Aisynia

Renowned
  • Posts

    869
  • Joined

  1. A lot of his mobs were recolored stock mobs, and I think the ones on the ship were largely recolored Cimerorans.. which of course means they kick ***.
  2. Aisynia

    What's left?

    Quote:
    Originally Posted by Westley View Post
    Ouroboros itself IS "hundreds of years in the future".
    No it isn't.

    I don't know why people think this, when it has been stated they have "come back to our time". I'm not sure where Ouroboros is, but I'm pretty sure it isn't in the future.
  3. Aisynia

    What's left?

    Actually, I would like to see a zone taking place hundreds of years in the FUTURE.
  4. Aisynia

    What's left?

    Quote:
    Originally Posted by Tyger View Post
    *snip*
    Is that Michael Shanks in your icon, or someone who looks like him?
  5. Aisynia

    What's left?

    Quote:
    Originally Posted by Golden Girl View Post
    Atlantis underwater zone?
    ......

    I read that as "Atlantis Underwear Zone".

    .......
  6. Quote:
    Originally Posted by Dalghryn View Post
    Okay... that still doesn't change who he is.
    I know, I'm just being a pain in the butt
  7. Quote:
    Originally Posted by Castle View Post
    Pohsyb mentioned this at PAX to some folks. I'm not sure if this is an I16 thing, or something being added for Going Rogue, but it is real.
    Sweet!
  8. The person said it was in a dev chat in I16 beta, but as they say, pics or it didn't happen (or a red name post o.o).
  9. Okay so an acquaintance in global chat said that in an upcoming patch, when the number of enemies on a map gets less than 10%, the remaining enemies will show up on the minimap, to make Defeat All's easier. They also said glowies would show up on the map.

    Now I know players have talked about this for a long time, but I don't recall hearing this from a dev. Is this confirmed, or wishful thinking?
  10. I can review both of em if you like, just run one of my girlfriend's as well

    She needs to adjust some difficulty options that got broken with I16, so they can be tougher than even she intended.
  11. Review Two

    The Rikti Accession
    Arc ID: 278757

    Author: @Mekkanos (Mekkanos on forums)

    Score: ☼ ☼ ☼ ☼ ½ (4.5) (Rated ☼ ☼ ☼ ☼ ☼ in game)

    Character used: Singularity XSR Lv.45 Elec/Nin Stalker (Click for picture)


    Overview (only very mild spoilers):

    This was a pretty interesting look at the Rikti, one I didn't expect. It brings back the old character of C'Kelkah as your contact, and gives her a Mark III translator, so she can talk normally. She does get in some Rikti speech, which is good to establish the proper atmosphere before she does click the translator on.

    It started off very good, and ended pretty good too, but some things bugged me, and some things confused me.

    You pose as a member of Vanguard that she has contacted and wants you to to help her out with something, as she doesn't trust other Rikti to handle this properly. Seems there are some issues in the Rikti mental network, someone is in there proclaiming their superiority as a higher being, but that isn't really very Rikti-like, and the fact the priests haven't shut him up is a major concern. So your task is to go.. shut him up, and start getting to the bottom of all of this.

    So off you go to the Rikti base where this guy is and find that this "Heretic" is some kind of altered Rikti. Once you take care of him, you also need to grab a data module from one of the computers there and take it back to C'Kelkah so she can examine it and find out what's going on.



    C'Kelkah confirms to you what the Heretic said, that these are Meta-Rikti, and that the Restructurists are using meta-human DNA to augment their powers, to find a way to better fight us in the war.

    From here on in, you'll be unraveling the Restructurist plot involving the Meta-Rikti, and trying to put a stop to the Meta-Rikti in general. Without spoiling too much however, I will say this is one of the few arcs I've played that allows for a serious moral choice at the end, one that is handled much better than simply letting a mission timer run out. A very nice touch.

    Overall, the mission design was spot on, and the map choice was pretty darned good. In fact, the second map was so full of atmosphere, I was extremely impressed. There are however, issues with that mission that I'm gonna point out in the spoiler section below. They aren't major though, not enough to ding the rating of this arc.

    The dialogue is also largely, very excellent, I especially like listening to a Rikti contact I can understand. It was very elegantly handled. There are a couple of plot twists that.. while I wouldn't say are especially twisty, are twisty enough to keep you snagged into the arc. There's a very real sense of rising action from one mission to another, and that is always something I look for.

    A good narrative relies on proper rising action, and a slow reveal of the larger inner workings of the plot. Some of it is revealed a bit too fast.. but as those are revealed, other mysteries pop up, so that ends up working in its favor.

    That said, there are a couple of issues with the arc, and they are mostly mechanical in nature.. and unfortunately, I'm not sure just how much can be alleviated by the author. That said, these issues don't really hamper the story except for in one instance, which I will mention in the spoiler section below. In fact, it's a large part of what kept it from being a true 100% affirmed 5 star to me

    Ultimately, I rated 5 stars in game because I liked it and I had a lot of fun, but I still think there is room for improvement, which is why it got a 4 star here. While I don't pretend to know what's going on in the author's mind, or to pretend I know better than he does, I do feel there are a couple spots that could be improved or touched up that would make this a really serious must play.

    If you're looking for a good story involving Rikti internal politics, and you also want to be given a choice.. a REAL moral dilemma, then definitely play this arc. It comes recommended, I think you should enjoy yourself

    So 4.5/5 stars. Play it and have fun.


    Specific feedback (spoilers, intended mostly to help the author):

    Okay, well, I want to say that I loved the second mission. It was short and sweet, and had an amazing atmosphere, I was very pleased to see that the turrets spawned on that map to help repel the Rikti, giving it a serious battlefield feel, and your actual battle spawns gave it an even deeper atmosphere. However, there are two issues on this map that I felt detracted from the smoothness of the gameplay on the map.

    First: Rhodes. Specifically, the nav bar simply says to "find the vanguard soldier" or some such, but there are TONS of generic NPCs named "Vanguard Soldier" all over the map. I strongly recommend to actually list his name in the nav bar, like "Find Rhodes" or something.

    Also, I played through this arc twice, and I noticed this issue twice in a row.. the Rikti Scientist attacks the base and gets his rear end shot off by the turrets. The turrets will actually completely solve the objective for you, because hs spawns at the base, and then attacks it, and gets killed. I don't think you can really prevent this while keeping him an enemy. The only option in my mind to keep the atmosphere in the mission and maintain the integrity of this mission goal is instead to make him an Ally that you need to "capture" and lead to the mission exit. Make it so that he is non-combat, and is "Guarded" by some of his friends, whom you take out. Having effectively captured him, you can then take him in to the base personally. This also means that even if the turrets take out his guards, you can still "pick him up" and lead him out, allowing the player directly solve the objective. He spawned pretty close to the base, so a single escort in the entire arc shouldn't be an issue IMO.

    Remember, it's just a suggestion, and I am not pretending to be the Word of God here, and you have to do things how you see fit, as the author.

    Okay, now, on the matter of the Embryos in the third mission. This left me somewhat confused. This did not detract from the rating, and I admit to being dense, but something got me here. Rikti are born human, so any embryos would be human embryos. C'Kelkah refers to them as "Rikti Embryos", so I was like "wait, bwuh?" and then, later, the arc specifically mentions "They start as human". So I imagine you mean that, even if they are human embryos (or embryos modified to be Meta-Rikti) that they still "belong" to Rikti society? Either.. this needs clarifying.. or I'm just really dense.. >.> <.<

    Okay and here is what really got me and while I can't point to one specific thing and say "this is why it's not a 5" because the rating is based on my overall feelings, if I had to, this would be it. You find the box, and it's enchanted so that the player cannot even talk about it. Now I understand that you have to find some way to get the player to not talk about it to C'Kelkah, since you don't have multiple chocie on mission acceptance, but this really bugged me a lot. A lot. Okay so I played on my Technology Stalker. But what if I played on my Magic Blaster? She's a freakin Archmage. She is a character so powerful, and so power hungry, that there are unseen and terrible consequences to having those powers (hey no spoilers on her ). There is no reason that she, or other powerful mage characters like her (played by other people) should not be able to shrug this curse or spell off and tell C'Kelkah anyways, if they wanted to.

    It's a plot device, and while I recognize the need to have one here, it just doesn't feel right at all. I don't like it, I really don't. It's being forced on the player in a very overt manner. If you choose to change this, I would gladly help you brainstorm on a more elegant solution. I got nothin' as it stands, but I would gladly help you anyways.

    Also, on the issue of the note, I think it could use some clarifying, as it sorta confused me, and I didn't really understand what he was trying to say until I talked to C'Kelkah. Remember, I'm sorta dense though. This is from my notes I took as I played:

    "The letter confuses me a little bit too, I think he needs to clarify somewhat on what base he is going to and what exactly he is going to do to cause what to be set back. I have no idea what he's trying to tell me."

    I didn't understand what he meant until I talked to the contact herself.

    Finally, the last mission. Nice, small map, good atmosphere with all the battles, but two small problems.

    First, I felt Rhodes' dialogue was a bit too expositionary and overt. His monologue really seems artificial, and he's saying stuff the player kinda knows anyways, so if you can smooth it out a bit, go ahead.

    Second issue.. well it's kinda my fault See, he runs at about 25% health, and if you let him get to the exit, you "Fail" the mission, having taken his side on the moral dilemma. Well with my difficulty settings, he spawned as an LT, meaning, I had to cherry tap him to get him to not die horribly (especially considering my Stalker nature, as I had to unhide so I didn't crit him to death).

    Well another issue, related to me being a stalker, is that I chose to let him run, but I had stealthed past everything in the mission on my way to him, and he got shot up and died on the way out because of this, and I didn't get to make my choice as a result. This didn't detract from the rating at all, but if this seems like an issue to you that you want to fix, feel free to find a way to do it.

    NOT related to my stalker nature, when I got to him, I was invisible and watched him fight patrols. Patrols came right up on him, and while he won hands down, it concerned me that he might not always be so lucky. I don't know what to do about this, I know you wanted to keep this mission easy, but making him an EB might solve a lot of issues. People can now set not to fight EBs while solo and he will spawn as a boss instead, making him much more survivable, while still soloable by 99.9999999% of players.

    You can look into this and playtest this if you want. Remember, these are not demands, and I didn't feel this detracted from the rating, but I like the idea of a moral dilemma and how you handled it, and I think you might want to take steps to further ensure players always have the chance to make that decision - I'm just not 100% on what the most elegant solution would be. Of course, you can also do a variant on what I did for the 4th mission of my Aru Prime arc.

    In that arc, I use a map that has a wierd layout, and so I mentioned that Intel said to cover the map in a very certain way, to help the player out. Mentioning in the popup that C'Kelkah or Rhodes said to clear out the bad guys before facing Rhodes himself is one option as well.

    Either way Mekkanos, I liked your arc a lot This is just a quick pile of constructive feedback, areas I think you can improve your arc, as requested.

    End spoilers.


    Again 4.5/5, a well crafted story, and even with its minor areas where it could use some polish, definitely a must play
  12. And I would love The Great Ceremony, that wicked cool outdoors CoT map.
  13. Review One

    In Pursuit of Liberty
    Arc ID: 221702

    Author: @Gypsy Rose (ArrowRose on forums)

    Score: ☼ ☼ ☼ ☼ (Rated ☼ ☼ ☼ ☼ ☼ in game)

    Character used: Singularity XSR Lv.45 Elec/Nin Stalker (Click for picture)

    Review:

    Hmm, well let me start off by saying that I enjoyed myself, but I could have also been a lot harsher on the rating had I not sought out and spoken with the author at length. There's a lot to be said about assumptions, and it would be easy to make different assumptions about this or any other story, MA or not, if you don't understand it's intentions. We're given much better opportunity for this in the real world, because the genre of something, and thus its intents, are very clear from the moment you buy it off the store shelves.

    The author is not trying to write a groundbreaking novel, but a modern fairy tale with an overarching plot, and a theme of destiny. Does she always pull it off 100%? No, but I think she managed pretty darned well anyways. It's interesting and even fun to watch a character grow up before your eyes, and that's really what this fairy tale is about: the life of a hero, a large part of which you are there for.

    The premise deals largely with helping to ensure Liberty Rose's future, as she will save the world, but there are forces trying to stop this fate of hers from coming into fruition, something she herself seems largely oblivious to right up until the end. And while it may be Liberty Rose's fate to save the world, it's also yours to be there right by her side.

    This is definitely an origin story, but thankfully, it includes the player in the narrative as an important piece of the puzzle.

    It starts off with Ms. Liberty telling you that 9 years in the past, young Liberty Rose has been kidnapped. This immediately brings to mind the question "wait, you're hardcore, why don't you do it?" This is unfortunately never answered adequately, but you can make a lot of inferences, which from talking to the author, seem to be mostly right. The author is actually willing to fill in the blanks on these types of things, but she can't. She's hit that wonderful 100kb brick wall.

    Anyways, Ms. Liberty isn't doing this because she knows you are supposed to. After all, the past is the past, and it already happened.

    So off you go, into the past, nine years into an abandoned office. You need to find an agent that was sent in before you to scout the place out, rescue Liberty Rose herself, and put down the guy who did the whole kidnapping plot in the first place. But it's quickly obvious that someone is pulling the strings here, someone named MAL.

    You will learn a bit more about MAL as the arc continues, and how he has his hands in everything going on here, and how he ties into Liberty Rose's fate. There were some missed opportunities for really expanding on the nature of this conspiracy, that either the author doesn't have room in the file to expand on, or I simply missed (I am sorta dense). For instance, has it been in the works for 9 years or is MAL also time hopping? That was never made clear to me, but it didn't seem to be a huge deal either.

    I will avoid massive spoilers for the rest of the review, but I will say that some people might not like this. Some people might interpret it as a series of go fetch quests, but to me personally, it's more than the sum of its parts.

    Like I said, first thing is first, I had fun. That is very important. The mission design and map choice are all very, very excellent. You can run around kicking butt if you want, but you can also finish these missions in a matter of minutes if you want to. They aren't overcomplicated or convoluted. I don't mind that normally, but here, using complex mechanics would have been a mistake, and would have gone against the spirit of the arc. There are the bad guys of course, but it's pretty light hearted. I liked that.

    There were a lot of cute moments, and even the idea of destiny, while largely taken seriously, has a bit of fun poked at it too at least once (*laughs thinking about the end mission popup text after retrieving something*).



    There are cute, small moments and details all over the place like this. I love it! If an author can make me smile, that's a good, good thing.

    Other pros include not just excellent map choice and mission design, but a clear sense of rising action and what you are doing. You are never misled by the contact or the details on the compass. Nothing is ever remotely vague and trying to keep you guessing. The author tells you exactly what you have to do, on no uncertain terms, and while there's nothing wrong with being more vague about it.. I just liked this. A lot. She uses several largish maps, so knowing exactly what you're there for allows you to complete the missions very, very quickly if that's what you want.

    The custom enemy group is detailed and interesting. They all have unique bios, looks, and powers that make sense, and made me want to actually stop and read up on them. They weren't overpowered, but they weren't pushovers. They were just right.


    Stupid animation bug

    Lastly, while some might see it as a series of fetch quests, there is a clear sense of rising action as you learn all of what MAL has his hands into, though I felt the full 100% reveal near the end was jarring at first, I've played through this a few times now, and understand why it was done like that.

    The cons on this story (as opposed to the pros) are largely things outside the authors control right now. There are details that I think should be filled in, and I think she would like to, but simply can't because she's bumping her head on that 100kb wall. Even given this, the narration is clear and you aren't ever left confused, I just wish there was more room to expand on the background story a bit more.

    So yeah, four out of five stars. I rated 5 in game and 4 here because.. honestly? I don't know how to rate this.

    I liked it a lot, and I had fun. It was a quick romp through time travel memory lane, and helping take down a real jerk with a nice person.

    I had fun.

    Check first post for my queue
  14. "Quest for Magic" is the only one I am remotely interested in.
  15. Aisynia

    Softcappers

    Elec/Shield Brute
    Fire/Shield Scrapper

    Joining them very soon...

    DB/Nin Stalker
    Elec/Nin Stalker
  16. If you think it's really a bug I have a few thousand bridges to sell you in Florida.
  17. Quote:
    Originally Posted by AkuTenshiiZero View Post
    Meh, not so sure about that...Sounds too AE-ish. As an alternative, how about the gme tracking your Radio/Paper history (per character, of course) and making at least one of your available missions skew towards whatever trend you follow.
    I think that's over-complicating things. It's not a bad idea, I just have a feeling it would be easier to let us recycle them, as there's already a mechanism to do this.


  18. Review sites
    Note: QPQ = quid pro quo: Play and rate/give feedback to the reviewer first in order to get a review on your arc, some are more lenient on this than others. Also, tends to have a shorter queue.

    Also, some non-QPQ have more than one reviewer with some not accepting new submissions, check the most recent page for up-to-date information.

    Semi-QPQ means that the reviewer only requires it for longer, in depth reviews and not for short, quick reviews.
  19. Quote:
    Originally Posted by GrinningSpade View Post


    Review sites
    Note: QPQ = quid pro quo: Play and rate/give feedback to the reviewer first in order to get a review on your arc, some are more lenient on this than others. Also, tends to have a shorter queue.

    Also, some non-QPQ have more than one reviewer with some not accepting new submissions, check the most recent page for up-to-date information.

    Semi-QPQ means that the reviewer only requires it for longer, in depth reviews and not for short, quick reviews.
    Fixed the link for mine.