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How to make bases relevant?


Romeyn
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13 hours ago, Dacy said:

Batman has his Batcave. Superman has the Fortress of Solitude. The Teen Titans have Titan Tower. (Hmm, DC is much more base oriented than Marvel...) So is it strictly necessary to fight bad guys? No. Is it necessary for some people's character concepts? Yes. 

So, we have this situation where characters have a base as a narrative tool. The scene in the base is a time of introspection and the resolution of their personal problems - as we know from the 3 Act narrative structure.

 

Is there a way to tie this into your character in the game or is it way too broad a concept/too vague a thing and dependent on roleplay and down to the player's imagination instead? 

What I don't like about this is that it takes the idea of playing a game with rules that affect others and flings it into the bin.

At that point I may as well be playing with dolls on the living room floor. 

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51 minutes ago, Herotu said:

So, we have this situation where characters have a base as a narrative tool. The scene in the base is a time of introspection and the resolution of their personal problems - as we know from the 3 Act narrative structure.

 

Is there a way to tie this into your character in the game or is it way too broad a concept/too vague a thing and dependent on roleplay and down to the player's imagination instead? 

What I don't like about this is that it takes the idea of playing a game with rules that affect others and flings it into the bin.

At that point I may as well be playing with dolls on the living room floor. 

This is a MMORPG: Role. Playing. Game. And although it is also “massive multiplayer”, there is a good section of the population that plays solo. In what way do their actions then affect others? Does that not also trash the idea of a game where rules affect others?

 

There are many bases that affect others. My Halloween base is a whole experience.  There are clubs where one can mix and mingle and do activities; this, I should think, affects others far more than the soloist playing in solitude, which is more akin to your analogy of playing with dolls, since that is solitary, but mingling is social. Of course, perhaps it’s the anarchy of imagination that bothers you? It was a bit unclear what was annoying you. A lack of rules everyone follows at the same time? The idea that something can be used in multiple ways under different circumstances? 
 

Bases and supergroups are tied into the game, and they also tie into and derive from the comic books that gave the inspiration for the game. Your supergroup can be displayed as part of your identity. Your supergroup can be your team, your backup, your own personal League of Justice or Suicide Squad…as long as you don’t infringe on trademarks, heh. Bases are transportation, restoration, storage, a place to strategize, improve your powers, and access missions, none of which requires role play, and all of which connects directly to the game. The fact that they can *also* be used for role play and other fun activities, I think, is a testimony to the flexibility of this game, and a big part of the reason that it’s still beloved and played nearly 20 years after creation. 
 

-Dacy

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We have to be careful about being drawn in to things that are purely trying cause an issue.

However, you are the Base Community Rep so I feel I have an obligation to respond to this conversation with @Herotu in this thread.

 

44 minutes ago, Dacy said:

This is a MMORPG: Role. Playing. Game. And although it is also “massive multiplayer”, there is a good section of the population that plays solo. In what way do their actions then affect others? Does that not also trash the idea of a game where rules affect others?

 

I have the feeling that the people that play City of Heroes solo are using the auction house. As soon as they are using the auction house, they are playing with others.

 

When you play on a team in City of Heroes, you are viewing and interacting with the world through the team leader/star holder's version of reality. Solo players are doing this while soloing. 

Obviously game rules affect every character and action in the game. The software is the rules. Your hardware (and use of slash commands within the software) is how you interact with the rules/software.

 

2 hours ago, Herotu said:

Is there a way to tie this into your character in the game or is it way too broad a concept/too vague a thing and dependent on roleplay and down to the player's imagination instead? 

 

If your character is in a supergroup, they can build a base (if leader), modify a base (if allowed by the sg leader), access the base (unless locked out of the sg base by the team leader), grant access to the base to other members of your team (if the sg leader has it set up that way), grant access to the base through forming a coalition (if sg leader), and set up a passcode to allow anyone into your base at any time (if sg leader).

 

So if there are other members of  your supergroup, your sg coalitions with another supergroup, your supergroup settings allow other teammates to enter your base, and/or  you provide your base passcode to others (through the forums, in-game chat, or on the Homecoming Wiki - SEE server listings links at bottom of page - https://homecoming.wiki/wiki/Supergroup_Base), other players can interact with the rules that were set up for that base. That is to say how  you can interact with that base has been defined through the rules that the base creator setup to move around the base and the way that access has been set for various storage items within the base.

 

Do you have to roleplay like you are talking to a trainer to level up in a base?

I guess you could, but I don't think most players do.

The same goes with other interactions.

 

If you, say, go to a store and pick up items off the shelf, you might to minimal interactions with other shoppers, but your main interaction with another person in a store is with the cashier (if there even is one at this point).

 

Now it is pretty much up to your imagination about where your base is located.

If you were on DCUO, you could use a teleporter to get a base, but there are physical street entrances to the bases as well (even if they are actually located in space or below the ocean). I don't think that is necessary, and I rarely use the street entrances in the little amount of time that I play DCUO since Homecoming is here.

 

Do you emote pulling out a cell phone and calling your base for transport/teleport to it?

Do you even /local chat what you are saying to the person, computer, robot, or whatever at the base to let them know that you want to be transported to the base?

That is up to you. Players don't have to do that as part of the game's software built rules.

 

Now it is up to your imagination to add flavor to your base and the way you build a base does affect how people see the base and interact with it.
The base creator uses the rules of the game to instill their imagination into the City of Heroes for other players to experience ... if they want to do that.

 

If you are in your base when others are there,  you can interact as another player with them (this is also within the software-coding/rules of the game), but  you don't have to be there for them to interact with what your imagination has generated.

 

If you are looking for more automated role-play interaction than what the base provides, you can do that through the AE. You could even provide your base passcode or global name as part of an AE adventure with your character and any other character in your supergroup.

 

But, perhaps, the imagination/creativity level is the real issue.

 

2 hours ago, Herotu said:

What I don't like about this is that it takes the idea of playing a game with rules that affect others and flings it into the bin.

 

What is "it" exactly?

And what is your "idea of playing a game with rules that affect others"?

And why does "it" throw "the idea of playing a game with rules that affect others" away as being useless, trash, garbage, refuse or what not?

 

2 hours ago, Herotu said:

At that point I may as well be playing with dolls on the living room floor. 

 

I think you are essential using the term "doll" as a demeaning term. I find that to be a trolling mechanic. It is intentionally trying to provoke a response.

 

Playing with dolls (solo or with others) is no different than playing with action figures, miniatures, board games, video games, computer games, virtual reality, or LARPing.

Even if there are other things added to the environment, it is the interaction with a player or players with the environment.

You can roleplay with yourself. That is what a player is doing when they actually think that they are a superhero when they solo in City of Heroes.

 

Granted, there are players that are just running a character that have no character conception that just want to mindlessly hulk-smash or farm-afk that only have a focus on power-leveling to 50, slotting the best stuff into the best pre-planned mini-maxed character, and just doing more of the same with no interaction with others even if they have joined a team. Nonetheless, they are still playing with their digital "doll".

 

You, by playing, City of Heroes are essentially "Playing with dolls on the living room floor" within the non-physical props that have been given with you within the game to play with your dolls on the game's "living room floor".

 

That being said, most bases have more options than Barbie's Dream House, and I'm unsure if anyone level's up Barbie while playing with them (though it is quite possible that some do at this point in game development on multiple levels and possibly leveling up Barbie is getting another costume).

 

1 hour ago, Dacy said:

The fact that they can *also* be used for role play and other fun activities, I think, is a testimony to the flexibility of this game, and a big part of the reason that it’s still beloved and played nearly 20 years after creation. 
 

 

I think how much freedom the game gives you confuses many people.

I don't want to say this in a mean way, but some people simply aren't creative in one way or another. They have different strengths and weakness  ... .just like the different archetypes and alignements in City of Heroes.

It isn't Blue, Red, and Gold. It's Heroes, Villains, and Praetorians (Dystopians). These are linked to behavior sets.

 

We all have to be careful how we spend or time and see if it is worth it or not to engage in that interaction.

 

 

If someone posts a reply quoting me and I don't reply, they are most probably on ignore.

Some of them even know that I have them on ignore.

But that won't stop some of them from bullying and harassing people, because some of them love to do it.

It's who they are. There is a group of them that have banded together to do it. They think that it is acceptable.

Ignore is a tool to improve your gaming experience. Don't feel bad about using it.

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I think an interesting topic has perhaps gotten to the point of being overthought, at least for me. Good discussion. Thanks!

 

-Dacy

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I find SG Bases central to my game play.

 

I no longer use the LRT unless necessary. I find travel thru the SG base faster.

You access three ways

  • the port you can buy
  • the portal you can buy
  • the day badge portal

I focus on a small footprint with limited storage.

Vault storage is nice because you can access it thru your salvage tab.

Especially nice if you are using a portable workbench or crafting at a university.

 

I will often pass on the hospital tp and use my bases med pad. It allows me to regen and restock safely inspirations.

 

Trainers, quartermaster, icon tailor ....etc... are in my base and my go-to. (Always Lady Liberty for lvl 50)

 

Buff pads are a nice asset as well.

 

 Bases don't get the spotlight like Farming or Marketeering but are vital to my gameplay.

 

My gameplay.

 

Many thanks to @Dacy for the videos for base building. 

 

 

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The thing about bases is that they are relevant to play in this game, especially in regards to finding the right space for the right scene, or setting in mind. Sometimes, you gotta build it for yourself to really understand and appreciate the length of time, and effort that building a base of any size can really take, and the amount of creative problem solving, good gods I could go on for days about that. Many of the bases here on this game can be described as different parts of the city, locations and venues, and for some, even a part of their story, or more simply put, a home away from home. A base can be used for many many many different purposes, and that changes from player to player. It's relevant in a big way, especially if you want a space for yourself to escape the wild and crazy open world experiences for a while and simply breath in a space you made for yourself, for your specific needs. I have *several* bases that I've built for collectives of characters my husband and I both play, but I have a few that are intended for settings, living spaces, homes. Not everyone plays by the same rules relatively, but groups do form up and use their own mutual rules to impose in the spaces they create and inhabit. That's a given many games that have a lot of players gathering together over mutual interests.

 

Some groups use die systems and sheets like D&D.

Some use die systems only and play by good-faith rules.

Others tend to go willynilly with how they play, and some of these bases reflect that creative aspect we all have.

So to end this on a positive note, yes, bases are relevant, to the builder, to those that enjoy those bases, and to those that use them actively for their own purposes and reasons.

But you do not have to use or make use of them if you don't want to. No one is forcing that into your hands.

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On 1/4/2023 at 12:30 AM, UltraAlt said:

The question you asked - like many I have seen from low count posters of late - appears to be a "drama" post.

Something that some players do in RPG groups just to try to start some kind of drama.

They kind of throw something out, toss a match on it, and walk away. 

 

I've seen it done repeatedly. This seemed to be that sort of behavior.

 

Instead of apologizing for profiling someone, you double down on it.  Nice. 

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