MA missions not auto sidekicking?


Captain_Cosmic

 

Posted

Made an arc that is 46-54. However, anyone under 46 who enters auto sidekicks to 44....

Anyone else experiencing this? Work arounds?


 

Posted

Yes i've had this happen to me. Not entirely sure why but when I adjusted my mission difficulty, it brought the lowbies up to 45.


 

Posted

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.


bababadalgharaghtakamminarronnkonnbronntonner-
ronntuonnthunntrovarrhounawnskawntoohoohoordenenth ur-
nuk!

 

Posted

Gonna try to bump my difficulty down. What difficulty did you set yours at James?


 

Posted

Yep nerfed I am seeing the same thing was no big deal I just sk my buddy up but if I was planning more than one SG mate not going to happen


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

It also depends on the enemy type. For instance, the Family has some real screwy level problems... at the earliest range, Marcones may not spawn for hero teams at all, and at the upper range you could have the team -10 or the enemies at -10.

What's the actual composition of the custom faction in question? 46 is an awfully weird start point.


Global @Twoflower / MA Creator & Pro Indie Game Developer.
Mission Architect Works: DIY Laser Moonbase (Dev Choice!), An Internship in the Fine Art of Revenge (2009 MA Award Winner!) and many more! Plus Brand New Arcs for Issue 21!

 

Posted

[ QUOTE ]
What's the actual composition of the custom faction in question? 46 is an awfully weird start point.

[/ QUOTE ]

Freakshow is the mob choice in question.

I fixed it by lowering my difficulty down to Level 4 and it made the lower levels auto SK to 46.

Thanks for the help!


 

Posted

[ QUOTE ]
It also depends on the enemy type. For instance, the Family has some real screwy level problems... at the earliest range, Marcones may not spawn for hero teams at all, and at the upper range you could have the team -10 or the enemies at -10.

What's the actual composition of the custom faction in question? 46 is an awfully weird start point.

[/ QUOTE ]

I have a custom group with two were wolf patrols to get 45-50 range and if the person is lower they come in at 44 so no idea what when they use to come in at 45. I made tweaks to the mission text so no clue for me I am guessing bug or nerf not sure which one

Ok some more testing and this is what I am seeing I have an arc with rikti werewolves and carnies and the sk works at 45 a custom and the wolfs are setting at 44


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

I thought that your auto-sk level was based on your mission difficulty - if you are at difficulty 1/2 you should auto SK to the minimum level for the mission, at diffuculty 3/4 you should auto sk to minimim level -1 and at diff 5 you should auto sk to minimum level -2, thus preserving the difficulty setting - i.e your enemies will always be level+1 or level+2 at difficulty 3&4 and they will be level+2 and level+3 at difficulty 4&5.

When you talk to the contact look at the mission description text that you see after selecting the 'available missions' option - after the player created text if you are going to be auto-sk'ed it should say something like "The minimum mission level is 44 and your effective combat level is going to be set to 43 because you are at mission difficulty 3" or somethign like that - I don't remember the exact text.


Globals: @Midnight Mystique/@Magik13

 

Posted

I've been trying for a long time to figure out how to scale custom toons. The reason for this is, simply put, I want to be able to team with my entire supergroup, regardless of level, and get normal rewards. I am hesitant to share this information with the public, because of the possible exploitation applications, But I am passively in the market for game design jobs, and this discovery cannot hurt my reputation. And so, as Albert Einstein did, i will make this potentially powerful and devastating information available to you, the players of COX.

The problem with scaling custom toons is that the level requirements are 1-54. Players are scaled up to the minimum level, 1, and NPCs are scaled to the leader's level.

What we want, is a level requirement of 45-54. This way, the level 1-45 player characters will scale to 45. The enemies will scale to 45, or the highest player level, which ever is higher.

To accomplish this, we must understand a little bit about how patrols and boss fights work in the AE editor. These types of mission details swap out one for one, a standard enemy spawn in the level. If you put the maximum number of these details in the mission, they will completely replace the native spawn type. The level requirement, however, will remain the same as the native enemy type, and the players will be level scaled accordingly.

To get the desired effect, we simply set the mission settings level to a 45-54 enemy group, such as werewolves, and set a single mission detail of boss, patrol or destroy object.

To get a classic style COX map, use bosses. Make your custom boss a minion, or lieutenant, if you think that many boss fights would be too challenging. Make sure to change the surrounding enemies to your custom toon group Do not leave it as 'same as boss', It doesn't work. I like to set all the groups to patrols because it adds a new level of complexity to the missions, giving them a more tactical feel. Which ever one you chose, if you do not want a destroy all enemies map, remember to click off the required for mission completion toggle under the settings dropdown of your mission detail.

In the settings drop down menu of the mission detail, go to the quantity field and enter the map specific maximum number of allowed ambush, boss, patrol or destroy object details. This number can be seen on the mission setting summary on the right side of the mission settings page.

Fill in your mandatory dialogue boxes and you are good to go.

Remember, as uncle benny said, "With great power comes great responsibility." Please use this info to cultivate your imagination, not to make a mad grab for XP.

Enjoy.

Your melancholy messiah,
W. Mitchell Adams, AKA: Captain_Cosmic.
Wadams5.com

~P.S. If you use this technique in your mission arc, please feel free to put my name in the credits. No pressure.


 

Posted

I ran several MA missions yesterday with a buddy and every time the mission said he would be auto leveled to 50 it never happened and I had to sk him. These were regular DEV Choice missions and were not "farm" missions.

So has the auto level feature been nerfed as well?


 

Posted

Captain Cosmic - not exactly a big secret to use a detail of the requested level range to force a map into spawning how you want.

I doubt that anyone who's been making missions (especially missions for their SGs) hasn't already discovered it.


#2409 - The Mystery of the MAGI vaults. Azuria has contacted you to help her stop the thefts from the MAGI vaults.
#68054 - Out of the gutters. Left for dead, you swore that you were through with being a victim (alt villain beginning story)

 

Posted

[ QUOTE ]
I've been trying for a long time to figure out how to scale custom toons. The reason for this is, simply put, I want to be able to team with my entire supergroup, regardless of level, and get normal rewards. I am hesitant to share this information with the public, because of the possible exploitation applications, But I am passively in the market for game design jobs, and this discovery cannot hurt my reputation. And so, as Albert Einstein did, i will make this potentially powerful and devastating information available to you, the players of COX.

The problem with scaling custom toons is that the level requirements are 1-54. Players are scaled up to the minimum level, 1, and NPCs are scaled to the leader's level.

What we want, is a level requirement of 45-54. This way, the level 1-45 player characters will scale to 45. The enemies will scale to 45, or the highest player level, which ever is higher.

To accomplish this, we must understand a little bit about how patrols and boss fights work in the AE editor. These types of mission details swap out one for one, a standard enemy spawn in the level. If you put the maximum number of these details in the mission, they will completely replace the native spawn type. The level requirement, however, will remain the same as the native enemy type, and the players will be level scaled accordingly.

To get the desired effect, we simply set the mission settings level to a 45-54 enemy group, such as werewolves, and set a single mission detail of boss, patrol or destroy object.

To get a classic style COX map, use bosses. Make your custom boss a minion, or lieutenant, if you think that many boss fights would be too challenging. Make sure to change the surrounding enemies to your custom toon group Do not leave it as 'same as boss', It doesn't work. I like to set all the groups to patrols because it adds a new level of complexity to the missions, giving them a more tactical feel. Which ever one you chose, if you do not want a destroy all enemies map, remember to click off the required for mission completion toggle under the settings dropdown of your mission detail.

In the settings drop down menu of the mission detail, go to the quantity field and enter the map specific maximum number of allowed ambush, boss, patrol or destroy object details. This number can be seen on the mission setting summary on the right side of the mission settings page.

Fill in your mandatory dialogue boxes and you are good to go.

Remember, as uncle benny said, "With great power comes great responsibility." Please use this info to cultivate your imagination, not to make a mad grab for XP.

Enjoy.

Your melancholy messiah,
W. Mitchell Adams, AKA: Captain_Cosmic.
Wadams5.com

~P.S. If you use this technique in your mission arc, please feel free to put my name in the credits. No pressure.

[/ QUOTE ]

I have wolves for 45-54 but my custom is the man enemies I just have two roving patrols of wolves to force the sk up they just sk to 44 and it did not matter if I was unyielding or Invincible

I have a non custom group mission rikiti are the main which is like 33-50 carnies and wolves and added snakes as well last night yea yea it is a goofy mission but fun and it auto sk every one to 45

Thanks


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

[ QUOTE ]
Captain Cosmic - not exactly a big secret to use a detail of the requested level range to force a map into spawning how you want.

I doubt that anyone who's been making missions (especially missions for their SGs) hasn't already discovered it.

[/ QUOTE ]

I didn't see anything in your post about custom enemies. My method is for scaling custom enemies. As far as i know, no one has been able to do that before.


 

Posted

[ QUOTE ]
[ QUOTE ]
I've been trying for a long time to figure out how to scale custom toons. The reason for this is, simply put, I want to be able to team with my entire supergroup, regardless of level, and get normal rewards. I am hesitant to share this information with the public, because of the possible exploitation applications, But I am passively in the market for game design jobs, and this discovery cannot hurt my reputation. And so, as Albert Einstein did, i will make this potentially powerful and devastating information available to you, the players of COX.

The problem with scaling custom toons is that the level requirements are 1-54. Players are scaled up to the minimum level, 1, and NPCs are scaled to the leader's level.

What we want, is a level requirement of 45-54. This way, the level 1-45 player characters will scale to 45. The enemies will scale to 45, or the highest player level, which ever is higher.

To accomplish this, we must understand a little bit about how patrols and boss fights work in the AE editor. These types of mission details swap out one for one, a standard enemy spawn in the level. If you put the maximum number of these details in the mission, they will completely replace the native spawn type. The level requirement, however, will remain the same as the native enemy type, and the players will be level scaled accordingly.

To get the desired effect, we simply set the mission settings level to a 45-54 enemy group, such as werewolves, and set a single mission detail of boss, patrol or destroy object.

To get a classic style COX map, use bosses. Make your custom boss a minion, or lieutenant, if you think that many boss fights would be too challenging. Make sure to change the surrounding enemies to your custom toon group Do not leave it as 'same as boss', It doesn't work. I like to set all the groups to patrols because it adds a new level of complexity to the missions, giving them a more tactical feel. Which ever one you chose, if you do not want a destroy all enemies map, remember to click off the required for mission completion toggle under the settings dropdown of your mission detail.

In the settings drop down menu of the mission detail, go to the quantity field and enter the map specific maximum number of allowed ambush, boss, patrol or destroy object details. This number can be seen on the mission setting summary on the right side of the mission settings page.

Fill in your mandatory dialogue boxes and you are good to go.

Remember, as uncle benny said, "With great power comes great responsibility." Please use this info to cultivate your imagination, not to make a mad grab for XP.

Enjoy.

Your melancholy messiah,
W. Mitchell Adams, AKA: Captain_Cosmic.
Wadams5.com

~P.S. If you use this technique in your mission arc, please feel free to put my name in the credits. No pressure.

[/ QUOTE ]

I have wolves for 45-54 but my custom is the man enemies I just have two roving patrols of wolves to force the sk up they just sk to 44 and it did not matter if I was unyielding or Invincible

I have a non custom group mission rikiti are the main which is like 33-50 carnies and wolves and added snakes as well last night yea yea it is a goofy mission but fun and it auto sk every one to 45

Thanks

[/ QUOTE ]
Glad i was able to help you out. Just to be clear, you don't need to put any non custom spawns in your mission to get the scaling to work.


 

Posted

All the characters I have tried today also will not auto sk. I tried all sorts of mission ranges etc. It was working Wednesday when I was playing but not today.


 

Posted

[ QUOTE ]
All the characters I have tried today also will not auto sk. I tried all sorts of mission ranges etc. It was working Wednesday when I was playing but not today.

[/ QUOTE ]

I was just playing a mission i made. Auto SK still works. Keep plugging away at it. You'll figure it out.


 

Posted

Question: If I wanted to level-restrict a mission (or arc) to low levels, but the standard mob group tops out far above where I want the mission to be, how do I set a auto-exemp level, like a task force does?


 

Posted

Add a detail that involves a group that caps where you want. If you can't work it into the story, make it an unguarded non-required hostage and tie it to the final required detail - the players will probably never notice it.


#2409 - The Mystery of the MAGI vaults. Azuria has contacted you to help her stop the thefts from the MAGI vaults.
#68054 - Out of the gutters. Left for dead, you swore that you were through with being a victim (alt villain beginning story)

 

Posted

Even when i switch things around the custom group drops everyone to 44 not 45


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA

 

Posted

Anyone know of a level 47 mob to make the arc 47-50+?

Can't seem to find one.


 

Posted

[ QUOTE ]
Anyone know of a level 47 mob to make the arc 47-50+?

Can't seem to find one.

[/ QUOTE ]

Not unless one of the locked groups have it

It is so weird I had a missions boss; minions and lieutenants outside kick too 44 for level 3+ level 1 or 2 level 45

I have another mission with an EB/AV at lvl 1-2 gives 47 have not had a chance to test above that.

So it looks like what you have in the mission and setting decide what happens so it is more than one thing that effects auto sidekicking which is good to know when creating content for your you to run


Pinnacle
Langar Thurs-Katana/SR 50; Hejtmane-DM/DA 50
Rogue Spear-Spines/DA 50; Hypnosis-Ill/Rad 50
Sir Thomas Theroux-DM/SR 50; Melted Copper-Fire/Shield 50
Byzantine Warrior-DB/ELA 50;Blade Tempo-50 DB/EA