Redlynne

Legend
  • Posts

    1942
  • Joined

  1. Redlynne

    Huntsman Build?

    There's always my take on a Huntsman that you could look at. I'm still using the build in Post #6 today with great success.
  2. Plug this into your Mids' and see what you get. You might be surprised at how effective it is.

    Level 2: Dominate
    • (A) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (3) HamiO: Peroxisome Exposure (+2 Dam/Mez)
    • (3) Devastation - Accuracy/Damage/Endurance/Recharge: Level 31
    • (5) Devastation - Chance of Hold: Level 30
    • (5) Lockdown - Accuracy/Endurance/Recharge/Hold: Level 31
    • (7) Lockdown - Chance for +2 Mag Hold: Level 30
    Set Bonuses:

    Devastation
    (Dominate)
    • 12% (0.51 HP/sec) Regeneration
    Lockdown
    (Dominate)
    • 3% DamageBuff(All)
  3. Quote:
    Originally Posted by Fire_Away View Post
    Yeah except for the "nothing is going to happen in Issue 21" (where we got alphabetical listing of storage and, if you count 21.5 now this) and huge crit walls of text on a new editor (when the devs were all the while adding Z-axis and rotation to the existing editor) you've been spot on... the devs did do something.
    I've been meaning to get back to my base editor proposal thread, but I've been spending all my time lately either trying to keep up with the Titan Weapons Feedback thread in the Beta Forum (Synapse wasn't shy about replying) or getting off my duff and doing all the new/old Halloween Event stuff (trick or treat and up) for the new characters I've rolled up this year and doing the Kane Mansion with all my 50s ... that I just haven't had time to get back it.

    And I honestly had no idea of any kind that the Devs might be working on doing what it looks like they now are with respect to Z-axis movement control, let alone item rotation around the vertical axis. So it's not like I had insider knowledge or anything about these developments (on the part of the Devs).
  4. Quote:
    Originally Posted by Local_Man View Post
    Gravity Distortion: I'm gonna give you my standard "Lockdown Proc" post, but the same reasoning applies to the Decimation Chance for Hold proc. It is just not worth a slot. The Chance for Build Up slot would be better used for a pure Damage IO, which hits all the time. I suggest you replace those two procs with an Acc/Dam Hami-O and a common Damage. Here's the standard Lockdown post:
    This is why I like using a Frankeslotting for (ranged) single target holds of 2 Hami-O, 2 Devastation, 2 Lockdown which nets me two Hold Procs (Lockdown *and* Devastation) on top of the chance to Overpower because you're a Controller. Comes out to something like a 40% chance to one shot Hold a Boss, which can be non-trivial in terms of affecting the flow and pacing of combat. I'd agree that perhaps ONE Proc for +Hold isn't worth it ... but in my experience, TWO Procs certainly is.
  5. Set Bonuses do NOT apply to summoned Pets.
  6. Quote:
    Originally Posted by Von Krieger View Post
    They do have things in mind for SG bases, but they can't talk about it. It's not Issue 21.
    Quote:
    Originally Posted by Dustified View Post
    FINALLY SOMETHING!

    I'm be watching and holding you to that devs....don't make me get a pointy stick and have to use it ¬_¬
    Quote:
    Originally Posted by Comicsluvr View Post
    A glimmer of hope. I am enthused.
    Quote:
    Originally Posted by Redlynne View Post
    This is called being persistent. I know, because I'm the one who has been doing it. Zwillinger gave that answer in response to MY question in the UStream Chat. Because even the *shaping* of a refusal to "talk about bases" contains information which can inspire hope (or despair ... take your pick).

    The most "promising" aspect of this consistent refusal to "talk about bases" in the context of persistent queries is that it is also entirely in keeping with company policy of "not talking about future developments" before they are ready to release information. For example:

    Question (prior to Proliferation 3.0 announcement): "Can you talk about powerset proliferation?"
    Answer: "No."

    Question: "Why aren't Dominators included in Powerset Proliferation 3.0 in Issue 21?"
    Answer: "Because we're doing something else for Dominators that will be Awesome™!"
    Follow up Question: "Can you tell us more about that?"
    Answer: "No."

    Question: "Can you tell us more about what you're going to be doing with the remaining Incarnate Slots which have yet to be unlocked?"
    Answer: "No."

    The point that I want EVERYONE in this forum to take to heart is that Paragon Studios has a *habit* of working on things and not talking about them "before they're ready" to talk about them. They didn't "talk about" powerset proliferation ... but they were working on it (and oh boy were they working on it!) just the same, as we now know. They aren't "talking about" powerset proliferation, or possibly even NEW powersets(!) for Dominators (and Controllers?) post-Issue 21. Is there anyone here who wants to believe that means that they're doing *NOTHING* for Dominators post-Issue 21? They won't "talk about" what the remaining unlockable Incarnate Slots are going to do, which Trials they'll be tied to, what currency they'll use to craft the enhancements ... any of that stuff. But does anyone *BELIEVE* that because the Devs "won't talk about it" that they're "not doing anything" in this area? Let's just say that believing that would be ... foolish.



    And now we have repeated statements that the Devs "can't talk about bases" in a manner that is *entirely consistent* with development work either scheduled, in progress, or possibly even both. We also know that the the Programming Team is "booked solid" as far as team time is concerned for the next 6 months (or so, at least!), and that ... one ... of the production bottlenecks in Development of new features for the game right now is Programming. Tunnel Rat has said so in UStream chats. Other Devs (Synapse? Second Measure?) have said so in UStream chats.

    Anyone want to speculate how much Programming Development *any* kind of Base Editor work would require ... let alone a wholesale revamp? Personally, I'm thinking "not trivial" would be the best answer to that question (especially if talking wholesale revamp).



    Yes, this IS a game of Blind Man's Bluff at this point to try and figure out what is going on with SG Bases in the development cycle. But at the same time, Paragon Studios does have a Modus Operandi when it comes to "talking about" things to develop. We've seen THAT before ... and it's better than even money that we're seeing it in operation NOW with respect to future SG Bases Development. The one thing we CAN be sure of is that there isn't going to be any kind of finished and finalized push of enhanced Base Functionality in Issue 21. THAT MUCH has been made clear.

    But Second Measure, in his role as Producer, and by his own admission on saturday's UStream broadcast from SDCC, "lives in the future" of CoH:F because he's already engaging in meetings about what is going into Issues 22 and 23 (and possibly even 24, although he didn't state this explicitly).

    Question: "Can you talk about Issue 22?"
    Answer: "No."

    Question: "Can you talk about future development(s) for SG Bases?"
    Answer: "No."

    Anyone want to believe that the Devs are NOT working on Issue 22, even in a preliminary capacity? I'm willing to bet the answer to that is "NO" simply because it's self-evident that they must be, already.

    Anyone want to believe that the Devs are NOT doing any work on SG Bases ... ever again? Note very carefully that if SG Bases were an "abandoned feature" as so many of us had feared, it would be VERY EASY for someone ... anyone ... to come along and flat out state, for the record, that there are NO PLANS, of any kind, anywhere in the forseeable future, to do anything at all with SG Bases. The Devs *HAVE* come out and said, in answer to questions about some topics, that there is "No Work Being Done" or planned to be done in that area. When something is *NOT* up for revision/remodeling/redevelopment, the Devs have been forthcoming in saying so, that there is no effort being expended in that direction. They don't say, "we aren't talking about it" (or words to that effect), they just come right out and say that there's nothing being done or there are no resources allocated for that effort. THAT they DO say.



    Significantly, in this case, the Devs are NOT saying there's *nothing* happening on the SG Bases front. What they DO SAY is that they "can't talk about" what IS (or is not, if you're pessimistic about this ... still) happening on the SG Bases front. And that "can't talk about it" response is entirely in keeping with something happening.

    It's not going to be something for Issue 21 ... that much is clear.

    But it might be Issue 22 ... or maybe even Issue 23 (which at this point I would peg at being a year away, for Issue 23). At the very least though ... SOMETHING ... appears to be happening ... so long as you're a decent player at the game of Blind Man's Bluff ... and if you've been paying attention to the *shape* of the language Paragon Studios uses to talk (or not) about what is being worked on, but news of which hasn't leaked yet.



    This analysis is by no means conclusive PROOF of a development effort for SG Bases at Paragon Studios ... but if you're inclined to optimism (and not everyone who reads this forum is, at this point), it IS a reason to (re)kindle a flame that has long been guttering and dying.

    HOPE.



    If you know how to read the signs, and not be overwhelmed by your past disappointments and cynicsm ... it is possible to hope. Whether you do, or not, is up to you.



    Me? I'm betting on hope.
    Would anyone object to an obligatory "I told you so" at this point?
  7. Better response would be for the window to NOT spawn smack dab in the middle of the screen, but rather in an upper corner where it wouldn't obscure the view of your character. And yes, a 1x10 view would be better than the 2x5 view we have for this.
  8. Redlynne

    CoH and Lion

    Using it right now, and it's currently more stable (for me) than Snow Leopard.
  9. Alt-ing to play your babies takes on whole new meaning.

    Just watch out when she starts slotting DOs (in the teens) ...
  10. Best possible way to make Flurry useful would be to change the power from being an All-or-Nothing attack into something which rapid fires multiple attacks in a row, each of which gets an independent chance to hit. Of course, doing that might do ... interesting ... things to the power's Proc-ability, which in and of itself might not be a Bad Thing™ considering the power's current reputation.
  11. Redlynne

    PB Sounds...

    PBs sound like "FREEEEEEEeeeeeeeeeeeeeeemmmmm!"



    Or, at least, that's what they sound like to me ...
  12. Quote:
    Originally Posted by crayhal View Post
    FYI, I see the hotel offers 'Free-wifi'. Pre-summit ITF, anyone?
    Only if I can figure out how to load up the CoH client on my iPad2 and somehow port over all my bindloadfiles and work out a completely new control scheme that doesn't involve a mouse and a keyboard.

    Er ... maybe not ...
  13. Wow ... has it really been a week since I had time to post the next section in this thread?



    With the basic idea of building Rooms using player defined Room Blocks established, how those Room Blocks are "allowed" to be structured within the Base Plot Volume through very simple "touching" rules, the fundamental concept of having a fully 3D positioning GUI to locate and move elements around within the Volume ... *and* being able to export/import all of that data to a Plain Text File in the same way that Mission Architect and Player Costumes can be exported/imported to and from text files ... it is now necessary to move on to other important considerations for dealing with the Styling of the walls, floors and ceilings, and how to place Items within the boundaries of Room Blocks.



    My thoughts for Styling of (contiguous) Room Blocks is relatively simple ... but can be made more complex without too much (conceptual) difficulty, assuming that the programmers don't put their foot(s) down (too definitively). The basic notion is that every Room Block of the same Type at any given *height* within a contiguous Room has an identical Wall Styling. This is broadly similar in concept to what we have now with the Legacy Editor, in terms of Low Walls, Floor Walls, Mid Walls, High Walls and Very High Walls with respect to Wall Styling. Now to be clear, at this point I'm envisioning the classic Floor Trim and Ceiling Trim being changed into Decorative Wall Objects so as to make their inclusion/removal more of a Designer Choice and to also allow for greater design freedom(s, particularly in very irregularly shaped 3D contiguous Rooms).

    The important thing to remember though is that the Base Plot Volume is essentially a "solid" or otherwise "impassable" space (in 3D), and the Room Blocks are basically "hollowing out" that space so as to give a (cubic) bubble of air which Players can move and around in and Items to be placed in. That means that any Styling of textures for the walls of these Room Blocks goes only on the "inside" of the Room Blocks ... just like what we see with the Legacy Editor. The thing is though that when Players are allowed to "free form" create Room Blocks and additively arrange them in shapes other than perfect rectangular prisms, all kinds of additional possibilities come into play which can make "auto assignments" like this less than optimal.

    For example, if a player wanted to create some "swimming pool" holes in the floor of an otherwise symmetrical Room, that would have to be done with Room Blocks to "hollow out" the underwater pool space. But then you can run into a situation where a player wants those multiple pools to have different Styling within the "pits" of the pool spaces, and if EVERYTHING in the same room, at the same height has the same Wall Styling within that set of Room Blocks, then the editor is "too constricting" for what players may want to do and unnecessarily limiting of their creativity.

    The compromise, of course, is to limit the continuity of Wall, Floor and Ceiling Styling to only contiguous Room Blocks at the same height/altitude. That way, you could have a "swimming pool pit" group of Room Blocks on one side of a very large Room, and a single Room Block off to the side (ie. not contiguous with the "main pool") as a "hot tub pit" in the same overall Room flooring, and be able to define the Styling of the "big pool" and "hot tub" separately. Even though "pool" and "hot tub" are located at the same height/altitude, as far as the placement of their Room Blocks is concerned, because they don't share a common contiguous Wall between them, their Floor and Wall Styling can be defined separately ... so as to have a powder blue pool and a white hot tub (for example).

    The Basic Rule of Styling then becomes a matter of all *contiguous* Room Blocks, of the same Type, at the same height/altitude in the Base Plot share the same Styling for Floor, Walls and Ceiling (if applicable). Note that Room Blocks that are adjacent to each other do not have a Floor, Wall or Ceiling where another Room Block is touching them, allowing Room Blocks to be stacked and arrayed so as to be able to create wide open spaces within the Base Plot Volume. Also note that since two adjacent Door Room Blocks will be necessary to transition from one Room Type to another, it is perfectly possible to have the Door Room Blocks duplicate the Styling of any non-Door Room Blocks they are adjacent to, so as to preserve the current behavior (if desired...) of having the Styling "switch" from Room to Room at the halfway point inside any given "Door" between those Rooms.

    And I know that that all reads as a lot of gobbledygook when spelled out in text. If I could demonstrate the principles using children's wooden blocks, it would make things so much clearer because all of this is very VISUAL stuff, and we're basically playing "telephone" here for some very spatial and visual concepts (except this is a pure text medium, making it even harder to clarify things).



    The short end of the story is though that with all of the above, including the concepts advanced in my OP, it should be possible to create contiguous Rooms of almost any shape and size that people want to build them to within my proposed Base Editor, and have greater freedom to customize the appearance of the interior of those spaces than we have been able to achieve in the Legacy Editor.



    The next question that needs to be answered is ... just how BIG is the Base Plot Volume going to be? And how will positioning data for everything that is intended to be within the Base Plot Volume going to be addressed/dealt with?

    Currently, the largest Base Plot available through the Legacy Base Editor is 24x28 squares. Each of those squares has a potential volume of 2x2x3=12 Room Blocks using the system that I'm proposing.
    • 24x28 * 12 = 8,064 Room Blocks "worth" of Volume when using the Legacy Base Editor.
    • It's 48x56x3 Room Blocks of total available space.
    • That's 768 ft x 896 ft x 48 ft of total volume ... on the largest Base Plot available to the Legacy Editor. That is 33,030,144 cubic feet of space.
    Now here's the interesting thing I take away from this. Even using just the Legacy Editor as a "guide" (they're not so much rules so much as more like "guidelines" really...) we're still talking about numbers that in Base-10 read as ... 3 digits X axis ... 3 digits Y axis ... 2 digits Z axis ... for recording where everything "is" inside of a Base in all three dimensions. That means that at the maximum it *should be possible* to have a volumetric addressing/recording system that is pure text/integer only based looks broadly like this:

    XXXYYYZZ

    So anything with a data string of 10020050 would mean X=100, Y=200, Z=50. In this case, I'm using Z as the "altitude" attribute.

    Now given all of that, if using Room Blocks of 16ft x 16ft x 16ft and limiting the data recording system to an XXXYYYZZ positioning system, that means a theoretical maximum Base Plot Volume of 62x62x6 Room Blocks ... which is the equivalent to a 31x31 Legacy Base Plot with double the available height. As a practical matter, however, I would personally recommend a "one size fits all" Base Plot Volume of 60x60x6 Room Blocks of 16ft x 16ft x 16ft each. As a consequence of this, I would advocate removing the purchasing of a Base Plot as something to be bought with Prestige. My thought is that the pure SIZE of the Base Plot Volume should not be a consideration when it comes to working out what an SG can afford to buy. Instead, what is important, and what should be the REAL cost driver is how much stuff you put *into* the available space.

    Essentially, instead of paying for the Base Plot *and* the Rooms, like we do in the Legacy Editor, an SG would only be paying for the Room Blocks they buy, and the Items that get placed within those Room Blocks. Want a cheap starter Base? Be frugal in your buying of Room Blocks and keep everything small, cramped and pokey.

    60x60x6 Room Blocks is 960 ft x 960 ft x 96 ft of internal volume ... or 88, 473,600 cubic feet of total space (about 2.68x the volume of the Legacy Editor).

    All of that from using a Plain Text formatting for a Base-10 recording of coordinates in an XXXYYYZZ format. Note that this data formatting then makes it very easy to record the positioning of Room Blocks (in multiples of 16 *only* in all three dimensions) in a way which is totally compatible with a way to record the positions of Items within the spaces of those Room Blocks. Although it would be "easiest" from a computer programming standpoint to make the XYZ origin point a 00000000 location, I'd recommend instead making the "minimum" location in all three dimensions be the "1 ft" position so as to make things "easier" for the humans/Players to do some of the more complex 3D positioning math and relationals in their heads. That means a "minimum" coordinate position of 00100101 up through a "maximum" of 96096096, and the coordinates recorded for all Room Blocks must be equal to 16^n (where 16^0=1) as part of a "sanity check" for the positioning things inside of a Base Plot Volume.

    As mentioned previously in my OP, it is possible to extend this coordinate mapping system beyond simply placing things in 3D space. In the case of Room Blocks, it would be possible to extend this to include Room Type and also the number of Defensive Items permitted within that Room Block. Using the "by the foot" coordinate scheme I've just demonstrated, it should be possible to do *this* to define the "root" vertex point of a Room Block ...

    Room Type Coordinates: XXXYYYZZEDFFWWCC

    X = X axis coordinates (in ft)
    Y = Y axis coordinates (in ft)
    Z = Z axis coordinates (in ft)
    E = Edit Privilege Ranking Level (0-5)
    D = Max Defensive Items permitted in Room Block
    F = Floor Styling type
    W = Wall Styling type
    C = Ceiling Styling type

    The nice thing about this notation is that it organizes everything in a way which puts everything into a 16 character integer numeric string (3-3-2-1-1-2-2-2). It also allows SGs to set the "Edit" permission security level on a Room Block by Room Block basis so as to grant permission to edit the contents of Room Blocks based on their Ranking within the SG. This then allows the granting of Edit Rights to lower Ranking SG members in very specific and controlled ways over *portions* of an SG's Base ... if desired ... rather than granting Global Permission to edit anything and everything as an All Or Nothing proposition. This then makes possible the creation of "sandbox" spaces within an SG where members other than the Official Base Builder can have a chance to "play" with the design and placement of Base Items within the permitted space(s). It is then a very simple matter of changing the Global Base Edit Privilege, like we are used to in the Legacy Editor, to being something "granted" as a boolean Y/N proposition to specific SG Members by Name or by @Global through the SG Controls Window(s), rather than something which is granted simply by attaining a specific Ranking within an SG. Needless to say, adding and deleting Room Blocks would require a Global Base Edit Priviledge ... while adding and deleting Base Items placed within Room Blocks would be controlled via the Edit Privilege Ranking Level (expressed as a minimum Rank within the SG) assigned to each Room Block.

    This then creates a better Base Integrity Security Scheme where SG owners don't need to be as worried about granting SG Edit Permission to newer/other players. It makes it *possible* for players other than the SG Base Admin to participate in, gain knowledge in and demonstrate their skill with my (proposed) Base Editor so as to not *necessarily* keep it as something reserved for the Ivory Tower Few so as to guard against Griefing.



    Now ... where this gets "interesting" is when extending the basic XXXYYYZZ coordinate system to Items, both Decorative and Functional, placed within the available spaces of Room Blocks. In this case, I'm talking about adding rotational information in terms of yaw, pitch and roll away from zero.

    My basic thought here is that it ought to be possible to code the Base Render Engine to rotate ANY placed Base Item in 15 degree increments for yaw, pitch and roll rotation. That gives a total of 24 positional increments (24*15=360) and requires the use of integers between 0 and 23. This can then be represented like so to locate the "root" vertex point of the Hit Box of that Item ...

    Base Item: XXXYYYZZTVYYPPRR

    X = X axis coordinates (in ft)
    Y = Y axis coordinates (in ft)
    Z = Z axis coordinates (in ft)
    T = Room Type Exclusivity (ie. Control Items only in Control Room Blocks)
    V = PvP Raid Pathing Exclusivity (0 or 1)
    Y = yaw rotation
    P = pitch rotation
    R = roll rotation

    Again, this is a 16 character integer only string (which could potentially be shortened to only 14 characters) to define the location (X, Y, Z) and orientation (yaw, pitch, roll) of a Base Item in three dimensions. It is also possible to define if an Item requires Raid Pathing Exclusivity to prevent other Items being placed within the Item's Hit Box by use of a boolean integer value.

    Now, one of the limitations that will need to be made, is that the Hit Boxes which define the outer boundary "space" that an item will occupy NEEDS to be confined within the volume "carved out" of the Base Plot Volume by the Room Blocks. What I mean by this is that it should not be possible to have a Base Item's Hit Box extend beyond the boundaries of the volume of the (contiguous) Room Blocks. That means no rotating an Item in such a way as to put part of it through the Floor, Wall or Ceiling of a Room Block. Likewise, Base Items are "not allowed" to exist outside the boundaries of spaces defined by Room Blocks and a "sanity check" can be (relatively easily) programmed into my proposed Base Editor to verify these things (and flag offenders for the Player to deal with/clean up) via an optimizer script (as first mentioned in my OP).



    Now as far as *I'm* concerned, the real beauty of this entire "bootstrapping" system of building things up in Room Blocks, working out a coordinate system to express that in integer strings which can then be exported/imported via text files, and having a 3D GUI element assisting with controlling it all above and beyond mere Point'n'Click interfacing is that it allows the entire rendering engine to operate on a VERY object oriented basis. It becomes possible to define each element to be used in the Base *once* and the specify all of the locations within the Base where that element is to be found ... and it uses the same scheme and notation (16 character integers) for both creating empty spaces (Room Blocks) and filling those spaces with "things" (Base Items) within those space. And the entire coordinate notation system that I've presented makes it possible to run both "sanity checks" as well as record keeping "optimizer" routines so as to sort both Room Blocks and the Base Items within them in ways which can make life easier for the game engine to render both the environment and the objects within it in a more holistic sense for the entire Base.

    I see the Coordinate system basically calling for an Asset (such as a Lamp or a Tree or an Entry Room Block, for example) *ONCE* ... and then defining all of the locations within the Base Plot Volume where copies of that one Asset are found, using the 16 character integer string for each copy of that particular Asset. The next data set calls for a different Asset *once* ... and then defines all of the locations where copies of *that* Asset are located.

    One side effect of doing things like this is that rather than setting up the Base Editor to have a sort of "Current Room" function like what we've got with the Legacy Editor, instead you've got something more akin to a "Current Assets" function, where you specify which Asset you wish to address, and then scroll through all of the locations scattered throughout the entire Base that that particular Asset can be found. The difference is that with data organized (and optimized) the way I've been talking about so far, it should be perfectly possible to streamline (by resequencing) the sequencing of Assets by coordinates such that a "search" through the location(s) of any particular type of Asset is not limited to only a First In-First Out ordering like what we've got using the Legacy Editor in its Current Room functionality and limited by Room to addressing particular Base Items.



    By the way, in case anyone is wondering ... I can easily see an SG Base with 30,000 Assets (Room Blocks, Base Items and Storage Container Contents combined) needing about 500kb (at most) worth of plain text file to record the WHAT and WHERE of everything that is needed to record an SG Base in a plain text file that could be saved locally to a player's CoH game client and potentially(?) speed up the zoning transition when entering one's own SG Base. Considering that Mission Architect allows us to have THREE story arcs of up to 100k each to begin with ... that's not all that bad considering that Players can only be a part of ONE Supergroup at a time. In fact, I'd argue that allocating 0.5 MB *at most* to an SG Base, with the understanding that that is a MAXIMUM and that hardly any SG Bases would be that "big" ... and that most would be hard pressed to exceed 300kb worth of 16 character integer data strings (~18k Assets) ... I'm thinking that would be a *bargain* for Paragon Studios in terms of data management and storage. And that's assuming I'm even doing the math right on how much memory these things would cost (ie. I'm probably not, but work with me here).



    Oh and just so there's no confusion ... when I'm talking about Base Items above, I'm referring to every object that can be found in the Personal Item and Place Item modes of the Legacy Editor. That means all the Arcane, Tech, Lighting, Room Details, Chairs, Shelves, Wall Items, Pillars, etc. etc. etc. I'm just lumping under the general heading of "Base Items" for simplicity. Hope that didn't trip anyone up.



    Anyway, that's about all the time I've got for this trip to the WALL OF TEXT CRITS YOU!

    If you're still reading this at this point ... you may actually have more patience and/or interest in this sort of thing than I do! I'll try to get back to writing up more of my ideas concerning revamping the Base Editor in particular (and SGs in general) probably by next week sometime. Next time I'll try to get around to discussing things like how an entirely revamped Base Editor would handle things like Base Rent (including if this is even relevant going forward) as well as how to deal with Raid Pathing and the fabled PvP Base Raiding Options that could be built into a Base Editor like the one I'm envisioning (and at great length laying out here in this thread).



    Until then ... May The Force Field Defender Be With You.
  14. Quote:
    Originally Posted by crayhal View Post
    I will take Friday off and play host/bus driver until folks can check into their hotel.
    Would that even include those of us "easterners" flying into SJC around 900 PM?
  15. Btw, Madame Pistacio, feel free to tour PERC Base 23 on Liberty anytime, since I'm pretty much "done" with modifications to it. If you want me to give you (and your entourage) a guided tour, we can set up a time for that.
  16. My Quad-Form PB (human/nova/dwarf/light) doesn't use any of the human melee attacks other than Incandescent Strike. I've got Gleaming Bolt, Proton Scatter and Luminous Detonation for my ranged attacks, and I'm never hurting for something to do at range. I also use Assault and Tactics to "narrow the gap" between Human and Nova forms, to the point where I usually only use Nova form for range rather than for damage in the late game. Nova form is still useful when exemplared into the early game though.
  17. Quote:
    Originally Posted by Avatea View Post
    12:00 - 1:30 p.m. PDT
    Lunch break! You are free to go wherever you want for Lunch, you might even want to grab a member of the Paragon Studios team to tag along!
    Quote:
    Originally Posted by Dark_Respite View Post
    *starts plotting the budget*

    Michelle
    aka
    Samuraiko/Dark_Respite
    Black Pebble owes Samuraiko lunch!
  18. Yes, I am using those items for ... ambiance. Functionality has nothing to do with it, because there's nothing to "spend" the Control on, actually. I *really* just wanted the Main Control item, because the room it goes in is ... meh ... without it. And once I'd decided to put it in, I then had to figure out how to "support" it in terms of Power Generation, and with the budget we were given there was really only one option left. So yeah ... when you tour my base, have your sound turned on. It makes a difference.
  19. Quote:
    Originally Posted by Madame Pistacio View Post
    Freestyle/Player's Choice
    @Redlynne
    PERC Base 23 on Liberty ... complete.

    Starting Prestige: 300k
    Remaining Prestige: 0k

    Entry Room: 1 Entrance, 52 Decorative
    Oversight Center: 1 Start Up, 15 Decorative
    Control Room: 1 Control, 645 Decorative



    Yes ... you're reading that right. After paying for Base Plot (free), Rooms (150k) and a Start Up unit and a Main Control unit (75k!) ... I had (only) 75k Prestige left to decorate with in a pair of 2x2 rooms and one 3x3 room. I could have made things look a lot better with another 100k Prestige to burn, but that's always the way it goes. As it was, I had to ... economize a bit ... just in order to make things look presentable, rather than unfinished.

    This also means that I've got 705 placed Items (including the Entrance) in my base submission for this contest. The work for doing all of this took approximately 5 hours.
  20. Positron with Beard = HERO



    Positron without Beard = VILLAIN
  21. Hey Beastyle ... did you know we have a Base Building Forum? It's over here in case you've never been there before ...
  22. Quote:
    Originally Posted by Snow Globe View Post
    Let me repeat this: It has been over a month since Issue 21 has been live, including the head start (September 13, 2011). I didn't get "pre-loaded" with a Reward token for September. My Veteran Rewards date was the 12th. I have yet to get a Reward Token since Issue 21 head start.

    If I was supposed to get a Reward Token at the end of a month of play, I haven't got it.

    If I was supposed to get a Reward Token at the Veteran Reward Date, I haven't got it.

    What I have got was being stonewalled by unsupportive Customer Support teams, both Community Reps and GMs, that do not seem to know what the heck is going on.

    Is this an acceptable situation, Paragon Studios? Not from my perspective, and I sure as heck hope it isn't on your side of the screen.
    =====

    Code:
    Transaction History (Last 180 Days)
    Date 		Order Number	 	Item					 	Total 		Status
    Oct 15, 2011 	******** 	City of Heroes® [6 month subscription] 	$84.11 (USD) 	Paid
    I never received a Paragon Rewards Token during the month of September, AFTER Freedom went Live. According to my Billing Cycle, I should have been getting billed on the 15th of September. I'm also pretty darn sure that my Billing Date was October 15 this month ... since my credit card got billed for a subscription renewal! And yet, here it is ... the 16th of October, and I still haven't received a Paragon Rewards Token for either September -OR- October yet.
  23. The best possible change that could be made to Broadsword is to have its secondary effect be changed from Defense Debuff to being Resistance Debuff. And given the "fact" that 1 Defense = 2 Resistance ... all the Powers Team would need to do is take the Defense Debuff values, double them, and change them to being Resistance Debuff instead.

    DONE.

    Broadsword ought to be the Resistance Piercing powerset ... while Katana/Ninja Blade acts as the Defense Piercing powerset. I mean, conceptually speaking, you'd expect to want to be using Broadsword against an ARMORED or otherwise "invulnerable" target, which this game models as being Resistances ... while using Katana/Ninja Blade against a "nimble and unHITable" target, which this game models as being Defenses.

    Simply changing Broadsword to being Resistance Debuff, instead of Defense Debuff, would be enough to differentiate the powerset away from Katana/Ninja Blade into being its own (unique) thing ... rather than a "copy" of anything else.
  24. Quote:
    Originally Posted by Psylenz View Post
    I hadn't thought of team teleport. On the bots I want to keep the minions at range at first to maximize the cone effect of full auto laser on the foes. On a necro/time, team telly would be godly effective.
    I did ...

    In fact, I would argue that Team Teleport + Time Manipulation has better syngergies for melee pet Masterminds (such as Ninja/Time).