Rial_Vestro

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  1. I was reading threw the new Issue 20 stuff that was announced and one thing really stuck out to me even before being in beta as a potential problem maker.

    Quote:
    Leagues: Issue 20 introduces Leagues to City of Heroes®. A League is a much larger group of characters. Formerly, the largest team size was up to 8 characters. Now, characters can form or join groups of up to 48 characters. Leagues can be formed anywhere in Paragon City, the Rogue Isles, or Praetoria, for any purpose from attacks on the Rikti Mothership to costume contests.
    I've put in bold why I think this could be a problem but to elaborate on that a little more I'll give a full explanation as to why I think this is a bad thing. Now it's not all bad, for Hamidon Raids, Rikti Mothership Raids, and the new content being added with this update this could be a really really good thing. However the fact that you can form a team of 48 players "for any purpose" is what makes it bad. I mean 48 players is a bit excessive for standard missions that currently exist in the game. I don't think most of our current mission maps are even large enough to support 48 players.

    Keeping in mind that larger team sizes also mean larger mob sizes, a team of 48 players would fill a standard sized mission map so full of NPCs that players would be killed by mobs standing on eachother's heads the moment they loaded into the mission. Think, full team of 8 Masterminds but much much worse because of mob sizes also being increased.

    Basically in order for this to work the game would need entirely new map sets for already existing missions, maps big enough to support the larger team sizes. Either that or Leagues would have to be limited for tasks that can already support such a large number of players and not be made available "for any purpose" as the quoted in the above announcement.

    Aside from this one glaring flaw I'm really excited about all the new features coming out. One of the things I'm most excited about is this.

    Quote:
    Upgraded Looking For Group*: We've made a major upgrade in the Looking For Group function. Players can now sign up for an Incarnate Trial almost anywhere in Paragon City, the Rogue Isles, or Praetoria (the exceptions are Super Group Bases, PvP Zones, or while running instanced missions or Task Forces/Strike Forces). When enough characters for an Incarnate Trial are queued, the characters are teleported to the instance and automatically formed into a League. (This feature is currently only available for Incarnate Trials on the same server.)
    Sounds to me like this eliminates the need of 1 person trying to find the players necessary to accomplish the task or for spamming the broadcast and request channels sense you can just que up and go about your normal business till enough players also que up to form with. And this says "currently only available for Incarnate Trials" so hopefully as this feature is improved on it could also be made available so that you can que up for specific Task/Strike Forces and automatically be teliported to the contact when the proper number of players are cued up. Maybe even que up for other trials and raids and be automatically teliported there as soon as the requirements are met.

    Some people may not like this feature as it promotes PUGs but as there's no real issue other than just some people not liking it they don't have to use it. The other feature I mentioned you technically don't have to use either but it actually poses a potential problem if it is used rather than me just not liking it. I actually do like both features but there's a big difference between potential problems caused by players and potential problems that could break the game. (Players being the possible leech queued up to join an Incarnate Trial and Game Breaking being that there are too many players to fit on the mission map.)

    This is of course all just my opinion and speculation based on what I read in the announcement. Non of this may actually be an issue when it goes into the game hence the phrase "potential problem" as apposed to "Actually a problem" we'll just have to wait for beta and see how it all works out before placing finale judgments on it.
  2. So recently after revisiting the 4 Patron Arcs I have found that not much has changed.

    I mean the main issue here is Captain Mako. The last mission, Steal Primal Essence of the Leviathan, is impossibly difficult.

    There have been minor changes... I think... there doesn't seem to be as many whirlpools as I originally remember when it first launched, but there's still allot of them.

    Now fonts I can understand why they have such a long attack range, it's to make up for the fact that they can't move. But why the does Calystix have the same attack range when he can chase you! And the pets, he's an EB with more pets than any Mastermind, even Lord Recluse the Mastermind Incarnate can not summon that many pets at one time. To make that even worse, I died away from the EB and these pets came in from a different room to kill me again after I hit an awaken. How can NPCs see me awaken and aggro on me when I can't even see them?

    Aside from this mission the other painfully difficult mission is Scirocco and that's only difficult because people have a tenancy to fall off the map and get separated which is actually not that bad at all.

    Ghost Widow's mission is perfect. She could spawn right on top of you and kill you depending on your power set but some characters can kill her quickly the moment she appears. Traps MM for example, and this is the only time I've actually enjoyed Traps, set them on the circle where she appears before clicking the blinky and watch her explode.

    Black Scorpion is actually painfully easy being the only one of the 4 that I've ever managed to kill solo.

    And 3 of these missions I've actually done at my level with little if any problems. Captain Mako on the other hand, I'm 2 levels above when I received the mission plus I changed my difficulty to -1 making the mission 3 levels lower than I am, and I still can not defeat the amazingly difficult Calystix with his ARMY of freaking pets who can be aggregated and attack me from 50 feet away while standing in a room filled with whirlpools. The fonts I don't have issues with, I allready killed the 4 of them. Captain Mako himself I don't have issues with. I just have issues with the whirlpools and Calystix.

    My suggestion, make the whirlpools tied to the Fonts so for each Font killed there will be less whirlpools active. No fonts = no whirlpools. And Calystix, just fix him so his rang is that of a normal EB and not the same as a font and put a limit on the amount of pets he can summon so it's no more than 6 at a time. This guy has about 30 pets at a time currently.
  3. Quote:
    Originally Posted by Stormfront_NA View Post
    Mmm...

    I just got about every flavor of MM one could conceive, and the issue of pets getting stuck at the door, not going thru a portal with you in CoT maps can be truly irritating.

    As an MM, I just sit out any CoT underground city maps, my pets are a liability to the team, for after the first tp or portal trip, they seem to purposely split up in as many random directions and garner as much aggroe the game would allow 7 pets to bring to your team and you.

    In some instances such as my Dark/Necro MM, my Dark powers are plenty good for me to go at it without my pets, so I do go in CoT underground city maps and help the team, and do so effectively. But there are many other combos that are pet intensive and thus being petless in that case would turn the MM into a liability to the team.

    The left at entrance of a zone or mission issue, I use "/releasepets" that command has served me quite well and reliably. But the pet stuck thing can be a very ugly thing for an MM, at times we entered missions where a patrol is happily waiting for us and they attack us as we phase in and we are totally helpless since our GUI can not interact with the game just yet. Then under attack, my stuck pets do nothing as I am getting pelted and spam mezzed. Its rare to survive one of these scenarios, because you have to release the pets which you can't do while mezzed, and then after you released them, you have to resummon them and buff them if possible.

    I believe the idea of you zoning in an out with your pets was to show consideration to the team by not having to wait for pet summoning, and for more realistic protection of the MM upon entering or leaving a mission.

    Will these bugs get fixed?

    Frankly, I really, really doubt it, for they have 2 things going against it:

    1. There are work arounds, they may be clumsy and annoying, but there are work arounds. Thus reducing the priority or need to correct.

    2. Well its red side, enough said.

    The only suggestion, I can make to aleviate your pain is to develop your alt were it can be somewhat effective with out pets, so you have a fall back position in case of emergencies. With the introduction of IO sets and temp powers, you could surprise yourself on how good a fall back capability you actually can achieve.

    Stormy
    You know I hear the pet aggro thing allot from other players as a Mastermind but never actually see it.

    There are limits to how many mobs can be pulled, how far you can pull them, and even how much space you put between yourself and your pets. This isn't to say that you can't inadvertently aggro more than your team can handle at one time but it does mean that this happens allot less often than some people would have you believe.

    You can in fact pull up to 3 groups from one room into the next room on any map. This is also true without even playing as a Mastermind. Tankers especially are very good at this sort of aggro. Any more than that would not be possible unless you were intentionally trying to aggro.

    If you move farther than a group can be pulled you have to continue attacking or taunting that group to make them move passed their normal limits. Something pet aggro alone has never done.

    The second half of that myth is that pets will run threw every mob from beginning to end till they reach the MM. This is not true because of the limited distance you can actually move away from them. Once you get passed that limit your pets automatically re-summon next to you without running threw anything.

    In order for your pets to actually run from the beginning of a mission to the end of it, you would have to be on a small mission map otherwise teliporting that distance will cause your pets to automatically re-summon where ever you are standing.

    I've had this argument multiple times on multiple different teams and I always end up summoning at the door and getting teliported to the end of mission without any aggro what so ever. This actually saves time on summoning when they're already out and not having to wait for someone to TP me before I can summon. There's even been times when I've run threw a mission myself without getting much aggro if any at all.

    These limits have always existed sense beta as built in safe guards against any massive amounts of Aggro. However because the limits are based on distance that doesn't prevent pets from aggroing mobs that are close together from the start. This is where the real problem is. Crowded maps, with an inexperienced MM can be hell. However if you're controlling pets in these situations rather than letting them run it doesn't cause a problem.

    Pets blocking door ways, which people complain about with noobs is easily fixed by using the "go to" command which will cause your pets to move away from the door so you and others can get threw it, once clear then you hit follow again. Though it's rare that you can't just push them out of the way. I have more issues with other players blocking doors than with pets, especially if I'm a melee character and can't get into a room to attack because some idiot is standing right in the door way and it's usually a Blaster or other ranged character that doesn't need to be standing in a door.
  4. Quote:
    Originally Posted by Memphis_Bill View Post
    I'd be a little more confident in things like following the directions you were given and knowing the difference between dismiss and /releasepets before I went around calling other players "noobs."
    Right and next you're going to tell me there's a difference between manually changing a pet to aggressive and typing out /petcom_all Aggressive. It's the same command one way is just faster than the other depending on your key binds. I happen to have all the slash commands binded to my numpad so I don't have to manually or otherwise type out the commands every time I use them or even use the 3 commands MMs come with that fill up power slots. It doesn't make one bit of difference what version of the command you use, they all do the same thing.

    The only real work around someone suggested is to avoid zoning with the pets summoned in the first place. I've noticed some other Masterminds doing this mainly to avoid the weakened pets from being SKed to a higher level then when they were originally summoned. (LKing down will kill them off automatically because you can't have pets higher level than you are but you can have pets who are lower level than you are.)

    And believe me, I know all the commands and what they do as I have 7 MMs and have been addicted to MMs sense CoV beta. Even the dismiss command will get rid of all pets in the window that aren't pets. Dismiss happens to be the only command that non-MM pets can respond to as all pets, MM or not, have a Dismiss command function. That's why Acid Moderator, FFG, ect can be dismissed with the same command.
  5. Quote:
    Originally Posted by Necrotech_Master View Post
    a simple /release_pets usually clears this up

    and i think this bug has been here and there since i18 at least
    I hear that allot in game but don't you think that would be first thing I'd try. It was in my original post here and all 4 of the bug reports. Pets can't be dismissed. It makes them drop from your pet window but I found after doing this they remain at the zone entrance not moving. Because they're actually still active when you try to re-summon them the power reads that they're already out and fails making it impossible.

    Quote:
    Originally Posted by bpphantom View Post
    LIES and HERESY! The petless masterminds out there will argue that while they may not be the corridor-clogging scattered aggro machines that their counterparts are, they are quite effective.
    Pet less Masterminds are noobs that don't know the first thing about a Mastermind. I've encountered a few of them myself including one who was so confident that his pet-less MM was so much better than one with pets that he actually believed he could beat me in the arena. Of course like any noob gamer ever after I beat him, without even touching him I might add, he still insisted he was better than me. I stood by and watched as my pets killed him over and over again before he could even get close enough to attack me. That's what a pet-less Mastermind is, all talk and no show.

    Pet-less MMs are like noob Tankers who try to be DMG dealers rather than meat shields and wander why they die so much. Except that Tankers still have the highest HP in the game which means they can still last for a while in a fight even if they're built like Scrappers. Masterminds on the other hand don't even have their HP to fall back on with a lack of pets. The very instant a Mastermind ends up in a position where they can't summon they get killed. I've had this happen many times, mainly in AV fights when the AV catches up to me while I'm recharging.

    Now that same pet-less MM I killed with my pets and many others like him seem convinced that the summoner is capable of inflicting more DMG then the combined efforts of their 6 pets. Now how does that math work? You have 1 guy with 3 attacks of his own, maybe more depending on secondary powers vs. 6 guys who will always have more attack potential than their summoner. Maybe if you were doing to math when compared only to your tiar 1 pets with no upgrades then you'd be right because they're actually really weak at that stage. All 6 pets fully upgraded and your math sucks. 6 is always greater than 1. And really it's actually 7 vs. 1 because I like to fight along side my pets. The only reason why I didn't during that PvP match was because our agreement was that I wouldn't fight back if he could even get close enough to me to fight me at all. As our agreement stood I was only allowed to send pets in to attack him and not use any of my own attacks or personal shields, just him vs. my pets and as I predicted, I didn't need any of my own powers because he never got passed my pets.
  6. Sense the launch of Going Rogue there have been several bugs related to MM pets. Most of them only minor annoyances but there is one bug which totally prevents you from playing a mastermind at all.

    At first this was rare and easily worked around. Some times when loading into a zone your pets would stop responding to any commands and just stand at the entrance not moving. If you dismiss them so that you can re-summon them they will vanish from your pet window but will remain standing at the zone entrance making the power think that they're already active and not summon them again.

    Basically this means that you're a Mastermind with no pets and a Mastermind with no pets is completely useless. The way to work around this was that if you leave the zone and come back in then the bug would fix itself and you'd have your pets back.

    Well I've reported this bug THREE TIMES sense my first encounter with the launch of Going Rogue. I knows others have also reported the same bug.

    Just a while ago I reported it for the 4th time except now it's actually gotten worse as I reloaded the zone 3 times and over and over again encountered that same bug making it impossible for me to play the game.

    I don't see this reported on the forums anywhere so I thought I would also start this topic. Now I can understand that you fix these bugs in order of priority. One of the minor bugs I mentioned at the start of this is that my pets keep trading names and some of my key binds are set to that name. This is only a minor annoyance though and I can much sooner live with my pets having the wrong name attached to them then to live with not having pets at all.

    I can't play a Mastermind when my strongest powers are sitting at the door not moving and I mainly play Masterminds. I have some others I can play for the time being but if this bug doesn't get fixed soon I'm not going to keep paying for a game that I can't even play. The next time I encounter this same bug where my pets just stand at the door not moving, I'm not even going to bother with another bug report, I'm just going to shut down my account. Maybe this will move the priority of the bug fix up, I've never had an issue getting a game stopping bug fixed before but this has gone on for far too long without doing anything about it.
  7. I think part of the problem at least is that there are no requirements for creating MA missions. At least no requirements to make story oriented arcs the only arcs available.

    I personally have gotten to the point where I only do arcs advertised on the forums or already have HoF, Dec Choice, or whatever the other one is that I can't think of the name of right now.

    The majority of any arc with a 5 star rating seem to be mainly farms which makes it difficult to find anything worth doing that wasn't just designed to be a farm.

    Farms can be easily spotted though as the enemy groups tend to only spawn bosses. There should be some kind of requirement demanding that every custom group have Minions, Lt., and bosses in them. This would prevent arcs that are only farms from being published in the first place.

    Another exploit is the allies being created who have only buffs and heals with no real attack capabilities. This too could be programed so that every custom character must have at least 1 attack capability.

    Finally there is currently nothing preventing you from publishing a story arc without testing it first and I feel that story arcs must be tested before they can be eligible for publish.

    There are some other things that would make it an obvious farm to a player but that the system may not be programed to recognize or could get confused with legitimate story arcs. For that stuff there is currently a "report" button on story arcs but I think this is more to do with weather or not profanities or copy right claims were violated. I'm not sure if you can use this feature to just flag a story arc as being a farm. I think the report feature could be reworked to operate just like the rating system. Have check boxes for "Trade Mark/Copy Right violation", "Profanity Warning", and "Farm or other exploits" then you can explain what the issue is in the comments section which will be sent to the Author and the devs. I'm thinking every time a story arc is flagged for the same offense by multiple accounts, each time it'll loose a rating and be unable to gain that rating back. (5 becomes 4, 4 to 3, 3 to 2, 2 to 1, 1 to 0, 0 to unpublished) In order to regain ratings if an arc is flagged for fake reasons a petition can be sent to developers to review the arc and remove the flag. (Not if an arch is new and has a 0 rating on the first flag it'll still need to be flagged by 6 or more people to cause it to be unpublished.)
  8. Quote:
    Originally Posted by Xzero45 View Post
    I haven't played with the option that much yet, but from what I can tell you wouldn't be able to set it up in the exact same way as done in the Positron 1 Task Force. Feel free to correct me if I'm wrong, though.
    I figured it might be one of the "You can't do that -YET-" options which is why I asked if it's not currently possible.

    or

    I was thinking maybe there's a command I could put in the number field that I might not be aware of that could multiply by the number of team mates.

    It's still a fun option to play with as is, just wishing I could do more with it.
  9. Hey I did the Positron TF a while back and noticed that in one of the missions every member of the team had their own Doppelganger. We started with 8 people but were at 7 when we did this. That mission seemed to be set up so it some how knows exactly how many people to copy.

    I was wandering because I'm currently using 1 or 2 Doppelgangers per mission in my own story archs and I want to make this more fun for teams and give every member of a team a Dopperganger without the risk of just having 8 copies of one character should someone want to solo it.

    So basically is there a way to sent up the Doppelganger so it knows how many people there are to make copies of. If this isn't currently possible or is possible and you know how to do it let me know. Thanks.
  10. Now about the step by step as there appears to be some confusion I just don't get that I need to attempt to clear...

    The original thought was that as I reached level 30 when I have access to a new costume slot and aura. (Yes "and" is correct there if I said "or" it would mean I was only going to do 1 of the two missions.) I was curious to know if it mattered where I got either of the 2 missions from.

    I was closest to Lauren in Independence Port when I got my Rogue to level 30 so I went there first. I got my level 30 costume slot mission from Lauren.

    My next stop was to go to Atlas Park and see if I could do the hero version of the Aura mission from the City Rep. I figured sense one costume related contact was talking to me hero side the other would too. However after reaching Atlas Park the City Rep gave me the "I don't speak to villains text".

    So after that I took my character to Brickstown as the easiest place to find Crey, finished that mission then went back to IP to turn it in. Costume slot unlocked.

    Now I had to go over to Mercy Island on the villain side and talk to Kalinda so I could unlock my aura. After finishing that I got curious again and thought "If Lauren the icon tailor was able to talk to me what exactly is preventing me from seeing the level 30 villain tailor and unlocking my last costume slot right now instead of waiting till level 40 to do it?"

    This is where the possible bug is. Now I figured that either the contact would tell me that I already did their mission or give me the mission and not grant the reward because I already had the reward for that level. This was not the case as both Lauren and Glenda unlocked new costume slots for me by completing their missions.

    The reason I think this not working as intended is because of how the Aura missions work and the fact that there is nothing preventing a player from simply unlocking all their costume slots at level 10. It seems like the Tailor contacts should work the same as the cape/aura contacts and tell you they don't talk to heroes or villains depending on what side you're on and your alignment.

    If the devs don't really care about people being able to unlock all 5 costume slots at level 20 then this is working as intended and there is no bug. However I believe this to be an unintended exploit.
  11. Quote:
    Originally Posted by Red Valkyrja View Post
    So if the City Rep has nothing to do with Costume slots and nothing to do with the bug, then why mention her?
    It was a comparison of two separate costume related contacts one of which appears to be functioning properly and the other of which is not.
  12. Quote:
    Originally Posted by Red Valkyrja View Post
    In the future, perhaps you should be more clear then. The title of your post does say "Costume Slot missions".
    Actually it was clear. Perhaps you should try reading the post more carefully and not just the topic title. "Costume Slot Missions" is actually where the bug is that's why it's the title. Costume Aura mission was was brought us as a non-buged costume mission related thing to compare with.

    Quote:
    Actually, no you didn't.
    Actually yes I did, you even quoted it. Here look again.

    My reply to you
    Quote:
    I said my level 30 Rouge can't do the Aura mission with the City Rep
    My original post
    Quote:
    As it turns out when I go to Atlas Park on a Rouge the city rep says she doesn't talk to villains.
    My reply to you
    Quote:
    but can do costume slot mission with Lauren. That's two different thoughts. :P
    My original post
    Quote:
    Lauren however did talk to me.
    Either way you put it it was clearly two separate thought. You are aware that Lauren is the level 30 tailor in IP who gives out the costume slot missions right? Lauren is not the name of the City Rep. I'm clearly talking about two completely different contacts.

    Quote:
    As stated above, it looks like you were confusing two different thoughts, hence my post. Had you included all the information in your original post that you added to your correction then there would likely not have been any confusion. :Þ
    As stated above it looks like you didn't even bother to read the post all the way threw. Had you read the part that clearly said Lauren not the City Rep we wouldn't be having this discussion.
  13. Arc ID: 475246
    Keywords: Challenging, Custom Characters, Magic
    Length: Very Long (5 missions)
    First Published: 12/19/2010
    Morality: Villainous
    Level Range: 40-54
    Enemy Groups: Circle of Thorns, PPD, Council, Two Custom Groups
    Description: Blightlord is looking for aid in a new project. Do you have the skill necessary to get things done?

    Mission 1, seems like a fairly straight forward mission, go attack a boss but then an EB/Hero shows up for no apparently reason to attack me. First time I did this the EB killed me as soon as it spawned but this time around I actually managed to kill him. Not sure if this is because I’m doing this at a higher level than I did the first time, because I was expecting him this time, or because he was toned down to be easier to solo.

    On a second note I had to rerun this because I lost connection in the middle of mission 4 and the EB didn’t show up this time around?

    Mission 2, another defeat boss. I did this when she was an EB and that was impossible solo. This mission was much easier but Skyway City is a bit difficult to navigate because of the multiple levels. If this must be an outdoor mission I would suggest something with a single level to it so enemies can’t hide under bridges and stuff. The mission text claims I should know this boss I’m defeating but I have know idea who this family of heroes is.

    Mission 3, Was glad to see a helper in the mission till I realized it wasn’t needed. Maybe if the end boss was an Elite then it would of made a difference. The helper reminded me of the Grave Knights and had very simple dialog which works for a zombie character like that but when he said “Go now!” I thought he was going to kill me.

    On a second note, first time running threw this mission I didn’t notice there were suppose to be 2 allies and I only found one. The navigation doesn’t even show either of them at all which is a little odd when the send off dialog makes it seem like it should be a requirement for completion.

    Mission 4, again doesn’t have any text for the allies on the nav and I hate to say it but follow your own advice. You said in the review of my arch that I needed dialog for when the NPC got lost but I noticed you didn’t even include it in your own arch. It’s good advice but follow it before you give it. Also mission text kinda contradicts saying that the other members of the group aren’t in the base but then says they are right after that. The bit about being off working on their own schemes should be removed or at least made more clear that there might be some members still at the base while others are out. The way it’s worded now kinda looks like an all but 1 out followed by an all in.

    Mission 5, I don’t have any simple words to describe this mission. I defeated countless Adamaster clones during the mission though I’m not sure why. I noticed and greatly appreciated the different designs of the Grave Knights. It’s obvious this group was based on the Zombie Mastermind pets. I do however wish this group was flushed out a little better by adding in the “Soul Extraction” versions of each of the pets or if the zombies were as well designed as the Grave Knights. Maybe even adding in the minion Banished Pantheon zombies so Adamaster doesn’t stick out as much as being the only one. The zombies that are there are well designed I just wish there were more of them so I’m not killing the same minion over and over again.

    The one major flaw I have with this arch is I don’t get what the first two missions have to do with any of this and the last mission I’m lost on why I’m suddenly fighting against the guys I was helping for the last two missions. Again I have to say follow your own advice. My stories are a bit unclear intentionally because it stretched across multiple story archs but there were a lot of things about this story that weren’t clear even after going back and rereading everything. I get that the second mission was a distraction but sense you were scheming against your own group I don’t get why it was needed in the first place.
  14. Quote:
    Originally Posted by Starcloud View Post
    Rouge = A cosmetic used to color the cheekbones and emphasize the cheeks. Usually reddish or pinkish in hue.

    Rogue = a dishonest or mischevious person; a variation from the norm.

    Learn the definition and the spelling. The two are NOT identical.
    Looks identical to me. :P Anyway this is about a possible bug with the tailors working for either side regardless of alignment not about being a grammar natzi. If you want to contribute to the topic and have a better attitude about it then you can correct my spelling but if you're just here to be rude and derail the topic then don't even bother posting.

    Also if you're going to correct my spelling you might want to make sure your own spelling is correct first. There's no such word as mischevious, it's spelled mischievous.
  15. I thought I should post this for anyone interested to know. There is currently a bug with the Born in Battle badge where it shows an extra badge needed to earn it.

    This however has been confirmed to only be a text error as the badge is being rewarded properly.

    I noticed this last night when looking at the status which showed I was missing two badges. I looked threw all my badges to see what was missing and could only find Ironman/Ironwoman missing. After getting that last badge Born in Battle was awarded properly.

    I haven't seen any other accolades with this problem but this post is just to let everyone know the bug is only a text error and will not effect your earning the accolade.
  16. Quote:
    Originally Posted by Red Valkyrja View Post
    Well, talking to the City Rep and doing their respective missions only grants you a cape/aura, they do not unlock costume slots. You have to talk to the Icon Reps and do their missions to open the costume slots.

    If you were getting slots opened just by talking the the City Rep in Atlas Park, then that is a bug.
    What the heck are you talking about? I never said anything about the city rep giving costume slots.

    I said my level 30 Rouge can't do the Aura mission with the City Rep but can do costume slot mission with Lauren. That's two different thoughts. :P
  17. So I just got a few Rouge toons to 30 and I got kinda curious sense I can play on either side of the fence does it matter what contact I get my Aura and Costume slot missions from from?

    As it turns out when I go to Atlas Park on a Rouge the city rep says she doesn't talk to villains. Lauren however did talk to me.

    This seems fine except getting more curious I ran back to Cap after unlocking my level 30 costume slot and now I have all 5 costume slots. (One slot was unlocked by Halloween salvage.)

    I don't know if this is really even a bug but it would seem someone could unlock all 5 costume slots by level 20 simply by doubling up on Halloween Salvage and turning it in for both the Croatoa and Nerva contacts and then doing both hero and villain level 20 contacts. And you could still do the other missions as well but wouldn't get anything for them as the slots are already open.

    On the other hand even if you made this so they wouldn't talk to you either you could still go all the way to the other side to grab the other mission unless they contact gave you the "you've already done this" text no matter which version of the mission you've actually done.
  18. Quote:
    Originally Posted by Burning_Brawler_NA View Post
    Stranger is also lacking any sort of description.
    I should of realized his description was missing when I saw his power sets change back to an older version. I fixed the power change but forgot about the description. I lost allot of data when my computer crash and even though I had the files on back up they don't transfer well. I'll go back threw and rewrite all the descriptions when I get a chance.

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    The Fight with Jones: Not too tough of a fight, especially with Stranger helping out. I wasn't sure if him having Assault Rifle was the best idea, or at least, for him to have Flame Thrower. Also, should he be able to bubble and fly? If he's a ghost like the Night Haunts, you should be able to make him appear like the Reflections do.
    There's a reason for his power sets which is not relieved till the 3rd story arch. I won't explain it here so as not to give the story away but if you're still confused later you can PM me.

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    I was surprised that the Ancestor actually looked like me. I guess Doppleganger must have gotten added to the MA while I wasn't paying attention. That or it was just a really weird coincidence, heh.
    Yes every mission has at least 1 or more Dopplegangers in them. He's a basic run down of each Doppleganger I used.

    Your Ancestor = Black and White + Random Power

    Your Mythical Earth Counterpart = Inverted + Not telling for Spoiler reasons.

    Doppleganger Demon = Demon + Shadow

    Good Contiance = Angel

    Bad Contiance = Demon

    Praetorian Counterpart = Reverse

    Flawed Clone = Random Power

    And there's probably more, I've lost track of them at this point. lol

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    Overall, the first mission is fun. A few grammar and spelling issues, but nothing major. Might want to make it clear that the Mysterious Citizens will not follow you, either by putting that in their dialogue or by changing them from an Ally to a Free A Captive.
    They are captives not allies. Though I'm not quite sure why they won't leave when rescued. They're set to run to nearest door after you save them but they've never done that. This appears to a bug in the game rather than anything I have any control over.

    On a side note any grammar problems with the Stranger, Capt. Jones, First Mate Jack, and the Mysterious Citizens were intentional. I wrote all their dialog with the grammar of the uneducated people of that time period. Remember back then only the wealthy people were ever educated. The poor and middle class, which is what these guys are, were never educated that well if at all. Hence the reason why they say "ye" instead of "you" and other things like that.

    Anything outside of that is just because my own grammar isn't that good either. :P

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    Upon finding Jack, I was surprised to see that I now have to defeat my Ancestor. Curious, I went off to hunt for her in these tunnels. Is there perhaps a smaller map that can be used? There is a lot of back and forth happening while carting an NPC who seems slow on the uptake around with you. I elected to actually ditch the Stranger and learned that he also has no text for when that happens. Part of his problem I think is he intermittently swaps ammo types, even out of combat. For mechanic and thematic reasons, I suggest taking that power away from him.
    I actually thought about not giving him the swap ammo power because it doesn't really fit the time period but elected to give it to him as a clue to who the Stranger really is. The colors of his costume are another clue if anyone happens to pay attention to it.

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    Thoughts on this mission: The use of the "once this is done, this objective appears" mechanic could maybe be cleaned up a bit, if only to give this mission some clearer directions and better sequencing. Maybe you should only have Rescue the Stranger and Defeat First Mate Jack up at first- keep the Ancestor set to happen after Jack, but then reveal the treasure after the Ancestor is gone, and then Jones arrives. Properly stagger your objectives to. Keep Stranger and Jack set to spawn in the front of the mission, have your Ancestor spawn in the middle, and keep Jones and the Treasure in the back. Lastly, consider picking a map that's a bit smaller or at least doesn't branch out so much. If Stranger is going to be using Swap Ammo every thirty seconds, that's way too much area to search and try to get him to keep up.
    The map is actually the smallest I could get with the amount of objectives it has and everything is set to spawn in random locations just to make it a little more interesting to run multiple times. Mission never turns out the same way twice. The map itself is also set on random cave maps all about the same size. Some missions do have specific maps in mind before I make them others are just any generic cave, office whatever will work for what I need.

    As for your suggestion on changing the new objective triggers wouldn't that actually cause MORE running around?

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    Ooh... Okay... Major fourth wall slap. You don't need to call attention to the fact that the arc is neutral and explain to us why that is. Or at least, not so directly. I've already justified it to myself why it's neutral. Either way, for whatever reason, my character wants to know more about Lord Imperial. Whether that is out of curiousity or to find a way to destroy him depends on my alignment. Also a slap, referring to the Circle as "CoT." We've turned from telling a story to using chatspeak. I'm starting to feel the Contact has no real voice. Try thinking of someone you know, someone who's informed and the way they talk. Write the dialogue as if that person was saying everything. Maybe a professor or teacher would work well here? That should help make this seem less like reading teamchat and more like reading a contact's dialogue.
    lol I like breaking the 4th wall and the contact is actually me. Literally, I designed the contact to look like I do in real life. His NPC group even says "Real World Person" and it made for an easy way to get some of the major plot points out of the way when there was no real way to explain them with the current game mechanics. For one being there's no way for you to meet the Stranger without the 4th wall break and the rest of the story wouldn't make any sense.

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    I walk inside to find- green-skinned Legacy Chain? I became very concerned for a moment that my Graphics Card was somehow busted or my resolution was off, but my skin tint was fine. Which led me to the decision that this was a modified NPC group, not the Legacy Chain. If that is the case, I suggest they perhaps get their own NPC group name and descriptions.
    In a past version of this group there were custom NPCs that got deleted. The colors are based off that but these are meant to the Legacy Chain of Mythical Earth which are a bit different than their Primal Earth counterparts though the Circle of Thorns look the same in both worlds.

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    Not sure if I like Shark Mage or not. Something just seems a little off here. Also, should Shark Mage know why I am there? How does he have that knowledge? Aren't I going back in time? How does he know we call our earth "Primal Earth?" Does he really care what world Imperial goes to? (I've gathered they're enemies at least, for whatever reason) I do like however that there are random patrols of Thorns wandering about- it gives the map a more alive feel, that they actually are on patrol for intruders. Kudos.
    First off thanks for the Kudos that was my intention. And about Shark Mage, I can't say too much about what his plans are because it's a major story point but he currently believes you to just be another CoT member and is just treating you as he would any other member. Note your Mythical Earth Counterpart is the CoT leader.

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    Watching Shark Mage fight gives me a little pause. So, he's Davy Jones, who is a ghost, but now calls himself Shark Mage, and still uses an assault rifle. Something isn't quite synching here with me. Perhaps Davy being Mage should be abandoned altogether? Or, better yet, if Davy really has shown himself how he truly is, maybe he should abandon the rifle and have a different primary that fits his new image? His abandonment message of "No we need him alive remember!" is also a tad confusing. I don't think I'm really getting enough context here, through the contact or the mission content, to understand really what's going on. Which brings me back to why on earth are there green-skinned Legacy Chain? O.o
    Again these are questions which get answered threw story archs. You are right about Davy Jones and Shark Mage being the same character however. Figuring that out brings you about half way to figuring out why he's attacking Imperial. And as said above, his power sets will make more sense later on.

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    Upon finding Imperial, I noticed he too has no description. Seeing as he is the focus of the arc, I found this somewhat disappointing.
    This is a mistake due to lost date though there isn't much I can say about him anyway because his normal description would give the entire story away and the point of this is to see his origin not just read about it.

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    I can forgive being told I'm about to have an easy mission, but I really do feel I need more context in this arc as to what is happening.
    I seem to get this comment allot. The context is actually there but split across the first 3 story archs which maybe I should make clear from the beginning to put an end to this confusion I keep getting?

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    Upon entering the mission, I was given two impressions: One, that Imperial was fortunate enough to arrive in Atlas during a big, swanky event and Two: That the Circle of Thorns are from another dimension (which, canonically speaking, isn't true.)
    Actually if we're made to believe that every person has a double in other universes (Marcus Cole exists on Primal Earth as Statesman, Pretoria as Tyrant, and another place as Reichman) then we can also assume that entire groups of NPCs have counterparts in other worlds. The way the story was written is that the number of CoT on Primal Earth are actually relatively small compared to the Mythical Earth counterparts because it's a universe where EVERYONE knows Magic and the CoT are one of the largest Magic groups in the game which means their Mythical Earth counterparts would be outrageously numbered.

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    I proceeded to do some rescuing, and was disappointed by the lack of thank yous or even dialogue at all from some the captors or even the captured. Again, there's the use of the term CoT. "Imperial is me from Mythical Earth?" confused me. I wondered how on earth any of them had perceived that knowledge and had that exchange just like that. I also had an, "Oh hey!" moment when I came to the assumption that the contact is Neptune. This was a nice moment for me, because it finally gave me a link as to why the contact was telling me Imperial's story in the first place.
    Actually that's not entirely accurate. Lord Imperial, Neptune, and James Robbert Hermes are all modeled after me and would all look alike in street cloths. However they are in fact 3 different characters. James being the real me. Neptune is the Primal Earth version of the character and Imperial is from Mythical Earth. They're different but the same much in the same way that Tyrant and Reichman are both Marcus Cole. Neptune and Imperial, their real names are Donald James Hansen and both started their hero careers as Ducklingboy. Because of the different histories which get explained later one was genetically altered to become Neptune and the other became Imperial.

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    I next went to fight Akarist. I didn't realize how resilient he was until this fight and found it interesting how long it took myself and this full team of NPC allies to knock him down. He too had no text or justification for being there, which led me to believe he was placed simply because he was a Circle EB. Baphomet was much of the same (though much easier to kill). His only reason it seemed for being there was because he was an Elite Boss; no text or reason given.
    The real reason was because it would of been a boring mission with no one to fight. I original wrote the script for this as a YouTube video which never got produced about 6 months before AE even exited. I still had the script and had to modify it a bit to make it work for AE. The scene this mission was based on originally was only meant to be a dialog scene to explain Imperial and Neptune being the same person. Allot of that dialog still made it into the AE version which is why Mallardman asks "Are you OK?" originally that was directed at Imperial who was suppose to fall from a portal in the sky next to Ms. Liberty and Mallardman. Neptune would come into the scene later when Imperial claimed to be him but there was no Circle of Thorns around or anything to do during this so I kept the dialog that was needed and threw in a bunch of Circle of Thorns. The same thing occurred in the last mission. The spell lock plot device was just suppose to be a scientist looking at a computer, no CoT actually attacking portal corp but that wouldn't work for an AE mission.

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    Creating questions is fine, but eventually there should be some answers.
    Oh but there are answers, that's the whole reason for playing threw the next 2 story archs. It all wraps up in story 3 mission 4 then there's a bonus mission which wasn't really planed but I like it. The 3 new missions (4, 5, and 6) are mostly set in present day with new stories that don't take so many story archs to explain what's going on.

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    One question: if Imperial is just trying to head straight back to his home dimension, why did he bother getting a hero license just then? Don't feel limited by the way the game starts you off. This is your story. Don't let the way CoX tells your story rule your own take on things.
    Well it's the law of the city so I kinda feel like a hero should obey the law even if he isn't staying in the city though Imperial isn't really obligated to obey the law yet he also hasn't started falling prey to his own dark magic yet either. Anyway, I ignore that stuff for villains because I don't get why villains would carrey ID cards on them. :P

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    As I began the task of rescuing, well, everyone, I was very thankful you chose the same animation throughout the arc for the captives. It was an easy beacon for tracking them down. I was very confused by the Mythical Earth Counterpart's talk of not being able to fight me and reversing spells. I honestly have no clue what's going on there. I just know that for whatever reason, she is an ally this time against the Circle (which she is (was?) a part of).
    The CoT Leader in the 3rd mission has undergone many changes sense the original script. That mission was and actually still is intended to be set in the last mission of the Ice Mistral SF with Akarist as the EB only I don't really want him there anymore I just want that map. :P As the story is now you not only get follow Lord Imperial but also your own Mythical Earth counterpart. This change was made to make the story more interesting to the player sense originally it had nothing to do with them and was all about me. Having that in there gives players something else to care about besides me.

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    it was felt that in order to make the mission more solo-able
    Yeah that. I didn't have it set to spawn off other objectives when the missions were first made and occasionally I would run into the EBs and die before I even found the allies to help. So this is just an easy fix to make soloing possible. I of course run these missions myself and actually got one of my characters threw her first 30 levels just running these missions over and over again.

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    The return text was a plug for the sequel- which is good, interested players need to know there is a sequel so they can continue, but at the same time, we need something story related material in there as well. My suggestion is to have your contact wrap-up, mention that the story doesn't stop there, and then, perhaps in a different colored text, plug part 2.
    I don't actually know how to change the text color. I didn't even know that was possible. Also the title does say 1 of 6 right at the start. :P

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    Also, did Imperial go back to Mythical Earth? Or did something about the encounter at Portal Corp. make him stay? This could probably be explained somewhere in the mission (or be explained more clearly if it is already). I'm sure once we play the other arcs, we understand. But we really should know the answer to that question at the end of this part. Perhaps the contact could tell us that?
    This was actually explained by the scientist you rescued. His rescue text explains why Imperial can't go back to Mythical Earth.

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    Fleshing out your story- We need more from everyone involved. The NPCs in the Flying Dutchman group should have names other than those they have as Coralax/Red Hands as well as their own descriptions. It doesn't have to be anything fancy, I just want to be able to see them as the Flying Dutchman crew without the reminder that it's really just Coralax and Red Hands. And give your own characters descriptions! If I click info on them, it's because I'm curious about who they are. Reward me for caring with a little background. None of these have to be extensive, just something that gives me some idea of why this character is in the story. And give me the story to. I like that we are there for the action of the origin, that's good. But we're not being given anything to set that action into context, not from the contact and not from the NPCs. Don't be afraid to let your Contact speak more. I promise he won't bore us.
    That is something I easily fix the next time I'm in edit mode. Just remember that allot of the story that your missing is missing because you haven't played it yet. I do want to fix the descriptions though, damn blue screen of death probably deleted them all and I didn't even realize it till you pointed out the descriptions were missing.

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    The amount of NPCs- I don't mind the odd NPC here and there and enjoy placing a few in an arc myself sometimes. But when you have three, four, five of them, I can honestly just fly over what I want killed like some form of over-powered Mastermind and let them do all the work without fear of losing any of them. And that's even in my ramped up difficulty settings.
    I actually ran this in a team of two, just with one extra person and the NPCs often got killed off so don't think they're invincible.

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    Mechanics- The use of completing one objective to open the next was a good choice, since in a mission we may need to see several things happen for that part of the story to come across. These do need tightening up however so as to prevent unmotivated back-tracking and a player accidentally doing things outside of the order you may have intended. I also liked that the Circle were patrolling and defending their own city. As I said above, it makes things feel more alive for me.
    I've been playing around with Mechanics allot more in 4 5 6 and did more things with them that I didn't even think would ever be possible when I made the first 3 story arch. You might enjoy my later story archs more for that reason but I don't feel that they're as up to par with my original 3 for other reasons. Mainly because I improved 456 rather than working off a script so there's allot more dialog I haven't fleshed out yet.

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    We were part of it- The fact that you allowed players to be a part of your origin story, not just spectators, was very nice. And I don't mean just the Dopplegangers, but as people who were actually moving things along. Thank you for that, it definitely made things more involved and is probably a large part of what kept my interest.
    Not just the dopplegangers? Really? I didn't think I did that without them so thank you.

    Quote:
    This is the arc I would like to offer up for critique:
    For some reason my quote ends there and can't see what you're referring to. Perhaps I should look at your signature? Whatever the case I will add it to my list.
  19. I just encounted this problem after loosing connection from game but the "fix" doesn't work it just tells me "can not run this program directly must run updater" when I add the extra line suggested so I removed it and went back to the normal updater but now even though I removed the "fix" it's still giving me that error when I try to open the updater. So the "fix" just made it worse.
  20. Krusaders Adventures
    by @Todogut (Forum Handle: Starrbolt)
    Arc ID: 475115
    Keywords: Solo Friendly, Custom Characters, Kid Friendly
    Length: Very Long
    First Published: 12/18/2010
    Morality: Heroic
    5 Missions
    Enemy Groups: Winter Horde, Snakes, Hydra, Tuatha de Dannon, 5th Column, Custom
    Description: Adventure with members of the Krusaders supergroup. Help them uncover a devious plot by an insidious mastermind.

    Mission 1, it’s kind of hard to keep an ally following you normally but on a Skyway City map forget it. I eventually just dropped her completely and went off on my own. Also there might be too many Longbow wandering around the map because I killed maybe 6 guys total on such a large map like that there should have been far more enemies to fight.

    Mission 2, has enemies that top out at level 34 but the mission doesn’t alter your fighting level. I was doing this with a level 39 so everyone was gray to me. You should change mission parameters to best suit the level range of enemies in that mission. If you set the mission for 1-34 it won’t matter how high my character is and I can still get XP for it instead of fighting threw grays that aren’t worth anything to me.

    Mission 3, was the best mission so far. I’m writing this as I’m doing it. However I’ve noticed a recurring theme of rescuing people followed by destroying things. This is fine for me but most players will find this repetitive and not want to do it.

    Mission 4, Replace the escort with just free captive or use a different map. The captive got lost like literally every 2 feet and I had to go back for her. Not even enough travel time to notice looking at the map that she stopped following me. I just kept seeing “Tsul don’t leave me.” every 2 seconds. On the plus side, no destroy object this time so forget what I said last mission about the repetitiveness.

    Mission 5, was defiantly the best mission however sorry to say but you can’t use Rubber Band Man in the story arch at all because he’s a Trade Mark violation. You may not actually be aware of this because it’s clear you based this on SG members but he’s a DC Comics Trade Marked character. He even looks like the DC Character. And before you say it, no I’m not talking about Plastic Man, they have the same powers but both characters are part of DC Comics universe. http://www.worldsfinestonline.com/WF...bandman/00.gif

    To end this on a more positive note. I like the use of my character’s name in the story arch. I haven’t actually figured out how to make that work. When I try typing in $target or $Playername it actually says that instead of replacing that text like it’s suppose to. And I like how everything came together in the last mission. It seemed like a bunch of random events at first and not a story at all but all came together when I fought the Mastermind.
  21. Signature has been changed but no one has requested any Critiques.

    To make this easier to read because I had to shorten it to make it fit in my signature.

    1 of 6 Lord Imperial's Origin Arc ID: 147916

    2 of 6 Lord Imperial's Girl Trouble Arc ID: 242612

    3 of 6 Lord Imperial vs Lord Vestereo Arc ID: 156288

    4 of 6 Lord Imperial and the origins of Cameron the Lovely Arc ID: 474609

    5 of 6 Lord Imperial's Mistake Arc ID: 474740

    6 of 6 Lord Imperial and the Spy Arc ID: 475045

    Please send me a request to review your story arch before you review mine.

    Note: There's an issue with the last mission in the last story arch where it may some times not work as intended. The way it's suppose to work is you can lead either Lord Imperial OR Lord Vestereo to the bones and summon ONE version of The Stranger. Hopefully this is a rare occurrence but you may encounter an unintended "bug" that causes both to spawn in the mission. If you should do this mission please report weather or not this mission worked as intended or if you encountered this bug. Thank you. Everything else is working as intended.
  22. Quote:
    Originally Posted by Bubbawheat View Post
    Wow, I can't believe so many people can't read the original post.

    Step 1: Critique Someone Else's Arc From This Thread

    Step 2: Post one of your arcs for critique.

    If step 1 never happens, then nobody's arc gets critiqued.
    Not sure who you're referring to. I actually posted a few Critiques before asking anyone to look at mine though I haven't reviewed any others sense then. Though I'm unsure what hasn't already been reviewed at this point.

    I'll eventually be changing my signature to include 3 new story archs I made with a second account and I've updated these 3 again. In the mean time till I finish the new ones please PM me if you'd like me to critique your story archs. I'll post my feed back in this topic of the first 6 story archs that get sent to me. After that I'll update my signature to show all 6 story archs I made. Hope this helps.
  23. I got the blue screen of death too but it was shorting after i18. I don't think it had anything to do with the game though. But I haven't been able to get my computer working again ever sense.

    I'm on my lap top right now but it's not built for gaming. I use it as a work computer. To play the game I've been going to use my Dad's computer when he goes to work so my gaming times for like the last 2 months has been Mon-Fri after 2 pm PST.

    Anyway, my dad's computer is better than mine anyway and he said he's getting a new computer soon and giving me his old one. Hopefully that will be happening this weekend.

    Anyway, how did you even get your computer restored after the BSOD? Mine won't even start up anymore after having it. It gets to a certain point and then reboots or goes back to the blue screen before it's even all the way on. We've tried everything we can think of to fix it and looked online for ways to fix it and nothing works. Replaced the hard drive, replaced the memory sticks, reinstalled windows, still get the same results.
  24. I'm having this problem too now but for me I was staying logged in till my account went inactive yesterday and I didn't notice last night when trying to access the forums till this morning when I realized the game was no longer working either.

    After getting the account working again I signed back on the forums and then in the same day got signed out again.
  25. This might be intentional. I mean there's no real reason for powers you can't customize to show up so there's real reason you should need to see this on an Arachnos. Now if that same bug were to appear on guys you can customize then I would be worried.