Ideas for making a "captive" more noticeable?


dugfromthearth

 

Posted

Ok, so in my arc I have been getting complaints about an outdoor Graveyard 2 CoT mission. The issues isn't the CoT, but it's a silent captive that, because AE is still rather buggy, does not:

A) Say any inactive text until aggroed
B) Front, Middle, and Back placement aren't working properly either (though I don't know what that would do in an outdoor map)

The problem is, it needs to be in a graveyard for the sake of the story. Sometimes I can find him in an instant and other times he doesn't appear to even be on the map. Anyone have any ideas? I already tried:

1) Magical Rune Casting making large explosions and lots of noise.
2) I changing the map to the slightly smaller Graveyard 1 outdoor map.

Should I just forego the story for the moment and put it in and indoor map until AE becomes more advanced or is there a way for me to make it like "You Are Here, He is there"?


 

Posted

Well. he's not really a captive persay... It's more like a villain within a villain group who has set up a meeting with you at the expense of his fellow mages kind of deal. Perhaps I can make it to where they discovered his true intentions... *Gears start turning*


 

Posted

I have a few captives in my arcs

some are in the green captive glow so they float
some have the captors doing the pantheon casting - so they glow
some are in the red fire cage

you can also have the captors be a different type then the others

so I have GraveDigger Initiates roaming around, but the ones holding the captives are Summoner Zombies. So if you see a summoner, you know they are with a captive.


 

Posted

Give him a really bright noticable aura in his costume?

Give him a powerset that makes him glow like a disco ball?

Or /ff or sonics with the big dispersion bubble. (That might be a little too laughably noticable though )


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