Mission Architect Custom Critter Power Selection Suggestion: Freeform


ArticulateT

 

Posted

Basically, what this is would be creating an "entirely new" power set selection that's basically EVERY POWERSET already available in AE for our custom critters. This would allow us unparalleled customization, the ability to make "four elements" baddies, give something melee and ranged attacks that are not covered by assaults, and an armor set, or even add in a few 'junk' powers to keep some enemies from getting too powerful for their level range.

With this freeform style, power pools, EAT (outside of formshift) powers, and Epic Power Pools might even be added.

There would have to be limitations of course, like only one entry per each power to avoid someone 'junking up' something with quick recovery, fast healing, and other 'weak' passives, also, two weapon selections would probably still be out of the question, and thus individual powers would need to be locked out instead of entire powersets. Memory concerns might also come up, and thus it might be possible there WOULD NEED to be an upward cap of how many powers you can select per-critter.

Otherwise, what would you think of something like this being added?


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Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Yes, but since the devs have all but abandoned AE I think they will just ignore the great suggestion.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

The devs have NOT ignored AE! Some things that people want (Myself included) are apparently complex to work with.


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Posted

Oh, for the ability to give enemies passive resistance and defences (like real NPCs...) without having to give them Invul or WP or something. To be able to make something with ranged/melee/armour like NPCs have, not Ranged/Armour/Too cheap to have brawl...


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Originally Posted by Zwillinger View Post
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Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

I like this suggestion.

As an additional suggestion? perhaps have a list of powers that act as a boss critical power, like Protean's Energy Absorb or Anti-matter's Atomic Blast?

Have a list of these powers, some already used by NPCs, others not, restrict their use to Elite Bosses and Arch-villains and have one per NPC.


 

Posted

Yes, please.


 

Posted

Quote:
Originally Posted by cursedsorcerer View Post
The devs have NOT ignored AE! Some things that people want (Myself included) are apparently complex to work with.
I like our devs, some like Dink, Arbiter Hawk and Synapse I like a lot, but that does not stop me from pointing out the facts. They are in fact behind on upgrading AE as per the schedule they said they were on and some of us notice it more than others so sue us.


The development team and this community deserved better than this from NC Soft. Best wishes on your search.

 

Posted

Quote:
Originally Posted by Kirsten View Post
Well, you can get close with Assault/Armor...
true, but assaults don't cover all the bases.
For example, I want to make a level 50 enemy worthy of a challenge, so I want to give them both ranged and melee powers. For theme, they're military sort, so I'd give them assault rifle and street justice. (Coming soon) Well that's nice, they have good offense, but these guys are getting steamrolled and/or just not giving out any decent rewards. So I want to give them "body armor" by giving them a few passive armor powers.

We can't do that in the present system.

But with a freeform power selection system, we just might. (oh, that would also be cool, with the ability to lock out powers individually, one could give their critters shield defense passives!)


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

What Azure said, exactly.


Quote:
Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

Posted

Sounds like a good idea on the surface, but just to play devil's advocate...

1. As a Dev, 99% of the development spent on AE since its inception has been to stomp out farmer exploits. Now, I'm going to open it up even more?

2. As a farm map creater - hmmm. Now, I have even more fire attacks to choose from. And I can make a mob with zero defenses balanced out with these extra attacks ( or a weaker combination of defensive powers), probably without penalty to the xp/ticket level.

3. Back to the dev side - now I have to tweak the code that determines the amount of xp/tickets per custom critter. Probably becomes much more complex.

The devs are going to say - is this worth the headache of going back and closing down all the loopholes found by farmers in the new open system?

Note: I am a ticket farmer myself. Got nothing against farming, especially given the drop rates have been nerfed to heck.


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Posted

Quote:
Originally Posted by Hercules View Post
1. As a Dev, 99% of the development spent on AE since its inception has been to stomp out farmer exploits. Now, I'm going to open it up even more?
Actually, I'm not sure how much worse this could be compared to now. I think the real issue might be power heavy mobs that real space/memory intensive. Though, in theory, overloading a critter on a attacks can cause them to experience AI problems and no attack as frequently. But this is an issue that already exists, and I'm not sure anyone's tried to use it for farming thus far.

Quote:
Originally Posted by Hercules View Post
2. As a farm map creater - hmmm. Now, I have even more fire attacks to choose from. And I can make a mob with zero defenses balanced out with these extra attacks ( or a weaker combination of defensive powers), probably without penalty to the xp/ticket level.
I see what you mean, but as far as the "zero defenses" thing is concerned, that's actually something quite possible now. Not only that, but for all defense sets can do for a critter's survival, they only minutely increase the EXP you can gain.

Quote:
Originally Posted by Hercules View Post
3. Back to the dev side - now I have to tweak the code that determines the amount of xp/tickets per custom critter. Probably becomes much more complex.
Actually, I'd like them to readjust EXP and tickets anyway because some player powersets are far more vicious in AE than others. In particular, build up powers can practically allow a critter to ignore defenses and resistances, mez protection can completely invalidate several ATs or the usefulness of some powers.

But in the end, they wouldn't HAVE to that I can see, it really seems like it could remain the same.

Quote:
Originally Posted by Hercules View Post
The devs are going to say - is this worth the headache of going back and closing down all the loopholes found by farmers in the new open system?
Sadly, it's unlikely, but I would like this idea to be known.

On that note, would it be considered presumptuous to forward a link to this proposal thread to one of the AE devs?


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Quote:
Originally Posted by Samuel_Tow View Post
City of Heroes is a game about freedom of expression and variety of experiences far more so than it is about representing any one theme, topic or genre.

 

Posted

Quote:
Originally Posted by Hercules View Post
Sounds like a good idea on the surface, but just to play devil's advocate...

1. As a Dev, 99% of the development spent on AE since its inception has been to stomp out farmer exploits. Now, I'm going to open it up even more?

2. As a farm map creater - hmmm. Now, I have even more fire attacks to choose from. And I can make a mob with zero defenses balanced out with these extra attacks ( or a weaker combination of defensive powers), probably without penalty to the xp/ticket level.

3. Back to the dev side - now I have to tweak the code that determines the amount of xp/tickets per custom critter. Probably becomes much more complex.

The devs are going to say - is this worth the headache of going back and closing down all the loopholes found by farmers in the new open system?

Note: I am a ticket farmer myself. Got nothing against farming, especially given the drop rates have been nerfed to heck.
If a critter has no defense powers, XP could get nerfed. They do the same thing if a critter has zero ranged powers.

And if the devs are afraid of a few farmers, they shouldn't have come out with DFB or made their entire end game based around grinding and farming.