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Elfis

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Everything posted by Elfis

  1. Ah, just read the end of Dacy's post. I went ahead and put water everywhere I want it. You're welcome to come in any time, and I will give you editing power if you want to tweak it. When I originally laid out the base, I had the horizon water fill in the middle of it. The water level was about where it is now, but I remember my character swam under the surface at the time, and I thought it was just because my character is short. But later when I came back and noticed the water was lower, I also wasn't swimming under the surface anymore. So originally, it was acting very similar to the way it does now that I have 2 water layers, a smooth water plate with the clear ("calm" I think it is) water on top, but I only added the clear layer a day ago in order to get back that feeling of depth. So when I first placed the water, it acted like it had an extra clear layer on top, and then stopped behaving like that later. Or something. These are the things I remember: -I had to raise the service NPCs because they were swimming under the water (like me). -The nurse was completely under water, about a foot farther than she is with my current setup. -later, the water went down and I thought it didn't look as nice. -After switching from horizon fill to the smooth water plate, they were barely swimming. (Also, the color isn't as nice as the horizon plate. Why?) -The next time I entered the base, the service NPCs weren't swimming at all; just hanging in the air, since I had raised them off the floor purposely before. -I added the clear water over the top and the NPCs swim again (the nurse is the only NPC that never changes her animation to swimming while in deep water. I tested almost all the others). It now behaves much like it did originally.
  2. I'm not super excited about arguing about the limits of handling things in the base editor, and obviously my recent piddling experience is comparatively short, but I can't see how anything could possibly be done that fast, at least in my base. Island rocks hugging all the outer walls have selection boxes that extend into the base from every side. Some objects are under a layer or two of water. Soooo many different things might be selected by clicking in any one spot. Etched, if you care enough to make me a believer, I'll take a wager. I'll give one of your alts base editing ability for my base and trust that you won't just trash it. If you can accurately place upside down coffe cups on 10 items in my work area in 1 minute, 6 seconds per object, I will bow in awe to your base editing skill and give you 100 mil inf, which is a lot for me because I'm pretty new and the only reason I have that much is the mapserver event. If you fail or mess up other stuff, you give me 100 mil. As noted, there are extremely bothersome target boxes overlapping in that area, including that a couple of the items I'll ask you to put a hat on are under a layer or two of water. I myself would take 4 times that long just to position my character in good positions to add things. I've had a right click that was just intended to change my camera angle rotate objects instead, and as Dacy says, my trust level in the editor is low heh.
  3. The base has been in progress for a few weeks. I'm sure the water level moved at least once without me accidentally moving it when it had horizon fill in the middle of the base, and I'm sure it moved at least once after changing to a regular smooth water tile; the other times it's possible I accidentally dragged it around, but also possible it just moved. The NPCs definitely move up and down randomly by a foot or so whenever they are reset by an undo or such. And Etched if you are talking about my reference to the post about doing something in 3 seconds, yeah I'm not a believer. It's absurd to think that you could do anything safely in 3 seconds in the editor.
  4. It's definitely easy to grab the water or floating rocks 1000 feet away when editing anything. That's why I always make sure I have the correct thing selected when editing anything, and undo and redo after each item placement to make sure I haven't messed up something elsewhere in my base. I read a post somewhere on this forum about how doing [something or other] takes all of 3 seconds. (LOL maybe in the simplest of bases). Anyway, I added a layer of clear water over the top of the water plate and the NPCs swim again even though you fall through to the darker water below. You've probably seen my base Dacy, since you have to verify bases that go on your list and I just put the base on your list. I called it Skyland. If anyone is interested to see the base, 1-14297 on Torchbearer. I have a 200' and an 800' diving board.
  5. I considered it heh. There are waterfalls underneath for water coming out.
  6. When I first made my base, I put the horizon water fill in the middle. There was nothing in the room to put it on; it was just directly on the floor. The water was quite high, and I raised some of my NPCs that were swimming under the water so that their heads would be above. The nurse never swims, so I left her underwater. The next time I went to the base, the water level was lower. Barely above the nurse's head. Over time, it got even lower. I recently put the horizon water fill at the map floor thousands of feet below the base instead. Now there is "smooth water" placed where the horizon water fill was. It was also quite low compared to the nice high water level I had before, but the NPCs were still swimming. But today when I went into the base, my character could still swim, but the water was so low it wasn't even waist high on the nurse. The inspiration storage treasure chests that used to be half submerged back in the beginning now float above the water. I haven't moved the NPCs or the inspiration chests since the start, and I only changed the water one time, from horizon fill to a 16x16 plate, and at the time that I changed that, the water level was the same as it had been with the horizon fill, then later continued to fall. I just tried deleting the water and putting a new water tile, and the water height doesn't change. Hitting undo and redo a few times showed the NPCs changing heights a bit, but the water level doesn't. Inspiration chests still float above the water, crafting stations that used to be deeply submerged are now at the surface, etc. Does anyone know what is happening? I like the high water level, so I will probably manually raise the water tile relative to the floor, but this is very odd and I hope it doesn't keep dropping. UPDATE: I ran some tests, which you can find detailed more on page 2. A few highlights: -'fill' type water places the water 1 foot higher than the water surface tiles. -PCs swim at different heights to match the water when out of the editor, but in the editor, they swim at the same height in both, placing small characters noticably underwater while swimming in the fill tiles while editing. -This doesn't account for all the odd behavior I saw. For example, I had players that visited the base during lulls in the Mapserver event comment in surprise that they were swimming underwater. In my tests, this only happened while editing. - The extra weirdness may just be due to the Mapserver April Fools event, where quite a few things were behaving weirdly.
  7. I have smooth water plates, but they are invisible from the bottom. I don't want to place another water plate upside down below it because one instance of ocean noise is already more than I want. Is there any way to silence the water noise from the water plate? If not, is there another 16 tile x 16 tile plate? The water ones seem to be the only ones big enough to span a large unbuildable space.
  8. You guys are absurd. Raising the HP cap wouldn't harm balance at all. The HP cap is just a little blemish, but it is a blemish, and easily fixed. If they were to start making other stats have such poor caps, each one would make the game just a little bit worse. In fact, if they were to mess up on a more prominent stat, for example if they set the damage cap to 300% or the defense buff cap to +75%, players would leave the game in droves. Sure this one is minor, but it's a broken cap. I would actually rather have them remove HP accolades so that the cap worked right than to leave it just a tiny bit broken as is.
  9. Uh, no, the only idea in the realm of sanity is just to raise the HP cap. They have certainly made more radical balance changes than this one already.
  10. Imagine if the damage cap were 250%, and not only did defender buffs often do nothing, but your own build up couldn't give you the full amount because you hit the cap already. The HP cap is like that, except that it affects far fewer people.
  11. After accolades and set bonuses, some defensive sets can have their HP buffs truncated by the HP cap, which is not super satisfying. Ideally, it should be bumped up enough that everyone can benefit from at least one defender HP buff.
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