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Base Designer

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jessejame
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Base Designer

I remember some time back reading that the character creator will come out before the main game does, I also thought I saw something about the base designer coming out early as well but I haven't read anything pertaining to bases in a while. Any word on if it will be coming out before the main game? or am I just imagining things?

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Mendicant
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No idea at all, but who knows

No idea at all, but who knows, maybe it'll be one of the as-yet-unrevealed stretch goals. :D

jessejame
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Hmm, that would be awesome

Hmm, that would be awesome "And if this KS reaches up to a point, we will release an early version of the Base Designer for a price." But I can only hope something like that were to happen. As it is the majority of people have already bought into the KS, which may mean that the next one won't yield as high a crop as this one did unless we were tempted by new toys.

Wouldn't be bad to have the old options available as well.

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The Bran
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I absolutely LOVED designing

I absolutely LOVED designing bases in CoH... Loved it loved it loved it! That being said, I'm positively frothing with anticipation of getting my hands on a base builder.... HOWEVER, as much as I wanna get down with designing a base ASAFP, I think it would be a BAD idea to release a base building utility early, for two reasons:

1. In CoH, if you wanted to build a truley unique and (sigh) "epic" (yeah, I said it) base, it required MASSIVE amounts of Prestige. This was a HUGE step in keeping SG members active and solidified a common goal for everyone (or, mostly everyone). Not to mention the 'special' items that could be unlocked for performing copious amounts of healing and whatnot. I thought that was really really cool. So, if there WAS an early release of the base builder, it would lead me to believe that all the items within would be free which leads me to my second reason...

2. Everything is free in base builder prerelease. That would pretty much water down the whole experience to the point that it wouldn't be NEARLY as exciting and fulfilling when your SG actually hits the achievements after release, or they get the necessary amount of 'prestige' needed in order to put in all the really cool/usable items. Kind of takes away from the "oh cool-I'm totally amazed by this thing that I've never seen before-oh look it holds some items too!" celebratory factor...

BUT, if they were to release an early (test) version with low level (test) items, just so that we could (test) out the mechanics of base building for CoT (hint, hint, slap).... I'd be all over that like... like... I honestly don't think there's a close enough comparison to just how much I'd be on that! :D:D

P.S. - Just as a side note, I pray to jeebus that they incorporate 'stacking' in their base desing process like CoH had... I always loved making something and everyone would be like, "WTFing F dude?! How'd you do that??!!" To which I'd simply smile and say, "yeah... that's right :D"

Mendicant
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The Bran wrote:
The Bran wrote:

P.S. - Just as a side note, I pray to jeebus that they incorporate 'stacking' in their base desing process like CoH had... I always loved making something and everyone would be like, "WTFing F dude?! How'd you do that??!!" To which I'd simply smile and say, "yeah... that's right :D"

I'd be good with a simple ability to place items at specific points on the X, Y, and Z axis.

The Bran
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Now that you mention it,

Now that you mention it, being able to place and move items on the Z axis by design WOULD cut down on the base design process... Granted, it wouldn't make it as challenging, but it would be handy! I guess what I really liked is that there were no 'object clashes'? Is that what it's called.. What I mean by that, is that there were no restrictions as to how close you could place one item to another. Hell, you could overlap several items and make your own! I really liked that concept. Kept the creative juices flowin :D

Mendicant
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At the end, CoX did have the

At the end, CoX did have the X/Y/Z axis positioning and had removed most of the object clipping as well. The axis grid points could have been more granular, though. :)

Made it a lot less time-consuming to build things, that's for sure.

The Bran
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Figures I'd miss that bit...

Figures I'd miss that bit... lol

Zombie Man
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A standalone base-builder

A standalone base-builder module to be release after the Avatar Builder and before the game is the plan.

And you know what they say about plans.... :D

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Mendicant
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Plans are a Nemesis plot? :D

Plans are a Nemesis plot? :D

The Bran
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Zombie Man wrote:
Zombie Man wrote:

A standalone base-builder module to be release after the Avatar Builder and before the game is the plan.
And you know what they say about plans.... :D

That they're 100% perfectly acurate and always end up proceeding exactly as intended? :D

*ahem*

Seriously though.... Will the stand-alone base builder module (pre-release) have all of the content that will be included in CoT once it's released, or will it just be for testing how the base building mechanics work?

ALSO... heh... *frothing*.. Will we be able to design the base, or work on it outside of playing the actual games... Like on smoke breaks :D... Actually, that might be bad... I wouldn't wanna return to work XD

jessejame
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Zombie Man wrote:
Zombie Man wrote:

A standalone base-builder module to be release after the Avatar Builder and before the game is the plan.
And you know what they say about plans.... :D

Well then, since we have established this, What is the goal for the standalone base-builder? Can it be used in the game in any way shape or form? or is it something for the patiently waiting mob- I mean community while we wait for the main game to come out?

Also, as a request, can you guys PLEASE, I'm begging you, to have updates for the base system? the one thing I did not like about CoX is that they would introduce something as fantastic as bases and raids and the powers you can obtain from them, then they saw that it's too buggy, so they dumbed it down and sorta let it sit on a skeleton crew, until the turrets in the base started growing weary and killing stuff (If any of y'all remember that.)

Keep Low. Move Fast. Kill First. Die Last. One Shot. One Kill. No Luck. Pure Skill.

Ellysyn
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I want a base builder

I want a base builder provided I could then upload the base so that I didn't have do it again in game to get what i wanted.

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jessejame
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Ellysyn wrote:
Ellysyn wrote:

I want a base builder provided I could then upload the base so that I didn't have do it again in game to get what i wanted.

My point exactly. However I agree that I don't want all the content laid out at once for the bases, which would kind of ruin the experience, if anything though I'd like to get my shell ready.

Keep Low. Move Fast. Kill First. Die Last. One Shot. One Kill. No Luck. Pure Skill.

Zombie Man
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As a 'module', it's meant to

As a 'module', it's meant to be integrated fully into the game as much as the Avatar Builder module will be.

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jessejame
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Zombie Man wrote:
Zombie Man wrote:

As a 'module', it's meant to be integrated fully into the game as much as the Avatar Builder module will be.

Well then, this puts us in an interesting spot, Would we be playing as our character w/o the powers while building our base? Or how will we be interacting with the base designer?

Keep Low. Move Fast. Kill First. Die Last. One Shot. One Kill. No Luck. Pure Skill.

The Bran
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jessejame wrote:
jessejame wrote:

Zombie Man wrote:
As a 'module', it's meant to be integrated fully into the game as much as the Avatar Builder module will be.

Well then, this puts us in an interesting spot, Would we be playing as our character w/o the powers while building our base? Or how will we be interacting with the base designer?

Oh please tell us that our avatar for the pre-release builder will be the blue Stick-Man from the video.. oh... oh pretty pleaaase :D:D

meta brawler
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I too loved base building in

I too loved base building in CoX (my base pics are in my sig). I loved stacking things and combining items to make something new. One of the biggest problems that I always came upon was item flicker. This would happen when two items would overlap each other on the same plane. Since my base was tech themed, I really didn't have a lot of choices. So one of my hopes is that there will be plenty of items for all the different types of themes, (Tech, Arcane, Demonic, Steampunk, Sewer, Alien, etc.)

One of the things we talked about and was suggested in the old MWM forums, was to have the base editor module be accessible outside of the game. The base designer would have access to all items available to freely create their vision. Once completed, the design could then be saved as a blue print. This blue print could then be sold or traded or even placed into the auction House. To activate the blue print, the blue print would be fed into a terminal of some kind inside their base and activate it. This terminal would also have slots for other blue prints that you could activate. Also, before you activate the blue print, the player would have to meet all of the requirements imposed by the items (if there is one) and pay the build out cost. This system would not just be limited to entire base layouts. This could also incorporate individual custom pieces like stair cases, columns, and in my case a three story fully walkable Star Cruiser with multiple sections that took me a year to build. visitors to my base would want me to build them one just like. But really who has that kind of time to build and level multiple Alts!?! Had a system like this been in place, I would have just simply sold the blue print for it. Also, these if the tech is available make custom objects one solid object for easier placement and reduction of item flicker.

I hope that a system like this put into place because it would create a viable market place for us base builders to showcase our creations and make some inf.

This is my CoH Base
https://imgur.com/a/HbskR

Col. Kernel
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Ellysyn wrote:
Ellysyn wrote:

I want a base builder provided I could then upload the base so that I didn't have do it again in game to get what i wanted.

I came in here to post exactly this!

Moving stuff around, sometimes while people were actually IN the base was a huge nuisance. I wouldn't object to having to be logged into the game so the base builder can check and warn you what you do or do not have (prerequisites) would be fine, and a base PA system so you can warn people to get out while you upload the new base...

Zombie Man
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Yeah, I don't even know why

Yeah, I don't even know why in CoH you had to have your avatar in the base to build it in the first place. That seemed odd. Especially when the lack of a fast travel power slowed you down getting from room to room to edit it.

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Terlin
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I'm not saying this is the

I'm not saying this is the way it will work, but since it is will be a standalone module, it might work like some web site editors.

You could have a special environment where you work on your base away from other players, characters, and the game until you are ready to release the new/updated base. With web sites, you "Publish" them: perhaps you would "Activate" your changes when ready.

I'm sure it will be much better than watching your web frame rate slow to a crawl doing an edit on an active base.

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jessejame
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Zombie Man wrote:
Zombie Man wrote:

Yeah, I don't even know why in CoH you had to have your avatar in the base to build it in the first place. That seemed odd. Especially when the lack of a fast travel power slowed you down getting from room to room to edit it.

They solved that issue, you just double clicked anywhere in the base while in the editor and it teleported you there, minus the effects. But, I suppose it's a little late to learn this. lol.

Keep Low. Move Fast. Kill First. Die Last. One Shot. One Kill. No Luck. Pure Skill.

Zombie Man
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jessejame wrote:
jessejame wrote:

Zombie Man wrote:
Yeah, I don't even know why in CoH you had to have your avatar in the base to build it in the first place. That seemed odd. Especially when the lack of a fast travel power slowed you down getting from room to room to edit it.

They solved that issue, you just double clicked anywhere in the base while in the editor and it teleported you there, minus the effects. But, I suppose it's a little late to learn this. lol.

D'oh!

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Liz Shirako
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Terlin wrote:
Terlin wrote:

I'm not saying this is the way it will work, but since it is will be a standalone module, it might work like some web site editors.
You could have a special environment where you work on your base away from other players, characters, and the game until you are ready to release the new/updated base. With web sites, you "Publish" them: perhaps you would "Activate" your changes when ready.
I'm sure it will be much better than watching your web frame rate slow to a crawl doing an edit on an active base.

I would cheerily take a moment to mention one of the larger problems with the...well, 'larger bases' was the steadily diving framerate depending on complexity. Lighting did not overlap well, and there seemed to be limited, if any, occlusion culling for objects outside your 'sight'; I could tell where people had placed a garden or a bookcase wall just by the lag alone (( Ye gods, bookcase lag..!)) when I looked in that direction. From one room away or from across the map, I could tell as my framerate dumped.

I doubt you folks would do anything like that if it could be helped...and I'm sure that not having a thousand-plus desks in most rooms to make multi-level rooms would help, as might real garden-y overlap-y things that we can use for greenery instead of a bajillion shrubs sunk under the floor..! But anyway, it seemed worth reminding people about while the game is still being designed! ( Relatedly, maybe some high-density greenery with a 'bare middle area' so we can mix, match, spin and overlap without flickering for truly high-density greens/garden area would be nice; must look for the suggestions thread but I wanted to say before it slipped my mind! )

Oh, also, for the comment earlier about finding bases less challenging to make when we can control X, Y and Z and have actual items, you're missing the point...the whole BAR has been raised. By miles. DOING WHAT WE HAD DONE BEFORE will be easier, maybe even trivial. Doing what we'll be capable of with the new editor...that's a different matter entirely! ^_^

-liz

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I hope the base will allow

I hope the base will allow storage of "stuff." I loved having racks filled with stuff I had gotten from drops. Pack rat at heart, I suppose.

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Hi,

Hi,

I have spent many a Sunday morning designing and redesigning bases with CoH and would like to add a few points I really loved about the system which actually added to the whole game and interaction with other players in the community.

My specific focus on what a MMO meant to me, was the collaboration of like minded people to strive towards a common goal. By having such a base system with associated guild reward system and retaining guild only specific items, would help drive the (WoW individualist mommies credit card) players into learning how to co exist with other players and thus adding to the community more than I play this for 1 month until the new COD comes out.

Zone Portals - Always required for fast TF runs and allowing coalition super groups to use your base until they had enough prestige available to build their base sufficiently
Prestige - possibly my favorite invention within any game I have played. To be part of something and to earn prestige for your Super Group is awesome.
Base Raiding - Possibly the most fun I had within the game concerned with SG activities after you had ran all TF's 1 bazillion times over.
Storage - Always required with levels of storage based on rank/prestige earnt. I prefer prestige earnt,
Axis - Must be z-y-x to add another level of design and flair for making your base stand out
External View of Base - That would be a great addition
Crafting Points
Terminals to use the trading system

Offline or Online editing? One of my favorite things was to have a friend run around the base design and check the ergonomics of the base either for fast TF runs, or base defense etc. You could solve the online issue by only the editors group being able to join the base instance and they wouldn't be trying to access just provide input.

Rift has a nice instance design area which could be something to look at and the evilness of NC Soft's guild wars 2 guild system has allot to be viewed upon for adding more that earning prestige. I left CoX because of NC Soft and hate them for every worth in my body but that system would work.

The lack of game design at the present moment leans towards instance based area's for base's, guild hall's etc but for a game as great as this looks to have an area in the real world that you could visit someones base or attack if you wished would be great.

This brigs me back to Base Raiding. I would love to see that allowed if we could have some form of prestige skill tree that you could either lean towards PvP or PvE guild focus. I loved the fact it stimulated so much competition to other super groups on seeing who had the best base and trying to work out tactics to overcome their defense etc.

I would certainly wait for a base designer and the related items I have defined above t be incorporated in a further expansion, because to get it right first time is more important that releasing something that has taken time and effort to do then having to restart all over because the community didn't agree with your idea's.

Kind Regards

Nimbii

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me I didn't like the base

me I didn't like the base raids I rather do pve myself. however if there were base raids and it could be set up that you could ether have a pve or pvp base trait I hope that only the pvp bases could be targeted for base raids. I have always had a hard time building my base I didn't have an active sg and not many people in it was just me and a few of my real life friends in it and our alt toons.