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RFD: Story Element "Timer" - Feature Request

hobstbankhobstbank Member Posts: 19 Arc User
Introduced with Season 7, any Mission suitable for OR needs to last 20 Minutes or more.

It is hardly possible to create a Mission that - independent from player - runs for a certain amount of time. So a mission can easily need 15 min for one player and 25 for another. It is hard enough to get a mission OR certified, even harder to regain it.

To avoid a mission loosing OR cert, like other authors I add a timer to the mission, realized by NPCs who patrol and then kill each other. To avoid users to interfere with the "timer", I place it somewhere out of range - if possible.

This might be a bearable workaround if the AI would work a bit more reliable. But since for some publishes the "patrol timer" works ok, it often enough fails, causing time consuming reviews of the mission. This is not only frustrating for me. Being unable to finish a mission is even more pain for users.

So - long talk short sense - I want a Timer-Feature for the Foundry storyboard. And I want it with priority, since it makes no sense to modify all the missions for this damn patrol timer and then later write all back and use a well laid timer.

Technically this is one of the most easy things since any game uses endless sets of timers, I really wonder why it still is not there.

So I hope this thread helps to discuss and/or support the Feature Request.
Post edited by hobstbank on

Comments

  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited January 2013
    I also would love to have a timer mechanic, and before they made the changes to the Investigate Officer Reports, we might have stood a chance at getting one.

    Now, however, I doubt they will implement one because someone could, once they got the mission to qualify, simplly put in a 16 minute timer and let the player go afk and so players could run it over and over again and get lots and lots of dilithium for absolutely zero effort and the mission average time would never drop below the requirement.
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  • sandukutupusandukutupu Member Posts: 179 Arc User
    edited January 2013
    We have asked for a great many things, while this is slightly different, I would not hold my breath. Most of my missions take a while to run through, I test the time by skipping dialog and speeding through just to be sure now that there is a 20 minute requirement.

    I recall asking they do away with the "quickies" which as I knew would p_ss off a lot of dilthium farmers. But I don't write missions to be forced or want people to feel bribed to play something that should be entertaining. I do agree 20 minutes is a bit too long... I believe I suggested a minimum of 2 or 3 map transitions.

    There are some "tricks" to adding timers. I have used Kirkfat's timer but substituted ships on the far side of a planet. The timer is a plot device as well. Even if the user skips my dialog they still MUST wait for the collision of the anomaly into the planet. This trips other battles and dialog.

    Since the devs chose this path, they should have a simple method of testing your mission and giving you the average play time by having an AI play through the mission. While I support your thread and idea, I don't think the devs thought this one through well.

    Dialog should count as well and they could give the AI a nice slow reading speed.
    Any author is going to want you to read their dialog, it is why we write books. LoL

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  • ajstonerajstoner Member Posts: 0 Arc User
    edited January 2013
    The only way to fake a timer is on a ground map.

    1) Have a room walled-off so the player can't get in there.

    2) Have a high-level friendly mob in that room.

    3) When you want your "timer" to start have an enemy mob spawn in there (low level so it can't win) and make its destruction a progression objective. You can name the objective whatever you want so this can be disguised.

    It is inexact but will cause a delay in mission progression.
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  • zorbanezorbane Member Posts: 1,617 Arc User
    edited January 2013
    If your mission is too short to qualify for IOR then it's too short...adding a timer to inflate it artificially is not a solution.

    The only thing I can see this doing is creating a mission where the player can afk for 15 minutes so they can get free dilithium for doing nothing.
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  • hobstbankhobstbank Member Posts: 19 Arc User
    edited January 2013
    zorbane wrote: »
    If your mission is too short to qualify for IOR then it's too short...adding a timer to inflate it artificially is not a solution.

    The only thing I can see this doing is creating a mission where the player can afk for 15 minutes so they can get free dilithium for doing nothing.

    Iif you like this or not ... these missions are already there, and the patrol timer works better for them than for more complex missions. So your argument seems to be quite futile.

    A storyboard timer would open more possibilities, more reliability and so more fun for authors and users as well.
  • hobstbankhobstbank Member Posts: 19 Arc User
    edited January 2013
    ajstoner wrote: »
    The only way to fake a timer is on a ground map.

    1) Have a room walled-off so the player can't get in there.

    2) Have a high-level friendly mob in that room.

    3) When you want your "timer" to start have an enemy mob spawn in there (low level so it can't win) and make its destruction a progression objective. You can name the objective whatever you want so this can be disguised.

    It is inexact but will cause a delay in mission progression.

    Yes, this way timers have been done, also sending mobs on patrol is an option. In space you can lock out ppl form certain areas using invisible objects, or put them on a platform in sky or on the ground for other map types.

    But ... due to foundry limits it needs a bunch of time to adjust the timer to be as exact as necessary and in some maps the patrol wont start if it is too far away from the users position what makes the map unreliable.

    So why cause hundreds of foundry authors waste their time into painful workarounds when a timer element for storyboard could solve all this problems?

    Well, this is one of the questions why I started this request for discussion. Maybe most of the foundry authors out there love the pain and dont know what else to do with their time. If so, it would be stupid to ruin their fun by implementing a simple and effective solution...
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited January 2013
    Hey I'd love to have a timer mechanic. I can think of a lot of great uses for it. And under the old system we could have had one.

    But now, exploits man. This is why we can't have nice things.
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  • hobstbankhobstbank Member Posts: 19 Arc User
    edited January 2013
    drogyn1701 wrote: »
    Hey I'd love to have a timer mechanic. I can think of a lot of great uses for it. And under the old system we could have had one.

    But now, exploits man. This is why we can't have nice things.


    Is it really an exploit to design a mission for max output at minimal time and attention costs? Or is it strict within the rules?

    And - lots of such missions already are there, but where is the timer?

    So "can be abused" is a quite pointless argument. Also no reason to cut and run, isnt it?
  • pendra3780pendra3780 Member Posts: 0 Arc User
    edited January 2013
    Yes
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  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited January 2013
    hobstbank wrote: »
    Is it really an exploit to design a mission for max output at minimal time and attention costs? Or is it strict within the rules?

    And - lots of such missions already are there, but where is the timer?

    So "can be abused" is a quite pointless argument. Also no reason to cut and run, isnt it?

    If it is something where the player can afk through the whole thing and still get the reward, then yes, personally, I would call that an exploit whether it officially breaks any rules or not. And if we had a timer mechanic someone could build a mission where that would be possible. But obviously Cryptic makes rulings on that, not players, not me.

    These boff grinders and ones where you or npc ships shoot at mobs set to timid creature so they don't fire back and with the nebula effect so they don't have shields. Those are definite gray area. Probably not exploits in the strictest sense, whatever my personal feelings toward them.

    "Can be abused" is not a pointless argument. MMO devs have to seriously look at things from that perspective.

    But hey, request whatever you want. Obviuously I can't speak for Cryptic. The only thing I'm telling you is I don't think they will implement one for this reason.
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  • hobstbankhobstbank Member Posts: 19 Arc User
    edited January 2013
    I know this is a topic with possible conflicts. That was the reason for a Discussion request.

    So it is not that interesting for me what you believe that they will think. I'm more curious for your personal opinion to this topic.
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited January 2013
    My opinion then. I'll quote from earlier in the thread:
    Hey I'd love to have a timer mechanic. I can think of a lot of great uses for it.

    Trust me, I'll be properly ecstatic if they put one in. We've requested one many times. I remember back to mission editors for games like TIE Fighter that a timer was one of the basic features, and I do feel it is lacking here.
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  • hobstbankhobstbank Member Posts: 19 Arc User
    edited January 2013
    This way its a clear statement.

    I hope other ppl will support as well, even more since with the last update the patrol AI was updated and now has even more problems on some maps than before.
  • ajstonerajstoner Member Posts: 0 Arc User
    edited January 2013
    Given the rewards system that is currently in place the potential for abuse outweighs the utility of this tool. Also, without true branching story lines available to begin with, it would be largely superfluous as well.

    The only way i can see something like this working at all would be to have them as entries available on the storyboard (like "go to reach marker x" or "interact with object") that can be up to, let's say, 1 minute long and limitted to 1 per map.
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  • hobstbankhobstbank Member Posts: 19 Arc User
    edited January 2013
    A timer element for storyboard would not change "abuse" or "exploit" of reward situation, not for a bit. Why not? Well ... its already there. The punk patrol timers work great for this purpose. Ok, the mission will be restrictive in some ways to make sure the punk timer wont get shot before time, you can use only few maps for that but hey...who cares for story or anything if easy catch is the goal.

    If you want to use a nice map or have some story or certain freedom of movement on the map ... well, bummer.

    And - why should you or anyone want to restrict himself with awful limits because the game gods failed to implement a sufficient balanced reward system?
  • sandukutupusandukutupu Member Posts: 179 Arc User
    edited January 2013
    The timer I set up was real simple and had a valid purpose. Two factions on the other side of the planet fight each other until the weaker one is eliminated. The purpose of this was in case the player decided to skip over the dialog. They still had to wait for the object to collide with the planet. I wasn't about to speed up my plot for people lack of reading skills. LoL

    In my opinion, 20 minutes is too long of a restriction. If they use a time restriction then the authors need some kind of a tool to estimate the time. But we all know that isn't going to happen.
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