Why are demons so level limited?
You can use Infernal's Praetorian demons up to level 50 if you want, I believe. They're very similar to the Circle of Thorns enemies.
You can use Infernal's Praetorian demons up to level 50 if you want, I believe. They're very similar to the Circle of Thorns enemies.
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I thought it was number of powers, and/or resistances, but it doesn't seem to be the case. This is also something I want to know badly because I enjoy making custom critter AE factions and try to balance them for the level range they're supposed to be in, or at least test the level range you're expected to start fighting them.
I would like to note here to AE critter creating maniacs like myself, that if you want to simulate a critter possessing only one powerset, regen as a secondary works well for that.
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I'm kind of sad about the Succubi being so constrained as well. It'd be nice if they showed up with lesser or greater power spreads, along with the lashers and other beasts that eventually culminate in Hellfrosts.
I have a mission in one of my arcs where you encounter a den full of succubi and nothing else. I may end up having to create my own versions of them as a custom group, just to make things more interesting.
"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."
Generally speaking, there are level-range problems with foe groups across the board. It's a design problem.
Naturally, you can get around level restrictions by making custom foe groups, but that takes up a lot of memory / file space.
For demons you could also re-color and relabel a different foe (say, something from the Shadow Shard) and use that.
I've done a few low level arcs in MA, and I've often had to create new minions, lts., and bosses to supplement foe groups that have gaps in their levels. For instance, Hellions go up to 20, but Skulls only go to 14. So to give a wider range of play in a Hellions / Skulls arc, I crafted some realistic looking Skulls to span the empty levels. Due to level gaps, I've had to do the same thing for Warriors and (I think) Family.
One tip for you, should you attempt this latter approach, is that there is currently a bug that causes foes of inappropriate level to appear in your mission's default enemy group. When I put my mixed Hellions into their own group (lvl 1-14 blueside ones, plus lvl 10-20 redside ones) to provide coverage from lvl 1-20, and used this new Hellions group as my default group, if I entered the mission with a level 15+ toon I'd see mobs at my level plus mobs from the 1-14 group. For a player at lvl20 those lower mobs would be grays, and nobody wants a mission filled with a lot of grays.
The solution? Backfill the map with patrols. For whatever reason the spawning algorithm used by the mission objectives (including patrols) differs from the algorithm used by the default spawns. You'll get foes spawning at the appropriate level and no grays if you follow this technique.
What I believe the devs should do is pursue an alternate form of foe group design.
Years ago, back when I started playing this game, I disliked how we didn't have a toolset to create our own content. I thought it was obvious we needed one. So I went back to NWN2 and spent some time trying to program into it a spawning system that somewhat resembled what we have in CoH, but with some improvements.
One of the things I wanted was for my foes to scale in power as the levels increased. I wanted my custom NPC mages, for example, to have more and stronger spells at higher levels.
So what I did was I created a template where I'd have "snapshots" of my Enchanter NPC at 5 level increments, from 5-30. The code was written so that if the player was from level 1-5, they'd get the first "snapshot" of the Enchanter, with the spells appropriate to that level. If the player was from 6-10, they'd get the 2nd "snapshot," with modestly upgraded powers. Etc.
I did this with multiple groups of NPCs (including monsters, warriors, and rogues, not just mages) and it seemed to work well. As a designer and player I loved it. It seems like an obvious solution to me for getting foes to truly scale across the levels, and it's not that much more work considering what you get for it.
I also subtlely changed the look of the NPCs at each of the 5-level marks, replacing a costume piece here, or changing a color there, so the level 5 version of the foe would look less powerful than the level 30.
I think this would be a great feature to include in CoH/CoV.
It has that feature, konshu, they just almost never use it. If you look at the Longbow Wardens, you can see that there are really only something like 8 or 9 of them. (I made a list somewhere, but I've lost it.) They're just defined as 1-9, 10-19, whatever so that they gain powers as they go up.
The sad side effect of how little they use this, though, is that even groups that have a ton of mobs, like the Circle of Thorns, only have maybe two lieutenants, two bosses, and three or so minions at any given level range. So no matter what level you are, every mission is roughly the same spawn over and over again.
Of course, sometimes this is a relief, like when you level past Earth Thorn Casters or SWAT Equalizers and don't have to worry about them any more. But it's a relief I'd gladly forego if it made the game less repetitive. I mean, seriously: all of the non-robotic cops in Peregrine Island are Peacebringers? Come on, really? And yeah, back to the original post: the Circle of Thorns won the Mu/Oranbegan War by summoning ... mobs that only go up to level 40, and two or three elite bosses?
It has that feature, konshu, they just almost never use it. If you look at the Longbow Wardens, you can see that there are really only something like 8 or 9 of them. (I made a list somewhere, but I've lost it.) They're just defined as 1-9, 10-19, whatever so that they gain powers as they go up.
The sad side effect of how little they use this, though, is that even groups that have a ton of mobs, like the Circle of Thorns, only have maybe two lieutenants, two bosses, and three or so minions at any given level range. So no matter what level you are, every mission is roughly the same spawn over and over again. Of course, sometimes this is a relief, like when you level past Earth Thorn Casters or SWAT Equalizers and don't have to worry about them any more. But it's a relief I'd gladly forego if it made the game less repetitive. I mean, seriously: all of the non-robotic cops in Peregrine Island are Peacebringers? Come on, really? And yeah, back to the original post: the Circle of Thorns won the Mu/Oranbegan War by summoning ... mobs that only go up to level 40, and two or three elite bosses? |
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I never understood the level spread of some groups. For example, Crey is a group that should have started much lower than level 30. Heck, villains can fight them in CoV as early as level 15 through a certain arc.
On the other end I never was sold on the Cimerorans being a level 35 group, much less a level 50 one. How are these guys even a threat to superheros and villains? They don't have any obvious magical armor or weapons, and the monster units are EBs who only appear inside the ITF. Really a single Mercs Mastermind could probably slaughter all of them as only Requiem and Nictus-Rommie are real threats in the ITF.
In theory, if groups only diversified as you leveled, than the annoyance of fighting an earth thorn caster or equalizer would be mitigated by the fact that there was a good chance that you'd face only one or two every mob or so.
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So, as you say, if you wanted it you could have a wide variety of Circle critters popping up in any given mission, and if you pursue total randomness across the whole set of critters only a small percentage would be of a particular type.
However, a good spawning system would give you better control over what would appear and where. For instance, maybe you only want to have Circle ghosts spawning. (eek!)
The way CoH/MA handles it is by having one master spawn list provided by each map, which is then divided into sublists in much the same way you can take a string in a computer language and divide it into substrings. This master list of spawn points is automatically filled with the default foe group. When we define a mission objective that creates a spawn or a series spawns (or an object or series of objects, like cardboard box glowies), we're taking up some of the mob (or object) spawn points from the master list, overwriting the default spawns.
(This is a fine system, but I think it would be great if we were allowed the ability to modify the spawn coordinates. It shouldn't be difficult to do. The map's spawn points could be the default, and if you want to override those points then your MA text would contain the new list of spawning coordinates. This would allow us to correct spawning errors in the maps without having to plead our case to the devs.)
We also have in MA a basic ability to list the critters that should appear in each spawn. For each spawning list (like a series of patrols, battles, or rescues) we have the ability to specify an enemy group (or two in the case of battles) that will appear at those points. Each critter in these enemy groups is given equal chance to appear within the rules for spawn size (number of minions, lts., bosses).
What I had in my NWN2 spawning function was the ability to go with even chances for each critter, or to specify the percentage chance of a critter's appearance. And I could do this for each spawning list.
I could also specify a maximum or minimum number for each critter. So if I wanted no more than one of a particular critter type to show up (say a Madness Mage lt.) I could arrange it. Or if I wanted 30% of the lts. to be Madness Mages, I could do that. Or if I wanted both conditions - 30% of the lts. to be Madness Mages, but never more than 1 per spawn - I could do that.
Anyway, the gist of it is you could use this type of NPC profile to better tailor foe powers across the levels, and at the same time fixing it so there are no level gaps in which foes cannot appear. (Unless, for some reason, you insist on having a level gap, which is a choice you could make.)
You could also have a NPC profile that would transition from one type of critter to another as the levels increase, as we see with the Circle, Tsoo, and Lost/Rikti.
Also, with a modification of the spawning rules, you could juggle the percentage chance for appearance, so you could favor the likelihood of one critter spawning versus another. You could also set maximums and minimums for each critter to be spawned (within the spawning limits), further controlling the composition of the spawns.
I never understood the level spread of some groups. For example, Crey is a group that should have started much lower than level 30. Heck, villains can fight them in CoV as early as level 15 through a certain arc.
On the other end I never was sold on the Cimerorans being a level 35 group, much less a level 50 one. How are these guys even a threat to superheros and villains? They don't have any obvious magical armor or weapons, and the monster units are EBs who only appear inside the ITF. Really a single Mercs Mastermind could probably slaughter all of them as only Requiem and Nictus-Rommie are real threats in the ITF. |
So could the Cimerorans exist as a low level group? Sure. But it would be best if their powers were pared down a bit to better match with heroes / villains who are running around on training enhancements.
Why don't we have the Cimerorans as a group that is available from 1-50? Because of the way the game is presently designed, the devs make an enemy group as a resource for content with a specified level range, hence the critters emerge with limitations that were artificially imposed.
Yes, I'd agree that Crey look like they should parallel the Council in their level ranges, with the Riot minions, Agents, and Scientists at lower levels and the tanks and PPs probably at higher levels. But when the devs wrote the Crey stories they were filling in content for play at a certain range. Hence the levels and limitations.
For that matter, what are those Slammers doing at level 50? They have a sledgehammer melee attack and a shotgun ranged attack. Frankly, that sounds like a low level Hellion, Troll, or Skull minion or lieut.
The Maniac Slammers got buffed to stop the farming I believe, they have psychic powers now.
I like the idea of ancient Roman soldiers being badass enough to stand toe-to-toe with superheroes. I think their power is a combination of Natural, Magic and Incarnate given that they're supposedly linked to the meta-origin of all superpowers.
Even with groups that spawn from 1-50, balancing that can be tricky. Look at the 5th Column compared to the Council- the 5th have vampyrs and bazooka soldiers spawning from level 1, and still have pistols at 50, while the Council are better balanced across the levels despite being little more than a pallette swap.
The Maniac Slammers got buffed to stop the farming I believe, they have psychic powers now.
I like the idea of ancient Roman soldiers being badass enough to stand toe-to-toe with superheroes. I think their power is a combination of Natural, Magic and Incarnate given that they're supposedly linked to the meta-origin of all superpowers. Even with groups that spawn from 1-50, balancing that can be tricky. Look at the 5th Column compared to the Council- the 5th have vampyrs and bazooka soldiers spawning from level 1, and still have pistols at 50, while the Council are better balanced across the levels despite being little more than a pallette swap. |

T'be honest, thinking outside the game engine and technicalities for a moment, I dont see any reason why the Romans wouldnt be able to fend of at least a fair number of Meta humans. They were the msot disciplined, brutal army in the whole of the ancient world. They had tactics, they were adaptable, they were tenacious. I bet a few of the old generals would give even modern armies a run for their money at times.
I think the thing in favour, OT, of dicersifying mobs is avoidance of repetition and boredom. The mid 20s range vs CoT is Painful. Ghosts. Maps filled with just Ghosts. Ew.
High level Crey, it ends up JUST being Tanks and PPs, which is really really dull. Why not have Elite Security Guards, Enhanced Agents and Vigilants (think Agents from the Matrix kinda level) and Super-Tanks? They are a mad science Corp, I'm sure they can come up with something spiffy.
Also, remember that CoT Redside and CoT Blueside are NOT the same! Blueside, you will never ever see a Hordeling or a Hoarfrost of a Succubi. Ever. Thats a fact, despite the groups being the same name. I guess they are actually two seperate groups, or some wierd technical spawning rule. W/e it is, it's wierd.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Well, high level Crey, according to the weird-but-just-accept-it-OK story that progresses as you level, are no longer employed but renegades after the Countess has been finally exposed for all her crimes and the corporation is probably getting new management, so they probably wouldn't have much in the way of new stuff.
I think we're doing pretty good for enemy variety, though. Compared to other games at least, we rarely fight the equivalent of recolours of boars. (CoT and Council notwithstanding)
Arachnos is a good example of progression done right. At the lowest levels you fight grunts and foot soldiers, steadily moving up to elite troops, robots and power armour, and all kinds of cool stuff.
Also, remember that CoT Redside and CoT Blueside are NOT the same! Blueside, you will never ever see a Hordeling or a Hoarfrost of a Succubi. Ever. Thats a fact, despite the groups being the same name. I guess they are actually two seperate groups, or some wierd technical spawning rule. W/e it is, it's wierd.
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Basically, the Circle enemy group blueside does not have Hordelings, etc. in the spawn list. It's about that simple. Once they are added, any canon missions that are republished will contain the new NPCs. If you ask me, I'd estimate it would take a person about a day to fix this - assuming it has to be done manually and cannot be automated in any way.
If you're doing an AE arc, you can make your own Circle enemy group. Include all the mobs you want; exclude all the mobs you don't want. The player's level will indicate what out of the list actually shows up. So you CAN have Hordelings on blueside - in AE - and you CAN avoid the ghosts, you just have to manually enable it.
However we won't ever have them in regular blueside missions till devs essentially "recompile" the older work to include them, which they are disinclined to do.
It's just a consequence of development proceeding through time without revising older work. The Hordelings, Hoarfrost Demons, and Succubi were introduced with CoV. They were never backported to CoH, though it could be done.
Basically, the Circle enemy group blueside does not have Hordelings, etc. in the spawn list. It's about that simple. Once they are added, any canon missions that are republished will contain the new NPCs. If you ask me, I'd estimate it would take a person about a day to fix this - assuming it has to be done manually and cannot be automated in any way. If you're doing an AE arc, you can make your own Circle enemy group. Include all the mobs you want; exclude all the mobs you don't want. The player's level will indicate what out of the list actually shows up. So you CAN have Hordelings on blueside - in AE - and you CAN avoid the ghosts, you just have to manually enable it. However we won't ever have them in regular blueside missions till devs essentially "recompile" the older work to include them, which they are disinclined to do. |
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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To reduce production time NPC groups were built for what they were planned on using.
What would have been the point before AE of making groups outside of the level range they were used in game?
To reduce production time NPC groups were built for what they were planned on using.
What would have been the point before AE of making groups outside of the level range they were used in game? |
Also, it doesn't have to greatly increase production time to produce a NPC profile that covers a large span of levels. Unless you're also changing the appearance of the NPC at several points, it takes practically the same amount of time.
It's possible that the reason most enemy groups are level limited is the same reason groups that go from 1-50 sometimes have problems in progression. The Hellions and Skulls have few, simple powers and work well as a low level group, but how could you expand on that up to level 50? And do we even want to be fighting Hellions in different outfits for the whole game?
It's possible that the reason most enemy groups are level limited is the same reason groups that go from 1-50 sometimes have problems in progression. The Hellions and Skulls have few, simple powers and work well as a low level group, but how could you expand on that up to level 50? And do we even want to be fighting Hellions in different outfits for the whole game?
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Though really, it wouldn't be too hard to expand on the Hellion concept, perhaps as they progress they become mutated and demonic, while Skulls become living dead monsters.
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It's possible that the reason most enemy groups are level limited is the same reason groups that go from 1-50 sometimes have problems in progression. The Hellions and Skulls have few, simple powers and work well as a low level group, but how could you expand on that up to level 50? And do we even want to be fighting Hellions in different outfits for the whole game?
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For one thing, they are presented to us as street gangs. I'm not sure how many level 50s would continue peddling dope on the corner and breaking into cars and shops.
However, I could see Hellions and Skulls going possibly as high as 30, and maybe certain individuals even higher. And I can even imagine Hellion/Skull related AVs and GMs.
Once you get to 30 and beyond, with the exception of The Family, I think we mostly have paramilitary groups, cyborgs, monsters, and mages.
Well, not exactly, but what does make a baddy worthy for level fifty?
Though really, it wouldn't be too hard to expand on the Hellion concept, perhaps as they progress they become mutated and demonic, while Skulls become living dead monsters. |
If you were to bring the Hellions or Skulls up to 50, I think you might have to do a Lost/Rikti type replacement, because street gangs just aren't that epic.
However, as mentioned before, there are examples of non-epic higher level NPCs, so the rule isn't strict.
In terms of the OP - which asked what it is that makes a toon appropriate for a particular level range - in my opinion any Damned or Bone Daddy already has the raw power to qualify as a level 50. They just need to be scaled up.
It's possible that the reason most enemy groups are level limited is the same reason groups that go from 1-50 sometimes have problems in progression. The Hellions and Skulls have few, simple powers and work well as a low level group, but how could you expand on that up to level 50? And do we even want to be fighting Hellions in different outfits for the whole game?
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GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Updated:
In light of a realization what this is really about, I would like to know if anyone knows what makes a critter worthy of being able to appear at its level range? What makes a succubus, with only four powers and no resistances, be considered a good level 40 boss compared to a Hell Frost with seven powers that include and inherent resistance and an armor power only suitable for mid-20s to 30s boss material?
Original post:
So since Mission Architect was announced, I had been eager to make an AE arc where your character would fight their way out of the depths of Hell (or even take over a small chunk of it, it would be neutrally aligned, honest!) but when I finally got around to it, I was disheartened to realize that not only would I not be able to make it a level 50 arc, but I would not even be able to have Hell Frosts, Behemoths across the level range, and succubi in the same custom group (I tried subbing this with Blade Princes, but then I realized that they were elite bosses and would not spawn normally), and when looking over the power range and abilities, it seems odd that behemoths are the only demon type enemy that goes up to level fifty, and very sad.
But now I'm just curious, when so many of the other demons seemed qualified for going up to level fifty status, why do they only exist for such a short level range?
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