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Posts
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Joined
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I'll submit one of my arcs:
X8: Baptism by Fire
Arc ID #124085
@TigerKat -
Quote:One reason for people publishing to test is that when the AE was first released there were no testing tools. No invis mode, no invincible mode, no insta-defeat target, no insta-complete mission and no cycling through. Players had to test missions the long way. The only thing test mode did was prevent debt, however this comes at the expense of earning zero XP, inf, inspirations or tickets.The "Work in Progress" flag was originally added to allow players to earn rewards while testing their unfinished arcs. Some players would never dream of publishing something they don't deem ready for public consumption *raises hand* but others obviously consider testing "a waste of time" considering all the Extreme/Extreme 1-54 custom critter arcs out there.
So players had the choice of play testing the long way with no XP and no debt, or the long way with XP and possible debt. Players who took less pride in their work and didn't want to feel their time wasted (i.e. no XP) naturally published first to do their testing.
Proper test tools takes away much of that incentive by giving a much shorter test path, but I'm sure there are those that would still publish first anyway (assuming they actually test).
Quote:I agree, these arcs should not appear on the default search. Removing them from the search would also remove all arcs that were published in the initial post-release frenzy and never touched again, since everything was flagged "Work in Progress" by default when the flag was introduced and the author had to manually change the flag. -
Quote:I'm back again, this time with some more mechanics questions
I have an Event A that is the first event in a sequence. Once A is completed, B opens up, then C activates upon completion of B. Then, finally, D triggers after C is done. All are supposed to be required for completion, but for some reason, I keep getting a dependency error.
Try rearranging your objectives by dragging an objective to its new position on the list. Typically you want things to be in the order of A, B, C and then D.
Quote:Also, is there a way to spawn a boss ambush? Not an ambush of bosses, but a single boss (i.e. a named boss from any villain group)? I've tried creating a villain group with the only entity being that specific boss, but the event fails to trigger.
If you have to set the mission to empty you'll need to add patrols and/or bosses to prevent the map from being empty. -
I'm going to throw in a guess of 816 million.
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Organic Armor gloves clips with most shields
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Costume Set or Piece: Organic Armor gloves
Bug Description: The Organic Armor gloves clips with all shields for the Male and Huge body types and Cavalier, Elemental, Heater, Kite and Round shields for the Female body type.
Link to Forum Discussions: N/A -
I assume they're in the middle of releasing a patch, as I've just downloaded a new patch but haven't seen the patch notes for it posted here yet.
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Quote:See this post here.Did I miss something? Other tails and weapon?
Love the new tail, very nice -
Glowing costume pieces do no work without ultramode.
Operating System (Vista, XP, OS X version): Debian 5.0, 2.6.26-1-amd64, wine-1.1.29
User Client (Mac/PC/Linux): Linux
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Costume Set or Piece: Bioluminate set and other glowing pieces.
Bug Description: The glow from Bioluminate and other glowing costume pieces is not visible without ultra-mode enabled (shader quality set low or lowest).Either the non-ultra-mode renderer needs to be fixed to add this feature, or the patch/feature notes need to be revised to document this limit.
Link to Forum Discussions: N/A -
Quote:Actually, to see the glow you need the shader quality set to "medium" or better. I was uncertain about their being no glow when I initially started testing on a non-ultra-mode machine. After testing on an ultra-mode capable machine the difference in glow and no-glow is noticeable, even in bright light.Okay, the problem is that you're looking for "glow". They don't glow.
What they do is have spots that don't darken in darkness or shadow. In a dark setting, the color of these spots shows much brighter than everything around it, making it seem like it's glowing. In good/bright light, you won't notice anything at all. -
Subjective feedback:
Bioluminate:- This looks good if you have ultramode to see the glows. Without ultramode the set looks creepy and lackluster.
- I would like to see a more human face option for this set.
- There is no Bioluminate option for Lower Body->Monstrous->Feet.
- I like the look of the Organic Armor wings with its translucent .
- When choosen from the quick costume sets menu, the wings and crown of horns give Organic Armor a very demonic vibe on first impression.
- There are no Organic Armor options for normal gloves (Smooth/Bare, Folded, Flared, Spiked, Finned, Large, and Banded) and boots (Smooth, Stilettos, Platforms, Folded, Flare, Spiked, Finned, Large, Banded, and Flat).
- There is no Organic Armor option for Lower Body->Monstrous->Feet.
- I would like to see with skin option for the Organic Armor.
- The Organic Armor face needs a without skin option.
- The Organic Armor horns in Head->Detail 1 clips in an ugly way with most of the available hair options. The worst of the offending horns for clipping are the side horns (They starts at the forehead, wraps around the head and meet a hand span behind the head.) The second worst are the lower horns. (They start behind the ear and sweep down to the sides of the jaw.) I would like see an option for Detail 1 that lacks these two pairs of horns.
- There is no belt option Organic Armor, although Tribal Spikes, and Ribs come close.
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I guess the AE decided I could do with the extra challenge.
The addition of regular Skulls to the group has created a different problem. Most of the spawns were 3 minions only, creating dearth of Supa Skulls. You'll need to add minion rank Supa Skulls to create a sense the scene is being over run with them.
Quote:Should I give the EB access to more powers? He's Standard/Standard right now for Thugs/Dark Miasma.
I still recommend getting rid of the ambushes on the EB. This time round the ambushes turned up when I almost had him but I didn't quite stand up to the extra hurt the they brought. Another problem with the ambushes is that they could steal the player's thunder by defeating the EB for them. Which would have happened if the EB missed with Twilight Grasp too much. -
Quote:I dusted off an old level 5 dark/rad defender and tried this arc.Well... I dunno. Call this a cheap self-promotion if you will, but I'd certainly appreciate it if anyone has a level 10-14 toon that they wouldn't mind taking through my lowbie arc and giving me an opinion on difficulty. Opinions on other aspects are welcome, too, but I'm mostly interested in difficulty.
I did tweak it in various directions tonight.
Arc ID: #405106
In terms of canon I think level 10-14 is appropriate level range. From memory that is when the link between Skulls and Family are properly revealed in story arcs.
Ambushes look to be set to medium. For low levels I suggest setting them to easy. Especially in mission 4 where the ambush comes immediately after freeing a captive. After being killed by that ambush I discovered the captive was actually an ally but he didn't help me earlier as I was too far away from him when I killed his captors.
In the final mission you need to add minions and bosses to your Supa Skulls group. Because of the way spawns work for custom groups, most Supa Skull spawns contained 3 lieutenants. I was able to handle a spawn with just one Supa Skull but I received a beat down when I tried to go against a trio of them.
I was able to handle the final EB fine (he spawned as a boss). For some reason his powers of thugs/dark armor seemed anti-climactic. That could just this thread setting my expectations for dark blast or melee.
I'm not sure if there were ambushes or not on the EB. I think there were but most of them got cleaned up by Supa Skulls. If you do have ambushes, I recommend getting rid of them. EBs are a hard enough fight already at low levels, adding an ambush is just a recipe for a face plant.
Overall I think the EB is fine. It's the other stuff in the final mission you should focus on balancing (Supa Skulls and ambushes). -
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Um, what are Spetzsnaz Commandos? First time I hear of those.
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Let Paragon Wiki enlighten you. -
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Quick Commentary: Looks a lot better. When I'm less tired, I'll go through it again to make sure there's a newspaper/police radio faction in each range for tech and for magic.
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Another important thing to check for is the ability to do street sweeping of a decent number of tech and magic factions at all levels.
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Right now, though, three huge errors jump out at me (all of which I bug reported, and which I'll post in a second to today's patch notes discussion thread as well): Coralax, Legacy Chain, and Luddites, three explicitly magical groups, are dropping only tech salvage. I'm assuming that this was just an editing error.
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Devouring earth should go back on the arcane list. While they aren't magical they are very much anti-technology.
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I would also make a pretty strong case that, given their role as middlemen between the Warriors and the Hellions in the illegal magical artifact trade, and given how many players farm the Frostfire mission and how big that mission is, that the Outcasts should drop both tech and magic.
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I think a stronger arguement could be made for them being pure magic. Outcasts are mutants who trade in magic artifacts. The only "tech" they use is guns and simple weapons in the lower ranks.
The new list is much better in distribution but I keep thinking that drops should really be more origin based. I did a quick example of how I would imagine it would work in this thread. -
Prisoners should be added to the tech only list. Although only lts and bosses drop salvage. This could be due to prisoners con a rank lower than they actually are. I would speculate that prinsoner lts and bosses would drop at minion and lt rates respectively although I haven't done any testing of this theory.