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Desdoma, stands there and looks go actually, she doesn't even look good.
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Your mileage may vary. -
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What's worse is that falling damage doesn't scale with level. A drop from, say, the sixth storey will deplete a level 1 character of half his hit points, maybe more if he's a low-HP AT. The same 40-50 hit points worth of damage won't even budge the health bar of, say a level 50 Tanker, yet that's exactly how much damage he'd suffer from a fall like that.
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Well, you got to think that a more experienced hero should be able to take a bit more damage. Plus, gameplay progression would seem to offer the falling resistance as a reward. -
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I've tried:
- Putting him in a group by himself and setting the Enemy group to Single.
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Single is poorly named. It means that you have no enemies, not just one. -
Is there any way to get the MA replies that people send you about your arc to autosave to your in-game email?
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An enemy "deflected" one of my holds as a Dominator. Is there any enhancement or other way to reduce the occurance since it is happening semi regularly? Of note, I was running through a MA against custom mobs and the (low level) Dom is Plant/Energy if that has any bearing on this.
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While the door was wide open (well, non-existant...), I have seen clickies set to be spawned in the bank vault. I would assume setting "Back" would be the method but I haven't tested it yet.
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If cutscnes aren't available, I hope we can get better tools for enemy text "conversations".
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I am now figuring that I will need to just ignore all mission arcs with custom critters in it, something I really didn't want to have to do.
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This is probably the biggest tragedy to the buffs of custom mobs--they wound up so strong that players are getting turned away. I really hope that I15 successfully gives better tools for making unique mobs that aren't overpowered. -
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Something I've started to do is search through arcs that have no ratings or plays -- it's ridiculous how many of those there are -- to see what looks good.
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I'm working on that too. I'm giving the authors feedback and so far they have thanked me. -
I think it still resorts back to only having 3 slots. A lot of us who are working on longer arcs feel like we are more or less "wasting" space with shorter missions, especially with some of MA's limitations. That said, I intend on challenging myself to try to do a 2 mission arc with quality.
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$heshe for he or she
$hisher for his or her
it is lowercase - I don't know of a way to make it uppercase
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I believe it's $Heshe (capitalizing the first letter). -
Wait a sec, I was playing someone's arc and the bank vault didn't have a door. Are all of them like that?
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Honestly I think the only real deciding factor on how often people will play your arc is whether or not the current overall is a 5. I ran my newest arc with 3 friends. They all 5 starred it. The next day it had shot up to 12 ratings and still at an overall of 5. Then it went up to 14 ratings and an overall of 4. Stopped getting ratings after that.
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Personally, I had every intention of playing yours until I read the description and it said that it pretty much requires a team which will count me out. Thus difficulty, real or assumed, may be another thing that prevents people from doing longer arcs. -
It still seems like it would be subject to map size. Certain maps simply wouldn't allow X number of enemies to be spawned for the risk of crashing something and then (as mentioned) abusability.
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Sounds good. This is one of the things I was surprised that wasn't in the MA from the start.
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Excellent arc and I highly recommend it to others! Everything seemed to fit in well and there was good variety in the customs. As far as the problems I saw (which I did not lower my rating for) I saw a "A$20.99" and "A$15.99" typos in the grocery shopping mission. I saw a "anyone mere lackey" comment in one of the mission briefs that seemed grammatically off. Officer Venus was exceptionally hard. As a solo (lowbie) Stalker, she hit like a truck was healing almost as fast as I was doing damage so I couldn't use hit & run tactics. After several attempts (including a failed Self Destruction...) I was forced to pop 8 Enrages in order to do enough damage with Assassin's Strike to get her around half life and I was able to finish from there with a healing inspiration and a backup Enrage. Since I really enjoyed the arc, I didn't mind all that but I'm pretty sure it would turn off some other players. However, I know this isn't your fault due to the buffs custom MA enemies have received.
Also, it's nitpicky but the gardening mission seemed to have lacked any Clues. Certainly give a heads up if you make any tweaks/changes. -
I've tried testing it a couple of times now and it has done absolutely no damage to the enemy. Are there any known issues with it?
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Wait until the leader accepts the mission. Then hit the "Mission" tab in your navigation compass. Look for the "More" button in the window that pops up when you hit the "Mission" tab.
Clicking this button will enable you to read the contact dialogue.
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This needs to be stickied somewhere and/or listed in the Arc tutorials. I've heard of this issue being brought up before but the remedy wasn't known then. -
I also think that the size indicators for overall arcs can be slightly misleading sometimes. In my 3 mission arc, the first mission is ridiculously small since it takes place in the Lucky Six and the second mission is only an average sized yet overall it is listed as Long
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-Which map is the largest?
-Are there any outdoor zones suitable for leading up to the bank? -
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No I don't know how lag would be effected. I mean I have a 5 mission arc with all created enemies and it doesn't lag at all why would 3 more???
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I don't think AE would get hurt buy custom minions. I think that regular zones would (possibly) be lagged if everyone had direct customization to their minions, as opposed to a template option. -
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The ability to "create" your mm pets. Pick the power set you would like or a new one if it has to be. Then pick your pet from list in game or create like the AE option for creating villain groups. That'd be a fix all for everyone. You want clowns, I'd like snakes, also a set of thugs that didn't wear business suits or be tattooed out. Why must soldiers be soldiers...couldn't my "army" be a group of my red neck NRA buddies in hunting gear or a mess of grannies with guns.
Oh you make mm pets creatable and everybody will have a mm and everybody will have alot of fun.
MM set is just so freaking cool to be pidgeon holed into running zombies for dark set or ninja for ma open it up. Let us have the ability to skin them even at current scales. I hate the Uni and will never play ninja set because of his look alone. Now if I could change how he looks or soldiers or zombies or thugs I for one would buy a couple more slots to do that. (I realize robots are robots are robots) but the rest seems that you could tweak em if you wanted to...
Sorry gotta ranting there, would be happy with whip/chain set sigh.
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The problem would be lag. I mean major, major lag. If they did it via a non customizable list, though, that could work. similar to weopons customization, I guess.
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Yeah, "minion customization" would be a pretty cool idea and would make things more interesting. I glanced at another user with Thugs and they just didn't seem thuggish at all to me. Personally, I'd love to tweak my Mercenaries. -
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Although, your option would work pretty well too but I'd like to add one option:
The ability to take an existing room or map and choose a texture to apply on the floor and walls.
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Great idea.
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Agreed. This alone would allow some maps to be more unique. -
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Maybe if it was made more obvious that later missions in a longer arc give more tickets, it would give people randomly sifting through arcs some incentive to try the longer ones.
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I think it would also be good if instead of a hard 1500 ticket cap, they should shift it so that the longer missions have a larger cap. -
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One way to have them "somewhat" work.
For all that, I know some people *would* still like to pull up in front of a mission. So how do we do it?
A temporary power, based on the same tech from the Mac/Valkyrie pack Mission Teleporter. The temporary power would:
(a) be an invention - dropping from enemies. (A reward, because you saved... well, we'll get to that,)
(b) be a single use each time - you can only hold one at a time, not one of each, one total.
(c) use rarely used salvage, because... it's rarely used, and cheap. No Luck Charms here.
(d) come in multiple varieties.
How does this get around the various issues?
<ul type="square">[*]Terrain - It doesn't pass terrain. It just arrives.[*]It follows the same 'rules' as the mission teleporter - it's not indoors, doesn't go to contacts, etc. Just mission doors. [*]Customizing - It's not "your" vehicle. It's a temp power. You've called a cab, limo, or other transport.[*]Power animation - since you're skipping the space in between, no powers can be used 'til you arrive anyway. [/list]
The varieties?
<ul type="square">[*] Limo: Stereotypical slightly stretched black limo.[*] Checker cab: The classic yellow cab. [*] Alien "drop pod" thing. Just for giggles. [*] Burrower - Think mole machine, but not quite. [/list]Now, part of the issue with these are still animating your character getting in or out. How do we deal with these?
In: Who cares. You teleport away. We copy the Mission Teleporter power. Not as "cool," but less intensive to work on. And you can use it to leave from inside the mission, SG base, Pocket D or wherever. It's an MMORPg. RP that you called a cab.
Exiting: You don't get animated.
- Limo: Pulls up. NPC driver gets out, opens door, flashes (or just bright light) from inside (think papparazi or some such.) You appear.
- Cab: It's an old cab. It pulls up in a cloud of exhaust when it stops. When the exhaust cloud clears, you're there.
- Alien drop pod - *Plop* - Steam - It dissolves, you're there.
- Burrower - Pops "out of the ground," releases steam, you're there and it's back underground.
(Refinement of temp power idea from discussion with DragunBlud, among others.)
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This sounds like a valid way to get this to work. Might not have the same coolness as riding around but it would be more functional. Perhaps adding in a couple more ride types and adding the ability to transport a team/SG if you get the right recipe.