Live Feedback: Issue 14: Custom Critter Creation!


BackFire

 

Posted

Use the following topic to discuss Live Feedback: Issue 14: Architect Custom Critter Creation.

Architect Custom Critter Creation
<ul type="square">[*] Custom Critters' Toggle powers should suppress when Held, Stunned, or Slept, exactly the same as player powers.[*] Defense/Resist and other aspects of powers suppress. Status protection aspects of powers do not.[*] Mastermind pets to mastermind sets: When an Mastermind NPC that has access to Mastermind pets is attacked, their Mastermind pets are immediately summoned.[*] Minion Masterminds Summon 1 minion at -1 level, LT masterminds summon 2 minions at -1, and a LT at -1. Boss Masterminds and above summon all henchmen as normal.[*] Controllers summon pets when attacked.[/list]
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Feedback is important to our development process, there are two types of feedback and both are helpful although some give us more insight and are more easily adapted into game changes.

Objective Feedback: Objective feedback is based upon what you as a user see or experience that other users may also see and experience. This feedback usually can be replicated easily as it involves facts and unbiased opinions. Example: When using the base editor items are sometimes getting caught in columns or pillars.

Subjective Feedback: Subjective feedback is based upon how you feel or experience the game as yourself. This experience may not necessarily be replicated because it is based on feeling and emotion. Subjective feedback is important to us but it is usually helpful if more information is present to describe what and why you feel the way you do. Example: I like the way the graphics look on my shield animation it gives me the feeling of being truly super-powered.

Are you reporting a bug from Issue 14? Please use the Issue 14: Architect: BUGS! thread to report bugs, there is a format in the OP that you can follow to help you in your reporting.


 

Posted

Objective: Mastermind Escort does not always summon pets (arc 60639) upon rescue. Instead the AI gets caught in "use my secondary powerset!" mode and does not switch over.

Subjective: I love the way you can design your own creatures and costumes and groups. I don't know if this is just the beginning, or if further unlockables and innovations are in the works, but I am simply amazed and delighted at the things you can already do with the Architect. Kudos to everyone.


 

Posted

Subjective: Custom Critter power bundles by difficulty need to be reworked.

Powers that blind characters ie. Flash arrow, Smoke grenade, and Smoke (or is it Cinders) are available at too low a setting.

This either makes Custom Critters too powerful (with the Bundle that includes Blind) or too weak (without the other powers that are bundled in with the Blinds)


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Posted

[ QUOTE ]
Subjective: Custom Critter power bundles by difficulty need to be reworked.

Powers that blind characters ie. Flash arrow, Smoke grenade, and Smoke (or is it Cinders) are available at too low a setting.

This either makes Custom Critters too powerful (with the Bundle that includes Blind) or too weak (without the other powers that are bundled in with the Blinds)

[/ QUOTE ]Subjective Feedback: On one hand it really makes it hard to create challenges meant for basic teaming because we dont have enough control over the powers a critter gets. We end up making them too tough for the control ATs because if we give them any defensive secondary they get so much mez protection. If we dont then its essentially us creating paper dolls which are easily slaughtered. This in turn is like the same wussified content we have had these past 5 years. So somethings going to have to be done with critter mez protection to be fair to all ATs.

What I been hating with all of this is all the thread on farming. Its totally getting out of hand. The devs need to make a public formal statement on what farming is or isnt in the mission architech so we can finally put this arguement to rest. I dont want the MA so stripped down that it no longer a challenge for tankers/scrappers/brutes/stalkers/masterminds all because of the farming tattle tales.


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Posted

Subjective Feedback: Critters need to have a level slider or range (regular critters could benefit from this as well). I find it problematic when testing; a level 1 critter poses a different challenge than a lvl 54. There are time consuming ways to work around it but a level slider would help streamline the designing process and help eliminate problems caused by wrong level spawns.


 

Posted

Objective: I feel that custom critters tend to run away from battle sites much more often than normal npc critters do. This might just be me, I don't know, but I've also had two other people agree with me on this matter. This is ALL custom critters, regardless of their powersets or fighting preferences (ranged or melee).


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Posted

Blaster sets are using Defiance, allowing all or most attacks to be used even while mezzed. This makes play very difficult for control-focused characters.

Similarly, control sets are using Overpower mezzes, which can make things difficult even with mez protection.

Ninjutsu is applying a MASSIVE! damage buff, far more than any stalker would get.

Melee allies are running up to enemies and... standing there, doing nothing. It seems they don't walk up QUITE close enough.

I'd also strongly recommend giving the users more power to select powers. Certain sets are extremely overpowered in the hands of critters, notably ones that impact perception like smoke grenade -- others render allies useless or unhelpful (detention bubble). Understandably some mandatory powers would be needed to prevent farming, but more control would help us use problematic sets more intelligently.


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Posted

I have unlocked all the unlockable items in MA, yet I am unable to copy self on a couple of my chatacyers due to some costume parts. Is this something that is being worked on? The costume parts are not anything out of the ordinary either.


 

Posted

[ QUOTE ]
I have unlocked all the unlockable items in MA, yet I am unable to copy self on a couple of my chatacyers due to some costume parts. Is this something that is being worked on? The costume parts are not anything out of the ordinary either.

[/ QUOTE ]Many parts are either no longer in the same place in the system or the names have changed, so that could be why you dont see what you are looking for or why it wont copy. I had the same thing to happen on my toon. He uses super natural eyes 13 but that is no longer a selectable option that I can tell.


Bump and Grind Bane/SoA
Kenja No Ishi Earth/Empathy Controller
Legendary Sannin Ninja/Pain Mastermind
Entoxicated Ninja/PSN Mastermind
Ninja Ryukenden Kat/WP Scrapper
Hellish Thoughts Fire/PSI Dominator

Thank You Devs for Merits!!!!

 

Posted

Basic Resistance and Mez Protection should be tied to the critter's status as an AV, EB, Boss or whatever. Still won't stop me from Hover blasting most foes, but at least less of the difficulty will be dependent on whether the author chose Regen or not for their AV. All AVs could use a minimum amount of resistance, and mez protection.


 

Posted

[ QUOTE ]
Ninjutsu is applying a MASSIVE! damage buff, far more than any stalker would get.

[/ QUOTE ] This cannot be stated enough.


 

Posted

Objective Feedback: Standard/Hard/Extreme settings not sufficient. Sometimes Standard and Hard can differ by as much as five powers. Please consider adding in additional settings such as "hard, no self-buffs", "standard+Fortitude" and so on.


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Posted

This may be a bug, but it has to do with my custom critters. I have 2 bosses in my arcs Future Skulls and Simple Times. They were melee, so I gave them fly to keep people from hovering and plinking them to death. I also have some minions from a different group, that were created from the start with fly, they are both melee and ranged. None of the mobs from either group will fly. You can sit there forever slowly wearing them away, and they just take it.

This is not a good thing.


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Fighting The Future Trilogy
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Posted

Subjective: Mez protection should be completely standard for custom enemies, with optional increase based on powerset.

Subjective: Remove inherent class abilities like defiance from custom minions and LTs, or lower-difficulty customs.

Subjective: Need greater control over the capabilities of custom characters. Ideally we would have access to common NPC enemy group powers as well, but at the very least, we need greater control over what powers each character has. As it is, we can't create a lot of enemy types because it's simply not appropriate, e.g. martial arts minions can result in chain-disorientation.


 

Posted

Objective: Lieutenants and Bosses gain way to many attacks when you switch from standard (which does not suggest "easy" in my mind and should have more attacks) to hard (this usually adds most of the tray to pick from). On the flip side changing from hard to extreme Bosses usually just gain one or two of the skills since this is usually all that remains after switching from standard to hard.

Perhaps we could fix this by having an easy setting (what standard is now or roughly 25% of the skills), standard (what hard is now minus two-four powers for each set, somewhere around half of the list), hard (having at least 75% of the attacks available) and extreme (all of them available). Also, if you do this you could work all the mez resists, or most of them, into the hard lists since (as stated before by others) my controller cannot hold a minion with certain defensive. And when I say cannot hold a minion I mean it, I've had easier times holding EBs Devs create on her than the lower end custom created critters who just happen to have fire aura on them because it fits their concepts.


 

Posted

Objective: If powers can't be omitted or taken as necessary while creating critters, can we adjust the timer on when a defeated mob uses its self-rez? They pop up way faster than any current regular mob does. And they do it EVERY TIME. Freakshow don't rez every time.

I would also like to be able to add an extra power or two that is not part of the primary/secondary sets, either for flavor or to provide a melee-centric critter a ranged attack. Perhaps a limited pool of the pool/epic powers?


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Posted

The lack of the ability to directly select powers for characters is severely disappointing. Feels like, once again, everyone is being punished just to get at the farmers.

Possible resolutions: come up with a point system for all the powers like Freedom Force, or have a minimum DPS either for each character or spread out among charcters of the same rank.

Would also like to use NPC powers and models for my characters.


The Titantic Tiberian Fiend

 

Posted

You are missing Giant Monsters.

Love the Mighty Men and Monster Maker.
Hate the [censored] peramiters you are trying to enforce on missions.

This is a sandbox, don't tell me how to make a castle, when all that is popular are farming missions.


 

Posted

It would be a tremendous help to the creative process if we were able to do 1 of 2 things:
1: Select NPC powersets for custom critters.
2: Edit the appearance of NPC enemies.

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Posted

Master minds need one additonal limit on powers that summon pets they need to summon pets based on the charcter level. It becomes too difficult for lower people to complete such missions if the master mind is using summon powers beyond what is avalible to the chacters of its paticular level.

Also it would be nice to see special sets for ice sword and fire sword. Not Ice melee and fire melee or a way to remove powers from a paticular selectionso we can moe taylor powers to what we want for a paticular critter.


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Posted

[ QUOTE ]
[ QUOTE ]
Ninjutsu is applying a MASSIVE! damage buff, far more than any stalker would get.

[/ QUOTE ] This cannot be stated enough.

[/ QUOTE ]
This buff is also generate on ranged attacks, meaning that a ranged ninjitsu can one/two shot squishies when they reach agro range, and can wear down a melee before he reaches melee range.

power choiced should be more in the hands of a player, so the player can tweak the difficulty of a mob.
-For enemy mobs certain powers could be marked, and the player must at least choose two of those powers to make a mobs "legal", or an enemy group cannot contain more than 20% of its characters as pure support. (allowing for sorceror like characters)

An allied character should be possibly pure support.

As far as custom enemy and ally behaviour, a certain power could be makrd to be more important, making them make more use of it. Also it'd be nice to mark certain powers to activate at a certain health level (think of luminary's nova)


 

Posted

RttC on EB/AV is not the same power the players use in game. I could not damage with a Katana or Fire scrapper an EB with RttC on. His regen was greater than my damage.
Something to look at.


 

Posted

[ QUOTE ]
RttC on EB/AV is not the same power the players use in game. I could not damage with a Katana or Fire scrapper an EB with RttC on. His regen was greater than my damage.
Something to look at.

[/ QUOTE ]

Yeah, anything wp is ridicu-broken. Made an av with wp and a team with a lvl 50 rad and kin and several solid dmg dealers couldn't even dent his damn health. Obviously, regen powers become ridiculous when applied to the bag of health points that av's and eb's are as opposed to regular toons with dramatically less health point. Frankly, I'm surprised the devs didn't adjust these powers into the realm of reason in regards to what is an obviously different application.


 

Posted

[ QUOTE ]
Subjective: Custom Critter power bundles by difficulty need to be reworked.

Powers that blind characters ie. Flash arrow, Smoke grenade, and Smoke (or is it Cinders) are available at too low a setting.

This either makes Custom Critters too powerful (with the Bundle that includes Blind) or too weak (without the other powers that are bundled in with the Blinds)

[/ QUOTE ]

Agree. Blinding powers in general are 'i-win' powers if your toon doesn't have yellows or plus perception. I would suggest lowered duration and/or increased rech to avoid perma-blind situations. Preferably, just apply a to-hit debuff rather than rendering the target unable to attack whatsoever. If I toss blinding powder into your face and stand next to you throwing attacks, even if you are blind you should have the ability to at least attemp attacks against me.


 

Posted

Subjective: I feel that accuracy (or is it to-hit) modifiers are too high for custom enemies. I have a shield/fire brute with sets doubling my defense when toggled (read: near softcap for dev created minions), and I still get hit regularly and die like a chump. If you aren't Ice Armor, it seems Defense sets can be a bit easily overwhelmed.


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