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Posts
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Ah yes, that one. I remember when I got that message back then on all three of my arcs in under five minutes. Obvious rating trading is obvious.
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Quote:Well when you explore the Leviathan Cavern map and look at the position of the room with the mouth and the room where the "Eye of the Leviathan" spawns in the Temple of the Waters TF, it does look very much like the head shape of a Hammerhead Shark.
though I don't think it's established that Leviathan is a "massive shark"
Anyhow, I wouldn't mind a playthrough from you for my newest arc: "Breaking the Barrier (And Putting it Back Together)" (Arc# 347029). This one is a sequel to "The Portal Bandits", but you don't need to remember everything from that arc to understand the story in this one although you will miss a few references. -
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Just published a new arc. Here is the actual sequel to "The Portal Bandits", as such it assumes that you played that arc and are already familiar with the events of that arc and the Nagan Hegemony custom group.
Arc ID: 347029
Arc Title: Breaking The Barrier (And Putting It Back Together)
Factions:Soldiers of Rularuu, Malta Operatives, Nagans
Morality: Heroic
Length: 5 Missions
Level Range: 40-54
Description: A group of aliens may have bit off more than they can chew when an experiment with stolen portal technology threatens the stability of the Universe itself, allowing the soldiers of Rularuu free access to our dimension. (Sequel to arc# 3326 "The Portal Bandits") -
Nobody in this thread is asking for that, the exploiters long ago moved on when the Devs gave them the new "license to farm" difficulty system anyways. My comment was concerning how the answer was not a good match for the question that was actually be asked and giving clarification to the original question.
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Quote:Yes, the current map does not label them very well and too often there are issues of back and middle spawns being switched, or front/middle spawns spilling over into back spawns when the interface claims that you had plenty of front spawns left.Just being able to *see* the spawn points and how they are currently labeled would be a good starting point.
The interface could really use a zoom function as well, otherwise the larger single-level maps are unreadable unless you enter the mission in test mode. -
Quote:I've always found it annoying that the Devs have kept assuming that we're asking to be able to do exploitive things whenever we ask for this and just say no.
2. Can we have more control over spawn placement?
I'll take this question as a chance to explain a bit about the spawn system in MA. Each Architect map had its spawns changed to be generic, so that no matter what map you use or what enemy group you use, you'll know that they'll show up regardless of the map you're using.
On our end regarding specific placement, that's something where the mission designers request the world designers to set the specific location on the map where they want that a specific spawn. Allowing Architect to do this would be difficult for several reasons. The first is that we'd have to come up with a map editing program to allow players to get into the map to move the spawns around to where they want it. Another concern on our end would be exploitation, where players could place specific spawns on a specific map to pose the least amount of challenge - spawns where the enemies are trapped in a part of the map, etc.
We have a few ideas on our end on how to make this work, but it would require a large amount of tech and time to do.
What people keep asking for is more control over the existing spawns. Right now the middle section is often useless for anything other than battles or random bosses because authors don't like running the risk that their Named Boss or Hostage/Escort could somehow end up spawning right at the beginning of the map before the "front" section.
Likewise, I cannot use something like the Tech map with the three elevators on the ground floor and place a boss on each of those three floors, because only 1 floor will have a back spawn and the rest are all middle spawns, meaning that my special bosses would randomly spawn anywhere; both on the same floor, or all three on the same floor, or even back on the first floor long before you are meant to find them.
We'd also like to be able to make sure that Allies will always be somewhere where they can be found, like at the very front of the map in the way that Imperious is waiting for you at the gates in the finale of the ITF.
The lack of spawn control on outdoor maps is also annoying and doesn't just affect AE. I've lost count of the number of times I entered an outdoor map to rescue a hostage only to find that he was only 20 feet from the door and could have just made a break for it.
Nobody here is asking for the ability to move the spawns around, we're asking for more control over the spawns that already exist.
In addition to that, I'd like to be able to disable some spawns in rooms that are already overly crowded to begin with. The new 4XP/SRSLY System has had some unintended fallout where just being on 2x Heroes/Villains can lead to running into massive spawns of enemies right at the front door of a mission. Some rooms just don't need that many spawn points in them! -
Are there any plans for us to get the ability to have locked doors in missions with certain spawns or glowies containing the key or is that something that needs to be specially coded for each mission that does it?
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Can we get the option to set an ambush as required so that it must be beaten to complete the mission, and also maybe the option to have it consist of a single critter of any rank?
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Can we get a "Conversation" or "Exposition" detail where we can specify two critters to be talking to each other, like how we often find minions chatting or bosses in the middle of a negotiation in non-MA missions?
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Are there plans to add Shadow Shard maps to AE anytime soon? How about the Monument and Kora Fruit glowies as well?
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Quote:Especially if you like to fill a map with as many details as possible. Not all maps in the Small/Medium/Large category allow the same amounts of all types of spawns.I like using random maps, at least for some missions, because then I can replay my own missions without always knowing where every objective is likely to spawn. Makes for higher replay value if you ask me. Then of course it can also lead to weird spawns, missing spawns and stacking spawns, so naturally your mileage may vary.
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Arc ID: 232308
Arc Title: Sky Kings' Ransom
Author: @Most Definitely Skary
Morality: Heroic
Number of Missions: 2
Description: A bad decision leaves a Rikti War veteran turned hero-hunting criminal vulnerable. Will you bring him to justice, or will a darker fate claim him? ( 20-24 [SLMA/SFMA] A foray into Sky Raider lore. High level mobs are non-combat. )
Quick Review:
The first mission has a bug where the Storage Case spawned right on top of the Injured Warrior. This happens on warehouse maps often since some of those spawn points overlap. Ok, did you remove the Engineers for some reason? Hmm, nice twist with Ransom, though it was odd that he spawned directly behind me after I had examined the bodybag.
Does it's job well as a quick mini-arc. The only things that need work are the spawn placements. I don't see any point to removing the Engineers though, Sky Raiders are already easy enough to fight as it is.
Rating: ***** -
Quickie Review
Arc ID: 341194
Arc Title: Signal:Noise
Author: @The Cheshire Cat
Morality: Heroic
Length: 5 Missions
Description: Dark Astoria has been completely abandoned - as if everyone just up and left in the middle of whatever they were doing. But there has to be SOMEONE still around out there - and they might need your help.
Quick Review:
Well the ghosts in the first mission caught me off guard, I didn't even know I was being followed until I checked my map and saw something catching up to me. I don't even know where I picked them up. The only thing more surprising was when they suddenly turned on me.
Then you just had to make it worse with the creepy mannequins. The Tech computer in the 2nd mission looks out of place, shouldn't it be a desk computer? Um... those mannequins were not there last time I went through this floor. I also wonder if the Tall Man is a shout out to the Phantasm films.
Ok, just what was Adamastor even doing there? He was also strangly easy to beat on a Dominator.
And now we enter the Twilight Zone with the Tall Man as the host. I don't understand at all why I went there to the cave and killed the only survivor I had found so far. No clue for doing that either.
The 14 boss fights in the final mission got old fast for a squishy. If I was meant to defeat everyone anyway I'd rather have had a normal defeat all and a few talking bosses.
Oh I see, there was another trick to come right after it.
This one started really good, but it lost a lot of momentum midway through.
Rating: **** -
At least I was able to get the one guy on our lab team to agree to half sausage/half cheese, even the Indian guy (who wanted pepperoni) was getting mad at him for causing problems when everyone wanted to order a pizza since we didn't have time to all go somewhere to eat.
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Quote:Or anyone past level 40 with Electric Armor. End drain, what end drain?If you have decent defense, you're much better off fighting Malta than Nemesis, at higher difficulties.
I think a lot of the stigma around fighting Malta is a holdover from years ago, before Sappers were nerfed repeatedly and when the FOTMs were powersets that were particularly vulnerable to them. Whisper the word "Sapper" to a soft-capped /shields or /SR Scrapper (or Willpower tank for that matter) and watch him charge in screaming. -
The new ToT got old so fast and only led to entire teams camping doors, which was boring and got annoying when it was your mission door and you came out to be in the middle of a big mob of ToT monsters with a bunch of players blocking your way out.
I ended up getting much more salvage off the market than from doing ToT myself.
And now I see that Banners still happen randomly when somebody turns in costume salvage, oh joy. -
Quote:Port Oakes has nothing to do with Incarnates, you're confusing them with the Blood of the Black Stream. They even get mentioned by name in a Port Oakes story arc but then nothing else ever again.And that's a shame, since the Devs were building up a storyline there ever since City of Villains was released. Half of the Port Oakes content relates to Incarnates, and there's even a landmark tied to it (view Oil Spill from the air). But it's hardly moved since.
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Quote:I know, I read all of the conversations going on in that judging panel group. My point is that you were on this panel, didn't even play the arc, yet are condemning it as if it kicked your puppy or something. At least Venture played it before opening his mouth and for that he deserves some more respect than you.I would, but then somebody decided to nominate it for a public judging panel of which I am a part. Where I am asked to vote for the best. This arc is NOT the best by my book and I express my opinion about it. If you don't like that, don't read my post.
Since this is Venture's thread, I'll even bring up the appropriate trope. -
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Quote:The arc is actually levels 10-20. It falls into "TO Range" because a) Bubba set the cutoff at 15 but didn't specify that it had to have a max of 15 and b) it is soloable just fine at level 10, which is inside that 10-15 range. It wasn't difficult enough to be placed into the 15-25 range instead, which I had a different nomination for anyway.And when it says 1-15 then yes it should be doable by a level 6.
If you thought that an arc with a minimum level of 10 which contained EBs and AVs was suitable for a level 6 then the problem is somewhere else, likely inside your head.