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Dacy

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Everything posted by Dacy

  1. Hello! Halloween is coming, and I would like to have GMs at my Witch's House again. Where do I ask, here? -Dacy
  2. If anyone does, they won't admit it here. The HC team takes copyright infringement very seriously. There was a club that had a Star Wars themed party night. Just one night. They advertised it and the GMs came in and had them tear everything Star Wars related out. So don't nobody do bases based on copyrighted material. -Dacy
  3. I generally set up my salvage storage alphabetically, sorted by rarity. So, 4 common salvage bins, which hold 11 each of 9 commons. A-C, D-I, K-R, S-T. That works out perfectly. Then 2 uncommon salvage, with 5-6 of each kind, A-L, M-Z. Then one bin of rares, 3 of each. One bin of "special", catalysts and converters and such, available to SG members who don't have the merits to get them themselves. Then, and this varies according to the sg and their needs, but for my people, I have 2 inspiration holders, and the rest of my bins are for IOs. Currently, I have 2 for generic IOs, but only from level 35 up, since SOs have better bonuses than IOs until then. Then I have 2 purple bins, wish I had 3. This is for ultra rares, winter event, the PvPs I like such as Panacea, Shield Wall and Gladiator's Armor, and there's a whole bin for ATOs. Then I have 2 for damage dealing IOs, one for ranged/targeted AOES, one for melee/PBAOE. Then one for Heal/Res/Def IOs, just the sets I like. Then one misc, for tohit, def debuffs, , kb pro, etc. . I don't bother keeping things on hand that aren't commonly used, or are very cheap. I do have a video on setting up storage, Making Your Base Work For You, which might also help. In that, I have more common salvage racks, which worked then, but I needed more IO storage as time went on. -Dacy P.S., if you're not aware, there are more videos on my site designed to help you learn and grow in base editing. πŸ™‚
  4. I'm so sorry this was your experience, and I know it is the experience of many. I believe you CAN make a really awesome base, but, yes, it'd take a bit of time to learn how, but maybe not as much as you think. I'd be happy to give you a tutoring session, and I have a large list of videos that teach many things from the very beginning to more advanced techniques. https://www.youtube.com/c/DacysBaseBuilding Thank you for putting in your perspective!! I hope the devs are listening. Unfortunately, making the base editor more intuitive is a HUGE project which would involve completely reprogramming it, and while I'm sure that sounds like a great idea, I don't know of a single dev on either the Live team or the current, volunteer team, that wants to tackle a project of that magnitude. However, I do think there may be some things they could do to make it a little more user friendly. -Dacy
  5. Thanks! Every poll taken helps the devs to know that this is a place where people would greatly appreciate all of their efforts! -Dacy
  6. AyamSirias, I would like to visit your base and see if I can see what's going on. There was a patch that should have fixed this, as I said, and I've tried to reproduce this bug, with no luck. If the bug persists, it's under specific conditions, and I'd need to see what those conditions are in order to assess. You can reach me here or in game @Dacy. Thanks! -Dacy
  7. Power and control are only needed for medical items, including the combat log and tree of wonders. So if you have rez rings, you will need power and control, but otherwise, items such as teleporters do not need power or control to work. A short checklist to make sure the teleporter should word: You have placed a teleporter and no more than 10 destination beacons per teleporter from the editor into your base. Both teleporter and beacon used are from the same type, either both technology, or both arcane. The beacon is very close to the teleporter it is attached to, and you see a yellow box around the teleporter if you click on the beacon, and you see the beacon outlined in yellow if you click on the teleporter, and the item window for the beacon says "attached". When checking available zones on the teleporter when out of edit mode, you are of the same alignment as the zone you are looking to be able to see. Additionally, to be on the safe side (unproven possible glitch), make sure the teleporters are at least 100 feet from rez equipment or the entry beacon. (check your targeting window, distance of any targeted object should show there; if it does not, you can turn that option on under "options" from the main character menu). If you've done all of this and the teleporter doesn't work, report it as a bug. For the most accurate information, first, leave your base for at least 6 minutes (reset time) and see if the teleporters work now. Report results when you report the bug. -Dacy
  8. There was a bug, it was supposed to have been fixed in the Tuesday patch. However, since the patch, I've had someone who described the absolutely correct process for putting together a teleporter to the zones, and yet, the teleporters would not work, even after letting the base reset. Which, before the patch, sometimes they would work after reset, I believe. I have been trying to notify a particular dev, but probably the best way to let them know that the fix didn't take is to make a report in bugs. And please, let us know if there was a mistake you hadn't realized was preventing you from getting them to work. It'd be good to know one way or the other if the bug isn't fixed. -Dacy
  9. COH Base Quick Tips: Positioning Those Pesky NPCs https://youtu.be/9qfSzBfljfc
  10. Scaling has been mentioned...I was told that it wasn't possible with the current code, but, as you, I, and others have pointed out, the CC can do it, so it would seem like the editor could do it as well. Only, the editor is coded separately and differently than the rest of the game, so that's not as easy as it would seem. The editor, in fact, was coded so poorly that the original dev team threw up their hands and wouldn't touch it. It's notoriously touchy, and very difficult to change one thing without crashing the whole program entirely, as I understand things. So, I guess we can hope, but that's why it's not on the list. I sure HOPE the devs are eyeballing this thread! But as to the request for snowy items: Again, this has been brought up again. And again. And again. Along with sand, which people also want badly. They see it in the game, along with other doors, floors, walls, windows, and such, and say...why can't we have...? And I don't honestly know why we got 600+ items of largely warehouse and waste items (which we have used and appreciate!), and yet no new doors, floors, or other more generally used pieces, but as to the sand and snow and such, that's covered in the "texture mapping" option, so please, vote for that. And thank you for the props, my overarching goal was to help people above anything else, so I'm always happy to hear that the videos help!! -Dacy
  11. Thanks, Rudra. Also, this: (look for links in my post that immediately follows the poll for a link to the next one) These two polls are actually on different items. The one Rudra posted is for items, this one is for programming changes. -Dacy
  12. Agreed, Rudra, that is annoying! A lot of times it's based on the item box, which you can't even see, which might be the first thing the computer sees on the presented screen, and there isn't much they can do about that, other than possibly decreasing the size of the massive object boxes? Idk. But some items seem to take priority, such as light fixtures. If I have a light fixture anywhere near where I'm grabbing things, chances are on the high side that I'll get the light fixture every time. And trees...I don't want to talk about trees. Ugh. It'd be wonderful if they could fix that, but I suspect that would be a difficult fix. We asked to fix base shift, tho, so, yeah, may as well try! -Dacy
  13. Yes, this would be fabulous, but I doubt it’s feasible. The item creator has been trying to work on some thing that looks like it opens and closes, but not a lot of success. I admittedly did not include things on the list that I know for sure are highly unlikely. Along with doors that open and close, I would include the ability to interact with chairs so that a character automatically sits when you click on the chair and use it. But I think we would need a different engine or program all together to be able to accomplish something like this. -Dacy
  14. Exactly. We have a fairly large library of objects ranging from the generally useful to the oddly specific. The items selected for the poll were things that have been mentioned over and over. The poll is to more accurately gauge which would be more useful to the most people. It only makes sense to gear a request for an upgrade towards things that are useful for the most people. Also, some thought has been put into what sort of items could be the most versatile, and also actually reduce piece count overall, which will reduce lag for some people. Above, I explained where the list came from. There is a topic in the base building forum about suggested items; there are also several active Discord servers where people talk about many things, this included. Easter bunny and I are responsible for winnowing down the vast list of things people have asked for into a focused list. We used our experience and our contact with the general community of builders to help decide which things were likely to benefit the most. It really had to be limited to be an effective poll, although I admit I had to delete two categories in getting this posted, because it was having problems I didn’t know why it wouldn’t post. The categories that weren’t included were textile things such as towels and curtains, and smaller /more varied flora. The list had to be limited due to the reasons I mentioned in the post: developer time is limited, and so it only makes sense to focus on the most important, most widely useful things, because gives the devs the best place to start if they’re looking to give us something, realizing there is no way to give us all the things. Just looking at the comments that have followed this and the variety of items asked for there should give you an idea of the scope of specific things requested. It can get overwhelming very quickly, and so we limited the options to what seemed to be the most important things. -Dacy
  15. I do not understand this list? Right click will rotate an object 90 degrees. Basic commands using shift, alt, and control separately or in combination will rotate items any direction you wish on the x-y-z axes, any number of degrees you wish. Alphabet letters HAVE their own tab. SG emblems aren't actually a base item, tho I wish it would be possible to place JUST the sg emblem and not the attached object, to give us an easier way to use letters other than the giant alphabet letters. -Dacy
  16. So, message me @Dacy, I'm waiting πŸ™‚
  17. So, on the copy/paste, I had a thought, if a straight copy/paste isn't workable, maybe a workaround that I know already exists, might be? Here's the thing: if I have an item already out, let's say it has a floor attachment, and I then go to another item with a floor attachment and I change its attachment to "surface", and then go back to the first item that had a "floor" attachment, that item will switch to "surface". Try it if you don't believe me. You can actually get the entry portal to attach via surface in this manner, even tho if you try to manually change the attachment for that item, it will tell you that that item's attachment can't be changed. So my idea/workaround would be, a "Style" like assignment, such as you find in Word or Office: any traits that can be assigned which you did to an object, you can then designate to be assigned to other objects. So, it'd be a lot LIKE copy/paste, in that, instead of having to tilt and color and lift something over and over again, you'd just style it, and it'd take on whatever characteristics you did to the first one. As I mentioned...clearly, this is already present in the editor in some capacity, although I am not sure at all that it was ever intentional. If it could be figured out what coding is doing this, perhaps it could be formalized as a style feature. -Dacy
  18. You don't need a power source, the entry/exit should work from the very start. It could be a rare bug from the last patch. We know the patch affected some items; if you are still having problems, I will be happy to come by and see what I can see. I'm going to suggest, if you haven't already tried it, to log out, let the base sit for at least 6 minutes (minimum reset time) and see if the bug persists. Message me in game @Dacy to have me come see what's going on. -Dacy
  19. Not sure what happened there. I invite you to come into my Everlasting base, Overkill, where I have a deep lake with a sea base you can see at the bottom, yet you can swim wherever you want. πŸ™‚ (I'll meet you in game if you'd like whenever you're free). I'm also happy to come into your base and see if I can figure out what is wrong. -Dacy
  20. Place glass floors under the water so that you're at the height you'd like to be at, then your characters can swim. You won't be able to see the glass, because calm water kills fx, and glass floors are in that category. -Dacy
  21. Be sure you are finding the things on the poll most dear to you and voting for them. Dev time is very limited, and our requests and desires, nearly endless, so if we want progress, we need focused direction. Teleport points and texture mapping (for things like sand, lava, snow, wood, metal, etc) are on the polls. πŸ™‚ We looked at the things most requested/needed to come up with what we put there; too many choices and it gets overwhelming really fast. I'm truly sorry if some of your favorites are not there (and in trying to get the items posted, I had deleted two categories that I was unable to add back), but we felt that the most asked for items should be the focus. I'm hoping that, if the devs realize how many of us prioritize base improvements, more of said improvements will be worked on, so eventually more of the items not currently on the list will be able to be addressed. -Dacy
  22. I'm hoping/understanding that the texture mapping would cover things like sand and snow, at least, that's the reason I keep hearing for why they don't just grab some beach front from Talos and some snow from the Ski Lodge slopes. However, I have zero info on what progress, if any, they have made towards texture mapping. And I probably won't until items actually start to appear. πŸ™‚ And this is part of why I wanted to raise our voices, so they know that the project is worth their precious and limited time! πŸ™‚ -Dacy
  23. There are several methods. Join my Discord for answers to questions like these and others! πŸ™‚ https://discord.gg/8pMP3qbxXB But honestly, the different ways involve using items that generate the "slipping" pose when you go over them, just in a focused way that directs the slide repetitively. Objects used: Letters, heart in a jar, brains in jars, barrels (from landscaping). I'm going to do a video on it at some point. Just can't get to my work station right now for any length of time to do it. πŸ˜’ And that's what advanced base building is like: taking the objects they've given to us, and finding really creative workarounds for the things we wish we had! πŸ™‚ But that means it's very difficult for people who aren't advanced base builders. Heck, it's very difficult for those of us who ARE. -Dacy
  24. This would certainly be easier than the current workaround! πŸ™‚ (Yes, we can make slippery surfaces. Check out: The Oasis, Rat City, The WItch's House, and a few other bases for slides!) Ice in any form would be WONDERFUL! I'm hoping that'd be part of texture mapping, as far as plates go, I've lost count of the number of times folks have bemoaned the lack of snow or sand surfaces. -Dacy
  25. Hopefully, you found these items on the poll and voted for them. Scaling was brought up. I was told it's just not possible. I don't know why, as we have scaling in the costume creator, but, that's what they said. Would be awesome, tho! One goal I know I heard on NPCs was, to get rid of the library of having different NPCs in different poses, and to have just a couple of NPCs that you could then choose position and clothing for (and hopefully, faces!). Yes, please! πŸ™‚ So that is why that's on the list, and in general, why asking for this NPC or that NPC isn't going anywhere. As far as my info indicates, anyway. I think the programming hope is that they want to make fewer items that are more versatile, which I can certainly understand! The library is already huge and overwhelms many people. I can't count the times I've used an item and heard, "Wow, what is that? I've never seen that before..." so having some basic building blocks that can look like many different things would be ideal. So here's hoping! -Dacy
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