Some complaints...


BackFire

 

Posted

Ok, this is going to be pretty harsh, so before I begin let me say up front that it is fantastic that folks can create missions, and that you offer so many options. I also understand some restrictions are in place to prevent farming.

That said, I have some complaints I want to share.

First, the idea that there is no dialog option. This is a big one in my opinion. It's difficult for me to understand why a system, whereby one would give certain responses and have certain outcomes based on that response.

Perhaps it's fear of language? If that is the case, it is very disappointing, but I suppose I would have to accept that. It's a real killer with respect to the system, as it makes the missions rather bland.

Note, if you can add dialog for descriptions and comments, I don't see the difference with interactive dialog.


Second, the lack of ability to place mobs. I remember someone telling me that this is a farming issue. With minions and lieutenants though? I could see this restriction for bosses, but why lower toons? I can't even place minions that I designate as bosses (to create single encounters)...obviously the rewards are low based on the difficulty status.


Third, the idea that you have to fill the map with trash, IE spawned mob groups, with no control over how many spawn. I don't have the ability to limit this, or just set them all to patrol. Instead I have groups of mobs standing around doing nothing, which really detracts from the storylines.


Fourth, the idea that every boss, no matter the difficulty level or status has to have a minion. This is ridiculous IMO. It seems that the concept of a single opponent is lost in this system. If you had to fill the area with trash mobs, why then have minions for bosses that are forced?

Note, I understand minions for a BOSS status mob. But not a minion or lieutenant that is placed as a boss so it can be a single encounter, as easy as that might be.


Fifth, the lack of ability to have other win scenarios when killing bosses other than actually killing them...like they stop fighting, or become unattackable at a certain health level. What if you want a Matrix sparring program kind of encounter? What if you want to have someone that fights until defeat is inevitable? Then they give up, making some kind of comment.

This is also where lack of dialog, if this option was added as a win scenario would be a bad thing...it would be great to defeat the mob and then strike up a conversation as an option.


Sixth, the lack of ability to create your own custom maps, even if it was just modular. Also, no ability to place things like environment barriers and the like. There are certainly lots of maps, but essentially you can only create smash and kill missions with the maps available, which tends to make the missions very hollow.

Where are the options that would allow you to create a bank robbery? How about vandals ransacking an office? People to save and talk to to get information on what to do next.



On a side note, I find it a bit amusing that creating bosses allows you to put together fun combination of abilities, but actual character creation does not allow this. A good example is a character that has dual swords but also has martial arts. It seems to me that if enemy mobs should be able to mix together interesting combinations we should be able to as well.


I may add more later as I discover them, but I have to say that they above items were VERY disappointing. I expected more options, more powerful tools to use when creating missions.

Thank you for your time.


 

Posted

There is an Empty enemy group you can set, actually. Use that enemy group and you'll solve problems 3 and 4. As to the rest, I'm sure it's just a matter of not wanting to dedicate the time to a system that exists almost purely as a farming tool.

I love the AE, and love making fun stories with it. But you have to admit, the AE community is small, with most people only seeing it as a way to get fast xp/drops. Just like PvP and Bases, it's a niche community that I'm sure the devs just don't feel they should put all their resources into, instead focusing on other, more popular things.


 

Posted

Quote:
Originally Posted by Xzero45 View Post
There is an Empty enemy group you can set, actually. Use that enemy group and you'll solve problems 3 and 4. As to the rest, I'm sure it's just a matter of not wanting to dedicate the time to a system that exists almost purely as a farming tool.

I love the AE, and love making fun stories with it. But you have to admit, the AE community is small, with most people only seeing it as a way to get fast xp/drops. Just like PvP and Bases, it's a niche community that I'm sure the devs just don't feel they should put all their resources into, instead focusing on other, more popular things.
Thanks for the tip, I'll give that a shot. If it works (I'm sure it will) I'll remove those complaints.

One point I would make is that if you create a mission creator that creates nothing but kill and grind missions, folks will probably only create and run kill and grind missions. A good way to prevent, or at least discourage that practice would have been to create a real mission creation tool in the first place.

...Not to mention the fact that adding the interactive trigger scripting would benefit the regular game as well, as missions could be created with much more depth than what is in the game at present.


 

Posted

One thing to keep in mind. Two of the mechanics you mention: the dialog NPCs inside of missions as well as fights where the opponent stops fighting and you talk to them are both relatively new mechanics to the game as a whole. Neither of these existed in CoH at all, even the content designed by the developers themselves, until Going Rogue came out.

It is possible that these are things that may be added to Mission Architect at some point. I am reminded of the loading screen tip "You can't do that in Mission Architect...yet". At the same time, the popularity of the Mission Architect System as an actual storytelling tool is much smaller than I imagine they hoped for. The vast majority of those who have used AE have used it mainly for creating missions which could be easily farmed for maximum reward.

I created a few storyarcs myself, but lost interest because very few people actually play through real "stories" in the AE. Sad, but true. Wonderful tool, and very well implemented by the developers, but (ab)used very poorly by the player base.

Given the lack of interest in the system for its intended purpose, I don't know if they will devote a lot of resources to introducing new mechanics to the system. Yes, they have continued to add maps as well as NPC groups as they add them to the game, but that is much different than taking the time to code in mechanics.

Still, I know that the OCR team has been making an effort to breath some life back into the "Devs Choice" program, so it's not outside the realm of possibility if they see a change to how the system is used, and see an increased interest in using it as it was originally intended.


- Garielle
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Originally Posted by Frosty_Femme View Post
I said "ur" which is not a word. It's a sound dumb people make when you ask them to spell out "you are".

 

Posted

Quote:
Originally Posted by Garielle View Post
One thing to keep in mind. Two of the mechanics you mention: the dialog NPCs inside of missions as well as fights where the opponent stops fighting and you talk to them are both relatively new mechanics to the game as a whole. Neither of these existed in CoH at all, even the content designed by the developers themselves, until Going Rogue came out.

It is possible that these are things that may be added to Mission Architect at some point. I am reminded of the loading screen tip "You can't do that in Mission Architect...yet". At the same time, the popularity of the Mission Architect System as an actual storytelling tool is much smaller than I imagine they hoped for. The vast majority of those who have used AE have used it mainly for creating missions which could be easily farmed for maximum reward.

I created a few storyarcs myself, but lost interest because very few people actually play through real "stories" in the AE. Sad, but true. Wonderful tool, and very well implemented by the developers, but (ab)used very poorly by the player base.

Given the lack of interest in the system for its intended purpose, I don't know if they will devote a lot of resources to introducing new mechanics to the system. Yes, they have continued to add maps as well as NPC groups as they add them to the game, but that is much different than taking the time to code in mechanics.

Still, I know that the OCR team has been making an effort to breath some life back into the "Devs Choice" program, so it's not outside the realm of possibility if they see a change to how the system is used, and see an increased interest in using it as it was originally intended.
See, and again I feel this may be symptomatic of a flawed mission creator in the first place. When you place a mission creator that creates only grind missions in a game that is replete with grind missions you will get...well...grind missions created.

I understand the tools may not have existed when the option was presented, naturally. But I think it was a bit of lack of foresight on the devs part, if they are truly surprised that folks use the system to grind, considering that's really the only kind of mission you can create.

I believe (does not mean I am correct of course) that the system itself, in it's current state, is the reason why it is abused. It does not appeal to those that would actually WRITE missions. It only appeals to those that wish to create missions for reward.

Because that's pretty much all you can do. If I wanted to create a mission that had NO reward other than the gameplay itself I couldn't do so, even if the idea was appealing or had merit.


 

Posted

I wouldn't say that the AE is strictly useful for grinding. It's possible to tell some fantastic stories AND to manipulate objectives so that one can present a linear, easy to follow, story-based approach. Feel free to check out my PENGUIN (29205) and Hammer and Sickle of Paragon City (351727) for a couple of examples where I tried to make arcs that were focused on dedicated storytelling. Are they perfect? Not entirely, but are they GOOD? I should hope so.


I'm out of signature space! Arcs by Tubbius of Justice are HERE: http://boards.cityofheroes.com/showthread.php?t=218177

 

Posted

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Originally Posted by Tubbius View Post
I wouldn't say that the AE is strictly useful for grinding. It's possible to tell some fantastic stories AND to manipulate objectives so that one can present a linear, easy to follow, story-based approach. Feel free to check out my PENGUIN (29205) and Hammer and Sickle of Paragon City (351727) for a couple of examples where I tried to make arcs that were focused on dedicated storytelling. Are they perfect? Not entirely, but are they GOOD? I should hope so.
Thanks, I'll check them out. And perhaps I shouldn't have inferred that that was the only purpose...only that it was not a surprise what it is getting used for mostly based on it's design.

Certainly one could find innovative ways to work around the restrictions, but does that encourage folks to use the tool to actually create missions?

There are other games that have mission creators. Though there are problems as well, they are not as prevalent as here, but the designs are VERY different.


 

Posted

You can use AE to make any sort of mission possible pre-GR. You can write the text for enemies, the dialog bosses say as you fight them, set up multiple objectives that provide clues that tell your story, and introduce allies that can even betray you within the same mission. These are really only some of the examples of what the AE is capable of.

For instance, to remedy your problem of no interactive dialog mid-mission, you could set up a mission that's entirely empty save for a few glowies. You place them throughout the map, have them provide clues/tell your story that way. If you wanted, you could even tie any other type of objective to any of the clues, in case you wanted to introduce action alongside story without simply filling a map full of enemies by default.

You can do much more with it than "Defeat Boss and all his minions."


 

Posted

First off, Hi! Welcome to the forums

Looking over your list I see you are passionate about creating an AE story and seem to be struggling with the tools. I suggest you join the global channel, "MA Arc Finder" next time you're in-game. It's the unofficial AE tips, tricks & teaming channel and is normally filled with seasoned AE authors who can help you find creative ways around the system.

Now, onto your points:

Quote:
Originally Posted by quickfire View Post
First, the idea that there is no [interactive] dialog option.
As mentioned earlier, interactive dialog is a very new system to the game as a whole. The AE interface was actually adapted from the game designers' mission tool at the time, way before interactive dialog was even thought possible. Interactive dialog is a common suggestion from the playerbase and would be a welcome addition.


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Second, the lack of ability to place mobs.
Did you notice how the spawn points in AE are the same as the ones in the regular game? Again, the developers didn't even have this tool, it's just how maps in this game work and it prevents abuse. You do get to choose Front Middle or Back (even though they're not always labeled correctly) so you do have some ability to place your mobs.


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Third, the idea that you have to fill the map with trash, IE spawned mob groups, with no control over how many spawn.
Not completely true. You can set the map to Empty and only spawn Patrols to control how many groups show up.


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Fourth, the idea that every boss, no matter the difficulty level or status has to have a minion.
Actually, you can spawn solo bosses.
Create a Custom Enemy Group with your Boss and appropriate minions & lts.
Set your Boss to Don't Auto Spawn.
When choosing Enemy Group under Boss Settings, on the Standard tab choose Same As Boss.
I'm pretty sure that's how I did it within my own arc. It's been a while...


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Fifth, the lack of ability to have other win scenarios when killing bosses other than actually killing them
Again, this is very new tech to the game and has not had time to trickle down to AE yet. Hopefully it will, eventually.


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Where are the options that would allow you to create a bank robbery? How about vandals ransacking an office? People to save and talk to to get information on what to do next.
These are all doable with the existing system. Maybe they aren't doable exactly as you want them to be, but all of these are very common missions in AE right now.

Again, I suggest you join the MA Arc Finder channel and take advantage of their experience in finding creative solutions to the perceived roadblocks your creativity is hitting in AE. Good luck and happy storytelling!


Craft your inventions in AE!!

Play "Crafter's Cafe" - Arc #487283. A 1 mission, NON-COMBAT AE arc with workable invention tables!

 

Posted

Quote:
Originally Posted by quickfire View Post
Sixth, the lack of ability to create your own custom maps, even if it was just modular. Also, no ability to place things like environment barriers and the like. There are certainly lots of maps, but essentially you can only create smash and kill missions with the maps available, which tends to make the missions very hollow.

Where are the options that would allow you to create a bank robbery? How about vandals ransacking an office? People to save and talk to to get information on what to do next.
I didn't see this one answered, so I'll give it a go.

Remember all those times your Energy Blast Blaster KBed foes into the side of a cave or up on a warehouse shelf and suddenly no one could hit them because they got lost in the geometry? That on a map tested and retested by the devs. Now imagine a map put together by players... yeah, I'm cringing too. This is the commonly given answer to your question about player-created maps. along with the usual "might create opportunity for exploits" one too - solid enough reason in my book even without the exploit concerns.

There are bank maps available in the AE, if not vault doors to pound down; office maps too, including the one Hellions have set ablaze. You can set a non-combat person in an AE mish to "give you a clue" while spawning a new mission requirement at the same time, which can easily be written into something like "If you don't turn off the controls, the nuclear reactor's gonna blow! Please go find it and save us!!"

As stated above, we only have in the AE what the devs had up until recently. Usually what happens is new stuff like powersets are introduced and then the AE gets them an issue or so later. Hopefully this will continue. In the meantime, it's the author's job to think up clever ways to write good, compelling stories making use of what we have. I recently wrote this into a review of someone's arc and I think it works here as well:

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This [arc] feels like the bare bones of a story, "meet heroes, go fight some guys with them ... which leads up to a big boss fight..." Granted, ultimately any AE arc boils down to that, more or less - your job as the author is to use the text to build it up from that.


 

Posted

Quote:
Originally Posted by BackFire View Post
Did you notice how the spawn points in AE are the same as the ones in the regular game? Again, the developers didn't even have this tool, it's just how maps in this game work and it prevents abuse.
I gotta disagree on this. I know it was overtly stated that Johnny's Hell had the spawn points changed and there are others that are different as well. This affects "the developers didn't even have this tool" because the spawn points are better and/or more thematically placed for the devs. Plus, there's situations where I'd argue that they do have more control since there are outdoor boss spawns that seem incredibly static such as that one narrow city map that always has the boss at the end (it's used in the Sister Psyche TF).


 

Posted

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Sixth, the lack of ability to create your own custom maps, even if it was just modular. Also, no ability to place things like environment barriers and the like. There are certainly lots of maps, but essentially you can only create smash and kill missions with the maps available, which tends to make the missions very hollow.
One thing to remember is that AE arcs are limited to 100KB sized files. Every "custom" detail has to fit into that. Imagine how much of that 100KB a custom map would take up.

Hopefully, once Freedom is implimented and people have to "pay" to have access to AE, the farmers will go elsewhere thereby ending the abuse of it and thus the Devs may feel more inclined to put more time/effort into AE and give us some of the features we've been asking for.


 

Posted

We need an issue where Dr. Aeon becomes enraged over the perversion of his creation and commissions Crey to destroy all the AE buildings and bury the technology in a deep deep bunker under Crey's Folly for possible future use by humans once they get over themselves.



hmmm



...runs to make AE arc about this.


 

Posted

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Originally Posted by sykoholic001 View Post
One thing to remember is that AE arcs are limited to 200KB sized files.
Fixed.

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Hopefully, once Freedom is implimented and people have to "pay" to have access to AE, the farmers will go elsewhere...
VIPs will retain access so the farmers aren't going anywhere. Well...there is a bug in AE on Beta that's likely to be far worse than the profanity/copyright filter but I have a feeling that once again the farmers will get off clean while potentially every story arc in the system will be rendered invalid AND unfixable.


 

Posted

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Originally Posted by Lachlin View Post
. . . for possible future use by humans once they get over themselves.
Better plan on use by a different species (bees or roaches maybe) because extinction is the only way humans will ever get over themselves.

On a more cheerful/positive note, be sure to let us know when that arc is available


 

Posted

I brought up the lack of dialogue thing in another thread, glad to see I'm not the only person bothered by it but it did make me feel better to read that the tech is newer than AE.

I'm right with the OP on a few of these, but I have some other minor gripes.

I designated Sunstorm as an NPC helper in one of my missions but was not allowed to name him "Sunstorm" because of copyright infringement? I also wish he was wearing the costume that he wore as a Peacebringer contact, but that's not a huge deal to me.

I also wanted to use Shadowstar, but she was not in the catalog. Her costume wasn't too hard to recreate (aside from the Kheldian Sash >:O)and I got to give her the correct name, but I couldn't make her a Warshade. i thought of making her a Black Dwarf, but I wasn't able to designate the Black Dwarf as an Arch Villain. I settled with my recreation of her costume, and making her a Dark/Dark corruptor, figuring I could customize her powers to be purple. Sadly, there was no option for power customization.


 

Posted

While many improvements suggested here and elsewhere would be nice, they are in my opinion meaningless if the ratings system and search function are not addressed. Additionally, the ten's of thousands of abandoned, broken and test arcs need to be cleaned out of the system. These should be the issues we promote here and in beta.


WN


Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste

or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story

 

Posted

Quote:
Originally Posted by Wrong_Number View Post
Additionally, the ten's of thousands of abandoned, broken and test arcs need to be cleaned out of the system.

WN
In full agreement here. These things are just taking up (ie: wasting) space. Since an author's name is the same as their username, my suggestion would be to cross-reference all of them and flag all arcs by authors that no longer have active accounts. Depending on how long the account has been inactive (maybe a year or more), delete those arcs.

The same goes for broken arcs. I have no idea if the Devs can tell (quickly and easily, that is) if an arc is broken but if they can, find all the broken ones and flag them. Then determine how long they have been broken. If they've been broken for more than a year and there is no indication of the author attemping to fix them in that time, delete them.

As for test arcs and farms, that's where it would get messy. The only way to really determine whether or not an arc is a test or farm (other than it being blatantly stated in the description) would be for someone to "inspect" every single arc. That requires time and manpower. While many of us (myself included) would consider this a "dream job", I seriously doubt there is any company in world (not counting the US government) that would be willing to pay someone to do that. . . especially when it's easier/cheaper to simply ignore the "junk" arcs and leave them cluttering up the system.


 

Posted

Quote:
Originally Posted by Tubbius View Post
An AE bug in beta? Do tell if allowed? What's happening to AE?
i think from the post WN made about it on the beta boards, is that every custom critter is being replaced by cimerorans (dev choice, hall of fame, the works)

edit: here is the bug thread on the beta boards for AE


 

Posted

I appreciate all of the comments and the discussion, please keep them coming, even if they criticize my opinion. All are welcome.

That said, I must point out that I feel the mob placement, despite whatever sensible reasons for the random spawn may exist is one of the largest flaws of the system.

I can't even count the amount of times I have had to scour a map, once for almost a half hour trying to find the last two mobs. The map only displays the location of a final mob or item, so more than one mob or item left and you are playing treasure hunt.

This is extremely boring, and detracts from many otherwise fantastic missions.

We either need to have more spawn location control OR the map should display ALL mobs required for the quest. The latter would remove the problem and still allow random spawning.

You can add checkboxes by a list of objectives on the map screen to allow display of objectives on the map to be toggled on and off to avoid clutter. You could also simply limit the display to the last 5 or 6 mobs or items you have to find to avoid making it too easy, if that is a problem.

I would prefer to see a full list however, and think in lieu of removing random spawning it is the best and most prudent solution.


 

Posted

I have to add, and REALLY emphasize the need for putting ALL of the mobs on the mission map. At the very least the last 5 or 6 should show, but why not all of them.

Better yet, display threat level with colored arrowheads as well.


 

Posted

Quote:
Originally Posted by sykoholic001 View Post
In full agreement here. These things are just taking up (ie: wasting) space. Since an author's name is the same as their username, my suggestion would be to cross-reference all of them and flag all arcs by authors that no longer have active accounts. Depending on how long the account has been inactive (maybe a year or more), delete those arcs.

The same goes for broken arcs. I have no idea if the Devs can tell (quickly and easily, that is) if an arc is broken but if they can, find all the broken ones and flag them. Then determine how long they have been broken. If they've been broken for more than a year and there is no indication of the author attemping to fix them in that time, delete them.

As for test arcs and farms, that's where it would get messy. The only way to really determine whether or not an arc is a test or farm (other than it being blatantly stated in the description) would be for someone to "inspect" every single arc. That requires time and manpower. While many of us (myself included) would consider this a "dream job", I seriously doubt there is any company in world (not counting the US government) that would be willing to pay someone to do that. . . especially when it's easier/cheaper to simply ignore the "junk" arcs and leave them cluttering up the system.
Is there some way to find out how many arcs have been written and posted? I'm just curious how many and how long that might take.