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Everything posted by sponazgul
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I’d be satisfied if the Statesman that showed up was named Olympian 23 or something.
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TerroirNoir's "Cable Channel of AE!" Reviews. Part 2.
sponazgul replied to TerroirNoir2's topic in Mission Architect
These are great reads, thank you for all this hard work -
just chiming in - I have several “human” characters who just use the temporary jetpacks. It is fairly doable.
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My recommendation for A Signature Summons update would be that Praetorian Loyalists should not be summoning the Lord Recluse versions, but the heroic versions with Praetorian names (Chimera as the name instead of Manticore, Marauder instead of BaB for example) Resistance characters should still summon the heroic summonables with the Prime Earth name… that still makes some sense.
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Siege encounter from Maria Jenkins Mission
sponazgul replied to Marshal Valor's topic in Suggestions & Feedback
I appreciate the fact-check! -
Siege encounter from Maria Jenkins Mission
sponazgul replied to Marshal Valor's topic in Suggestions & Feedback
Quick question: what kind of tank was this particular tank that had Siege problems? Was it more of a resistance tank than a defense tank? I think Siege's heal is one the requires a hit on you. -
TerroirNoir's "Cable Channel of AE!" Reviews. Part 2.
sponazgul replied to TerroirNoir2's topic in Mission Architect
You are too kind! Thank you. Not to press my luck, but I hope at some point you try out The Return of Despoticus, my latest story arc (no pressure, you have a lot of things to do.) Best regards! -
Ultimo, you need to post this in the Suggestions thread, this thread is for Suggestions to the Forum/Website (I support your request for a Danger Room functionality)
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I will probably make this an actual suggestion in the Suggestion forum thread, but I wanted to share this here first, to see what you mission architects think and also if it is already possible. Occasionally in a story, I’d like to have a NPC be an objective that will generate a clue at an opportune time. I have tried making a hostage with no surrounding enemies, with the thought that when the player comes into line of sight, it would generate the active dialog and then spawn the clue, but in practice that happens immediately. What I would like if there was a way to place a person like an object to be clicked on, to generate interaction bar text and the completed system text (and a clue that spawns appropriately) I suppose I could use a statue for this, but that seems limited in what I want. Hopefully, what I’m suggesting makes sense.
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Something of an issue, how do I correct it?
sponazgul replied to Ultimo's topic in Mission Architect
It's a problem I've seen. The architect UI implies that if you create a collection of X items, the clue fires off when the last one is collected, but that's not what happens - as you describe here, it kicks off on the first. My advice would be to give up on the clue be awarded, and something else. What is the next objective that spawns from the last collection item being collected? If that's the end of the mission, the mission completion clue will serve. If possible, when the next objective is completed, the clue associated with that objective could refer to the previous collection being collected OR you can embed that info in the objective text up in the mission bar. For example, you have to open 3 boxes looking for something. The mission objective text probably says 3 boxes to search through, then 2 boxes to search through ... stuff like that. If the last empty box was supposed to tell you to go beat up someone who might have gotten what you're looking for (for example), the objective text for that target could be something like All boxes were empty, but you hear the thief - and that is the clue to the player to hunt that person down, and when you fight the thief, you can recap in their completion clue that you heard a noise and that led you to them... That is how I might do it, but I don't know your mission specific objective flow. -
Enjoy your Saturday, having fanciful rushing-blaster adventures!
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Just chiming in - my beam-rifle / tactical arrow blaster Dr. Lasertraps really enjoys his beam rifle. I recognize that not everyone will have the same experience. I appreciate you posting this to generate a discussion.
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I appreciate you bringing this back to the front of the forum thread. This looks like an arc my vigilante detective would enjoy running.
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Story Structure: Arc-based or mission based?
sponazgul replied to Forager's topic in Mission Architect
When I do an AE story, there's an overall story, and each mission is a part - a mission *might* be its own story too but that's not the norm. I mean, Save Three Champions I guess is it's own story - you save three captured champions, but it's part of a bigger story - maybe getting the villain who captured them in the first place, etc. Some of my missions might be low impact but are there to introduce some larger element. (This has a drawback though, some people play a mission that's rather light and bail.) I think people who do multi-arc stories are more representative of the television show that's episodic with a season-wide arc. -
Okay, I made my change to arc 68902, The Return of Despoticus, a four-mission arc, all on small maps to make it relatively quick time. (No running about on huge maps, trying to find objectives, although maybe you have to run around small maps, trying to find objectives.) The arc is probably best played by a heroic-minded character willing to go solo, for story reasons, but I assume a team would be just fine if you just want to smash stuff.
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I don’t know if I can meaningfully contribute, I just know that I’ve made a few bosses to be beaten. I almost always make them an Elite Boss - I have to verify this, but if someone has Don’t Solo Bosses, it downgrades AE Elite Bosses to just Bosses. While testing The Return of Despoticus recently, Elite Boss Despoticus appeared as a boss to the controller I was testing with, who had the lower difficulty. I tend to vary the number of attacks on the Elite Boss - if it’s a mission that can support Incarnates, the boss gets all attacks. For the secondary choices I try to give a few powers that make things weird, like Detention Field or a Fear or Confuse. if a player needs to retreat and restock on inspirations, that is still a valid fight. I usually have to do that with the Praetorian Malaise in Brickstown for Maria J. I think that if someone finds an end boss too easy, they should increase the difficulty and run the mission/arc again.
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Colleagues, I just published a 4 mission story-focused arc called The Return of Despoticus (arc 68902) It is intended for upper-end characters, and probably thematically played with a heroic tank character. Much like my vigilante story arc from last year, Allegedly, Your Death (arc 65297) was probably best played with a specific type of vigilante detective (with a butler) ... this latest arc should appeal to a certain classical heroic comics archetype. And just like Allegedly, Your Death, I do break the Ocelot Rule (where the various mission text includes speech from the player -- I know that that's usually bad form, but it worked for me in A,YD and I think it'll work here in The Return of Despoticus. But you can let me know if that's the case. This arc is out for feedback, I'm sure that there are typos and weird things that I'm too close to to notice. Thanks in advance to those who play it and give me constructive critical feedback (or any feedback, I'm just happy to publish story-arcs.)
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Shieldless “shield defense” (your thoughts?)
sponazgul replied to Sakura Tenshi's topic in Suggestions & Feedback
I’m in favor of your suggestion - I guess I don’t mind Shield being available for those power sets that visually conflict with it (like claws) and if it bothers someone, they can turn off the shield -
as someone who has gotten a few characters to level 50 on Goldside (and kept them there just because) I support any new Goldside content. the mapserver event was a huge help in getting all of the incarnate slots unlocked on my Loyalist, and luckily there are people who run incarnate trials out of Echo Plaza, where my Praetorian can go. the grind from 45 to 50 is pretty bad - I honestly wish that there was an access to the Labyrinth of Fog from the Night Ward mansion that a Praetorian could use and join up with a league there hunting fogs and the Minotaur.
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I’ve done things differently, but I usually have two teleporters to blueside zones (broken out in a sort of Gotham City vs Metropolis zones) then one for Rogue Isles, one for Hazard Zones, one for Praetorian zones, and one for Other (pocket d and the shadow shards)
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Mission Architect Sunday Special: Story based teaming in AE!
sponazgul replied to ZamuelNow's topic in Mission Architect
Thanks for running Allegedly, Your Death ! I got some good feedback from the team, which encouraged me to set the minimum level for the missions across the board to 41. Just to clarify, my handle in-game is First of Equals, not Fist of Equals (but people can find the arc easily enough by name or arc number) Thank you again, I was delighted that one of my arcs appeared in the MASS.