EmperorSteele Posted September 8, 2020 Share Posted September 8, 2020 So, every time I toy around with AE, I end up running into a wall of some sort. I'm sure we all do. Some of these things that we'd like to do are, well, pipe dreams (like cutscenes; I doubt we'll ever get those =P). But a few are simply because something is broken. First: Dialogue is broken. Not just the "Unaware" dialogue that goes off as soon as you enter the mission, but also the spawn-in dialogue which never goes off at all, or sometimes 75%/50%/25% text won't always go off if you beat a baddie down too quick. If the HC Devs ever take a look at AE, this is the thing that needs to be fixed first! Second: Clunkiness. The editor can be clunky. Sometimes text doesn't appear correctly, or you get weird symbols. Sometimes AE mucks up a critter's appearance or powers. Though it does seem better than how I remember on Live, so maybe some work was done there already? Still, room for improvement. Third: Enemy spawn configurations. If I have a group with 5 distinct minions, and the game only chooses one of them and repeats them five times for a spawn, that's a little wonky. Or if I have a bunch of rescues, and the game chooses the same random guy instead of the other dozen available choices, well, that's not cool. Make sure the game chooses separate mobs when available. Or, there might be times when a creator DOES want all the mobs to look the same for a specific instance, in which case, they should be allowed to just check a box instead of having to make a whole new enemy group of just the one character. This starts to get into pipe-dream territory, because I'm sure there are those who want to make a spawn of all AVs (like at the end of MLTF/ and multiple times in the LRSF), and if we're gonna work on spawning rules, that would be a logical next step. Or being able to control what level custom critters are (they're all 1-54 by default, though I imagine there are cases where a creator would want a custom critter to be overleveled or underleveled in certain scenarios). Fourth: Clue clean-up. In the rest of the game, clues are discarded once you accept a new mission, and the story synopsis is replaced with one that includes the latest details. This would be nice to have for AE missions, instead of what ends up being a huge, messy list of clues after 4 or 5 missions. (3 clues per mission isn't a lot, but that's 15 clues by the end of a 5-missiona arc!) So that's the low-hanging fruit, stuff that's bugged and should be fixed, or is close enough. Beyond that? I imagine we'd all like more maps, an option for contact dialogue trees, having in-mission dialogue trees (which can lead to someone attacking you or leaving you alone, depending; see DA arcs for a lot of this!), that sort of thing. Maybe even branching missions, or missions that change based on choices you made before. But those are a bit more pipe-dream than things that can probably be fixed. Anyway, that's my 2 cents. What's everyone else's low-hanging fruit fix list? Link to comment Share on other sites More sharing options...
Greycat Posted September 8, 2020 Share Posted September 8, 2020 Picking player spawn locations. Even if it was just in a few designated maps. I had an idea or two back on live that just couldn't be done because of things like "can't spawn the player in a holding cell." 1 Primarily on Everlasting. Squid afficionado. Former creator of Copypastas. General smartalec. I tried to combine Circle and DE, but all I got were garden variety evil mages. Link to comment Share on other sites More sharing options...
cranebump Posted September 8, 2020 Share Posted September 8, 2020 Ditto on discarding old clues and, esp, choosIng lvls of custom critters. Toying with an idea of a character who is poisoned, diseased or cursed. Wanted the character’s lvl to drop for a couple missions, while the baddies increased (to the point where you’d have to run through a mish for a snatch and run. Can’t do it, unless I create lvl-balanced groups using stock baddies. Even then, not sure how well that would work. Actual placement of certain objects, NPCs would be nice. Also, Escort mishes to objects should allow a clue drop from the escorted (say, when they “access a database”) rather than having to have the character manually click on the glowie to get the clue I want to pass along. I’d also like to allow use of the same trigger, even if an ambush is attached to it. I wanted a glowie to spawn an ambush, plus the boss and his mobs nearby. Couldn’t get both from a glowie. HAd to include an “emergency radio message” as the in-between element. Looking for SFMA content over multiple arcs? Search for the following under "cranebump." LONG FORM: Ordinary People [3 parts] Investigation of a series of thefts leads you deep into a vengeful plot that threatens all of Paragon City. Will you and Kings Row's "ordinary" heroes be able to stop it? Leviathan [5 parts] The assassination of a local politician with national aspirations sets off a media frenzy among everyone's favorite reactionary network, NewsAnon. Among their targets? You. Mobius [5 Parts]: Visions of past, present, and possibility collide, as you and the Autumn Wards unravel the mystery of the 7-year time gap. Fallout (3 Parts) When your initial investigation into a theft at a local S&L reveals a connection to its stolen tech, the drawn-down Autumn Wards bring you in to investigate. The Cage Series [3 parts]: The Iron Widow is back! Or...is she? Your vigilante philosophy is put to the test in this tale of shifting loyalties and outright deceit. The Bleed [3 parts]: Your investigation of arcane fissures in IP leads you to uncover a 100-year old secret shrouded in magic, blood, and betrayal. Noble Mettle [2 parts]: A Sky Raider raid on the Paragon Commodities Commission turns from simple kidnapping to a complicated scheme involving mercenaries, "Communists," economics, and chemistry.. One Shots: Of Guns and Asa Ronan; The Tenuous State of Grace; Garden of the Will; Gravity; The Book of Bond's; The Lost Girls; Injustice Systems; Wednesday’s Wyverns; Of ‘Dine and Men; Dark Legacy; Shadow and Silver, The Re-education of Westin Phipps, Potter's Field; Magnjficence; Squalls and the Comet, Turf Link to comment Share on other sites More sharing options...
Clave Dark 5 Posted September 13, 2020 Share Posted September 13, 2020 AE is still primarily set up for soloing. The contact only speaks to the one player leading the team so no one else gets to see (read) the flavor text, so if you're on a team it's just another "let's go beat up those guys in that warehouse because... of stuff!" like a radio mission. If it's the stories in AE that are supposed to draw people, they need to be shared easily. 4 _____________________________ Hi, I'm Clave Dark 5! You may remember me from such characters as King Pumpkin Spice, Stupid Like A Fox, Capt Sam's Space Zoo, The Pink Bamfer, Trash Ghost, Maid Of Metal... as well as a few really stupid AE arcs! Link to comment Share on other sites More sharing options...
cranebump Posted September 13, 2020 Share Posted September 13, 2020 Branching dialogue would be a nice addition, if only to allow splitting longer expository tracts into smaller chunks. Looking for SFMA content over multiple arcs? Search for the following under "cranebump." LONG FORM: Ordinary People [3 parts] Investigation of a series of thefts leads you deep into a vengeful plot that threatens all of Paragon City. Will you and Kings Row's "ordinary" heroes be able to stop it? Leviathan [5 parts] The assassination of a local politician with national aspirations sets off a media frenzy among everyone's favorite reactionary network, NewsAnon. Among their targets? You. Mobius [5 Parts]: Visions of past, present, and possibility collide, as you and the Autumn Wards unravel the mystery of the 7-year time gap. Fallout (3 Parts) When your initial investigation into a theft at a local S&L reveals a connection to its stolen tech, the drawn-down Autumn Wards bring you in to investigate. The Cage Series [3 parts]: The Iron Widow is back! Or...is she? Your vigilante philosophy is put to the test in this tale of shifting loyalties and outright deceit. The Bleed [3 parts]: Your investigation of arcane fissures in IP leads you to uncover a 100-year old secret shrouded in magic, blood, and betrayal. Noble Mettle [2 parts]: A Sky Raider raid on the Paragon Commodities Commission turns from simple kidnapping to a complicated scheme involving mercenaries, "Communists," economics, and chemistry.. One Shots: Of Guns and Asa Ronan; The Tenuous State of Grace; Garden of the Will; Gravity; The Book of Bond's; The Lost Girls; Injustice Systems; Wednesday’s Wyverns; Of ‘Dine and Men; Dark Legacy; Shadow and Silver, The Re-education of Westin Phipps, Potter's Field; Magnjficence; Squalls and the Comet, Turf Link to comment Share on other sites More sharing options...
Magairlín Posted September 14, 2020 Share Posted September 14, 2020 (edited) Also, a way to make custom characters transparent. Edited September 14, 2020 by Black Orchid II Link to comment Share on other sites More sharing options...
Ankylosaur Posted September 16, 2020 Share Posted September 16, 2020 Quote Also, a way to make custom characters transparent. Applying Reflections Effects on the first screen might get you close enough. AE Arcs: Search for @Ankylosaur * denotes Dev's Choice Adventures in Lit: Adventures in Wonderland - 25-54* | Adventures in Oz - 40-54 | Adventures in Neverland - 45-54 Notable One-offs: Rularularian - 41-54* | The Serpent Beyond the Horizon - 46-52* | Robolution - 25-34* | The Genesis & Geneticists of The Coming Hamiggedon - 41-54* | Spycraft and Spidermen - 40-47 | Return to Faultline - 40-54 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 - 1 Arc Link to comment Share on other sites More sharing options...
Heraclea Posted September 18, 2020 Share Posted September 18, 2020 On 9/13/2020 at 5:29 AM, Clave Dark 5 said: AE is still primarily set up for soloing. The contact only speaks to the one player leading the team so no one else gets to see (read) the flavor text, so if you're on a team it's just another "let's go beat up those guys in that warehouse because... of stuff!" like a radio mission. If it's the stories in AE that are supposed to draw people, they need to be shared easily. This is why I think that the one important bit of text in AE is 'boss' fights, Ordinary players don't read mob descriptions; only the small minority of AE focused players pay attention to them. Elaborate backstories for your contact are likewise lost for most players. So is stuff like the contact's sendoff dialogs. Patrol and captive texts have more potential, but most of them fire on entry, meaning that they may not be noticed. Only boss dialogs fire when the players actually approach and aggro the boss. They appear in NPC dialog and sometimes in word balloons, letting players other than the team leader read them. This is really where the work needs to be done, 1 QVÆ TAM FERA IMMANISQVE NATVRA TB ~ Amazon Army: AMAZON-963 | TB ~ Crowned Heads: CH-10012 | EX ~ The Holy Office: HOLY-1610 | EV ~ Firemullet Groupies: FM-5401 | IN ~ Sparta: SPARTA-3759 | RE ~ S.P.Q.R. - SPQR-5010 Spread My Legions - #207 | Lawyers of Ghastly Horror - #581 | Jerk Hackers! - #16299 | Ecloga Prima - #25362 | Deth Kick Champions! - #25818 | Heaven and Hell - #26231 | The Legion of Super Skulls - #27660 | Cathedral of Mild Discomfort - #38872 | The Birch Conspiracy! - #39291 Link to comment Share on other sites More sharing options...
Ankylosaur Posted September 19, 2020 Share Posted September 19, 2020 I too tend to author with the soloist in mind. Even for that just fixing that unaware text bug would go a long way to making the in-arc story telling so much better. In my own AE hierarchy of needs, I can’t even want to want anything higher up the pyramid without that. 1 AE Arcs: Search for @Ankylosaur * denotes Dev's Choice Adventures in Lit: Adventures in Wonderland - 25-54* | Adventures in Oz - 40-54 | Adventures in Neverland - 45-54 Notable One-offs: Rularularian - 41-54* | The Serpent Beyond the Horizon - 46-52* | Robolution - 25-34* | The Genesis & Geneticists of The Coming Hamiggedon - 41-54* | Spycraft and Spidermen - 40-47 | Return to Faultline - 40-54 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 - 1 Arc Link to comment Share on other sites More sharing options...
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