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Lockely

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Everything posted by Lockely

  1. So, I just recently played through basically all of Tina Macintyre's updated post-GR missions (Peregrine Island/Portal Corps) and found the map and objective choices in many of them to be incredibly redundant and in need of a little bit of TLC. Not to mention she has a *lot* of missions with missed potential. And I mean, like, a *lot* of missions: Arc missions Part 2, Part 7, and the non-arc mission "Rescue the Freedom Fighters all use the same overly-large outdoor Paragon map with almost no way to find the objectives other than combing the map grid-by-grid and destroying every single enemy until you can find the tiny corner where the captive NPCs or glowies are tucked away. There isn't any unique dialogue tied to approaching them to let the player know they're close either. Most of her random missions suffer from being in a massive open-world map with one tiny glowy to find, one-to-five NPCs to fnd, or one-to-five NPCs to kill, many with time limits. They're all mostly an exercise in patience than anything else. Additionally, one of her randoms, "Disrupt Anti-Matter's Plans" is basically incongruent with the plot of her story arc, as it's dealing with the same thing, but worse, and if you do it post-story arc, it feels like Anti-Matter, Tina, *and* the player have all suffered a bout of amnesia and forget everything about it. In the end, the non-arc missions end up feeling like (or outright being) filler, and while the arc itself contains a bit of filler as a treat, it kinda feels like a huge missed opportunity? For a lot of players, these will be their first looks into the alternate universes that make up the CoH setting (Praetoria notwithstanding). Nearly all of the visits to the other universes are superficial at most, and it's similar to looking out onto a vast lake, only to find that it's ankle deep and you're expected to find 5 shiny rocks and a white crab somewhere under the surface of it without a hint as to where. The Hydra mission, despite its 'kill all' condition, is the best use of these worlds without a full accompanying story arc. We pop in, get some lore, pop back, report it and take it for analysis, then pop back over for some follow-up lore and the mission map isn't 30 square miles wide. I can't help but wonder if it might even be useful to move a few of these over to Talos Island with the Rift Enclosure and a new contact who is doing a little bit of *off the books* research to fill in some lower level story content. There's so much potential here and it's being wasted on filler missions that serve to let you glance at these lore rich areas but not really touch them.
  2. Maybe a neutered/toned down P2W vendor that just has stuff you're going to want to snag on any new character, i.e. three prestige attacks, alternate sprints, and Inner Inspiration/Mystic Fortune/Secondary Mutagen? Instead of calling it a P2W vendor it could be like, the New Deployment Provisioner.
  3. I second this. It would be outstanding to bring it back as a hazard zone dealing with post-meteor strike, Neo-Shivan cleanup! After visiting during Dr. Graves' arc, I headed straight over there on my hero wondering if they had opened it up at some point, and was disappointed to see the doors shut and the door NPC saying the meteor strike was still in progress. Considering it's a legacy zone that some long term players have a ton of love and nostalgia for (esp if they got it as their starting city), it really does feel disappointing we never got to take it back in some form.
  4. I think this happens with most alternate animation toggles and Shield Defense, actually. I noticed the same for my alternate stance/run animations when I have my shield toggles on.
  5. Oh good, reading the original made it sound like they were blue-coding Resistance and red-coding Loyalist, when its very much shades of grey across the board for both sides in their story. Adding Resistance Blue and Loyalist Gold is definitely the better way of handling it. Only change I would add to this screen is also making Resistance the correct shade of blue, as well as highlighting the "Not recommended for new players" in another color to make it stand out.
  6. Oh yeah, I mentioned it above that most outdoor maps don't have the door functions programmed into them, but that's more of a feature request. As a stop-gap, I suppose reassigning the mission entrance as the nearest door would probably work for the same purposes. I'm more concerned with Follow and Wander not doing anything, as both could have impactful storyline use for AE designers.
  7. Apologies if this is a known issue, but I did not see this posted anywhere upon a search. In Architect Entertainment, the Arrival Behavior function doesn't seem to work properly based on my testing. Out of the functions above, the only three that appear to work are "Do Nothing", "Wander", and "Run to Nearest Door", with the last two only working on mostly indoor maps as most outdoor maps seem to not have that function set up properly on them, and the first being the default state that it fails to when the others do not function. What happens more often than not, regardless of how you have them programmed, is they simply stand at their escort location once they've arrived. I know we can get around the lack of a proper static follow by setting them as allies instead, but for big outdoor maps they *should* be able to dual function as both a combat ally and as a waypoint for tricky to find objectives.
  8. I hope you don't mind, I've taken the original document and changed it to a shareable Google Sheet for folks to make their own copies instead of having to import an xlsx file. I've also created tabs for each of the 'pages' in the Mission Architect with the universal stuff pre-loaded so people can more easily keep track. https://docs.google.com/spreadsheets/d/1ZLLuLOt_W_afJuvQ731PjxlaUlNu-JQUHY8zU3z4C2s/edit?usp=sharing I'm happy to pull it down if you prefer, just let me know!
  9. This continues to be the thing I want the most, as having to recreate janky versions of existing groups so my missions scale for everyone is incredibly time consuming and takes up so many custom enemy slots.
  10. Looks like this one has been covered in the Focused Feedback thread for costume parts!
  11. I was testing out some of the new parts on a copied character, and I noticed all my costumes were flagged as having invalid parts. Upon loading up the costume creator, it automatically flagged the Pulse Rifle as invalid and defaulted it to the Legacy Assault Rifle. On Live, the character is using the Celestial Rifle.
  12. Currently, there are a significant number of War Maces that are not available under Mace Mastery customization, and Mace Mastery doesn't get the Arachnos Maces (from a prior search on this topic elsewhere, please correct me if I'm wrong). I'd love to be able to swing around one of the pipe wrenches from War Mace on my Bots MM (or at least have it chilling on my back) to really complete the whole "mechanist mastermind" look. I'm sure the same could go for folks taking Mace Mastery while specced into War Maces! (Arachnos Mace Options) (War Mace Options) Any chance we could see these overlap?
  13. The new Clockwork glove option is really nice, are there plans to work it (and the rusted textures) into the Clockwork Arms under the Robotic Arms sets?
  14. With slightly higher than average Physique scales, many (but not all) of the holstered weapons heavily clip into the upper back. Chest and Shoulder scaling can alleviate or exacerbate this depending on how you fiddle with it.
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