-Allies- in Architect Missions


Chad Gulzow-Man

 

Posted

Here are three issues I've noticed with regards to allies, through my extensive testing:

(1) It is a constant effort to keep the allies following you--even when you slow down and keep checking to make sure they are still with you. It would be better if they were more like pets, which never seem to have that problem. (Currently, it almost doesn't seem to be worth the hassle to use the allies).


(2) If you have more than one ally in the mission, some of them don't use their powers (I think the first one you make contact with is usually ok, though).

Example: I have a mission ("Get Swamped" by Mr Q) set up to where Bitter-End is to be slowing down and disorienting the enemy--and I like for him to keep his Hurricane on the whole time, which he does when the program is working right; otherwise, he doesn't turn it on at all. Then there is Vitality Man, who is supposed to heal you, but it seems that if Bitter-End is working, then VM does not use his Heal Other power. Before I set it up to where you had to find Bitter first, VM second, and Mr Shields third (all allies were available at the same time), I might find VM first, who would use his heal power, but then I would find Bitter and he wouldn't turn on his hurricane. It seems the malfunctioning characters do not use several of their powers, by the way--I just pointed out the ones that I cared about in this mission.


(3) The fact that the enemy's number and power scale to however many players there are is problematic in the sense that it does not factor in the NPC allies. So if I have three allies with me, as a solo player, which makes four, and I go up against the boss and his minions at the end of the mission, the game engine will only recognize me--and the enemy will be too easy. So I would like for the allies to be counted as players in this situation. Although, in the beginning of the mission, before the allies are contacted and during our collaboration, I like the way the mobs are set up as is; I am only concerned about the boss and minions.


 

Posted

1) Allies work that way in all content, whether it's developer-created or through the AE. They're not supposed to be pets, they're supposed to be additional teammates.

2) Intentional design change. People were creating ridiculous farms with AV-class helpers that would buff and heal you constantly. They chose to make it so the buffs/debuffs/heals of the first ally you encounter would activate properly, but every other ally would be restricted to damage powers.

3) There is no way for the game to do this. You can choose to up your personal difficulty at a Freedom Corps Rep or Fortunata (tell them you're equivalent to 4 Heroes/Villains).


Main Hero: Chad Gulzow-Man (Victory) 50, 1396 Badges
Main Villain: Evil Gulzow-Man (Victory) 50, 1193 Badges
Mission Architect arcs: Doctor Brainstorm's An Experiment Gone Awry, Arc ID 2093

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Posted

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Originally Posted by Questalot View Post
(3) The fact that the enemy's number and power scale to however many players there are is problematic in the sense that it does not factor in the NPC allies. So if I have three allies with me, as a solo player, which makes four, and I go up against the boss and his minions at the end of the mission, the game engine will only recognize me--and the enemy will be too easy. So I would like for the allies to be counted as players in this situation. Although, in the beginning of the mission, before the allies are contacted and during our collaboration, I like the way the mobs are set up as is; I am only concerned about the boss and minions.
The easiest way I've found to overcome this is to set your boss encounter to hard. That will either up the number of mobs around your boss or it will increase the rank of them. Regardless, either change makes the encounter more difficult (generally).


@CrimsonOriole