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Posts
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Joined
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I noticed that Rularuu Natterlings available from 41-54 have vanished from the custom group creator. The ones that only spawn at 50, which I assume are for the Cathedral of Pain, are still there.
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There are lots of standard enemies that are taller than 8 feet, like the Rularuu Brutes. Increasing the height limit to, say, 12 feet wouldn't completely break the game. Besides, like all MA features, it would have to be used well to work and make sense.
EDIT: Oh snap this was my 4000th post. -
I'm hoping this will eventually get put into the game as well as the ability to give custom models default power sets.
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You know, I thought of something. It would make sense if this was a feature you had to purchase with AE tickets to use.
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I think that once a character has unlocked the Mission Engineer accolade, it should be awarded account-wide. It's just so [censored] convenient, being without it really sucks once you're used to it. After all, we're not going to be testing our missions with only one character, and being able to fix an issue as soon as you encounter it is an unbelievable boon to MA productivity.
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As per usual, I want my arcs reviewed. 1684, 1992, and 2595. Review any one of them.
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I wish we could make critters taller or shorter than the same limits we have for players. I have, for example, an AV who is supposed to be a very imposing figure, and while 8 feet tall and 3 feet wide is very imposing in real life, it's somewhat par for the course in City of Heroes.
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Sure, see what you do with 1992 or 2595. Pick one or the other, I have no preference.
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If nothing was different but the name of the AV, it would still have been bad writing. It just wouldn't be a Mary Sue, at least not as I define it.
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What DO you define as a Mary Sue, then? TVTropes defines it as a (female) character that is just perfect, wonderful, is great at everything, has no flaws, and is just the best! That doesn't seem like Tanya Atta to me. -
If that mission uses Carnies, then that would probably make things worse, since there's apparently a bug where even though Carnies are listed as 30-54, if you go in as a hero they'll refuse to spawn any lower than 40.
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You are told after accepting the mission that you might want to get help.
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Is that really a big deal? It's not like you're stuck with MA missions taking up a slot if it turns out you can't beat them. -
User Client (Mac, PC, Linux): PC
Server: Triumph
Zone:
Character name: Powerthrust
Time: 6:43 pm EST
Archetype: Tanker
Level: 50
Mission ID #: 2093
Bug Description: I ran into a copy of my character in a T-Pose at the entrance to the third mission in the arc. I don't know when it appeared, but I first noticed it after I defeated an escaping boss right as it was about to escape. (It had the mission door open when I defeated it). The copy was set to default height, and was missing the cape (though it had the mantle, so that was probably because of the missing cape glitch). It also didn't seem to be using the lighting of the map, as you can see in the screenshot that my character and the copy seem to be lit differently.
Link to Forum Discussions: http://boards.cityofheroes.com/showflat....=0#Post13325770 -
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Arc 1992 - A Hero's Halo
Rating: *
Alright, comedy is not usually something that lands with me. It might be because I'm a bitter, humourless shell of a man, it may be that I grew up in a religious environment that means only the most absurd or ironic humour is going to hit the crux that earns my normally mirthless smile. I've found a certain transatlantacism, where I merit wordplay and cunning linguistic over shall we say, slapstick, or scatology. So it was with no small amount of trepidation I booted this arc up because it says right on the tin, 'comedy arc.' What that typically means is 'sucks, but we'll call it humour, so people can't complain.' You know what they call unfunny comedy? Crap.
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That arc isn't tagged as comedy. The only arc I mentioned as comedy in its description is The Extadine Lab. I do mention some comedy in my sig, but it's "light comedy," as in there's a joke here and there, and meant mostly as a contrast to the one below it.
I don't know if that would make you change your opinion of it, but I wanted to set the record straight. -
What do you mean "already?" We've had weeks since I14 went into open beta.
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Is THAT what all the ^H^H stuff is supposed to be? Struck-out text? How does that work?
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I don't care about your character. Or your friends. Or your friends' friends.
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I feel I should respond to this. While I agree with the sentiment, I should point out that these arcs are naturally going to involve characters you've never heard of, so there's nothing really wrong with using your own characters for those spots. After all, you should write what you know. As long as they don't dominate the story, I see nothing wrong with using them. -
Venture may have reviewed two of them, but I still want my arcs to get as much feedback as possible. They're 1684, 1992, and 2595.
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We should probably point out to the people drawn here by Posi's post that he's currently full up and not taking requests, in case they missed it earlier.
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My only concern is that what happens if someone labels every enemy as 'one per spawn', and takes a big team out?
What if there's only that one enemy with 'one per spawn', and takes an 8-man team out on the field? Will they just encounter mobs of 1?
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Yes. Like any feature of the MA, it would have to be used well to make the mission more enjoyable. -
That sounds like something any number of amateur coders could write; maybe you should look for a member of the community who would be interested in that? It's a pretty good idea, I think.
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There's one thing that could be added to the custom critter creator that I'm pretty sure would both allow us to make more robust custom groups, and solve several limitations of the architect at the same time. It's the ability to flag critters as being "one per spawn." There are already standard critters in the game that have this feature; for example, you will never encounter a Malta spawn with more than one Sapper, no matter how many teammates you have or what your difficulty is. (Before you say, "No way, I'm sure that's happened to me before!", you probably just experienced two separate spawns very close together.) This would do several things: it would allow us to create particularly difficult mobs without players getting screwed over when they get unlucky and have entire spawns of them, thus enriching custom groups as a whole.
It would also enable us to put unique enemy characters into mission objectives other than Boss objectives. Right now, if you create a custom group and put only one mob in that group, attempting to use it for objectives and details such as patrols or hostage spawns, you'll get a mass of clones of that character wandering around or guarding the hostage. If we could flag mobs to only spawn once per spawn, it would let us do things like have Statesman being held hostage by Lord Recluse and not some random Arachnos, or have Back Alley Brawler himself ambush you in a map. This change would greatly enrich the mission architect, while only slightly increasing the size of our arcs. (Ideally all that would have to be added to our files is a single character for each mob that you want to be unique.)