AE Enhancements?


Airhammer

 

Posted

Not sure if there is a thread already, but was wondering what, if any enhancements are being planned for AE. Like I had hoped we would see the following:
- Allies able to materialize in the same location (of course
taking into account the space available in the spot, etc)
- Inter-Ally acknowledgement: Noticed in one of the GR
stories (I think it was an alignment mission) one of the
allies was talking to the other ("don't get ahead of
yourself, watch, out, etc") so didn't know if
there was any special logic added that could be used in AE.
Or perhaps it was just blindly assuming the first ally was
already active/not dead yet
- Ability to have non-combat NPCs (i.e. civilians)
- Any additional actions beyond those already in Basic and
Advanced options (e.g. patrol, escort, etc)


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Posted

you know what I want.. the ability to make any foes any level without making custom ones. I would LOVE to make a mission with level 50 Tsoo.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Oh there's a thread or two already on the subject ...

All boils down to AE is a forgotten building. Sometimes I wonder if the devs cover their eyes while passing by it in game.

Seriously though. There's many threads out there on AE and its much needed improvements. There's a flawed rating system which can easily be griefed, bugs, bugs, and more bugs! They won't even address the current issues much less add things we want.

Almost every mission that I've ever created ended up with me having to redo everything because of a bug.

Might as well not get your hopes up. The devs aren't interested in AE and/or its improvements. They all have their heads in the incarnate stuff. I'm sure within their boardroom meetings they consider AE a flop and not worth the time. Only explanation for their lack of communication. They won't even talk about it...

So much could be done- they just aren't going to do it. Personally wish they would merge the base builder into a way to create custom maps for your arcs. Plus all the things you've mentioned and things mentioned in the many threads before it.


 

Posted

Don't expect too much from an anemic under payed shorthanded skeleton crew.

Take a look around at the 6+ year old "content" and zones that have needed sprucing.

See a pattern?


Ignoring anyone is a mistake. You might miss something viral to your cause.

 

Posted

Quote:
Originally Posted by Ramification TM View Post
Seriously though. There's many threads out there on AE and its much needed improvements. There's a flawed rating system which can easily be griefed, bugs, bugs, and more bugs! They won't even address the current issues much less add things we want.

Almost every mission that I've ever created ended up with me having to redo everything because of a bug.

Might as well not get your hopes up. The devs aren't interested in AE and/or its improvements. They all have their heads in the incarnate stuff. I'm sure within their boardroom meetings they consider AE a flop and not worth the time. Only explanation for their lack of communication. They won't even talk about it...

So much could be done- they just aren't going to do it. Personally wish they would merge the base builder into a way to create custom maps for your arcs. Plus all the things you've mentioned and things mentioned in the many threads before it.

Bull. Excrement.


Let me repeat that for you and Mod 05. You. Are. Full. Of. It.

I am going to stand by this statement, and this statement is going to stand. Period. I am not going to let you or anyone else think you can get away with this type of post on this board.

Now, that being said, I'm not going to go back and recreate the other stuff that got gutted from this beat down. Even I'm not that pedantic about making a point I should not have to make, and anybody who was actually interested has already seen this post the other 6 and half billion times I've linked to it.

There's this thing called Resource Management.


Paragon Studios has a limited number of developers. These developers are broken down by their specialties.
  • Some developers are writers. They create the story content.
  • Some developers are artists. They draw the artwork for the game.
  • Some developers are modelers. They take the artwork that the artists draw and turn it into a 3D model.
  • Some developers are animators. They take the 3D model's that the modelers made and then create the data needed to determine the actions those models can perform.
  • Some developers are power developers. They calculate how much damage an attack should do. They also try and make sure that the game experience is relatively balanced.
  • Some developers are reward developers. They calculate what reward should be given in the game for what-ever action.
  • Some developers are User-Interface developers. They figure out how to display information so that it can be easily understood by the user.
  • Some developers are coders. They write the actual code that gets compiled by a processor.
Here's the key thing to these breakdowns:

Developers that are good at one specialty probably aren't good at another specialty.

Noble Savage is an artists. If he was over in Black Scorpion's cubicle messing around with the power spreadsheets, we'd all have flashy dual-pistol animations for every single attack. If he was over in Television's cubicle, the source code would be filled with ASCII drawings.

Black Scorpion is a numbers calculator. If he was over in Noble Savages's cubicle messing around with the art we'd all have stick figures for maximized network efficiency. If he was over in Television's cubicle messing around, the compiled code would gain a 512bit encryption key.

The point is: the developers only have a limited number of resources. Scheduling these resources to actually produce content is a monumental task.

We know without a doubt just where the developers time has been taken up. Since I13 Paragon Studios has been exceedingly transparent about explaining what the development staff is up to.

What you don't know, probably out of ignorance as that's the only way your post is possible, is that Architect Entertainment was originally scheduled for Issue 13. Architect Entertainment was delayed to Issue 14 in order to complete the system to expose custom NPC critters to the player.

The delay to Architect Entertainment meant that the developers had to switch up gears. Game upgrades like Day Jobs, Leveling Pacts, and Multiple Builds were originally scheduled for Issue 14. To keep from delaying Issue 13's release these I14 features were released in I13 since they were almost finished.

The work needed to create Issue 14, the architect entertainment release, was one of the reasons that Issue 15 was so light on content. If the developers had stuck to the original plan, Issue 14 would have been the Anniversary release, containing the Dr. Khan and Cuda task forces.

Behind these issues was the ongoing work with Power Customization, which debuted in Issue 16. We know, for a fact, that Paragon Studios took over 2 years to implement Power Customization into the game. Even then Power Customization was still incomplete, lacking support for Costume Overlays, epic power pools, patron power pools, and regular pool powers. The developers went on record, very explicitly, that exposing these costume control options to the players required development resources that would not be made available until after Going Rogue had launched.

Key point here.

I'm going to repeat it since you do not understand developer resources.

The developers flat out told the players, in a very explicit manner, that adding some features to game, such as additional costume customization options, required development resources that were already scheduled and accounted for, and would not be available until after Going Rogue had launched.

Got it? No? Well, I tried.

Something to keep in mind here is that Going Rogue was delayed at least twice that we know of. Issue 17, released on April 28 in 2010, contained most of the free issue updates that were developed alongside the Going Rogue expansion, and were scheduled to launch alongside Going Rogue. As these free issue updates were finished they were added to the game. This was delay number 1: Going Rogue development did not synch up to free issue development.

We didn't know why there had been such a delay, but we did find out shortly after the second delay occurred. Still on the Going Rogue news site from March 2010 is a news post declaring that Going Rogue would launch in July: http://goingrogue.na.cityofheroes.co...ing-rogue.html

Going Rogue did not launch until August 17th, 4 months after Issue 17, and 2 months after the original expected launch date.

We later found out that the reason for this massive delay was the result of hard decisions from the Paragon Studios staff. One of those decisions involved the Paragon Studios deciding to go ahead and merge the market databases. Another decision was to flesh out the Praetoria world and have a Loyalist and a Resistance faction for players to work through, rather than simply having only one Praetorian faction.

We do know that towards the end of Going Rogue's development the development team was split. Positron and a selection of developers started to work on creating the Incarnate Content.

We also know that Positron made the call to pull the initial Incarnate Alpha Slot from Going Rogue's release because there wasn't enough time or resources to implement the Alpha Slot in time for the retail release.

Let me repeat that so you can understand it.

The developers, specifically Mr. Miller, announced that a major feature update to the game was being delayed because there simply was not enough time to finish developing that major feature update. Development Resources Allocated to the Incarnate project had to stop what they were doing in order to help get the retail expansion out on the announced date.


The point is, the earliest, and I do mean the EARLIEST any developmental work not tied to Going Rogue or the Incarnate system could have been started, which is put into pre-production, would have been August 18 in 2010.

Let me repeat that so you can understand it.

August 18th would be the earliest possible date that Paragon Studios would have been able to start scheduling developers to work on aspects of the game that were not tied to Going Rogue's retail release.

Now, from that point, we already have Issue 19, which was the result of Positron's Task Force working on Incarnate Content. The same guys that had to stop what they were doing back in July and August to help get Going Rogue out onto store shelfs.

We don't know what any of the other Paragon Studios developers have been working on since that August 18th date. Issue 20 has a signed NDA clause, and you get a nice little ejection message if you aren't supposed to be on that Beta server. We won't know until either that NDA lifts or the Developers tell us straight on.

To cap this, you can take that developers won't do this attitude of yours and shove it in a trash can.

Unless you can somehow show me where in Hades Lakes of Fire Paragon Studios managed to find coders, artists, UI developers, and everybody else needed to create updates to the game, not to mention PAYING THOSE DEVELOPERS TO DO THAT WORK, you need to shut up.


 

Posted

Coloring text is code for cool.


/gignore @username is the best feature of this game. It's also probably the least used feature.
Quote:
Originally Posted by Nights_Dawn View Post
Hazy is right
Can't get enough Hazy? /chanjoin robo's lounge today!

 

Posted

Quote:
Originally Posted by je_saist View Post

We also know that Positron made the call to pull the initial Incarnate Alpha Slot from Going Rogue's release because there wasn't enough time or resources to implement the Alpha Slot in time for the retail release.
Um, no. The Alpha Slot was done. There wasn't enough time or resources to develop new incarnate content to go along with it, and people complained about having the Alpha Slot released without new content to go along with it. It could have gone live as it was.

Quote:
To cap this, you can take that developers won't do this attitude of yours and shove it in a trash can.
Except that all kinds of "fluff" game changes that weren't tied to Going Rogue have been implemented since i14. We've had Doppelgangers and fancy new mission tech added. The "developers won't do this" attitude comes from over a year of asking for things and being ignored.

Your entire post is completely irrelevant. We all know damn well what "resource allocation" is. The point is THE DEVS WON'T ALLOCATE RESOURCES TO IMPROVING AE.


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Darkfire Avenger DM/SD/Body Scrapper

Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World

 

Posted

Its sad because its really such a great tool and one I think that really sets CoX apart from its competitors. And I agree, I was just xfire to record one of my arcs (figured if they don't get played here, at least I'll post to Youtube), and I had to keep restarting because of them getting stuck in objects. I know its better than it was initially but still.

And your idea about the base builder being able to construct maps is spot on!!! I honestly spend about 50-70% of my time in AE because of it being such a creative outlet (though its diminishing due to my doing more with the incarnate system). but gee, I really wish the devs would provide some focus on it.

PLEASE DEVS. READ THIS THREAD OR OTHERS OUT THERE ABOUT AE!!! IT CAN BE A TRUE DIFFERENTIATOR AGAINST YOUR COMPETITORS!!

Quote:
Originally Posted by Ramification TM View Post
Oh there's a thread or two already on the subject ...

All boils down to AE is a forgotten building. Sometimes I wonder if the devs cover their eyes while passing by it in game.

Seriously though. There's many threads out there on AE and its much needed improvements. There's a flawed rating system which can easily be griefed, bugs, bugs, and more bugs! They won't even address the current issues much less add things we want.

Almost every mission that I've ever created ended up with me having to redo everything because of a bug.

Might as well not get your hopes up. The devs aren't interested in AE and/or its improvements. They all have their heads in the incarnate stuff. I'm sure within their boardroom meetings they consider AE a flop and not worth the time. Only explanation for their lack of communication. They won't even talk about it...

So much could be done- they just aren't going to do it. Personally wish they would merge the base builder into a way to create custom maps for your arcs. Plus all the things you've mentioned and things mentioned in the many threads before it.


Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC

 

Posted

Sigh, you are so right... its sad since the game has such great promise and continues to add improvements... I just fear that once DCUO comes out that its going to create some problems for COX... I mean CO tried and while it did pull some subscribers, it was half-baked so now is going the way of Free to play. But I'm sure Sony is learning from CO's mistakes and COX's success to really dive into the market.

Quote:
Originally Posted by MrHassenpheffer View Post
Don't expect too much from an anemic under payed shorthanded skeleton crew.

Take a look around at the 6+ year old "content" and zones that have needed sprucing.

See a pattern?


Arc: 378122 "Tales of the Terran Space Marines -The Apocalypse Initiative" 5stars!
http://www.youtube.com/watch?v=6Rgl4...687B0FC89F142C
Arc: 481545 "Twilight of the Gods - The Praetorian conflict"8000+ hits!
http://www.youtube.com/watch?v=XxJ6S...848B21E2350DCC