-
Posts
2194 -
Joined
-
Aaaaahhh yeah baby. You know how good it gets when it's Black as Midnight (#482914)? It's unlike anything you've ever experienced before. Why don't you settle down, get comfortable, and I'll show...
[record screech]
Ahem...don't know quite what happened there. Um, anyways on to the critique.
Story and structure
I'm not too keen on using the clues to repeat what's already in the mission. It's not an outright bad idea but could be tweaked perhaps to add different insights or to be spoken in a different voice. I also don't know if you need to outright mention the color schemes and the "(S)tart and (F)inish" notations. If you do, you may want to tweak things a bit to make them even more like a briefing than it already is. Not sure of quite the right way to do that though.
You use a setup similar to some authors in that you use very few clues. This can be potentially good though you shouldn't give up the chance for using clues to elaborate.
Deadfall doesn't give her text until she reaches the door even though "Please... help me... get to the rendezvous... point." sounds like something she'd say once you meet her. May not be fixable since some escorts can be weird but just noting that.
Perhaps it's just me but "Ambush Leader" seems a bit too...obvious. Perhaps renaming the objective to something along the lines of "Check out the commotion" would be a way to name the objective without giving things away.
In mission 2, you have a situation with multiple glowies. In a ways, it's very unneeded since the false glowies are in the same area, it's not a timed mission, and they don't do anything. Using the false glowies to give out some extra but optional information could be nice. I'd actually suggest running @Paula's Advanced Tutorial for examples and ideas.
The final map, well...it's that map. I mean, I use it too but there's some fundamental differences with using it for your arc as opposed to mine. Your customs have stealth while I made a point of giving some of mine auras. Also, you have a mid twenties arc while mine is meant for high levels. Speaking of which, I'd suggest extending the range up to 29 or 30 rather than capping at 27.
I know what you were going for and can sympathize since map selection is sort of limited for arcs set in the past or in mystical or otherworldly settings. Two maps that could potentially work, Floating Ziggurat and the Storm Palace, aren't available. I might suggest Unique -> CoT -> Vaults of Mu since it has an otherworldly feel. It can potentially an eyestrain so that's a possible negative.
Enemy design
"Oh my stars and garters."
What you have is a "Kill Agent M!" situation. (I wonder how many from the AE SG remember that...) Basically, your customs are probably fine, if challenging, solo but start getting really nasty on a team. Individual powers are fine but when you're dealing with Pain buffs + Tar Patch + to hit debuffs + exotic damage + status effects, it gets pretty bad. Main point of argument is that this is a mid to late 20s arc as opposed to a high level arc where a character has more powers and slots to deal with all that. It may take a bit of fine tuning to figure out what needs to stay and what needs to go.
With Dhahabu Kingdom and the Unfathomable Nightmare of Sand, I specifically added the Sand Raven minions and LTs in order to thin out what is otherwise a relatively buff/debuff heavy enemy group. You may want to either swap out some powers or add more customs or repurposed canon enemies. Repurposed canon enemies can be a great option if you're concerned about xp amounts. If available, recolored versions of Living Armor from the Midnighter enemy faction would be a good idea. Also, recolored versions of Red Cap bosses may work as well since their stature is different than regular humans. I state the bosses since lower ranks can potentially respawn as a higher rank and I don't know if they'd retain the coloring. Also contemplating Legacy Chain and CoT Hordelings.
Something Glazius does that's probably good after a first pass at lower settings is to run at +0 x2 with bosses on. It's not a full team setup but should give an eye for some stacking issues with powers that are otherwise fine in isolation. Plus, running in Test Mode means no debt plus special tools so you could potential test x8 situations.
One final thing, despite the darkness theme, straying away from the Darkness powersets may wind up being very helpful in balancing the arc for teams. Also, make sure your xp slider when picking powers is set to 30 as opposed to 50 since lvl 50 customs require more powers to be 100% but this isn't a lvl 50 arc.
Spelling and grammar
Mission 3 bio
Spirit of Power
Do not seek more than you recieve...
-should be-
Do not seek more than you receive...
Mission 4 outro
The dark mystics have been driven away and the tome of alteration destroyed. IT seems me'tuka wants you to enter the shadow portal.
-should probably be-
The dark mystics have been driven away and the tome of alteration destroyed. It seems Me'tuka wants you to enter the shadow portal.
Mission 5 sendoff
Your nerve endings fluxuate between a tingling sensation and total relaxation. Your body temperature rises bririefly in your extremeties.
-should be-
Your nerve endings fluctuate between a tingling sensation and total relaxation. Your body temperature rises briefly in your extremities. -
Quote:Stealth fixes are good in the fact that they are fixes but the not knowing is problematic. While I appreciate you letting us know, there really should have been patch notes keeping people updated if there was a fix Tuesday. It's even comparable to how there were requested maps that were added during I19 but not listed in patch notes to let people know. It's not just the fact that this happened that has people riled up but rather the speed of communication combined with the silence on other issues concerning AE. Arguably, there should have been a GMOTD regarding this issue since many don't view the forums and were wondering what was wrong with arcs they played.Hey everyone,
The authmerge earlier this week put in an update to the profanity filter for Architect and fixed things like Paragon being blocked. We're still aware that there are some issues regarding words still being blocked. There will be another pass over the profanity filter for these other exceptions and another update will be rolled out afterwards.
If there are more very common words that you're still finding blocked, please post them below. Thanks!
As people are pointing out, a number of common words are still blocked. It's interesting (if annoying) that AE was always known to have a more strict filter than character names from the main game despite the need for more leniency due to context clues. Obviously Spiderman (sP1d3rman?) should be disallowed but with redside being centered around Arachnos, "spider" in itself should be fair game. -
Quote:This and things like it are arguably among the most "important" parts of this thread. As stated, this is a nice looking game but sometimes it obscures itself. Adding onto that, these countless effects can lag out some computers.VFX Overload
There's just too much VFX on toons, especially when in large battles. All those aura and buff and debuff and power VFX add up to one huge white-out. Even at low levels, I zoomed in to get a good look at Clamor as our 8 member team was fighting her, and she was just a blinding white cloud.
Now, at Incarnate level, each new Incarnate power is being treated as a superstar getting really bright and noticeable and flashy VFX which is on top of the already-in-place white out. And even though the effects of the power diminish greatly over time, the VFX is still as bright and strobey as ever.
Here's an example of VFX overload at a Mother Ship Raid:
And this muddled mess:
Yeah, Hasten and SuperSpeed are the worst offenders with blinding yellow VFX flames on fist and feet. But Slide is just as bad as SuperSpeed with a very bright pink cloud.
We players asked about two years ago for all those continuing VFX coming from minor buffs from Mayhem/Safegaurd missions to not show and they went! We got some continuous buff auras from toggles to die down. We got alternate VFX light or VFX-less animations for some powers. We got some newly developed VFX from new powersets to be redesigned to be less flashy. Thank you for those things.
We need to continue that direction of peeling off the many clashing and blinding layers. Especially for minor buffs, there does not need to be neon flashing and orbiting auras to announce their presence. Even in PvP ("Oh no! That MM's pets have 5% resistance... RUN AWAY!").
Here's VFX overkill signaling that there's a minor buff at work:
With the actual suggestion part of this:- Floating Decals Know how there's various chest details like Eye of Horus and Infinity? Why not have an aura variant that has these glowing and floating just slightly off the chest. Maybe even the option for a smaller version in front of the face.
- SG Costume Change emote Do a chest thrust, a huge burst of light followed by a large Floating Decal version of whatever your SG picked as their logo, and then change to the new outfit.
- Digital Stream While the digital stream for AE is pretty cool, the version that sits under the contact's feet is way too bright. A more muted version would be nice. Also, it would be nice to have one available as a player aura.
-
Quote:A most delectable dish. Quite light and flighty like you would expect from Annette's antics but with its own unique and surprising flavor. Most interesting is the lack of warehouses despite the City of Heroes influence. A departure from the norm that tickles the palette. I'd definitely try this again.May I present to the judges for consideration:
Fusionette Incarnate
by @PW
Arc ID: 497003
Keywords: Solo Friendly, Magic, Comedy
Length: Medium (3 missions)
First Published: 04/28/2011
Description: Oh hi! You remember me, Fusionette, right? Well I just got Going Rogue and am trying to unlock this darn alpha slot, but I can't solo this stupid Trapdoor guy. Can you help? -
What's better than running the Abandoned Sewer Trial? Running two back to back! In celebrating the arrival of our new European brethren, I'll be running two ASTs this Sunday at 4PM EST. Pending on time, I might even do an Eden afterwards as well.
Futhermore, not only will I be attempting this with a new character, I'd like for people to take Ultra Mode enabled screenshots along the way since I've been wanting to do a player guide for running these. -
Of the time I was on, I found it rather interesting that Dr. Aeon was introduced as a story writer with no mention of AE at all.
-
-
Quote:It's probably not needed. It's just a weird mental organization quirk in that since I "know" the Dewey Decimal system runs from 000 to 999, I find myself wanting to rearrange them and the inability to do so mildly drives me nutty. I will note that they aren't organized in clues in the order you find them. Rather, it's whatever order you have in your arc.I'm personally ok with them being found out of order, what's your thinking on that? As it's an outside map, wouldn't that not be a guarantee of "proper order" anyway? Sort of along the lines of "there's no front middle back".
Actually got to run this twice. While it probably plays better solo, in a group you have the ability for other's to catch the references. -
-
Quote:It should still be added to the list but I wonder if it's WAI. You survive at full life due to the anti one shot code but lower than that it's effectively acting like you're being hit by burst damage.Got a new issue - if you take damage equal or greater than your current health, and you're not at full health, the damage doesn't have the chance to be split between your minions before you die.
Here's an example:
Hit #1: Thorn shakes the very Earth with his Foot Stomp, dealing 339.81 points of smashing Damage to you.
Your henchmen protect you from 339.82 damage.
Hit #2: Thorn shakes the very Earth with his Foot Stomp, dealing 679.62 points of smashing Damage to you.
The pets were not injured or separated from me, and "Hit #1" was a number I saw repeatedly up until the point which I died. -
Quote:But a rollback until the problem is fixed would be the simpler solution.
...is it?
I say that because while this patch has hurt us massively, all those people farming iTrials would have a fit if their rewards were taken away to fix our problem. It sucks but I'm fully aware of just how low we are on the priority list. It can all be summed up with pointing at one feature request: increasing the number of purchasable arc slots from what it is now. A lot of things come down to money, yet Paragon Studios/NCSoft deems us as unimportant enough that we aren't even worth selling to.
Something else is that we don't have a big name supporting us. You, Bubbawheat, Lazarus, Wrong Number, and others do a lot for this community. However, that's not the same recognizability and clout that say Arcanaville or Zombie Man may wield. -
Quote:I'd argue that (unfortunately) we aren't in quite the same situation. AE is a commodity that can be put on the back burner in favor of other things under the company umbrella. Primarily, we aren't the majority. Intriguingly, my comparison is how numerous companies can ignore a safety issue since they can do fine or even "save" money pushing that aside. Luckily we actually aren't that bad but it's essentially the same situation. I mean, they let Admiral Sutter TF get away with nuking people in hospitals for weeks and villains got screwed over with the Merit Rewards for Barracuda SF for months before anything was done. I will say I'm pretty sure that if the Incarnate Trials, ITF, or a new badge were affected then response time would be far faster. Then again, more people would be testing and catching those.I was a computer systems manager for many years and later the supervisor of a large group people with that job. If you have inadequately tested a patch or upgrade and it creates problems for your user base you roll back the patch. Once you have determined the issue and taken steps to ensure the smooth implementation of the software/patch THEN you reapply it. You DO NOT burden your users with your mistakes. System management 101.
And of course there's the silence. I mean, Zwillinger has been doing a great job as community rep but there's others who have been silent concerning AE in the public eye. Plus I'd argue that it takes a glitch of THIS magnitude for there to be a visible response. -
With When The Words Stop #494099 I think this is a situation where I have to be man enough admit that I don't think I'm smart enough to truly get all the metaphors in this arc. I got it in broad strokes but overall I felt quite lost.
Didn't see any outright typos except one odd quirk that might have been due to this recent AE bug. King of All Monsters is listed as being in the All Custom Characters faction. Should be moved to something else if possible.
There's several points in the arc where you mention where Emily put smiley faces and such in the notebook. Rather than doing that with words, you could use the text editing options to actually make smilies and frowns. Purely my opinion but I think this might be more immersive since this is supposed to be in her voice as opposed to a narration.
Mission Architect is totally awesome! :)
I hate this current glitch that's breaking arcs! }:(
Since objectives can be dragged and dropped in the editor, you might want to move the clues around in Mission 3 so they are in sequential order by their Dewey Decimal numbers. -
Yeah, if it weren't for the fact that this is the sign of an issue with your video card, most of these look pretty cool.
-
Quote:You have Glazius to thank for that. Previously, mission 4 intro text was worded differently and the player just sort of went OF COURSE! [/mbison] with the plan for using the crystal. While the idea was to try to put control in the player's hands, it wasn't as smooth of a progression as the current version. Plus, it gave me the ability to add more backstory to the conflict.Hmm. I figured the Reliquary was there all along - it was certainly very useful to advancing the story.
Upon looking at the Sand Ravens I notice that part of the problem was that they had Quickness from Super Reflexes. I decided to let the minions keep Quickness but lose flight. The LTs will keep Flight but lose Quickness in favor of one of the resistance passives. The unique boss Sand Raven Shuja was Ninjitsu instead of SR so no worries there. -
-
Quote:In a lot of ways, the flight on the Sand Ravens was deliberate due to their name. I'll keep it on the boss and LT versions but I will remove it from the minion versions due to the sheer numbers. Dehydrated Servants are an intriguing attempt at adding a sort of zombie. While Drain Psyche has the potential to be nasty, even in the darkness you can target them before you "see" them. I may add another type of minion but I'm not sure of what since the LTs are quite varied (the enemy group uses a 2:3:1 ratio of minions, LTs, and non-unique bosses).Note: I love the look of Ubuges servants really great design. Hmm, seems odd the Sand Ravens can fly (and its more than a little annoying, given they can vanish into the fog quite quickly when they inevitably flee after getting hurt). I do have to say the dehydrated servants having Drain Psyche was pretty nasty. On the upside, it doesnt take *too* long for it to wear off, but the inevitable standing around and waiting (for both it to wear off, and for your endurance to regenerate up for the next fight) does add to the time it takes to get through an already pretty large map. One thing Ive been wondering about is using multiple copies of the same minion to replicate some of the developer mob rules about only one mob in a spawn using a particularly annoying power at a time e.g. if one copy of the dehydrated servant has Drain Psyche and the other doesnt, the power shows up in a spawn less often, in theory; no idea how well it works in practice.
Quote:Apparently, defeating the Queens servants broke the drought curse (wait, it did?), but Queen Ubuge had escaped back to my world, and was causing havoc.
Quote:Note: Okay, seriously the queen calling for water and actually getting reinforced with a bunch of unique water carriers was a great touch! Just loved it, along with the queens design.
Quote:Note: Either the queen has no farewell dialog, or it bugged on me.
Quote:Of course, the Circle mages in that map were appropriate, but all have the same dialog. IMO, if youre going to use that particular map, every single step to distract from its length and monotony is a plus its a minor change, but having each one have different (and entertaining) dialog would be a very nice change. -
-
-
AE has fundamental problems with using it for Incarnate unlocks. The noble concept of running regular mission arcs is shutdown by the ease of making a farm and running it repeatedly. The cynic could comment that you already have to farm iTrials but it is unlikely that the devs would see it that way. Not an impossible concept--I'm brainstorming some things right now--but it'll take a fair amount of planning to come up with an AE option that's feasible when all factors are taken into account.
Furthermore, AE is currently suffering from a massive glitch that broke most of the non-farm arcs so this would cause more problems with using AE for Incarnate content. -
To be super nitpicky it was actually a Hall of Fame as opposed to a Dev Choice. Speaking of that mission, the sequel tutorial ADVANCED TUTORIAL - Knowledge is Power: Tips Tricks & Secrets #403441 is worth playing as well and is probably more in need of a play since it's newer.
-
Glad everyone showed up and enjoyed themselves. To be super nitpicky it was actually a Hall of Fame as opposed to a Dev Choice. Speaking of that mission, the sequel tutorial ADVANCED TUTORIAL - Knowledge is Power: Tips Tricks & Secrets #403441 is worth playing as well.
-
Hopefully tomorrow's patch resolves all of this.
-
This map is available in AE but I think it requires unlocking. Some maps need to be purchased with tickets from the vendor at the top of the stairs. I believe that specific map is actually under Unique -> Warehouses as opposed to the casinos.
-
You use a blue and white title screen with white text. I'd argue you should wary about overlapping the white on white so that it's easier to read. Otherwise the pacing and camera work seems good.