Commander
Join Date: Aug 2012
Posts: 324
# 21
09-15-2012, 12:08 PM
Quote:
Originally Posted by castsbugc View Post
1)Please list examples of missions that past muster

2)Please list your own missions showing your workarounds of your above listed grievances.
Actually most of CaptainRevos missions are completely free of bugs like bad spawn points and such. There seem to be a lot more federation (of course) missions that are bug free, I assume because people have been working on federation missions longer.

The main workarounds are exactly what I said in the OP. Use less scenery that isn;t native to the map. Almost every problem I have had in a foundry mission was due to author added scenery that didn't serve a distinct purpose but impeded movement.

By impeding movement, I am not referring to a simple obstacle in line of fire and such that makes a fight interesting. I am referring to decorative items that are at odd locations and just lock up BOFFs or even the player themselves. The workaround is: If a decorative item is not needed for the mission objective, playtest it before publishing by running around near it and seeing if you get stuck. The mission I am designing currently I have been working forever on a building you have to walk up to, trying to find a map and combination of sturctures that won't do this. From the front everything seemed OK, but when I walked around the back side (which someone might do if lost for a moment) I got instantly stuck when my head went under the edge of the building walking near a hill.

The important thing I guess that isn't conveyed by my OP, is I wouldn't be annoyed enough to rant about this stuff, if the mission storyline was forgetable and boring. This always seems to happen near the end of long, otherwise great missions. On the one I was doing right before the rant, I was one objective away from getting off a long map when I permantly lost a BOFF to a scenery trap. Playing on elite, the combat was pushing me to the edge having to call for help a couple times and revive fallen BOFFs. I was LOVING it! THIS was the reason I spent all that time in STFs getting MK XII Honor Guard set for me and MK XI sets for my tac BOFFs ... one objective left .... get to the console ... BOFFS get head stuck in scenery ...

Oh well I think I will log out and back and continue the mission. Mission had been almost an hour and a half long so was worth it. There had been no respawn points set at all in the mission and it started at the very beginning.

In no way do I underappreciatte the effort into foundry missions, and I always give dilithium to every mission I complete. It cost the author dilithium to make it so like it or not storywise, I always tip. My frustration is with uncompletable missions only.
Captain
Join Date: Jun 2012
Posts: 2,953
# 22
09-15-2012, 12:24 PM
Quote:
Originally Posted by glassguitar View Post
Actually most of CaptainRevos missions are completely free of bugs like bad spawn points and such. There seem to be a lot more federation (of course) missions that are bug free, I assume because people have been working on federation missions longer.

The main workarounds are exactly what I said in the OP. Use less scenery that isn;t native to the map. Almost every problem I have had in a foundry mission was due to author added scenery that didn't serve a distinct purpose but impeded movement.

By impeding movement, I am not referring to a simple obstacle in line of fire and such that makes a fight interesting. I am referring to decorative items that are at odd locations and just lock up BOFFs or even the player themselves. The workaround is: If a decorative item is not needed for the mission objective, playtest it before publishing by running around near it and seeing if you get stuck. The mission I am designing currently I have been working forever on a building you have to walk up to, trying to find a map and combination of sturctures that won't do this. From the front everything seemed OK, but when I walked around the back side (which someone might do if lost for a moment) I got instantly stuck when my head went under the edge of the building walking near a hill.

The important thing I guess that isn't conveyed by my OP, is I wouldn't be annoyed enough to rant about this stuff, if the mission storyline was forgetable and boring. This always seems to happen near the end of long, otherwise great missions. On the one I was doing right before the rant, I was one objective away from getting off a long map when I permantly lost a BOFF to a scenery trap. Playing on elite, the combat was pushing me to the edge having to call for help a couple times and revive fallen BOFFs. I was LOVING it! THIS was the reason I spent all that time in STFs getting MK XII Honor Guard set for me and MK XI sets for my tac BOFFs ... one objective left .... get to the console ... BOFFS get head stuck in scenery ...

Oh well I think I will log out and back and continue the mission. Mission had been almost an hour and a half long so was worth it. There had been no respawn points set at all in the mission and it started at the very beginning.

In no way do I underappreciatte the effort into foundry missions, and I always give dilithium to every mission I complete. It cost the author dilithium to make it so like it or not storywise, I always tip. My frustration is with uncompletable missions only.

It might surprise you to know that we don't really have a way to test boff pathing prior to publishing. The pathing is baked in once a mission is published. So, the BOs can have no trouble, even if an author playtests the map 40 times. However, as soon as we hit the publish button, there is no telling what the boffs may do. They might shoot through walls for no reason. They might jump into the inside geometry of a building. They might also get stuck on a spot that they never got stuck in.

Sometimes they just refuse to follow a player up a ramp or through a tunnel or up little steps.

Or, they might spawn halfway in the ground every 1 out 15 times the mission is played. I have a mission where my BOs don't even spawn at the spawn point, despite having no issues when playtesting it well over 100 times.

You're right that there are some things that we could do better. But, there are also some things that we just can't really control. Just look at alimac's missions. The guy spends months making these custom sets that are superb, and then he has to deal with player reviews about boffs acting like morons.
Career Officer
Join Date: Jun 2012
Posts: 893
# 23
09-15-2012, 06:23 PM
One thing I've taken to doing when using reach points in space is to stick a blinking-beacon FX at the reach point's center coordinates, to unobtrusively guide the player to the intended location.

Also, a trick I sometimes use when I encounter ground spawn-point sticking issues is to set the spawn point a few meters above ground level, so that the player and BOffs spawn in mid-air and drop a short distance to the surface.

Last edited by paxfederatica; 09-15-2012 at 06:26 PM.
Career Officer
Join Date: Jun 2012
Posts: 92
# 24
09-16-2012, 02:04 AM
Big props to the OP for their honesty and passion.

Last edited by drazursouthclaw; 09-16-2012 at 02:04 AM. Reason: Ummm.... Tribbles?
Lieutenant
Join Date: Aug 2012
Posts: 58
# 25
09-17-2012, 11:19 PM
Loved reading all your comments, criticisms, and work arounds; I?ll certaily keep much of what I read in mind while building my series.

The scenery discussion actually gave me an idea to modify one of my maps in a way that will make better sense with the story. Thanks!
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