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You can't perfectly match Longbow with the costume creator but you can come close.
For specific AV class Monsters you need to make a boss objective and look in their respective enemy group. I know Adamastor is available since I use him plus I believe Ghost of Scrapyard and several DE are available. -
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When more people complain about a boss than a blue cave things may need looking over.
Anansi has been lowered from an EB to a boss while the spawn around him has been buffed. This change actually allows me to raise the arc's max level to 50+ so those who find him too easy with this change have better options for buffing the mission. Plus, I tweaked the wording of one clue.
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Also, my Handyman thread is still open for submissions. -
Quote:If this is in the works, I'd argue that for interiors you could possibly have people use base building functions to work on designs.That's sort of what this thread is for. We're reading all your suggestions and seeing how they might fit into ongoing development. When you see something from the boards come to life in game--and there have already been things set in motion--then you've won.
We have another community-created contest in the works though, so stay tuned. -
I think the main thing is shortening the timer length on the higher level versions. In theory, that should help the setup. Then again, with the difficulty settings being reinstated it may be solvable by the players themselves.
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I actually like Mercy but I think it could stand tweaks for the sake of not scaring people off. What I'm thinking is leaving most of Darwin's Landing the same but cleaning up the main street that leads to the clock tower and then freshening up the tower itself. This would lend a bit to Recluse's social Darwinism experiment in that people have attempted to rebuild amongst the destruction. Also, considering Arachnos is actually a military and Darwin's Landing has probably the largest amount of recruitment propaganda, it would be nice to see non-hostile Arachnos agents attempting to recruit people. It would make an interesting contrast to the rioters outside of the base you start at.
I'd argue that all of the redside zones except Grandville and Sharkhead could stand to have slightly brighter skies during the daytime. Despite the darker design style, nearly every redside zone has a "nice" neighborhood on the island. They should stay as dark as they are at night for the ominous presence it gives off.
The Rogue Islands could stand to have one more full island and the CoV maps support the territory existing but that's probably venturing into mission design and away from art.
With Paragon City, I want to see Hotel Geneva updated. While I don't think it currently has any lore purpose, it's always caught my eye and intrigued me. However, it just another generic building and the multiple Hotel Geneva buildings are not consistent in appearance. I'd like to see it transformed into a classy hotel that would draw a bit of attention. It could most benefit from the "lobby" style walk-in interior that the redside SG recruiter has. I also think a Hotel Geneva interior and interiors for several of the in-game restaurants like El Super Mexicano are feasible with the current graphic resources. Several of the instanced casino maps have eating areas.
I'd like to see the Skyway and/or Baumtom airports since both are listed on the foldout map (though the one for Boomtown is probably destroyed). -
To my understanding, there isn't. You could possibly use it as a starting off point and then adjust it more once imported to the game. Also, since it is technically just a text file, you could type things in by hand though that would likely be very tedious.
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Quote:Ah, I meant to mention those. Plus, I figure Quinch's idea could at least partially be solved with my concept for Khelds/SoA.Having made that purge suggestion dozens of times I can only agree. The rest of these are also great suggestions. Especially the numbered spawn points.
I also think there should be "invisible" sentries, and that the sentries should be able to "speak" when activated. That way we could replicate the communicator effect from the new arcs in Issue 17, where our contacts and enemies "talk" to us in the middle of a mission. It could be used for many other effects as well.
Something else I meant to suggest but isn't as high priority is the option for failed missions to repeat upon failure instead of moving to the next mission. -
Redside has much less content than blueside yet it is generally better designed. General consensus is that older hero content needs to be revamped while villains need more content overall. I17 brought us a much needed revamp of the Positron Task Force. However, villains didn't get a new SF, they merely got Silver Mantis moved out to the zones and it wasn't that hard to find someone with a Mission Computer before this. My worry is that blueside will start getting improvements while the already unpopular redside will continue to lag behind in content.
Now, I'm not ignoring the new clone arcs. They were well done and I think the one for villains was better than the one for heroes. However, it still leaves villains with a lesser amount of content in the end.
I guess my question would be, is my thinking unjustified? Am I letting it bug me when it really shouldn't? Or do others feel like this? -
Arc 345863 - When the Bough Breaks
Overview
Pretty well done. Definitely get a "voice" from the contact and noticed little nuances like making a self-rescuing ally create a clue as you zone in. Similar to Peppercat, you need to check the ordering of some of your clues. Also, there's one or two places where objectives need a smidge more description ("Soldier Elh'tur" should be "Defeat Soldier Elh'tur"). I found the victory intriguingly chilling in implication, to the point of wishing I was on one of my villains for the first runthrough (I used my Stalker to stealth through to the failure ending).
Spelling/Grammar
--Mission 5 failure outro
Most likes them monsters would slay innocent children and women in their sleep.
This may not be wrong if you're going for an accent. Just sounded weird when I read it. -
I like the idea. I actually have a similar suggestion that I think this could be rolled into.
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Something Force_Fire pointed out to me in a private discussion is that Singularity actually has 3 second cast times on its attacks. Since Castle announced that they hope to reduce the cast times on /grav, it would probably good to also make note of those for the pet.
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Not Mission Architect!
NNNNOOOOOOOOOOooo0o00o0o0o0o0o0oooooOOOOOooooooooo ooo!!!
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The closest thing would be to have an ally/escort that cons as an enemy (or betrays upon rescue) and to have both them and the surrounding spawn use the punching animation. I'm not in-game so I forget the exact name of the animation.
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While a number of my villains are rather sympathetic, you make a valid point that points to the fallacy of the thought process that there should be no new villainous content and that all new stuff should be co-op. Even the nicer villains have a different thought process than most heroes.
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As far as "slowing down" the LGTF is concerned, the only thing I think needs to be addressed is letting the escorts die and that's mainly due to theme and consistency. Theme, since there's a sizable amount of "it makes sense" to actually save the people you were sent to rescue. Consistency, since there are other TFs, namely the Operative Renault Strike Force, that fail if the escort dies. If it's set to fail and then force you to repeat the mission on one, it should be applied to others.
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Quote:While the devs can't use this excuse, a lot of the problem is that we lack the ability to setup actual events so the only way to design a finale is with a big bad. Made to Wave the Flag is one of the few arcs with a boss encounter that feels like an event instead of just the norm. What would be nice is if we as authors had the ability to setup the arc to swap out an AV for a different boss if it detects that the player is running at +0 and x2 or lower. Well, and if we could setup full encounters but that's a different topic.As for AVs, very often arcs need a notable foe for the big fight scene. That's no excuse to throw AVs at the player in every mission, of course, but anyone should be able to handle one AV/EB in an arc. I do have two arcs that don't use AVs, but (e.g.) "Two Households Alike" just wouldn't have the same punch if the Big Bad was a mere Boss.
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To my understanding (and admittedly this applies to some of my own stuff) AVs and length are because the author is trying to design their arc as a TF/SF with an epic experience. Sometimes it works very well and sometimes it doesn't.
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Mission Architect Feature Suggestions
MA has a fair bit of missed potential in allowing more control over arc creation. Some things seem very hard to do at face value so I thought of these and tried to think of possible ways they would be done easier (though I'm sure Standard Code Rant is rather heavily in effect).
Arc Clutter
Difficulty in searching for arcs has always been a problem with the AE experience. The best idea I've seen is not mine and I am not taking credit for it. However, I do heavily support it.
Quote:This is pretty far afield from the original topic, but regarding "purging" old arcs, I think you could implement a much less drastic solution as follows:
* Create a new "freshness" classification for arcs. An arc can be "fresh" or "stale".
* A newly published arc is marked "stale".
* An arc is marked "fresh" if someone (including the author) plays through the arc from beginning to end.
* An arc is marked "stale" if the author republishes it. (But becomes "fresh" again if the author playtests it.)
* Every patch (or possibly only patches that affect MA) automatically marks all arcs "stale", except for honored arcs (guest author, dev choice, hall of fame). Honored arcs are permanently "fresh".
* Add a "freshness" search criteria allowing users to search for "fresh" "stale" or "don't care" on freshness.
* Set the default search to only search for "fresh" arcs.
Advantages:
* Automatically expires old arcs that are not maintained, without actually deleting them. (However, you can save a beloved arc whose author has vanished by playing through it on your own.)
* Encourages authors to playtest their own arcs after each republish and after each patch. (This is a good practice in general.)
* Low development effort (at least, I think so)
* If you vanish for a year and your arc goes stale, you can come back and it's still there, though it may need some sprucing up.
This doesn't address the exp issues, but would address the clutter issues. Not sure if cleaning up the arc clutter is even on dev radar at this point (I'm sure there's a lot of bigger fish to fry), but thought I'd put this forward just in case.Spawn Control
Greater control over spawns has been heavily requested for a while. However, there's any number of problems ranging from difficulty in setting it up to potential exploits. What I think may work is a numbered system.
From what I can tell from using Test mode, spawn points and objectives are actually internally numbered. So, in addition to Front/Middle/Back, we could get a brand new "Numbered" option that creates another drop down list that allows us to select a spawn point by its internal number. Add in a visible highlight to the editor's mini map so the player doesn't have to zone into the map every time. This would seemingly avoid player error of sticking a spawn in a wall and would also lessen exploit-ability due to being spawn points the devs have already created.
This feature would not only open up the door for other features that would otherwise be unfeasible, it also has the 'two birds in one stone' factor of clearing up a lot of other spawn problems. This would give control over outdoor spawns which is a godsend for creators. It would allow you to place enemies in specific places to act as sentries for a stealth mission. It could also solve the often requested feature of having a specific unique enemy guarding a hostage. And it give players the power to "solve" buggy spawn points by allowing the player to set required objectives in places where they won't get stuck in the geometry.
Sentries, Locks, and Keys
This is connected to the idea of precise spawn points. With more spawn control, we can now lock certain doors and give keys to enemies while making sure they are in the right place. Sentries would be a new objective that would be a non-moveable camera like the ones in the pawn shop Mayhem mission that triggers ambushes. The sole purpose would be for it act as a trigger for other objectives. It allow the writer to spawn ambushes or perhaps even allies if the player is seen. Sentries would come in a few visual styles based on cameras an SG base defense weapons that already exist so that they are easier to match up with an arc's setting. Ceiling and floor variants would allow these to be indoors or outdoors.
Environmental effects
With more spawn control and various sentry and lock+key systems in place, this opens up the path for Environmental Effects. For this objective, the writer would be able to select Front, Middle, Back, or a Numbered spawn point and the effect would be placed in that area. You could use visual fog, fog with an actual visibility debuff, fires, CoT crystals, repel fields, and more. This with previous things in place would allow arc writers to actually craft events within their arc instead of just linear fights.
New Betrayal and Ambush options
Something requested often is the ability to have ambushes that have a specific unique boss leading the charge. Mayhem missions and the redside cape mission are the best examples of this. Rather than altering ambushes, add a new option to bosses for them act as an ambush. This would allow the option to exist and it would also avoid clogging up the hard cap of ambushes per map. Bosses should also gain betrayal options that go both ways (ally to enemy or enemy to ally) and a new selection in the defeat condition for Objective Complete Upon Betrayal. This allows you to defeat a boss by converting him/her to your side due to either chickening out before they lose all life or perhaps finding a clickie that remove your ally's brainwashing, etc.
Kheldians and Soldiers of Arachnos
Their powersets have been requested in the past for Mission Architect but not granted. Presumably there's a quirk about them that prevents their inclusion. One suggestion is to allow them as entire, non-editable sets based on the NPC versions of Arachnos and the PPD Kheldians with a 'blank' secondary as a placeholder. Using NPC powers helps assure that they are balanced while allowing players to make thier own custom outfits as needed, especially if the full SoA outfit pieces are made available. The interesting thing about doing whole NPC sets like this is that it actually opens up room to use it for other NPC powers like the various gunner/slicer/chopper variants you see lowbie gangs using and isn't available in the MA since we can't use two weapon sets. -
-shrug- Another set of eyes usual is a big help. People have helped me with my arcs so I figure it makes sense to help others. And feel free to call me out if you disagree. I make mistakes; my own arc thread has the title misspelled.
Also, just give me a holler if you've made changes to your arc and would like me to run it again. Once I start helping with an arc, it essentially gains a lifetime guarantee. -
Closed beta is but not open. However, Test server has one distinct advantage and that's the fact that there's a smaller volume to look through.