General Observations when Logging Out and MA


Blackavaar

 

Posted

Occasionally in the mornings before work, I will usually run a couple of mish'es and then when I am ready to log, I usually fly to my next mission and stand in front of the mission entrance then proceed to log off. When I come back later that afternoon/evening and log back on, it appears it has me exit the mission I never started being that I was standing right in front of the mission door. The door would open as if I exited.....lol. Of course it didn't have me complete it, it just appeared that I was leaving that mish. I am thinking that when one logs off near a door that can open, maybe this triggers some kind of server positioning thing that tells the game to move you in a particular direction or the dev's set it up as a safe way to log back on without landing into a large spawn of villains which normally don't camp out right on top of the mission entrance. Not sure on this one?

Finally, I noticed on a few MA mish'es that some people have their villains spawn right by the entrance when you enter their mish'es. I know that normally in regular mish'es, you might have villains standing close to the main entrance but just far enough to not cause any kind of aggro or attention to ones self. Having not built a MA mish yet, is this something that MA will allow you in placing your villains close to an entrance? I was not sure if there was a certain distance that would cut you off before the MA would say "too close" to place villains? On a few of these MA mish'es, I had to fly past the villains without trying to get wiped out and then get them from the backside while hopefully not running into more. Very scary.







 

Posted

Those MA missions might be more a quirk of the map's default enemy placements then any player choice. Would tick me off for sure.

And I think I know what you're talking about, sometimes logging back in to find myself exiting a door. It's weird.


 

Posted

That's a quirk of the game, so it doesn't look like you appeared out of thin air to anyone else on the street.

As to the MA and villains at the entrance, it IS an option. My husband's first arc "The Sands of Time" (35191) does this in his final mission. One is set as a watchdog for the other, so he spawns at the front. You have to beat him to get to her.

((Note, if you're gonna play this one: You face 2 EB/AV, but not at the same time (3, if you count that you face the first one a second time)))


 

Posted

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Yes, any time you log out near an "open-able" door, your character will come out of that door when you log back in. It's been this way as long as I can remember.


 

Posted

I logged out at WW once and when I logged back in I popped out of a door behind WW.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

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The fun one is if you log off near a manhole cover or snake hole, you pop out of the ground on log in.


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"Chew Electric Death, Snarling Cur!"

 

Posted

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I logged out at WW once and when I logged back in I popped out of a door behind WW.

[/ QUOTE ] that's probably the same door you come out of when you use the WW transport power.


 

Posted

In the MA, the spawn points are predetermined. You can decide whether a particular objective spawns in the front, middle, or back, but you can't create or move spawn points.

There are times in the regular game when an enemy spawns near the door. It's not common, but it happens.


Avatar: "Cheeky Jack O Lantern" by dimarie

 

Posted

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I logged out at WW once and when I logged back in I popped out of a door behind WW.

[/ QUOTE ] that's probably the same door you come out of when you use the WW transport power.

[/ QUOTE ]
Yes it was.


Father Xmas - Level 50 Ice/Ice Tanker - Victory
$725 and $1350 parts lists --- My guide to computer components

Tempus unum hominem manet

 

Posted

The door thing is just an easy animation to do and looks kool if someone else happens to be standing around in that area. Being near any door that opens upon login will trigger that animation.


 

Posted

Did you also notice that there are no mobs close by when you exit that door when you log on. It's the same in game when you exit any mission, unless you have an ambush owing as part of an arc. I think it's queued that you don't get all beat up before you have a chance to orient your char when logging on.


There is always a lot to be thankful for, if you take the time to look. For example, I'm sitting here thinking how nice it is that wrinkles don't hurt. ~Author Unknown

 

Posted

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The fun one is if you log off near a manhole cover or snake hole, you pop out of the ground on log in.

[/ QUOTE ]

No, the really fun one is logging off near one of the rubble-covered doors in Mercy.

[/ QUOTE ] I can do you both one better...

In Nerva (and Siren's Call i think), there is a Wiener Stand that has a door on it. If you log out while standing at the front counter, you will walk inside when you log back in.

But don't try to make any money selling Jumbo Wienie Fries while you are in there... The Devs didn't stock the shelves lol

(Yes, I know you can TP inside as well, but it's still a funny "log-in near a door" incident as well)

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There are also places on "Monkey Island" in PI that allow you to navigate under the map when you log back in because some of the buildings are slightly underground...


 

Posted

Yeah I remember that. It happened twice. Both in nerva. Once by the trainers (had to get someone to teleport me out) and the other by the mutant and magic store. Tho this one happened back when that hot dog stand door was bugged to be like the nearby Black Helicopter's, so when you clicked on it you got the window w/ the option to travel to st. marts.

I used to love the fact that bug existed. I was disappointed when it was fixed.


 

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The fun one is if you log off near a manhole cover or snake hole, you pop out of the ground on log in.

[/ QUOTE ]

No, the really fun one is logging off near one of the rubble-covered doors in Mercy.

[/ QUOTE ]

There are a couple of doors in St. Martial (one is a warehouse on the NorthWest side of the island, the other is a sewer entrance near the Black Market) where the door is actually lower than the ground around it.

In these cases logging on near one of those can get you stuck partially in the ground. The /stuck command does not work in these cases, however jumping without trying to move forward or back corrects the problem.


 

Posted


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This "exiting themission door" thing also happens with the Mission Transporter power from the Cyborg pack. When you port to the mission you don't appear like a normal teleport, but the mission door opens and you run out.