drartwhodentMember, NW M9 PlaytestPosts: 305Arc User
edited April 2014
If you have leveled or are leveling your Author character to try to get as 'maxed' as possible so that when you test it is more of a 'true' test - never EVER 'respec'.
The ONLY things that seem to carry over to the 'new' character are your profession levels*, companions and any currencies you have accumulated.
*all profession resources and assets disappear tho
And as a caveat to your tip regarding aggro range, be sure to think about how players will move during a fight. If they are dodging one encounter, are they likely to activate another encounter? The two should have an appropriate amount of distance between them.
Alternatives, if it's important that the player only fight one encounter at a time:
1. Set the "Appear When" of the 2nd, 3rd, etc... encounters to "instance complete" (when 1st encounter has ended / mobs are killed). Rinse and repeat for waves of mobs progression. May not look right to have mobs appear from thin air though. I recommend using this in a corner area, and have "appearing mobs" patrol around the corner. A possible option if you want the fight to seem to be a constant wave, would be to set one of the individual mobs, in the first wave, as the "instance complete" trigger. Example: Wizard and 4 Imps. If player kills Wizard before killing all the Imps the second wave would appear while Player is still killing Imps.
2. Add invisible wall around 2nd, 3rd, etc... encounters. Then set the "Disappear When" for walls when previous encounter is complete. Use this when you want the Player to see the next encounter but you don't want the the next encounter to join the fight. Example: Boss fight, where Boss and minions are visible but Boss is waiting until you are done with minions before He/She attacks.
Both of these alternatives are untested. So, please keep the name calling to a minimum if they don't work. Thanks.
If I am bug testing certain areas, I place a teleporter at spawn linked close to the area I want to test instead of running through everything repeatedly to see if the door unlocks properly etc
If you right click an object on the map there is an option "Play map from here". Easier than adding teleporter, every time.
Comments
The ONLY things that seem to carry over to the 'new' character are your profession levels*, companions and any currencies you have accumulated.
*all profession resources and assets disappear tho
PANIC!
Alternatives, if it's important that the player only fight one encounter at a time:
1. Set the "Appear When" of the 2nd, 3rd, etc... encounters to "instance complete" (when 1st encounter has ended / mobs are killed). Rinse and repeat for waves of mobs progression. May not look right to have mobs appear from thin air though. I recommend using this in a corner area, and have "appearing mobs" patrol around the corner. A possible option if you want the fight to seem to be a constant wave, would be to set one of the individual mobs, in the first wave, as the "instance complete" trigger. Example: Wizard and 4 Imps. If player kills Wizard before killing all the Imps the second wave would appear while Player is still killing Imps.
2. Add invisible wall around 2nd, 3rd, etc... encounters. Then set the "Disappear When" for walls when previous encounter is complete. Use this when you want the Player to see the next encounter but you don't want the the next encounter to join the fight. Example: Boss fight, where Boss and minions are visible but Boss is waiting until you are done with minions before He/She attacks.
Both of these alternatives are untested. So, please keep the name calling to a minimum if they don't work. Thanks.
If you right click an object on the map there is an option "Play map from here". Easier than adding teleporter, every time.
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