ImpulseKing

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  1. Since Positron mentions the Mission Architect and the article links to here, I thought I'd plug my guide.
  2. [ QUOTE ]
    Personally, I don't like the thought of the badges being by the character. I would hope they could be account wide, done in a way similar to vet rewards badges that apply to the overall account.

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    Ok I'm reading your question as "Who will players see as the writer of that awesome mish? My global name or my toon's name?"

    They will see your toon's name as the writer. Now just to keep it clear, the 3 published arc limit is still per account.


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    Hmm. So, if I publish from Greyhawke on the Virtue server, with a couple of great missions that everyone loves, and someone else comes along with a mission that's... not so good, with the character name Greyhawke on the Protector server, how does the consumer know which Greyhawke created the mission they see? If they run into a couple of bad or boring missions from this other Greyhawke, they may never even give mine a try thinking it will just be more of the same.

    Along the same line, if I publish enough missions with Greyhawke and earn whatever badges are available so I decide to start publishing with my redside badger to get him the badges also, how do my adoring fans know those new missions are from me?

    I definitely think it would be much less confusing if the published mission shows the global name rather than the character name, even if the badges themselves are based on the character that published them.

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    Well those are certainly good questions and I regret that the exact answers are not yet known. What I can do is recommend directing that question to Pohsyb, as he is credited with doing much of the work on the Architect's search engine.

    Off the top of my head, a search category for other missions by that author could be a suggestible answer.

    Disclaimer. I have no particular expectation that Pohsyb or any other Dev will post in this thread as I cannot recall ever seeing a redname post in a player guide. Wouldn't object of course! But I just can't expect it.
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    Compound patrol missions? Or, "a guided tour of that one mission door in Brickstown/those mission doors in Skyway".

    (Nevermind, patrols only go to phone boxes.)

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    I'm afraid all Architect missions are instanced and not in open zones.

    Incidentally that torpedoed one of my ideas as well. A tutorial tour of the unlockable contacts.
  4. [ QUOTE ]
    I have a question of my own: Will I14 have anything besides the Mission Architect or is it basically the second half of I13? Either way the Mission Architect sounds awesome. Great guide by the way

    [/ QUOTE ]
    Your question, while a little outside of the scope here, is quite understandable. It's true that the only thing presently "known" about i14 is the Mission Architect. However please consider that the Devs and other NCNC folks are just coming back from their winter break and it will take some time to start doling out any other i14 info. But there are many facts that suggest issue 14 will have more besides the Architect.

    Please consider the following, if you would:
    The Architect was originally slated for issue 13 release with other features like day jobs, PvP revamping, and more Cimerora content.

    This leads us to conclude that other stuff was planned for i14 release as well, since it wasn't originally to include the Architect.

    And I cannot recall an announced issue that contained merely 1 feature. (The closest was when we were surprised with Pocket D almost 2 years ago. Sometimes I think of that as issue 6.5.)

    I hope I answered your question and am glad you enjoyed the guide.
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    4. Custom factions?


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    4, no custom factions I'm afraid. Seems that some powers and their animations are unique to a particular faction. The Fir Bolg were cited as an example. Seems their power animations had to be done specifically to look good with their elongated skeletons. Thus trying to paste their powers onto a bunch of 5 year olds would look unacceptably odd.


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    So I can only rename enemies, I cannot give Tsoo Nemesis guns?
    (Apologize for the redundancy, but I'm just in a slight state of shock. But on the other hand, perhaps I might be able to circumvent these issues...)

    [/ QUOTE ]As I understand it that is correct. However I don't see why we couldn't use weapon customization in the critter creator for factions that normally use weapons like the council.

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    I'm kinda curious about this one. I was wondering if I'd be able to add Freakshow weapons an accessories to Vahzilok zombies to show that the Vahz are improving their product line. I know that there's a Freakshow costume set but I'm not sure if that's just a complete model swap (like the Halloween temp costumes) or actual costume pieces.

    Another thing I'm curious about is whether we can apply costume-creator costumes to minions like the Skulls or the Hellions. They'd have the same behaviors as the current gangs, but they'd have a different look.

    Thanks for this guide! I'm really looking forward to helping to expand the player experience in CO*!


    [/ QUOTE ]
    Ok I should say again that I was speculating about weapon customization. That was my bad for being unclear. I'm afraid we just don't "know" about customizing minions as yet, and so cannot say.
    And I'm glad you enjoyed my 1st guide.
  6. Recluse doesn't let HIS granddaughter train villains in public because SHE. IS. FUGLY!
  7. [ QUOTE ]
    This may be mentioned above, if so I missed it.

    Unlocking maps and such. Will this be a global unlock? If I open a map with one character, will I be able to use that map no matter who I am on? For example, if there is a map only unlockable in a Kheldian arc, I want to be able to use it from the character I plan on getting all of the MA badges on, even though he is not Kheldian.

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    What I inferred from the workshop was all available maps will be available from step 1. There was NO mention of unlockables.

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    Are missions published from a character name, or a global name? I hope the latter, as it could get confusing if you have different people publishing from different servers but with the same character name.

    MA badges are an issue all their own. I have one main badge heroside, and one redside. Sounds like it will be difficult, if not impossible, to get the MA badges on both.

    [/ QUOTE ]
    Ok I'm reading your question as "Who will players see as the writer of that awesome mish? My global name or my toon's name?"

    They will see your toon's name as the writer. Now just to keep it clear, the 3 published arc limit is still per account.

    As for badging with the Architect, well I imagine it will take focus as any badging activity does.
  8. [ QUOTE ]
    There's a bunch of questions I have, and here's hoping someone has heard something:

    Will we be able to use ANY enemy faction? Not just standbys like the Council or the Circle of Thorns, but little used enemies like the Spetznaz or Axis America?

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    The only thing "known" is all signature characters wil be available. However if they are also giving serious consideration to Giant Monsters, I will feel hopeful about most factions.

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    Will we be able to use the heroes and villains that show up during Safeguard/Mayhem missions? (Paragon Heroes and Rogue Isles Villains are there factions)

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    See above.

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    Is it one custom character per ARC or per MISSION? I've been hearing conflicting reports.

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    Hmm, I'm not certain that was actually asked at the Herocon workshop, but my sense of it would be per mission.

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    Will we be able to rename the factions of enemies, or rename enemies in general?

    Will we be able to give custom names to lieutenants, bosses, and other characters that ARE NOT custom characters?

    Hopefully someone here can shed some light on those questions.

    [/ QUOTE ]
    Renaming options are unknown at this point, but this isn't the 1st request for them I've seen.
  9. [ QUOTE ]
    Custom bosses only ? No custom minions and lieuts ?

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    That is correct. But please take a moment to consider this from a game balance perspective. Designing an entire enemy faction that is fun vs frustrating isn't an easy task. Plus just the bosses being customizable pushed the Architect back an issue.

    While I agree customizing all enemies could be fun and cool, in my opinion, this is a point where we should pick our battles.
  10. [ QUOTE ]
    From what I am understanding (I could be VERY wrong, but I like it if I'm not) you can have unPub missions that are on your characters and you can have several of them, basically I'm only publishing the first two and having the third for myself. Then when I go to do the test run (another feature that is needed if not in) then I will have my group with me, since I am obviously a main character in my SGs story, this makes sense.

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    Yes testing is in! To clarify, you can test a mission either by yourself or with a team regardless of how many arcs you have published. Since they are saved as text files, you might even post the file on a SG's site for easy sharing.

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    If this is Not true though, I can always just make my SG mission public and just spend some time to make it good.

    I do agree with what you said at the end though, where it would be nice to have a SG mission arc, perhaps that could be another idea we can throw at them.

    3 Publishes per account
    1 Publish per SG/VG (at a cost of perhaps 5-10m prestige?)

    I would drop half of my SGs funds to get this going, we don't do raids anyway

    [/ QUOTE ]
    Well I can certainly appreciate your enthusiasm, and certainly EVERYONE would like to see more slots available, but I can also appreciate NCNC's need for data on how much use the system actually gets. If *I* were in their shoes, I would 1st make certain that the system can handle EVERY subscriber publishing 3 very full arcs. That's just solid buisiness. THEN if launch comes and goes and there is significant unused capacity, at that point consider how to up the publish limit.
  11. [ QUOTE ]
    So I get that there are no Cutscenes, but I am wondering if when we walk into an area if we could trigger the NPCs to speak. I have two mission strings in my mind... well three now, stupid guild... anyway.

    I am wondering if I can make the NPCs talk, just so I can have them do a bit of a storyline in their missions. I actually plan on making GOOD missions, not just ones that will be boring and droll.

    1) The Kheldion Act (Ouroboros introduction to the Peacebringers)
    2) Rularuu Conquest (Outworld adventures against the Rularuu bosses... all of them)
    3) MECH Empire Initiation (Guild related)

    the first one I wanted to have a lot of dialog so that players can see my take on the PBs coming to earth, they never explained it so I figure I would use my version and publish it, who knows!


    Anywho, I am TOTALLY looking forward to this update, it's very exciting for me.

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    Nothing to indicate that NPCs won't spout script. In my opinion, it's needed for storytelling options.
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    When I think of my favorite missions in the game, it isn't the flavor text that grabs me. It's the mechanics: the mission in Striga where the robots start out as statues and then come to life, the exploding volcano in the Hess TF (though I dearly wish we could actually see it go boom), the Nemesis invasion in that RWZ mission. Missions where things happen, where things change, where it feels like something is going on, instead of just a building full of static spawns waiting their turn to die.

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    I'd like to be able to have someone you rescue (blue target) fight with you for a bit...then turn on you, and be someone you actually have to fight (maybe sub out the mob similar to what is done with the Lost Cure). Not possible w/o a trigger, but it could be an interesting twist.

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    Ok I know this is going to confuse the issue, but what a "trigger" is is unclear. Yes the Devs DID say no ambushes. But they also said the above example can happen in the Architect, where a "hostage" (my term) can fight with you for a bit and then fight against you in the course of the exact same mission.

    Yeah I know, this is as clear as mud right now. We just have to wait and see what develops here.
  13. Ok, I'm going to step in here.

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    Then I read what you can or cannot do, and anything I was going to do seems to have gone out the window, it is just a radio mission creator by the sounds of it. I doubt i'll be reactivating my account again come I14 if it hasn't added some useful features.

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    This isn't helpful, and calling the Architect a radio mission creator is a misrepresentation of the known facts on several fronts.

    Things you can do in the Architect that do not occur in radio/newspaper missions include:

    Earn badges related to a specific mission/arc.
    Scale player's levels to match the content.
    Make mixed hero/villain teams.
    Rate content.
    Earn skeeball tickets.
    Unpublish an arc.
    Place an Elite Boss, Arch Villain/Hero, or Giant monster. Alone or in multiples.
    Tell a story.

    Not an exhaustive list, but enough to convey the idea.

    Now if you still want to FEEL that the Architect has a radio dial, well I can't stop you. But I can say I believe such sentiments belong in a different thread.
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    4. Custom factions?


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    4, no custom factions I'm afraid. Seems that some powers and their animations are unique to a particular faction. The Fir Bolg were cited as an example. Seems their power animations had to be done specifically to look good with their elongated skeletons. Thus trying to paste their powers onto a bunch of 5 year olds would look unacceptably odd.


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    So I can only rename enemies, I cannot give Tsoo Nemesis guns?
    (Apologize for the redundancy, but I'm just in a slight state of shock. But on the other hand, perhaps I might be able to circumvent these issues...)

    [/ QUOTE ]As I understand it that is correct. However I don't see why we couldn't use weapon customization in the critter creator for factions that normally use weapons like the council.

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    Yeah, that's what I have been considering. So there will be weapon customization for enemies and the weapons they use? If so, will we have to have actually gotten the badge required to unlock them?

    [/ QUOTE ]I need to apologize for being unclear here. I was speculating and did not label it as such. It isn't actually "known" that weapon customization will be in the critter creator. Also unknown if there would be any badge-related unlocks if there is.

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    Also, is it possible to make a mission where failure is the only option?
    The occasional true BAD END, with your character actually being defeated and everything (instead of just being told "oh you kicked their butts but they still won").

    [/ QUOTE ]This is an interesting, but subjective, question. The subjective part is in what you consider a "bad end". Some examples of ways to attempt this might be the Giant Monster Hamidon in the 5 layer room would pretty much guarantee a permanent teamwipe for 99.99% of the player population. On the other hand finding a clue where the main enemy you were after has left you a note saying "Ha! I is in ur base eatin ur cookiez." would be a bad end in another view. (My spellchecker just died a little after typing that.)

    Not certain if I was able to answer your question there.
  15. [ QUOTE ]
    Will there be a tutorial to help us when we do our first one?

    [/ QUOTE ]OH yes. The devs have been very consistent in offering tutorials for new features. However it is not "known" what form the tutorial will take as yet. It may be a text based option at a trainer, have a different "trainer" like day jobs and merit systems do, or even be mission based like the university on IOs.
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    4. Custom factions?


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    4, no custom factions I'm afraid. Seems that some powers and their animations are unique to a particular faction. The Fir Bolg were cited as an example. Seems their power animations had to be done specifically to look good with their elongated skeletons. Thus trying to paste their powers onto a bunch of 5 year olds would look unacceptably odd.


    [/ QUOTE ]
    So I can only rename enemies, I cannot give Tsoo Nemesis guns?
    (Apologize for the redundancy, but I'm just in a slight state of shock. But on the other hand, perhaps I might be able to circumvent these issues...)

    [/ QUOTE ]As I understand it that is correct. However I don't see why we couldn't use weapon customization in the critter creator for factions that normally use weapons like the council.
  17. [ QUOTE ]
    Will we be able to make hero working with villain missions, like in Rikti War Zone?

    [/ QUOTE ]All published arcs in the Architect will be available to any hero or villain on any server.
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    9. Ability to combine mission types?


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    9 could you give more detail on this question?



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    I think what is meant here is the ability to combine objectives in your mission.

    For example "Find the clue, kill the boss, escort out the prisoner, oh, and you have 12 minutes."

    [/ QUOTE ]Thanks! While I don't see why not, it isn't "known" at this time.
  19. [ QUOTE ]
    General questions, I realize not necessarily answered yet (or answered but I'm at work, and no can search-fu), but this seems like an appropriately titled post for these, so maybe they'll get answered here as time goes on.

    Mission boss/AVs.
    1) What I got from above: We can save costume files and apply to our "Big Bad". We can select prim / sec sets for them. Q: Will this be tied to existing ATs (ie A "MM" villain is a summoning / buff-debuff. Or, can things be mixed up, as current AVs display powers from multiple ATs?

    [/ QUOTE ]Other than the primary having attacks, it's really not known just yet.

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    NPCs.
    1) Any word on if these are just Joe Shmoe (rescue X office workers) with dialogue option? Or can they be of the powered? (such as free Fusionette and then watch her get herself killed)

    [/ QUOTE ]It can be ANY signature character, up to and including GMs at the time of the workshop. Hostages can also fight you as you "rescue" them

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    2) Can saved costume files be applied to NPCs? Can I save my hero/villain roster's costumes and have players have to rescue them all as a mission goal?

    [/ QUOTE ] As I understand it, yes.

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    3) If I can apply costumes to NPCs, can they be powered NPCs?

    [/ QUOTE ] Positron confirmed yes.
  20. [ QUOTE ]
    If your can't earn merits from MA story arcs....well, I'll just say that would be a shame.

    [/ QUOTE ]So far as it's known, no i13 merits will be awarded through the Architect. However there will be "skee ball tickets" awarded. How these might be redeemed is presently unknown.
  21. [ QUOTE ]
    So, lets see:

    1. Custom allies
    2. Custom Bosses
    3. Custom Contacts (placement of?)
    4. Custom factions?
    5. Large map selection
    6. Custom maps unlockable function?
    7. Detailed map placement of NPCs/objects?
    8. Access to different mission types (kill all, escort, timed, etc)
    9. Ability to combine mission types?
    10. Ability to flashback to MA mishes already below your level?
    11. Ability to reward temp powers?
    12. Availability of contacts and mishes in PvP and Co-op zones?
    13. Number of usable factions per map/map section?
    14. Use of factions at below/above their normal level range?
    15. Use of factions not normally available to red/blue sides?
    16. Use of NPCs only found in TFs/STFs?

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    Just gonna comment on what's known off this list real quick.

    1, 2, and 3, yes.

    4, no custom factions I'm afraid. Seems that some powers and their animations are unique to a particular faction. The Fir Bolg were cited as an example. Seems their power animations had to be done specifically to look good with their elongated skeletons. Thus trying to paste their powers onto a bunch of 5 year olds would look unacceptably odd.

    5 yes.

    6 Custom maps are a stretch goal that will take a LOT of dev hours. They would LIKE to do it, but no ETA.

    7 No, not at this time.

    8 yes, but no ambushes or other "triggerable" events.

    9 could you give more detail on this question?

    10 Ah I need to expound upon the mish scaling. As I understood it, level won't keep you from trying an Architect mish, instead YOUR level will scale while in the mish. We've seen this before in PvP zones and baseraids (Where all are boosted to lvl 50). Additionally, each mish in a published arc can scale you to a different level.

    11 unknown at this time.

    12 anywhere there is an Architect Entertainment System. Placements not yet known.

    13 no limit mentioned. Overall game limits still apply of course.

    14 no. This was quoted as a reason YOUR toons will scale instead.

    15 and 16 yes.
  22. Got new info today from the Joystiq interview of Positron.

    "Oh, you will also be able to choose what Contact hands out your story arc, or create your own Contact in the same manner as you would create a character or a boss."

    Since all missions in the Architect are instanced, my guess would be that your "contact" will have you call them as opposed to actually encountering them in a zone. However that's just supposition on my part right now.
  23. Mission Architect knowledge base.

    This was compiled from what I recall of the Mission Architect workshop at Herocon. While I intend this to be a living document, we don't expect more info for a good while. Buckle your seatbelts and keep your eye on the emergency exits. We're going for a RIDE here!


    1. Overview. Or what IS the Mission Architect anyway?

    The Mission Architect will let us, the players, design missions for other players as well as undertake missions made by other players. Missions from the Architect will be available to heroes AND villains alike on ALL servers. You will finally be able to tell that story about why the Freakshow hate whipped cream, Statesman shall declare "The potato chip aisle is no longer a crime scene." (Yeah that was me), and legions of Blood Widows will sing the praises of Lee Press On Claws! And honestly, who can resist that? I for one, shall welcome our new architect overlords.


    2. What the Mission Architect is NOT.

    The Mission Architect is not a powerleveling, farming, or badging tool. (Exception for badges directly related to the Mission Architect.) The devs have taken various steps to prevent this feature from being used for those purposes, but I'll discuss those later.


    3. Yeah yeah yeah. Where do we go for this thing anyway?

    It will all start at Architect Entertainment Stations (AES) placed in multiple zones throughout the game. (1 in a co-op zone was implied, but not guaranteed.) Here you will be able to search for other player made missions to go on with or without a team, or create, save, load, test, publish, or unpublish your own missions. (More on those new terms later.) A quick note about the mission search engine. It will have to sort through content made by ALL players that have published a mission. So it's expected to load slower than the markets load. (Honestly just the search engine alone on the Architect was a big undertaking and we appreciate all of the dev's work that went into it!)


    4. So what do I expect from playing one of these missions?

    Well to start with, there can actually be up to FIVE missions in a published arc. All Architect missions will be instanced and NOT in an open zone. While you are on an Architect mission it will be similar to being on a Task/Strike Force in regards to other contacts being greyed out. You may well notice that your toon's level has changed while in the mission. Do not be alarmed yet. Your level can shift in either direction and can even vary with each mission in the arc. Why? Because our benevolent Architect overlords whim it so. Ok.. you can be alarmed now.

    After the published misson is complete, you can rate it as thumbs up, thumbs down, or inappropriate and why.


    5. Weeding out the farmers, a how-to.

    Opinions on farming and powerleveling are seldom neutral, and this isn't a forum for that discussion. It IS, however, where you get informed of how the devs are going to discourage the Architect from being overrun with intentionally mindless stuff from folks that do not care about the stories the Architect is intended to encourage. Please keep in mind things can change between now and implementation.

    While in an Architect mission players WILL get normal kill xp, inf, prestige, and inspirations. After the arc is complete there may also be a different type of merit (not i13 merit, not Rikti merit) called a skeeball ticket (placeholder name maybe?). Skeeball ticket is all the information we really have. No present idea how they will be used/redeemed.

    While in an Architect mission, players will NOT get: end mission bonus, salvage, recipies, or enhancements.

    Badges? Only those tied to the Architect folks. Get a change of underwear ready as I give some examples.

    Kill x amount of y badges? No.
    Healing? Damage taken? Debt? No.
    "But what about..." NO. Ain't happening inside the Architect folks.


    6. Creating a mish for you and/or others.

    The exact order of mission creation isn't known, but at various points you will pick a mission type and goals, enemies and level, possibly a NPC combat ally(s) and/or custom boss, and oh yeah, a premade map and write the thing and save.

    Yes I DID say premade map. The devs have promised us over 1,000 maps to choose from at launch, including all unique maps. (They also said no one wants to see Hamidon in the 5-layer room.) They would like to get us a mapmaker at some point, but that point will not be at launch. (It's alot of work for that folks.) Likewise mobs will spawn on the maps at preset points.

    The ability to add a custom boss is the feature WE demanded and the reason we are getting the Architect an issue later. It's known that in i13 we get the ability to save and load costumes from our toons to our local computer. We will also be able to download it to a custom boss. Each one will get a primary (attack) and a secondary powerset. It was asked by an audience member if we would be able to scale our custom bosses to Elite Bosses or Archvillain/Hero, but I wasn't clear on the answer given.

    No ambushes will be possible with the Architect. Also no cutscenes. (THANK YOU DEVS!!!)

    Mission type and goals like glowie clicks or kill-alls are easy enough to understand. Turns out there is a link between enemies and level though, as enemies exist in various ranges and don't always scale out of those ranges well. Call it quality control for a better play experience.

    Enemies and allies can be pretty much anything you can already fight somewhere in the game. At the time of Herocon, even Giant Monsters were available for use in Architect missions. I inferred that Giant Monsters may change before launch however. One member of the panel commented that the day before they had fought against 6 AV Clockwork Kings with another one helping them in an Architect mission!

    Writing well is always a challenge, and this won't be any different. You will be able to write breifings, NPC dialog, clues, debriefings, and souveniers. Just the same as the Devs! Please keep in mind that the devs have spellchecking software in their process that isn't in the Architect. So take some time to doublecheck for typos is my advice.

    Saving is done to your local computer. Now get THIS, you can save an UNLIMITED (by the game) number of missions! And it gets better! You can edit your saved missions offline as they are in a text file! SWEET!!!

    What then? Well you might..


    7. Test.

    You can load up a saved mission and run it for yourself or your team. This can be useful for laughs or less widespread applications like SG initiations and the like. You can test a mission as often as you like. This is also known as running an unpublished mission.


    8. Publish.

    This is where you submit your blood, sweat, and tears for the enjoyment of the masses. Or so we all hope. Here's the kicker though, you can only have three (3) published missions per ACCOUNT. Now you can publish and UNpublish at will, so please lower the DOOM meter and restart your heart. Go on, we'll wait.

    Also worth noting is the toon that is logged on when you publish the mission is the toon that is getting any Architect badge credit for that mission. I don't know if unpublishing a mission and republishing it on the same toon restarts any badge credit for the mission, but I see it as likely.


    9. Dev's choice and Hall of Fame

    There ARE 2 ways around the 3 published per account limit. Dev's choice and Hall of Fame. These actually copy your mission onto the game servers and delete it from your published slot, freeing it.

    Dev's choice simply means a Dev liked it enough to save it. It's not "official" story, but they liked it!

    You get a mission into the Hall of Fame when an unknown number of players rate it thumbs up.

    Both of these will be search options in the Architect menu.


    10. Show me on the doll where the Architect touched you. Flagging for inappropriate.

    The devs are trusting us not to publish missions that violate the TOS and EULA, but when it happens you can let them know via the normal /petition or when you rate the mission at the end. There will be an assortment of options to check so we can help the GMs speed up their review. Players found to be in violation might be banned from the Architect system, or you know, the entire game at the GMs discretion.

    Now in reverse, if your ex-smizmar or whatever decides to flag all your missions as inappropriate, the GMs will be alert for that too and the ex can be reprimanded for harrassment at the GM's option.

    The lesson here is to play nice and civil and spellcheck often. Oh and souveniers are deletable by the player in case of inappropriateness too.


    11. Architect badges.

    All that's really known is there will be some. I would suspect that Hall of Fame would grant one, but that's my opinion.


    12. Author's notes

    Ok, well I hope you enjoyed reading this guide and find it useful. This is my 1st crack at writing a guide and it turns out I'm posting it on the 3rd anniversary of my VG's (The Schulls on Victory) founding. If you are interested in writing missions I might recomend checking out back issues of the City Scoop for Content Watch by Plater. Knowing what has been well recieved can only help your chances of being well recieved as well.


    13. Mission suggestion example: The impatient player tutorial.

    A better place for mission ideas would be the City Life or Forum Games section, but a fellow herocon/workshop attendee inspired this.

    Have you ever been on a Pick Up Group (PUG) where 1 person just won't wait for the rest of the team? Of course you have. Well when it happens you can "suggest" this mission. The only real restriction is the map should have a door inside for best effect. Closer to the mission entrance is better. Here's how it should play out..

    Team enters the mission and the impatient one dashes ahead to find a glowie and a door. They click the glowie and get the "CLUE FOUND" prompt. Then they heedlessly open the door and find as many AVs/Heroes/GMs as you want to put in. Maybe they say something about reading the clue like "Clue tax of $2.37! PAY UP!!" before/during an epically short beatdown. Oddly enough the rest of the team goes nowhere near the door.

    The clue reads "Wait for the team please."
  24. This one isn't a big deal, but this seems the place to post it. The redside 4th costume slot mish is a little disappointing. For those who may not know, it's kill 30 Carnies. Now in the context given it makes perfect sense.

    The issue with it is it's a holdover from pre issue 7. Carnies spawn in Fortune's Wheel in the mid-30s and you can only get the mission once you are level 40. Basically you get to kill 30 grey and green mobs.

    And this is perfectly fine is that is what you like, but the only common option for higher level Carnies would be paper missions in GV. Which quite frankly won't occur to many/most.

    Short of Carnies spawning in GV, a simple text change in the mission briefing could help inform here.