Mission Architect Suggestion Thread.


3dent

 

Posted

Kindeller_CoH
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Trigger restrictions: This is one thing i'm a little disappointed in. When i heard of the Ma system i imagined that there would be a lot more in terms of triggering. If your unfamiliar with what i mean it's (in this case) the condition that is required for an objective to be created. eg. Boss at 1/2 health -> Ambush the boss would be the condition of the trigger. Including this the only other option is "Objective: completed"

What i would like to see is more control over when things like this would happen. For example adding multiple triggers, At the moment you can barely create a chain of events. (in fact last time i tried it give me the loop error despite after multiple checks it was a chain).

Objectives Suggestion
Defeat * enemies (eg. Defeat 50 Longbow): This one could be difficult in terms of the difference in solo and group play. (The number would have to be flexible for this to be implemented) - Taken from Cimerora TF final mission

Clear ambush: I'm not sure i have to check this one but as far as i know ambushes cannot be set as required objectives, in situations where you are ambushed it would be nice to add, like a villain bank mission, defeat $enemy to escape. (:

Talk mission - Allow a "Person" to be inserted into a mission like a talk. You dont have to interact like a normal talk contact but atleast click -> speak type thing to allow dialogue to be spoken. Currently theres no decent way to insert a person you have to speak with without having to rescue them. And into that they can only speak a few words of dialogue. (please allow a decent size dialogue text space for the "Person")

Additional:
Double missions - Being able to force the player to go from one mission two another, like a two part mission. An example of this would be. mission 1: Travel to place a using device 1. (click objective complete requirement) once finished it sends you to the next map which is really part 2. which would remove leaving the area and the middle part of talking to contact etc.

Obviously restrictions would have to be put on these to be able to make them work but i can at the moment see no way these could be exploited other than adding features for those who want to use this system to create decent exciting stories.

Edit: Small edited addition... Make it possible to add a "Hero" Instead of always being an AV.

Testing

A lot is to be said for "testing" an arc, First off there is no incentive to test or help test an arc for someone. Its damn hard to get a team together and most people temp-publish it anyway so people will join then remove/edit. Perhaps some ticket reward or alternative incentive to test arcs.

Testing tools:
Since the point of testing an arc is to see if particular features work, it would benefit (especially those that cant find a team to help run thought a 5 mission arc just to test the end) to have in the architect options something along the lines of complete all objectives, complete "rescue" objective etc. Note that for obvious reasons any badges associated with completing an objective would not be awarded for the forced completion. Maybe even a force mission completion would be suffice. (perhaps similar to the force mission completion we have on mission contacts)


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Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

Eight_Ball
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Mission Architect was supposed to be all about players creating there own epic story lines, giving the player the ability to let their imagination run wild and create something unique.

MA hasn't done that, all it's really done is give certain players the ability to get from 1 to 50 in the shortest amount of time.

So I say make MA what it should have been, a storytelling tool not a farming tool.

1. Make it so a player can gain more MA tickets per mission/mob.

2. Take out all XP for mobs , a player kills something that player gets tickets/inf.

3. The only time a player will get any XP is when a player completes the mission or completes the arc (standard mission/arc end xp).

So anyway there you go my basic framework for bringing MA into more of a storytelling orientated focus.

Discuss.

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Rent_
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1. Most farms provide max tickets per run. More tickets dropping would just lead to ticket farms instead. Selling their roll recipes and getting inf that way.

2. No XP = minimum players using the MA. Almost everyone like to see progression. Doesn't matter if the person prefers story over XP, they will still want to achieve something.

3. Mission completion bonus was left out for a reason. It's extremely exploitable. 5 missions. One glowie to complete each one. Instant XP for no work at all. Rinse and repeat.


In my opinion, the only way to make the MA more story focused is to first admit that farming will always continue. Then look at curving it rather than stopping it.


There's a few things i can think of to do that.


1. Make the groups consist of minions and lieutenants. An all boss mob is ripe for the picking.

2. Lower the amount of groups per map. 200+ on dreck map is far too many.

3. If the dev's really are against farming then make the repercussions of making farm maps more severe. don't just unpublish them , give a warning or something. That will stop in ya face farming.



Anything else won't have an effect are farmers without ruining what the MA is about.

People keep saying get rid of the auto SK feature but if that was to happen i'd just go back to my perma level 46's i have and give myself an SK courtesy of the dev's and their stop XP option and i would have a bigger team. It would backfire.

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Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.

 

Posted

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(true story, I did this yesterday and we hated it!)

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You sir are an idiot then.


 

Posted

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(true story, I did this yesterday and we hated it!)

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You sir are an idiot then.

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?

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??!

I really hope that was a joke.


 

Posted

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[ QUOTE ]
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(true story, I did this yesterday and we hated it!)

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You sir are an idiot then.

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?

??

??!

I really hope that was a joke.

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No joke.

If anyone spends three hours doing something for fun that they hate they are an idiot. If you hate something don't do it! Don't come on the forums and moan about doing it.


 

Posted

Yesterday when I was designing a 'Battle' objective, I noticed that you are given the option to specify the combatants as either 'Both Groups are Enemy', 'Group One is Ally' or 'Group Two is Ally'. Now, I haven't been able to test my theory yet, but would the enemies conflict with Rogues on the map? If that is so, I think there should definitely be the option to change it so one group is a Rogue. Wait, in fact, do separate rogue spawns fight with each other because it describes them as 'fighting everything on the map'? Because if you are trying to demonstrate a conflict between two groups in a mission, you don't want different parts of the Rogue group to be fighting with each other. Though, there should be an option for some obscure possibility that it is needed, to have separate rogue teams, so some rogues do conflict with each other.

Oh, and I'd like to be able to place Bosses in Ambushes.



Bad Voodoo by @Beyond Reach. Arc ID #373659. Level 20-24. Mr. Bocor has fallen victim to a group of hooded vigilantes who have been plaguing Port Oakes, interfering with illegal operations and pacifying villain's powers. He demands that revenge is taken on these miscreants and his powers are returned! You look like just the villain for the job. Challenging.

 

Posted

Rogues do indeed fight anything, which is a big shame.

I'd quite like to see a two-faction option available as the faction selection for a mission (not sure how this would actually work mind, bearing in mind the fact that different factions have different level ranges) and subsequently two bosses from separate factions talking together, who must be defeated.

I'd also quite like to see (but know that this would require cloned 'new mobs' to work) a standardisation of mobs' level ranges:

For example, when creating a custom mob using standard enemies, the CoT are available from level 1-54. As a stand-alone, standard group however they go from 5-54.

In cloud cuckoo land (a place I visit from time to time) I'd love to see all/most mobs be extended to the full 1-54. At least for non-specific mobs such as Warriors, Tsoo, Carnies, Skulls, Hellions etc. Okay maybe less so with the last two.

Mobs such as Lost, Arachnos 1960s, Axis America etc are fine as they are - being as it is that they fulfil a certain purpose within the standard content.


 

Posted

Here is an important lecture on story and particularly story in videogames. I suggest the devs spend some time watching this, especially when bearing Mission Architect in mind.

Will Wright SXSW Keynote 2007
http://www.viddler.com/explore/sandieman/videos/114/

Some notes I took:
Possibility Space - branching storyline/narrowing options as story unfolds
Timecode
Story Fragment (trigger/random : result)
Procedural Storytelling
Story Types: Unintentional/Subversive/Expressive
Story Genres : Player generated, but computer predicted, automated semiotic analysis
Goal states, objectives.
Fractal storytelling
Self expression, player driven content
Quality vs Quantity : Most player-created stuff is crappy, develop better tools for them <-----<<<

Spore : Texture/Animation/Behavioural tools
Predict what the player would like

Drake's equasion : This equation was devised by Dr Frank Drake [..] in the 1960s in an attempt to estimate the number of extraterrestrial civilizations in our galaxy with which we might come in contact http://en.wikipedia.org/wiki/Drake_equation

Computer has evolved into a tool of self expression
Games & entertainment help us develop : Systemic thinking, create accurate models of the world around us : help us change the world for the better.


Here are some further notes:
http://www.wonderlandblog.com/wonder...ill_wrigh.html


In conclusion: Will Wright is the Chuck Norris of boffins.


Please fight My Brute: http://2hero.mybrute.com

Mission Architect 54161 - Michael Mundano, Megan Malloney and the Secret Senate.
Mission Architect 91838 - Constantinople Jones' Family Secret. A One Mission Story arc.