Another MA Flaw?
I've got a mission where I have a custom hero as an ally in a sewer map. I want him to stay put when I'm done defeating the enemies around him. Based on the tutorial etc., setting his actions to fighting defensive and doing nothing should cause him to stay where he is and fight only enemies that attack him. Unfortunately, he follows my player character anyway.
I originally had him set to "run to the nearest door" with an expectation that he'd leave, but of course that doesn't happen - he just runs around a corner and stays there, which makes no sense when the enemy's around. I don't want him following the player character. He needs to stay alive to further the needs of the arc, and frankly, I don't want players getting irritated at an ally stealing their character's thunder. Anyone else have this problem? Is there a fix, or do I need to reset him to "run to the nearest door" and just live with it? Thanks. |
All you can do really is set them to "Run to door" to stop them following you.
If you're referring to what I think you are, yes, Captain Needs a Map has some issues with getting lost. It's been a while since I played it, but I think the problem was that, as an ally, he would exhibit the usual Ally "stranded" behavior (stand there and do nothing) when he went out of ally range of the player.
Edit: Alright, did a quick test. Here is how ally behavior is working on the map I used (Steel Canyon outdoor, ally was pet-class Numina).
Non-Combat/Do nothing, Passive/Do nothing: Ally will stay put when rescued. If you lose them and then reacquire them, they will follow.
Non-Combat/wander, Passive/Wander: Ally will wander when rescued. If you lose and reacquire, they will follow.
Fight Defensive/Do nothing, Fight Defensive/wander: Ally will follow.
Aggressive/Do nothing, Aggressive/wander: Ally will do nothing or wander. If you lose and reacquire, ally will not follow (although I'm guessing they will become non-combatants if lost; see below)
Allies are automatically SSKd to the player's level upon rescue; they revert to their normal level (as decided by critter level/player difficulty settings) when lost.
Edit again: Tested with a custom ally, on a sewer map, got some slightly different behavior:
Aggressive/Do nothing: ally will do nothing. If lost and reacquired, ally will follow.
Passive/wander, Non-combat/wander: ally will wander. If lost and reaquired, ally will resume wandering.
Considering I got different ally behaviors on different maps, my conclusion is that it's seriously whacked. However the explanation for "defensive" allies always following sounds likely, so that behavior may be consistent.
So Dalghryn, try setting your guy to Aggressive/wander and see how that works.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Thanks, Eva. This problem makes me wonder if it's an accidental bork or, like Carnifax suggested, a deliberate change that's not working correctly. In either case, it's really becoming annoying that creators that aren't deliberately exploiting or setting up farms are having so many of their options limited by the actions of those that do.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Yeah, this is annoying and another way that farmers affect everyone else. I used to have a guy at the front door who gives you a clue when you free him but he's supposed to wait and guard the door, not follow you around. I also have an escort who is affected too as she will not exit the map no matter what the setting, once you get to the door she counts as "objective completed" but keeps following you anyway.
I think the escort thing is just a bug. It's cropped up from time to time in dev-created missions as well. One thing I've noticed is that allies who aren't supposed to follow (and escorts who won't leave too, although I admittedly haven't run into many lately as MA authors tend to use them sparingly) are better at following than the ones who are actually supposed to follow.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
The Escorts used to work properly, it was broken sometime during issue 15.
Yeah, this is annoying and another way that farmers affect everyone else. I used to have a guy at the front door who gives you a clue when you free him but he's supposed to wait and guard the door, not follow you around. I also have an escort who is affected too as she will not exit the map no matter what the setting, once you get to the door she counts as "objective completed" but keeps following you anyway.
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The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
I think the escort thing is just a bug. It's cropped up from time to time in dev-created missions as well. One thing I've noticed is that allies who aren't supposed to follow (and escorts who won't leave too, although I admittedly haven't run into many lately as MA authors tend to use them sparingly) are better at following than the ones who are actually supposed to follow.
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(I'm 99% certain it DID work that way previously, when it "broke" again I have no idea.)
Right now, You have to lead them all around like a freakin conga line!
Only after you've rescued all three of them can you lead them to the exit & complete the mission.
It was bugged a LONG time ago, and I thought they would have had it fixed by now.
Either having the NPC's "fade out" like that one Rikti you Rescue in the Midnighter Arc Hero-side/Steel Canyon. I've seen a number of hostages doing this in various missions.
And in some cases the 'Glowie' you would've previously had to click-on after releasing the Hostage/Ally doesn't sometimes doesn't work. One of these is in that same Montague/Midnighter-intro Arc, you et a "you can't use this item" message - and oddly the "mission complete - exit button" pops up before that - the NPC doesn't seem to need to go near it, although that seems to be a major point of the story-text.
Another example: "Force the scientist to use the code-breaker tech" (or something to that effect) it's in the steal a Goldbricker rocketpack arc - also from Marshal Brass - I'm fairly certain he fades away as soon as you ill the mob(s) surrounding the Hostage, But in that arc you can go over and click the glowie for the cp/inf you get from that.
IDk what the heck is up with all this - none of the stuff "as-is" in the Dev missions/story arcs is game breaking, but it is somewhat "immersion breaking".
Truth be told, I've done most of these missions so many times - I've long since stopped reading the text for them... and ALSO why I noticed the handful of changes.
Like that Rescue the Rikti Scientist mission - mentioned above, I'd swear that at one point I had to lead that dude back to the Mission entrance. He even stills says "I'll follow you out" - but then promptly fades away running in the general direction of the exit... much like Percy Winkley does in the mission before that.
I'd swear I had to escort them out previously, But, that said I'm glad I don't have to mess with that anymore/currently(?), since I'm gonna want to unlock the Midnighters Club on every toon - but they might want to go back and edit the NPC text to something like "Thanks I'll find my own way out" or whatever...
City of Heroes didn't fail, City of Heroes was killed. If a 747 dropped on your house, you'd say you were killed, not you failed to find a safer dwelling.
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Its really a mess, and its greatly annoying that you cannot have an Ally or Captive do what you want him to. If that is done on purpose, I find it outright rude to ignore the setting we choose, and have us try and test something over and over again to find we cannot have someone stand somewhere that JUST gives you a clue. Because someone thinks ignoring the settings would be a clever way to annoy some farmers.
Seriously. If you want to disallow everything that anybody ever used for farming, you can shut down AE as a whole just as well. You cannot tell a story or do something exciting if there have to be exactly 3-minions-and-1-Ltd standard enemy spawns over the place and either exactly one non-custom boss fight or 3 collectibles in a mission period because everything else could be a farming exploit.
I also sincerely hope that they have different code for the AE missions and the normal missions so whatever they do to the AE doesnt mess up the normal play.
This really pisses me off. One of the main mechanical tricks of my arc The Audition relies on rescued Ally objectives just staying where the are and repeating one animation. At present, sometimes it works, and sometimes it doesn't. If the damn MA tells us that's what they'll do, they should do it. The Devs should find another way to stop the farmers exploiting, not screw the storytellers every time.
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)
If you're referring to what I think you are, yes, Captain Needs a Map has some issues with getting lost. It's been a while since I played it, but I think the problem was that, as an ally, he would exhibit the usual Ally "stranded" behavior (stand there and do nothing) when he went out of ally range of the player.
Edit: Alright, did a quick test. Here is how ally behavior is working on the map I used (Steel Canyon outdoor, ally was pet-class Numina). Non-Combat/Do nothing, Passive/Do nothing: Ally will stay put when rescued. If you lose them and then reacquire them, they will follow. Non-Combat/wander, Passive/Wander: Ally will wander when rescued. If you lose and reacquire, they will follow. Fight Defensive/Do nothing, Fight Defensive/wander: Ally will follow. Aggressive/Do nothing, Aggressive/wander: Ally will do nothing or wander. If you lose and reacquire, ally will not follow (although I'm guessing they will become non-combatants if lost; see below) Allies are automatically SSKd to the player's level upon rescue; they revert to their normal level (as decided by critter level/player difficulty settings) when lost. Edit again: Tested with a custom ally, on a sewer map, got some slightly different behavior: Aggressive/Do nothing: ally will do nothing. If lost and reacquired, ally will follow. Passive/wander, Non-combat/wander: ally will wander. If lost and reaquired, ally will resume wandering. Considering I got different ally behaviors on different maps, my conclusion is that it's seriously whacked. However the explanation for "defensive" allies always following sounds likely, so that behavior may be consistent. So Dalghryn, try setting your guy to Aggressive/wander and see how that works. |
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)
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
I've got a mission where I have a custom hero as an ally in a sewer map. I want him to stay put when I'm done defeating the enemies around him. Based on the tutorial etc., setting his actions to fighting defensive and doing nothing should cause him to stay where he is and fight only enemies that attack him. Unfortunately, he follows my player character anyway.
I originally had him set to "run to the nearest door" with an expectation that he'd leave, but of course that doesn't happen - he just runs around a corner and stays there, which makes no sense when the enemy's around.
I don't want him following the player character. He needs to stay alive to further the needs of the arc, and frankly, I don't want players getting irritated at an ally stealing their character's thunder. Anyone else have this problem? Is there a fix, or do I need to reset him to "run to the nearest door" and just live with it?
Thanks.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496