
moonligh7er
Members-
Posts
37 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Store
Articles
Patch Notes
Everything posted by moonligh7er
-
Another possibility... Let the psychic temp reverse the (single or targeted AOE) enemy's def/res (so then strong to what they're weak to, weak to what they're strong to). Or let them gain res or def for whole team to the powers of the enemy they're targeting, as a single-targeted toggle or a toggle that follows your targeting changes. That could possibly bring a lot more powers into play in different scenarios that could for most of the fight be near useless, for the whole team. I think this could add a lot of value to gameplay overall. Not inherently broken I don't think; just seems like a spicier version of a +to hit, esp. like in pain dom where I'm combo'ing it with -def. Disable the OP aspects of it or it entirely it in PvP if broken, like a lotta stuff is, isn't it? Dimensional could summon a dopple with a dimensional effect. Here's evil/inverse-alignment you from another dimension, have fun fora few sec. Dopple's one of the coolest, and underplayed game elements. Doesn't even work as a triggered boss spawn in AE, not for me anyway. Heck, getting off the topic of armor perhaps but as an aside a mechanic would be cool to let a psychic, 'possess,' an enemy NPC or player (glowing eyes at least and maybe stormhead for a 360 degree tell, God please lol), somehow decide which of their powers they have access to manual control over (random-eh, least or most powerful, primary or secondary, longest recharge would be funny and merciless lol, etc.), and severely lower the psychic's res &/or def during this. Alternately, walk em off a building or fly them up in the air and fall lol (not even srs dmg unless u'd die from a bicycle accident anyway) and that would have way more funny and interesting value than some of the other, "yeah ok thanks for the 2-shot hold/stealth-gank," PvP mechanics, so I'll hear nothing on that lol. I like confuse's mechanic where you might not pay attention and get a couple attacks off on friendlies, but.. Possess in the game in PvP or teamplay is extremely underwhelming and I think v.poorly done as-is; it doesn't seem to do anything v.noteworthy, definitely nothing fun. Why isn't my possessed ally attacking me with random moves? They don't even seem to be a threat me as in confusion's mechanic. W/e's going on it's lame, or if there's something to it I've just never seen it yet. Esp. not fun in AE arcs. Just to interject that...
-
Appreciate the solid response! Many valid points. I'm bad at quoting but hopefully this makes sense as covering all. If it's strong against psi, something game game desperately needs a little more of (imo both psi damage and res, beyond that one accolade Elusive Mind that gives you mad psi res for a short time every 25 min...). Psychics are the master race lol, that's why we only get half-arsed versions of them on screen, cuz they'd tantrum everyone outta reality. I don't have a problem with how fairly niche it is in the game as is, in a fashion similar to on-screen (makes certain enemies way more fun/terrifying/awful, which I support), but I'd lovve to see a little more of it, and these defensive complements. Heck, make a new AV arc to launch it where you'll highly benefit from somebody with this build being on the team (and either could be more pure, selfish armor or more team defense, or both over diff archetypes). (Or just unlock full misson-building tools and I can finish mine. 😉 jk nr) I think psychics should be weak to dark. Maybe it's Pokemon influencing me lol but it seems to make sense... as we've seen with both Wanda and Legion and Phoenix. Also electric could be said to do something that interrupts them neurologically. Not sure, but ofc it'll need a weakness. Quantum Collapse is a mechanic already see nin a form in the game with procs (eg Preventative Medicine). It would only be as OP as devs decided to make it. Though the list obviously is not balanced due to entirely too many powers, no power is inherently broken as the devs have full control over numbers. Ofc balancing them may leave some powers with a, "why even," status, but that's why I appreciate discussion. I'm just a bit of a writer and so I've more of a mind for concept than numbers (value of discussion again) cuz in my writing I'm God and if Marvel can put Scarlet or Legion on screen any anyone survive I can probly do about anything haha, but in CoH the game's existing laws of nature are God and some of y'all are a lot more familiar with the numbers. Phase shift tbh I didn't come up with. For each list I asked AI to come up with a powerset based on it's knowledge of CoH mechanics, and then all the interesting powers I came up with (100% of the powers beyond 7 for ea list, and I changed some'f the others to be more imaginative or different). I agree about phase shift. I think the mechanic should be included cuz... interdimensional... but more like Quantum Collapse, or something.. else, cuz phase shift as you alluded to would kill melee utility. If Quantum Collapse seems broken but you like the idea, I'm sure it can be adjusted numerically or conceptually, or just not make the final cut cuz there's plenty else to work with. Interdimensional Surge seems the most apparent to me. It's just like Blackstar or Fold Space, but a different animation. Any melee ought to adore it. Since you brought up distinguishing range/melee, it might be fun is switching the place of melee and ranged enemies. Ofc this is conceptual and not numbers thinking, as it seems more useful if you deal a lot of damage to melees then switch them out with the ranged guys or guys who aren't in melee range but within TP range ofc. I think that'd be an interesting team mechanic, where hopefully the team can finish off the melees that are no longer taunted. Regardless of which, those TP'ed to the user would be under taunt ofc. This move would ofc only be for a melee variant of this set. Another reason I included way more move than a powerset's worth and some that don't match, cuz I see some very similar powersets in-game tweaked only relatively slightly for diff archetypes, and I think that'd make sense to do at least with a psychic/psionic armor. Really, anybody can also be a bit psychic... I'd almost say throw it into epics as an armor option vs the rez/hibernate type saves we see in epics, but I believe so few moves could never do it justice. As for powers with phase mechanics that aren't pure phases (eg phasing out to avoid an attack only here or there), this is no bit different than any other defensive ability that avoids or absorbs an attack (eg invuln, super reflexes), it's just a different animation. It could easily be coded not to remove aggro, a valid concern, cuz take Quantum Collapse, you're not out of phase long enough for them to stop trying to play whack a mole with you, unlike other phase powers where it's like, 'okay we can't hit him he can't hit us in a sec when he phases back in, let's finda new target.' For Dimensional Armor's scaling res or def, again a super basic power that I have no investment in that's just like one'f the other passive armor powers, I'd kind of like it to scale based on how many enemies you have targeting you IF it's not a melee version of the set (otherwise... easily broken), cuz that'd be super helpful for squishies and makes sense ('psychic linked/attentional energy,' w/e). As written it says all categories, but more thought through I imagine Dimensional Armor could be res or def, if that's what you mean. Overall I think the various passive/toggle/active shields should provide most resistance to psychic and physical, then most everything else, and be weak to dark and electric. Toxic is another thing that it could be made v.weak to and make sense. Fire and stuff just don't make sense for it not to be able to extremely capable of redirecting, say, fire. Things like electric can disrupt them neurologically, toxins including rad can be beyond their ability to do anything about psychically requiring specialized scientific knowledge or w/e. I'm not married to anything like willpower, or res or def or damage scaling with any particular thing, or any particular build-up type mechanic liek rage or w/e possibly called, "psionic charge," or a likeness. I think including no overall mechanic like this (other than maybe move-specific ones mentioned) would be fine for a non-melee variant (also, sometimes I just don't feel like playing a mechanic like that, but psychically it'd make sense working either way), and instead some type of scourge effect, but maybe only scourge on enemies that are targeting you... obv probly not for a corruptor set tho. But, for a corr. set, maybe phase your allies out instead of yourself, maybe partially... say strong def but only their offensive powers or powers of a certain level rating make it through into the dimension without losing some dmg efficacy (and so probly give it a visual warning and strong text label, a slight grace period for attacks to make it through full force)... there are other mechanics that teams whine about like group flight or Transcendence Invocation, but this one could reverse a team wipe. Possible toggle or moderate recharge active--Temp switch out defense for damage. Psychics might be overwhelmed by their own rage and subconsciously divert from shields to mental weapons, or take some kind of debuff for spending too much time in the mind of a particular foe. Something about quieting the mind/silencing the voices lol. Really anything can be done with either powerset due to the nature of them--That's their only inherently OP thing lol.
-
I think we need some new armor sets. I know, not the most exciting thing to many. But hear me out on the awesome-potential! firstly, psychic and gravity have no complements in this area, and psychic is a sentinel set. I'd also like to get a little more psychic energy in corruptor. Some of these powers are for melee only; awesome potential for melee versions of the powersets too. Electric melee has some visually sick moves on par with electric armor, and.. Electric armor and stone armor are some of the most persistently-visually-appealing/active elements in the game as powers go beyond auras, esp. with static field, power surge, crystal or brimstone armor, and those floating psychic head crystals lol. And lightning rod just for the melee example. All absolutely brilliant--gorgeous work. I adore some of the, esp. later moves I'm gonna list but list too many, they're unrefined and unbalanced as a whole, and I'm not married to most (esp. some like temporary phase-outs that are just recycles without added value like say "Time-Space Tear" below adds.. or other less novel ones--but I do think some version of the powersets could be absolutely incredible. What do y'all think? If I add more I'll make them a diff. color. I think some of these the way I've described are quite complex and that means more work, but for powerful and memorable effects I think it could be worth it, like some Incarnate powers do like 5 things instead of 2-3. Judge for yourself. I think all the auras, animations, moves, etc. in diff combos are available in the game to make some version of all of these, that itd be a matter more of recombining than creating really anything at all, and likely possible to make entirely from recycled resources. Anything missing that's too far out there? Psychic Armor Powerset: Psychics rely a lot on control for.. living, at all. Which makes sense. But that's not the only kind of archetype psychic is built into. I'd like to see that scene where the psychic, even if just for moments, walks through some crazy battle (or survives some crazy explosion) casually, overflowing with psychic energy, able to be resilient enough to walk through a moderate mob or, for moments every so often, a quite strong mob like a boss and effect their psychic will without like, hiding behind stuff or having to focus on keeping control up and not getting damage off. This is especially relevant to sentinel, where I personally would first pair it with psychic blast and then have a viable, in-theme armorset. Moderate versus stronger protection is fine, and check with the theme for psychic powers too (where psychic's ability to protect themselves and everyone can be fickle and/or have limits closer to endurance or their powers wearing away their health as they use them like pain dom, anyway where the psychic isn't op like an upset Scarlet Witch or something--but players should also get to be that op psychic for brief moments at a time with certain powers, and epic moments. Psychic Armor would focus on defending against mental attacks, controlling enemy thoughts, and bolstering psychic shields. The moves should reflect the manipulation of psionic energy and mind-based defenses. Mental Barrier (Passive): Grants strong resistance to psychic and psionic attacks while providing a small bonus to defense against all other types of damage. This could scale with the user's mental focus or discipline. Empathic Shield (Active): Projects a barrier around the user and allies that absorbs psionic damage and reduces fear, confusion, and stun effects. Telekinetic Deflection (Active/Passive): Creates a temporary shield that deflects physical projectiles and melee attacks using telekinesis, giving a defensive boost for a short duration or when attacks are imminent. Magnetic aura maybe? If that could be made more subtle.. smaller and/or with less objects.. and pink psychic storm-y? Idk just thinking. Actually if the effect on power elemental shields could be a semi-transparent sphere that only activates on incoming damage, that would be a super-authentic effect... Cognitive Resilience (Passive/Active): Enhances resistance to both physical and psionic damage while reducing incoming mental control effects. Can be toggled on for a sustained reduction in incoming status effects like fear or confusion. Psionic Feedback (Active): Reflects a portion of psionic damage back to the attacker. Useful against enemy telepaths and mind controllers. Mental Fortitude (Passive): Increases willpower and endurance regeneration when under the effect of mental attacks, granting more resilience as psychic attacks wear on. Psychic Nova (Ultimate/Active): Unleashes a massive pulse of psychic energy, stunning all enemies in the area and disrupting any ongoing psionic attacks. Acts as both an offensive and defensive ability to neutralize enemy telepaths. Psionic Graviton (Melee Set Only)(Active/AoE Pull): The user taps into the minds of nearby enemies, compelling them psychically to be drawn toward the user. All foes within range are pulled toward the user over 3 seconds and immobilized briefly upon arrival. If enemies are already affected by fear or confusion, they are stunned for an additional 1-2 seconds. (PULL TO SELF) Psychic Subjugation (Melee Set Only)(Active/Taunt): The user overwhelms the minds of nearby enemies, psychically compelling them to focus their aggression solely on the user. All foes within range are dominated and forced to attack only you for 6 seconds. (TAUNT) Temple of the Mind (Active/Damage Transfer): The user taps into the psychic link between allies, diverting damage from any ally who falls below 30% health. The user takes a portion of the incoming damage in their place, absorbing 50% of the damage dealt to vulnerable allies. Psychic Maelstrom: The user transforms into a swirling vortex of pure psychic energy, becoming a storm of psionic power. While in this form, the user gains immense resistance to psionic damage and boosts their defense against all forms of mental control, while unleashing waves of psychic damage to nearby foes. The transformation grants temporary immunity to fear, confusion, and mental debuffs. (Psychic Version of Power Surge! Like transparent in a pink thunderhead body and eyes aura??) Maybe the enemy the user is targeting or enemies in PBAOE range experience fear or confusion? Or insteadf that ofc there's the good old-fashioned (can use magnetic aura here perfectly) trope about psychics making a storm out'f every sharp object in the room, maybe with an AOE knockback--The traditional, ohsh, we made the psychic really mad scene--so it could have a little damage too, just for fun, or instead of damage apply a scourge like effect to enemies in area. Mass-Induced Delirium (Active AoE Confusion): The user unleashes a powerful wave of psychic energy, overwhelming the minds of all nearby enemies. This causes them to become confused, attacking either the user or their own teammates, while unable to distinguish between friend and foe. The confusion forces enemies to either target the user or randomly strike their allies. Some variant or incorporation of mass levitation would be SICK for an ultimate. Don't see enough of that one imo Another strong trope I believe with more utility than perhaps seems at face value, you could essentially white-room an enemy where you two can only affect one another. If we wanna lesser and greater version of the power, the higher level version could in standard fashion become a targeted AOE instead of single-target. Strong potential for saving allies. Balanced by personal risk, but you're in control, so throw in some res or I think more appropriately def. Two slots seems like a lot though with so much strong potential for other moves. Makes sense as you scale up in power while leveling but... I don't think the utility is as widely applicable as say a hold power where you get ST then AOE versions. Affected enemies eyes should definitely glow bright, probly pink, probly their head/hair with maybe thunderhead or some kinda psycic-esque aura too? Confuse doesn't have the dramatic tell that possess does to not kill that asset til last, and I think that's easily avoidable here. Dimensional Armor Powerset: Another one of the most gorgeous powersets I don't see the powers from enough. Remind me to add, what is it, dimension shift? to the list of NPC powers that do not work in AE builder. Some of the aura effects generated esp. on enemies are awesome and like pretty much all of them in some form, often or usually exactly as they are, could be re-used here. Add some electricity, maybe a single subtle fire burst like from fire aura after some moves, as time-space is intimately linked not only with gravity but electricity and thermodynamics (honestly, could we borrow a form of effect from Incarnate pet summons?) Gravity as the existing primary is alright but it really doesn't get into harnessing heady interdimensional stuff, and with this armor then archetypes other than troller could play with time-space. Dimensional Armor focuses on protecting the user by manipulating space-time or alternate dimensions. It involves phasing between dimensions to avoid attacks, warping space around the user, and creating reality-bending defenses. Phantom Shift (Active/Passive): Temporarily phase out of the current dimension, avoiding all incoming attacks for a few seconds. While phased, you cannot attack or be attacked, allowing time to reposition or regroup. Dimensional Rift (Active): Opens a rift in space-time, pulling enemies toward it and immobilizing them for a short duration. Can disrupt enemy formations and give the user a tactical advantage. Warped Armor (Passive): Grants resistance to all damage types by slightly distorting space around the user. This passive armor reduces incoming damage based on the intensity of the dimensional rift powers used. Dimensional Echo (Active): Temporarily summon alternate-dimension versions of yourself to assist in combat. These copies act as temporary shields and attackers, confusing and overwhelming enemies. Reality Break (Ultimate/Active): Tear open the boundaries between dimensions, disorienting enemies and warping their attacks. Enemies within a large radius are stunned or weakened, and their attacks may be redirected to alternate dimensions, greatly reducing damage dealt. Chrono Shift (Active): Temporarily alter the flow of time around you, reducing the cooldown of all abilities and increasing your movement and attack speed. *Similar to Temporal Reconstruction Spatial Recoil (Passive): Enemies attacking you are momentarily phased into another dimension, reducing their damage output and disrupting their positioning. Reality Collapse (Melee Set Only)(Active/Teleport): Tear open dimensional seams, teleporting all enemies within a certain range directly to you. This disorients the enemies, leaving them vulnerable and briefly stunned as they adjust to the sudden shift in reality. (TP TO SELF) Interdimensional Surge: The user phases between multiple dimensions, gaining substantial resistance to all forms of damage and the ability to pass through physical objects. During this state, the user can toggle between teleporting (or just pulling) enemies who try to escape back to their position or knocking them away with a powerful dimensional force. The interdimensional shift also reduces incoming damage by 50% due to the user’s partial presence in alternate realities. Maybe for melee archetypes they can temporarily click on attacks that will TP them to the enemy and then set them off? Like temp auto combat teleport set to location target for all melee powers? Quantum Collapse: The user creates unstable pockets of reality, reducing incoming damage while occasionally phasing out of existence to avoid attacks. The closer the user gets to 0 HP, the more frequently they phase. Time-Space Tear (Active/Teleport/Disorient): The user tears open a rift in reality, temporarily transporting themselves and nearby enemies to an alternate dimension. In this dimension, the laws of physics are distorted, and both the user and enemies are instantly reduced by 50% of the user's current health. It'd also make sense to make some of that +DMG instead of dmg avoidance. After being returned from this alternate plane, enemies are disoriented and unable to focus properly, suffering reduced accuracy and slower reactions. Or heck, let them channel a magnetar star for a min and theme it like that-! Terrifying. Temporal Reconstruction (Support/Instant Cooldown Reset + Healing): Manipulates time to instantly heal allies and reset the cooldowns of specific or all? abilities, allowing the team to recover quickly and strike back with their most powerful moves. By rewinding time on key abilities, the user ensures that allies can unleash high-impact powers more frequently in critical moments. *Similar to Chrono Shift but better
-
Request Melee Epic pool powers for Mastermind
moonligh7er replied to boss's topic in Suggestions & Feedback
Honestly love this. Fight alongside your henchmen, or just like to get your hands dirty vibe? Kind of Mm paradigm shattering lol. Maybe a litttle more value from your pet def aura enhancements too. You're probly asking for any melee epic set but just thinking if it's a powerset more customized to be specific to Mm's, maybe tie the henches in somehow, like a power that gets them to all focus your target for one attack or something with TP like a pet-only ATT incorporated, maybe where they surround your target? Build a taunt into one'f the henches for that move? This powerset could be one'f those that has several style choices too like stone armor but like lightning or dark or fire? (Dunno if that's incidentally themed but Mm's will always be villains lol) Honestly Mm's and trollers need a way to keep their pets other than group fly or individually TPing them, though I think that's a fun realistic limitation... just not in combat all the time, esp. on some maps. T_T Blasters specifically get a few melees too but it's not really melee-focused. I think OP probly wants a melee focused and fuller powerset? I wouldn't go to those moves and feel very melee focused, if that's what they're after. -
If I can help in any way make any of these changes happen that the HC team deems worthy of looking at sooner than others, I'm not a coder but problem identification and solving are my line of work, I have some tools, and it wouldn't be the first time I was given a problem wildly outside my area and smashed it. I know nobody wants to run any code I come up with cuz if it doesn't work it'd be easier to do the thing from scratch than figure out what somebody else (I) screwed up and if my notes suck then it's a lost cause.. But.. I'm good at following instructions to accomplish sub-tasks or to accomplish clearly-stated larger goals, and have some people beyond tools I can consult with on technical stuff as I know time is probly HC team's shortest resource and the best thing next to coding skill (and the funding that makes this all possible) that can probably be offered? Idk, just an offer, for complicated scholarship reasons I risk boredom over winter lol Will make some vids of the more complex things to prove everything's plugged in and to display all variables. I've just taken so much psychic damage lol not reliving that intentionally at this exactt moment xD and terrified to make any changes at all to published arcs, cuz AE is clueless and every change in a just slightly complex (all that's possible but even significantly less than that) mission could do anythinggg and requires re-testing of the entire mission unless all your objectives just start right on the nav bar and are all no more complex than kills or destroys. Definitely whether all elements with with follow, ambushes, triggers, etc. will work correctly cannot be discerned with the current glitches and trimming logic unless you play through the whole level, or remove all the connections which defeats the point of testing but will at least tell you if the map can hold all the spawns where AE builder cannot currently tell you that.
-
A Few Proposals for Making AE Builder Make Sense, and Astronomically Better (TLDR; try the titles in bold, esp. orange) The code for almost all of this already exists in the game, ‘over there but not here.’ Most of this should be relatively easy, just recycling code and making it fit (if if allies cen betray but captives can't, the code is already there for captives to be made to betray too). Not saying this is so for all elements but I mean... all these things exist in-game somewhere so this is the notion I'm operating on when considering reasonable suggests. Stability and testing is probly the biggest concern and I suspect why some things were reigned in? But, currently AE builder is anything but stable/coherent/finished, and the builder option are garbage compared to the same options but actually consistent and function. Why not improve it? It’s potential is extremely stifled (and, noting wrong with wanting your toon from live back ASAP, but personally I’m not interested in farming at all–I farmed exactly one toon cuz tank is my last archetype, but I needed one). I’m looking for improvements that improve storytelling mechanics and memorable experiences. Most of these suggestions I do not see as being open to exploits particularly given all the XP and other nerfs in play. Eg, an escort’s destination becoming active when they’re rescued and tell you about it doesn’t open up any exploit (correct me if I’m wrong, sure), it’s just common sense that that’s how that should (be able to) work. Radiance of Theia: A Cosmic Pirate Odyssey and Radiance of Theia II: Raiders of the Atomic Sea are anti-farms,. I personally like them more than ITF even with the limitations of builder, not the least of which reasons I like ITF a lot and have played it a lot but also I can keep it constantly fresh. Though the finish level and limitations make some elements impossible to make as cleanly as ITF. Point being, that’s the kind of 10-mission storied, lore of my characters type content I’m into making and that these improvements would improve in some cases literally geometrically. I have sustained 1,000,000 psychic damage making each of those 2 arcs and while I love them I’m extremely far from, “satisfied,” and would like to keep refining them, both before and hopefully after some improvements to and fixes of AE. That said, long list. Here we go, no particular order but what I think are seriously bad issues or limits in orange: AREAS FOR IMPROVEMENT I. ALLIES AROUND ALLIES & CAPTIVE BETRAYALS UPON RESCUE (both currently impossible) Currently allies cannot be surrounded by allies but, but can betray you. Honestly not a big deal you can’t surround allies with allies, but it’d be kind of cool and allow a bit cooler scenes to be set up. Also currently, captives can be surrounded by allies (making them your captives in a gorgeous mechanic where they appear as enemies until freed), but they cannot betray you. Both should be available for both. Especially captives being able to betray on rescue! The absence of this option really ruins a would-be next-level superrr fun mechanics. For example, if you have a captive surrounded by allies, and they have a PBAOE toggle, they’ll have that turned on while captive. So, my Puddle Queen has hurricane on and it looks like my allies are struggling to keep her captive,. Getting blown back. Another AV has static field, and so he very slowly kills the allies holding him, and, if escorts could betray upon being freed, all your guards could be dead when you get back and he could be gone, or free and a problem. This is easily one of the top coolest possible mechanics in AE, and one that's already almost all the way there. PLEEAASSEE D ; lol II. ESCORT’S DESTINATION SHOULD BE ABLE TO BECOME ACTIVE AS OBJECTIVE UPON THEIR RESCUE, when they set the waypoint and tell you about the objective, the ONLY time or at least the time it most makes sense for the objective to become active When you have an escort, you cannot set the destination object to become active as the objective at the same moment as the captive is released. AE accuses you, because of it’s 2D vision and believing the world to be flat due to it’s extremely bad coding, of circular reasoning, when common sense and logic and the time-space continuum all inform us that there is nothing at all circular about finding out something exists at the moment you would in reality: When told about it. In either case, the objective item to take them to is on the map from the very beginning. There’s no real circular error here, the system is just currently designed not to allow these two things to be concurrent. There should be code in the background that can discern if A and B are checked (escort to the thing, and make the thing active when the escort is rescued/tells you about it/sets the waypoint–the time it most makes sense, possibly the only time it makes sense, and how video games and time-space traditionally work–then the contradiction should be resolved, cuz the conflict is not not in the logic of reality or the A to B causality I’m asking for, it’s in AE’s extremely unfinished, broken, and crippled logic which extremely poorly reflects the traditional video game narrative where some of these literal-most-basic mechanics are disabled or missing or designed incorrectly. This issue is just totally incoherent and unnecessary. Maybe AE coded so poorly that this isn’t as easy to fix as it seems, but it’s really asinine and unjustifiable. Not sure how causality and time work where the AE coder (deserter? I heard) lived but this one is just… a failure in common sense and design. I’m not saying the object to take the escort to should appear at any time after the rescue (rather at the same time); that would actually be circular logic. Currently, the only thing to do is to make it active on a trigger either at the beginning *ruins narrative/continuity/time-space/nav objectives) or on a separate earlier trigger (ruins narrative/continuity/time-space/nav objectives), so the player could likely go to the object before the escort! III. MORE CUSTOM TRAVEL POWERS, INCARNATE POWERS We should be able to give custom characters more of the powers from the power pool, not necessarily in replacement of he current flight or not option. Superspeed might be a really bad idea, since even the lightning armor power that increases run speed by 200% can make an AV impossible for many teams to kill unless somebody brings a strong taunt, cuz the jerk will just start running and never stop despite not being set to flee (cuz I dont usually leave pure def or res powers but I do leave mez resistances on my AVs; they shouldnt be easy). If I had to choose just one, definitely at least just the teleport set! Pleeaasse! It's awesome in main-game, not even hard cuz it doesn't break targeting (I think it obv should)... It would be sick and next-level challenging if we could also selectively give NPC’s incarnate abilities, which would warrant another warning align with AV’s, GM’s, etc. on the mission cover. People have been asking for totally customizable NPC’s across power pools without XP being taken off the table. I imagine this would require a lot of work, and honestly it would be awesome but I don’t think it’s a priority, as the powers mostly make sense and the ability to mix-match powers we cant as players is already awesome. It would be a next-level improvement though. And, I mean, the code for determiningXP percentage by alpha values or whatever is already there, so, maybe it wouldn’t be hard at all. It would also be cool if we could choose, again like we used to be able to, for them to do moves at a certain health level, but also it would be cool if we could choose a move for them to favor? Or a move to use, if up, each time a player uses, Idk a move over a certain damage, or a type of mez. It would be super cool if particular villains for example were known to punish you with high damage after you mez them. Details like those and all of these are what would make AE something so much more powerful. IV. MULTIPLE TRIGGERED EVENTS ON A SINGLE TRIGGER–More than current, ones that actually work consistently, and perhaps ones that can even be ordered or, if code is stable enough, even spawn simultaneously like they’re supposed to Multiple triggered events on a same trigger should be possible. I heard it was nerfed to 1 trigger max prevent exploits, but I swear 2 or 3 work now, if in random order and inconsistently? At least 5 should be made possible. It would be reasonable to limit how many of the 5 can be ambushes (the concern associated with the exploit, as well as probably tricky for AE’s tiny brain to render all at once or even in order, as it struggles with just 2-3 things when none are ambushes cuz ambushes are selfish and refuse to share a trigger with anything). Which brings me to next–Ambushes should be able to share triggers. We should be able to have an ally or escort betray us at the same time as a patrol or ambush appears (“or” is fine), and also a new objective activates (a boss or object), etc. We should be able to have multiple things happening at once, cuz that tend to be how climaxes work. V. OPTION TO RETURN TO AE OR JUST GO TO NEXT MISH–Maybe? Not worth a headache tho We should be able to give players the option at the end of each AE mission to either return to the AE building OR to go straight to the next mission. It’s really not a big deal, I can imagine there being challenges with loading stuff, it’d just be a little nicer for continuity. Probably not worth a headache tho! VI. ADJUST RATIOS OF INDIVIDUAL NPC TYPES PER CATEGORY (MINION, ETC). We should be able to adjust what percentage of each category (minion, etc.) is filled by each individual enemy added to that category. If I have 3 minions I should be able to choose 25% minion A, 50% minion B, etc. I see you can add the same NPC to the same list multiple times? At least I think it was ‘the same’ and not ‘the same but from a diff list.’ That may be a workaround, but it’s goofy. There should also be an option to choose only ONE because I’m sick of not being able to include AV’s in mob’s without AE’s little brain going “oh you obviously want 10 of these AV’s for your team of 4… regardless of being set to x4 or x8… and despite the mob being set to easy or medium, right too bad ambush is here?” Super not thought through in the slightest. VII. CUSTOM PLACEMENTS OF NPC’S We should be able to custom place them like we used to. I don’t care about farming; come off it. This is absolutely spitting on people who want to tell stories and have things look I mean just coherent to start but AWESOME ideally in their arcs. Find a more sensible fix for farming exploits that doesn’t completely defecate on arc mechanics. This goes for any of these things which used to be features but which were disabled, and many of them are literally the most basic and intuitive features, many of which require no coding or addition but just adding from one objective to another (eg captives betraying you like allies and escorts can) Like, custom placements for significant NPC's like bosses, allies, etc., and formation options like in RTS's would be cool a heck for mobs. VIII. BETRAYALS BY NPC SURROUNDING ENEMY GROUPS (VS ALLY, ESCORT, ETC.) When the ally that should be able to be surrounded by allies betrays us, those allies surrounding him should too. Hey, maybe the ally doesn't wanna betray you but they can't control the mob that wants your head. IX. OPTIONAL COLLECTIONS BLINK BUT DON'T MAKE SOUND--THEY SHOULD DO NEITHER Didn't we used to be able to add optional collections which, being optional, wouldn't blink or make sound? Maybe it was te same but if it were neither then we could take maps next-level by adding aesthetic elements (cauldron, gun rack, etc.). X. ABILITY TO CUSTOMIZE NPC POWER/AURA COLORS The lack of it has killed entire aesthetics. XI. ABILITY TO GIVE NPC's MULTIPLE MELEE WEPS, DUAL WIELD Maybe only NPC's of a particular level eg EB or AV? Two broadswords, two axes, a sword and an axe... Would be SICK! Can we half dual-pistol's damage and maybe slow down it's recharges a bit and have a katana and a pistol? Pistol or assault rifle or beam rifle and a shield (have particular cinematic in mind with a SWAT)? XII. ALLOW POPUPS WITH CALLS FROM CONTACT, NEW WAYPOINTS I imagine the issue is... There probably aren't opposite-handed animations for the weapons? Would it be easy to just mirror or reverse them? XIII. A OR B NARATIVE OPTIONS / MULTIPLE PATHS If player fulfills condition A, trigger A goes off. If B, B. Multiple endings. Also, give players popup option menus that work the same away. Ally yourself with us or fight us? What side are you on? Etc. Add options for changes that affect all elements or all of a particular or particular categories of elements, such as all patrols or all bosses only, or both but nothing else, or everything on the map. Eg depending on your response, a group may be enemy or ally. XIV. Enemies surrounding captives/escorts/allies should not be able to make the captive/escort/ally invisible. People might disagree with me on this, but I don't know who cuz it breaks and makes terrible more things than mechanics it enables or makes cool. Nobody wants to look for an invisible ally. Nobody. BUGS Since some people have disagreed with my definition of a bug, I will post this list here and under bugs and, take what you like; there’s plenty. A.) NPC POWERS THAT DO NOT EVER WORK Some powers, seemingly high-level ones (only ones I’ve noticed not working) like meteor, mass levitation, etc. do not currently work despite being available in custom character maker.Doesn’t matter their rank, health, if it’s their only move, enemy/ally/rogue, current spawns in the area, etc. This is obviously funkilling as heck. Moreso for me, meteor was the glorious crown highlight of one of my arcs that was about to be absolutely sickeningly cool. Ruined. Mass alleviate… Would obv be awesome for an AV, but it doesn’t kill the aesthetic if it doesn’t work. Was this possibly broken when the ability to make AV’s do certain moves at certain health levels was nerfed? We should get that feature back too–like most of these, for decent storytelling/aesthetic/etc. purposes, and these are not small but MAJOR improvements to them. Possess is super unsatisfying and pretty lame. It should set off random powers on the target of whoever possessed you and follow them at a distance but in range of their target I think or same positioning but just switch to enemy. B.) IF A PLAYER QUITS WITHOUT LEAVING TF, NEW TEAM JOINERS ARE UNABLE TO ENTER THE AE ARC TIL THE NEXT MISSION There is no way to fix this but to wait til the next mission, AFAIK. The bug where when a player quits incorrectly/without leaving the TF (Idk, are my arcs so hard people are quitting to desktop or unplugging their PC’s when they leave angry-crying from my group that was advertised as extreme? What else are they doing in-game while still on the task force?) is, well, a game-ruining bug and should be fixed at some point. C.) COSTUME COLORS WILL CHANGE RANDOMLY FOR NO REASON, ALSO BODY PROPORTIONS & COSTUMES RESETTING Enough said.Sick of it. Body proportions will also randomly reset to default. Occasionally I’ll got to edit a character and it’'l reset the entire COSTUME even though I wasn't on costume edit page. I’d be PISSED if I saved a toon I just went to edit powers for without going by the costume menu and had to remake the costume from scratch cuz of AE’s IQ. Y’all seen my costumes? I’d have to log for the day lol D.) IF YOU ADD A NEW NPC GROUP, IT WILL NOT POPULATE IN THE OBJECTIVE ENEMY GROUP DROPDOWN MENU UNTIL YOU CLICK INTO THE EDIT GROUP MENU AND BACK OUT–and you have to do this for each objective you wanna add that new group too; using the click in and out trick to repopulate the one dropdown only refreshes that one dropdown. This makes it take literally several times longer to do a task that is very frequent and often highly repeated in AE builder, and it’s worth fixing. E.) IF YOU TRY TO REPUBLISH WITH AN ERROR THAT AE BUILDER DIDNT NOTICE UNTIL YOU TRIED TO REPUB, INSTEAD OF JUST GIVING AN ERROR, IT ILL DELETE ALL UR CHANGES AND THEN GIVE AN ERROR This is absolutely ridiculous. It should obviously just not let you publish and leave you on the same editing page with all your work intact, like it does if you try to save from the unpublished file. !!!>>> F.) For Ffff!! This whole issue I posted in bugs about (link below): Map trimming off elements esp. required objectives due to not being able to render the # of spawns builder said was below max& good to go <<< !!! Basically AE can't count and the builder clearly communicates very poorly with the separate creation-force entity responsible for rendering the actual map, cuz AE does not know the magic secret number of spawns that will actually spawn on the map, a secret number which is different from both the categorical and collective enemy maxes AE builder claims are accurate. AE's maxes will exceed the maps, and AE will start trimming elements--not even thinking to trim required objectives last but instead seemingly trimming them first. It may not even be entire objectives; one time it was just an escort's literal ability to follow. Removed 1-2 mobs, 0 other changes, they followed fine. No there was not stealth on or any cause before that (unless another piece of bad code in AE, but I changed only one variable so going with Occam here); it was plugged in. AE fails to generate any kind of error, let's you publish, and then you can't complete cuz it failed to spawn required objectives (or their ability to function/follow) and didn't bother saying anything cuz it probly didn't know. The departments should be put in touch. I'm sick of looking stupid and like my work was halfarsed and getting 4-star's cuz somebody else's work 20yr ago was halfarsed and a bug presents illogically and inconsistently. this specific bug took a LONG time for me to fig out. My naive self thought although AE, despite not being able to count correctly even within it's own accounting within builder (as evidenced by errors after adding stuff it said you could), surely it will get the final number right--here I find that's not the biggest problem cuz it doesn't even know the real number/s it should be counting to. -_-* G. Doppelganger's don't work. Not 3 or them and not 1 of them. People have said they work as bosses but I've tried them as triggered bosses, and they don't work like that, not required and not optional. I only tied the shadow one--Maybe the skin's missing? I didn't have any invis power or anything like that. They simply failed to spawn, either required (broke mission) or not.. This one, it's possible there's a factor (that shouldn't be a factor) causing this, so perhaps it is that factor that is where the fix lies. Either way, if a user error made this possible, that user error should not be possible. Beyond that glitch, an improvement to Dopples I think right now (if the Dopple worked), it just copies group leader. Would be cooler if it copied multiple group members. Would be even cooler if it tried copying the lowest levels and specifically using the powers they haven't yet gotten, up to the level of the highest group member or the +whatever noteriety setting ofc. A an option at least. Just saying would be cooll. But Dopples working at all would be too. THANK YOU I’ll likely add additional stuff later in blue color text I think. I have a lot more. I will take videos of some of these. We'll have to take my word on some or don't (happy to provide more detal), but even if a user input made any of these incoherent errors possible, that's still an AE/coding/UI error and not a user error; users trying to use the system intuitively, and games (hands down builder software) should be intuitive; lack of intuitive UI is never the user's fault (unless... at least, I can promise you I'm not incompetent). Appreciate HC Team's time & awesome work to improve & keep fresh the game we love as always if y'all come by this.
- 1 reply
-
- 2
-
-
-
And this ^ is a perfect example of some things that are possible for one type of objective (captives can have allies around them but allies cant, allies can betray u but captives cant), providing the code for another objective to have the same function, easily. This is all way off track from what I'm calling a glitch/the main example of course, and clearly by design (just, bad design choices). But, the whole first conversation was way off track from any added value and a lot of the added issue/shortcoming point-outs were more visual aids, although the convo did produce a solid list of glitches or bugs that can't be called anything else, along with I-wishes. And I mean we can separate the numerous glitches from the numerous 'areas for improvement,' but all of these are either glitches or causing them, or just causing more opportunity for bugs for having to do backflips to do stuff that's right there to do but is toggled to, 'lol nah.' Still though I'm saying incorrect semantics about circular logic and menu options not working are bugs and either not intended, intended by someone unfamiliar or careless with the words they're using, or intended but causing unintended consequences and other bugs...... options which again I'd almost bet money used to or do somewhere by just looking at how the UI is built, what options it lets you select and generates an error but doesnt make it orange in the dropdown menu like normal when an option would be in conflict, etc. though that's hard to pinpoint the last bit cuz it's inconsistent. Mods may user their powers to move the Earth beneath me and I'll find myself over in feedback and take note of their definition and appreciate their time spent moving my post or destroying me or whatever.
-
It's funny you should say any of that because I was just coming here to say that I stand corrected on escorts not being able to betray you upon arrival to their objective. That is an available setting. Idk if it was too many triggers on one thing and AE just picking some instead of generating an error because builder and actual map gen communication is poor, but it just worked for the first time, and I think I was confusing the feature never having worked correctly with it being missing. So that is possible. I just ran it, it worked, and it was honestly by happy mistake that I landed on a combo of triggers that it worked. However, there may be an issue were AE is trimming stuff and it just happened not to trim a required objective that time and I didn't notice what it did trim. In one test version, it trimmed the escort's ability to follow me to the destination which was required! removing a mob or something solved that, cuz builder doesn't know how many of the things it thinks are allowed will actually be spawned by the separate magical entity that generates the actual map, and that entity gives no cares, it'll start trimming starting with required objectives or seemingly simple functions such as an NPC's follow ability--it was set to follow and its destination set, only thing I changed at all to fix it or between tests was making getting spawns beneath that secret number of max spawns builder won't share probly cuz it doesn't know it. For the other part... Multiple triggers are possible. I read they nerfed it from unlimited to 1, but the builder allows several, and I've seen 2-3 successfully go off within a reasonable or at least acceptable timeframe of the actual trigger event. However, they spawn strangely and often incompletely (maybe like 2/3 or 3/4 will trigger correctly), and order is seemingly random.. and sometimes there are delays between items cuz I don't think they go off simultaneously per se. So, I mean, maybe you missed something else that is or was possible. But I think 2 triggers might be consistently safe? Dare I say 3 though I haven't hawk-eyed how they've manifested as not all are 'the' or the-immediate objective. As for the captives, Idk, here's a screen of a captive. I'm certain you're mistaking "allies" for "captives." Allies can betray you, and you free them just like captives, though unlike captives you can't add allies around allies, only captives--which I'd rather have the latter anyway if I had to choose cuz then your allies have captives). What I said or meant to was captives cannot betray you, and that you having captives would be 1000x cooler than it already is if they could betray you. I mean, they can kill your soldiers if their PBAOE toggle does damage (which is stunningly beautiful to realize lol), and they appear as enemies until/unless freed, sooo... The menu is also right there where it says stuff like, 'runs here or there,' and could also say, 'betrays,' or a separate dropdown option could make them betray you. I will create a couple of the SICKEST scenes and arcs just given 1.) meteor working correctly/at all (or other powers like mass levitate--really? an AV is never gonna flex with mass levitate or meteor even if their only move and on max difficulty? come on--and btw I know there are options that we don't have for say triggering certain moves at certain health levels as is seen in main-game)... and 2.) the ability for escorts to betray you upon bein rescued--especially rescued very slowly and subtly by their PBAOE toggle cuz the real issue is they're already in enemy mode and it forces ally when they're freed. I want the danged AV to do evil stuff after he's freed himself. I played on Pinnacle and that's what I would like to seee. But wait, somebody's gonna tell me the resource for meteor or mass levitate doesn't exist just cuz it's not currently not working correctly, even though it's right there on custom powers list in AE and can be literally pointed-to existing in-game. 😄 Ooff I can't...
-
Another example found of this glitch, found when AE most recently made me look stupid after the test run went fine... 1-2 many patrols or w/e (the ONLY variable I changed between the failed and successful tests) apparently were slightly too many, and what AE decided to trim was a required escort's ability to follow, which naturally broke the mission. And everything seemed to be going fine... Have overcome this ridiculous undersight through arduous testing and re-testing, but it really is a bad undersight and bug.
-
Uhh you just gave a second example for why the analogy works perfectly, and why it's not unprecedented or unusual at all, and how it makes sense to most of us. Those of us who wanna play as a pre-existing hero (or in my own and many's use, my own v.diff version of them--or a piece of art depicting a scene they'll never give me)... wanting to do so is not entitlement. It's flattering, like fanfic. I was obviously jk about the middle finger so come off whatever you're on there.. Bro you're here griping at people and telling them to go play something else for wanting to basically fanfic their favorite hero (which IS allowed done smartly) in a game where the most heroes are and the heroes that are there can be put in the most unique situations. Do you hate fanfic too? Not liking or getting it's fine... But telling people to go play something else, come on now. You're not a mod and it's your point that I don't think anyone cares about, honestly--Not to be rude, but I'm not the one coming to the party to say that it sucks. You don't get it; we get it. You don't have the kind'f moral high ground suggested by, "I never get it when..." though, because there's nothing wrong with the thing just cuz you don't get it; you just have a different preference, and don't relate to the other preference. I don't see the relevance to topic lol
-
In that particular moment it was much less of the theoretical discussion and more I was correcting you on your incorrect explanation of how it actually currently works. All of which was pointless, because noone asked about almost anything you said, I don't believe you read half of what you replied to (evidenced by need for re-explaining), and other than disagreeing on whether a menu item not working despite being on the menu qualifies a glitch, it was all just a tar pit of lack of imagination, and like nothing even fantastic, just figuring out how we can have an apple over here if there's currently an apple right over there, lmao. Bye now. Don't forget to leave your safety patrol belt when you go off duty.
-
I don't how it was or who changed what, but that's not the point; I know what's not working, how it should work, how it's right-there for it to work literally on the menu, and a rudimentary idea of how to go about making it actually-work as seemingly intended, not only removing current glitches but enabled features disabled due to glitchiness if the case. I'm really good at it and it's the nature of my work. Although coding isn't my work, finding inconsistencies / pattern recognition / problem identification / improvement are, I have friends whose are coding is, powerful AI and other resources I've used to work on other projects in areas I was clueless to, sometimes a little extra money, the power of obsession, and for complicated scholarship reasons no classes til Spring. The only real added value would be a bit'f my financial and time resources, not putting myself on par with HC team, but I imagine those are the shortest resources, particularly the time. But I will literally contribute work to help make AE make sense, glitches and, "areas for improvement," if that's not something they have resources for. But like, if given a hook, like, 'hey we don't hate you for saying it could be should be done even if you don't believe I can, and wouldn't brickwall the features for this or that reason if you could produce something solid'. People can flail at me all they want about how disrespectful it is to call things what they are, but they can get out my way while I demonstrate the, 'impossible,' thing. Happy to spend insane amounts of time to look through AE's code. Happy to learn more as would definitely be needed to add (vs change) anything as that came up. I could almost run support for AE builder's UI though tbh. Although I have plenty of stuff I have little clue about, mostly what needed to be was a question was a question. Anyway I will post some of these ideas for improvement in the feedback section, others that there's not room to disagree on being glitches (eg random color changes--though probly not that one being minor and probly on a list just low on it) here but not in conversation format... but I believe the listed menu items not being orderable despite being on the menu (and I don't mean like letting captives betray you, though that too, but like setting an objective to become active when the escort informs you of it / is freed / sets it) is a glitch, and calling things what they aren't in errors (circular when it's causality is perfectly linear and only circular to AE which entity sees the world in 2D and as flat) is a glitch at best. Sorry for the inconvenience and again if mods don't agree with my definitions, please move to feedback or improvements section.
-
Escorts can't betray you upon arrival to their destination was the issue. Which is goofy and eliminates a whole number of tropes for that moment in the story. Captives can't be se to betray you after being rescued either, which eliminates a number of other tropes. I'm looking at a captive right now. If you have done that before, they nerfed it. I think HC disabled some other stuff, also to prevent exploits they said, including custom character behaviors and stats, but Idk if any of what I'm on about is part'f HC's moves. I know there were a couple of other things I dunno about that people who apparently used AE a lot on live said were removed, something like enemies around a type of NPC objective and stuff like that. I know you can't custom-place enemies now is one thing, which is sad, and again, devalues the potential of the builder in a way that cant be skill or creativity'd past. HC may have changed the triggers and may be responsible for breaking everything (some/all the specific things above) and why we can't have nice things, for all I know. Idk. It's difficult to find info on but it's been suggested. If HC did remove the ability to do all that super-basic stuff that I highlighted as being there but not working / that that person was flailing at me about being crazy and impossible, and it turns out was part of the OG code all along lmao.. then I am totally talking about HC's work (which I imagine would've been to prevent (worse) glitches, which if so didn't prevent as many glitches as functionalities it removed), and they should know that the effects of those particular changes are probably not as intended, have massively badd side effects, and are extremely unintuitive probably because some of the stuff on the menu that I'm talking about not working used to work. It would make sense, because as I tried to explain in another conversation, the things are all right there on the menu, make sense, are what's intuitive, are all even if fragmented already in the code, and for all I know may have been usable features in the past because they are literally options, or are options one place but not another or in one combo but not another. Maybe the whispers of a golden-age of common-sense features I almost know must have been there because they are what actually makes sense... are just whispers.
-
The objective is already there, either way. The objectives are on the map, 'partial-loaded,' from the very beginning of the level even if inactive/untriggered. The question and the only thing you can set is when it becomes active. That's why when testing if you click through the objectives, you'll find it already there, and why when playing the mish that if you go to where it is before it's active, it'll be there, just not blinking or making noise. All as explained. It doesn't, "spawn," 'physically.' It pre-exists. The map populated it at it's big bang. It wasn't an object that would have otherwise been on the map either. If I were asking for the objective to appear at any time after the rescue, that would be circular logic and ofc not possible within current infrastructure that could be copied or integrated because NPC's can't just be triggered to set a new or second objective or say a thing except on specific conditions (though, that would be an easy trigger to make--why? because triggers exist already and so do popups). Also, yes, there are options in AE builder and to the HC team that exist but not for us in AE. Some of them HC disabled intentionally, for good cause but if this was one (as alluded to I don't know) disabling this I do not believe to have the intended effect I'm aware of (avoiding exploits), but it does have an identifiable deleterious effect, and produces glitches of it's own when players attempt perfectly reasonable things. It's ridiculous that you're saying the infrastructure isn't there because it literally is; the code obviously exists because these things all happen in the game, and menus and options and configurations at least for the main example are literally all things you can select in the AE builder, they just gen an error or worse, don't generate an error but break the arc. I would call this a glitch because the options are there, they reasonably should work, they just don't. I would also call it a glitch for it being incorrect and misleading to call it a circular dependency when it's closer to the truth that AE can't chew just any flavor of gum at the same time as walking successfully; in reality it's nothing to do with circular logic, but through the eyes of AE's limitations--but those limits are in config, not infrastructure. The game code is already breaking and not doing 'what we want,' so what are you talking about lmaoo. This is a fix for something presented and something that there's code for but that doesn't work, and it, and definitely the definite-glitches mentioned, are fixes, not the future causes of glitches or brickwalls already happening--that's circular reasoning. By 'what we want' I mean basics/things it is demonstrably capable of/things that are literally on the menu. Asking if you've played other games when you're acting like my ask is even slightly outlandish isn't an insult. And, you think me pointing out that the game doesn't reflect how time works is not derogatory. They're not insults and I mean no insult toward the creators of a game I love (and obv am not referring to HC team when I speak of devs here--they've made massive improvements to the gorgeous mess they took up <3), but these are not insults, they're either facts (about great work--or I wouldn't be here--and bad work) that are at the core of the quality and potential of this thing, or otherwise (what you're feeling insulted by) questions I think warranted by a Twilight Zone reception about how I can't leave the Village lol
-
I really don't need to review the logic from a game code perspective, because this (the features I'm asking for and definitely some form of how this game was dev'd) is how most games work. CoH is the substandard outlier here; what I'm asking for is not, "extra," in the slightest. The game code needs to be reworked to be more intelligent. Again, didnt you say these options were enabled for devs? That alone would prove no conflict exists, the features are just blocked. Most video games also prove what I'm saying is possible. I can't even believe this is a question or that you believe what I'm asking to be even slightly outlandish or difficult to understand or to deploy... It is how most game mechanics work! Have you played other VG's?? I am looking at it from a code perspective though. All along, I'm saying the code is substandard. Wrong semantics are used. Perfectly sounds logic is disallowed. And then all the other issues AE isn't even clever enough to notice or mark as wrong, or glitches it presents iconsistenty, making them v.difficult to trace and annoying cuz they were never necessary. Anybody saying otherwise is in denial/has played nothing else, ever... I get it that the code doesn't allow it, currently. I said that. That was the issue. But the infrastructure for the code to allow it is there, and there's no reason it should be unallowable. It is how the reality of time-space works, and the code needs to adjust, not reality or how VG mechanics almost always work lmao. Or, it can stay substandard and we can continue to get mediocre at best back from it. I'm just saying what it could/should be. Not looking for excuses about why it's not that way because of how it's currently set up. If you think those excuses mean it cant be different, well, I mean, you're obviously wrong. Like every more polished game has proven it. The game being too dumb to follow ABC logic doesn't in any way mean that the logic I'm laying out is wrong or that the code for that logic would be at all difficult to deploy. Game devs do it. In virtually every game. And all the feature, again, are right there. The code is there. If you can get an ally to betray you, the code is there for an escort to betray you, etc. None of this is outlandish lolll I'm so confused by your, 'it is this way and therefor could be no other way,' vibe??! Just like you can edit AE's, and just like you can patch and update the game, the code behind AE can be edited, and honestly more easily than adding new content or fixing some of the stuff the awesome Homecoming team has been. Story of my life... People telling me perfectly reasonable and possible things aren't even when they're obviously possible and resistance makes no sense lol. T endure reality instead of improving it, because, 'it is this way.' Why report any bugs or feedback then? They all call for recoding, don't they? Unless there's an editing system they're using, but that wouldn't fix much if it's anything like AE so the HC team must have code skills? With them, this is an easy fix. I'd like to get to the part of the discussion or to a commenter who at least is on the level of understanding it's possible, because I'm taking psychic damage being pulled down and gaslit to believe it's not, when it factually and obviously is not at all. Literally only AE's current clown shoes code is what makes it impossible. That does not make editing that code to bring it up to speed with better-coded games impossible or even hard given the recourses have already been coded. Like, I'm gonna get disrespectful if this is the overtone of responses and I have to launch a server not for anyone to play on but just to be like THERE FIXED IT WASN'T HARD thanks for telling me the sky is purple. 😄 I bet I could do it with ChaGPT tbh, and they nerfed 40 back to like 3.5 (getting gaslit about that too lol even though a lot of people are saying it and it's obvious to anyone who uses it professionally or academically...). Why? Cuz the code is already there. Something in the game already does what I want something else to do, or something is not working as intended/is breaking stuff/AE can't count, etc.--or I wouldn't even bring it up. Really looking for forward movement and productive discussion, not questions that have already been answered (eg is it possible).Not to be rude but that vibe is really psychically draining and not only non-productive or redundant but actually stifles civilization in general every day lol
-
In the very mission in question the NPC was too dim to actually follow me. First of all, it needs to NOT be an option for the NPC to do anything other than follow if the objective requires heir arrival at it! Common sense. But that's not what happened here, though it is allowed. The NPC was set to follow, but failed to. Man AE is a joke in bad taste, why we can but also why we can't have nice things. I did nothing wrong, no user error, and this clown shoes software embarrassed me in my group. Again. I ran through this, making no changes to this boss' settings in-between, which makes it fairly clear this is a random glitch cuz it didn't happen on my run yeterday. Honestly sick of looking stupid cuz someobody else years was, or was lazy, had all that time to correct themselves, for money (or as a department lead), and... That's how you get disappointed idealists mislabeled as cynics. Just because everybody always assumes it wasnt plugged in, he was set to follow, and he was set to the destination. This is irrefutably a glitch or irrefutably unideal programming logic (suer, why not allow options that make objectives impossible like no-follows on required escorts!)(at least would be irrefutable to anyone who looked at the full mish, which a team member I'm sure can--anyone else will have to believe me or not, cuz I mean... I'm pointing out flaws, not asking for workarounds). Honestly nobody should lean even slightly toward I'm wrong when I say there's a glitch with AE lol, it's possibly more glitches than not. But everyone just tends to say, "that's not been my experience," (which for some of these things I bring up they're so common that that response is a tell that they have little AE experience), or they're just uninterested in these obvious, massive improvements and bringing the system up to speed with.. what makes sense, to start.. Everyone appreciate your AE architects! They did superhero backflips around terrible coding decisions and completely random, nonsensical glitches with no warning if they brought you an even slightly complex arc. I wondered if setting them to "single" is what broke them? Or a more sensible cause, maybe choosing an enemy group along with single? That may be a user error, but it's not one that should have generated the follow-fail and the existence of this failure is a glitch; AE needs to be intelligent enough to reason that, "single," is the ultimate answer and the group selected doesnt matter. I added enemies (but forgot to change single) cuz it kept spawning enemies even when instructed not to. Not sure how to win. Genius has limits but... the unnecessary issues with this... doesn't... I mean someone was paid to approve this as ready for release lmao come on... This of course is the least impactful issue I've highlighted and is possibly fixable by playing along with AE's petty requirements and threats of breaking (if it is selecting an enemy group that broke it--but I'm actually leaning toward, that's not it, cuz I set enemies to all escorts and only that escort failed to follow--and he was the only one we were REQUIRED to bring to the objective, so the entire issue is just really bad coding...). I also didn't know, "single," meant, "none," because... they should have said, "none." Their use of semantics there is honestly misleadingly garbage... If you ask how many of something, "single," means one, not, "none and that something else that wasn't the question is alone/surrounded by none of what was the question." I'm just getting frustrated cuz I think i'm working harder than the OG devs who were responsible for AE lmao
-
Oh the other thing was yes I can make allies an select empty for the enemy group, but then it will spawn a random group anyway. -.- This is clearly not a user error. I mean, clear to me anyway because setting was: Enemy group empty. Reality was: Spawned random mob. Either they spawn a group or none, and they spawned one despite being told not to. It's also dumb that you can't make a mission with no enemy group set for the mission anymore. Tryna figure out what exploit that prevents? But exploits aren't my area so maybe there aresome. Any case, there are severalll severe examples of AE allowing things that aren't actually going to be allowed when the map generates, or doing something other than instructed because oops that thing doesn't work in the way AE represented that it can. eg, back to the example of AE allowing more triggerable events to be attached to the same objective completion (in my test, an object destruction) than will actually play out in the mission (in my test, the escort failed to betray me). I could prove that it's plugged in, but it would require game capture. I'd be happy to walk somebody through all of this in a video if somebody on the team was like, 'yeah, we care about that and aren't doing it on purpose or are willing to hear out your analysis of it's negative impacts on the builder/game and re-asses.' I've probably listed 15 issues or glitches over a couple of posts not even including, "we should be able to do this." This post's issue is included in the 15 because my logic isn't circular, the game's is just weak, presents conflicts and limitations that don't exist in reality or game development and easily don't have to exist in AE either, and is non-representative of reality or it's own easily-unlocked potential. The mechanics are literally already coded, they just need to be reworked for more complex interplays... that aren't actually complex but the most basic and common logic chains of VG dev. I guarantee testing the efficacy of the simple changes called for would be near infinitely easier than trying to make something slightly complex as an intermediate architect expecting to use the most traditional VG mechanics in AE's current state. It's simple connections that are blocked, and bad/limited logic in the code, nothing impossible or difficult (which, makes it almost clear it must be intentional--but again, calling this circular is itself a logic glitch, or an untruth masking a shameful nerf, so mods will move my post if they think it more appropriate somewhere else, but I believe this goes in the bug section, if nothing else for for extremely-misleadingly incorrect word usage--Just either say the area's off limits to plebs, or say something about the code being too dim to follow the logic, cuz it's not an issue with logic itself, and I can prove it mathematically... or by sarcastically re-enacting most any everyday event in life in a demonstration of space-time and causality).
-
To be clear, I'm saying objects should be able to be set as objectives when he escorts that inform you of them upon their freeing inform you of them (not after the escort is complete, which would be circular logic). You finding out about something when you're told about it isn't circular, it's how reality is, AE is just not v.thoughtfully made, or is severely limited (we know it is, but I'm only asking after ridiculous limitations that break storytelling and reality, not things that would allow for exploits). There's honesty not two ways about that or really a question. At most, someone could try to justify it (if intentional) by pointing out an exploit it allows (and of the asks I've listed), but I can't think of any. Two things can be triggered off the same thing and still be linear. That's not circular. It's just the game has a cerebral hemhorrage reconciling two of certain mechanics together because of the way it's coded, whatever the motive for the bad coding decisions. As to what I'm talking about, when a escort tells you something exists and you find out, when told, as you would in reality, that that thing exists, that is not circular logic. Just because the system is programmed in a 2 digit IQ way that doesn't mirror reality doesn't mean what's written right there in there error is true. It is linear logic--just logic that is above the system's logic, or blocked by it. There's nothing wrong with my logic; it's the game's that's broken. I'm asking for a change. The object the escort seeks appearing when they tell you of it makes perfect sense and is only a conflict because of bad coding unable to reconcile too many mechanics at once (particularly in certain combos or when certain ones, like ambushes, are in play) or intentional limiters. I see what you're saying about two things occupying one spot, but the simple fact is that there is not a non-manufactured conflict there not because what I'm asking for is not only not illogical, but again it is traditional VG mechanics, more common in games than not, and so the opposite of an unprecedented ask. Didn't you say those options are available in dev mode? That would clarify that a real error doesn't exist, or if what they're calling an error is really, as I said, a limitation. In pure logic, there is absolutely nothing circular about what I described. Whether the game currently allows that logic to play out (no) is the problem. Beyond logic, into how the game currently expresses what logic it does allow for: The escort does not require the glowy to be active before they're rescued (although itll spawn it, it wont be clickable or glowing or making noise til triggered, if assigned a trigger). This is true in the current state and the improved state I'm asking for, just the same. The only difference would be in allowing multiple mechanics to intersect, or not; nothing about possibility or practicability. There is no logical reason it couldn't be altered to accommodate in it's v.special brain (and this is especially true and shouldn't be an issue as all the settings in question are either within the same mish elements or within two connected elements) that it doesn't need to spawn two of the same glowy (it would be simple to code in... "if this AND this are checked, don't have this unnecessary, manufactured cerebral hemorrhage you're currently coded to have for zero improvement to the game but the opposite"). The glowy already exists in either case (unclickable as said), and in either case does not become active until the escort is freed. There's no reason other than sub-par mechanical provisions or intentional limiters, certainly there is nothing in logic itself, that prevents an NPC from informing you of an object, you becoming aware of an object when they inform you of it, and the NPC also wanting to go there--or even not even go there, just tell you about it and make a waypoint. The same's true of all the other mechanics I listed. None of these present logical conflicts, they present challenges the code isn't equipped to resolve (and often AE isn't even clever enough to know when there is an issue--it certainly can't count, and the entity responsible for generating the actual map lol does not communicate with the AE builder v.well or at all on certain things). The alternative is the architect having to do unnecessary backflips with often v.limited number of obejctive slots (which backflips cannot make up for all the things that cant be done due to limitations liek this), such as making different triggers that you have to try to mask cuz they don't make sense cuz they're the WRONG moment... or just not being able to do certain cool stuff, a LOT of it, the most COMMON mechanics of it found in VG's, and some of the best mechanics... I appreciate your explanation of what's going on, but what's going on is 1.) not necessary, 2.) seemingly not that hard to fix, and 3.) a code and not a logic issue, and exactly what I'm saying is wrong, and how it shouldn't work. The game not being currently set up to accommodate irreproachable A=B=B or A=B+C logic about how time-space actually works doesn't make my logic flawed, or change anything in the current code that I've highlighted as being, well honestly plainly wrong, but are minimum different from normal mechanics an the mechanics the devs used both, and definitely unideal and severely throttling of AE's potential, whether intentional or no. Please stop stifling excellence in ways that only detracts and does not add value to the game! Or: Please get to this particular improvement at some point! lol
-
These limits are so lame because... For example! There's this absolutely gorgeous mechanic wherein if you use the 'free a captive' to instead have a captive (enemy group is allies, captive shows as enemy until freed), and that captive has a toggle power with a fun effect, it will be toggled on while they're captive. Some favorite examples are hurricane--your allies keep them captive, but they're getting blown back and kept at distance, like they're struggling to keep a powerful foe at bay! Another is, is it static field? The PBAOE lightning field toggle. You walk by and notice they're veryyy slowly draining health from the allies keeping them captive. What if then we were able to set a 'free a captive' to betray us on a trigger? Which would make sense! (eg we dont know the prisoner but their enemy is ours maybe at an experimental facility--a trope that comes up all the time in superhero movies... or the captive is being held by the cops and you need to free them despite being your enemy for some reason--another whole trope killed by the nerfs). I just thing it's spooky and mechanically excellent to come back to the guards dead and the AV you thought was on lockdown missing, or free (another trope--currently dead, but easily given life). Anyone who thinks I'm not on to something, Play Radiance of Theia (2 arcs). Or just think of your favorite AE arcs. Give some of us better, VALID, BARE MIN. mechanics and imagine the stuff we can do. I'm not clueless to available mechanics, and I wanna make really good stuff. This lameness is severely limiting, and physically painful lolll. At least represent it honestly and say it's nerfed/blocked instead of generating fake errors, where if I were to believe that they believed the error was as stated that I would also have to believe whoever made this doesn't know how lines let alone time works-!
-
Another issue is it will let you use an objective (eg the destruction of an object--only example I know for sure) as a "mule" for multiple triggered events, but how many of those actually work is another one of those secret numbers AE doesn't care to share with the architect. And so for example I have at least 2 or 3+ triggered events set after the destruction of a thing (I think I had to remove the ambush as one cuz ambushes are senselessly greedy about being the only thing that can be connected to the thing they're connected to), and one of hem (an escort betraying the player) will not trigger (which is dumb because as storytelling goes, it often makes sense that the 'ally' betrays you when they get what they want--I don't know if the betrayal wouldve even worked if it were the only triggered event, I was forced to go a diff direction cuz the inadequacy/invalidity of the mechanics/nerfing of the mechanics.. gonna call stuff what it is.. screwed up my storyline). And so, as with the glitch I posted about here, it seems it 1) can't count, and 2.) will allow you to publish while pretending there's no error, allowing you to publish, and then start trimming stuff from missions (with no preference at all for trimming non-required content from the mish first) seemingly when the maps is actually generated, leading to the nav box being empty at a point cuz it didn't bother spawning the next objective. Basically, AE has no clue what's going on and so naturally doesn't bother communicating it to you. Nerf what you want, but these are factually glitches where AE is literally too dumb to count where that's arguably it's main, further arguably it's only job... These glitches, intended and not, almost kill entire tropes in AE. It's criminal. :*)
-
Yeah sorry for screenshot, I thought of that later but the point was really just to show the error (requiring suspension of belief about, "is it plugged in," / was it user error-it wasn't). In another arc it generated just one error. I think it is by design, but it is 'designed' (nerfed) incorrectly, it is wrong, and I will die, loudlyand with superior KB and heroes flying everywhere, on that hill lol The/an issue is, the only way to set waypoints AFAIK is with escorts. Optional escorts are an awesome tool for many reasons, and their ability to generate a waypoint is one'f their/the most awesome mechanics. There should be other ways to set waypoints (eg your contact calls you on a trigger, or just a waypoint toggle on objectives), and the escorts shouldn't even need to necessarily go to the destination but might do something else, a pseudo-escort I guess but the option for them to just run exists too so. But instead of making sense, they're severely nerfed. And they don't even just say in the error that is's dev's only option or anything, they make a plainly untrue statement (that it's a circular dependency--It isn't, in any way or at all; on the contrary it cannot be said to be circular in any way as it is factually how linear storytelling works in VG's incl as you said CoH--you get info/waypoints either off something you kill, or some kinda phonecall, or an NPC you itneract with). The statement is unquestionably false, so, it's a glitch. I think reporting something as a glitch is the correct response to having one' s intelligence insulted about how circular reasoning works and calling stuff (linear mechanics) what it isn't (circular dependency). Whatever we're calling it, it should be corrected/improved. The current system is invalid for a VG-level builer, and extremely creatively stifling without any reason to be. I really don't see a justification for jamming a kryptonite ball gag into the creative potential of AE. Do we just want more farms? I thought encouraging main gameplay or legit story arcs was goal with all the nerfs? So, can we have the literal most basic VG mechanics that make the most/sometimes only sense to make awesome story arcs without doing superhero backflips or just getting brickwalled a lot of times..? Rewards are already nerfed (btw Anyone know?--Is rewards being nerfed for custom chars only or arcs in general?) which, absolutely, some things shouldn't be farmable... But why nerf the bare-minimum VG mechanics and cripple traditional/valid, linear storytelling mechanics? How is that shutting down an exploit?? Farms don't use these mechanics and the mechanics don't lend themselves to exploits ayway (it's not like the escorts run to the objectives and you can just follow them, or something like that). Whether intentional or not, it's wrong, and I disapprove. Wrong may simply mean room for improvement and not yet awesome-ified like the Homecoming team has been doing. I really just don't believe my toon finding out the things exits at the moment they're told it exists as makes sense allows any sort of exploit or advantage other than coherence and good, valid, video game/story flow. Anyone know?--If an arc makes the dev's choice list, do they remove those limitations (on sensible waypointing, escort options as discussed ^, etc.)? I honestly care more about the mechanics than the rewards being unlocked (a few mil and a few special items and whatever XP is standard per minion, AV etc. is all fine by me) but both would be nice... IMO I've made an arc that's more fun and action-packed than ITF even with dev powers blocked, so I mean what's the concern lol. Fantastic content? I might get it if corporate still owned the game or the og dev's didn't wanna be upshown, but... I really hope that it's just that the current dev team just hasn't gotten to unlocking AE's potential. yet. I mean, we just got the ability to play-raid with our own SG's on our bases recently, right?
-
Radiance of Theia: A Cosmic Pirate Odyssey Parts I & II 63222 & 64004 A challenging, epic cosmic adventure! Battle the Radiant Theian Space Pirate Armada! Built for mid to high level teams of 4+... for a fun challenge. I would say this is playable beginning at a team level of 35? I run groups with 15 to 20+'s, but they're balanced always with higher levels incl 50's, so not really sure what level it's solo'able at or if it is at all. I honestly hope not lol and think you're not solo'ing it on +4... but if you do, please let me know, and what your build is! Strongly recommend a team of 6+, or at least 4 really solid toons. As for noteriety (+/x) play whatever +difficulty you like... I personally really like it set to x8 for full effect personally. 6 is a good number; 6 players can enjoy a fun challenge on +3... I would almost definitely turn it to +4 for a team of 7+... but 3 probably mroe like 4 really solid toons with a balanced comp could survive... and imo always go +4 for the last mission of arc 1 (whatever your +/-). This is the lore of one of my characters, so the NPC's are, "extreme," and it's meant to be v.challenging--and, like much of my favorite main game content, to encourage teamplay. Death is likely. You've been warned! Stuns and holds have been virtually eliminated in good form but note that enemies are, "extreme," and a lot more capable than most NPC's. All things to keep in mind when setting difficulty, and expectations. One piece of advice that could save you a few minutes, you'll ideally know in what singular fight when it comes... Endure the storm but focus on it's center; hear the song but focus on the singer. More info, highlights in bold-- That said, mobs are temporarily reduced but still fun due to AE being unable to count / if you place 'too many' (a number different from what builder reconciles as allowable and a secret number) NPC's it'll start trimming elements from the map when it generates it, and because it's... what it is... it not only doesn't let you know there's a numbers issues (I guess it doesn't actually know how many NPC's it can spawn? seems like a relevant note to connect it with...) so you can avoid it but it doesn't even think to trim starting from NON-required objectives--in fact it seems to START the trimming with them! The objective won't show in nav but the missions won't complete when you do the last objective that did show in nav. I reported the glitch on the forum and have fixed the issue in the arc and run through it, but I haven't had time to arduously test the limit of how many spawns I can re-add to get to the max... since again AE can't count and is no help... and have erred toward safety and what.. functions correctly. Planning to take them back to the maximum v.soon tho. That said, if you encounter any glitches please let me know! Doing superhero backflips to adhere to AE's unspoken rules and to try to make it impossible for it to glitch or contradict itself disastrously. But, between genius and how.. goofy.. AE's code is, only one has limits lol xp Seriously tho disclaimer; just because I ran it successfully, even multiple times, and especially just cuz AE says everything should work perfectly, doesn't mean there won't be an issue. Don't be a jerk or mad. If you encounter a game-ending glitch, it's likely related to the builder incorrectly or not spawning end elements or getting confused at complexities that it claimed to be able to account for. If there's a glitch and you're disappointed and care to see the next levels just /t @moonligh7er and lmk and I'll make a separate arc starting on the next level that you can finish. If you describe what happened, extremely helpful, cuz then I can root out the conflict in AE and correct it if it's me or make it impossible if it's an AE glitch, and if you want let you know when it's 'patched' out. As an aside, somebody ugly-cried once that an arcs' NPC's didn't have chatter... As a result, this one is a musical. ^_^ Just a couple upload pics just for fun--Don't wanna spoil anything. I posted a few much better spoiler images, if you need selling harder, on the AE part'f the Discord (with spoiler covers).
-
The example is a required escort which destination is a destructible object. Setting the object to become active after the escort is rescued generates 6 of the same errors, seemingly something like a cerebral hemorrhage (see screenshot). This is a logical failure. It should stand to reason that an objective might become available, say, simultaneously to when the escort informs you of it. -.- How is this not a main use of this? It is the time that it makes most sense for the player to become aware of the objective, and how video games traditionally work??! I adore using escorts, particularly optional, for generating waypoints, since there's no way to set a waypoint on or off for each objective (there should be, and specifically on or off; sometimes you have more intel than others--here should also be a way for your contact to interject messages on a trigger eg we got this intel or your objective changed or just some advice like one fight it's prudent advice to focus on the AV but not prudent to know that til a particular point). Anyway, the escort function is limited by little undersights like this. On that note, enemy groups should be optional (like they are for escorts) around allies, and allies should be able to set a waypoint for you like escorts but only requiring you to go there and not to take them there. Enemies should be able to betray their team and join you. And, you should be able to set a trigger for released captives to betray you, especially upon their release (especially useful for when the surrounding group is allies and you, through architect magic, see to their release which may be wonderfully problematic as they were your captive). Technically the errors being generated/the inability to set an escort rescue as the trigger for their destination objective appearing is the only glitch, but the other items are just incorrect by rite of stifling the absolutely massive potential of this awesome although gut-wrenchingly glitchy system (still groundbreaking).
-
Over the span of a day or two of intermittent encroaching mental breakdown to figure out, trying to save my favorite arc AE randomly sabotaged without explanation, I finally figuerd this out. I manipulated literally every other possible before this one, including removing bosses. I suppose population is a top contender, but being able to count just once, was the one thing I thought AE could do consistently (at the end of making a mission, not the 100x it won't bother to count or tell you about an error til you go to publish). And this is why I have trust issues (not just this; AE entirely and specifically lol). The issue was simple population and AE working it out incorrectly on multiple levels; from error recognition/reporting and publishing safeguards to spawning to deciding what not/to spawn in order resolve it's original bad math in order to generate the map. There's an undersight in the code/logic wherein if you add, 'too many,' elements, even if it's within the allotted number both categorically and totally (and so, 'too many,' is a magic, undisclosed number different from the sum total/s of the numbers builder gives you), the mission will trim off elements without bothering to say anything or generate an error, seemingly starting with the toughest ones. This is disappointing when this caused an all-boss mob of one'f my favorite custom NPC's not to spawn, and game-breaking when this trimming brilliantly included required mission elements. The missing bosses aren't listed under navigation tasks, but the mission won't complete when you do all the objectives it did spawn/list on nav. An interesting point is that making the bosses that aren't spawning a triggerable spawn versus spawning when the mission starts does not fix the issue. So, there doesn't seem to be a logical provision for, "okay, there's more room now that stuff's dead, we can spawn dude's required mission objective since he did the trigger." I even set an escort to take me to the objectives as part'f my testing, and they took me to empty space. I think maybe their hench groups were there? But not them. >> It's code really needs to be made to learn to count and bother to say something about when the numbers don't add up, or at least be clever enough to trim at least starting with non-essential mission elements. << This seems like it would be easy enough to fix in coding once identified, and worth it for the hell it might save a user, because this was a full on brain damaged/damaging experience for me and I almost never opened AE again--but I like this arc/game too much and am too obsessive to let careless coding beat me. I can identify numerous specific glitches from 1.) enemy groups recently added not showing up in the dropdown where you select an enemy group for a mob, etc. UNTIL you click into "edit group" and back out, and then it'll update the list... 2.) to constant random costume color and weapon changes for no reason whatsoever... 3.) to builder not recognizing errors UNTIL you got to republish and then (another fun feature I'm sure has made someone unplug their PC and start therapy) instead of just telling you it just bothered to check and it turns out there was an error and it won't be publishable, returning you to your work, it instead erases all of your work. You could say it's simple enough to save the published work to a backup non-published file before hitting re/publish, but it would be as easy to correct that code for someone with the skills, and 100 things like that add up to it taking 100x longer than needed to build something (eg when new groups dont show on menus it takes 2-3x as long per add, and mind you when you do the trick to refresh the list for the thing you're adding it ONLY does to for that thing, and you'll have to repeat that for each new mob/thing you wanna ad with the new group that's not showing up) and all-in-all being I imagine discouraging for the.. less obsessive? But this glitch... This was almost the one that started my personal villain arc. Radiance of Theia works again (63222, specifically mission 2). V'sorry to who I was running it with when it embarrassed me second mish. I'm going to spend some time with my happy plant to recover from this which has not been fun. But I fixed it, identified the issue, and there are a few bonus examples of ridiculously bad programming/testing by og devs (I so love them and this game, but I'm not gonna not call it what it is) that I used this issue as a mule to throw out there as well. I need to fix a mission in Gears of Time for what I imagine is the same cause (ran that one before Theia and got embarrassed there too--I guess you can't change one small thing without having to test everything cuz AE's version of logic or the butterfly effect is built out'f recently-emptied, gnarled Monster cans and string--I mean that with love).
-
Windows: Custom NPC's won't use Meteor in AE arcs even if it's their only move (they'll just stand there). Doesn't matter if I'm close enough and visible, if they're full endurance, where their health bar is (I think some enemy "AI" only uses moves at certain health? so I tried that, even though that would require a big re-work-around for the story), the map, how many there are in an area, or what difficulty they're on. I don't know of any existing NPC's that use Seismic or I'd try them, but they wouldn't work for the arc anyway. If there's a way to reconnect them... I'm one/this fix and some dialogue away from completing a pretty visually awesome and sickly challenging AE arc and sequel to Radiance of Theia! Also still in-progress but everyone so far has rated it 5 stars and one guy said it was more fun than 801. The arc in question is called, "Skirmish with the Moonrock Kingdom," if that helps. Edit: Arc doesn't exist anymore but the chars are used elsewhere and the issue still does exist. Meteor was... a focal point of the arc, and it was just mediocre without it and taking up a publish slot. Appreciate your time!!