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Electricboots

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Posts posted by Electricboots

  1. Enemy, Ally and Giant Monster NPCs located outside ("floor 1") just randomly vanish... and I suspect some or all of them "teleport" to inside the cave (partially inside a cave wall maybe, or right against it) for some reason. So as example, if there's a mission objective to defeat a boss and his minions, when some minions vanish/teleport, I can't defeat them, so the objective cannot be completed...

     

    They seem to vanish when I get close to them.  If I observe from afar, they look okay.

    • Thumbs Up 1
  2. I'm sure there are workaround to a lot of things, I won't pretend my suggestion isn't a "Quality of Life enhancement". It's not a request for some new groundbreaking feature. Also, we're not the devs and so I won't speculate on work effort.

     

    If you can't see the difference between what I suggested and having each player create their own channel, invite each global friend to it, relying on each global friend to add the channel to their chat tab every time they create a new character, then *shrug*

  3. 16 minutes ago, LKN-351 said:

    There is actually a chat channel for either your global list or your server friends list. I'm not in game at the moment but I know it was one of the two.

     

    The downside to that thought is it needs to be set up on all partys for them to see when someone says something in the chat tab.

     

    There's a chat for Server Friends but there isn't anything for Global Friends.


    I guess my idea isn't a new chat channel, but just a shortcut so that instead of manually sending the same tell to each Global Friend one by one, we would have one command to send the same tell to all online Global Friends in one shot.

  4. I feel this could be doable (not sure how easy though) since the game can already do the following:

    • Destructible environment (like on mayhem missions)
    • Costume replacement - replacing player's model for 1 mission
    • Giving the player temp powers just for 1 mission
    • Suppressing the player's own powers for 1 mission

     

    So basically, setting could be the enemy group's outdoor base (something like the Council base in Striga, as example). Player steals a mecha (let's say, Kronos-sized) and has to escape the base, rampaging around and shooting lasers/missiles at the enemy (could be a large army, like in the last Vincent Ross mission).

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  5. I think it would be useful to have a slash command (something like /tellglobals) that would send a message to all my online global friends (hidden or not? Or exclude hidden? Not sure). Would be great when starting a team, I can send a quick broadcast to them, so that they can then reply to me if they would like to join. It can be even time-gated (can only be used every 2-3 minutes?) to avoid spam.

  6. Just updated the arc. Tweaked the contact text and dialog here and there.  Main changes are:

    • Removed two collection objectives from Mission 1
    • The "Bullies" faction is gone from Mission 2. They have been replaced with a different custom faction that I think is just better overall. This new faction has proper descriptions, yay.
    • Wolfie gone from Mission 2 also. Wasn't replaced with anything. He was a relic of a bygone version of the arc, but I will miss him. 😢
    • Ratkins now have proper descriptions.
    • In Mission 3, the "find the crate" objective is now "find the wooden crate" and now there's only 1 wooden crate on the map. There are a couple of other "decorative" crates but they are now metal crates.
    • Thumbs Up 1
  7. Thank you for the feedback @cranebump!

     

    Thanks for highlighting the typos, English is my second language so very possible I missed some things there. Sometimes though I tried to write it the way I imagine a kid would say it (like a long sentence, as if a kid speaks without pausing/breathing, lol)

     

    Yeah some of the objectives, often I was trying to do something specific, then realized Mission Architect won't let me.  I would then try different ways, with triggers etc. I can probably remove 1 collection from first mission though. My initial goal was for Wolfie to come back at last mission, then realized I didnt have the room on the map for the last mission.  I really wanted to use that map though, so I made Wolfie optional because I like that pup, lol. I thought maybe if I make second arc, Wolfie can appear in that one instead of the last mission of this arc... I dunno. :)

     

    Example while I was making the missions I had issue with objectives that trigger Ambushes, then wouldn't trigger anything else.  After googling I read that was done to stop exploits for farm missions.  Kinda annoying though... also I wish I could make Ambush a required objective for the mission... 

     

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    I felt funny spraying down bullies with fire.

    Yeah... well to be honest I feel funny on any of my heroes using guns sometimes.  We're supposed to "arrest" the bad guys... lol

     

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    I feel highlighting is overused.

    Yeah, I kinda was trying the different features of Mission Architect, maybe got excited with some stuff, so you're right about this one probably... :)

     

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    No, I got this. Y’all just...stand there…:-/ 

    Yeeaaah. I struggled with ally AI... on "Defensive" they are too defensive.  On "Aggressive" I find them too aggressive, lol. I need a "short range aggressive". Also, Mirage is Illusion/empathy, but I've seen her use healing maybe 3 times max.  Tried different "AIs", same result. I guess all these issues I've had with allies are just quirks of the Mission Architect.

     

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    Rats in the sewer. 

    I'm sad I can't give them beast run stance....

     

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    civilians in outdoor map [who are ignoring the kids being bullied];

    Do they? The civilians are enemies to the bullies (and the other enemies on that map), I've seen them fight if they were close to each other.  I wish I could make real civilians who just stand there in "scared" stance instead, but oh well... :)

     

  8. 25 minutes ago, Kyksie said:

     It will still do boss/EB scale damage with that attack, though.

    Yeah I guess I would just want a "damage scaler" for custom NPC when I can make them EB or AV but do 10% of the damage. Maybe a damage debuff? Anyway, that's not possible currently. :)

     

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    Still, strong allies aren't necessarily a bad thing. (They reduce your XP, but we're not playing architect for XP, right?) In particular, this arc ended with an EB foe, who was quickly set upon and beaten by my three EB allies. If I hadn't had those allies, a sudden EB while reduced to level 20 would be a Bad Thing.

    Oh yeah that's another thing I was struggling with: difficulty/balance. My claw/elec scrapper could do the arc at +0x1 fine (had to be careful with bosses though), but my rad/sonic defender definitely had no issue doing the arc on higher difficulty. At some point I just assumed that different players would use their own difficulty settings, because I don't think there's a way to build an arc that feels about the same (difficulty wise) on all ATs/powersets.

  9.  

    Thanks @Kyksie for your feedback!

     

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    I do have a few nitpicks, the most notable being that the whole arc is locked at level 20. A few of the custom mobs are missing descriptions and a few maps have Objective Overload. And... ummm... the "bully" NPC group is the second arc is cute, with "Kicking Bully" and "Vicious Bully", but "Knife Bully" really doesn't belong. Knives kinda escalate stuff from 'bullying' all the way to 'attempted homicide'. Maybe replace it with "Annoying Bully" whose sonic attacks are cutting insults, or "Yellow Water Bully" with squirt guns and water balloons. (jeez, it's just food coloring, get your mind out of the gutter).

     

    All of this is fair, thanks! Some of these probably due to the fact that I just learned how to use Mission Architect and this is my first arc. I'll go back and check for the missing descriptions though!

     

    For the bullies I so wish I could give custom NPC the "basic attacks" from Hellions minions (as example). The player powersets are so powerful when trying to make very basic enemies... and very few of the powersets work with the "this enemy has no actual powers but they have some basic weapon (or no weapon at all)" idea... I will take a look at those enemies again though, I agree with what you said about the more "powerful" of them.

     

    The part I struggled the most with: the ally NPCs. Basically I wanted ally NPC that do minion-level damage but have AV-level defense. Do little damage, but almost impossible to kill by the enemies. Not sure if anyone here has a trick for that, but I couldn't really get it the way it was in my head...

     

    So basically as I was making the missions, I was learning Mission Architect (and its many limitations/bugs/quirks) but I already had my ideas in my head. I tried to make my ideas work as much as the Mission Architect let me...

     

    If I ever get another idea for an AE arc at least I know all limitations now beforehand, lol

  10. Hello! I'm looking for some feedback on my first arc - The New Heroes of Paragon (Arc #42432)

     

    ****An email from the PPD Youth Outreach department****
    
    Hello, I'm Kathy Wright. Thank you for reaching out to the PPD Youth Outreach 
    department. As you can imagine, parents of superpowered children need all the 
    help they can get, especially if they have no powers themselves. 
    
    So, we are looking for superheroes to mentor and, well, mind, young heroes and 
    heroines of Paragon City. Your job would be to try to keep them out of trouble, 
    however what usually happens is that trouble finds them anyway. Therefore, 
    your goal then is to follow them around and try to resolve whatever "compromising 
    situation" they got into.
    
    We think we have a perfect match for someone of your abilities, we will send 
    you all the information very soon.
    
    Thanks for your help!

     

    (It says "Very Long" but I play-tested it with 3 different ATs, forgot to time it but it was definitely not "Very Long")

     

    image.png.f21110cce0abad0a0caffff2e870a405.png

     

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