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Posts
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Joined
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Quote:The cynical part of me wants to say that this was the issue...Either it was entered into the Crystal by mistake, or, it was entered incorrectly, or, someone forgot to gate the mission with a minimum level cap because they forgot about Base Crystals and thought the minimum gate to Ourobros would take care of things, or, there's a gas leak at Paragon Studios.
However, I just got off running it and it was very well done. Nice map (haven't done Reichman yet so this was my first time seeing it), more info on Justin Greene and Tub Ci, and a bit of insight on Hero 1's personality.
As far as bugs are concerned, the City Rep said the capsule was inside the building and down the hall but the mission door was outside in another building (Hotel Geneva intriguingly enough). Running around, I found a door in the G.I.F.T. area that could be used as the mission entrance (71.4 -784.0 -1025.6) plus there were several scenic doors that aren't clickable but would make sense for being the entrance if they could be easily converted such as 231.5 -768.0 -640.9 -
Well, I figured you'd want someone actually good at PvP. Plus I lack any lvl 50s.
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In the HeroCon videos we saw that Praetorian Clockwork comes in both male and female variants within Praetoria itself. Does the code switch with gender or is it just male?
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Show of hands: Who here that I've already gone through (Scooter? Baryonic? Hippeh?) would like me to re-run your arc since I'm a bit more capable of getting a team to run it?
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Quote:My bad since I actually didn't see the tell. Despite using TF/SF code, you can invite new teammates in the middle of the arc. Blame Agent M...Sorry I couldn't join in. Zamuel needed help but I was wrapping up a Manticore run at the time. I sent him a tell after I hit 50 on my Controller that I could join in, forgetting that you can't join in the middle of a run. Sorry, Zamuel!
I know what you mean about editing problems. I hate adjusting anything in missions 2-5, as I need to run through some other missions to get to them. And then fix them. And then test them again!
Had time for a quick last minute run and noticed a few issues. I like the new mission nav text but for Mission 1 defeating Diomedes? completes the objective for Ajax and vice versa. Mission 2-5 still say "# Objectives to complete". Could stand to be spruced up but isn't required. However, you have bosses that when they are the final objective they say "Destroy the last object/gun/drug" as opposed to "Defeat the Tsoo/Family boss".
Fury drug lab bio
"It seems that the Tsoo are still trying to produce their own street drug. This lab is set up to test their newest creation, a drug claled "Fury."" <- Typo, should be "called"
This block of text in Mission 5:
"Seeing the course of events you have created, you've come to a revelation.
Diomedes must be defeated and arrested for his crimes, that is clear. But you also have to save Bladed Justice from his desire for vengeance. The actions of Diomedes sicken you, but in his current state, Bladed Justice is capable of committing similarily heinous crimes."
should probably be purple or some non-default color that's not red or orange. This will help note that this is player thoughts and not Bladed Justice. Also, you should also have the player realize that "oh snap! I deliberately started a gang war and this isn't redside" in that space. You do a good job of Bladed realizing this point at the very end of the arc.
Where Bladed Justice has a group of Warriors confronted in the final mission, you might want to change them from hands in the air to the cower in fear emote or even one of the unconcious emotes.
Finally, it's a bit nitpicky but the hologram version of Bladed Justice doesn't have a bio. Only worry about this if you are sure you have space and time after the other edits. -
HAMMERSTAR's Diversionary Tactics was a bit different than most I've done since the first run was done with a sizable team as opposed to a later run. This means I don't have the full typo list but I'll try to be a bit more in depth on the general feel. We had a bit of trouble with this arc so I'll try to separate it into two major sections--story and enemy design.
Story
Perhaps the biggest roadblock to your story was your contact. With his bio and the wording of the way missions were set up, it made us question his credibility. This became a big problem since we went on a scavenger hunt for him without proper motive. This also made it that we felt his idea to deactive the [SPOILER] was something most heroes would either go ask Freedom Force first or just walk away. Making it so that Brigadeer Chaos's bio describes him as an anti hero as opposed to villain would help. Also, make him a bit more up front with what some things are. More up front info on the device should help there.
Getting aid from Arachnos was actually a pretty good idea for the concept though you want to better stress the fact that no one else could get this done. Also, since the 5th show up in the 1st mish, perhaps having them return near the end will make the overall sense of urgency ramped up.
I believe some of your customs may have been lacking bios. Also, the thick "german" accents on some characters were overdone to the point of seeming comedic instead of defining. My want to eliminate them or at least reduce it greatly.
Also, adding a few non required objectives such as mobs with more dialog or clickies with more info will help fill out your story and add more life to some of your longer mission maps.
Enemy difficulty AKA Agent M must die!!!
We faceplanted a fair bit fighting your customs. It seems like a case where they might have been okay in solo but stacked in a nasty way on a group. The biggest issues were the MMs and the Illusion/healz. The MMs made a big group even bigger and should only be used in special circumstances. You should set them to Do Not Autospawn and use them as non required bosses with dialog to add flavor to your missions. Your Illusion/healing agent should probably be split into two separate mobs since they were a pain to deal with. However, since I think this mob is set to be a boss, you might not need to since removing/limiting the MMs will help things immensely.
Something else is that you might want to take the secret agents within the Crey faction and add them to your group but with new names and bios. This will help smooth things out as far as the difficulty is concerned. That said, you should restrict the levels of your arc to whatever the level range for those specific Crey are (30-40 I think). Restricting level ranges gives the player a good idea of what level toon to play the mission in since 1-54 with customs is sort of "impossible" to achieve. Admittedly, we had a few players with low 20s so that might have affected things.
Misc
Despite faceplanting we joked a bit. Brigadeer Chaos's attempt to solicit Ghost Widow's help led to a "he's just trying to get a booty call" joke. It was commented that his jacket + tights look was "so 90s" though the biggest issue was the color contrast. Eliminate the hard blacks in his outfit and use a more green/brown vibe for the army fatigue look and it'll be fine. The timer worked to help with the sense of urgency and I'd suggest keeping it. That led to the fact that I actually successfully used Dimension Shift TWICE in the final mission. -
I'm sorta interested but not sure how much help I'd be.
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What is Fusionette's last name?
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You took the screenshot at that angle...
Oh well. That mission had two successful uses of Dimension Shift so I'm happy. -
Arguably, make it one of those instanced versions of the outdoor maps. Similar feel without the interruption. Or, make the van/chopper con as a civilian to people who aren't on your team.
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For Science pack users who have a toon where the various costumes are part of a team and in turn they are different genders, are you able to enter both the Mr and Mrs competitions for the respective faction?
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My theory is that in a completely non-griefing thought process, ratings aren't done in a vacuum. Oddly, every five star a rater has already given seems to be reducing that chance for future architects since the rater slowly becomes more critical over time. The bigger headache isn't the actual low rating but when no one comments and thus you can't improve.
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BTW, who is in charge of paying rent for the SG and VG?
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For the curious, I got together a team but the banners did not spawn despite multiple people turning in the salvage. The team killed Deathsurge, did not see Scrapyard, and could not find Caleb despite spawning him. We disbanded and then I eventually took a team on the Silver Mantis SF. After it was completed, I showed one of the teammates where the base was in Sharkhead. Overall, I enjoyed the night though things did not go as planned.
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I haven't had a chance to fight the Flyer yet but I have watched it. It seems to show up and follow a rather distinct path. Plus, it shows up pretty regularly. Caleb is surprisingly hard to find to be a giant monster, doesn't show up in regular intervals like Flyer/Scrapyard, and doesn't stay up after spawn like Deathsurge.
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Your own pets from primaries, secondaries, and some temps don't but MA pets will count as allies/teammates instead of pets and thus the XP drain.
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Disasta Recipe
Commando: Tabasco
Spec Ops: Smith & Wesson
Soldiers: Garlic, Thyme, Cinnamon -
Caleb is already a rather difficult GM to encounter due to having a more specific way of spawning. It becomes more problematic when he spawns yet can not be found. I propose that his spawn point be changed to -397.6 102.8 238.2 on Thorn Isle. This is on the island itself at one of the mystic seals and thus much easier to find.
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I'm in Cap by the SG portal awaiting all who want to conquer the banners.
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Tonight is the night. I hope all you villains are ready for the excitement!
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Ah, excellent find Redlynne. In theory, there should be an if/then statement within the move to check to see who put the enemy in phase so it can't be used to break opponent phasing. However, while it might be broken in PvP, being able to break mob phasing would actually be a very unique niche for Gravity Control and would help the set out. Personally, I suggest that the actual attacks, Lift and Propel, be given the dephasing code as opposed to an immob or hold. This would also be an increased use for Propel since the long animation time would actually wind up being a good visual cue to teammates that you're pulling an enemy out of phase.
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Our beloved outdoor maps.
There's a number of times where they make perfect sense for a really good arc. However, their lack of Front/Middle/Back placement can be problematic to our Architects. What I'm going to attempt to do is get together a list of outdoor maps and suggest the addition of a specialized spawn point to the currently existing map OR to change the "alignment" of a spawn point that is already there. Harnessing the power of /loc and /whereami, I believe we all can contribute to this. I think a decent template would be:
Map name:
Current map spawn point alignments:
Preferred spawn coordinate(s):
Front/Middle/Back alignment of new spawn point(s):
Spawn type:
Reasoning:
The last one may be the biggest key since there needs to be a valid reason for picking that point. Spawn type is in case this is for a clicky, boss, escort, etc. First up...
Map name: Nerva -> Primeva /whereami V_Outdoor_Nerva_Primeva
Current map spawn point alignments: Front and Back are listed though the minimap only shows green for Front
Preferred spawn(s) coordinates: 1816.5 22.7 1419.7
Front/Middle/Back alignment of new spawn point(s): Back
Spawn type: Boss
Reasoning: Primeva is incredibly linear despite being an outdoor map and has an area that is quite distinctly an "end" to it. This spawn point is on the pyramid/monument at the end of the map so there is a rather specific placement for a boss instead of just being anywhere. This is doubly noteworthy since most of this map's spawn points are in the water so it cuts out emotes a boss and the surrounding spawn would have.
Map name: Nerva -> Primeva /whereami V_Outdoor_Nerva_Primeva
Current map spawn point alighnments: Front and Back are listed though the minimap only shows green for Front
Preferred spawn(s) coordinates: 1860.5 24.5 1444.7, 1883.7 24.5 1421.9, and 1859.5 24.5 1397.4
Front/Middle/Back alignment of new spawn point(s): Back
Spawn type: Collect an object
Reasoning: Same as above but for clickies instead of a boss
Map name: Nerva -> Primeva /whereami V_Outdoor_Nerva_Primeva
Current map spawn point alighnments: Front and Back are listed though the minimap only shows green for Front
Preferred spawn(s) coordinates: 1229.3 12.3 1719.4, 1662.4 10.5 2253.5, 1632.1 71.4 2028.6
Front/Middle/Back alignment of new spawn point(s): Middle
Spawn type: Free a Captive, Escort a Hostage
Reasoning: The first two place a hostage near the mine entrances midway through the map while the third one places them on the rope bridge suspended across the river