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ZacKing

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Everything posted by ZacKing

  1. I didn't assume anything, and I think you know that. You haven't offended me. If you want to keep looking down your nose at others, go right ahead. You keep doing you. I don't need to stroll through your bases at all, nor do I want to. I'm sure they're ok as is and I'm sure there's much, much better ones out there.
  2. Just being honest, but I read that post you quoted differently. And unless that GM spoke in person to the player in question and that player admitted they "stole" names just for the sake of being a prick, you can't say your interpretation is correct. I admit I don't know much about that person in particular either. If they did do this out of spite or malice or just to be a jerk, then yeah, they're a jerk. I don't think they should be forced to give up the names for that though. If they're still active, they can be contacted and negotiated with to release a name.
  3. So long as they made it clear in advance this is what they're doing, I don't see a problem with it. Like you said, no one is holding a gun to your head to join the team.
  4. I can't imagine it's that difficult to copy/paste the item code for a storage rack and have it reference a smaller, already existing item like a crate or pallet or box. I say that without no knowledge of the internal coding of the game, just saying it doesn't seem that impossible to do.
  5. This is very arrogant and just as close minded. You may well be efficient and fast with the editor, that in no way means everyone else will be regardless of how much time they spend editing. Not everyone is at the same skill level. Jordan knew others weren't at the same skill level as him, but he didn't look down his nose at them either. The base editor isn't "easy" or "effortless" or whatever other word you want to use to describe it when it comes to building above the base in rooms with thousands upon thousands of items. As someone said in the base building chat the other night, the editor simply wasn't designed to work in the way it is now, and anyone trying to claim otherwise is trying to sell you something it isn't. The editor works very well and is easier to use if you stick within the confines of the interior base rooms. That's not hard to learn how to do. Fabricating complex structures, items and environments is a whole lot more tedious work than just drag and dropping an existing item into a room.
  6. The Current Room items list very desperately needs to have search functionality added to it. Finding one single item in a list of potentially thousands that can be in a room is an extremely tedious and painful process to the point of it being unusable. Nice to haves would be smaller functional items or single items that can hold the total number of salvage items or teleport points. Cimeroran NPCs and Store/Trainer NPCs for bases would be great too
  7. Yes, I know. I was joking, hence the LOL emoji. 🤣
  8. Just wanted to say, after visiting this base, I've started watching all of the Star Trek series again. 😁
  9. I really, really wish we just had some simple shapes like squares and rectangles of varying size that are specifically intended for walls. Like have small/medium/large sizes with stone, brick, metal, glass etc. textures.
  10. One thing to mention as I made these rookie mistakes myself - 🤣 Make sure you actually have something to power your base Make sure you're not using Tech beacons with an arcane portal 🤣 I thought the editor didn't have bugs? 🤣
  11. Not to dump more fuel onto this fire, but pointing out and commenting on things that don't work isn't "leading with negativity" or telling people not to try editing or whatever else they're being accused of doing. I know in my work, when we ask for feedback on a project we're working on, we'll want to know what isn't working with it first and foremost and want to know more details about those issues rather than what's working right and doesn't need attention. It's just a different approach in getting to identifying issues and problem solving quicker. I get that some folks need to have constant, positive reinforcement and positive praise and feedback and don't want to hear about anything else. That's fine, but that's an individual thing. I also don't see anyone here using phrases like "the editor sucks!!!" and "it's a piece of crap!" and such. At least to me, saying the editor is tedious and cumbersome isn't being disrespectful or negative. It's someone's honest opinion and feedback and it should be taken seriously IMO. Totally agreed and that's basically what I was trying to say earlier. I just didn't like being told I'm wrong because it's "easy" and "effortless" for someone else and that the miracle of hotkeys were the greatest invention since sliced bread. Maybe I'm wrong, but I know from my perspective it's not that people won't be able to understand how much work something will be, it's that they're being told it's "easy" and "effortless" but not necessarily being told it may take hundreds of hours if not more to create. I just don't see the harm in letting people know that up front instead of just being told how easy it is. I didn't know how much time it would take before I started and I can tell you the first base I finished took me a long, long, long, long time to do. Way more time than I had thought it would. If someone had told me it would take 150 to 200 hours to complete what I was looking to build, I'd have thought that was rather daunting, but I'd have tried anyway. At least to my thinking, it's a mistake to assume and a generalization that telling someone upfront the time requirements is going to prevent them from even trying. Lastly, not that I agree entirely with everything @Excraft has posted, but he's not wrong about a few things. Feedback running contrary to something other than glowing affirmation and praise is most definitely frowned upon here, especially by the white knight brigade as PeregrineFalcon coined them. It is what it is though, and I'm just being honest, from what I'm reading here it doesn't sway my opinion on that at all. Same here.
  12. If I'm understanding you correctly, what you want to do is select the item you want to place, press F1 until it sets the grid to "Disabled" and then press F5 until it is set to "Surface", then place your item. That should prevent the item from sinking into whatever it is you're trying to place the object on. You lose the ability to snap nicely to a grid, but it'll prevent the item from sinking.
  13. How many are there exactly? And how many builders in relation to the overall population of the game? I'll bet is a tiny minority of the players. How many of them are alt accounts for a builder? I know for a fact there's a few that are done using alt accounts. Sugar coating the editor as being this effortless tool is less helpful and absolutely dishonest. You're being very disingenuous and deceptive in trying to say it's "easy" to build a complex base just because of hot keys and that hot keys solve every problem the editor has. Especially building above the base when you're having to manipulate thousands of items (if not more) individually one at a time. That's tedious. It's best to let people interested in learning about building have all the facts. Yes, hot keys are an improvement that are very helpful and a big help. So are the collision walls and surface towers and being able to see the hidden markers for stuff. Those are great. You still can't manipulate and move multiple objects at once, the object list isn't organized all that well and unless you know the name of what you're looking for, you just have to scroll through a long list on multiple tabs to find it, you can't search for an item by name in a room that may have a thousand pieces in it without scrolling through a list instead of just searching for it, the editor still randomly shifts stuff around when trying to place it, the editor loves to move you around intermittently for no reason I can tell, etc. etc. etc. Again, it's abundantly clear very cool bases can be made. I just think some folk here are very flippant about how "easy" it is to do and are sugar coating the difficulties and tedious nature in working with the editor. Yeah, welcome improvements have been made to the editor, but it's still got very long way to go.
  14. I stacked more than my fair share of cabinets back in the day that I still have nightmares about it. It's the main reason I didn't mess with bases for a long time after this server went public. I got into it because I visited a few of the really cool bases people built and shared with the public. Some of those folk have been extremely helpful with their time and help. Hotkeys are great for sure, but depending on what you're looking to build, you're still stacking tons of stuff. Especially since we're stuck with working with disparate pieces in the editor that weren't meant to fit or work together and don't share a common design theme, and you have to work with them one piece at a time. Even with hotkeys, the editor is still buggy, temperamental and a huge PITA to work within. I understand it was never meant to work the way it's being used now, so there's that. I really don't think the people who've built some of the more complex bases I've seen here would say they were "simple" to build. I think that's a really disingenuous claim to make.
  15. In case you are wondering about this when you get to creating a hospital/med bay, you can flip the rez chamber upside down and hide it in the floor completely. It'll still work and if you rez in your base, you won't materialize inside the floor. Many thanks to @Dacy for that pro tip!
  16. No offense as I'm sure you don't mean it to be and you're trying to be helpful, but this is a little condescending. You're telling @Snarky how little of a hassle it is to double the amount of objects and double the amount of work needed to accomplish building a glass floor. Yeah, it may "only take 3 seconds" to do once. Multiply that out by however many tiles someone is looking to work with, which depending on their idea and concept, those 3 seconds can very quickly turn out to be a much longer investment of time and a big hassle. I agree with @Monty Haull, the editor is a real PITA to work with, and this bit is spot on. Don't get me wrong, we can build some really awesome stuff with bases, but at the same time the tool itself is a huge PITA. I know for me, I've spent way more time trying to fix inadequacies with how the editor works and interacts with the objects in it. Personally, I'd love to see some of the effort going into adding more items into the editor be used on actually improving how the editor tool works and adding in smaller scale functional items.
  17. You really should take the time to watch the videos Dacy put together. They're very informative and will answer quite a lot of these questions you've been posting about.
  18. Given what an absolute horror of a royal P.O.S. the base editing tool is and how cumbersome/confusing it is to use, I can't say I blame them. 🤣
  19. Hi all. I've finished up a base that I'm proud of and wanted to share with everyone. You're all invited to drop in an explore. Feel free to visit using base code OLYMPUS-30352. You may want to turn up your visscale first, using /visscale 5 before entering to get the full view. Mount Olympus Home of the gods and sanctum of the Masters of Olympus SG - base code OLYMPUS-30352 You are summoned to Mount Olympus on a bolt of lightning by Zeus. Once you arrive, cross the mystical bridge of light to enter. To the East, you will find the Fisherman's Wharf where you can find the Fisherman's market and passage on sailing vessels travelling to far off lands. Here you will also find a Shrine to the Goddess Salacia, goddess of the sea. It's customary to leave her an offering of coin or fish as good luck. If you do, she will transport you to mystical far off places. To the South atop the mountain, you will find the Temple of Zeus. Aside the Temple of Zeus, you will find the mystical Shrine of Healing, where fallen heroes will come to receive blessings for their recovery. As part of your healing, you can take a stroll through the Gardens of Tranquility. Heading North from the Gardens of Tranquility and down the mountain, you will come to the Olympian Bathhouse where you can relax and enjoy a dip in the warm waters. Further North down the mountain is the Olympian Marketplace, a place of commerce where vendors proffer their wares to travellers. Anywhere you see a sign on the building, just "knock" on the door and the shopkeeper will let you in. Feel free to use the Forge of Hephasteus to craft yourself some new enhancements and empowerments. By the way, if you happen to come across the Kraken on your visit, don't worry. He's actually harmless. There is a lot to explore here, so feel free to come by and spend as much time as you like. Hope you enjoy your visit! I wanted to give a much appreciated shout out to @ShardWarrior for all the help and ideas for this base. Thanks a million for all your help!!
  20. Thanks! The base is ready to open, so if you're all on Excelsior and would like to drop by, the code is OLYMPUS-30352. I wanted to give another shout out to Spectral and Shard Warrior for their help with ideas for hiding the NPC contacts. I was able to hide them in the various shops in the marketplace and over at the Fisherman's wharf. If you drop by, just "knock on the door" anywhere you see a sign on the building and you'll find the NPCs there. I wish we could get Cimeroran NPCs to put in the base. They'd really make this place come to life I think.
  21. Hi. Would it be at all possible to get Cimeroran NPCs added into the base editor? Having NPCs around really adds some life to bases as well as giving it functionality for trainers and stores. The "standard" NPCs and contacts can look out of place in bases that aren't office buildings or tech related. I've been finishing up a Roman themed base and adding NPCs wearing modern clothes just doesn't fit the theme. It would be really great if we could get some of the NPCs from Cimerora or the SBB arena in the base editor as options. Instead of the Midnighter and Vanguard store NPCs, could we get ... Julia Pria be added in as a store contact? and Proximo as a trainer? If we could also maybe get Imperious or Marcus Valerius as options, those would be great too. I'm not sure what you could use as a field trainer and ICON rep though. Maybe Claudia or Camila from SBB? Not sure how difficult it is to add these, but if it's at all possible, please do consider adding them in. Thanks! P.S. There's probably a whole host of other NPCs from various factions and story arcs that would add a lot more flavor for base editing too.
  22. Yeah this works but if your screen is still washed out in color from overused VFX vomit and you can't see anything, it does take something away from the fun of the game. Sitting there just hitting table to whack unseen enemies buried under VFX isn't fun. I don't think people should be kicked from teams for their use of colors and such, but I would love to see a way of turning down or even turning off completely the VFX of other players beyond the slash command we have now.
  23. I've been working on this for a while and finally getting to a point where it's nearly finished. I was going for a Mount Olympus style theme that fits the style of the SG. Still in progress, but far enough along to share some pics of the progress. I think it's turning out great, despite the editor being so frustrating. Here is Mount Olympus - home of the gods and sanctum of the Masters of Olympus on Excelsior. Here's the entrance. It's meant to be Zeus summoning you on a bolt of lighting. Once you've materialized, you'll have to make your way across the mystical light bridge to enter Mount Olympus. Here at the fisherman's wharf, you can catch a ride on a sailboat to far off destinations. At the top of the steps is the Temple of Zeus Should an Olympian fall in battle, they'll arrive at the shrine of healing where they'll receive blessings to aid them a speedy recovery. You can walk among the other gods of Olympus and enjoy a stroll through the gardens And what would a Roman themed base be without a roman bath? Here are a few views from on high I'm still working on the last part - the town square which is an open market where the outdoor blacksmith and other shops will be where the base workshop and storage are craftily hidden. I'll post more pics once it's all wrapped up. I wanted to give a special shout out and HUGE thank you to @ShardWarrior for helping me out on this build with ideas, tips for making the editor actually work, and for some amazingly ingenious and creative ways to hide storage items and NPCs. I've always been a huge fan of the various community bases Shard has built. They've been inspiration for me to start building. Thank you!
  24. Created data and badge count is no indication whatsoever that someone is a new player. For all anyone knows, they're an experienced vet who just rolled a new alt. As for the question at hand, best you can do is communicate clearly what you're planning. People are either going to listen or they won't. You don't have much control over that other than to form teams with people you already know who share a similar play style as you.
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