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The '''Mission Architect''', fictionally presented as a training exercise for Heroes and Villains, allows players to build their own Missions and Story Arcs and share them with others in the game. Using an intuitive interface similar to the game's detailed Character Creator, players can create missions by selecting options like size and type of map/environment, mission objectives and encounter types, and difficulty level of each encounter. Additionally, players can write all mission story fiction and character dialogue.
 
The '''Mission Architect''', fictionally presented as a training exercise for Heroes and Villains, allows players to build their own Missions and Story Arcs and share them with others in the game. Using an intuitive interface similar to the game's detailed Character Creator, players can create missions by selecting options like size and type of map/environment, mission objectives and encounter types, and difficulty level of each encounter. Additionally, players can write all mission story fiction and character dialogue.
  
This feature was announced by Positron in April 28th 2008[http://www.cityofheroes.com/news/archives/2008/04/a_message_from.html], and while no release date has been set, an screenshot of its interface was leaked in August 8th 2008[http://www.badge-hunter.com/boards/index.php?showtopic=4187].
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This feature was announced by Positron in April 28th 2008[http://www.cityofheroes.com/news/archives/2008/04/a_message_from.html], and while no release date has been set, an screen shot of its interface was leaked in August 8th 2008[http://www.badge-hunter.com/boards/index.php?showtopic=4187].
  
 
Players can create their own missions and they can play missions that have been created by other players. Once you have finalized and "published" your missions, they are accessible by all players across all servers. All players can rate player created missions and a Mission Browser lets players find available missions and story arcs through a variety of tabs, sorts and filters in an auction house type environment.
 
Players can create their own missions and they can play missions that have been created by other players. Once you have finalized and "published" your missions, they are accessible by all players across all servers. All players can rate player created missions and a Mission Browser lets players find available missions and story arcs through a variety of tabs, sorts and filters in an auction house type environment.
  
As missions are played and more people positively rate them, the creator gains rewards and access to unlockable content for his/her missions. Rewards will also be given to players of the missions. Players will gain rewards such as badges and even XP for playing user created missions and StoryArcs.
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As missions are played and more people positively rate them, the creator gains rewards and access to unlockable content for his/her missions. Rewards will also be given to players of the missions. Players will gain rewards such as badges and even XP for playing user created missions and story arcs.
  
 
The Mission Architect will allow you to create your own named bosses, such as their costumes, powers, and spawn places. You can only have maps for missions that you have visited. By getting high ratings and having many people play your story arcs, you gain rewards such as Signature Villains/heroes as well as some unique maps to make into missions.
 
The Mission Architect will allow you to create your own named bosses, such as their costumes, powers, and spawn places. You can only have maps for missions that you have visited. By getting high ratings and having many people play your story arcs, you gain rewards such as Signature Villains/heroes as well as some unique maps to make into missions.
 
  
 
== More Info ==
 
== More Info ==
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=== What it's NOT.===
 
=== What it's NOT.===
  
The Mission Architect is not a powerleveling, farming, or badging tool. (Exception for badges directly related to the Mission Architect.) The devs have taken various steps to prevent this feature from being used for those purposes, but I'll discuss those later.
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The Mission Architect is not a power leveling, farming, or badging tool. (Exception for badges directly related to the Mission Architect.) The developers have taken various steps to prevent this feature from being used for those purposes, but I'll discuss those later.
 
+
  
 
=== Architect Entertainment Stations ===
 
=== Architect Entertainment Stations ===
  
 
It will all start at Architect Entertainment Stations (AES) placed in multiple zones throughout the game. (1 in a co-op zone was implied, but not guaranteed.) Here you will be able to search for other player made missions to go on with or without a team, or create, save, load, test, publish, or unpublish your own missions. (More on those new terms later.) A quick note about the mission search engine. It will have to sort through content made by ALL players that have published a mission. So it's expected to load slower than the markets load. (Honestly just the search engine alone on the Architect was a big undertaking and we appreciate all of the dev's work that went into it!)
 
It will all start at Architect Entertainment Stations (AES) placed in multiple zones throughout the game. (1 in a co-op zone was implied, but not guaranteed.) Here you will be able to search for other player made missions to go on with or without a team, or create, save, load, test, publish, or unpublish your own missions. (More on those new terms later.) A quick note about the mission search engine. It will have to sort through content made by ALL players that have published a mission. So it's expected to load slower than the markets load. (Honestly just the search engine alone on the Architect was a big undertaking and we appreciate all of the dev's work that went into it!)
 
  
 
=== What to Expect ===
 
=== What to Expect ===
  
Well to start with, there can actually be up to FIVE missions in a published arc. All Architect missions will be instanced and NOT in an open zone. While you are on an Architect mission it will be similar to being on a Task/Strike Force in regards to other contacts being greyed out. You may well notice that your toon's level has changed while in the mission. Do not be alarmed yet. Your level can shift in either direction and can even vary with each mission in the arc. Why? Because our benevolent Architect overlords whim it so. Ok.. you can be alarmed now.
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Well to start with, there can actually be up to FIVE missions in a published arc. All Architect missions will be instanced and NOT in an open zone. While you are on an Architect mission it will be similar to being on a Task/Strike Force in regards to other contacts being greyed out. You may well notice that your toon's level has changed while in the mission. Do not be alarmed yet. Your level can shift in either direction and can even vary with each mission in the arc. Why? Because our benevolent Architect overlords whim it so. Ok: you can be alarmed now.
 
+
After the published misson is complete, you can rate it as thumbs up, thumbs down, or inappropriate and why.
+
  
 +
After the published mission is complete, you can rate it as thumbs up, thumbs down, or inappropriate and why.
  
 
=== Not for Farming or PLing ===
 
=== Not for Farming or PLing ===
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Healing? Damage taken? Debt? No.
 
Healing? Damage taken? Debt? No.
 
"But what about..." NO. Ain't happening inside the Architect folks.
 
"But what about..." NO. Ain't happening inside the Architect folks.
 
  
 
=== Creating a Mish for you and/or others ===
 
=== Creating a Mish for you and/or others ===
  
The exact order of mission creation isn't known, but at various points you will pick a mission type and goals, enemies and level, possibly a NPC combat ally(s) and/or custom boss, and oh yeah, a premade map and write the thing and save.
+
The exact order of mission creation isn't known, but at various points you will pick a mission type and goals, enemies and level, possibly a NPC combat ally(s) and/or custom boss, and oh yeah, a pre-made map and write the thing and save.
  
Yes I DID say premade map. The devs have promised us over 1,000 maps to choose from at launch, including all unique maps. (They also said no one wants to see Hamidon in the 5-layer room.) They would like to get us a mapmaker at some point, but that point will not be at launch. (It's alot of work for that folks.) Likewise mobs will spawn on the maps at preset points.
+
Yes I DID say pre-made map. The devs have promised us over 1,000 maps to choose from at launch, including all unique maps. (They also said no one wants to see Hamidon in the 5-layer room.) They would like to get us a mapmaker at some point, but that point will not be at launch. (It's a lot of work for that folks.) Likewise mobs will spawn on the maps at preset points.
  
The ability to add a custom boss is the feature WE demanded and the reason we are getting the Architect an issue later. It's known that in i13 we get the ability to save and load costumes from our toons to our local computer. We will also be able to download it to a custom boss. Each one will get a primary (attack) and a secondary powerset. It was asked by an audience member if we would be able to scale our custom bosses to Elite Bosses or Archvillain/Hero, but I wasn't clear on the answer given.
+
The ability to add a custom boss is the feature WE demanded and the reason we are getting the Architect an issue later. It's known that in i13 we get the ability to save and load costumes from our toons to our local computer. We will also be able to download it to a custom boss. Each one will get a primary (attack) and a secondary power set. It was asked by an audience member if we would be able to scale our custom bosses to Elite Bosses or Archvillain/Hero, but I wasn't clear on the answer given.
  
No ambushes will be possible with the Architect. Also no cutscenes. (THANK YOU DEVS!!!)
+
No ambushes will be possible with the Architect. Also no cut scenes. (THANK YOU DEVS!!!)
  
 
Mission type and goals like glowie clicks or kill-alls are easy enough to understand. Turns out there is a link between enemies and level though, as enemies exist in various ranges and don't always scale out of those ranges well. Call it quality control for a better play experience.
 
Mission type and goals like glowie clicks or kill-alls are easy enough to understand. Turns out there is a link between enemies and level though, as enemies exist in various ranges and don't always scale out of those ranges well. Call it quality control for a better play experience.
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Enemies and allies can be pretty much anything you can already fight somewhere in the game. At the time of Herocon, even Giant Monsters were available for use in Architect missions. I inferred that Giant Monsters may change before launch however. One member of the panel commented that the day before they had fought against 6 AV Clockwork Kings with another one helping them in an Architect mission!
 
Enemies and allies can be pretty much anything you can already fight somewhere in the game. At the time of Herocon, even Giant Monsters were available for use in Architect missions. I inferred that Giant Monsters may change before launch however. One member of the panel commented that the day before they had fought against 6 AV Clockwork Kings with another one helping them in an Architect mission!
  
Writing well is always a challenge, and this won't be any different. You will be able to write breifings, NPC dialog, clues, debriefings, and souveniers. Just the same as the Devs! Please keep in mind that the devs have spellchecking software in their process that isn't in the Architect. So take some time to doublecheck for typos is my advice.
+
Writing well is always a challenge, and this won't be any different. You will be able to write briefings, NPC dialog, clues, debriefings, and souvenirs. Just the same as the Devs! Please keep in mind that the developers have spell checking software in their process that isn't in the Architect. So take some time to double-check for typos is my advice.
  
 
Saving is done to your local computer. Now get THIS, you can save an UNLIMITED (by the game) number of missions! And it gets better! You can edit your saved missions offline as they are in a text file! SWEET!!!
 
Saving is done to your local computer. Now get THIS, you can save an UNLIMITED (by the game) number of missions! And it gets better! You can edit your saved missions offline as they are in a text file! SWEET!!!
 
  
 
==== Test ====
 
==== Test ====
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It is worth noting that the character that is logged on when you publish the mission is the character that is getting any Architect badge credit for that mission.
 
It is worth noting that the character that is logged on when you publish the mission is the character that is getting any Architect badge credit for that mission.
 
  
 
=== Dev's Choice and Hall of Fame ===
 
=== Dev's Choice and Hall of Fame ===

Revision as of 18:33, 24 December 2008

Template:Issue14

Overview

File:MissionSimulator12.jpg
Mission Simulator

The Mission Architect, fictionally presented as a training exercise for Heroes and Villains, allows players to build their own Missions and Story Arcs and share them with others in the game. Using an intuitive interface similar to the game's detailed Character Creator, players can create missions by selecting options like size and type of map/environment, mission objectives and encounter types, and difficulty level of each encounter. Additionally, players can write all mission story fiction and character dialogue.

This feature was announced by Positron in April 28th 2008[1], and while no release date has been set, an screen shot of its interface was leaked in August 8th 2008[2].

Players can create their own missions and they can play missions that have been created by other players. Once you have finalized and "published" your missions, they are accessible by all players across all servers. All players can rate player created missions and a Mission Browser lets players find available missions and story arcs through a variety of tabs, sorts and filters in an auction house type environment.

As missions are played and more people positively rate them, the creator gains rewards and access to unlockable content for his/her missions. Rewards will also be given to players of the missions. Players will gain rewards such as badges and even XP for playing user created missions and story arcs.

The Mission Architect will allow you to create your own named bosses, such as their costumes, powers, and spawn places. You can only have maps for missions that you have visited. By getting high ratings and having many people play your story arcs, you gain rewards such as Signature Villains/heroes as well as some unique maps to make into missions.

More Info

What IS the Mission Architect anyway?

The Mission Architect will let us, the players, design missions for other players as well as undertake missions made by other players. Missions from the Architect will be available to heroes AND villains alike on ALL servers.

What it's NOT.

The Mission Architect is not a power leveling, farming, or badging tool. (Exception for badges directly related to the Mission Architect.) The developers have taken various steps to prevent this feature from being used for those purposes, but I'll discuss those later.

Architect Entertainment Stations

It will all start at Architect Entertainment Stations (AES) placed in multiple zones throughout the game. (1 in a co-op zone was implied, but not guaranteed.) Here you will be able to search for other player made missions to go on with or without a team, or create, save, load, test, publish, or unpublish your own missions. (More on those new terms later.) A quick note about the mission search engine. It will have to sort through content made by ALL players that have published a mission. So it's expected to load slower than the markets load. (Honestly just the search engine alone on the Architect was a big undertaking and we appreciate all of the dev's work that went into it!)

What to Expect

Well to start with, there can actually be up to FIVE missions in a published arc. All Architect missions will be instanced and NOT in an open zone. While you are on an Architect mission it will be similar to being on a Task/Strike Force in regards to other contacts being greyed out. You may well notice that your toon's level has changed while in the mission. Do not be alarmed yet. Your level can shift in either direction and can even vary with each mission in the arc. Why? Because our benevolent Architect overlords whim it so. Ok: you can be alarmed now.

After the published mission is complete, you can rate it as thumbs up, thumbs down, or inappropriate and why.

Not for Farming or PLing

Opinions on farming and powerleveling are seldom neutral, and this isn't a forum for that discussion. It IS, however, where you get informed of how the devs are going to discourage the Architect from being overrun with intentionally mindless stuff from folks that do not care about the stories the Architect is intended to encourage. Please keep in mind things can change between now and implementation.

While in an Architect mission players WILL get normal kill xp, inf, prestige, and inspirations. After the arc is complete there may also be a different type of merit (not i13 merit, not Rikti merit) called a skeeball ticket (placeholder name maybe?). Skeeball ticket is all the information we really have. No present idea how they will be used/redeemed.

While in an Architect mission, players will NOT get: end mission bonus, salvage, recipies, or enhancements.

Badges? Only those tied to the Architect folks. Get a change of underwear ready as I give some examples.

Kill x amount of y badges? No. Healing? Damage taken? Debt? No. "But what about..." NO. Ain't happening inside the Architect folks.

Creating a Mish for you and/or others

The exact order of mission creation isn't known, but at various points you will pick a mission type and goals, enemies and level, possibly a NPC combat ally(s) and/or custom boss, and oh yeah, a pre-made map and write the thing and save.

Yes I DID say pre-made map. The devs have promised us over 1,000 maps to choose from at launch, including all unique maps. (They also said no one wants to see Hamidon in the 5-layer room.) They would like to get us a mapmaker at some point, but that point will not be at launch. (It's a lot of work for that folks.) Likewise mobs will spawn on the maps at preset points.

The ability to add a custom boss is the feature WE demanded and the reason we are getting the Architect an issue later. It's known that in i13 we get the ability to save and load costumes from our toons to our local computer. We will also be able to download it to a custom boss. Each one will get a primary (attack) and a secondary power set. It was asked by an audience member if we would be able to scale our custom bosses to Elite Bosses or Archvillain/Hero, but I wasn't clear on the answer given.

No ambushes will be possible with the Architect. Also no cut scenes. (THANK YOU DEVS!!!)

Mission type and goals like glowie clicks or kill-alls are easy enough to understand. Turns out there is a link between enemies and level though, as enemies exist in various ranges and don't always scale out of those ranges well. Call it quality control for a better play experience.

Enemies and allies can be pretty much anything you can already fight somewhere in the game. At the time of Herocon, even Giant Monsters were available for use in Architect missions. I inferred that Giant Monsters may change before launch however. One member of the panel commented that the day before they had fought against 6 AV Clockwork Kings with another one helping them in an Architect mission!

Writing well is always a challenge, and this won't be any different. You will be able to write briefings, NPC dialog, clues, debriefings, and souvenirs. Just the same as the Devs! Please keep in mind that the developers have spell checking software in their process that isn't in the Architect. So take some time to double-check for typos is my advice.

Saving is done to your local computer. Now get THIS, you can save an UNLIMITED (by the game) number of missions! And it gets better! You can edit your saved missions offline as they are in a text file! SWEET!!!

Test

You can load up a saved mission and run it for yourself or your team. This can be useful for laughs or less widespread applications like SG initiations and the like.

Publish

You can only have three (3) published missions per ACCOUNT but you can publish and UNpublish at will.

It is worth noting that the character that is logged on when you publish the mission is the character that is getting any Architect badge credit for that mission.

Dev's Choice and Hall of Fame

There ARE 2 ways around the 3 published per account limit. Dev's choice and Hall of Fame. These actually copy your mission onto the game servers and delete it from your published slot, freeing it.

Dev's choice simply means a Dev liked it enough to save it. It's not canon, but they liked it!

You get a mission into the Hall of Fame when a yet unknown number of players rate it thumbs up.

Both of these will be search options in the Architect menu.

External Links