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I really enjoy how this forum doesn't like to discuss much.
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I've returned to City of Heroes to enjoy the new Mission Architect system, and I must say I'm really enjoying it. When I first began toying with it, I found that the systems was very flexible and had some pretty decent wiggle room to create many things. Since this new feature is still early in its release, there is certainly more room for its growth - and whether or not there have been plans to expand upon it in the future - I'd still like to provide some of my feedback and ideas.
I've been using it for several weeks, and it's obvious to me that the public really desires to play very interesting missions. Sadly, the present AE system can only go so far. One of the great limits I've enountered is the 100KB and 3 Arc Submission limit. I've heard rumors that this will be expanded later by allowing players to 'pay' for expanded content creation space, but perhaps there is a better way?
Because I really want to please the public and make some very fun and interesting missions, the complex web of active details I end up creating for a mission takes up a great deal of space. Compound that with heavy story writing and lots of dialog, character descriptions, and custom character designs - the 100KB limit quickly shrinks to uncomfortable limits.
My Arcs have been in production for quite a while, and I've had some failures. But each time I come back and make it better, and continue to improve. Already my long story arc has two, very solid and near complete missions, but those 2 missions take up 91% of the 100KBs.
This is because I've created a complex network of details to make the missions fresh, interesting, challanging, and most of all - fun to play. I yearn for more space to continue to let this arc grow and develop into the master piece I really want it to be.
The story is very long, and I'm breaking it up into multiple arc chapters, like Episodes or Issues in a Comic. I've gained many badges, 50+ AE related Badges, including "Bard" for having more than 250 people play my arcs and also several grades of Builder Badges.
<ul type="square">The Pitch[*]I feel that AE driven players who gain badges making Arcs should be able to have access to more AE content. Such as being able to use Tickets or Influence to buy more memory space for Missions. [*]100Kb/3 Published AEs - Basic Package. [Default][*]150Kb/4 Published AEs - Advanced Package. 5000 AE Tickets ($4.99 NC Store)[*]200Kb/5 Published AEs - Epic Package. 7000 AE Tickets ($6.99 NC Store)[*]250kb/6 Published AEs - Longwinded Package. 9000 AE Tickets ($8.99 NC Store)[/list]
Perhaps also limit the ability to purchase them bases on current AE Badges, this way people who really want to create quality AE Mission arcs can do so, and devote time into doing just that rather than just letting anyone and everyone have access to 250kb sized Arcs. I think 250kb is plenty, as that would allow me 50kb Per Mission, Per Arc.
Also, I'd like to be able to buy rights to publish more Arcs! 3 Isn't enough, as I often need to play test many missions broken up from the Arcs so I can ensure they are functioning properly. And I need to Publish them, as I require testers to play them Solo without me being there for maximized results. -
True, you can do what you mentioned. Instead of Collection I think Destructable Objects work too, but it's a real juggling act and trial and error to get it to work. Indeed, it would be nicer to have a "None" option, and that is mainly was I was striving for. But for now we'll all have to use various tricks!
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Greetings everyone,
I picked up City of Heroes again for the AE Mission Creator, so it goes without saying it's what I intend to spend much of my time working with in the game. We know it's a work in progress, but after working with the system for a couple of weeks I'd like to make note of some things I've like to see added.
1. The ability to create mission maps which do not require enemies on the field.
Why? -- I'd like to create some interesting investigative stories, and it bothers me that I have to make a excuse for the player to punch a few guys while they are at it.
2. I'd like the option to make Rescued Captives fall to ground and remain motionless.
Why? --- I really don't have much use for having people rescued, thanking, and then running away. If I choose Ally, I can give them the option to just "stand" there but that doesn't really help much either. Why can't they just fall down using the Unconcious animation?
3. I would like to be able to create a map where the only enemy you fight is just the boss.
Why? -- I want to create a one on one show-down situation!! Why do I have to keep throwing down minions? This goes back to Suggestion #1.
4. Multiple Choice Contact Accept/Response comments.
Why? ---I have people complaining about my arcs saying I write the player to be very Idiotic. This is because I can only offer one line of text. It's not easy trying to make a rich story mission which tries to appeal to BOTH good and evil without this. I'd love Good Responses and Evil Responses for starters, which would allow me to make my Contacts more responsive to a player's way of thinking.
So allowing me to offer a player multiple ways to accept a contact's mission. Of course it's been the same mission, but the Send-Off Text can be different depending on the Multiple Choice option the player choses to "Accept" the mission. Make sense?
5. Clue Graphics
I'm sure this will be added, but how come we don't have a library of images to pick from for our clues and Suvies?
6. Mission Music Selection
Music really sets a mood. Often I've picked a map just for the music, but there are maps I want that don't have the music which fits the mood. What if I want an epic battle? I want to put some epic music down too.. I'm sure you can give players the option to work with this, and it's really be great to even make Unlockable Music packs too. -
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My arc for review:
The Gorgon Maneuver
Arc Id # 71797
Faction: Villian
Creator Global/Forum Name: Koldoon
Difficulty Level: somewhat difficult (EB in 3rd mission, AV in 5th mission - also custom enemies make the first and fifth missions more difficult)
Synopsis: When the Snakes find themselves between Arachnos and a strange new menace, they seek out the most capable of villians to resolve the problem. Beset by Ophidians, a strange race of serpents that walk as men, the immortal Euryale summons the Destined Ones into a strikeforce - suitable for all levels.
Estimated Time to Play: soloed in two and half hours, two teams of 6-7 players playing it this past weekend finished in 3 hours and 4 hours respectively
I tried to make this arc really feel like a strikeforce, even subtitling it in the mission intros as "The Gorgon Maneuver, Euryale's Strikeforce"
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I'd love to give more feedback on this, but as you said. You designed it to be more like a Strike Force. I'll have to try this again later when I have more friends online. It'd be nice to have a fair warning that this is not exactly a solo friendly encounter.
Right out of the front door into Mission 01 I'm faced with some very challanging high class mobs. Thier appearance doesn't exactly match the brute force they tend to pack. Though I can defeat them alone, they foretell of a very challanging experience ahead.
I will say from what I have played, which is little, that the introduction Dialog of your choice contact is cumbersome. I will say the insert of colored text is nice, I'd personally like to know how to do that myself so I can apply it to future installments of my Arc missions. By cumbersome, I mean it feels a lot of information too quickly to digest. It feels like I'm talking to yammering snake trying to lie to itself.
I want to revisit this and see how everything unfolds, and I certanly will when I have time to devote to such a task. In the meantime I will be posting my Arc her, though the critique I posted doesn't seem to fully merit me tagging it here. I suggest more look in to #71797.
----- My Arc ----
----- Chapter 01 ----
Arc ID#111410
Title: The Pantheon of the Fallen: Chapter 01: The Children of the Pantheon Emerge
Length: Very Long (5 Missions)
Morality: Neutral
Difficulty: Progression from Easy to Challanging as story develops.
Description: The Pantheon of the Fallen is a long, and well crafted story arc that varies in difficulty. Uncover the mysteries of the past and face the terrors of the future. [SFMA] Suggested: 4 to 6 Players. [AUTO SIDE KICK to 50]
Includes: Collection, Boss Battles, Release Captives, Ambushed, Elite Boss, and Arch Villian.
Please read Mission Logs and Clues, as they will reveal more to the story. The Chapter is solid as a whole, more Chapters to be released in the future.
Includes: Collection, Boss Battles, Release Captives, Ambushed, Elite Boss, and Arch Villian.
Please read Mission Logs and Clues, as they will reveal more to the story. The Chapter is solid as a whole, more Chapters to be released in the future.