How is this done?
Firstly, this isn't a democracy, it's a mostly-benign dictatorship. Whatever NCSoft says goes.
As for the actual thing, I can sort of see how this could be done but without the tools to play with (maintainance!) I couldn't say exactly. If not, maybe something that got changed since the mission was made?
Character references! Artz! Whatnot!
Adding an ambush occupies a spawn point. I suspect what's been done is to fill the front and middle spawn points with ambushes, which then spawn when triggered by mobs in the back room, which are probably set up as boss fights.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Maynia, I guess you're right about that...
Well, let me show you somewhat what it looked like;
http://s36.photobucket.com/albums/e4...2-19-00-18.jpg
1. There is NO enemies until you get to the last room.
2. Just as you get to the last room you will hear a sound and you could see an object fall down or at least it looks like that. I suspect it's activated in some way... it actually several destructable objects placed in the exact same location. The mobs will try to destroy these as you approach them but their attention will usually change towards you quite swiftly.
3. As you start fighting a mob many mobs will come as an ambush - they come running straight for you (in the pic they've allready arrived and you don't see exactly how many they are as they stand in the same spot!).
The ambushes are one thing... but I kinda wonders how you get those large mobs in the last room without any mobs on the rest of the map? Probably not as hard as it seems but I don't know the MA well enough to do it.
... it actually several destructable objects placed in the exact same location. The mobs will try to destroy these as you approach them but their attention will usually change towards you quite swiftly.
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Nice to see that it seems like the AI might have been fixed somewhat (usually they don't attack the object even though they are supposed to) and it's also nice to see it in an actual mission instead of someone using it to powerfarm the ambush. Emptying the level could simply be done by setting the default enemy for the mission to Empty and custom setting the Defendable guards and ambush.
i love these types of mishs and i'm trying to figure out how to do one myself. i have a great idea of custom critters to place in one and i know people will see it as farming but i see it as nothing more than a fun mish and a challege to stay alive and have fun, i will have a story to it.
there will always be "haters" towards anything someone says is a farm and the "sheep" will follow. IMHO if you don't like it, don't do it and let the ones who enjoy it have their fun.
@Canadian Canuck @Canadian Canuck2
i love these types of mishs and i'm trying to figure out how to do one myself. i have a great idea of custom critters to place in one and i know people will see it as farming but i see it as nothing more than a fun mish and a challege to stay alive and have fun, i will have a story to it.
there will always be "haters" towards anything someone says is a farm and the "sheep" will follow. IMHO if you don't like it, don't do it and let the ones who enjoy it have their fun. |
I am not quite sure it can be done anymore. I had a mission that i had set up similar to how the OP described. I loved it for the pure mayhem i could fight. But after issue 16 went live the mission errors, and says that i can only place 3 ambushes. Though the map still says it supports 20 or something like that.
I also think they fixed the spawn points. It used to be with that map there was only 3 spawn points in the back room. So if you placed a boss and like 18 defendable objects you got one boss spawnn and like 18 objects all stacked up on the other 2 spawn points. It wasnt one ambush it was actually 18 ambushes spawning all at the same time.
I have not figued out how to duplicate it yet. It was a ton of fun to fight, though i can see it being farmable for sure, with the difficulty changes and SSK i dont see why it had to be removed. Like everything else fun, the devs seems to have a stick up thier rears about anything that is just a blast to make if it seems at all farmable.
i love these types of mishs and i'm trying to figure out how to do one myself. i have a great idea of custom critters to place in one and i know people will see it as farming but i see it as nothing more than a fun mish and a challege to stay alive and have fun, i will have a story to it.
there will always be "haters" towards anything someone says is a farm and the "sheep" will follow. IMHO if you don't like it, don't do it and let the ones who enjoy it have their fun. |
Hrm....
/em dashes off to the MA editor
QuiJon, thank you for the insight on how it worked before i16. i too did notice the 3 max. ambushes in a mish now. i did attach 3 ambushes to one boss but only one of them came to the bosses aid and the other two went to the front door. i'll be playing around with this as i do want to see it happen again and i'm stubborn to make it work once more. it is alive in a certain mish still but the author who i team with will not let me in on his secret of how it is done. i do have certain words for that person but will not call out their name.
if i figure out how to do it i'll get in touch with you away from the forums so it will be available for everyone to use and the "powers that be" will not know it, therefore not nerf it.
@Canadian Canuck @Canadian Canuck2
Well if it wasnt for that annoying "You cannot have another trigger on something that already triggers an ambush" ...
What's that good for anyway? Devs afraid that people gonna die Anny?
Where's the difference from having them come from several whimpy bosses at 3/4, 1/2, 1/4 and 0 health for farming?
Sure you could build pretty lethal missions more easy then, but you can do so anyway. And it'd allow for a great fail option. DONT do this or that or it will sound the alarm.
Easiest way to empty a map is by flooding it with patrols once a certain objective is done. Every patrol takes up 1 spawn point. Add in an ambush on the largest setting and you would get something like you described. Big ambushes plus a few patrols spawning everywhere including the room you are in. That could get messy big time.
this was done pretty much as some have described : you pick an object that seems potentially bugged (steamer chests) and use those as defendable objects and set it to the max amount for the map. The possible bug is that those objects don't spawn spread out on the given map for some reason, thus stacking them all in one room and thus you spawn dozens of ambushes at once.
The 3 ambush limit prevents this now and I've found no work around to get more than 3 ambushes in any manner on any map. This can be important for designers since some mission goals (like defendable objects) create ambushes that take up an ambush slot. This reduces the number of ambushes you could have come to the aid of a boss/AV for example.
I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.
Well, I'm not sure if this is OK to discuss here as the outcome is most certainly nothing much more than a PL/farm tool but. I do believe that you should be allowed to talk about even the "dark side" in a healthy democratical environment so lets go.
So... I discovered a farming mission which is now removed and it is bugging me that I can't figure out how it's made. Actually there is a copy of the original #274007 available as #281930. Map is Longbow 60, layout 15 - a quite long map. In the original mission there is no enemies until you get to the last room. Just as you enter the room it seems loads of defeatable (by the enemy) objects appear together with guards in two separate mobs. As you start fight one of the mobs a MASSIVE ambush appears. Similar when you start fighting mob 2.
Now this is actually more of my own curiousity - I tried recreating this mission but I just can't. So I figured out the map but what ever I do it seems the mobs/objects becomes spread out across the entire map. I guess that in the original mission you have a couple of defeatable objects in the last room and then something triggers more of these (you can actually see these objects dropping down in their place as you closes in on visible range). But I just can't seem to remake this and it 's really annoying. So anyone skilled mission architect care to share?