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adding uber boss, like chartraxis

banzaikittenbanzaikitten Member, NW M9 Playtest Posts: 220 Arc User
edited November 2014 in The Foundry
is it posible ?
i would like to add a uber boss like the dragons's that spawm every 20 minutes on some area's
i only am able to pimp some litle dragons, but that is no chalange.
Post edited by banzaikitten on

Comments

  • mrgiggles651mrgiggles651 Member Posts: 790 Arc User
    edited November 2014
    There are no bosses or dragons in the foundry.
    I wasted five million AD promoting the Foundry.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited November 2014
    It is a technical hurdle that would take a LOT of effort and time. It will not happen. I've explained several times over the last couple years. Search forums for "Foundry Boss" and you'll likely find many of my previous posts all saying the same thing: it cannot happen.

    Short answer: Every boss, especially dragons are custom designed, shaped (size), animated, scripted for their particular Lair arena. Thus they cannot work in any old map someone decides to create.
  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited November 2014
    It would be nice if they AT LEAST gave us several encounters with only one mob and a Boss hit point bar. Plus enough variety in powers between the boss encounters that we could create our own scripted battles if we wanted to.

    It would also be great if they gave us some actual timers... so that we don't have to blow encounters to simulate them.
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • banzaikittenbanzaikitten Member, NW M9 Playtest Posts: 220 Arc User
    edited November 2014
    yea..
    or some pimpy stuff to mod it self.
    @angry, thnxs..
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited November 2014
    No worries - and I agree: having more single target encounters and something a bit beefier would be great. But actual bosses (like in Cryptic quests) just aren't doable. But I'd settle for a "standard" brute with, say, double the XP and oomph as it were.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2014
    Simple doable solution (or at least step in the right direction):

    Copy all the "Solo" (7 health bars) creatures, make them single encounters and give them 15 health bars.
    Done.
  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited November 2014
    eldarth wrote: »
    Simple doable solution (or at least step in the right direction):

    Copy all the "Solo" (7 health bars) creatures, make them single encounters and give them 15 health bars.
    Done.

    THIS!

    And timers (or Appear When -> Sound/Animation ends [or flag Sound/Animation for Component Complete when they are done!])
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2014
    essenti wrote: »
    THIS!

    And timers (or Appear When -> Sound/Animation ends [or flag Sound/Animation for Component Complete when they are done!])

    According to "some developer spirals999 queried" creating an event when Sound Complete is "very difficult" -- even though their audio sound engine actually has an "audio complete" event that is built in.
  • essentiessenti Member, NW M9 Playtest Posts: 303 Arc User
    edited November 2014
    eldarth wrote: »
    ***snip*** even though their audio sound engine actually has an "audio complete" event that is built in.
    Unless, bum Bum BUM... it doesn't! [OOC] "This could explain many things," [Nickname] thinks aloud... [/OOC]
    Campaign - Trail of the Imaskarcana (NWS-DMFG77QOF)
    • A Mere Expedition! (NW-DIAAPG3S4)
    • Work In Progress on Part 2
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2014
    essenti wrote: »
    Unless, bum Bum BUM... it doesn't! [OOC] "This could explain many things," [Nickname] thinks aloud... [/OOC]

    Which is exactly why I investigated/looked-up/verified that the audio engine they are using (FMOD) indeed has a sound completion callback. ;)

    From the FMOD API channel control callback documentation:

    Values
    FMOD_CHANNELCONTROL_CALLBACK_END
    Called when a sound ends.
  • dikawolfdikawolf Member Posts: 18 Arc User
    edited November 2014
    eldarth wrote: »
    Which is exactly why I investigated/looked-up/verified that the audio engine they are using (FMOD) indeed has a sound completion callback. ;)

    From the FMOD API channel control callback documentation:

    Values
    FMOD_CHANNELCONTROL_CALLBACK_END
    Called when a sound ends.

    You're thinking client side though. As far as I can tell the server relays data to the client to visually/audibly represent it. The client only sends to the server the user inputs in which the server processes to send a command back to the client a command to trigger and animation, change in position, what graphic to display, etc, then repeat. If the client was able to make decisions for the server to do something like this, it would open a gateway for exploits. Imagine if something like this was used to shut off events via hacking it to give it a false command that an event is complete therefore the event should end.

    Seeing if a sound event ended at the client from the server side it would have to estimate when the event is run client side and what time it is expected to end, which is not an easy thing to do considering all the things that can go wrong between when the server sends the command to the client to run an event and when the event actually occurs client side. It's easy for the server to know when something is triggered because it sends the command to the client to trigger it, it's far harder to estimate when it's supposed to end without having to read a call back from the client that it ended, which, as a programmer myself, I'd be weary of doing if I was working at Cryptic.
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2014
    dikawolf wrote: »
    You're thinking client side though. As far as I can tell the server relays data to the client to visually/audibly represent it. The client only sends to the server the user inputs in which the server processes to send a command back to the client a command to trigger and animation, change in position, what graphic to display, etc, then repeat. If the client was able to make decisions for the server to do something like this, it would open a gateway for exploits.

    I agree with most of that. However, I'm virtually certain that the client communication channel back to the server is at least encoded if not encrypted -- I know for sure that the server to the client is encrypted after analyzing the raw network traffic with WireShark. ;)

    So, the client FMOD could very easily simply send a client "keypress" (for simplification) back to the server when the audio event completed. I've been working with client/server software for about forty years, so if it's not that simple to integrate into their existing architecture, then they need to fire their system architect.
  • izatarizatar Member, NW M9 Playtest Posts: 1,161 Arc User
    edited November 2014
    You guys are overthinking this maybe. All we need is a timer object that we can set to the length of the audio clip.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited November 2014
    izatar wrote: »
    You guys are overthinking this maybe. All we need is a timer object that we can set to the length of the audio clip.

    That would absolutely be wonderful. However, an animation or sound complete event would be easier to implement and would only involve adding a "Sound Complete" or "Animation Complete" to the Appear When/Disappear When UI dropdowns. And we've been asking for a timer since beta. We're just trying to get SOMETHING useful and as simplistic as possible -- it took a year just to get "stackable" quest items. And that even has an unlabeled checkbox.
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