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2 hours ago, Ender Shadowborne said:

*shrugs* I mean... I *DID* read it... but I'd imagine that you'd need to read their given powers, plus, it sounds like they're available at level 50-54, so...

They aren't, the 50-54 5th Column are just the ones that show up in DA.
 

Edited by Maris
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14 hours ago, Ender Shadowborne said:

I literally watched my parents go after some with lvl 50 characters, working on their incarnates... But okay... *shrugs* What do I know?

They're different groups with different powersets. You are welcome to verify this for yourself.

Edited by Maris
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  • 4 weeks later

So... for 'cutscenes'... I think all that's needed is some way to trigger a Demorecord made on the same map.    

 

For those that aren't aware, "Demorecord" is a special mode of the client that allows you to record a sequence in game, and then play it back (say, for making a video).  BUT, that's at its most simple.  The Demorecord file is basically a "staging and blocking" text document like what a movie director would use to shoot a scene.  It details what setting the scene is in, what characters appear in it and how they are costumed, where the cameras are positioned, what powers are used, and when, and whom is targeted, and so on. 

 

When you record a Demorecord, the file is written in your client directory.  You can then edit that file, so that when it is replayed, you can change parts of it, insert characters, delete characters, change dialogue and animations, whatever you like. 

 

Back on Live, many of us were fans of a player who went by Samuraiko, who took demorecord editing to "art form" levels.  Some of her content is up on Youtube.

 

 

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AE ARC's (So Far!)

--------------------

15252 Child of the Tsoo - [SFMA] Ninjas, sorcerers, and human trafficking (Origin Story - Stick Figure/Storm Lotus)

50769 Hunt of the Eclipse - [SFMA] Finding something that was lost to Arachnos for nearly 20 years (Origin Story - Daisy Chain)

53149 Spells as a Service - [SFMA] When a young hacker makes a connection between magic and mathematics and encodes it into a computer program, chaos breaks loose!

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Good, but a lot of the techniques used have been deprecated (Or is it depreciated?) or... in other words... are now obsolete, the guides are pretty much incomplete based on research I've done, and are otherwise unclear on these things...

ADDENDUM: So COH runs on the SEGS engine and is actually OPEN-SOURCE! How convenient, though I'd imagine that the skills required is pretty high up there...

 

ADDENDUM 2: Looking further into it, I don't see how the engine is even usable, being as the 7z file and the folder, even the "client" is missing executables, could be SEGS, could be something totally proprietary, I don't know anymore

Edited by Ender Shadowborne
Honestly, not sure what's up anymore
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  • 2 months later

On the one hand, the guys share their wishes about the game here. On the other hand, developers are looking for free ideas. Guys, let's monetize ideas! Lol. I'm joking. But it would be nice.
Actually, I've been thinking a lot about how developed the idea exchange system should be so that everything works like pins in Pinterest and so that everyone gets high-quality content. In the article https://variety.com/2020/digital/news/vody-stylehaul-stephanie-horbaczewski-jeremy-houghton-1234814177/, I noticed a hint of this. That is, developers want to improve the recommended content system for better targeting. That would be wonderful.

Edited by abdulrah
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  • 6 months later

I don't really have any ideas that weren't brought up here before, but I'm gonna list my top five wishes anyway.

  1. An option to create custom maps. I don't necessarily mean anything to the extent of SG base building, I'd be entirely content with a selection of premade rooms and corridors to fit together.
  2. More control over placement of details like bosses, destructible objects or even Giant Monsters.
  3. More power sets to choose from for custom enemies, hopefully including pool powers or just an optional tertiary powerset.
  4. The ability to customize enemies' power effects in the same way as for player characters.
  5. More clothing options for custom NPCs, especially from enemy-exclusive costumes.
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  • 1 month later
On 12/14/2022 at 3:06 PM, abdulrah said:

On the one hand, the guys share their wishes about the game here. On the other hand, developers are looking for free ideas. Guys, let's monetize ideas! Lol. I'm joking. But it would be nice.
Actually, I've been thinking a lot about how developed the idea exchange system should be so that everything works like pins in Pinterest and so that everyone gets high-quality content. In the article https://variety.com/2020/digital/news/vody-stylehaul-stephanie-horbaczewski-jeremy-houghton-1234814177/, I noticed a hint of this. That is, developers want to improve the recommended content system for better targeting. That would be wonderful.

 

No-one sane wants everything to work like Pinterest. Pinterest actively interferes with saving images from it to your hard drive.

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  • 4 months later

My requests:

 

1) "Invincible" toggle for AVs: There are many missions where what we really want is for an NPC to be invincible and to be avoided rather than fought a-la Invincible Reichsman.

 

2) Night Maps: We have the Night Ward, we have (both new and old) Dark Astoria maps, we have the vortex of doom, we have Dr. Kane's Mansion... but we don't have nearly enough "night specifically" maps in AE.

 

3) Remove level lock from Giant Monsters: What's the point of level-locking GMs? The GM category already ignores level. Just the Kraken alone could be re-purposed for so many more things if not for the level lock.

 

4) Update factions: Freaklok, endgame Sky Raiders and Goldbrickers (since they do exist in Market Crash and ASF), the Path of the Dark Cimerorans, the Weakened Hamidon from LGSF, the Seed and Avatar of Hamidon as GMs.

 

5) Special Maps: The Eternal Prison, (new) Dark Astoria, Mother Mayhem's showdown maps (both the "astral plane" and the cave with the Well of Furies representation), Dr Kane's mansion, the Magisterium's ruins from Magi trial, and both the colosseum and the casino from Summer Blockbuster would see LOTS of use.

 

6) There's this weird bug where, once you set the zone enemy as a custom group, it won't let you use that group again for mission objectives. I've never understood why this is.

 

7) Is there a possibility of having NPC dialog lines trigger on unobstructed distance rather than absolute distance? Too many maps have the tail end relatively close to the beginning and make NPC speak right away and half the team misses the dialogs while zoning in.

 

8 ) "Make Giant Monster, load self": We have seen in some Game Master avatars that the technology is there, and if such were limited to the spawn point of GMs, we could get a LOT of mileage of making our own GMs without breaking the game.

 

Here's to hoping!

Edited by WhiteNightingale
I forgot about Hamidon
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AE ARCS:

Most Dangerous Game (ongoing): 16058, 16059, 16060, 4363, 15230, 22386, 23645 * The God Machine (finished): 26365 * Family Reunion (finished): 18920 * Remnants (finished): 5405, 5408, 5411, 5597 * Ball and Chain (finished): 33690 * The Scroll of the Spirit Dragon (finished): 37070 * Prime Real Estate (finished):  43979 * Lord of War (finished):  49034 * Euthanatos (ongoing): 41945, 54307, 54312, 50727

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On 4/30/2020 at 7:08 PM, summers said:

On other servers the enemy groups have a level range of 1-54. Is it possible to do that for AE creations? 

This continues to be the thing I want the most, as having to recreate janky versions of existing groups so my missions scale for everyone is incredibly time consuming and takes up so many custom enemy slots.

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Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

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As far as new map additions go, here's what I'd love:

- Dollface's mansion from the end of the Dr. Graves arc

- the final Shining Stars HQ from the end of Twinshot's arc

- Neuron's lab, both the normal and ruined version

- Reichsman's base with the big empowerment machine

- the missing second Council giant robot base map

- a version of the giant robot base 3 map without the giant robot

- the Arachnos base from Aaron Thiery's arc

- the Ministry of Technology from the very first non-tutorial Praetorian mission

- at least some of the lava-filled Circle of Thorns lairs

- a dose of generic mansion maps

 

That's all I can think of at the moment.

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Hello all, I would like to request Sentinel to have a variation of the Shield Defense power set as I think it would be a lot of fun.  A Shield Assault set likely focused on Knockback & Disorient would also be a lot of fun for Dominators.  I know that this is a bit difficult due to the number of animations you would need to alter for the Sentinel, but the Dominator one would be a lot easier.  

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7 minutes ago, Citadel97501 said:

Hello all, I would like to request Sentinel to have a variation of the Shield Defense power set as I think it would be a lot of fun.  A Shield Assault set likely focused on Knockback & Disorient would also be a lot of fun for Dominators.  I know that this is a bit difficult due to the number of animations you would need to alter for the Sentinel, but the Dominator one would be a lot easier.  

You should probably post this in the general suggestions forum, not one specifically about Architect Entertainment...

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I recently dealt with this and someone else posted about trying to set it up too, in the AE forums so: how about a new mission objective called something like FIND A BODY.  That's a bit dark so we might come up with a better name for it.  Think like Blue Spectrum from the Galaxy City tutorial.

 

It lets you designate any naturally occurring NPC to be found laying prone on the floor, unmoving.  You can set it's info the usual way, allow it to speak if you want ("Water.... so thirsty...") and it won't pop back up or try to follow you later.  Hopefully.  AE is pretty janky!

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
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Something I've come to really, really want is the ability to build a group of custom NPCs and then select 'Random' for their character selection like we can for NPC groups. It's really hard to make the map feel diverse and alive if all my "Rescue" NPCs are the same person, ya know?

Lockely's AE Tales:

H: The Rook's Gambit (Arc ID 49351), P: Best Left Buried (WIP)

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One thing I want is to be able to use the crab pack and Arachnos armors maybe the Arachnos soldier powerset to

Edit: another thing I would like all the going rogue villains for AE like Mother mayhem and evil Aurora Borealis.

So far we have tyrant and Marauder and I may missed Maelstrom but I can't find any others

Edited by Dawn-weaver
Missed some details.
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On that note, let us create custom Rikti NPC costumes.

 

Also, more map proposals:

- the farm from Trilogy's missions (both normal and ruined)

- all the Signature Story Arc maps that haven't been already added

- the lava-filled 5th Column base from Dark Astoria

- the various floating sea bases from certain TFs

- Longbow warship from no idea what arc

- Council skin for every unique 5th Column map, and vice versa

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16 hours ago, Vic Raiden said:

On that note, let us create custom Rikti NPC costumes.

 

Also, more map proposals:

- the farm from Trilogy's missions (both normal and ruined)

- all the Signature Story Arc maps that haven't been already added

- the lava-filled 5th Column base from Dark Astoria

- the various floating sea bases from certain TFs

- Longbow warship from no idea what arc

- Council skin for every unique 5th Column map, and vice versa

Custom Rikti? hell yeah that sounds awesome

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I think AE missions need to be much more team friendly, and maybe this has already been mentioned but it just occurred to me: when a CLUE drops, it shouldn't drop as a CLUE that you have to go over and open, it should be a pop-up window that appears on everyone's screen, like the ones you get when you first walk into a map or after you've left it. 

 

This doesn't seem like it should be too difficult to implement, but who knows...

╔═══════════════════════════════════════════════════════════════════════════════════╗

Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
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  • 3 weeks later

When creating an arc, players have the option to select three keywords from a few columns.  I'd like to suggest "Street Level" for the center column.  There are times when Save the World/Rule the World aren't appropriate and the stakes are smaller.

 

On the subject of maps, there are a few that could use some alteration to better assist stories.  Starting out, I think the two pawn shop maps could stand to have Ally/Escort locations to represent hostages and informants.  Poking around, the coordinates that seem like they might work best are:

 

Pawn Shop 01 [-123.8 0.0 -93.9]
Pawn Shop 02 [-126.2 0.0 -24.6] or [-47.5 0.0 -173.7]

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There are a lot of things AE needed and some are rather specific.  But some are broad.  One thing I'd like to suggest is a sort of Objective and Collectible Proliferation.  There's things both in missions and available to base builders that would be useful for collectibles, destructibles, and contacts.  Some can be ruled out due to the need to adhere to Wall and Floor placement and for obvious size constraints.  While "easy" is a loaded word when it comes to programming, it seems like an easy way to give Architects more options.  It could lead to things like a phone booth contact in a silver age story to a chalk outline glowie to represent a dead body without using workarounds to get an ally to lay still.  Even using various home pieces on the Tiny offices to fudge an apartment.

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  • 4 weeks later

Though Studio B has worthy goals, it's mostly subpar in it's execution of a quiet space.  I think there's three things that could be done to improve it.

  1. Change it from deactivating powers to suppressing them.  By allowing powers to stay on but not active, it is safer to enter instances where the spawn is way too close to the door or there are ambushes and patrols.  This ties into...
  2. Put a data stream and contact inside Studio B.  Working on a mission is a fairly iterative process.  If you're already using a separate room for editing, it would make sense to be able to quickly enter the mission.
  3. Create a new AE location in a coop zone that is only a Studio B style location.  Don't interfere with the RWZ and Pocket D locations (which actually don't even have a Studio B section) so people using them as is aren't inconvenienced.
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