Zamuel

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    • I don't think the Portal Corp exterior is available but two Portal Corp interiors are available. I think it's under the Unique setting for Labs but I'm not sure. You may need to purchase it with tickets.
    • Technically, only the low level Praetorians are available but Seers and Praetorian Clockwork do actually go to 50.
  1. Quote:
    Originally Posted by Oedipus_Tex View Post
    [EDIT: If you actually read all of that, the other significant factor players have to account for are patrols. To my knowledge, patrols can't trigger an ambush, but they can definitely turn up at the wrong times. The existence of patrols makes me question whether fighting in the narrow hallway is a good idea at all. But I don't really know of anywhere where patrols are unwilling to go. One sick possibility that I'm not sure would work is to have one player suicide into the patrol, and then teleport him or her back. Does the patrol stop moving then? If not, this doesn't work. And it's kind of an insane "tactic" in any case. The alternative is to scout the map and kill the patrols early, but sheer map size combined with the right "filler" enemy group could make this impossible.]
    Patrols can't accept any objectives. However, one sneaky thing to do is use a patrol instead of an ambush. Simply, an ambush comes straight at you while you have no clue where a patrol may be, especially if spawned without text.

    Quote:
    Originally Posted by Arcanaville View Post
    Actually, coming up with the names and descriptions is half the fun.

    I'd say the first fight is Scrapper Challenge-level difficulty, maybe slightly higher. The second is a lot higher, probably in the range of AAEH but at even con. The last - that's what I'm trying to dial in now. I'm testing certain combinations to see if the AI does what I want it to do: its not just about picking powers, but about seeing if the critters will use them effectively in the way you want them to. That's important for standard critters, but especially so for custom critters. As counter-intuitive as this might sound to some, in some cases I've deliberately taken powers away to make the critter more dangerous, because they were less effective with the whole set. I also need to make sure if I use different ranks in different groups, they will spawn in the right way.
    Even as a challenge mission, it's fun to take time and breathe life into the enemies. Also, it's cool to see you knew one of the little known secrets of critter design by removing powers so they are more prone to use what they have.

    On the fence on the concept of using a ship map. While it does have a number of advantages it still has problems. I have to wonder if it gives players too much movement space. The other possible concern is that it potentially gives snipers a huge line of sight advantage. Only Superior Invisibility and Hide would overcome that and I'm pretty sure people would shun Stalkers from this kind of challenge.
  2. Zamuel

    Why Not?

    I have a feeling that we won't get the option to pick Power Pool sets. However, I've been thinking for a while of a way to slightly work around that. Currently, we can't choose defense or support sets as our primary to avoid people making enemies with no attacks. What if one melee and one ranged attack was added to each of these ? For instance, adding the ranged and melee zombie pukes to Poison. This would increase the options and variety available. Furthermore, a small defensive or support ability could be added to most attack sets such as adding Tough to Super Strength.
  3. Personally, I think Intangible is perfectly valid for NPCs if kept at a minimum since it does act as disruption. Limiting it would be based on enemy choice and perhaps powerset since the argument fluctuates between AoE and ST sources.

    Concerning KB, I wouldn't be so quick to dismiss players being affected by it due to some things like Force Bolt having high mag.

    Also, you missed an effect, Teleport. Only a few armors offer protection against it and only Gravity's Wormhole is a valid source of it. While not directly a debuff in itself, it adds to the disruption factor by splitting the team.
  4. To my understanding, AE critters use different damage and buff scalars than standard NPCs. I think it's something like Blaster damage + Defender buff/debuff + Scrapper HP.
  5. Escort to Objective has been weird and buggy since introduced. I had done some experimentation with it a while back but my knowledge is a little rusty on workarounds for its problems. Bear with me and I'll try to mess with it some.
  6. Quote:
    Originally Posted by Rayonn View Post
    Of course, I have less to lose by this, being new, but here's a (rather crazy) proposal:

    It's fairly clear that in-game rating and number of plays are not a very good measure of the quality of an arc in terms of story and gameplay.

    So what if we ignore them, and just write for people who are interested enough in playing well-written arcs that they take the time to read reviews or look at the MA finder channel, instead of picking off the first page.
    Thing is, how do we find these people after a certain amount? For instance, I have an easier time recruiting people for running the Abandoned Sewer Trial than AE. The other issue is that if you've put a lot of work into an arc, you don't want to let it go so the concept of deleting it is problematic. Doubly so if you have a thread about your arcs or if you posted it to COH Mission Review.
  7. It's one of those oddities with trying to do content as it comes as opposed to just doing it as a flashback. There's stories that seem to be "important" to the overall storyline that you may not ever see. I remember having a fair bit of difficulty when I was specifically looking for the Banished Pantheon storyarc.
  8. Quote:
    Originally Posted by Oedipus_Tex View Post
    I'd like it if something like this got started. It not something you can do in any other MMO.
    There's currently an MA SG on Triumph that runs on the weekend. While it's generally meant for stories, asking if a week could be set aside for running challenges couldn't hurt. They ran through my challenge arc The End of Saturday Morning and gave feedback though it's nowhere near some of the craziness that seems to be proposed here.
  9. Quote:
    Originally Posted by Wrong_Number View Post
    I happened to log on today and see that we have a new HoF arc. Some fire resist 1 mission farm.
    One interesting (if disheartening) thing is that while we the writers are in competition with each other, farmers really aren't. Friendly competition but we're still competing. Sure, an individual farm writer may prefer getting tickets over another but the sheer fact he/she exists is free publicity while we need to promote specifics to get people's attention. The fact that some of us are scared to promote due to the possibility of negative ratings is a little telling. For us, there's a chance of loss while for a farmer they can just republish.
  10. Quote:
    Originally Posted by Oedipus_Tex View Post
    - Since failable objectives allow players to continue through the arc anyway, the players do not "lose" if they fail. They can only lose by failing to progress. In particular, common sense should apply to time limits. You cannot force the players to lose by setting a 5:00 deadline to do an impossible task.
    I think it really depends. If it's the last mission of the arc and/or there's only one mission then the failure is probably valid since the contact text is different. Though of course there's the whole common sense factor of building the challenge. For instance, I like the concept of using Defendable objects in missions but they scale poorly to team size and are almost guaranteed to fail on x8.
  11. Quote:
    Originally Posted by Dispari View Post
    The ideal enemy team:

    Minions: Sappers only
    Lieutenants: Sorcerers only
    Bosses: Master Illusionists only

    Max level: 1
    I was about to mention adjusting level range in my list but it seems too much like forcibly cheating on the computer's end. Sort of skews the challenge if the player doesn't stand a chance at fighting back.

    Though I think an all-Stalker team might actually be able to handle your setup since you keep powers 5 levels higher and that range means bosses have low enough health that AS might 1 shot them.
  12. One of the problems for AE is that it gives little incentive to be involved with it and it tends to make things difficult for those who are. Something's a little off when new Issues lead you to thinking "I wonder what broke" as opposed to looking forward to what was released. My concern is simply not knowing where to go from here. I'm too stubborn to give up on my own arcs and I do have a new one planned but it sucks to feel like my arcs don't stand a chance since I joined the game with I14 as opposed to being someone who participated in the I14 beta.
  13. Roy Cooling is interesting that it seems to do things wrong by attempting to do everything right, plus lore hurts rather than helps.

    It tries to appeal to newcomers by introducing Malta yet it takes some of the weight away from meeting them later on. Likewise, it tries to be far too upfront about Malta's involvement to appeal to the vets when the vets who actually pay attention to the storyline know that Malta is being way too visible for their usual way of doing things.

    Lore oddly hurts the story since the MediPorters are supposed to be pretty safe and energy efficient which dilutes the concerns of not sharing it with citizens. Something as simple a stating it isn't or perhaps adjusting things to mention that the new upgrade will protect heroes from Cole's assault but it is far less energy efficient than the old version would clear a lot of that up.

    While I do enjoy the arc, it seems to have the same problem as the Reichsman TF/SF in that someone thought of an "awesome concept" without fully checking the canon. Though I have to give Horatio credit for owning up to that fact and making a few adjustments. I'd say that a few adjustments is really all that's needed but I doubt it'll happen since they would be small adjustments.
  14. Attack speed is an interesting advantage since it allows you to be mobile. Probably nowhere near enough of an advantage, though. I'm thinking of leaning towards procs for some of the attacks. As fas as Eviserate, they should either make it more like a Stalker and give it higher crit chance or they should revert it back to a cone like other ATs. Intriguingly, the part of the set I like the most is Focus and Shockwave for the fact that the knockback is guaranteed but it's rater low mag plus they are ranged.
  15. Quote:
    Originally Posted by talestar View Post
    3) how if possable do i get just 1 custom made villian to be by the custom made boss? It seems its based on the number of equevlent that is picked. Its a bit confusing because say as an example i solo it at 1 equevelant then i will have 1 villian with boss.but say i bring a group of 3 and have it set for 3 equevelant how many villians will i have by the boss? i will probly have to get some peps to come with me and see for sure with the settings just thought id ask you guys also.
    If you're asking what I think you're asking, you want specific enemies to be unique. If so, go into the group settings, right-click the enemy name and set it to Do Not Autospawn
  16. Quote:
    Originally Posted by Master Zaprobo View Post
    Oh, here's another point that's not been answered in the FAQ... what happens to Global Channels?

    EU channels like Defiant Events or Union Chat will probably have no collision however EU channels like Masterminds and Mission Architect most likely will.

    What's going to be the deal here?
    Furthermore, this may also have an affect on supergroups.
  17. For both the team and the arc's enemies you have to decide if you want to aim for synergy or variety. I'll concentrate on the enemy side of things since I've got better experience there. I currently have only one "challenge" arc but trial and error caused the difficulty of the other arcs to fluctuate a fair bit.

    Synergy can work since you want to focus on just one thing and push it to the limit. A lot of arcs do this accidentally simply by going for a theme. I bet you can easily do a search for "demon" or "Netherworld" and find an arc with customs with some variant on dark/dark with the resultant to hit bebuffs. There's similar things with elec/elec and stacking end drain. Dark/dark and fire/fire also have the added "benefit" of strong self heals which can slow a team down.

    Personally, I prefer making varied enemies (which generally wind up having a fair amount of synergy anyways). It avoids the weakness of stacking just one effect since it's harder to defend against. Something else is that it gives more room for randomization and thus more room for unpredictability if you design a large enough enemy group. Individual spawns can be vastly different from each other despite being the same enemy group. Plus, I like for a challenge arc to actually be winnable even if it's very hard.

    I think 1 and 2 of Kelenar's list are among the most important things you can do and Supermax has the right mindset of pretending they are actually players. To defeat a skilled team, you want to have a sizable amount of disruption and probably attacks and effects they aren't used to. In fact, that really hits upon the point Lakanna made--people are really undervaluing buffs and debuffs in enemy hands. Players, especially the good ones that could take on these kinds of challenges, value DPS over burst damage and buffing mobs are the very time you want burst damage.

    There's also a lot of small quirks here and there:
    • Enemies with cage/phase powers have the potential of being massively disruptive despite not being damaging. It's also an effective way to toy with defiance/fury generation despite not actually killing the target.
    • Give an enemy Speed Boost. They will spam it if not killed which makes other enemies harder to deal with and is a lot of the reason for good burst damage. Fortitude and a few other ST ally buffs fall into this category as well but there's just something about the nuttiness of the AI when they get their coffee.
    • Add enemies with higher perception. This is done with specific defense armors or Devices w/ Targeting Drone. Adding higher perception as opposed to enemies that ignore stealth requires teams to be ready sooner.
    • Rise of the Phoenix and Soul Transfer are autohit. While this can be mitigated by staying out of melee range it's one way to force people to eat the damage and/or status effects if they stay close to the enemy.
    • Customs aren't everything. Strategically mixing in a few key mobs can ramp the challenge up. Futhermore, some things like Leadership toggles aren't available for customs but are available on standard mobs. Actually, going back to the concept of high perception enemies, adding snipers mixes things up.
    • Add a timer. It's actually very little to do with the actual time you give them (well, pending on your goals) and everything with the psychology of making people panic. Plus, it does limit the ability to win by just repeatedly running to get insps. Which leads to...
    • Use maps with jail code. It throws a bit more disruption into the mix, especially since a lot of players devalue self and ally rezz powers. Sadly, you only get Arachnos and Council options since the Longbow jails were still glitched last time I checked.

    Some of the arcs from Smurphy's challenge arc solicitation thread might suit people's taste if they have a strong team that they want to try some challenges. As full disclaimer, I did enter an arc to this. Also, I remember @Master Koga's "The Hidden Agenda" being rather hard.
  18. Something else to note is that they can be placated from outside of their detection range.
  19. May I call issue to the +4 assertion? More of just a nitpick since I thought they were mostly +2 or +3 since I did see some red and even orange con enemies. Granted, the base concept of fighting things above your level is to be acknowledged.

    Quote:
    Originally Posted by Jophiel View Post
    It's more just finding out the trick to work the system. Once you've cracked it, the only challenge lies in finding people with a functioning brain to go through the motions. But that's always going to be the issue with MMORPGs.
    Part of that specific problem is PvE enemies versus human intelligence. You could probably do whole threads on that topic.


    Quote:
    Originally Posted by Samuel_Tow View Post
    At the very least, you can't always predict if you'll get a worthless Thermite cannon or a very useful Particle Cannon.
    Actually there is a loophole for this but I tend to ignore it.
  20. Quote:
    Originally Posted by Silver Gale View Post
    Okay, I don't want to devalue your experience or anything, but please imagine for a moment that instead of a team of players who work together well and are willing to report back, you had three or four prima donnas who don't need no stinkin' communication because *they* know what they need to do and if the rest of the team doesn't fall in behind them, well, too bad for the rest of the team.

    Do you think in such a situation, you would be able to correctly pinpoint the source of your failure? Would you say "The Sewer Trial is difficult, but I think we could have done it with a better team and more communication", or would you say "We wiped again and again, it was frustrating and unfun, this is another example of why I hate TFs"?
    Know how I said I don't have a 100% success rate? Perhaps the most audacious comment I've heard is "I'm a defender I don't have to read chat". This...was not a successful trial. I'll admit that I may view things differently but usually I do view it as "AST is hard but we just needed a little more coordination" especially if individual members of the team are full of themselves because I see where the rest of the team is trying their all.

    I guess for reference I'll note this specific trial run it was 1 hr 14 minutes (including the hunt portion) and 50 deaths. I've been on some faster and some with lower death totals but it all comes down to the team meshing as an actual team. While a failed trial is frustrating, people enjoy, dare I say appreciate, a successful one since it's different than just running tips/papers/radio or ITF.
  21. Well, Samuel Tow deserves credit for being a good side man since that helped smooth things out to.

    Abandoned Sewer Trial is both very hard and it has a number of quirks that make things easier. Hatched Kraken wind up being glass cannons in a way. I've watched them two shot Scrappers and tag the whole team with Foot Stomp since the radius is bigger than standard. At the same time, I can permahold one of them with my Blaster alone. I'm not doing much damage during this time despite Voltaic Sentinel blasting its little heart out but it's not a team wipe. You can figure out which temp you're about to get before you grab it if you want to structure your team a certain way. It's also probably the only part of the game where AOE can be a bad thing.

    This can be done with a variety of teams if people pay attention. Haven't done one in a while but I tend to run them half pug. It doesn't always succeed, I think my success rate is roughly 60/40 maybe 65/35, but it's certainly doable. Things like Base Empowerment Buffs really shine here since a little stealth or 5% psi or toxic resist add up. The interesting thing about this run is that I didn't wall of text the team like usual. After a brief primer to the team it really was on the fly and they rose to the occasion. As far as communication, only a few things are needed like calling to regroup, checking to see how the generators are doing during that phase, etc.

    I think the listening part is where communication breaks down. Sometimes running sewer trials is like trying to herd cats with lasers. Adding on to that, it's one of the few parts of the game where you can outright lose as opposed to feeling overwhelmed and deciding to give up on your own. I think these two reasons are a lot of why some seem borderline scared of the trial. Good buffs/debuffs obviously help but it doesn't guarantee victory like most other parts of the game. People have to pay attention. I think it's also one of the few TFs you outright can't solo.

    I think some of the newer challenges have the right ideas even if the actual execution is off. I haven't done the Incarnate Trials yet so I can't comment on those. Protean forcing you to move is fine but you sort of just hoverblast if you fight at range while you have a hard time if you're melee. I actually feel the final battle of the Barracuda Strike Force is pretty epic but there's a few issues here and there concerning the temps, part of that is actually due to the players. I like that the devs are trying to add more fire and other hazards to missions to teach positional awareness. Even if the devs don't get new challenges perfect, they should keep trying and we should give feedback. It's just an issue of constantly tweaking things. The bigger issue is that people gravitate towards easy rewards even if they would otherwise enjoy it. You can get a ton of Vanguard Merits but so can running Boreas. Sewer trial has a larger merit reward than ITF but people won't gravitate toward that.
  22. Quote:
    Originally Posted by Mental_Giant View Post
    Admit it, you hate all Stalkers!
    I hate to come to Hamster's defense on this specific topic even I tend to hate pug Stalkers. Though it's probably more form a "you're making us look bad" perspective.
  23. Zamuel

    375,000+ Arcs

    Quote:
    Originally Posted by Memphis_Bill View Post
    I'd go more for having unfixed errors in the arc preventing it from being played (60 days)

    Simply because we've had so many changes that old, inactive arcs are going to tend to HAVE those errors, at least from what I've seen - invalid maps, character changes, item changes, etc.

    When they find one, send an email (and/or admin tell) to the account. Give them 30 days to fix/remove it. If it isn't either fixed or removed, it gets auto-removed.
    Of an interesting note, one such arc is somewhere on page 4 or 5. It's sort of locked itself in at that star rating and you can't play it to rate it (up or down, since it may be decent) and there's been no response from the author through tells.
  24. Dhahabu Kingdom and the Indelible Curse of Hate: #367872
    @Zamuel