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Posts
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Joined
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I've lowered the cars to 9, that should avarage 3 per section of the ship (I'm using the smallest ship map to try and make finding stuff easier).
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I've already run it through Word, but dyslexia is a burger.
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No one just starting out wants to run for 3-5 minutes just to get to a mission and as has already been mentioned,
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Treat the journey as a mission. Take your time, look at the scenery, and fight the mobs you encounter along the way. It will be more fun, and you will gain a couple of levels in the process. -
okay, I've buffed the PPD and the mission fail text, and nerfed GG and the number of cars in the final mission (along with a few other tweeks).
Maybe the Col. could have a look at Total Domination, and someone else would go over Steel and Gold? I could do with help tracking down the typos. -
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The policemen are rather... unconvincing, telling the Luddites to put down their weapons and come quietly, while kneeling on the ground with hands behind their heads. An animation change would be appropriate, possibly giving the cops one of the Shotgun emotes, and the Luddites the Menace Crossbow emote, for a proper confrontation feel.
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Good idea, I'll do that.
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The cops are largely useless against the high-damage Fortitude-spamming Luddites who can heal each other.
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I did have some custom cops, but they didn't WAI. I idn't want to make them bosses, as that would detract from the hero.
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Clue 1 is a custom Luddite boss, whose powersets remained a mystery as it died before reaching me.
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War Mace/Empathy. Where you playing this with a high level character? I didn't find this guy so easy.
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Clue 2 spawns after the Luddite boss dies. It's a spawn of Bat'Zul demons.
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Nope, that is not the trigger for this spawn.
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Clue 3 spawns after the demons die, and is a spawn of Gold Brickers
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Again, not the trigger for this spawn. The Gold Brickers are there from the start.
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The fact that these three Boss fights spawn one after another on an outdoor map isn't really a good thing,
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They don't spawn one another. 2 are in at the start, and as the other, you remember the "optional" possessed car?.
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but I'm not entirely sure how well a police officer encouraging that sort of thing works, off the record or not.
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I was going by TV/movies, not RL
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and some of the cars bugged
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In what way?
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Would it spawn Gremlins in the back seat?
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I wish! Would have much rather had Gremlins instead of Bat'Zul, but they aint in. I did have some custom mobs, but they where really brutal. Thats the trouble with custom mobs, they do tend to be to tough for low levels. I didn't want to spell out the whys and wherefores of the cars in to much detail. Players familiar with the Cap story should be able to piece it together.
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The detective asked me "So how were the Isles, did you see anything interesting?" and that was the end of the arc.
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Yeah, creativity failure there on my part, I'm open to suggestions. And do you think 30 minutes is too short, or are there too many cars to smash?
Thanks for the review. I will go have a tinker. -
They might be fixing the bug that alowed an arc to get griefed out of the HoF.
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For those who are interested: servers are back up.
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Boring!
I'm at work. -
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Wait, are these patches even being applied to Test first?
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Yes, but Test is closed. -
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Honestly, with the way the arc's been playing so far, you could easily change the parameter to "Villainous" and change the map the the final LRSF map, where you enter through an Arachnos Flier (there's no asteroid either), and nobody would bat an eye.
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Just a note, that map doesn't allow any rescues. -
Have to confess I played this one up to the first mission briefing. Then told the contact to stuff it. (Role Playing opportunity there!).
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I look through the list before logging on, and make a note of the ID number of anything I want to try on a piece of paper (along with which character I intend to play it with).
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Suggestions? We press for decent search/categorisation in the client browser.
Until then use cityofguides - they're taking decent steps to a better (categorised) search, show reviews and are a darn sight easier to pick up and use than any arbitrary sequence of codes.
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^^ This -
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Problem is, how do u know it was spite? It could just be that someone else didnt want to back slap as they didnt like it.
Its all subjective.
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If you don't like something because it's not to your taste, then a 2 or 3 star rating might be a apropiate (although I usually just quit without rating). 1 star is for badly written bilge or game breaking bugs. -
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I say it is very easy and you disagree.
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As do a lot of people. And so they won't use it. And your system is of no use to you unless other people use it. -
I would just wait. You will find the people publishing rubbish will dry up as they get board with the new toy, and there will be more low level arcs written.
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but once you had deciphered that code and lots of people using it, then you would be able to find the content you like to play much easier.
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No, I would have to look it up each time. IT IS TO COMPLICATED.
And lots of people wouldn't use it BECAUSE IT IS TO COMPLICATED.
Anyway, I don't have to much trouble finding decient missions, a literate introduction, and a wide range of enemy groups listed are usually good clues. But there are plenty listed on this website even, and whlst some are better than others, I don't think any of them are farms, or made without any thought or effort. I'm still working my way though them, so I have no reason to use the in game search function. -
I dunno about that, it sounds to me like the drek map could simply be improperly labeled. All the maps I have tested on have the correct number of maximum defendable objects as listed. I've been testing on a small map, that allows 4 "any type", and it does indeed alow 4 defendable objects.
And they do spawn on top of each other, at about the interval you would expect if it is assigning them at random to spawn points without taking into account that they are already filled. I have had three at the same spawn point on occasion. I used different objects so it was easier to see them all.
This is potentially exploitable, its a great way of making hoards of mobs come to you to be AoEed into oblivion. -
I could have played through the first mission and found out for myself by the time I had deciphered your code.
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I did publish a similar idea earlier and you didnt like it. But that was before we experienced 65000 arcs, a failing rating system and a search engine that does not help you find good stories.
But to prove my concept: try any part of sd0cd0cn0eb0av0lv0ts0
It works. I know its ugly but it does work.
And yes this SHOULD be in the search engine. But it is not there yet. As soon as we got a good search engine we can just drop the whole thing.
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It doesn't work, because I can't be bothered to decipher the jibberish. -
All custom mobs have a level range of 1-54.
If you want to limit your arc to 1-5 you have to include at least one standard mob with that level range.
You should be aware that most custom mobs will probably be to powerful for a level 5 to handle. -
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I placed 5 destrubtible objects and needed to place some glowies also. Game didn't allowed glowies in assuming map is too small for them to replace. Funny thing is it accepted 5 more different destructible objects.
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The maximum number of glowies is completly seperate from the maximum number of defendable objects: they don't use the same spawn points.
It tells you how many of each are alowed on the map info page (some maps don't alow any). -
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Wasn't it said that when the Coming Storm arrives we'll all be kicking ourselves at the small clues/teasers that had been staring us in the face for so long but we missed them?
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I haven't missed them, I reckon I have a pretty good idea what is coming and when.
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shenanigans in the ancient Mediterranean and people trying to alter/mess with time are all still threads that will pull together
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The important stuff in issue 12 is in the Midnighter Archivist badge.
Anyway, the developers are split into two teams. One team works on the next issue, and the other works on the issue after that. this means that in the past, the team that have done most of the plot have worked on the even numbered issues.
However, with MA growing like topsy, issue 14 became issue 13B, and the work of the guys who do the story got pushed back to issue 15. -
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Brutes ARE the Villians version of a tanker, they ARE the class that CAN take the most damage.
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Actually, they aren't. MMs are. And MMs are the AT intended to fill the tanker role on villain teams.
Brutes where intended to be a DPS scrapper equivelent.
Stalkers where orignially intended to be the glass cannon blaster equivelent, but they never really worked.
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what exactly makes them Evil or Villanous? Nothing! they do the same thing a Hero does.
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Yes, true. The addition of CoV was a bad idea that never really worked. But none of your suggestions would ever fix that,the problem lies with the basic game format. the only way to lat players be real supervillains is if you game them the oportunity to come up with thier own evil plans, and let them take over the world. I.e. a stratagy game like Evil Genius.