I-17 has more maps and other things!


Aliana Blue

 

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More stuff for MA in I-17

Mission Architect Improvements

Experience: You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits).

New Maps: We have added approximately 20 new unique maps.

Giant Monsters: You can now add giant monsters to some outdoor maps.

Exit Mission on Complete: You can now specify that players have to leave the mission manually on completion.

Escort Missions: "Lead to place" technology allows you more control over escort objectives.


 

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Giant Monsters: You can now add giant monsters to some outdoor maps.
Zero reason to allow this unless they drop to EB status on no-AV difficulty settings.


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Originally Posted by xen10k View Post
Giant Monsters: You can now add giant monsters to some outdoor maps.
i wonder how many they are adding, because you already can put ghost of scrapyard and the kraken (GM type) and DE monsters (monster type)

i honestly dont see why you would put a GM into an AE map since they give poor rewards (no merits in AE), and are incredibly hard to kill without a team, and putting them as allies wouldnt do any good either if they can 1 shot everything.

it is hilarious though to make a map FULL of giant monsters just for the heck of it, but in all practical sense, GMs are fairly moot in AE (unless you count the DE monsters which CAN drop EoE inspirations)


 

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Originally Posted by xen10k View Post
Exit Mission on Complete: You can now specify that players have to leave the mission manually on completion.

Escort Missions: "Lead to place" technology allows you more control over escort objectives.
Heh heh, now the fun begins.


 

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I really hope we will have animated taild for our baddies. While I am here are they doubling file size with Rogue or I17? Had to gut my last arc to make it playable


Enjoy your day please.

 

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GMs should be in AE because it can be fun!

Sheesh, more options are a good thing people. Just avoid arcs with them if those arcs don't make them optional.


A game is not supposed to be some kind of... place where people enjoy themselves!

 

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I really hope we will have animated taild for our baddies. While I am here are they doubling file size with Rogue or I17? Had to gut my last arc to make it playable

OOps, seems I posted this twice. Sorry.


Enjoy your day please.

 

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Originally Posted by Venture View Post
Zero reason to allow this unless they drop to EB status on no-AV difficulty settings.
*Inserts GMs into every arc evar so that Venture can't solo them anymore* Bwah ha ha haa!


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The only time I'd use a giant monster in an outdoor map would be as an optional "kill-me-if-you-are-a-badass" objective that would normally have to be avoided. Of course this depends on spawn points, but from what I remember, most outdoor maps don't really have easy chokepoints, so non-stealthers could avoid them (maybe even without a travel power).

What really interests me is this:

Quote:
You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits).
because it implies that AE XP is being looked at. Will it become viable again? One can dream...


-- Z.


 

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Will it become viable again?
It is viable now.


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I'd rather they just incorporated predictable spawns into outdoor maps.


 

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Experience: You can now handpick the powers for custom enemies and still receive experience for them (within game balance limits).
I really hope they make this reasonable, rather than the current system where customes need to have two or three times the number of powers as most normal mobs to get full xp. Also some way of seeing how much xp a mob will give while creating it, instead of making it and testing the mission only to find some of your mobs give no xp.


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Originally Posted by Zaphir View Post
What really interests me is this:because it implies that AE XP is being looked at.
Who says it wasn't being looked at? I recall the devs saying the XP changes they made back when were just temporary stop-gaps until they could code-up the new solutions.


 

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I am very happy for any improvements or additions to MA so these are appreciated. The function I would most like to see would be the ability to pick exact spawn points.


WN


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Originally Posted by Zamuel View Post
Dangit, I just realized that we aren't getting specialized bosses within ambushes. I guess my joy is shortlived.
You can already have custom bosses as an ambush. Or is that not what you meant?


 

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Originally Posted by Xanatos View Post
You can already have custom bosses as an ambush. Or is that not what you meant?
I think he meant including custom bosses in an ambush that actually moves towards you from their spawn point, as opposed to the current custom boss 'ambush' where they spawn on the map and wait for you to come and find them.


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Quote:
Originally Posted by Xanatos View Post
You can already have custom bosses as an ambush. Or is that not what you meant?
What I meant was a combination of unique Do Not Autospawn boss settings and having one specific boss in an ambush. Essentially, the type of ambush you get on a Mayhem mission when you break the bank vault--the ambush group has a mix of minions/LTs/bosses but it is led by a specific boss/EB/AV with dialogue connected to them. Currently, you can have either a static boss spawn or a randomized ambush.

I also agree with uberschveinen and Wrong_Number that better spawn point control is needed. Even if it's just tweaking and fixing the one's already available.


 

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I think it might be fun to have a mission where the goal is to click some glowies, but you need to sneak past some Giant Monsters to do it.

I think it's great that they are still improving AE. But I can't help but think of the evil new missions that could be created now. Like a huge map where you need to get to the very end in order to trigger an objective at the very front who needs to be escorted to the very back... and then you have to walk all the way out the front door to exit, for no reason. Of course, chained objectives can already be annoying beyond endurance pretty easily now.


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Originally Posted by ChaosExMachina View Post
GMs should be in AE because it can be fun!

That'll be enough of that fun talk, missie. You will play the game to earn rewards and use those rewards ONLY to earn more rewards or you're going to bed without your supper. Is that understood!?!


 

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Originally Posted by Venture View Post
It is viable now.
Not without fiddling with your custom critters in ways that make no sense whatsovever.


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Quote:
Originally Posted by peterpeter View Post
I think it might be fun to have a mission where the goal is to click some glowies, but you need to sneak past some Giant Monsters to do it.

I think it's great that they are still improving AE. But I can't help but think of the evil new missions that could be created now. Like a huge map where you need to get to the very end in order to trigger an objective at the very front who needs to be escorted to the very back... and then you have to walk all the way out the front door to exit, for no reason. Of course, chained objectives can already be annoying beyond endurance pretty easily now.
Despite what the problems are with the rating system, with it in place, authors will pretty quickly find out that players would find such a mission idiotically tedious.


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Quote:
Originally Posted by brophog02 View Post
That'll be enough of that fun talk, missie. You will play the game to earn rewards and use those rewards ONLY to earn more rewards or you're going to bed without your supper. Is that understood!?!
You'll have to forgive me, as I never saw what was so fun about fighting giant monsters that aren't part of accolade requirements, OUT OF AE, let alone in it.


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Posted

Quote:
Originally Posted by brophog02 View Post
That'll be enough of that fun talk, missie. You will play the game to earn rewards and use those rewards ONLY to earn more rewards or you're going to bed without your supper. Is that understood!?!
You are suddenly my favorite poster on these forums. I'll warn you that may not last long, but right now? You have it.