The_Demon_Hunter

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  1. If I was building this base, I would do the entry room in multiple floors as the actual lighthouse itself. Floors and walls would be in an arcane style to give a rich stone appearance. Stone block would be used to create the floors as you go up. The ceiling would be done to look like a skylight. I forget which pattern does this, but there is one that can be done to create the look you'd need.

    The next room would be an outdoor courtyard leading to additional "buildings" in the compound adjoining the lighthouse itself. Create a pathway through trees and plants semi-submerged into the floor leading from your lighthouse to the other "buildings" (rooms) and you're likely well on your way to creating what you need.

    If you need any assistance figuring out just what is needed for something along these lines, you can contact me in-game at global name @DemonHunter-1 and I can show you something similar I did for my own personal base on Virtue.
  2. I was in a SG once that was organized alphabetically. You're always one laggy misclick away from sending a level 7 controller to the Brickstown Hospital. Not a good idea. I pushed to have it reorganized and wound up becoming their base builder for a while.

    For my bases, I put zones together by level range, in order going up. Where levels overlap, I use a central theme. The way I put them together is generally as follows.

    Room One
    Side One
    Atlas/Galaxy -- starter zones
    Kings Row/Hollows -- Teamwork training
    Steel Canyon/Skyway City -- First TFs
    Faultline/Boomtown -- Rebuilding Ruins

    Side Two
    Talos Island/Independence Port -- Major Ports
    Striga Isle/Terra Volta -- High Tech Hazards
    Croatoa/Dark Astoria -- Supernatural Horrors
    Brickstown/Founders Falls -- Crey's Influence

    Room Two
    Eden/Crey's Folly -- Areas of Ruin
    Rikti War Zone/Peregrine Island -- High Technology and Alien Worlds
    Perez Park/Pocket D (arguably the most easily skipped beacons in the game IMO as so little actually takes place there -- I skipped Pocket D and RWZ for my teen SG though)
  3. Quote:
    Originally Posted by Smash_Zone View Post
    The gold really needs to be turned down. A lot.
    I said the same thing when I got into Beta. Then I was told that they had already toned it down considerably.

    A disturbing thought if it is indeed true.
  4. The_Demon_Hunter

    Water trick?

    Quote:
    Originally Posted by Rylas View Post
    Hmm... well, I placed both advanced tables in the base, and neither one had Slow Field under the defense tab. Is there anything that would keep it from showing up? I could have just missed it, but I don't think I did.
    If you have the right tables, make sure that you select the option to "Show Recipes Missing Ingredients" when you open the crafting window
  5. Quote:
    Originally Posted by Goliath Bird Eater View Post
    An addendum to my above post about wanting decorative computer terminals:

    The big, transparent touchscreen terminals in Praetoria ... MUST HAS NAO!!!!
    /signed

    Along with everything else shiny and new they made for Praetoria. Some of that stuff would make for fantastic tech bases. Would especially love to see some way of having some of those wall textures in bases.
  6. He can recruit Heroes and Villains to teams in Praetoria.

    DJ Zero lets him pick the music when he arrives in Pocket D.

    The Council's hidden base in the volcano on Striga Isle was a tragic misunderstanding from word getting out that he only spent his nights partying at the hottest spots around.

    His Inherent is often debated to be either his disarming conversation skills or his good looks. The only correct answer however is "yes."

    At level ten, he completed both the Statesman Task Force and the Lord Recluse Strike Force. Simultaneously.

    The battle between Emperor Cole and the Hamidon actually started as an argument over which one of them would be given the honor of his daughter's hand in marriage if he actually had a daughter.
  7. His Rest is slotted for Accuracy, Range, and Damage.

    Ninja Run was created as an attempt to mimic the natural reaction to stoop over and bow, when the speed it granted his followers was observed.

    He once soloed the Hamidon in the Abyss. From Nova Praetoria.

    For him, Brawl is a ranged AoE attack.

    Lusca once claimed it could solo him, but was laughed off the forums when it refused to provide photographic evidence.

    He still has access to not only the Alpha Slot, but also eleven additional Incarnate levels.

    He can speak Rikti, in Clockwork.

    His Healing Arrow is Nine-Slotted.

    The sound of his voice has been known to inspire Blast Masters to put down their Molotov cocktails and cheerfully sit in a circle, singing Kumbaya in perfect harmony.
  8. Quote:
    Originally Posted by Impish Kat View Post
    See, now we seem to be approaching that all too slippery slope of telling other folks how to play their game.

    Frankly, I'm not interested in traveling down that road.

    I think it best to simply agree to disagree at this point.

    .
    That's certainly not my intent at all, Kat, unless you have some objection to people being told to do mishes? I hope this is just a miscommunication or misunderstanding of what you're saying. >.>

    From what I can tell, you'd get the same Prestige gains from doing other content for the same duration, Kat. It's not like the only way to get the same amount of Prestige is to do TFs only. I gave the TFs as examples because its a set number of mishes and tasks, and it gave me that amount of Prestige. Tips, Story Arcs, AE -- it doesn't really matter. Story Arcs and TFs still give completion bonuses I think, so there might be some extra gains there, but overall, its pretty straightforward.

    Basically, all I'm saying in giving these numbers is reiterating what I've been saying, which is "just play the game and you'll earn the stuff you're after."

    This isn't like Recipes or Salvage or anything other kind of drop, where it's a random number generator that determines what you get. It's not a situation where you're playing the market and need to bid for Prestige. It's just "go beat up the enemy" and get the predetermined amount of Prestige for each enemy you defeat. It doesn't get much easier than that. And you can even choose what enemies you want to face, depending on what you and your teammates are strongest against.

    I mean.... is that really a slippery slope kinda thing here?
  9. Quote:
    Originally Posted by Fulmens View Post
    Someone else quoted 15K prestige per person, per TF, running TF's. Is that fairly accurate?

    Is this gap that shouldn't exist, therefore, roughly 24 person-TFs wide?
    I was the one who gave that amount, after running a Manticore TF with my Mastermind. It was the only thing he'd done since coming to blue side to join one of my alt SGs. That was his approximate Prestige total (rounded down to the nearest thousand actually). It was a non-speed run, and we didn't stealth any mishes.

    Later in the week I used my stalker for Manticore, and even stealthing where we could, I generated 13K in that TF for my personal SG (again, rounded down to the nearest thousand).
  10. Quote:
    Originally Posted by Finduilas View Post
    BTW, I13 did not reduce ALL base costs. The costs for plot upgrades, larger rooms and big-ticket functional items were drastically reduced, and rent was as well. IIRC, the costs for the starter p&c items and the rooms needed to house them changed little, if at all.
    It bothers me when incorrect information is presented as fact to back up one's arguments, so I looked around the boards for an old thread. I'm willing to chalk it up to a lapse in memory for you. Here's a link to the changes in Base Costs for issue 13.

    Look through and you'll see that the 2x2 Energy Terminal room dropped from 150K to 100K. The Basic Generator dropped from 225K to 200K. The Mainframe dropped from 150K to 50K. Databases dropped from 106K to 50K. Terminals dropped from 30K to 10K. With the exception of the Basic Generator itself, those Tier 1 upgrades from the combo unit dropped by no less than 33% of their previous price, and in the case of most Tier 1 Control Main and Aux items, the cost dropped anywhere from 50%-66%.

    So yes, the Tier 1 upgrades from the combo unit and the rooms needed for them were dropped in price by a rather significant margin in Issue 13. As I said before, we're not in the Dark Ages of pre-i13 base costs. To say that the devs failed to address this at all is a bit misleading.

    Quote:
    Originally Posted by Fire_Away View Post
    About near any proposed base incremental improvement (by incremental imrprovement I mean any restructuring of existing cost/capability wrt bases). It's hard to find empathy when the situation isn't personally applicable. [edit add: you have the big inf, you don't care about the wait, 300-400K prestige means little, yada, yada, yada].
    Let's clarify here.... according to what you said here, you think my view is because you think it isn't personally applicable to me? Thank you. As someone who has nothing but small groups (I believe eleven players in total at our peak, for a period of a few months more than a year ago, is still relatively small), I got a good laugh from that.

    We have three bases that are fully functional and four that aren't. It would be nice to have all the stuff for those other bases that exists in the first three, but at the same time we recognize that none of those groups are active enough to justify saying they've done enough to earn more functionality than they have now. None of those alt groups have done enough to actually earn that stuff, in my eyes or the eyes of the other members. And that's with the lower costs post-i13.
  11. Quote:
    Originally Posted by Fulmens View Post
    Does the phrase "get rich quick scheme" imply fraud to everyone, or it is just me?
    lol Yes, generally speaking it does imply that to me as well.
  12. Quote:
    Originally Posted by Fire_Away View Post
    Quote:
    Originally Posted by Brillig View Post
    Is there any evidence at all that this assertion is true? Do people really abandon SGs because of lack of progress in the base? I'm thinking that people who do that were probably blind-invited (or very nearly so), and have no attachment to the SG anyway.
    Fair question. Can't, of course, provide any hard data outside of my personal experience. I feel on pretty save ground saying most small SGs are start up enterprises. I am too ok about saying that many large SGs actively recruit anyone they happen to team with with promises of "large base with full ammenties", etc.. I have seen individuals lured away in this manner (done the luring myself hehehe). You can draw your own conclusions (I admit I did). Acknowledge, however, people join, stay, or leave an SG for a variety of reasons.
    Personally, I've found that people who are just looking for shiny stuff and can be lured away by it aren't the ones you're going to want in your tiny SG to begin with. Most small SGs would be collections of players who gravitate together because of camaraderie, RL connections, shared teaming experiences, RP, etc. And if that's the boat you're in, why are you chasing after people who just want a SG that has a "base with all the amenities" in the first place?

    Quote:
    Originally Posted by Fire_Away View Post
    My question is: Why have a hump to get over in the first place? What's wrong with an intermediate point where a fair price in prestige is paid for a fair commensurate amount of power and control?
    The problem is that there will always be a hump to get over to get that next level of functionality to bases. Look at the cost difference in going from the basic generator to the Turbine Generator (or the Arcane equivalents). There's no real difference in going from the basic start up units to going to those second tier units. Yet for blue side to have all beacons, full storage, and medical facilities, the first tier units are quickly outgrown.

    Does this mean you think we should be lobbying for additional base items to make that transition as easy as you're looking to make the transition from bare essentials to what many of you are calling a functional base?

    Again, I think it's a matter of growth for a SG to reach certain levels of functionality together. Let the members learn to set goals. Plan out what they want in their bases and let them earn these things over a month or two of basic gameplay or utilize the market to generate inf to convert like Fulmens would advocate.

    FWIW I'll always advocate spending that inf first on toons to make the battles (and by result, Prestige-gathering) quicker and easier for you and your team, and then (and only then) consider converting inf to Prestige for "special buys" only. That's another argument for another time though, and one I've already had too many times to count in threads on this board.
  13. Quote:
    Originally Posted by Carnifax_NA View Post
    Really? I thought VEATs got the same treatment Brutes got and gained the scrapper ones!



    This makes my level 39.5 Fort/Widow rather annoyed. Thought I'd have her freakish End woes sorted by 44.
    I believe they did this in order to attempt some kind of balance with Khelds, which don't have any epics available. Not saying I agree with it, but it is what it is. Personally I would have loved to get my hands on Physical Perfection for my Widow. It is what it is though.
  14. Quote:
    Originally Posted by Finduilas View Post
    None of these things would change one iota under what I proposed. SGs would have to earn the prestige to create a fully functioning base; smaller SGs wouldn't have all the stuff that a larger, more active SG would have until they earned the prestige to do so. (The SAME amount of prestige.)

    I thought it was implicit when I said that the intermediate p&c items would fall between the combo unit and the current generator and mainframe in cost, that they would also fall between them in functionality, but if it wasn't, I'll be explicit. The intermediate items I proposed would NOT provide the same amount of functionality as the more costly items. They would be an intermediate step in both cost and functionality.

    Given that, your argument that this would somehow be a 'gimme' for small SGs makes no sense, other than the fact that they could build their base to an intermediate level of functionality that didn't exist previously. They still have to earn the same amount of prestige that a large SG would to get the same functionality. What is the downside of that?

    BTW, I13 did not reduce ALL base costs. The costs for plot upgrades, larger rooms and big-ticket functional items were drastically reduced, and rent was as well. IIRC, the costs for the starter p&c items and the rooms needed to house them changed little, if at all.
    We're going to have to just agree to disagree here. I see no problem with small groups putting in a month or more of Prestige earning to get what they want. You feel like new stuff should be added to make it faster than that. Very different viewpoints that simply won't change. I'd rather see time devoted to adding new functionality to bases than adding more lower-tier units that really aren't needed. The stuff that already exists really isn't that expensive IMO, and I explained why I see it that way.

    Quote:
    Originally Posted by BashfulBanshee View Post
    That makes total sense Demon. Now if I could only convince some of my prestige slaves to actually team with me I would be good.
    Actually the best advice for getting them to team with you and chip in would be to simply get them talking about what they'd like to see in your base(s). I think when we toured you saw the sewers base for Web Spinner's Amazing Friends (if not, let me know), and the amount of plot taken up by sewers was actually the idea of the other members. I told them that we'd need to work at gaining Prestige to have as much of the plot devoted to sewers as they wanted, and they jumped on board. As a result we work under the principle that no less than half of the plot is to be covered in sewers (or some other underground feature not part of the base proper).

    Five of us got together with two non-SG friends tonight and ran through Numina and Manticore TFs to add to our Prestige totals and rack up badges for newly-switched toons. Took a total of about 3 hours for the two TFs. I used my stalker for Manti, and in the process I got about 13K for my personal base just for that one.

    The goals we have for this batch of expansion will be to add a ruined subway station off of the sewers for Webs' base and a new meeting room with an AES for the House of Heroes. I mentioned the idea to a couple people and then it was TF time as far as they were concerned.

    We do this sort of thing once, sometimes twice a week these days. We've got about eight people of varying activity at the moment, most of whom have come back for GR. With school, work, kids(!), different time zones (ranging from US East Coast to Australia), and everything else in the way though, we don't get together nearly as much as we'd like to, so we try to do as much as we can when time allows.

    I figure another month, maybe two, and we'll have what we need to take care of at least one of those two base goals. If it takes longer, it takes longer. It'll be worth it in our eyes, because we've had fun playing the game together to earn the stuff we wanted.
  15. Quote:
    Originally Posted by Finduilas View Post
    I don't see how the comic examples even remotely argue against what I'm suggesting. SGs would still have to work to get to a fully functional base, that would take exactly the same amount of prestige as it does now.

    I suspect your estimate of one month to earn 400k influence is overly optimistic, especially since you don't define what you consider to be a "small SG". But regardless, your whole argument seems to be "I had to do it, so everyone else should too." You haven't provided a single reason why providing intermediate-sized p&c units be a undesirable thing, especially if it makes base building more enjoyable for small SGs.
    I'd consider 8 to still be a small SG. Kinda figured that was inherent in my comment that 15K x 8 = 120K but I wasn't clear enough apparently. If that's not "small" enough, then I'd think that running mishes with your entire SG will still provide Prestige in a month if you actually plan it out and play it. Seriously its not rocket science. Make it a SG-only night thing. Might take two months instead of one if your SG is only 3 or 4 people.

    My argument isn't merely "I did it so the rest of you should have to."

    Pay attention again, please.

    I said, it can be easily done under the current costs and setups we have now. Actually having a goal to shoot for in building your SG isn't exactly a terrible thing, you know? It's called a team-building exercise. You have the whole SG work together for one set goal. If there's 4, 6, 8 of you, etc, whatever. That's fine. You work together to get the stuff for your SG. That's what being a group is about. You work together. You build up your group. You build your base in the process.

    It can be done. If you want to stay small, then your penalty isn't that you can't have all the stuff the big kids have. You just might have to wait a little longer to earn it. I don't see this as a horrible game-breaking problem for small SGs anymore. If you want it faster, recruit more people or be more active or spend inf to boost your Prestige.

    A small SG should not receive additional concessions or special base gear beyond what already exists just to let them get to where the big groups are in terms of function. It's not needed. Just earning what's already there is easily done if you're willing to actually earn some Prestige. Like I said, this was a problem before i13 slashed the costs on everything. It isn't really an issue now IMO.

    EDIT: Regarding the 400K a month estimate, a well built toon can run up an easy 200K on its own in a weekend. I say this from experience, using an elec/elec scrapper vs. Rikti in RWZ mishes. In 6 hours I rolled up about 200K on my own. It's not a stretch to say a team of just SG members couldn't possibly get the same result in two weeks.
  16. Quote:
    Originally Posted by Finduilas View Post
    "Put out"?!? Try avoiding using such loaded language, please. And, by the way, thanks to the prestige give-away of a couple of years ago I have three fully functional bases with more prestige than they can use, so this isn't a case of "I need more now!".

    Look upthread. I'm not asking for every solo SG to be handed a fully-functioning base, no work required.

    Currently there's a very big gap between around 400k prestige and 730K prestige where SGs literally cannot add any functional items to their bases. What I'm asking for is that the devs try to smooth out the start-up curve so SGs (not necessarily solo SGs) can gradually add functional items as they gain prestige; for example, at 500K and 600K total prestige. This would probably require reworking the way power and control items are set up since that is the current roadblock; by, for instance, adding intermediate cost p&c items/rooms between the costs of the combo unit and the current basic generator and mainframe. Allowing aux p&c items to be used with the Combo Unit is also an option.

    Making such a change would in no way affect the basic formula of "more gameplay in SG mode=more shiny base stuff". Larger or more active groups would still get the shiny stuff faster; it would just create some new, smaller steps to work for instead of having to wait for all the goodies to come at once. I suspect that it would give smaller SGs a bigger incentive to keep playing in SG mode and stay invested in their base, when otherwise they might give up in the face of a seemingly unattainable goal.
    Look again at what I said. Gathering that next 300-400K is easily attainable for a small group, who play once a week, in the span of just a month. With all due respect to all the small SG owners out there (and I'm one of them, believe it or not), how much easier do we need it to be? Is a month really too long to expect to wait to get the next level of base functionality for a small start-up SG?

    I threw out that solo base example as a way of explaining how this system works. The Avengers and Fantastic Four, as examples, started out with nice facilities because their financial backing was from the Maria Stark Foundation and Reed Richards' patents. Same rule applies to them. The JLA originally worked out of a secret cave in Rhode Island before they were established as the premier group of the DCU and got the first satellite HQ, in the wake of their cave's hidden base being compromised.

    As a base builder, I currently have seven bases that I built and maintain on Virtue. Three are fully functional. I've been in the small SG position before, and I still am.

    It doesn't take much to build what you need with just a little planning, in small or solo SGs. As someone who started small (and even has a personal base), trust me, I know.

    It's just a matter of setting goals and going for it IMO. Then it still feels like you've achieved something in the process. These aren't the pre-i13 Dark Ages of base costs after all.
  17. Quote:
    Originally Posted by Finduilas View Post
    No one said it was an "impossible gap".

    But it still can be an impossing obstacle for small SGs or those that play on an occasional basis.

    And honestly, there isn't any need for it; IMO it seems like an unintended consequence of some initial design decisions by the devs that didn't hold up well under actual player usage.
    I would disagree. The idea is that your group's level of activity determines the amount of shiny stuff you get. The more you work to get your SG's name out there by doing deeds to up your reputation, the more prestigious your SG appears to be, hence the term "Prestige" for the currency used to buy the group's stuff.

    The more active your group, the more you get done, and then the more you're given license by the powers-that-be to make your base more befitting the status your heroes/villains have in the community.

    For those who want a solo SG, you can have your Batcave, but keep in mind that Batman is a billionaire who can throw his personal fortune into whatever gadgets he wants for his personal base. That's how the Influence-to-Prestige conversion works (with Fulmens occasionally acting as WayneTech to push the resources higher).

    You might not like the options as they exist, but they're built on examples that exist in the genre. It makes sense in the setting of a superhero world, which is good because that's the setting for the game we play.

    In all seriousness, what would you specifically request be changed, to improve things so you don't feel so put out by an inability to get everything that people who play more often have? That's not meant as an insult but as a legit question to put this into perspective.
  18. 600K for a small SG isn't an impossible gap.

    Let's say you have 8 people. That's not what I'd consider a big SG.

    Our SGs ran a Manticore TF over the weekend. I was on my newly-switched bots/ff MM. We had 8 people and we weren't looking to stealth it or speed run. I didn't monitor what everyone else started at, but Maker rolled up 15K in that TF. Using that as a baseline, that works out to a rough estimate of 120K Prestige in about two hours.

    Do that sort of thing once or twice or week. Just once a week means you're at your 600K goal in 4 or 5 weeks.

    When you look at it that way, it's not that tough.
  19. I use my elec/ninjitsu for teaming or solo. I can easily take on mishes spawned for 4 to 6 usually. I rarely find that I'm lacking in either ST or AoE damage with him. I haven't paired it with Regen though, so YMMV.
  20. Quote:
    Originally Posted by Hyperstrike View Post
    Quote:
    Originally Posted by Remidi View Post
    *waves tiny banner reading 'Market Interface For Bases, Please!'*
    *Holds a gigantic magnification array (omnizillionth power) in front of the banner*
    *waves away both of them, pointing to a new billboard campaign in every zone extolling the virtues of an in-base market interface*
  21. Personally I could care less what path is taken to fix this so long as it truly fixes the issues at hand.

    If it means rewriting SG/Base access code from the ground up as Snow suggest might be needed, I'm not against that necessarily. It might be a short-term mess for a long-term fix in the new cross-factional world. We'll have to look at the impact of that if that path is taken (or at least considered) by the devs.

    If it can be fixed by simply looking at ways to revert a previous change, then so be it. It might take time to isolate the actual code in question (and then make sure it doesn't turn the fog in Dark Astoria pink mysteriously) but if that's deemed the best fix, then so be it.

    I'm not against waiting months for it to be done correctly in either case.

    The key thing for me is that the solution actually fixes the issue in question without resorting to another band-aid workaround fix, like adding a Trident/Crucible equivalent for Rogues and Vigilantes, and instead allowing currently existing resources that each and every SG have available to them to be used by whoever they team with. Allow the resource of bases that people deem more and more trivial to have some use instead of providing yet another redundancy somewhere else.

    As an aside, this additional Rogues/Vigilantes area would need to be more accessible than either Fort Trident or the Crucible as they currently exist (as in multiple zone access to the new area), and would need to have facilities that neither of them have, such as teleport to areas that are a bit father off the beaten path. If it doesn't, then there's no point to it. Heroes and Villains are then receiving less access and utility to their respective lounges than Rogues and Vigilantes.

    The idea is to make it easier to traverse the vast distances of multi-zone travel required for mishes sometimes. Red side has mishes that take you to Oakes or Mercy, as an example, and neither of those is quickly accessed from Nerva, as an example. Bases can drop you there. Blue side TFs have mishes that take you to Boomtown, Perez Park, Dark Astoria, Faultline, or Crey's Folly. None of those are easily accessed from Kings Row, as another example. Bases can take you there.

    So why not embrace that functionality? That's all I'm asking here.
  22. Quote:
    Originally Posted by Snow Globe View Post
    I have a character that has the ability to hold 125 salvage on the test server. I got that ability through a bug in the game. This doesn't mean that it is still potentially possible.
    Sure it does, under the right conditions. You just need to figure out what those conditions were to duplicate the bug. Bugs are fixed by changing lines of code to prevent the situation from occurring. Examining the code as it currently exists, and comparing to how it was before the fixes were applied, when using simple logic, could potentially provide the potential insight to duplicate this "bug" as a feature. That's kinda common sense and scientific procedure. You look to see if/how a behavior can be reproduced and what factors went into the initial situation. Dunno about where you are, but that line of scientific method problem solving is taught in the elementary schools here or at least was when I was in school.

    Since the devs have stated that some of this will be their intent, I'm willing to bet they'll be examining how changes in code effect base access. If you have a pre-existing condition that has been undone, that's presumably a starting point for potential investigation of how to possibly implement the previous bug as a new feature.

    Quote:
    In what way would not allowing vigilantes in villain bases be a further restriction? Likewise, in what way would allowing rogues in hero bases be a further restriction?
    Bases are currently available for use of team members of the same faction for doing single-side content. When you take away the ability of some team members to use the same facilities that are available to others in the same situation, you're restricting things beyond what they are now. That's the very definition of restriction, Snow.

    Quote:
    To my knowledge, prior to Going Rogue vigilantes and rogues didn't exist. Prior to Going Rogue, the developers put in code to prevent villains from entering hero bases and heroes from entering villain bases. Even though Ransim has a pair of bases with a loophole, I can't on a mixed team use the a base in an ITF or LGTF due to code that was put into place in Issue 12-13 almost two years ago.
    I added the bold to your text myself, because with that second sentence, you're acknowledging the concept here and making my argument for me. Thanks. The last part of the above quote is because the content in each of those TFs is restricted to one zone and were implemented as the first full-time uses of co-op teaming in a time before the barriers of crossing factions were removed. If the situation is properly resolved, it could potentially allow people to actually step into their base during those TFs to stash items for later market sale when their inventories are full instead of vendoring, or allow them to use their base's inspiration storage, or use their empowerment stations -- you know, those basic functions we currently have available in every other situation for teaming in the game. Again, removing restrictions is a good thing, Snow.

    Fixing this situation could allow for a greater usage of bases in situations that don't currently allow for them. It removes the current restrictions and frees up bases for more use instead of less.
  23. Quote:
    Originally Posted by IanTheM1 View Post
    Is anyone else having this problem? Or is this something that just need to be fixed on my end? Basically at random the boards nuke my cookies and force me to log back in. It's a mite annoying.

    On Firefox, by the way.
    I've been having the same issue the last few weeks. It seems to be random on my end as well, using Firefox. Sometimes I'm good for a couple days. Sometimes a few hours.
  24. Adding a detoggle field to the black market would allow ranged enemies that are aggroed nearby en route to potentially kill shoppers from range. I've already been shot at and indeed hit while at the black markets in Cap, St. Martial, Mercy, and Sharkhead. This is usually from an AoE attack from Council or Demolitionist or something, but occasionally a ranged attack. I've also seen a few enemies survive the kill field long enough during zone invasions (Rikti or Zombie) to actually get an attack off before they despawn. So if you're at the low end of the level range for a zone (Cap would be a good example), this could be a very bad thing. You could look away from the screen a minute (especially if playing without sound) to check anything you might have written down for a "shopping list" and look back to be at half-health or worse.

    Until the Black Markets are moved to an indoor location, no, detoggling is not a welcome option there. Wentworths would be an annoyance for those of us with lots of toggles. The Black Market is just inviting griefers at that point.
  25. Quote:
    Originally Posted by ransim View Post
    Demon asked me to check and see if my grandfathered cross-faction coalition with base access still worked.

    It does in fact, amazingly the whole server doesn't appear to come crashing down when a villain chills in a base with a hero. I know, its a huge shock.

    See here is the thing Snow, you're arguing against this and have been for ages now and the devs have already said they're going to try and allow this to happen again.

    So that means you're just trolling at this point. Go troll elsewhere.

    Original picture from beta time period
    http://www.agentsofscorpio.com/hero-in-vill-base.jpg

    Picture I just took:
    http://www.agentsofscorpio.com/zomg-...se-still01.jpg

    Maybe I'll make it a personal project this week to get a character into the Abyss VG and add teleporters to see if a vigilante can use them to travel in the Isles. Maybe a rogue in the Order of the Abyss can use the Shinsengumi teleporters, oh the horror.
    Ransim, thank you very much for dropping in here with the verification that such a thing is still at least potentially possible, as evidenced by your current coalition situation. I'll be very curious to see the result of your vigilante/rogue telepad experiments, as it might provide even more insight into what may or may not be possible going forward. I don't know code, so I won't speculate beyond that, but more information is always better than less information when troubleshooting any problem.

    For the record, I don't see this as "us against them" where the "them" is Snow, the Devs, or anyone. This isn't some personal vendetta or an ego-driven "I have to be right" deal. It's about looking at the problem that currently exists and seeing if existing resources can be used to solve that problem by uniting players and characters instead of looking at yet another way to create a divisive atmosphere with artificial barriers that seemingly flies in the face of the expansion's dismissal of some existing barriers. The expansion shows how few clear-cut barriers exist when personal choice of individuals is brought into the equation instead of blind obedience to any set of hard and fast rules. It's all shades of grey instead of only black and white.

    People always complain about the lack of uses for bases in this game. I'm bewildered about why anyone would want to restrict the use of bases further, especially if that person has been involved in the base community to begin with. Bases with telepads are an existing resource in the game. What makes the argument against using said bases even more bewildering is that instead of tweaking existing content to provide the solution, Snow would actually suggest resources be used to provide the same functionality in a new area that the devs need to design, populate, and put into place.

    Optional cross-factional base usage, even if restricted solely to teammates, is something I'd think every player could get behind. There's no real reason to prevent it from being up to the discretion of the team/SG leadership. If you don't see it fitting your view of how things should work, then don't allow it, just like you can disallow teammate or coalition base entry now. The devs are apparently interested in using this idea to some unknown degree, and I view this as further progress in maintaining functional usage for bases and possibly providing more in the future.