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Mission-packs vs. Storylines


MegaDas14
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How do you like to design a story?  

44 members have voted

  1. 1. How do you like to design a story?

    • -As a mission-pack
      27
    • -As a storyline
      14


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Hey guys I was just wondering in what way you like to design a story:as a mission-pack or using the storyline feature?You can also discuss the advantages and disadvantages of each one.

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Storylne is way more beautiful to play then seperate missions, but some people think they are difficult to make... The possibilities with the SL feature are endless. I love it, it's a shame that most people don't use it that much. It should have replaced all the missionpacks.

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Here are my thoughts:

 

 

Mission-packs: Regardless what version of DYOM, these are simple. Just lot of missions set up to a story. Yo get into action right away. The main disadvantage is you are cluttering your computer with all those DYOMx.dat files. Especially if you are working with many stories and missions.

 

 

Storylines: Little more advanced and more compact. This is REALLY useful if you are sick of carrying around so much DYOM files. You can also make storylines out of any current missionpack regardless of the editable file or if the missionpack is even yours. (Just don't steal people's work). The rewards feature is pretty cool for added fun. There are couple disadvantages that do upset me though. Starting the intro everytime the storyline starts. I recommend until updated to make your intro's short. You also really need to plan your mission out because you might get unrealistic results with extra actors walking away. Freeroam for most people is AWESOME, however for some it can be a pain in the ass since most people want to go straight to the next mission. (I think its awesome though)

 

 

 

Overall. Going back to what Dutchy says: YES the feature is endless, meaning there is just so many different options to try. Add side missions, story missions, gang wars. If there were objectives that we could add Outside of missions like "Phone calls" opening up a new mission strand, or something required before the player can begin the next mission, then it would be even more cool.

 

I think it would be nice if people used it more, however we do have over 200 storylines in the Database, so I think it could be growing. I definitely will use to save space.

 

I got over 40 DYOMx.dat files that clutter everywhere.

 

Storyline feature wins for me

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General Scrotum

I voted mission packs, but my favorite option is the storyline feature.

 

Mission packs are easier to use when you don't have time to edit a storyline and don't have to skills to do so. Yet, the DYOMx.dat files can take many space on your computer.

 

Storyline feature is great because it's different from the mission packs style. Though, some type of story like a zombie one don't really fit with this feature, in my opinion, but a gangster one does work fine with it. The storyline feature could also have more features like gang wars or things similar...

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Jimmy_Leppard

 

Though, some type of story like a zombie one don't really fit with this feature, in my opinion, but a gangster one does work fine with it. The storyline feature could also have more features like gang wars or things similar...

Exactly.

 

I voted for mission packs.

 

Aside the fact that my storyline feature crashes every time I try to test it, the other main reason I don't use it is because it can't possibly work with my story types. I also prefer mission packs cause I don't want people to wait until I make the whole story and combine it with storyline cause almost always I come up with the story as I progress with the missions and I often change it due to various reasons, so..

 

I also don't have problems with how much space does DYOM dat files take. Seriously, I have over 230 DYOM files on my computer and it's only 7 MB big. Practically it's not needed to be mentioned how small space they take.

 

I agree the storyline feature is cool, but it's not the tool with which I can make my mission pack playable or make any sence.

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I like using storylines alot more.

But it's giving feedback is easier with mission packs, as there are less missions and are separated.

 

But I prefer using storylines, it's not the space which bothers anyone as Jimmy pointed out, it's the ease of access.

If anyone thinks people are going to download his 50 missions one by one and later load them all one by one then he's wrong, even when it's 'only' around 8 missions, it doesn't flow, it does not work well.

 

Storylines have nothing to do with skills, reading the the V6 tutorial would cover everything well enough.

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finalesoul12

mission pack i think cause i dont know how to set one of the storylines XD

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Vote for "Missions Pack"

 

Storyline sometimes bugging me. When you triggerred a mission then you place far away from that trigger (maybe like your memory, you are transferred to this place, etc.) and suddenly failed the mission because of special condition (like the death of an actor that has to be survived , destruction of the car that has to be survived , etc.) or maybe death (though you will respawn at the nearest hospital), you have to drive a loooooong way to the trigger. Though jetpack works, it still bugging me

 

Also, for the money reward, it's kind of useless. Since we can't visit the restaurant, the ammu-nation, the tattoo parlor (wait, your custom character cannot get a tattoo) nor the clothes shop (hey, you cannot change your custom character clothes !). Maybe there will be improvement for this, like a mission-trigger condition (ex : you have to get $50,000 to trigger this mission) or buying weapons in ammu-nation or maybe, make an own gun selling place (ex : a gun dealer with a Boxville in an alley, there are some floating guns around him and if you take the guns, your money is decreasing)

 

For Missions Pack, well, maybe we can't do something like in the storyline, but it makes the storyline clear. Like in a zombie-theme mission. If it is storyline, your character can move around the city with a city full of zombies around him. What a dumb man !

But if it is missions pack, you can rest your head "outside" the storyline and then come back "inside" the storyline anytime you want

 

That's all. Sorry if it's too long

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I like to make mission packs also. Its not because I don't have the skills to make missions using the storyline feature, but because of the time factor. I get very little time to make missions so if I decide to make the missions using storyline feature, then it will take a very long time to get released.

 

Also I feel mission packs are better because we can know through feedbacks, how well we are designing the missions and this can be very helpful.

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It takes less than 10 minutes to make a stroyline feature for 20 missions.

I believe you are talking about 20 missions that have already been made and then its the compiling them into a storyline feature that takes 10 minutes. But don't forget that making those 20 missions actually takes a lot of time.

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Yup, but you'll make those 20 missions anyways.

I don't think you get the point I am trying to make.

 

I had said in my first post in this topic that, it takes a lot time to RELEASE the mission if we use the storyline feature because you have to make all the missions first. Of course it can still be done like the way Seville does, where he makes the mission and release them one by one and then finally compiles them to a DSL folder. But then it will almost be the same as mission packs.

 

In mission packs you can release the mission one by one.

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The main problem with the mission-packs is that they follow only a story.The storyline feature allows the player to choose multiple and different stories,from different characters.Actually you can play missions from character x and character y,each one following a different story and maybe triggering other ones.Also the storyline feature allowas you to add mini-missions,like racings,drug wars etc.

 

Other problem with mission-packs are,like others said,the DYOM.dat files.It's very annoying to play other people's missions while you create your own ones,because you can mess up the files,then you have to backup your missions etc.

 

Although,like Nitesh Aka said,it takes time to create 20 missions and compile them into a DSL folder.But anyway it's better than creating one mission at a time,and then drop the story.(which happens in some cases)

 

So my opinion is that the storyline is better and it allows you to add more options in your story. icon14.gif

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  • 3 months later...

Nitesh is right. icon14.gif I voted for mission-pack because you can release missions one-by-one, and not all at once. Plus you get better feedback on each and every mission.

 

Though i do love the features on Storyline. smile.gif

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Nitesh is right. icon14.gif I voted for mission-pack because you can release missions one-by-one, and not all at once. Plus you get better feedback on each and every mission.

 

Though i do love the features on Storyline. smile.gif

Next time, please use BUMP!, MP for sure but LCJ's Storyine idea might twist me because of his cool missions. dozingoff.gif

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I like storyline very much than mission-pack.Is truth that the storyline is difficult make but for me he's easy.All my missions if you see them on DYOM site,100% they're made as storyline too.
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