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just experienced this with a couple arcs I chose at random. They looked like they were set to 53, I stayed at 39, all the enemies inside were purple.
Both used custom enemies... I didn't check to see if there was a standard enemy also there to push it to 53. It could be a bug where using only custom enemies bumps you to 53... not sure. -
woops! You should repost this on this forum.
This forum is for technical stuff, the other forum is for story stuff. -
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Ah, these are the evil Longbow. As opposed to the private mercenary army illegally invading a soverign nation and attempting to overthrow its legitmate government. With flamethrowers.
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QFT.
I was actually considering writing an arc that dealt with that, but I'm not enough of a lore buff to get it right. -
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My question is this....why should a power gamer be punished for playing the game better than average and bringing in more reward of any type?
As long as no exploit is used, you are being punitive to those who excell.
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the devs agree with you. -
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5. Removal of mobs unique maps from the system with no timeline for replacing them (and at least in the case of maps, no announcement that they were even removed).
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This is the only one of your points I'd consider a legitimate short-term concern. I'm not saying they shouldn't remove buggy maps while they repair them, but since people are probably actually using these maps, they should take special care to mention their removal in the patch notes before they do so. I know stuff gets lost from patch notes all the time, and it usually isn't a huge deal, but since this affects people's work, they should have a separate system in place to ensure that notes potentially affecting existing MArcs aren't missed.
Your other concerns I'd say are either probably-unavoidable technical constraints (100K limit) or indications of a system-in-progress. I can't fault you for not wanting to work under those limitations, but they can be worked with, and many people have done so.
The great thing about that is, IMO, that even if you don't want to create arcs, you can still enjoy the MA by playing other people's excellent arcs. -
I think this is a great idea, but I'd want to let them get a few major patches on the MA first to expand its capabilities a bit. I'm guessing in a few major revisions we'll be able to approximate something much closer to a worthy TF.
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Nope, and no notice of the dev-supplied default descriptions now breaking all arcs you put a signature hero in as well.
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Clearly not intended, so clearly there would not be a patch note. -
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One of the jewelry shop maps may work as a department store.
http://paragonwiki.com/wiki/Mission_...ct_Unique_Maps
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Bad thing is it's REALLY small - I tried using it as a museum, but there's just not enough spawn points to do anything significant. -
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Check the post time on that. That was posted *after* this thread was started, and hours after the patch went live. Just FYI
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Yup. Just thought you'd be happy to see the patch notes. -
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I'll throw in my two bits: I definitely would not have resubscribed and bought some of the Booster packs if I didn't have a way to get past the godawful 13-20 slog on my Dominator. On the other hand, I can understand the reasoning, as getting from 1-50 in a single day is somewhat counterintuitive to the idea of an MMO - specifically, the monthly pay scheme part.
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I can understand this type of thing - wanting to get past a painful level range quickly. Positron was vague about what they consider to be "abuse." I'm hoping they allow this type of thing - speeding to, say, 14, or past the low 20s. I'm guessing they will, and that the characters they end up banning will be those that went the majority of their levels via some XP exploit, rather than those that went only handful. -
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OK, I'll stop now.
But seriously.
I mean, c'mon. -
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People don't read Jules Verne.
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lolwut? -
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The reason those authors are not widely enjoyed now is because
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lolwut? -
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Excellent examples. All authors that are admired and left unread by the general public. It's great to name names. But they are not books that the modern public reads and enjoys. There are certainly a minority that do enjoy them.
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lolwut? -
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"Because good storytelling is timeless."
that's just not true.
read any 19th century classic - they are terrible to read now.
storytelling is a skill and style which develops over time.
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I realize this has been covered already, but...
lolwut? -
It was taken out because collection details could spawn in the lava, making the mission unwinnable. Like the other maps that were taken out, I'm pretty sure the devs have said they'll be put back in as soon as they can rejigger them to work with MA.
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1. The ability to create mission maps which do not require enemies on the field.
Why? -- I'd like to create some interesting investigative stories, and it bothers me that I have to make a excuse for the player to punch a few guys while they are at it.
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You can kinda, sorta do this now. When you see the number of available spawn points on the map details screen, what you should know is that each of those spawn points is either taken by a detail you add or by a normal spawn. So if I add 15 boss spawn points, that's 15 fewer normal spawns on the map. That's true even if you trigger the detail off something else. So say I have 15 boss spawn points triggered off a collection detail - those 15 spawn points will still be missing, even though the bosses haven't shown up yet.
Several missions I've played have taken advantage of that, and at least one has spawned a fully empty map until the trigger was activated.
Now, I agree it'd be better if we could just choose "None" as the enemy group, and it's true that if you do it this way there'll have to be a way to spawn all the details, but it's something. You could, for example, have a map with no hostile spawns by filling up the map with ally patrols and ally bosses.
As far as doing an "investigation" mission, that would be much more effective if we could trigger collection details on other details. Right now, all collection details have to be present at the start.
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2. I'd like the option to make Rescued Captives fall to ground and remain motionless.
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Agreed, or at least give us as a "rescued" animation, the "fall down dead" animation, and make it so they stay that way if nothing interrupts them, such that if they're set to non-combat and rescue behavior to "none" they should never break that animation.
As it is now, they'll get up about 5 or so seconds after running the unconscious animation.
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3. I would like to be able to create a map where the only enemy you fight is just the boss.
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Again, you can kinda-sorta do this using the technique above.
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5. Clue Graphics
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That'd be neat - I don't recall clues having graphics in the rest of the game though... do they? I've never noticed for some reason.
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6. Mission Music Selection
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Right on. Also, ambient light/color selection. -
2 posters?
HAX!
...
OK, this arc deserves two posters. -
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I did have problems with the escort, because I would exit even when I didn't appear to be standing in the red area.
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Yeah, bug with the map. That was annoying, and I hope they fix that soon.
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I never did find the help I was supposed to need to defeat the EBs.
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Oh, man. That last boss must've been a pain without those dudes. What I did before I found help was to lure the EBs over to the friendly spawns. Worked pretty well. -
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I know there's the time limit option, but what else?
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If an escort dies.
If a boss runs and successfully makes it to the exit (I think?)
If a "defend object" is destroyed.
That's all I know of. -
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I cant figure out how to link two together. How do you do that?
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Under the settings of the detail, you should see "Detail is created when..." with options referencing your various other details.
Note that collection objects currently don't have that option. -
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I believe this is against the TOS / ELUA. You're modifying game files from my understanding.
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I doubt .storyarc files are considered game files. Modifying the game files would be something like inserting a custom graphic into a .pigg. This is just a plain text file that I can open in Notepad and immediately understand.
Still, I'm surprised that this sort of compression actually works, since I would have assumed that our local format had little to do with the format it's stored in on their servers, and therefore the size as well. -
I've never encountered this myself, but I believe it's a bug that has to do with the order of your details. You can open up your.storyarc file in notepad and move those details around (maybe reverse them?) to try to fix the problem. Or use Leandro's excellent tool.