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Posted

Was trying to recreate my AE arcs from live and I noticed bosses/allies/etc don't say any dialogue anymore. (Well, they do, but I think all lines are set to autofire as soon as the map loads, so by the time my character gets to the boss/ally/etc the word balloon has already vanished.)

 

This is super lame. It makes the missions play silent.

 

Is there any way to fix this?

 

Otherwise AE kinda sucks for telling stories. :(

 

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Posted

It's a known issue and one I hope gets addressed soon.

 

The closest thing to a work around I have found is having the completion of one goal spawn a boss nearby, and hopefully they are close enough that the player notices the dialogue - but that is rarely practical.

 

But basically, I've just come to accept it. 🙂

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Posted (edited)

It does not seem to me to be an issue with boss fight encounters, at least not if the map doesn't allow everything to be in line of sight of everything else.   I don't get word balloons from the bosses, but I do see everything in NPC chatter.  If nothing else works, you can always put your boss's speeches into 'Player Does Damage to Boss'.  That way nothing fires until someone actually aggros the boss. 

Edited by Heraclea
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Posted
On 5/10/2020 at 5:19 AM, Heraclea said:

It does not seem to me to be an issue with boss fight encounters, at least not if the map doesn't allow everything to be in line of sight of everything else.   I don't get word balloons from the bosses, but I do see everything in NPC chatter.  If nothing else works, you can always put your boss's speeches into 'Player Does Damage to Boss'.  That way nothing fires until someone actually aggros the boss. 

Cool idea! Sadly, it doesn't work for my non-combat missions full of "flavor" NPCs who greet the players as they hunt clues. ;'(

 

 

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Posted

For that you could try escorts you have to rescue who say something when you rescue them, and then make the next flavor contact their destination - with a chain of escorts you take from one to the next - if that can work for you. 

 

But I agree that this is the number one AE issue to fix.

 

Number 1 enhancement for me is to bring the new powersets - though I am presuming that is easy because the mechanisms are there for it. 

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  • Post-Praetoria Series: All That Glitters: Gold Brickers & Mooks 9 Arcs  |   All That Glimmers:  First Warders & Mu - 9 Arcs  | All That Glints: The Awakened & Council - 3 Arcs  |  All That Glows: Nictus & 5th Column - 3 Arcs*   |  All That Gleams: Epilogue (Neo Tokyo) - 1 Arc
Posted
On 5/16/2020 at 10:13 AM, Ankylosaur said:

But I agree that this is the number one AE issue to fix.

Seconded, kind of feels like it's just not worth my time to try and work around a problem that hasn't been fixed.

 

Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

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Posted
On 5/16/2020 at 5:13 PM, Ankylosaur said:

For that you could try escorts you have to rescue who say something when you rescue them, and then make the next flavor contact their destination - with a chain of escorts you take from one to the next - if that can work for you. 

Yeah escorts say their rescue text as soon as the map loads, now. So this wouldn't work.

 

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