Restrict maps for certain missions


Agent White

 

Posted

I have found -- through being bitten by it twice -- that there is a category of missions that can be turned into utter crapshoots for a solo player with the wrong map, and I believe that making the success or failure of these missions dependent on what is essentially a coin flip is wrong.

The category of missions are the ones that have "Don't let [name] escape" as part of the mission goals. When the map for one of these missions is one of the warehouse maps that are essentially a 'T', with an 'end room' on either end of the crossbar (the room with the upper level at the back and right side as you enter, and the one that has the two conveyors up the length of the room with the raised platform at the far end). When you have one of these missions, the boss will start running when you enter either of the end rooms, so if you're running the mission solo, whether you fail the mission depends on whether you guess correctly which room has the boss in it. Guess right, you can fight him and try to defeat him before he escapes. Guess wrong, and you never even see him; you just get pitched out the mission door with a failure.

Eliminating the 'T' maps from the pool of maps for these missions would eliminate failing the mission for a reason that has nothing to do with how you play, but depends solely on a single 50-50 random chance you can't affect.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Every single one of those missions I've done, the boss isn't supposed to run until he's somewhere from 25% - 50% HP left. I've not experienced what you're talking about... it sounds like a bug with the flee code to me, which should be fixed itself if it is occurring.


Quote:
Originally Posted by ShadowNate
;_; ?!?! What the heck is wrong with you, my god, I have never been so confused in my life!

 

Posted

The simpler solution is to stop making "running boss" missions, as far as I'm concerned. This is my second most hated mission type in the entire game, just shy after simultaneous click missions and quite a ways before protection objectives.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
Every single one of those missions I've done, the boss isn't supposed to run until he's somewhere from 25% - 50% HP left. I've not experienced what you're talking about... it sounds like a bug with the flee code to me, which should be fixed itself if it is occurring.
Then it's an ongoing bug in the mission coding, because every single time I've gotten one of these, by the time I find the boss, he's already running -- when it's an office map, 90% of the time I'll encounter the boss running at me in the first section of corridor after I exit the elevator on the top floor.


"But in our enthusiasm, we could not resist a radical overhaul of the system, in which all of its major weaknesses have been exposed, analyzed, and replaced with new weaknesses."
-- Bruce Leverett, Register Allocation in Optimizing Compilers

 

Posted

Quote:
Originally Posted by Kitsune Knight View Post
Every single one of those missions I've done, the boss isn't supposed to run until he's somewhere from 25% - 50% HP left. I've not experienced what you're talking about... it sounds like a bug with the flee code to me, which should be fixed itself if it is occurring.
Then you have an extremely unique experience. I've never had a 'prevent boss from fleeing' mission where the boss stayed put for me to knock around and -then- tried to flee. They're always in mid-flee when (if) I encounter them.


 

Posted

Yeah, this would be a nice thing for them to fix. Cannot stand how you exit the elevator when solo and just groan as you see it's coming. I can fail just fine without help thank you very much!

Think it's triggered in the same sense as some missions (just noticed this in a few RWZ arcs a week or two ago) have all the captured allies talk to you as soon as you enter a mission as if you've just aggroed their captors...which also bugs me because those rikti tunnel maps are huge and I like them talking when I'm close so it's easier to find my allies or whoever I need to rescue.


Liberty!
Black Dawn/Shattered Dawn
Chaos Legion

 

Posted

The worst one is an Arachnos map (in one of Regent Korol's "side" missions) that apparently has two exits. I was coming from the entrance, and saw the boss I had to stop running down an entirely different corridor in the wrong direction... and then - even though I was between the boss and the exit, and he never even headed in my direction - the boss somehow escaped and I failed the mission.