Mission Architect knowledge base.
Dang.
[ QUOTE ]
I am also bummed about the lack of triggers. It seems to me that most of the things that distinguish the fun missions from the dull ones will not be available to us. Someone said a while ago that the MA sounded like a glorified radio mission generator, and Positron seemed offended by the comparison.
I was thinking about this last night, and I think this is one of those situations where the devs have a different perspective than the players, and use words in different ways, which hinders communication.
A radio mission works something like this: some random number generator picks a map from list A, a villain group from list B, an objective from list C, and flavor text from list D. With the mission architect, it will be players who pick a map from list A, a villain group from list B, an objective from list C, and type in whatever flavor text they want. You see, in one case everything is random, but in the other everything is carefully hand crafted by individual players. They are totally different. And exactly the same.
Imagine rolling 50 six sided dice. You'd get some ones, and some twos, and threes, fours, fives, and sixes, in roughly equal numbers. Now imagine having 50 people carefully place a six sided die on a table. You'd get a lot of ones and sixes, I bet, plus some twos, threes, fours, and fives. The method is completely different. The result is almost identical. The devs care about the method. The players care about the results.
When I think of my favorite missions in the game, it isn't the flavor text that grabs me. It's the mechanics: the mission in Striga where the robots start out as statues and then come to life, the exploding volcano in the Hess TF (though I dearly wish we could actually see it go boom), the Nemesis invasion in that RWZ mission. Missions where things happen, where things change, where it feels like something is going on, instead of just a building full of static spawns waiting their turn to die.
I'm looking forward to the MA, I really am. I look forward to pushing the boundaries of what it can do. Once I hit those boundaries, though, and I expect to hit them hard and early, then I'm going to start fervently hoping that the MA doesn't have to wait as long to get some follow-up polish as a lot of other things have.
[/ QUOTE ]
Well said, sir. Well said.
[ QUOTE ]
There's a bunch of questions I have, and here's hoping someone has heard something:
Will we be able to use ANY enemy faction? Not just standbys like the Council or the Circle of Thorns, but little used enemies like the Spetznaz or Axis America?
[/ QUOTE ]
The only thing "known" is all signature characters wil be available. However if they are also giving serious consideration to Giant Monsters, I will feel hopeful about most factions.
[ QUOTE ]
Will we be able to use the heroes and villains that show up during Safeguard/Mayhem missions? (Paragon Heroes and Rogue Isles Villains are there factions)
[/ QUOTE ]
See above.
[ QUOTE ]
Is it one custom character per ARC or per MISSION? I've been hearing conflicting reports.
[/ QUOTE ]
Hmm, I'm not certain that was actually asked at the Herocon workshop, but my sense of it would be per mission.
[ QUOTE ]
Will we be able to rename the factions of enemies, or rename enemies in general?
Will we be able to give custom names to lieutenants, bosses, and other characters that ARE NOT custom characters?
Hopefully someone here can shed some light on those questions.
[/ QUOTE ]
Renaming options are unknown at this point, but this isn't the 1st request for them I've seen.
It's not how many times you get knocked down that count. It's how many times you get up.
QR
While it's not much, this looks fairly interesting.
Lack of triggers is going to be a huge killing point on the fun of this system. Going through all the new missions, it was the unique triggers that made them good. The magic man in particular had triggers that told a story, that would be impossible without. Same with the Hector fight (even though the trigger timing is a bit bad currently).
Triggers are something that need to be added as soon as possible for full story telling abilities to take place.
Liberty
My 50s:
Hero: Armor Assassin (scrapper), Cross Dresser (scrapper), Surly Seaman (blaster), Defensive End (Tank), Rad Rhino (Cont)
Villain: Beast Infection (Corr), Sweet Zombie Jesus (MM), Milk Weasel (Stalker), Orgullo (MM), Agent Eris (Crab)
While I don't expect totally customizable LTs and minions, I do wish we could somewhat customize existing mobs.
For example, if we could change the name of the 'Mk I Zenith Warcry' to 'Robby' without otherwise changing its powers or its looks.
Though for looks, it would be nice if we could tint the colors.
Also, there are some missions where normal looking citizens turn out to have powers and you have to fight through them. I hope we have those as possible enemies to place.
And zombies, of course. Zombies are a must have
This may be mentioned above, if so I missed it.
Unlocking maps and such. Will this be a global unlock? If I open a map with one character, will I be able to use that map no matter who I am on? For example, if there is a map only unlockable in a Kheldian arc, I want to be able to use it from the character I plan on getting all of the MA badges on, even though he is not Kheldian.
Are missions published from a character name, or a global name? I hope the latter, as it could get confusing if you have different people publishing from different servers but with the same character name.
MA badges are an issue all their own. I have one main badge heroside, and one redside. Sounds like it will be difficult, if not impossible, to get the MA badges on both.
[ QUOTE ]
This may be mentioned above, if so I missed it.
Unlocking maps and such. Will this be a global unlock? If I open a map with one character, will I be able to use that map no matter who I am on? For example, if there is a map only unlockable in a Kheldian arc, I want to be able to use it from the character I plan on getting all of the MA badges on, even though he is not Kheldian.
[/ QUOTE ]
What I inferred from the workshop was all available maps will be available from step 1. There was NO mention of unlockables.
[ QUOTE ]
Are missions published from a character name, or a global name? I hope the latter, as it could get confusing if you have different people publishing from different servers but with the same character name.
MA badges are an issue all their own. I have one main badge heroside, and one redside. Sounds like it will be difficult, if not impossible, to get the MA badges on both.
[/ QUOTE ]
Ok I'm reading your question as "Who will players see as the writer of that awesome mish? My global name or my toon's name?"
They will see your toon's name as the writer. Now just to keep it clear, the 3 published arc limit is still per account.
As for badging with the Architect, well I imagine it will take focus as any badging activity does.
It's not how many times you get knocked down that count. It's how many times you get up.
Man, if they DO allow for GMs in MA I totally want to make a mission where the team hijacks a Kronos class Titan to go against Hamidon or Jurassik.
Click here to find all the All Things Art Threads!
You can't make your own maps? :[
There goes my Green Hill Zone mission.
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
4. Custom factions?
[/ QUOTE ]
4, no custom factions I'm afraid. Seems that some powers and their animations are unique to a particular faction. The Fir Bolg were cited as an example. Seems their power animations had to be done specifically to look good with their elongated skeletons. Thus trying to paste their powers onto a bunch of 5 year olds would look unacceptably odd.
[/ QUOTE ]
So I can only rename enemies, I cannot give Tsoo Nemesis guns?
(Apologize for the redundancy, but I'm just in a slight state of shock. But on the other hand, perhaps I might be able to circumvent these issues...)
[/ QUOTE ]As I understand it that is correct. However I don't see why we couldn't use weapon customization in the critter creator for factions that normally use weapons like the council.
[/ QUOTE ]
I'm kinda curious about this one. I was wondering if I'd be able to add Freakshow weapons an accessories to Vahzilok zombies to show that the Vahz are improving their product line. I know that there's a Freakshow costume set but I'm not sure if that's just a complete model swap (like the Halloween temp costumes) or actual costume pieces.
Another thing I'm curious about is whether we can apply costume-creator costumes to minions like the Skulls or the Hellions. They'd have the same behaviors as the current gangs, but they'd have a different look.
Thanks for this guide! I'm really looking forward to helping to expand the player experience in CO*!
I have a question of my own: Will I14 have anything besides the Mission Architect or is it basically the second half of I13? Either way the Mission Architect sounds awesome. Great guide by the way
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
[ QUOTE ]
4. Custom factions?
[/ QUOTE ]
4, no custom factions I'm afraid. Seems that some powers and their animations are unique to a particular faction. The Fir Bolg were cited as an example. Seems their power animations had to be done specifically to look good with their elongated skeletons. Thus trying to paste their powers onto a bunch of 5 year olds would look unacceptably odd.
[/ QUOTE ]
So I can only rename enemies, I cannot give Tsoo Nemesis guns?
(Apologize for the redundancy, but I'm just in a slight state of shock. But on the other hand, perhaps I might be able to circumvent these issues...)
[/ QUOTE ]As I understand it that is correct. However I don't see why we couldn't use weapon customization in the critter creator for factions that normally use weapons like the council.
[/ QUOTE ]
I'm kinda curious about this one. I was wondering if I'd be able to add Freakshow weapons an accessories to Vahzilok zombies to show that the Vahz are improving their product line. I know that there's a Freakshow costume set but I'm not sure if that's just a complete model swap (like the Halloween temp costumes) or actual costume pieces.
Another thing I'm curious about is whether we can apply costume-creator costumes to minions like the Skulls or the Hellions. They'd have the same behaviors as the current gangs, but they'd have a different look.
Thanks for this guide! I'm really looking forward to helping to expand the player experience in CO*!
[/ QUOTE ]
Ok I should say again that I was speculating about weapon customization. That was my bad for being unclear. I'm afraid we just don't "know" about customizing minions as yet, and so cannot say.
And I'm glad you enjoyed my 1st guide.
It's not how many times you get knocked down that count. It's how many times you get up.
[ QUOTE ]
I have a question of my own: Will I14 have anything besides the Mission Architect or is it basically the second half of I13? Either way the Mission Architect sounds awesome. Great guide by the way
[/ QUOTE ]
Your question, while a little outside of the scope here, is quite understandable. It's true that the only thing presently "known" about i14 is the Mission Architect. However please consider that the Devs and other NCNC folks are just coming back from their winter break and it will take some time to start doling out any other i14 info. But there are many facts that suggest issue 14 will have more besides the Architect.
Please consider the following, if you would:
The Architect was originally slated for issue 13 release with other features like day jobs, PvP revamping, and more Cimerora content.
This leads us to conclude that other stuff was planned for i14 release as well, since it wasn't originally to include the Architect.
And I cannot recall an announced issue that contained merely 1 feature. (The closest was when we were surprised with Pocket D almost 2 years ago. Sometimes I think of that as issue 6.5.)
I hope I answered your question and am glad you enjoyed the guide.
It's not how many times you get knocked down that count. It's how many times you get up.
No triggers in a mission builder? Ok, well that limits ALOT of things. That's really a shame, but a few decades of gaming has shown how weak a mission builder is without triggers compared to one with them, but then I digress....
I am looking at things list of things MAM's(Mission Architect Missions) won't give: end mission bonus, salvage, recipies, or enhancements. Then I look at the things they will give: normal kill xp, inf, prestige, and inspirations. Then I look at a certain niche group of farmers rolling on the floor laughing their butts off.
The development team and this community deserved better than this from NC Soft. Best wishes on your search.
Compound patrol missions? Or, "a guided tour of that one mission door in Brickstown/those mission doors in Skyway".
(Nevermind, patrols only go to phone boxes.)
Meben, 38 Kat/SR NPK Stalker (Defiant)
[ QUOTE ]
Compound patrol missions? Or, "a guided tour of that one mission door in Brickstown/those mission doors in Skyway".
(Nevermind, patrols only go to phone boxes.)
[/ QUOTE ]
I'm afraid all Architect missions are instanced and not in open zones.
Incidentally that torpedoed one of my ideas as well. A tutorial tour of the unlockable contacts.
It's not how many times you get knocked down that count. It's how many times you get up.
[ QUOTE ]
But there are many facts that suggest issue 14 will have more besides the Architect.
Please consider the following, if you would:
The Architect was originally slated for issue 13 release with other features like day jobs, PvP revamping, and more Cimerora content.
This leads us to conclude that other stuff was planned for i14 release as well, since it wasn't originally to include the Architect.
And I cannot recall an announced issue that contained merely 1 feature. (The closest was when we were surprised with Pocket D almost 2 years ago. Sometimes I think of that as issue 6.5.)
[/ QUOTE ]
I don't think that's correct. When they announced that the Mission Architect would be split off, they said they were seperating what was I13 into two seperate issues. So I think that means the current I14 is actually more like I13.5. What was going to be in I14 was moved to I15.
But that's not to say we won't be getting more than the Architect in I14. I just don't expect to get a lot. The less they have in I14, the less time it will take. Then they can get it out quickly and get to work on I15 which is supposed to come out sometime around the 5th anniversary.
I'm fairly sure that 15 is already being worked on by anyone who's not involved in the MA or the bug fixes (please fix the chat bug). With the closeness of the two issues I just don't see them having the full team on 15 any more, even with it not even in closed beta just yet.
If all they give us in 14 is the MA and the chat bug fixed, I will be happy.
Personally, I don't like the thought of the badges being by the character. I would hope they could be account wide, done in a way similar to vet rewards badges that apply to the overall account.
[ QUOTE ]
Ok I'm reading your question as "Who will players see as the writer of that awesome mish? My global name or my toon's name?"
They will see your toon's name as the writer. Now just to keep it clear, the 3 published arc limit is still per account.
[/ QUOTE ]
Hmm. So, if I publish from Greyhawke on the Virtue server, with a couple of great missions that everyone loves, and someone else comes along with a mission that's... not so good, with the character name Greyhawke on the Protector server, how does the consumer know which Greyhawke created the mission they see? If they run into a couple of bad or boring missions from this other Greyhawke, they may never even give mine a try thinking it will just be more of the same.
Along the same line, if I publish enough missions with Greyhawke and earn whatever badges are available so I decide to start publishing with my redside badger to get him the badges also, how do my adoring fans know those new missions are from me?
I definitely think it would be much less confusing if the published mission shows the global name rather than the character name, even if the badges themselves are based on the character that published them.
[ QUOTE ]
[ QUOTE ]
Compound patrol missions? Or, "a guided tour of that one mission door in Brickstown/those mission doors in Skyway".
(Nevermind, patrols only go to phone boxes.)
[/ QUOTE ]
I'm afraid all Architect missions are instanced and not in open zones.
Incidentally that torpedoed one of my ideas as well. A tutorial tour of the unlockable contacts.
[/ QUOTE ]
Ack. So we can't have a 'Defeat 25 Sky Raiders in Terra Volta' mission?
Not that those missions are all that fun, but they are very useful for setting the stage of a story. I have to admit that its disheartening not to be able to do things on our end that dev mission designers have been doing for years. I am wondering how entertaining our missions are really going to be able to be, beyond the story elements. Will they appeal at all to those who skim or even skip the story?
thanks for all this.
sigh, since BaBs has stated i14 is almost entirely the MA, and what you describe here intesest me very little, i14 is a non event for me.
[ QUOTE ]
Personally, I don't like the thought of the badges being by the character. I would hope they could be account wide, done in a way similar to vet rewards badges that apply to the overall account.
[ QUOTE ]
Ok I'm reading your question as "Who will players see as the writer of that awesome mish? My global name or my toon's name?"
They will see your toon's name as the writer. Now just to keep it clear, the 3 published arc limit is still per account.
[/ QUOTE ]
Hmm. So, if I publish from Greyhawke on the Virtue server, with a couple of great missions that everyone loves, and someone else comes along with a mission that's... not so good, with the character name Greyhawke on the Protector server, how does the consumer know which Greyhawke created the mission they see? If they run into a couple of bad or boring missions from this other Greyhawke, they may never even give mine a try thinking it will just be more of the same.
Along the same line, if I publish enough missions with Greyhawke and earn whatever badges are available so I decide to start publishing with my redside badger to get him the badges also, how do my adoring fans know those new missions are from me?
I definitely think it would be much less confusing if the published mission shows the global name rather than the character name, even if the badges themselves are based on the character that published them.
[/ QUOTE ]
Well those are certainly good questions and I regret that the exact answers are not yet known. What I can do is recommend directing that question to Pohsyb, as he is credited with doing much of the work on the Architect's search engine.
Off the top of my head, a search category for other missions by that author could be a suggestible answer.
Disclaimer. I have no particular expectation that Pohsyb or any other Dev will post in this thread as I cannot recall ever seeing a redname post in a player guide. Wouldn't object of course! But I just can't expect it.
It's not how many times you get knocked down that count. It's how many times you get up.
Thanks, ImpulseKing, for getting all this stuff into one place. I-14 teaser, here I come...
Michelle
aka
Samuraiko/Dark_Respite
THE COURSE OF SUPERHERO ROMANCE CONTINUES!
Book I: A Tale of Nerd Flirting! ~*~ Book II: Courtship and Crime Fighting - Chap Nine live!
MA Arcs - 3430: Hell Hath No Fury / 3515: Positron Gets Some / 6600: Dyne of the Times / 351572: For All the Wrong Reasons
378944: Too Clever by Half / 459581: Kill or Cure / 551680: Clerical Errors (NEW!)
Sadly our entire knowledge base consists of what you read up on top there and one leaked image. You know as much as we do after reading the above information.