the Healing Delivered channel. (Which is pretty badly named nowadays.)
I think that if anyone wants to show it working under certain circumstances (like an AT) they should screenshot that channel. Till I see that, I'm trusting my own eyes and the lack of stuns after about 40 shots on a mob of 8 targets.
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... knockback vs Knockback, or just that whatever is listed in that line there is uncapitalized - not a big deal but, it should be fixed.
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yeah, maybe in section 3 (planned as non-functional text issues). though from feedback I've received, this list is usually used as a player resource to know of things before wasting money on a broken IO, I'm thinking the text stuff may be better just as /bug reports, unless Ex Libris asks us to compile them or something like that. I could be wrong. -
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What about proc IOs in pets/pseudopets not working when you exemp down past 32?
That sounds bigger than most of the stuff you're listing...
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it's a draft, it's here to get the list of stuff that's missing.
other than that, I'm not going to judge "bigness". -
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- it would be nice to have ramp-style doorways. Or even automatic step options (10 steps, 5 steps, or ramp) for doorways. That would help ease the transition from a high room to a low room.
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A simple UI setup for stairs within a doorway.
1) Doors have a Low Transition and High Transition decorative setting, similar to choosing Trim. These can be ramps or stairs of various types, or "none" which gives a ledge.
2) Doors have 2 settings for low/mid/high height at each point where the door meets the adjoining rooms, using either or both transitions to step between those heights. (or no transition like the current setup if the heights are equal.)
3) The transitions can be dragged forward and back in the doorway, to place them in the middle or up against a side. If there are two, sliding them next to each other gives a double-height staircase.
I have no idea how tough that would be to code. The database would probably be easy - instead of a floor height it's 2 heights, 2 depths, 2 style choices. But my point is, the user interface would be very powerful, yet very simple and intuitive.
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Pie-in-the-sky wish: 3D bases! Mission maps like caves can be 3D, why not bases? (Because it would take a whole new editor, I would expect. But I sure would love it!)
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Why is that so far fetched? We're getting some sort of z-axis control for items. Why can't it be applied to rooms?
Just include some limitation on how much you can raise/lower a room compared to the room next to it. So you'd need a doorway 1 step up, then a room another step up on the other side of it.
Combined with this idea above,[ QUOTE ][*]Is the door AI actually a benefit? Why not just manually create doors attached to rooms, and then require rooms to be attached to doors? It seems a lot simpler, and gives more control to the architect.
[/ QUOTE ]it'd be easy to prevent getting into a position where you try to bridge between rooms that are too far apart. -
so I've not forgotten the update to the main list. Just had a bit of a distraction. so...
Issues List Part 2 - General Problems. (Draft, not formatted).
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Power-related issues[*]Kinetics - Transfusion - does not always benefit from Heal set bonuses, on a per-use basis.[*]Taunt auras - because of the nature of Taunt, the Taunt set Stun proc in an Aura was stunning the player, not the opponents. As a result, all Taunt IOs were blocked from auras. This is a huge loss for one proc. (and in fact a proc that is not even working at all in other powers!) Change the Stun proc to a non-bugged Special effect and restore the Taunt slotting to these powers.[*]Self-Heal powers do not benefit from Heal Set bonuses. For example, Reconstruction, Kuji-in Rin, Healing Flames, Dull Pain. This seems to be related to powers that include a +Res(damage) effect.[*]Numerous powers have Allowed Sets that differ from the Allowed Enhancements lists. Double-check the actual power info before you go shopping! (Note, need a specific list of these.)[*]Pets can slot IO sets from I11, but can no slot sets from I9. For example, Singularity will not slot Hold sets, but will slot KB sets. This is an inconsistency.
Set Bonus issues[*]Knockback Buff set bonuses are on a 2% baseline. That's rather low considering that KB buffing is usually much higher than things like Heal buffing.
General issues[*]Purple IOs are not clear that they can only be slotted by level 50 characters. Either add that to their text, or make them level 53.
Buffing issues - these are *display* issues. IOs will buff a power correctly, but you may see an odd display misleading you as to what's being buffed.[*]Recharge slotting in a power that does -Recharge will show as buffing Slow Recharge. Normally you can never buff that, this does indeed buff the power's Recharge.[*]EndMod slotting is listed twice as Endurance, once for draining, once for recovery. Note this is different than Endurance Discount.[*]ToHitDebuff lists as To Hit, and does so with a positive buff, which can be confusing.[/list]
Probably fixed, but if someone could confirm...
- The problem that level 25 IOs from sets beginning at 25 could not be slotted until level 23. (and same for 35.)
- The glitch trying to replace a slotted IO with another from the same set (where you had to delete the old one first, or be in the right tray slot)
note that the numerous text errors and lack of naming conventions will be Part 3, or may be more of a Market issue than an IO issue. -
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Efficacy Adapter's Chance for Disorient is not working at all. <snip>
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Efficacy Adaptor doesn't have a proc. I believe you're referring to Energy Manipulator, no?
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Right. Good catch.
just... um... making sure someone was paying attention... right... we'll go with that -
[ QUOTE ][*]Inability to use the Base features when teamed in a co-op zone.
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I feel the need to highlight this one right now.
It really should be moved up to the Bug list, not Flaws. We just lost someone from the Imperious TF after an hour and 15 minutes because she ported to her base. Sure, she'll likely never do it again, but it really sucks. -
Efficacy Adapter's Chance for Disorient is not working at all. I have one in Electric Fences (the brute patron power) and was throwing it at mobs of grey-con Banes in Grandville, not one was disoriented. This was confirmed in the combat window (disorients usually show up as Healing Delivered) and confirmed by not seeing any of them get dizzy or stop attacking me.
Speaking of Brute Epics... is there any reason the Brute Patron powers don't slot Taunts? I mean they don't take Taunts at all, normal or sets.
Speaking of EndMod procs... if they can fix the Disorient to not effect other players, they should have fixed the Performance Shifter +End to not affect NPCs, since there's no point to giving End to an NPC. Not that it solves the problem with giving End to PVP opponents. Or the general misdesign of the set. But it's something to consider - if it's truely meant to work that way why didn't they apply the logic to the other Proc? -
Raid problem: item loss from scheduled raiding system is still mis-perceived by a lot of people who fear losing items in a pickup raids.
Raid wishlist: since items get destroyed, how about a repair system to balance that?
and if that existed, the generally disliked Scheduled Raid Item Loss system could be overhauled to take advantage of having a repair system, instead of being all-or-nothing.
details and discussion here. -
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To elaborate, ...
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Please, start a new thread for things that are complex enough to have to elaborate. It will keep this thread more useful to the devs. -
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In this thread we discuss some of my ideas about removing plots for bases altogether.
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already mentioned on the list, with a link. -
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[*]Base plot usage could be improved. (LINK)
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This link is missing, do we know where it is?
Ex
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tangent thread here started out of the previous issue thread. -
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Thread marked to save, stickied, and forwarded to the team internally.
Regards,
Ex
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Thanks, Ex. You rock. -
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Thank you for doing this!
In one of the wishlists, how about adding in the discussion about using Vanguard Merits to buy SG/Base items... decorative items, target dummies, etc.
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I woulnd't want to bog down the thread with a cross-post of the discussion itself, but a link to it works nicely.
I won't be able to keep updating the main list - the board will cut that off soon enough. and I don't think I should be needed to comment on each item. If there's something new that comes up, just post a link to the discussion and a summary of it.
In general, I think that if the issues listed with the crafting system are addressed, there's room for all sorts of new crafting systems that would make base building more of a community effort. For example, mix it with the recurring request for Holiday Event decorations. (Plus, as mentioned, the possibility of making Vet and SG Logo items craftable.) -
Supergroup
Why a SG list in the base forum? Because bases are closely tied to SGs, so there is often very insightful discussion here about SG mechanics.
Supergroup bugs<ul type="square">[*]Troubles naming SGs starting with "The". (need more details)[*]Auto-promotion has 3 problems...
- 1) It's horribly unpredictable. (The collective minds of the base forum can't even reach a conclusion on how it's currently working.)
- 2) The system allows a very low rank to catapult to the top; it should somehow favor higher ranks.
- 3) Offline people can get promoted. This means that you can end up waiting for the new Rank 5 to hit the innactive time before getting someone useful in Rank 5.
A solution to all 3 problems: have a time where only a Rank 4 can be promoted, and only when they log in. If no Rank 5 exists for that amount of time, then expand it to allow promoting a Rank 4 or 3. And so on. (LINK to the analysis thread? or does this cover it?)
A less elegant but highly effective solution could be to raise every SG member up 1 rank when there are no Rank 5s. It would probably be easy to code, and would certainly be easy to comprehend.[/list]
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Supergroup flaws<ul type="square">[*]Many SG issues are related to bases, and often discussed in this forum. eg, security affects storage; rosters affect prestige; SG-focused functions make sense on items in the SG's base. There's a tangent thread for those, and many of the following points.[*]Most people commit many alts to a SG. The SG Roster, though recently expanded, is not currently designed to facilitate that behavior. Can the Roster Limit count by global instead of by character?[*]Chest icons that aren't available as SG Logos[*]Complete loss of Prestige history and Join On date when you leave a roster (at the very least, if you don't join another group in-between it should remember them)[*]It's hard to set security limits if you can't demote offline/hidden members. Promoting offline members would be useful, too.[*]Lack of logging - any action dangerous enough to necessitate a Security permission should be trackable when leaders are offline. Most such actions generate system messages to a player involved, or to the whole SG, so should be easily recordable. (eg, Join, Quit, Kick, Promote/Demote, Base Edit. Changes to Permissions are perhaps the big case that doesn't generate a system message but should be logged.)[*]Promoting up to the same level as you should have a confirmation prompt since you can't undo that action (and since it can happen due to lag or an accidental keypress on the right-click menu) or just give all promotions a confirm prompt.[*]SG Register should display and filter on Hero/Villain[*]SG Costume Color Settings should be saved separately for each costume, since changing costumes often needs a SG Mode adjustment.[*]There is no tangible benefit to supergroups working as a group. Such as bonuses teaming with your SG.[*]While player notes let you track certain people who are in your SG, and address some security issues letting you track players gobally, there is no way to exchange that information with other SG members, such as between leaders. Suggestion: a separate note system usable only by the SG. (Permissions for Read and Read+Write)[*]Influence loss in SG Mode from levels 25 to 30 is too jarring. It's close to a flat progression - killing an even-con at level 27 is almost exactly the same inf as you got from doing it at level 26. There should be some noticable inf improvement each level, otherwise casual players who don't know all the numbers may be unfairly turned off by SG Mode if it appears to be such a drain on Inf. Inf does start increasing again at 31, but it shouldn't flatline over those 5 levels. Instead, raise the Inf tax by 5% per level from level 25 to 35, not 10% steps from 25 to 30.[/list]
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Supergroup wishlist<ul type="square">[*]Passive recruiting using the SG Register. Anyone looking for a SG should be able to use the Register to find one, and to send that SG a request for membership. This would cut down on the need to run around broadcasting, recruits would come to you. (Note this satisfies the desire to invite your own alt, but has a lot of additional use beyond that.)[*]More communication to SG members - Messageboard, mass email. A block of text on the SG screen that's not public. (The Description is seen by everyone at the Register.) Perhaps a base item like a calendar or whiteboard that can make this interactive.[*]Short description text for each SG Rank on the SG Settings screen. Since most SGs have rules for promotions, this would help communicating those.[*]Some way to email a Group, not a Player. eg, "dear coalition, whoever is in charge..."[*]A way to chat to a single coalition (disabling Chat To every other coalition is really clunky.)[*]SG Info on a character Info screen. (info tab with the logo in SG Colors, SG Motto, player's Rank, "member since...")[*]SG Costumes. Most SGs have a costume, some way to better communicate those costume settings in the costume editor would be useful.[*]NPCs around town should "namedrop" the SG, especially when multiple members of a SG are running around on one team. (dialog like "I saw the Freedom Phallanx battling the Freakshow!")[*]IO Memorization for a SG. (So one person in the SG doesn't have to do all the efficient crafting and pass it around thru storage.)[*]Info Kiosk style stat tracking for SG members. eg, rank most kills by SG members, prestige gain over the past week, etc.[*]Add a Supergroup tab to the /info popup, so people can see the SG Logo (in the SG colors), motto, description. Perhaps also the character's rank, prestige total, and join date, if those aren't too "personal" to reveal.[*]System-run inter-SG events. (Dare I mention arena tournaments as an example?)[*]SG Renaming. However, seeing as SGs do not have any coded system controlling how they are governed, would it ever be possible to code a system to determine who has the ability to do a rename?[/list] -
Base Raids
Issues particular to raiding, including both setting up and running.
Base Raid bugs<ul type="square">[*]"Field" items not working during raids[*]Raids do not end when all attackers are out of the defender base after the half-way point (Back when this did work properly, corpses apparently could prevent a defender from winning. That may still have to be addressed.)[*]Is everyone supposed to be zoning to the same doorway every time, or is it supposed to be randomizing?[/list]
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Base Raid flaws<ul type="square">[*]Where's the Scheduled Raid System? (and would enough people care? no, seriously, the amount of people who don't want - even fear - scheduled raids even while wanting IOPs was pretty amazing. Why is the SRS often seen more as a cost to be paid/avoided than as "content"? Should the premise be rethought? Maybe the whole SRS/IOP interaction has to be re-thought?)[*]Griefing on Zoning in to an attackers base. (Yes, all's fair in PVP, this is not an exploit, but so many people are unhappy with it that it needs to be examined.)[*]Long zoning times are no fun, it's just time you're not raiding. Instance both maps together and use "elevator" type code to move to the PVP area faster. Make the attacker base immune to teleport, so defenders never are brought there. (Note this also addresses the coalition issue.)[*]Defending players are unable to join a raid that's started, even if there's room.[*]Why even require players to find a "join" button to sign up? Just add them to the raid team if there's room.[*]Unable to concede a raid to end it early (Maybe not a good idea for Items of Power Raids, but pickup raids should allow it.)[*]People not in the raid are immediately kicked out of the defending base with no explanation (so often they keep trying to enter) - the base menu should simply tell them there's a raid in progress and deny access.[*]Inability for PVE players to use a defending base during a raid. Why not instance the raiding base, and leave a copy for use by the rest of the SG while the raid is underway? Note that the PVE functions of an attacking base remain usable for people not in the attacking raid force.[*]Attacking teams can have SG and coalition member "buff bots" sitting in their base providing raid help, Defenders can not. This is an imbalance. (Note that instancing the bases on a single map to speed up loading would also balance this - both sides could only use coalition bots outside in the zone.)[*]What's with the function of the Relay? its effect and worktable description don't match.[*]Batteries are useless on a hidden plot because of the need for Control. What was the design goal for those?[*]The Pylon setup means the ideal defense is to have as few rooms as possible, which narrows strategy options. What's the design goal? Can this be improved to better meet that goal?[*]Mez Protection IOP was insanely overpowered, especially in PVP. This should be examined before it returns to play.[*]Rez Ring camping is a balance issue. Suggestion: have the Ring give 5-10 second of "invincible" (whatever they call the Rise of the Phoenix power - which is not the same as Only Affect Self). Note this wouldn't harm anything if applied to the ring in general, it doesn't have to be limited to raids.[*]Given the close quarters of a base raid, ground-based powers (Caltrops, Tar Patch, Carrion Creepers, etc) are much more effective than in open PVP zones. Can they be balanced?[*]Generator Energy Curtain doesn't work with Turbine or Fusion Generators.[/list]
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Base Raid wishlist<ul type="square">[*]Can the Raid Schedule window be used to plan pickup raids more than 5 minutes in advance? (eg, current setup a group can plan a friendly raid and put it on the SG MOTD, but still only have 5 minutes to log in and actually sign up when the invite is sent. Why not make the raid official right away and utilize the schedule window for a longer sign-up time?)[*]Allow various options when scheduling a pickup raid. For example,
- duration (20, 40, 60 minute options)
- level (perhaps 50, 38, 30 and 25 to match the PVP zones?)
- number of raiders on a side (8, 16, 24. How high can this go and not be too laggy?)
- limits on temp powers, inspirations and power pools, like the arena
- disable defensive items (so you can have an even playing field, without redesigning the base)[*]Pickup raid invites can go to a random member of the SG, based on the ability to accept and their login time. If the person being invited has permission to start the raid, the popup should always go to them. If an invite is sent to someone unable to accept, it should throw an error, not give a popup to a different SG member.[*]Groups with no IOP are easier to defend, there is 1 less victory condition because there is no IOP shield to take down. Should defenders need a Raid Target, so all raids have the same set of rules? (ie: place a Flag to be captured.)[/list] -
Base Building
This list affects people who are base architects. Issues with the base editor as well as decorative/graphical issues are here.
On Doorways:<ul type="square">[*]Blocking 1 doorway placement completely prevents room creation/movement - the logic of this should only prevent the room if no doorways can be made at all.[*]Is the door AI actually a benefit? Why not just manually create doors attached to rooms, and then require rooms to be attached to doors? It seems a lot simpler, and gives more control to the architect.[*]Transition effects in doorways, instead of sharpy dividing the room styles[*]Placement of items in doorway squares. Even if it's limited to non-blocking items such as stairs, and wall decorations.[*]Double-wide doorways are possible with an editor glitch. Would it be possible to build those directly?[*]Allow room trim in a doorway. (Is there some reason this was denied in the first place?)[/list]
On Pathing/Hitboxes:<ul type="square">[*]Lack of feedback on collisions, especially when unable to place a door (including when moving a room)[*]Many items should path similar to stairs, but do not. For example, arcane platforms, floor tiles all should let the editor recognize a way over them, but they instead block pathing.[*]"Hollow" items that block pathing (for example, Spike Rings, Arcane Arches and the AES can block doorways even though you can walk right thru them.)[*]Many flat-top items do not allow things to be placed on top of them. eg, bookcases, counters, floor tiles[*]Many architects feel unjustly constrained by Raid considerations if they're not using the base for raiding. Can the system be more flexible? Or if there are general limitations, raiding or not, could they be better expressed in terms that don't trigger phrases like "but I'm not raiding".[/list]
On Crafted Items:<ul type="square">[*]The best upgrade for crafted items would be to implement a SG Inventory. Crafted items go there, to be placed by any architect, and return there if removed from the plot. Advantages include,
- Personal items should not be deleted completely, as it deletes various resources used in crafting. Fear of item deletion is a reason leaders don't like to share base edit permission. It'd also be nice to quick swap crafted items for a different room style.
- Combines normal and crafted items into a single editor, instead of using one editor to place and another to move it.
- Better control over who can edit the base. No longer could a Rank 1 drop dozens of vet items in the middle of your design without a security permission.[*]Lack of info prior to crafting an item (Size, Prestige/Energy/Control costs, many items lack pictures)[*]Veterans base items are poorly implemented. The badges should unlock recipes on the worktables (similar to invention badges). Advantages include,
- You won't fill personal inventory just to get multiples of one item.
- A very minor craft cost may give people pause before dropping massive amounts of items just because they can.
- Adds function to the underused base salvage.[/list]
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Base Building bugs<ul type="square">[*]Inability to edit while people use Storage, because storage keeps repainting the base and resetting your edit[*]While editing, the total prestige available sometimes does not take into account the last few edits, leaving you with less prestige than you really have (even a negative total). This can take a long time to correct itself.[*]Incorrect/missing SG logos on items. Bomb, Globe, Lightning 2 and the letter X show up as the Biohazard logo. The number zero shows up as the Globe. Club, Diamond 1, Hourglass, Ornate 2, and Shield 1 are not visible at all. Visual guide here.[*]Personal Invention Salvage Vault sometimes doesn't get Energy/Control[*]Teleporter Beacons don't always interract right with Energy/Control[*]Inability to click flat items in the editor, you need to select them from the "current room" listing. MRI, X-Ray images, etc.[*]Grandville beacon artwork shows "destroyed" when in place, but not when moving the beacon.[*]Missing FX on many items (mostly defensive items - Stealth Supressor, Force Field Generator, etc.)[*]Modern Art looks blank.[*]Inability to move rooms when items are stacked. (any more details on this? does it only take 2 items in the room to block the move, or do you need a filled room to trip this bug?)[/list]
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Base Building flaws<ul type="square">[*]Low percentage of SG members are given edit permission. Like storage permissions, this seems to be a problem because of the all-or-nothing setup. How can base editing be "tiered" to allow different amounts of access to different ranks?[*]In general, the editor has a lot of room for improvement. Expanded discussion is found here.[*]Ability to move items as a batch, such as picking up a whole desk and everything on top of it. or delete many items at once.[*]Moving the entrance room with no other rooms uses a very roundabout solution.[*]Plot Upgrade Costs are misleading, since the displayed cost does not account for selling back the current plot. (Some people don't even know you get refunded the old plot cost.)[*]Apply room style to base is too destructive. You can't copy 1 room without overwriting everything. Why not a Copy+Paste Style instead? (you could still apply that to the base, just with a bit more running around.)[*]Removable floor/ceiling trim[*]Roundabout means of getting multiple SG logos onto items. Possible solutions: 1) A color selector for item, similar to room lighting/tint. 2) make these items craftable with an interface similar to a costume editor, locking in the color/logo when crafted.[*]Not enough Worktable spots on a plot for all 6 tables plus Invention. Why limit Wortables at all, when Teleporters and Defenses are never limited?[*]Inequalities between Tech/Arcane item sizes. (Raid porter, 2nd and 3rd control items.)[*]Stacking items in the editor is extremely difficult. This guide illustrates the difficulties players need to overcome.[*]Most crafted control items aren't worth the added costs, control-per-energy efficiency is not nearly as meaningful as control-per-dollar. Why even have trade-offs, shouldn't crafted items just always be better?[*]Large steps exist in the growth of bases, notably when growing out of the Startup items, and when trying to upgrade a Mainframe to a Supercomputer. Tangent thread here discusses some options. Crafted item efficiency affects this, too.[*]Improve chat capability while in the base editor.[*]Base plot usage could be improved. (Tangent thread)[*]It's not clear the base plot upgrade costs refund your current cost. Can the cost of each plot reflect your current plot's refund?[*]Are we ever getting the Tesla Cage, Elite Sapper, Advanced Holo-display? (like the Fusion Generator, how about a new requirement for the AHD if its requirement doesn't exist?)[*]Base testing on the Training Room is severely hampered by the lack of Prestige there. Perhaps the ability to copy a whole base over?[/list]
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Base Building wishlist<ul type="square">[*]Clean up and resort item menus see also: the Base Editor tangent thread.[*]There's a huge list of art that exist in-game, and could be easily used for Base Items. See excellent thread here.[*]and countless wishlists of new decorative items. There's a whole thread on this. The most often requested categories of items are:
- windows and doors to decorate walls
- walls to sub-divide room areas (instead of using lateral files or bookcases for this)
- more room styles, especially "non-room" types like outdoor, water, lava, caves, ice
- NPCs
- architecture for 2-level rooms, such as platforms and higher stairs
- stackable "building blocks" to make platforms and levels
- look-a-likes of functional items, such as decorative weapons or databases
- seasonal decorations, perhaps related to the in-game events
- souveniers from story arcs as decorative objects[*]More sets of functional items, not just Tech and Arcane. Such as taking all the Arachnos items and using them for new Control, Energy, Teleport, Medical, Workshop, etc, paralleling the function we already have, just with a new option for its look.[*]Adjustable lighting density to create "atmosphere", such a fog.[*]Music or ambient sounds for each room. Could be implemented in the editor similar to Lighting/Textures, or could be objects with audio effects, such as stereo speakers.[*]Clickable plaques with custom text.[*]Doors between rooms. (including things like elevators or portals)[*]Some way to rapidly place favorite items. Such as making a Favorites listing in the base editor. Or a Most Recently Used list. Or a "place another copy" button on the item's info window.[*]Revise the base entry portal,
- Ability to choose different looks for the portal
- Ability to change the Entrance Room's size. One idea: allow all decorative rooms to hold the entry portal, so you can move it to a larger room and delete the 2x2 one.[*]More variety of room shapes and sizes, especially Decorative rooms.[*]Upgrade/Downgrade room size, similar to plot size changing.[*]Pre-Fab bases (or just rooms) to provide a starting point for architects. Consider a variation of User Generated Content we've been told is coming for missions.[*]Allow user to scale item size[*]Ability to customize items the way the splasher program can change artwork.[*]Finer control over item rotation. 45-degree increments? Free-form?[/list]