Forcing a lvl minimum - tip, maybe?
I have noticed however that some destructible objects give an "invalid target" message and can't be damaged until you damage one of the guards. It could be because some of them have a massive explosion, which would kill the guards at no risk to you. So make sure you can actually destroy the object in question, if it's a required objective.
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Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
I am so using this.
clever idea
I had this problem last night when I was testing/ running American Welcome. The first Mission was 5-54 for levls and the rest are 30-54 so I went in and hand edited the group to just be 30+ minions and bosses to force all auto SK'ing up to 30 from here on out. Of course I don't have a lot of lvl 30's so maybe I should be forcing it up to 40...
I did something similar in one of my lowbie arcs. I had a mix of custom mobs and various other low-level groups from the game, each with unique, overlapping level ranges.
To get everything to "line up," I set the enemy type for each to Coralax (the 5-15 group). Then I added enough "defeat a boss" objectives (of any group I wanted) to completely override the Coralax spawns. I made sure they were not required for the mission complete, and voila, a consistent level range regardless of the mob types actually seen.
This did have one caveat that I saw, in that "defeat a boss" choices for existing, in-game mobs only allows you to select boss-rank NPCs as the objective, forcing the mission to have bosses no matter what. If you are selecting from custom mobs, they can be of any rank.
On the up-side, this DOES allow you to set the starting animation for EVERY mob in the mission, though in this case only for standard mobs.
If you don't want a destructible object, but do have an indoor map and a "back" objective, you can set a standard patrol of the level range you want set to "front" that appears when your real objective has been found and dealt with.
A patrol will invoke the level limit on the mission. But since a patrol cannot be set as an objective, and this one will appear well out of sight once the real objective has been dealt with, it serves the same purpose as invisible mobs.
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[ QUOTE ]
If you don't want a destructible object, but do have an indoor map and a "back" objective, you can set a standard patrol of the level range you want set to "front" that appears when your real objective has been found and dealt with.
A patrol will invoke the level limit on the mission. But since a patrol cannot be set as an objective, and this one will appear well out of sight once the real objective has been dealt with, it serves the same purpose as invisible mobs.
[/ QUOTE ]
Ooh, I like that! Nice one.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)
I think the devs have stated that the next issue will allow you to set the level range for the arc - it will be nice not to have to implement little kluges like this.
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Hi,
i don't know if this is repeating sth already well-known, but here's sth I only learned myself today. I havent tried it with a large team, but it seems to work every time solo.
I had a mission in my new arc The Audition (arc id 182289 ) with a custom group and no normal mobs, so the lvl range was 1-54. I had some destructable objects in it that were rikti portal things (i cant remember the last part of their name lol). They were lvl 35+ objects. However, as the Players lvl is not affected by objects for the auto-exemp, a lvl 28 player testing my arc was out of luck.
The solution, I found, was this.
I also had another destructable object in the mission, a lvl 1-54 one. I created a custom group comprised solely of storm elemental minions, and set that group as guards for the destructable object. Then I set the difficulty of its guard group to single. What happens is that in game, no guards of that object spawn at all, but the player is still auto-exemped to lvl 41 (the level minimum of the 'invisible' storm elementals.
I don't even think i need have made it a custom group even, but I was worried about it appearing so I had to name it sth which fit the mission in case it did spawn.
Point of this is:
If you need to force an auto-exemp to a minimum level and you don't want obvious mobs being met by the player AND you have a destructable object in the mission, use the 'invisible guard' method to do it like this.
Eco.
MArcs:
The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)