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Posts
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Joined
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Quote:False.
You don't know that. Neither does anyone else.
We had an active, fairly high number of players interested in story arcs when AE started. Maybe the shiny has worn off or maybe all the crap we've had to take has driven them off for good. Maybe not. What I do know is that public perception is that AE is only for farming, and if story arcs are ever going to have a chance to regain their place that perception has to change. The farms have to go. Not onto their own "tab"; they have to go away. Some things just don't mix. The chess club and the racquetball team can't both play in the same room. There's plenty of farmable content in the rest of the game; go use that.
Simply put, this town ain't big enough for both of us.
THIS, goddammit.
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Quote:No.
That quote gets abused way too often. It only means you should feel free to change your opinions to fit new information, not that there's something wrong with being consistent.
I figure if people can consistently use Robert Frost's "The Road Not Taken" as an inspirational quotation source, I can purposely misuse this quote to prove a point. Also, the quotes are really just a lead up to the last one, meant to compare Shatner to great poets.
Thanks for pointing it out in a very unrelated to topic kind of way though. -
I understand names got borked a bit back during the Marvel suit (oh Bastion how I miss thee) but names do not fall under copyright, only likeness. Having a character named Phantom, for example, is not an infringement on the Phantom of the Opera, or the Phantom comic character. Outside of the agreement with marvel (which took play over 5 years ago) I see no need to suddenly "filter" character names.
But the bug (last time and this time) seems to be just that - a bug. I re-rolled half my toons after the last bug and all of them are now valid in AE again - with the same friggin' name. And it's not just a name issue - it bugs the entire file. You can't change the name to ANYTHING to fix the "invalid name". You have to delete and re-roll. It's a corruption issue of some kind.
I'm just growing tired of the slow response to AE bugs and the fact that AE bugs keep coming up for no apparent reason... -
Sadly that is the message they are sending.
Bugs like this are usually placed on the bottom of the fix pile, especially now that freedumb has launched and the only thing they really care about is the bugs that effect them getting money.
The annoying thing about this bug is it corrupts the file completely and the only fix is to completely remake the character. Annoying and tedious. And half the names becoming "invalid" are names I have or have seen used on characters. Why the filter? Is the name "Phantom" reallllly copyright protected?
Lately when I edit arcs I find myself sounding like Chris Berman on Monday Night Countdown... "Come on, man!"
Bugs are getting ridiculous. -
Tested an arc last night and it ran great. Log on today after the patch and three of my characters now are "invalid" because they have "invalid names".
I love when a patch re-creates bugs that have supposedly been fixed. -
You could create custom enemy groups that are flight based and have the bosses flee on attack. Could be used to create an "air combat" style scheme. But I bet you'd get more "omg, it's so annoying chasing these bosses!" feedback tells than you would get "omg this is awesome!" feedback...
Also, even on outdoor maps, the arachnos flyer spawns at ground level and only hovers *slightly* above the ground. -
There's a thread buried somewhere in the known issues forum for i21:
It seems that pieces you have unlocked (either by purchasing them, by having them inherently unlocked as a VIP, or otherwise) are still causing MA to think you don't have them unlocked. It happens with the IDF defense costume pieces as well as pieces you purchase from the market. Purchased pieces seem to be hit and miss - have had some of them cause failure have had others not.
As I said in that thread it comes off as poor programming, but that seems to be the issue. Haven't checked that thread lately to see if the devs have responded by I doubt they have. Knowing their response time to MA problems, don't look for this to be fixed earlier than i21.5...
I recommend what has already been recommended - either build them on a new character and save the costume, or what I usually do is just take a character to icon and build a bunch of costumes in there and save them all. That way if it does fail in MA you still have the costume saved so that when the bug is finally fixed you can just load the costumes and go.
You can always just build the characters now and give them random costumes so that you can at least build your mission awhile and test it. Then once the bug is fixed, load the costumes and publish. -
If Marchand's Office wasn't so borked it would work pretty well for an "apartment building" style house.
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And in testing today just had two MORE AIs get completely stuck in geometry.
Would be nice to at least hear a "fix is coming" from the devs... -
Quote:Are you perhaps using warehouse maps? They've been changed a bit (new textures and items), and perhaps the pathing hasn't been updated. For instance, if you were using "Small Warehouse 1" before, maybe now there's a shelf where there wasn't one previously, and the AI think it's not there.
That's my best guess...
The particular map/AI that made me finally say "screw it, I need to post this on the forum" is actually on a simple tech map. The AI spawns in the back room and is supposed to run to the nearest door (which ends up being the elevator shaft on that level). If he spawns on top of a ramp, when he goes to run for the door he just runs back and forth along the railing. He doesn't jump down or run down the ramp, just runs in circles like an idiot.
But have also had it happen on caves, warehouses, outdoor maps, and... well pretty much every map type in mission architect. The thing that particularly bugs me with this one is that the AI I'm complaining about used to work in a satisfactory manner before. Sometime in the last few months they seem to have transferred from Geography to Remedial Geography. And it's part of my list of "Why did this BECOME broken?" AE bugs that seem to have just randomly popped up for no apparent reason. -
Has anyone noticed the AI has gotten even dumber lately?
The Ally/Escort/Run Away AI in mission architect (and the game in general really) has always been... well, less than impressive. But lately (not sure if specifically since i21) the AI that previously worked decently in my missions now just completely breaks down.
My Allies are getting stuck on basic geometry - walls, ramps, etc. My villains that are supposed to flee are getting stuck on walls, ramps, railing. All of the AI seems to have forgotten how to jump. And usually the AI just runs back and forth in a looped circle instead of running away toward a door or following my character.
Again, in previous testing the AI worked up to expectation of the limited AI they have always had. But lately that very same AI has now become almost entirely broken. Is this a known issue? I'm just wondering what would have made the AI get dumber instead of smarter... -
Yeah this map is one of the bigger fails of AE. It's worse than an outdoor map...
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Yeah, but that's exactly my question...
Why is an escort being treated like a trigger? It's not a trigger. The escort doesn't trigger anything, nothing needs to rely on the escort, the escort relies on the waypoint, not the other way around.
There is absolutely no reason why an escort should be treated like a trigger. -
It never existed but there used to be a way to get it to happen.
Once upon a time I had a battle between two enemies and then spawned an "empty" ally off of that battle's completion. (I call an empty ally an ally that is not required and that has no surrounding enemy group - so when it spawns it instantly completes)
When the battle ended and the empty ally spawned I would attach an ambush to that. It allowed for a moderate level of timed ambushery.
But as of i21, if I don't particularly engage in the battle, when the ally spawns it won't auto complete and therefore the ambush wont spawn. It's a bit annoying but as others have mentioned you can get around it. Particularly I just put a random ally boss somewhere on the map and have a partol of baddies form nearby him. They kill him and that spawns a "timed" ambush. -
The thing is I don't consider my problem to be that "out of the box" thinking to be such an issue. The particular instance I'm trying this time is simply this:
The "bad guy" of my arc is an escort and once you defeat his "guards" he says that he will surrender peacefully and lead you to his stash of weapons.
The weapons are a clicky that is the escorts waypoint.
When you arrive the escort says "a-ha! It's a TRAP!" and runs away.
All I want is to then have an ambush spawn off of the clicky when you click it. That way as you click it he will yell it's a trap and run away while an ambush spawns to fight you...
It's not overly complex, and in fact I have seen this exact plot used in missions in the game. But in MA since the escort is considered an "ambush" of the clicky, you can't spawn an ambush off of the clicky.
Like I said, there are a number of ways around it and I can still get it to work, it's just a question of why the devs designed an escort this way in MA. Why treat an escort as an ambush at the code level? -
This may have been asked already but clearly nothing has come from it if it has so I will ask again...
Why are Escorts treated like Ambushes in Mission Architect??? Anyone who has ever attempted to use an Escort in a creative way will find that the internal MA system treats the Escort trigger system as an ambush.
This prevents you from leading an escort to an objective, and then having that object trigger an ambush - because the system attaches the escort to the objective as if it were an ambush. It also creates a series of trigger loops that prevent you from using an escort in any creative way. You also can't use an object that is not required for completion as the waypoint for an escort because the system acts as though the object is the trigger that creates the escort.
It's not game-breaking and there are ways around it but I just want to know why this seemingly lazy design scheme was used. Copy and paste the ambush code and call it an Escort? Come on, it couldn't be that hard to write a series of code specifically for Escort... -
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Quote:All I see is me pointing out a factual error in your post, and then you going "It doesn't matter how wrong I am this launch still sucks and you can't deny it!"
Read this line again:
"Anytime someone says 99% they're usually being sarcastic on purpose."
In the future I could use sarcastic orange if you have a hard time understanding sarcasm. But then if someone knows the word hyperbole, they should know the word sarcasm. Hmm, and here we have a conundrum... -
Which is exactly what you did in the first place. Also you ignored the fact that my hyperbole was a response to another person's hyperbole/sarcasm toward the OP.
Also, responding with "ignoring my point and instead insulting me. way to go." is usually a clear sign that a poster has no valid counter argument so instead is just trying to make their target look like the childish one.
Also go back and read better, for understanding this time: I respond to your point quite clearly. After I make fun of you of course. -
Quote:Um, yes it does. They're icon-sized, sure, but there are definitely images of each individual costume piece in the store. You've either got some weird bug where they're not rendering or you're blind.
... Nevermind. IN BEFORE THE LOCK!!!
This is true but it also wouldn't hurt to have a better an easier way to "browse" costume options. Sure you can open up a tailor session and browse around that way but it's clumsy. And some of the stuff you really can't totally see until you buy it - like auras and path auras where the icon image is usually either an artist render or something like that. Would just be nice if somewhere (perhaps the paragon wiki could do this, but would be nice for the coh site to provide it) you could go look at some screenshots or something to see what some things look like in practice. Especially considering the price of some things, it kind of sucks to spend 400 points on something then be disappointed by it.
Imo this is a "when there's time to fix it and the devs have nothing else to do" kind of thing, but I think the player base stepping up and adding a section to the paragonwiki would be a smart fix for this. -
Quote:This specific problem has already been stated by developers as something they want to rectify. If you're going to badmouth people, get your facts straight instead of throwing hyperbole everywhere.
That's about the 8th time I've read the word "hyperbole" in a forum post today defending the devs for the lackluster launch of Freedumb. Did they teach you that word at the weekly dev fanclub meeting?
Anytime someone says 99% they're usually being sarcastic on purpose. You can say what you want about "getting facts straight" but the cold hard truth is this launch was incredibly rushed, under-tested, and poorly designed as is evident by the countless countless threads of bugs, glitches, and errors that could have and should have been caught before pushing live.
So I'll use hyperbole as much as I like. If people don't want a sarcastic and over-the-top rhetoric, perhaps models should be tested and better developed before rushing to live. As the OP points out the devs should take a look at the CO store design for a model. Anytime someone actually recommends this game copy CO, you know this game screwed up pretty bad. -
Quote:You are the first person to suggest this. Congratulations. Those other threads about this same thing obviously are a figment of everyone's imagination.
Bonus points for comparing and contrasting as well.
Considering the devs ignore 99% of the bugs/errors/bad programming that get reported, perhaps the OP's goal is to attempt to bring it to their attention by repetition. -
You'd almost think the devs were hoping you'd accidentally purchase items twice... Hmm...
Nah, they wouldn't treat their loyal dollar signs - err, I mean customers - that way... -
This seems to be yet another failure of the implementation of the in-game market. Why did the devs go with such a micro-managed account setup?
I'm oversimplifying for sake of example, but the devs seem to have gone with a model where every single individual venue of the game has a half million if/then statements now attached to it. If you have this purchasable item, then you can use this. Etc etc.
It's the same thing that causes annoyance with the store itself. Every single thing I've already purchased, already have, or have even JUST purchased STILL shows up in the store!
Poor implementation imo, which leads to countless bugs and errors just like this one. -
Little edit to my post above, turns out it was because I was using the Imperial Defense belt option. Which is a new costume set auto-unlocked for VIPs, or at least it's a new set of some kind. I've made a brand new character with it in the game and didn't have to pay. So perhaps it is a store issue-related bug but the this costume set was available to VIPs at launch of i21...