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The Official Existing Hideout Suggestion Thread!

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  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I would like to see a feature similar to what they have in EQ2 for homes (here called hideouts). You can designate another player as a "Trustee". This allows the Trustee to have access to the hideout and the ability to invite guests. However with hideouts have it so they cannot change any of the decor. This feature would be very handy for couples playing when the hideout owner is not ingame but the partner is.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    We do need a better variety of wallpaper for the Stairway Walls in the Basement, the Walls in the Sanctum, etc. Perhaps some of the Penthouse wallpapers could be somehow made available?

    If not, and if you don't want to make some in-house (with the time and effort that involves), I do believe that there are copious usable patterns available on Public Domain graphics websites.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Naredia wrote:
    I would like to see a feature similar to what they have in EQ2 for homes (here called hideouts). You can designate another player as a "Trustee". This allows the Trustee to have access to the hideout and the ability to invite guests. However with hideouts have it so they cannot change any of the decor. This feature would be very handy for couples playing when the hideout owner is not ingame but the partner is.

    I understand that SuperGroup headquarters (i.e. hideouts) are in the works. I expect this feature will be implemented there.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    After watching a few videos showing off Caves and Penthouses, it occurs to me that some features can be transferred directly (or almost directly) into other Hideout types.

    Some examples:

    Industrial Cave Scavenged Furniture could translate directly into Mom's Basement Social Area.

    The Luxury Penthouse Traditional Wood Office Desk could be added to one of the Basements as a Crime Computer (probably either Mom's or Tech, though possibly the "Man Cave" I suggested elsewhere). I think i saw one in the Loft that would work great in the Tech Basement.

    The carpets in Penthouse and Sanctum Hideouts could also be added to Basements (with separate Stained options for Mom's and Vigilante, for food stains and blood stains respectively).

    Most if not all of the Penthouse wall options could become options for Basement Stairs Wallpaper, as well as for the Sanctum.

    The types of stairs from both Caves and Penthouses could probably be adapted (at least to a limited extent) to each other, and to the Basement.

    The solar system model in the Sci-Fi Moonbase could be scaled down and included in the Luxury Penthouse (or the High-Tech Penthouse I suggest elsewhere).

    (I used the CO-Wiki for reference on this post, and its information is incomplete, but you can get a general idea on my thinking here.)

    On a similar note, the Tech Basement could also have a Qularr-model Crime Computer (same wi5th the Tech Cave), an Elder Worm Ray Gun for Wall Detail, and other bits of "scavenged" alien tech.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    For the penthouses would be nice if you could choose the outer area. Now every penthouse is standing in MC. Imagine your penthouse standing in the southwest desert or Canada.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    For the penthouses would be nice if you could choose the outer area. Now every penthouse is standing in MC. Imagine your penthouse standing in the southwest desert or Canada.

    While intriguing, it really wouldn't be realistic; there are no tall buildings in those locations.

    It also leads to the problem of people changing this option on the fly just to be able to transport to anywhere.

    I do think it would be fun to be able to fly up through the roof of the cave and wind up in Canada or on Monster Island, or fly out a window in the Sanctum and open up in Vibora Bay or an appropriate part of Millennium City. I'm not sure what could be worked out for the Basement or Moonbase.

    If the above problems can be fixed, though, I'm all for it.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    While intriguing, it really wouldn't be realistic; there are no tall buildings in those locations.

    Desert = Project Greenskin Tower
    Canada = Telios Tower

    You are right regarding the location change. But make it a fix location. So you could buy the Loft- or Luxuxpenthouse in the Desert and Canada too. It´s only 500 cryptic points :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Desert = Project Greenskin Tower
    Canada = Telios Tower

    Project Greenskin is a military complex, so there wouldn't be a loft or luxury penthouse in the tower.

    Telios Tower is owned by the supervillain Telios. That tower is a lair instance and it's a huge science facility, so there would be no penthouses in it. Plus I don't think Telios would sit idly by while a bunch of superheroes used his base as their hideout. Even if Steelhead had finally taken over the tower (which would mean we would lose that lair and all of the missions connected to it. That won't happen) there's no way they'd turn a powerful science facility into a bunch of loft apartments or some luxurious hotel with a penthouse suite.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Dialam wrote:
    Project Greenskin is a military complex, so there wouldn't be a loft or luxury penthouse in the tower.

    Telios Tower is owned by the supervillain Telios. That tower is a lair instance and it's a huge science facility, so there would be no penthouses in it. Plus I don't think Telios would sit idly by while a bunch of superheroes used his base as their hideout. Even if Steelhead had finally taken over the tower (which would mean we would lose that lair and all of the missions connected to it. That won't happen) there's no way they'd turn a powerful science facility into a bunch of loft apartments or some luxurious hotel with a penthouse suite.

    I didn´t say to use the buildings as penthouses for heroes. It was only the proof that tall buildings do exist in these zones. Thats all.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I didn´t say to use the buildings as penthouses for heroes. It was only the proof that tall buildings do exist in these zones. Thats all.

    Then what buildings in those Zones would you use for Penthouses?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Then what buildings in those Zones would you use for Penthouses?

    The same penthouses like in MC. The only difference is the outside area. You don´t see the Agent HQ anymore you would see parts of the southwestern desert or Canada. I would even prefer to see desert ONLY to get the feeling my penthouse would stand in the desert alone.
    In canada you would see the devilshead mesa when taking a hot bath. :)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    The same penthouses like in MC. The only difference is the outside area. You don´t see the Agent HQ anymore you would see parts of the southwestern desert or Canada. I would even prefer to see desert ONLY to get the feeling my penthouse would stand in the desert alone.
    In canada you would see the devilshead mesa when taking a hot bath. :)

    Accept the Penthouses in MC are attached to a building that already exists in MC. There are no buildings like that in the Desert or Canada. They would have to go into both zones and put a building in them that does not currently exist, and would look completely out of place.

    I'm sorry, but they're just no going to do that. I would like to point out that TB had already mentioned not doing something like that for the Penthouses back before they were finished, as well.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    I think that if we were going to do hideouts in Desert and Canada, we'd do something that fit the theme that's already going on there. Like a military bunker might have a snowy canada exterior or a desert exterior. Penthouse doesn't make sense in either locale. In a similar vein, it would seem silly (to me) to put it under water, but that does not preclude the option of doing some kind of underwater hideout. It would just be built more specifically for that location.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Tumerboy wrote:
    I think that if we were going to do hideouts in Desert and Canada, we'd do something that fit the theme that's already going on there. Like a military bunker might have a snowy canada exterior or a desert exterior. Penthouse doesn't make sense in either locale. In a similar vein, it would seem silly (to me) to put it under water, but that does not preclude the option of doing some kind of underwater hideout. It would just be built more specifically for that location.

    If we're going there I'd like a renovated missile bunker for a Desert hideout ^^
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    If we're going there I'd like a renovated missile bunker for a Desert hideout ^^

    Funny; my idea of an ideal Desert hideout would be a renovated mine. ;)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Desert:

    A beautiful LEED-compliant 2 bedroom/1bath sustainable solar-powered home in the Southwest traditional style with living room, terracotta finishes, and cranking windows. There is a colorful, flowering cactus garden in the patio with some decorative statues and a bed of sparkling white gravel. A kidney-shaped swimming pool sits across from it, with a glistening and serene water surface, until you dive in.

    Your patio furniture under a traditional cloth canopy lends a cool view of the ancient river and wind-carved landscape; and at night, the vast starry scape above, complete with a crystal-clear view of the moon, accompanied by the periodic howl of a coyote afar.

    You are not afraid of Grond, irradiates, or anything else in this wild expanse. Maybe you wish to make a point in living here for the rest of the world to see. Maybe you simply love the view and solitude more than your own safety.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Tumerboy wrote:
    I think that if we were going to do hideouts in Desert and Canada, we'd do something that fit the theme that's already going on there. Like a military bunker might have a snowy canada exterior or a desert exterior. Penthouse doesn't make sense in either locale. In a similar vein, it would seem silly (to me) to put it under water, but that does not preclude the option of doing some kind of underwater hideout. It would just be built more specifically for that location.

    I'd love to see the moonbase underwater, or the cave in the desert. In my mind, the "ice & snow" setting for the cave hideout automatically places it in Canada.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Tumerboy wrote:
    I think that if we were going to do hideouts in Desert...It would just be built more specifically for that location.

    Ocean Front Property?

    ...in Aaarrizooona.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    If it were Canada then I'd do some sort of log cabin on a mountain-top hideaway that a reclusive hero like Wolverine would build.
    Log fire inside, big pile of chopped wood, a wooden hot-tub, horses etc

    That would be the hermit version, maybe a tech-version with more hero-stuff to hand like a helicopter on a landing pad, satellite dishes, snowmobiles.





    Re: Southwestern desert a penthouse would look odd. Maybe a big outcropping of sandstone could be carved out for a penthouse that would blend into its surroundings. One-way glass would be flush with the rockface and it could be modern with a disguised entrance and metal door, or ancient and temple-like like the rock city facade of Petra in Jordan.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Sanctum - Mystic

    1. Give more options for the altar/skull thing used for the crime computer. Current one doesnt fit heroic characters. Different statue options.
    2. Options to change the appearance of the mirror in the tailor. The snake motif worked great in SL. Not so great in the sanctum.
    3. Option of servants to mill about, do stuff, clean and dust. "Alfred" or "Jervais". Make the name player set.
    4. Pet's. Fish, a cat, dog. Make it so you have to feed them.

    Caves

    1. Cave area seems small. Expand it to an open cave area to be a dueling or practice area.
    2. More furniture options.
    3. Option of servants to mill about, do stuff, clean and dust. "Alfred" or "Jervais". Make the name player set.
    4. Pet's. Fish, a cat, dog. Make it so you have to feed them.

    Moms Basement and Tech basement

    1. More furniture options. Not everyone uses torn up furniture in their basement.
    2. Pet's. Fish, a cat, dog. Make it so you have to feed them.
    3. More game console options. Maybe a playable version of Asteroids? Donkey Kong?
    4. Option of servants to mill about, do stuff, clean and dust. "Alfred" or "Jervais". Make the name player set.

    Penthouses

    1. Make options to set the secret room/tailor to fit a range of character themes. Gadgets with munibots/support drones/attack toys. Magic books on shelves. Magic components on counter. Costume racks. Stuff like that.
    2. Pet's. Fish, a cat, dog. Make it so you have to feed them.
    3. Option of servants to mill about, do stuff, clean and dust. "Alfred" or "Jervais". Make the name player set.

    Moon Bases

    1. Extra Lunar Surface Exploration (because we all want to go outside and play.)
    2. No pets. They wouldn't like it.
    3. Fly overs by aliens, starships, comets, and other awesomeness.
    4. Option of lunar staff/assistants to mill about, do stuff, clean and dust. "Alfred" or "Jervais". Make the names player set.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    What about something like a desert cave w/ a natural opening/skylight at the top to let some sun in, then a few tents, a campfire below the opening, perhaps a little well, plenty of crates w/ supplies, etc.

    Another idea would be a small tent encampment located in a secluded little gorge that gets some sunlight and perhaps a little stream nearby. The walls could be very sheer and vertical, but flying up to the opening would give a prompt to return to the desert. The entrance/exit would be a rope ladder or such leading up the wall of the gorge.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    For ALL Hideouts:

    Have an option to use "MIXED" or "TALL" furniture legs for the furniture.

    For nearly every area in the game that isn't a bar, the chairs are too short. My toon's ankles clip through the floor, hiding their feet entirely, if not their entire shins, and this happens to nearly everyone in my supergroup, forcing everyone to sit cross-legged on the furniture lest their feet clip through the floor. This is especially a problem in the lounge at club caprice, but it's a problem for the couches in a lot of the hideouts too.

    It shouldn't be too hard to raise the legs of the couches and chairs a foot or so to accomodate for tall characters, or include an option where some pieces of furniture are taller for taller characters and some are shorter for shorter characters. I know you guys hate clipping, and this would really help with feet and legs going through the floor.

    Also, an option to make some of the couches backless, so characters with tails don't get that awful clipping too, or else an emote where characters with tails lay their tails next to their legs when they sit. They already do this when defeated (in a way) and... let's face it, there's a lot of characters with tails in this game, and seeing their tails clip through everything all the time forever... yikes. The current sit looks great in bars, with the tails waving behind them, but everywhere else... not so much, which is why I think an emote Sitchair_taildown or something should be added.

    For tailors in most hideouts (like basement, penthouse, cave, anywhere with a display area)
    I'd also like to request our primary and alternate costumes showing up here, so long as no disembodied skin shows up. Putting them on a blank mannequin or three would work out great.

    If pets are added I think that feeding them should be a thing you can do, not required. Who wants to come home after a week of being away from the game to find that their pet doggy or hamster has starved?

    Also, yeah, emotes for laying down. Currently the only way I can lay lazily on my own couch is to be defeated! An arms-behind-the-head relaxing pose and a laying-on-side-with-head-propped-up-by-elbow pose are sorely needed for all these couches!

    Speaking of defeated, duels in the hideouts are a must. Seriously.

    Lastly... Give the other hideouts the cool stuff like from the penthouse! There's doors that are closed off, have them open up to a bedroom+bathroom and a second area that fits the theme of the hideout. Maybe the tech areas (Moon bases, Tech Basement) can get a holodeck, the sanctums can get a dungeon or something, hell, you could even just make alternate rooms and sell them as add-ons in the C-store. But seriously, every hideout needs a bedroom+Bathroom and possibly a second social area like the penthouse's hot tub. All the hideouts cost the same amount of money, why do some get way more love than others?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    In game only 4 archtypes using melee and range weapons, but hideouts is not fit for other archtypes. for some archtypes must be hero suits, gadgets.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    You really need to make the free hideout token button more obvious, since I bought an extra hideout I didn't end up needing and only found out afterwards that I could've gotten one for free with my gold account. And even though I reported my mistake immediately afterward, they wouldn't refund my points. I don't understand why you wouldn't refund my points for something that I never used? I'll just spend those points on something else!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    People (including myself) have been wanting something with variety for the Tailor area, other than weapons racks. Here's an idea that shouldn't take much new modeling:

    In the high-tech Hideouts (Tech Basement, Hi-Tech Cave, and Sci-Fi Moonbase), use a platform similar to the teleport pads that are already in the game, calling them "clothing modulators" or some such.

    (For other types, such as Mom's Basement, Industrial Cave, and possibly Loft Penthouse, a more conventional-looking version of the standing wardrobe in the Alchemist Sanctum would work.)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited October 2011
    Relvani wrote:
    You really need to make the free hideout token button more obvious, since I bought an extra hideout I didn't end up needing and only found out afterwards that I could've gotten one for free with my gold account. And even though I reported my mistake immediately afterward, they wouldn't refund my points. I don't understand why you wouldn't refund my points for something that I never used? I'll just spend those points on something else!

    While you're absolutely right about making the free token a LOT more visible, I gotta ask: what is it with the current flavor that people have?

    "I made a mistake so please, give me back my money"?

    Does it really work that way on your side of the planet?
    Cause here, if I go in a shop, buy X goods, come home, realize it's not the one I want, go back to the store and ask for refund...
    Well, unless the article is defective, though luck...

    I mean it's not like they didn't advertise for the free hideout...
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Just in the interest of variety, what if the holograms in the high-tech hideouts were color-selectable?

    The ones already in (at least, in the basement) are already blue; just add green, yellow, orange, red, and purple, and there you go.

    This would be great for heroes who are color-themed.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    While you're absolutely right about making the free token a LOT more visible, I gotta ask: what is it with the current flavor that people have?

    "I made a mistake so please, give me back my money"?

    Does it really work that way on your side of the planet?
    Cause here, if I go in a shop, buy X goods, come home, realize it's not the one I want, go back to the store and ask for refund...
    Well, unless the article is defective, though luck...

    I mean it's not like they didn't advertise for the free hideout...

    actually where i live you get your refund, it's a logical side of businesses.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    I've noticed during laggy load times that many of the hideouts have additional fully furnished rooms and ares we can't access via in game walls. The Basement has fighting ring, the penthouse has a maintenance area. I'm curious as to why these areas were blocked off at all, and if their are plans to remove the barriers to players can access them.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Those areas are under construction. There will be 2 new rooms in each hideout, A Training Room, and a Crafting Room. However, work has not been completed on them yet, so we keep the doors locked for now.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Tumerboy wrote:
    Those areas are under construction. There will be 2 new rooms in each hideout, A Training Room, and a Crafting Room. However, work has not been completed on them yet, so we keep the doors locked for now.

    Could you please make it so we can get out of them, if we are in them? If you relog in a hideout -- Penthouse especially - you often end up in them, and therefore stuck since you can't get out.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Could you please make it so we can get out of them, if we are in them? If you relog in a hideout -- Penthouse especially - you often end up in them, and therefore stuck since you can't get out.

    Wild "maybe" here (no access to the game ATM to avoid saying something stupid): Isn't the Crime Computer option to "leave map" present in hideouts?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Tumerboy wrote:
    Those areas are under construction. There will be 2 new rooms in each hideout, A Training Room, and a Crafting Room. However, work has not been completed on them yet, so we keep the doors locked for now.

    Will these be automatic additions in preset positions, or C-Store items that you can attach as desired? (I'm actually hoping for the latter, since most of the Hideouts have only two doors and there are things in the potential future that I'd rather have than a training room.)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    The doors will act like clickies, and port you through them. So even though it's not terribly realistic, one door could lead to multiple different rooms.

    The rooms themselves are in preset positions, and will always be in those spots (just how it works, sorry).
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Are you able to say (without anything spoilerific) exactly what the shape or position is? a cross with the main room at the centre?, something more complex? - The only reason I ask is because i'm knocking around ideas for 'outside enviroment' and if there is a positional schematic in-place then that will of course influence the shape of a hideout structure as seen from the outside.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Could you please make it so we can get out of them, if we are in them? If you relog in a hideout -- Penthouse especially - you often end up in them, and therefore stuck since you can't get out.

    What do you mean by "can't get out?" I've never had a problem leaving the hideout maps - each one has an exit, usually just behind where you start when you enter the map.

    Moon base - go through the airlock. When you get to the outer door, you'll get the option to leave.
    Cave hideout - it's the elevator/spiral staircase right across from the tailor.
    Sanctum - The landing where you first appear has a door right in the middle of it. If you're at the crime computer, turn around and look at the top of the stairs.
    Basement - Again, there's a door at the top of the stairs.
    Penthouse - The elevator has the option to let you leave the map.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Tumerboy wrote:
    The doors will act like clickies, and port you through them. So even though it's not terribly realistic, one door could lead to multiple different rooms.

    The rooms themselves are in preset positions, and will always be in those spots (just how it works, sorry).

    Aw, rats. I'd been hoping for an ever-expanding base, with corridors and everything. Well, maybe at some later date (it could be a step toward making a CO Foundry functional)

    Any chance of using those doors to travel from one Hideout to another?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011

    It looks like you somehow jetted through the ceiling. You may have to log out, wait a few minutes, and log back in, or use /killme.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Are you able to say (without anything spoilerific) exactly what the shape or position is? a cross with the main room at the centre?, something more complex? - The only reason I ask is because i'm knocking around ideas for 'outside enviroment' and if there is a positional schematic in-place then that will of course influence the shape of a hideout structure as seen from the outside.

    uh. . . wut?
    Aw, rats. I'd been hoping for an ever-expanding base, with corridors and everything. Well, maybe at some later date (it could be a step toward making a CO Foundry functional)

    Any chance of using those doors to travel from one Hideout to another?

    My original intent with the extra doors in the hideouts was to hook them up so you could walk from one portion to the next as you expanded your hideout. The problem is that there is no way to give you (the player) control over WHERE to put any given room. If we hook each door up to a new room, then we're locked to 2 rooms, and we're out of expansion room. If we hook up the doors to long corridors with lots of doors leading to various rooms, it feels tacked on and out of place. It's a nice idea, but due to the way hideouts have been/have to be made, it just isn't really feasible. It also seems a little weird if your tiny basement just starts going off forever in any given direction. Also, separating the rooms into their own, self contained compartments solves a lot of other behind the scenes kinds of problems. It's not as cool as it could be, but it means that they will work.

    Hax!
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Shadowself wrote:
    What do you mean by "can't get out?" I've never had a problem leaving the hideout maps - each one has an exit, usually just behind where you start when you enter the map.

    Moon base - go through the airlock. When you get to the outer door, you'll get the option to leave.
    Cave hideout - it's the elevator/spiral staircase right across from the tailor.
    Sanctum - The landing where you first appear has a door right in the middle of it. If you're at the crime computer, turn around and look at the top of the stairs.
    Basement - Again, there's a door at the top of the stairs.
    Penthouse - The elevator has the option to let you leave the map.

    If you spawn after a disconnect in the currently locked up "expansion rooms" you cannot exit, because the exits out of those rooms are nonfunctional. They are locked up because the rooms are nonfunctional at the moment. You have to use /killme.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Tumerboy wrote:
    Hax!

    Yeah Tumer, it's one of the latest and greatest bugs that CO's handing out these days! Btw, I LOVE the training room that we're not supposed to have seen. :D

    And it actually raises a question for me. Given the size of that boxing ring in the center (and the fact that there IS a boxing ring), does that mean the dev team is considering adding a duel functionality to hideouts?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Nope, not meant for Dueling.
    (Doesn't mean it couldn't be. . . I'll bring it up)
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Tumerboy wrote:
    Nope, not meant for Dueling.
    (Doesn't mean it couldn't be. . . I'll bring it up)

    Please do! I would enjoy that.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Tumerboy wrote:
    uh. . . wut?
    Tumerboy wrote:
    The rooms themselves are in preset positions, and will always be in those spots (just how it works, sorry).

    The preset positions... what are they?.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    ??? They are rooms . . . behind doors. . .

    I don't really know what you're looking for here short of me drawing you a map of every hideout to show where in the hideout each room is?
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    It looks like you somehow jetted through the ceiling. You may have to log out, wait a few minutes, and log back in, or use /killme.

    Heh I didn't have any trouble getting out ^^ I just wanted to show ppl the neat thing i found
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Hax? This is hax!

    Actually what I did was used /demo_record in every single hideout with my character hidden where possible. And then I used -demo_play command line to play the demos back. While in playback you can hit f2 to enter freecam mode which can go through walls. So if Tumerboy hides a dopefish behind a wall in a hideout, I won't be out of the loop! :D

    I added doom music because doom music makes a lot of things better.
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Cave Hideout: It would be nice to actually drop below the platform and swim in the tropical pool, or lava if you are an elemental. It kinda hurts my feelings that i'm zapped back before I can even touch my toes to the balmy water....

    The tailor displays could do with some costume parts, or even better....YOUR costume
  • Archived PostArchived Post Posts: 1,156,071 Arc User
    edited November 2011
    Could you guys look into allowing us to actually sit in the desk chair in the penthouse office/secret room area? All my characters have to sit on top of it, no matter what size they are...
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