The_Demon_Hunter

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  1. The_Demon_Hunter

    Stacking Objects

    Welcome to the wonders of stacking base items.

    First off, I would never recommend using a safe to play with floor tiles for adjusting the height of items you're trying to stack. They do work but in my opinion they're not as easily worked with as an accent lamp or large accent lamp. These lamps can be stacked up into a column that spans the entire floor-to-ceiling of your room. It's a much more forgiving system IMO.

    You'll want to place your chosen lamp in the area you want to float your item. Then, looking at the lamp from the side, place your large floor tile (the big white one from the Room Details tab) into the lamp at the height you'd like for the bottom of your items being floated. You might need to rotate the floor tile to allow it to sit in a spot that doesn't break out of the room boundaries, but once you have it placed at the right height, change to more of an overhead view and you can move the floor tile to essentially sit on itself as you move it along at that height so long as you re-place it in a spot that overlaps where it is currently placed.

    Hopefully that helps you out a bit!
  2. Quote:
    Originally Posted by Fire_Away View Post
    I have no problem with the rest of your example as a way to improve base utility but I would not be so quick to dismiss NPC battles as another (optional) way if it could be accommodated. I'd love to have my base defenses be good for something for a change.

    Regardless of what the B-man does or doesn't do, in this game I've marched into many a Longbow, Arachnos, Paragon Protector ("I don't know their faces but I know where their base is")., Council, Sky Raider, and many others base and taken on all comers. I'd welcome the opportunity for these guys to try something in my base. I get that you wouldn't and you should not be forced to...but it's certainly not out of the question or unrealistic in the context of this game.
    I should have been clearer in what I meant. I don't want to see these PvE raids as a commonplace occurrence. It loses impact then and becomes routine instead of being special at all. In comics, they do happen, and it is part of the genre, but its usually the exception and not the rule. Making it a special thing that can only happen under certain circumstances, such as part of a story arc (and not every story arc), makes it so such a thing is an event. Otherwise it just gets boring and is lumped in with every other bit of "been there, done that" repetitive content people complain about already.

    EDIT: Edited to clarify I was referring to PvE raids.
  3. /unsigned

    I am against any kind of "either/or" "all or nothing" system that requires players to stop supporting their SG to gain access to individual content such as the morality arcs. Back when we had Base Salvage, it dropped in addition to regular rewards when in SG mode, so as to not penalize people for supporting their SG. The devs changed SG mode's inf penalty to be no more than 50%, when it used to be 100% at higher levels.

    Also.... making it so SG mishes are geared for larger groups (like CoP is set up for) is going to exclude small groups or new ones, even if they have all the equipment in place. Having a few of those is fine, but making it so that's all that you're getting out of base mission options is not a good idea.

    I'm not going to support that. Give smaller groups a reason to get excited about this system as well.

    The idea is to encourage base use. Set it up like TFs if you want to, where it requires 4-8 players to start instead of any one firing it up solo, but no more of this idea that it has to have multiple teams of players to be something SG-oriented as the only option please. SG missions don't have to be something that mobilizing the entire SG is required to complete. Add in more of those if you want, but only once other content is introduced that smaller groups could attempt.

    Paying purely in Prestige.... again, I'm not going to support that. None of this all or nothing stuff that already went out the window years ago, please.

    If it isn't a system that can at least be accessed on some level by all actual SGs (no, I'm not counting solo SGs) that have put in the work to have the facilities, then the system is flawed, and not worth the time spent in development IMO.
  4. Quote:
    Originally Posted by Shadestorm View Post
    The topic here is the base as content. The CoP requires a raid capable base, true, but that's the end of it. It's still content that takes place outside of the base, and could just as easily been moved to an NPC contact (like what happened with silver mantis) or placed in its own zone (like the hamidon) Sure, this is still content, but it has very little to do with the base.
    See, this is where I'd like to see things as a starting point. You view CoP and Silver Mantis SF as throw-away ideas that lead nowhere because the base itself isn't the battleground apparently. Instead, try using those as examples of what bases can offer in terms of being needed to launch SG-exclusive mishes. It makes more sense that way and is then more readily available to more people.

    Quote:
    When raids were active, the base itself was the crucial point. The entire design and layout were integral to that gameplay system. So perhaps we drop the hirelings (Though, to be fair, I have an evil lair, and I want minions. All the best supervillains have minions.) And talk about other ways to use the base itself as content.
    Play a MM or lead a SG of like-minded players if you just want minions to do your bidding in this game. Villains in this game are just someone else's hired thug most of the time anyway, thus placing you far below the rank of the best supervillains. When you're legitimately on a par with Dr. Doom, Lex Luthor, or Loki, come see me.

    Quote:
    I'm not talking farming prestige and decorations here. I've got nothing against decorations. I love them. I spend a fair amount of time decorating our base. However, there is simply much more that could be done with all that space. You can fit a fully tricked out (for PvE) base on the second largest plot. I'm talking about thinking in terms of useful rooms, base items, etc. that have a real function and purpose. In comics, you've got these grandiose bases with computers that can spy on the whole world, hack in to the pentagon, a training room stocked with a bajillion robots, a lab in which entirely new forms of science are created, or the ultimate doomsday weapon is being constructed.
    And in just about every RP-oriented base, you'll find many of those same things. Every decorative element in every base I do has to serve a purpose, whether for a functional item or to serve as the springboard for RP, including to launch adventures as a team and SG.

    Quote:
    That's the "feeling" I'm talking about capturing here. When batman retreats to the batcave, he does so because the facilities in the batcave are integral to what he does as a superhero. Some superheros don't have nor need a base, some do. The goal here is to have a base be as much a function of what an SG is all about as its members doing missions.

    You know that villain arc where I take over a cloning lab, or steal a bunch of rikti stuff, or whatever? Where is it? I get a text blurb that says "this could totally be useful some day" and then I never get the chance to bend my new toys toward my goals. I don't get to take the rikti guns back to my secret lab to reverse engineer them in to weapons of ultimate doom, only to be found out by the local heroes and thwarted. I don't get to drop my arch nemesis in to a pit of sharks with friggin' laser beams attached to their heads. Nothing.
    You do have the ability to do the first part. Congratulations, that's what your workshop and crafting stations are for. You're literally using pieces of that Rikti tech you salvaged to make yourself more powerful by integrating it into items that boost your power. If you're a Mastermind, you can augment the power of your minions this way. They're called Enhancements. Those who have the imagination to RP can recognize and then explain it as such. This currently exists.

    For the latter part, you'll need to ask the devs to give you ways to lock up the heroes so you can explain your evil plan, and then make it so they can defeat you over and over because you were an idiot and kept them in your base alive long enough to let them beat you. Not very much like the kind of villain most of us want to play, thank you very much. Good villains don't fail because their plan is faulty. They fail because the hero finds a way to get past their "foolproof" plan (usually through some sort of deus ex machina, but that's another story for another time). At any rate, asking for the ability to make things happen where you're destined to lose as a player might be fun to you, but not to many others if I had to bet money.

    Quote:
    We have the bases, which were designed to be played in, not stared at. Sure you could add fifty million new missions that you can only access from a base, but at the end of the day you may as well have put them in a door somewhere. The end result is the same. You use the base as a closet or a car, but you don't use the base as a base.
    See here's where you're missing the point of adding mishes accessed only by base items.

    That's what superheroes and supervillains do!

    Batman doesn't go to the Batcave to fight off the Joker and the Riddler. He goes there to analyze clues he took from the scene of his last battle or from a crime scene and then plan out his next move. Using that idea as our basis, let's construct a very simplified story arc for Heroic base users, shall we?

    1) Monitor Duty -- You've received an alert from your base's computer (ie the appropriately-named Mission Computer) that the 5th Column have struck once more and are unearthing something at the bottom of Independence Port. Your task is to attack the 5th Column and stop their salvage operation.
    Mish Door: Raid Porter to instanced map of IP used for Safeguards/Mayhems.
    Mish Conclusion: Defeat leader of salvage operation (an EB) but you're too late and one of the crews escaped in a sub. You're able to retrieve a small piece of metal, which is unrecognizable (Unique untradeable salvage, called "Unidentified Alloy" for this example) from the salvage leader.

    2) Analyze the Metal -- Returning to your base the Mission Computer needs proper analysis of the alloy done before it can be used to cross-check against existing materials. For this mission, you leave the control room and head to your workshop. Using an Invention Table, craft up unique recipe "Composition of Unidentified Alloy" which is done to simulate your analysis of said alloy. (This is similar in nature to crafting the Lost Wand in the blue side Midnighter's Arc). Once it is crafted (mish complete), you return to the Mission Computer and input the data you have from this analysis.

    3) Alloy X is revealed! Alloy X, according to encrypted government records, was used by the Nazis during WWII to create various superweapons. A classified document reveals that part of one such weapon was being transported to Paragon City during the attack that cost Atlas his life. Atlas lost his life but not before he was able to sink the freighter carrying this weapon. This weapon, in the hands of the 5th Column? It looks like you'll have to stop them! The Mission Computer taps into various satellite imagery to show that the 5th Column have taken over the Council base in the Volcano on Striga Isle.
    Mish Door: Raid Porter to a redressed version of the map used for the final mish of Ernesto Hess TF, showing Archon Burkholder reverting to his 5th Column loyalties now that they've promised him the use of components powered by Alloy X to launch his newest Mega Mechman.
    Objective: Defeat Burkholder and his elite guard; Retrieve Alloy X Components.
    Timed Mission: 30 minutes
    Success: You've stopped the 5th Column from launching a superweapon that Atlas gave his life to stop.

    Now like I said, this is simplified greatly, but that's an example of what superheroes typically do that involves their base. They actually use the items in their base to actively contribute to the mission completion. A real SG-exclusive arc could be done with much greater complexity and could in fact be done with branching choices like was done for some of the morality mishes in Praetoria.

    The possibilities are limitless in utilizing the bases we already have, simply by creatively writing arcs that reward SGs for putting in the effort to get these objects.

    Content for bases doesn't have to be all about raiding, whether PvP or PvE. It can be done simply to encourage teaming within the SG and to encourage SGs to earn the facilities needed.
  5. Quote:
    Originally Posted by Avatea View Post
    The Rikti are demanding that we refer to them as persons as opposed to sheep, hence the "s"...
    Rikti are not "persons," I would argue. They are merely volunteers to assist my LegendBots in sighting in their targeting software.
  6. Quote:
    Originally Posted by Impish Kat View Post
    and yet... giving bottom skins to.. say... the floor tile(s)... would greatly decrease the number of items that folks use to create their multiple floor levels.

    .
    Not unless they're giving us floor tiles with more textures than the while tile deal we have now. I only use that as a last resort when I need to cover something else that's an even worse fit aesthetically.
  7. Quote:
    Originally Posted by Turbo_Starr View Post
    Looks great DH. I am always blown away by others who take a concept and make it there own. You nailed the stars and maintained a clean look. I like how you integrated tech components to make units which isn’t easy. Keep us posted.
    Thank you, Turbo. Since they made the changes to base pathing rules and let us overlap items, I've done all I could to layer items together to create a unique look for items in all our bases. I want to make sure our bases have a unique, custom look to everything and so it all winds up being redone and made more complex in some way.
  8. Of all the names mentioned in this thread, I've only even heard of a few. That doesn't strike me as them being Icons, no offense to everyone else.

    There's just one that fits the bill as an Icon, IMO.

    I've passed Ascendant a few times on the phone in the train stations and gotten a laugh out of it every time. He's about the only player/character I consider Iconic simply because you can come across people from every server who have at least heard of Ascendant and his conversations with his agent, Saul. He's been referenced in the CoH comic and is mentioned in random text by NPCs in the game who are at "his spot" by the phones in the train stations.

    Pretty impressive for a player to be known well enough to be worked into the fabric of the game in that way.

    That's an Icon.
  9. Quote:
    Originally Posted by Dead_West View Post
    So... wow!


    That is some top notch work. The meeting room reminds alot of what we are trying to go for with the warroom (item number 6 on the UPP to do list) and that space fighter is absolutely brilliant. I am actually working on one myself (lil different shape) that is going to house our raid teleporter.


    But yaeh definitely excellent work man. Cant wait to see it in person!
    Thanks! I'm always willing to have people in to look around when I'm free. At the moment, I'm getting close to completion for the meeting room, and I'm in the process of redoing my lobby/reception area (added a Robotic Fabricator behind a custom made desk, for starters). I'm slowly working on upgrading everything in the base to that standard. It's a work in progress though, just like every base
  10. Quote:
    Originally Posted by ScrapperSam View Post
    Turbo, thanks for the link! It really helped me get some ideas on this base.

    As for you DH... *stabs and punts into a shark tank* I'll see you in our SG channel. >D
    *crawls out of the shark tank* You know, lady... if you weren't one of my officers, I'd have you replaced with a LegendBot for doing that... again....
  11. Quote:
    Originally Posted by Forbin_Project View Post
    This emphatically this.

    I have a real gorram problem with the idea of secretive shadowy people wanting to represent me behind my back and without my permission.


    Make a survey or something up with a list of the people that want to be on the committee and let us vote on who we want representing us.
    My point is that what's done is done at this point, and these are the people who are supposedly talking with the devs and now have their ear. Rather than summon up the pitchforks and torches, see what they have to say first instead of burning them at the stake. If you don't like what they actually push for (or get), then scream for their heads and form up a posse. I'll light the torches for you.

    Otherwise, why waste the energy when so many people have had discussions with the devs in the past that went absolutely nowhere?

    Are some of you just angry that after all this time of being ignored, someone other than you figured out how to talk to the devs in a manner that got them interested enough to take those talks at least semi-seriously? Are some of you afraid that your own pet projects for bases will be overlooked now because someone else is talking to them instead?

    Seriously, the cat's out of the bag, and everyone knows that those three are talking to the devs now. Ball's in their court now to tell us what their agenda is, not for the rest of us to complain that they might actually succeed in getting something done.
  12. Quote:
    Originally Posted by Altoholic_Monkey View Post
    Interesting.

    Please remember that your committee was not chosen by the anyone in this section. So to ease any mistrust, you will have to communicate clearly your intentions and plan. This has not been done, and should be rectified as soon as possible. If nothing else, give an intended date of posting the charter, so everyone knows what the plan is.

    Good luck.
    I'm not part of this little committee, but before anyone else speaks of mistrust, it appears that a leak somewhere made it so everyone heard about this little endeavor of theirs before they were ready to announce it, which is presumably why they haven't presented the plan you're asking for (and one I was pondering myself before taking this into account).

    *shrugs* Far as I'm concerned, we should all just give them a few days to figure out what their exact message and goals were going to be announced as. If they've got the time to dedicate to this and an ability to calmly and rationally discuss it with the devs, with an open mind to see both sides of the story, more power to them.
  13. Quote:
    Originally Posted by MrHassenpheffer View Post
    Are we going to start going at each other now? I'd rather not and just say you are right.
    If you're insinuating that my comment was meant as a personal attack, then no, that's not what is happening. I was merely trying to point out that asking "only" for something that doesn't exist and suggesting it has to be the first priority to the exclusion of all other issues they might be able to work on for bases is probably setting the bar a bit too high to be realistic.

    There's certainly no ire or ill will on my end, regardless of what you might think.

    I just think we need to have a little perspective about what may be big or small. You just happened to be the one to jump out there with the latest request for "x" base item/feature that doesn't exist yet, so I responded to that.
  14. Okay still a work in progress, but here are some pics of the new meeting room for the House of Heroes satellite, complete with a starfield view on two walls.

















    Another part of our satellite that I'm proud of is the hangar deck, where our stealth air-space transport, the Grey Ghost Mk II, is kept ready for use at a moment's notice. Note that the metal doors will soon be replace with a star field view, just as we see from the meeting room.











    The base is currently under construction but is available for anyone to see when I'm on (@DemonHunter-1 or @DemonHunter-2). I'm active on the Base Builders Inc. channel when I'm logged on.

    The House of Heroes SG is on Virtue server's blue side.
  15. Quote:
    Originally Posted by MrHassenpheffer View Post
    Ditto.

    As far as the wish list is concerned the #1 should be the wxyz axis tool.

    If we were going to get any base editing updates, that should be the top on everyone's list.

    I would suggest a small start with just that tool alone before adding textures or objects.
    Um... you do realize that's not a small start, right? A small start would be asking for things that do exist, not things that don't exist yet.
  16. Quote:
    Originally Posted by Dead_West View Post
    That is personally what i would like changed about the editor. No more sconces needed to get an angle, man that would be nice. The programming part of that however is a logistical nightmare. To my knowledge, safes and gray desks are the only objects that can be seen from all angles. Everything else has at least one invisible side. So to bring that system into the editor they would need to re-render alot of those pieces.

    Honestly new skins and objects (with wxyz system in mind) would be a logical way to go. But we will have our first meeting soon and i will make sure that is a main topic.
    You seem to have a realistic and logical approach to this. Certainly far more of one than is normally seen here, IMO. I always find it amusing to see the question of "what existing thing do you want for bases?" answered with some variation of "this thing that doesn't exist." Looks like you understand the difference.

    Color me at least cautiously optimistic if this is the sort of thinking being brought to the devs by this committee.
  17. Quote:
    Originally Posted by Fire_Away View Post
    I am boiling at this point over the backroom nature of this whole thing and that a select few players are now setting the official priorties on what happens next with bases.

    But I've always said I'd be for anything that produces results. This pretty much tests the limits of that comment.
    In contrast, I wouldn't say I'm "boiling" over any of this. I'm just taking a wait and see approach. Not real keen on the idea of a small circle setting the agenda, but I'm not going to lose sleep over it.

    To be quite honest though, I find that too often the wish-lists pushed for by the majority of the base builders community are too far-reaching and likely work against any kind of implementation in our lifetimes. That's not to say I don't share some of those goals, but I see too many around here who have a "Give me everything and give it to me now" mentality in regards to base costs, editor changes, item additions, etc.

    If the committee is successful in getting anything done, then I salute their efforts. Given what the general consensus around here usually amounts to though, I do hope you'll all understand if I don't count on any of it ever seeing the light of day.

    I wish the committee luck.
  18. And if you need any help or any advice on making it work the way you want, Sam, I think you know where to find me.
  19. Quote:
    Originally Posted by Deus_Otiosus View Post
    The only problem I see with these suggestions, is that you can actually get to a 100% full fury bar with the Frenzy alignment power.

    Of course the rest of the time, there is that big nagging space that you simply can't fill no matter what you do.
    It's a Catch-22 situation with the new Fury.

    Changes to the Fury cap to reflect the new artificial limitation will mess up the Frenzy power's use in giving you 100% Fury. Leaving it as is just eats at those of us who used to run at 90% full-time.
  20. Quote:
    Originally Posted by NinjaPirate View Post
    Just how many Supergroup bases are "in orbit" over Paragon City?*

    It's got to be getting a mite crowded up there.





    -np


    * - and how many of them have Binary Fusion Generators?
    We only have two Turbine Generators in ours but we're a small crew. I managed to build up the twin Turbine Generators to look like a single massive piece of equipment though for the House of Heroes base.

    And yes.... I think it is rather crowded there. Might have to take a "laser" to the moon for what I call my "death star" and start knocking the others out of my way.
  21. Quote:
    Originally Posted by NinjaPirate View Post
    It's easier to just turn your SG colors to black/black and then use Supergroup Wall Banners. Cover the wall with them, and with the SG colors set to black/black they don't even reflect light, so they look like the void of space. You just set your SG colors back to normal after you're done placing all the banners.
    Yep, that's what I used for my starfield windows for the House of Heroes satellite. I'll get pics posted whenever that room is complete. Just need another 1.5 million Prestige to do it....
  22. The_Demon_Hunter

    Purple Drop Rate

    Quote:
    Originally Posted by Q_Candy View Post
    It's intuition.

    My intuition tells me that the Dev's cut the drop rate on purples to force people into hero mission grinds.

    Hence the price of your average purple on my server has doubled in the past month. Even the formerly cheap "proc" purples that were selling for 30 to 50 million pre expansion are now selling for 300 to 400 million.
    I've gotten 14 or 15 purple drops from Tip mishes alone since GR hit, including two today in a half hour span on two different level 50 tankers, running their mishes solo at +0/x8. Add in another two or three on ITF runs. This follows a span of about five months with no purple drops running with pretty much the same difficulty settings.

    It can be insanely streaky at times but as said before... random is random.
  23. I've never taken him to a Hami Raid, but I've used my bots/ff for Mothership raids on Virtue quite a bit. Once we take the center, he's helped provide a defensive position for the whole raid with Dispersion Bubble, a bubbled team, and bubbled bots. Then I can go afk for coffee when necessary with the bots laying waste to everything in my absence.

    Once in a while I'll pull them back in when they drift too far away, but for the most part they're a fire-and-forget weapon, leaving me to concentrate on making sure everyone stays bubbled, and if necessary, has their HP bar topped off. I also get to pick and choose the priority targets for them as we go, sending them around after any stray Magus that wander in too close to the squishies. The lag doesn't really affect the bots' performance at all.
  24. Quote:
    Originally Posted by Johnny_Butane View Post
    IIRC, the main reason they're adamant about not upping the flyspeed cap is technical. The engine simply can't load and unload assets fast enough and if you're high up, you'll really notice it. I don't think it's even a function of your system speed, the bottleneck is in the engine.

    Still, it'd be nice if Fly had a "super sonic boost" effect done with teleportation like Shield Charge or Lightning Rod.

    Or at least if they gave Fly a secondary effect that didn't come with temp power flight.
    .
    I'd take an extra power in the flight pool that allowed for supersonic flight for stuff like that. Perhaps treat it mechanically as a power that lets you switch zones without going through a gate or ferry or train or whatever. Make it a Tier 5 flight power or something.

    It would be like Superman scorching the sky in his wake on the way to the gulag in Kingdom Come. THAT is some seriously iconic and godlike superhero flight there.
  25. I'm curious to see where this leads. I'll reserve further comment until I see the direction this takes the relationship between the base building community and the dev team.