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The only way would be to spawn the glowie as a "after X" action, where X is the hostage escort. Sadly, I don't think this is available currently in the MA system (you can see what I'm talking about if you look in the ambush/boss fight sections where it has a "this objective created when..." dropdown).
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No it's available - that's how I have the mission designed now. The problem with it is, when you're going through the mission, you never see a glowie. So when you escort the hostage out, the mission doesn't end, because the hostage starts attacking you. Then when you defeat the hostage, the mission still doesn't end.
I'm afraid most people will think it's bugged and give me a low rating, because while the clues are very clear on why the mission hasn't ended, you have to actually READ the clues, something that I will admit I don't always do. I just thought it would be easier if you could see the glowie during the mission, and it would say, "Come back to me later" in some way, and then at then end you remember you have to go back to the glowie rather than know to run off to find a glowie that wasn't even there your first time through the mission. -
That's what I'm asking, Dr_Occult. I'm hoping someone with more MA experience can tell me if that's possible. I wouldn't necessarily want the glowie right at the door though, because a team could have one member click it and end the mission without defeating the turncoat.
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Two questions:
1) (I know I'm not going to get the terms exactly right, but here goes) There are entries for "Enemy Unaware" dialogue and "Enemy Aware" dialogue, but in my story, the enemies never say ANYTHING until they are aware of me and then they blurt out both pieces of dialogue at once. That is both confusing and counter-productive to the story I'm telling because when they realize someone is there, they contradict what they were saying when they thought no one was listening, so it's like "There are major flaws in this new gizmo. Attack before they get our ultimate weapon!"
So my question is - what exactly triggers "Enemy Unaware" dialogue?
2) If I add a defensible object into a mission, why doesn't anything attack it? Often by the time I get to the object, there are like 8-10 mobs around it, but A) if I don't attack them, they just stand around filing their nails and B) when I do attack them, they all turn on me, and completely ignore the object I'm supposed to keep them from destroying. Is that working right? I know in cannon missions, waves of enemies show up and attack the object until, and sometimes even after, I draw their attention away from it, and that's what I'd like to have happen in my mission. -
This may just be a matter of semantics, but I don't want to take the hostage to the glowie - I want to take the hostage to the exit, but prevent interaction with the glowie until that objective is accomplished. In other words, I don't want the hostage to interact with the glowie, I basically want a "Key" to the glowie to trigger after the hostage has been lead to the door.
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Sorry for the double post, but I just thought of something that could solve problem #2 for me.
You know how in certain missions you'll find a glowy that you can't access because you don't yet have the key, or haven't yet kidnapped the scientist who knows how to use it? Can we do that in MA? The problem with my mission end scenario is that the way it is currently written, the object you have to go back for at the end, doesn't spawn until you lead the hostage out, so you defeat the hostage and then you're like, "MacGuffin? What MacGuffin? I didn't see any MacGuffin."
If there was a way I could spawn the MacGuffin (and make it glowy) ahead of time, but not allow interaction with it until the hostage is rescued, then the player might realize, "Oh, NOW I have to go back for that thing I saw earlier." -
I have a couple of questions about this feature. I incorporated it into the first MA story I wrote and I found what I perceived to be a few problems with it, but I thiught I'd ask here in case I was just over-looking something.
1) If I set the hostage to "Non-Combatant" or "Pacifist" or whatever the setting is that keeps them from fighting ambushes on the way out, they get to the end, mouth off, and then just stand there. Is there a way to keep the hostage from helping their rescuer on the way out, but then still get the hostage to attack the rescuer?
The betrayal is already a surprise (I hope), but I'd like for the rescuer(s) to be weakened by having to fight their way out, and also not necessarily know what to expect when the turncoat attacks them. After all, that's the way a real traitor would think - act weak until the opponent is at their most vulnerable, and then attack.
2) The only way I have found to force the rescuer to fight the turncoat is to add another mission objective that is triggered by sucessfully leading the hostage out. The problem with this is that even though I know what has to be done next - because I wrote it - I find that it is not at all easy to figure out why the mission hasn't ended once you've defeated the turncoat. I have tried to spell out VERY clearly in the clues and the navagation text why the mission hasn't ended, but I fear that people who don't like to read will 1-star me because they couldn't get the mission to end.
Is there any way to set the mission objective as the defeat of the turncoat instead of the successful rescue of the turncoat without giving away that s/he is a turncoat from the get-go?
ETA: I know that I can set the mission objective as the successful rescue of the hostage. That will cause the mission to technically end when the hostage gets to the door, even though they will still attack the rescuer(s) (if they are set to be "Aggressive"). The only problem with that is, the attack takes a few seconds to trigger so if the rescuer reflexively exits when the music plays, or if the rescuer decides to exit before defeating the turncoat, then the mission-end text and clues make no sense.
So I guess question 3 would be: Which do you think be received worse by the discriminent MA-user - a not-entirely-obvious reason why the mission didn't end, or the mission ending and you accidentally or purposely exit before the payoff?
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...I will be severely upset if last night was the only time to get those badges like that.
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No badges were given out yesterday that can't otherwise be earned in the game. Well, some cross-faction badges were awarded by mistake, but will be revoked. It was probably a lot easier to get some of the badges - the RV badges in particular - if you were on yesterday, so yes, as far as we know, it was the only way to get the badges the way we got them, but there were no badges exclusive to this event.
As for Virtue - I made sure to play on Virtue earlier in the day because I figured it would be greyed out last night. I was shocked to see that neither it nor Freedom even went red (unless they did and I missed it). -
I had a blast yesterday. I only played on two toons - my red and blue badge toons. I picked up 10 badges redside (Virtue) and 14 blueside (Guardian), as well as getting yellow titles for both.
While I can't say positively that I saw any of the Devs online, it's cool to know they were hanging around. At one point in SC on Guardian I was getting sick of fighting only Kronos titans and DE giant monsters, so I said, "I wish something different - like Winter Lords - would spawn."
Within a few minutes there were half a dozen WL wreaking havoc in the zone. THAT was awesome! I don't if that was a result of my comment, but in retrospect I wish I'd asked for a pony instead. -
Got the Blackguard badge, and all associated badges, the badge for Eochi, and the badge for the Rikti Heavy Assault suits all in about 2 hours, so this has been pretty freaking sweet IMO.
I would've gotten more badges - Winter Lord, and zombie apololypse, but I already had them. This was in Cap on Virtue.
I also sold a candy cane for 1-million since the Candy Keeper is cashing them in in the ski chalet. -
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maybe they are going to anounce COH2.
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Or CH2O - City of (Under)water! -
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I refuse to let this thread die, even if it's just me updating it with results.
CC today at 10:00 CST. That's a little over an hour from now. Everyone's welcome to come and participate. Let me know before we start if you want to contribute anything to the winnings.
Prizes will be 5/2.5/1 unless something else comes up.
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I got home late last night and was wiped out, otherwise I would've jumped on and helped with the CC (or entered it, I'm not sure). If the next one meshes with my schedule, I will certainly be there.
Also, I'm all for a biography contest, or at least a CC in which the bio is an important consideration. -
I just scheduled half a day of vacation for the 28th. Told the boss I... had a plumber coming over to work on my water line, yeah, that's it!
I'll miss the first hour or two of the goings on, and I'll miss all the fun on Victory since I split my time mainly between Guardian and Virtue, but I'm looking forward to a marathon session of whatever the devs have in store for us nonetheless. -
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If it is scaled, where Past Events happen for an hour, then another past event happens for an hour, etc... Most working folks EDT will miss the first 6-7 Events. Never to be able to experience them or the Full Aniversary Celebration.
It sucks if this is the case.
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I am one of those east coast folks, but you know what would be even worse? Living and working on the west coast, where this thing will run from 8 AM to 9 PM - they'll probably miss 75% of the fun.
I don't see why it needs to stop at midnight - just run it to 8 AM ET on Wednesday. Or at the very least until midnight Pacific time.
Hmmmm, maybe it will run 'til 8 AM ET. Don't they usually announce the special events like Rikti raids and the seasonal celebrations shut off at midnight even though they keep going until the following server maintenance? -
Nice turn-out! I'm going out of town for the weekend starting Friday night so I won't be able to participate in your next one, but if you do one next week that meshes with my schedule, I'll definitely contribute to the judging and the prize pool if you like.
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The problem I see with ultra flight, and especially ultra speed is, it will be much easier to get stuck, i.e. much harder to control. Flight not so much, but I can't imagine running around Sharkhead at ultra-speed very easily unless you use it soley to run on water, and then you've probably added so much transit time vs a straight line that why bother?
As for TP, I would love a power that allowed me to teleport to any location I'd already uncovered on an indoor map. If that would be too powerful, you could add an uninterruptable casting time of 3 seconds or so to it to prevent you from too easily escaping a fight that's going badly.
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Well he just said it would be an autorun lock-on, not that you couldn't move left, right, turn, and jump.
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I know, but it would still be hard to control IMO if you were running at 1.5-2 times the speed of super speed through an area with a lot of rubble and other stuff to get stuck on. Look how much trouble people have with speed boost in caves and such. Just a thought. -
A couple months ago I did a "Lowbies Only" CC in front of Kalida on Mercy Island. Got a decent turnout and gave away about 8-10 million in prizes, which I've been working to earn back since then.
I've also been a contestant in three redside CC in the past 6 months or so, garning one 1st place and one 3rd place (4th really, but the 3rd place winner ran away before they collected their prize, so it was given to me instead).
I'm glad to hear that you have decided to have your contest in the evening, and make it public. Since we don't have an AP redside where people can go to see if there's a CC, this is probably the best wy to get the word out.
Of the three CC's I've been in redside - two were in the courtyard near the middle of MI, where the fateweaver stands, and the other was in front of Kalinda. Near the BM in Cap seems like it would be a good place, but you might not get many lowbies. Your call, but I think establishing a regular location that people can begin to associate with CC is good idea.
I certainly wouldn't be opposed to contributing some inf or other goodies to the prize pool from time to time, but I won't be able to do so often since I only have 1 "rich" villain, and she only has about 42-million inf. -
Bringing this back to page one because this bug really needs to be fixed.
And in my experience, its a more than just a wall of text problem - I've also experienced a problem where it doesn't stop me from typing when I get to the character limit, so the end of my biographies on new toons look like this:
"She has since embraced her role as a superhero and decid"
I know a lot of people don't use the biography feature - I couldn't tell you how many times I've come across a really cool looking character with a very clever name only to find they have no bio - but I write one for every one of my toons, so to me having a bug that screws up my biographies is almost as bad as if capes suddenly started hanging down the front of my characters instead of the back. -
The problem I see with ultra flight, and especially ultra speed is, it will be much easier to get stuck, i.e. much harder to control. Flight not so much, but I can't imagine running around Sharkhead at ultra-speed very easily unless you use it soley to run on water, and then you've probably added so much transit time vs a straight line that why bother?
As for TP, I would love a power that allowed me to teleport to any location I'd already uncovered on an indoor map. If that would be too powerful, you could add an uninterruptable casting time of 3 seconds or so to it to prevent you from too easily escaping a fight that's going badly. -
I fully support this request. Hat-head for all monsters!
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Welcome back!
Please nuke the forums at least once during your stay.
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Welcome back!
Please bring Paragon Studios to an east coast convention at least once during your stay. -
Ex, last year at SDCC you were the first behind-the-scenes, real person associated with City of... and NCSoft I'd ever met, and as such, you kind of became the face of this game for me.
I'll be as sorry as anyone to see you go, but I'm sure, or at least hopeful, that your new virtual horizon is as green, or greener than, the one you're leaving behind. Well, I guess that would be a virtual pasture. Maybe the virtual pasture is what you pass through on your way towards the virtual horizon. Whichever. You'll be missed! -
Heh. Reminds me of the line from Friends, "Can open, worms everywhere!"
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I haven't gotten my magical booster set yet, but I love the videos of the costume change emotes on the NC Store page. Well done, Jay, or whoever was in charge of those!
My suggestion/request is that we get at least one more costume change emote when the science (or maybe mutant) booster pack comes out. Something like a shapeshifting costume change emote, or an emote where you pull out a little device to change your costume (like the image generator Beast and Nightcrawler used to use in the X-Men), or there is a Star Trek Transporter-esque effect to your change. I know that second one would be more tech than science, but the tech ship has sailed with the cyborg pack.
I'd just like something to change costumes on a character that doesn't use magic. -
Sent you an e-mail, Foo. Hope you're feeling better soon.