Let us choose spawn points


Codewalker

 

Posted

We really, really, really need to be able to specifically place objectives at a particular spawn location. Really.

I'm trying to create a specific sequence of events, and it is impossible, not because of objective chains or anything like that, but simply because the spawns are never, ever positioned right. Random spawns may be fine in most cases, but I'll wager my eyeteeth that everyone who's used the MA has wanted to make something spawn in a specific place at one time or another. This capability would open up storytelling more than anything one thing that could be added.


"Timid men prefer the calm of despotism to the tempestuous sea of liberty."

"Nothing is unchangeable but the inherent and unalienable rights of man."

- Thomas Jefferson

 

Posted

Absolutely agree. Random should still be supported of course, so the menu would be something like:

Any
Front
Middle
Back
Front1
Front2
Front3
Middle1
etc.


 

Posted

Yeah, there's a reason I tried to emphasize the "random spawning... sometimes in STRANGE places!" in the Tutorial... I haven't heard any question/complaint more often than this one. I've gotten feedback telling me there's a bug with a boss spawning far away from a Collection!

Unfortunately, I'll bet this would require some major coding on the Dev's end, so maybe we'll see it in a year or three...


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Posted

I'm hoping they're working on this, but it's hard to say. I think the best case scenario is that we get to choose what spawns at the existing spawn points. I don't think we'll ever get to place our own spawn points at arbitrary coordinates. Both are possibly abusable, though. I'm thinking they have to put it through the wringer before they'll let us do it.


bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!

 

Posted

If they can't give us specific points, I wish they would at least make it more clear as to which part of which maps classify as "front" "middle" and "back"

I've specified things to be at the back of the mission, only to have them show up on the second floor of the map, only because the way the elevator linked maps work, the second "floor" is actually the fourth area, and deepest section of the map. (or ... thats my theory of what happened anyway)

I've also specified Ambushes to come from the front, only to have them poof up out of no where right next to me while I'm fighting the boss.

So ... failing the ability to put specific spawn points down on a map, I'd like to at least know what counts as which area on any given map set.


 

Posted

[ QUOTE ]
If they can't give us specific points, I wish they would at least make it more clear as to which part of which maps classify as "front" "middle" and "back"

I've specified things to be at the back of the mission, only to have them show up on the second floor of the map, only because the way the elevator linked maps work, the second "floor" is actually the fourth area, and deepest section of the map. (or ... thats my theory of what happened anyway)

I've also specified Ambushes to come from the front, only to have them poof up out of no where right next to me while I'm fighting the boss.

So ... failing the ability to put specific spawn points down on a map, I'd like to at least know what counts as which area on any given map set.

[/ QUOTE ]

This is exactly my problem. "Middle" seems to mean "back", more consistently than anything else. But not always. It makes no sense.


"Timid men prefer the calm of despotism to the tempestuous sea of liberty."

"Nothing is unchangeable but the inherent and unalienable rights of man."

- Thomas Jefferson

 

Posted

Hmm...maybe color the maps different colors to indicate where each type is?

Also let's keep in mind that it may be coming out in the middle because the map itself says you can't place that particular event in the back. Many people simply aren't looking at the map specs to see what can and cannot be placed where.


Dec out.

 

Posted

[ QUOTE ]
Hmm...maybe color the maps different colors to indicate where each type is?

Also let's keep in mind that it may be coming out in the middle because the map itself says you can't place that particular event in the back. Many people simply aren't looking at the map specs to see what can and cannot be placed where.

[/ QUOTE ]

They'd need to fix the map preview too. Still quite a few maps that don't really show you the map setup [and when you have divergent elevator pathes, as is prone to happen with tech labs, it's not clear].

That, and, Random should still be an option. I think just consistancy would be a better goal .


Let's Dance!

 

Posted

[ QUOTE ]
I've specified things to be at the back of the mission, only to have them show up on the second floor of the map, only because the way the elevator linked maps work, the second "floor" is actually the fourth area, and deepest section of the map. (or ... thats my theory of what happened anyway)

[/ QUOTE ]

yeah, those labels are screwed up for a lot of maps right now. But keep in mind that if you fill up your available "back" spawn points, the game will spawn any additional "back" spawns in whatever spaces it can find. So make sure you haven't used up all your back spaces.


bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!

 

Posted

Very much agreed on all points.

This has been my main gripe with the Mission Architect to date.

I'm using the smaller one of the graveyard maps and I want the main Boss to spawn on the little 'island' in the middle, but obviously, I can't.

I'm trying to force encounters to show up in a given succession and again, I can't.

Some amount of spawn point control both for critters as well as clickies strikes me as really important for advanced storytelling. It's always kind of silly to find something before you get the clue prompting you to look for it. And forcing things to spawn only after the clue has been dropped could mean they spawn in an area the players have already passed through and won't come back to until they've cleaned the rest of the map.

It's just no good.


"If you're going through hell, keep going."
Winston Churchill

 

Posted

Should be able to use the minimap to place spawns and such. And the architect would place the spawns as close to your selected locations as possible.

It would be extremely helpful for a number of reasons. One reason comes to mind and thats the spawn locations of glowies.
I've had a few missions where glowies spawn inside of objects and I couldn't click them. Mainly in Arachnos bases.


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Posted

As a brief support for more control over spawn placement, it really is irksome to try to arrange an encounter, and have it become either way too easy or way too hard because an ambush/boss/battle/etc didn't appear anywhere near the location it needed to be.

It seriously limits available maps when the continuity of a mission depends on encounters working a certain way, and some maps just aren't workable for anything more complex than a radio mission.


 

Posted

Like someone else said above, the minimap needs to be a lot more useful in setting up a mission. Show the spawn points on that, let us click one to select it for an objective, and when it's selected X it out or something to show that it's used. Also, have a better layout so we can tell when one section of a map leads directly to two others, like the aforementioned divergent lab maps with two elevator exits on one floor.


"Timid men prefer the calm of despotism to the tempestuous sea of liberty."

"Nothing is unchangeable but the inherent and unalienable rights of man."

- Thomas Jefferson

 

Posted

Well seeing spawn points are a number basically.. Why not have the mini map Name all spawn points and tag um with a SpawnX01- SpawnX99 this could be also done with Back, middle, front too

SpawnF_X01 SpawnB_X19

this would let us tag certain things at specific WP's and then let the fodder fill in. My guess is there has to be a way to do this cause i see stuff in specific missions that things ALWAYS spawn in the same spot. like the pantheon mission where the bad dude spawns on the temple, there are others but thats the one that makes the point.

I saw something that someone said the text file can do this some how, but maybe i just read it wrong.

Anyways, i think just number all the spawn points and then let us place stuff on them if we chose.. Im sure many times you would rather have a random aspec, but others a specific spawn would be great.


 

Posted

I agree with the OP. Particularly it seems that each category either has its own set of rules regarding what constitutes front, middle, back - or some other set of rules exist that define where things are placed (IE 1st encounter/clicky gets precedence, 2nd one gets the shaft, 3rd one goes wherever, and 4th one is timbucktoo)

Having some idea of where spawns are in the map would greatly improve our ability to create better maps. Having the control to be able to assign it ourselves would be like all you can sniff/smoke/swallow buffet to a drug addict.

Can has?


 

Posted

[ QUOTE ]
[ QUOTE ]
Hmm...maybe color the maps different colors to indicate where each type is?

Also let's keep in mind that it may be coming out in the middle because the map itself says you can't place that particular event in the back. Many people simply aren't looking at the map specs to see what can and cannot be placed where.

[/ QUOTE ]

They'd need to fix the map preview too. Still quite a few maps that don't really show you the map setup [and when you have divergent elevator pathes, as is prone to happen with tech labs, it's not clear].

[/ QUOTE ]
Not to mention that a fair number of maps show up mirrored -- you can tell from the asymmetrical rooms that show inverted on the map display in the MA, but everything looks normal when played.


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-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Has using map coordinates for specific placement of objects been considered for Mission Architect?

Effectively, these values would be expressed rather than a randomized set for map objects. Authors would be instructed to first explore a map during Build to find the desired location using the /loc slash command. Obstructions would result in a raised error or be compensated for by a bump factor.

I’m developing a mission that features rescue goals. In this mission, I run a high probability for nearness in NPC placement despite FRONT, MIDDLE, and BACK reference locations. Reading this thread, I see that this is a common occurrence and I'll follow up on the recommendations. However, using coordinate positioning, I could hardcode at least one of the NPCs to always appear in a precise location given the other’s higher spawn area probability.

Nevertheless, if it's an undesired predicament for a majority of customers, then it's time to modify.

This feature would exploit three-dimensional power. If I want a boss to always appear at a precise location at a specific time, -say on a catwalk in an industrial sector setting up a climatic fight scene, then a pertaining section of the GUI would have fields for entering values for the three axes. Extending this, I could station a lieutenant under the scaffolding to greet the player first. The boss could even be triggered to appear in the desired elevated location (not to exclude flying/hovering) to enhance the gameplay.

Since this isn't an available feature, the author is left to contrive a solution that best meets this effect. In short, the author, or artist, or customer must shorten his vision to meet design parameters.

The painter is limited by the proportions of the canvas and also to the color green.

By enabling exact placement by map coordinates, a more robust field of design is created. Authors would scale missions more to their preferences and in-story environments would have higher accuracy and precision levels, thus benefiting overall successful gameplay.


 

Posted

I like the MA because it allows me to do some personal setups and such.

Having said that, its pretty absurd to spend that much time on a tool and not be able to control each and every spawn point....ridiculous.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Darth_Khasei View Post
I like the MA because it allows me to do some personal setups and such.

Having said that, its pretty absurd to spend that much time on a tool and not be able to control each and every spawn point....ridiculous.
To be fair, even their own missions can force you to backtrack because sequenced objectives didn't spawn in a reasonable order. (The 20-30 hero morality mission with Blast Furnace is a good example). So it's probably not part of the generic toolkit for them either.


@Mindshadow

 

Posted

@Egos_Shadow: That's a good observation.

I'm thinking about the placement of map objects like contacts and exploration markers in contrast to some bosses. The first two objects are probably loaded in the default map page file just like any building or lamppost.

How is it that a boss like FrostFire can always be expected to appear in the same location?
--I use FF here because that mish is referenced in the MA resources;

For that matter, when you return to a map after exiting (e.g. reentering from a trip to the hospital), a memory cache must place the boss in the same location - otherwise, you'd have to repeat the search for the boss again.

Could a coordinate system work on this caching principle and place a boss in a specific location without modifying the underlying default map page?

Dunno... eating lunch here.


 

Posted

Quote:
Originally Posted by Daya Montress View Post
How is it that a boss like FrostFire can always be expected to appear in the same location?
--I use FF here because that mish is referenced in the MA resources;
Most likely it's hardcoded into the script that spawns that mission, which is something we can't do with MA.

Quote:
For that matter, when you return to a map after exiting (e.g. reentering from a trip to the hospital), a memory cache must place the boss in the same location - otherwise, you'd have to repeat the search for the boss again.
The instance stays populated and "running" as long as you have the mission active. Time may freeze if no one is inside -- this is difficult to verify however as enemies tend to simply not attack allied NPCs when no players are around. It doesn't actually despawn the instance until you abandon the mission or log out for a certain amount of time.

Quote:
Could a coordinate system work on this caching principle and place a boss in a specific location without modifying the underlying default map page?
Maybe. I don't know if spawn points can actually be created dynamically. It might be limited to picking from spawn points that already exist in the map (which would still be much better than having it be random).

Even if it were possible I doubt we'd get it, as entering coordinates by hand is a very user-unfriendly way to place things.


 

Posted

*sprays thread with Zom-B-Gone*


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Posted

Quote:
Originally Posted by Egos_Shadow View Post
To be fair, even their own missions can force you to backtrack because sequenced objectives didn't spawn in a reasonable order. (The 20-30 hero morality mission with Blast Furnace is a good example). So it's probably not part of the generic toolkit for them either.

I understand that which frankly makes it even more ridiculous IMHO. When you look at a mission builder like FRED for Freespace two, a much older game than COX and you see the glory that a real mission builder can have, being able to control spawn points is minimal.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

I'll add my "vote" for this. I was running a well-done story arc the other day (can't remember the name) that had one glaring mechanical problem. I had collected some data in one of the missions, and in the following mission I needed to deliver it to a scientist. I got to the scientist, who was standing in the very large laboratory room at the very end of the map. He told me to "enter the data into my computer, right over there".

"Right over there" turned out to be an obscure corner on the previous level of the map.


 

Posted

Quote:
Originally Posted by Mister Rik View Post
I'll add my "vote" for this....

This has been asked for since MA was in Beta. The odds of this happening are low since MA is very, very clearly not a priority.


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