Zamuel

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  1. Quote:
    Originally Posted by Samuel_Tow View Post
    You know, what really bugs me, and I'm only going to say this once because I feel bringing it up is out of line to begin with, is that I actually got Developer's Choice for my arc on Test, but when we moved over to Live, it wasn't re-selected. No big, they apparently had to cut down on the Developer's Choice arcs at the start, but here's the thing - just in the few short weeks it was on Test, the arc got more playthroughs as Developer's Choice than it's had since I14 went Live.
    Even without being DC, arcs that get played on Test don't seem to get those plays carried over to Live where the ratings actually matter. I know it's not automatic (it shouldn't be) but would it kill the players to stick their heads back into the Live version if they liked the Test version?
  2. Quote:
    Originally Posted by Eva Destruction View Post
    ...some of these custom BOSSES hit harder and faster and more often than dev-created Archvillains.
    This is why the combination of the lack of APPs/PPPs for AE critters and the Blaster damage scaling bugs me. Epic pools would allow more power options and lowering damage scaling would make some powersets less vicious. It's funny (well, funny is probably the wrong word...) that customs are still potentially very strong and are constantly hit with XP nerfs while it's almost always canon mobs that get exploited (and then removed ).
  3. Quote:
    Originally Posted by PsychoPez View Post
    Looking to polish up my arc, so I'll invoke the ritual to summon the handyman...
    "Is that an official wish? Say the magic words..." Haven't seen an arc comment/reply from you just yet. However, Peppercat actually beat you to the punch with an in-game request for Overload #405822 so that will be next up.

    Overview

    Overall the arc is mechanically sound and has a decent premise but it's a little underwhelming.The first mission only has generic rescue dialogue from the hostages with no patrols, idle chatter, or clues. Also, the Bum Slump animation seemed like an odd choice for the hostages as opposed to a Cower type animation. Then again, some canon mobs have weird restrictions on what animations you can and can't use.

    The fact that the final mission takes place in a [spoiler] is the main thing that seemed underwhelming, especially due to one of the clues from the previous mission made it seem like something else may have been going on since it wasn't encoded. Any number of things could be done here. You could go the route of having a full rewrite of the mission and make it take place somewhere else. You could keep the same premise but use a larger version of that map and perhaps some hostages for a bit more chaos. Maybe add a battle with the enemy group from mission 4. There's also the concept of adding a timer for a bit of pressure. Merely throwing out ideas since the end result is up to you.

    Your arc has inconsistent levels. This is generally bad unless time travel or power dampening is involved in order to simulate losing powers. Also, your contact does not have a bio. You might want to roll the timer warning from mission 2 into the actual text itself but that's purely a matter of taste. The 'Accept' text for your final mission is still the default while the text for your other missions is more descriptive.

    Some of your clues wound up being out of order with the last clue for a specific mission showing up above the first clue. This can be remedied either by drag and dropping the objective lower in the list or cut and pasting the mission text from the objective to the actual End of Mission clue to guarantee it will be last.

    I couldn't place my finger on Technogenic's secondary. I know he was a Robotics MM but I didn't know what else he had. I know he lacked KB protection. Merely a curiosity on my part.

    Also, I think the inclusion of [spoiler] was a pretty interesting move that works. I was originally wary about the defeat alls but the maps are small enough that it's fine.

    Spelling/Grammar

    --Mission 1 start

    Now for the really bad news: that warehouse is the primary storage area for demolition supplies we're using in the Boomtown reconstruction project, including a large amount of explosives. If whoever's behind this gets their hands on the explosives in there there's no telling what damage they could do!

    should probably be

    Now for the really bad news: that warehouse is the primary storage area for demolition supplies we're using in the Boomtown reconstruction project, including a large amount of explosives. If whoever's behind this gets their hands on the explosives in there, there's no telling what damage they could do! <- comma

    --Mission 1 send off

    Thanks, I knew I could depend on you $name. Your first task will be to rescue any workers that got stuck inside when the robots broke in, thankfully it was only night shift so there can't be more then two or three workers still in there.

    should be

    Thanks, I knew I could depend on you $name. Your first task will be to rescue any workers that got stuck inside when the robots broke in. Thankfully it was only night shift so there can't be more then two or three workers still in there. <- period + caps

    --Mission 1 outro

    Good job $name, it seems kind of odd those robots had no leader though, he must have already fled.

    should probably be


    Good job $name. It seems kind of odd those robots had no leader though. He must have already fled. <- periods + caps

    --Mission 3 sendoff

    I knew I could count on you $name. Now the priority here is to get in and out, you'll probably have to hack into their computer system to get any decent information, Crey's employees don't tend to talk.

    should be

    I knew I could count on you $name. Now the priority here is to get in and out. You'll probably have to hack into their computer system to get any decent information. Crey's employees don't tend to talk. <- periods + caps

    --Mission 3 outro

    Basically, this guy could "feel" instinctively, how machines went together and therefore if a machine was malfunctioning in some way he could figure out how to repair it just by being near it, in short he was a technopath. Unfortunately they went too far and increased his power too much, he went nuts and they had to detain him. He broke free a week ago and in the process repaired and now controls a host of Anti-Matter's robots he stole from a Crey storage warehouse. He now goes by the name Technogenic. Unfortunately that's all that's in the file, his whereabouts are completely unknown.

    should be

    Basically, this guy could "feel" instinctively how machines went together and therefore if a machine was malfunctioning in some way he could figure out how to repair it just by being near it. In short he was a technopath. Unfortunately they went too far and increased his power too much, he went nuts, and they had to detain him. He broke free a week ago and in the process repaired and now controls a host of Anti-Matter's robots he stole from a Crey storage warehouse. He now goes by the name Technogenic. Unfortunately that's all that's in the file, his whereabouts are completely unknown. <- periods and commas

    --Mission 4 outro

    Excellent work! Now we know where he is there's only one thing left to do

    Your choice on adding a period or an ellipsis to the end of that sentence.

    --Mission 5 startup

    Now I don't know if you read all of that file on him, but Crey managed to boost his powers to huge levels, you might want to assemble a team for this.

    should be

    Now I don't know if you read all of that file on him but Crey managed to boost his powers to huge levels. You might want to assemble a team for this. <- remove comma, add period

    [NPC] Technogenic: Awww, $fall down... Pathetic.

    I'm assuming you meant either

    [NPC] Technogenic: Awww, $name fell down... Pathetic.

    OR

    [NPC] Technogenic: Awww, look at $name fall down... Pathetic.
  4. Quote:
    Originally Posted by PoliceWoman View Post
    Personally, rather than asking that the devs lower the bar for the number of unique plays required, I would much prefer that the devs work on growing the pool of active MA players, by making story-oriented MA arcs something that players want to do, and are excited about. More people actively playing MA arcs would mean more arcs would get more plays, and more HoF arcs being crowned would naturally follow.
    While I feel this is the better concept, the problem is getting to this point. While I still greatly enjoy AE, it's depressing to see how it's been handled.
  5. Quote:
    Originally Posted by Eva Destruction View Post
    A lot of the replies in this thread just confirm my belief that the Extreme setting should be taken out back somewhere and shot, chopped into pieces, boiled in oil, set on fire and thrown into a black hole. Why do so many people use it? Does the X make it sound cool?
    Arguably, it's probably rewards. It's harder (but not impossible) to make a difficult enemy give XP than an easy one. I actually think I17 might have made this worse for some powersets if the arc is designed for lvl 40-50 due to the way it scales XP per power added. The other problem is damage scaling. Everything in AE uses the Blaster damage scales so what a writer perceives as being a Defender is actually hitting vastly harder than that. Due to the exploiters, we're probably never going to get the ability for authors to give their players temp powers to help out with an encounter.

    Plus...it's easy. "Okay this is my final boss so he needs to be harder than everyone else. Hey, I can make him Extreme! These powersets sound cool... Done!" Then they'll jump on something with high defense that can AFK when they test (if they even test...) and figure it's fine and dandy.

    And XP is important. It shouldn't be but it's well known that people will quit an arc that gives low rewards.
  6. First up, you mentioned Bunnicula which is all sorts of awesome. Anyways...

    Quote:
    Originally Posted by Marcian Tobay View Post
    So, here's the incredible vague thing I'm asking:

    If you interact with the Mission Architect primarily because of its story capabilities, what are your current thoughts on it? Are you bored with it because you've played all the good stories? Happy with it because the stories are endless? Do you get a fair rotation of players?
    I think it is a good system that does not reach its full potential and in some ways it's possible that it CAN'T reach full potential. I think it is slightly inferior to the map/mission maker from TimeSplitters: Future Perfect (as an aside, I think whoever the current SG base lead is could learn a thing or two from its map maker setup). The MMO aspect just might be the very thing that stunts MA's growth due to the constant battle against exploiters preventing us from getting needed improvements like direct spawn control. Furthermore, I don't think we'll ever be able to setup actual events in the MA due to its limitations.

    It seems broken record-ish but the system needs a better search engine. It would make finding arcs to play easier and would allow you to avoid things you dislike. I don't do it as much as I used to but it can be fun to do a semi-random search and see what arcs you find. Nowadays I almost exclusively play arcs from suggestions/recommendations but it's disheartening to think of the people being ignored and how that affects you too.
  7. Quote:
    Originally Posted by Avatea View Post
    Rewards
    • Removed the rewards for all ‘errand’ tasks within missions. These small rewards were exploitable with the new mission abandonment feature. Mission completion rewards are not affected, including patrol missions.
    I hope a red name can clarify this. Done right, hunts can be fun so it would be disappointing if bonuses are taken away. On the flip side, I hope this isn't being added to punish those who opt to use stealth in their gameplay, especially since it already gives less xp than a kill all.
  8. Quote:
    Originally Posted by PoliceWoman View Post
    This is pretty far afield from the original topic, but regarding "purging" old arcs, I think you could implement a much less drastic solution as follows:

    * Create a new "freshness" classification for arcs. An arc can be "fresh" or "stale".
    * A newly published arc is marked "stale".
    * An arc is marked "fresh" if someone (including the author) plays through the arc from beginning to end.
    * An arc is marked "stale" if the author republishes it. (But becomes "fresh" again if the author playtests it.)
    * Every patch (or possibly only patches that affect MA) automatically marks all arcs "stale", except for honored arcs (guest author, dev choice, hall of fame). Honored arcs are permanently "fresh".
    * Add a "freshness" search criteria allowing users to search for "fresh" "stale" or "don't care" on freshness.
    * Set the default search to only search for "fresh" arcs.

    Advantages:
    * Automatically expires old arcs that are not maintained, without actually deleting them. (However, you can save a beloved arc whose author has vanished by playing through it on your own.)
    * Encourages authors to playtest their own arcs after each republish and after each patch. (This is a good practice in general.)
    * Low development effort (at least, I think so)
    * If you vanish for a year and your arc goes stale, you can come back and it's still there, though it may need some sprucing up.


    This doesn't address the exp issues, but would address the clutter issues. Not sure if cleaning up the arc clutter is even on dev radar at this point (I'm sure there's a lot of bigger fish to fry), but thought I'd put this forward just in case.
    This...is actually a pretty brilliant proposal. Seems to address the main problems without creating new ones.
  9. However, is it just the first mission or the whole arc? Just checking in case there's some weirdness where it starts the arc and then the contact decides to act like they don't know you. Furthermore, we may get through the first arc but would it give the second??
  10. Just a friendly reminder that my offer is still available to any who are interested.
  11. Unique Maps -> Office -> Mayhem's Hospital

    I forget if you have to purchase it or not since I already have all the AE stuff unlocked.
  12. Some CoT maps lack an ally or escort spawn point in the front of the map. You'll have to check them individually to make sure but you may not be able to do it. It affected one of my arcs but the change I made worked out for the best in the end.
  13. What surprises me about you Sam is that you actually like fighting games. I say that because they require high dexterity, the AI for some series are notorious for move reading/cheating, and playing against a human requires you to think on the fly. Yet, you seem to be so vocally opposed to the same concepts in CoH. Having the computer simply cheat is bad but making enemies actually try to fight back is not.

    Quote:
    Originally Posted by Samuel_Tow View Post
    Anti-herding, sure. Anti-AoE, I'm not sure I'm a fan. Anti-herding measures can typically consist of enemies not following blindly around corners or not wanting to approach or clump up too much. That I can kind of see. But causing enemies to scatter?
    Thing is, anti herding generally IS anti AoE and AoE is generally the reason to want to herd. There's other reasons such as herding as a form of soft control for the rest of your team but the main reason is just to drop AoEs on the enemies.

    Quote:
    Originally Posted by Samuel_Tow View Post
    If you're talking about bosses that run AND FAIL THE MISSION, then ugh... That is probably the WORST mission mechanic in the entire game, and I'm counting the visits to PvP liasions and simu-click missions in that one. I'm tired of being beaten over the head about using the slows and holds I don't have on these, so let me leave it at this: I HATE THESE MISSIONS!
    I don't see the problem if warning is given beforehand. This is where I was coming from on that we should have a greater abundance differing mission types so that someone who wants to melee and just do damage can do that while someone who wants missions that favor control can do that. For example, my favorite TF is the Abandoned Sewer Trial. Under most circumstances, attempts to set it up aren't just met with dislike, it's met with a reaction of fear. Most people don't want to run it (or don't know it exists since it isn't the ITF...) but it's good to have the option for that kind of mission.
  14. Stalkers and Dominators tie for first.
  15. While I greatly disagree with Samuel Tow's thought process on difficulty, I think things could possibly be handled differently. Rather than change all spawns, tweak a few current missions and enemies but also create brand new missions that require a bit more tactics in how they are approached. We've already got some under utilized mission mechanics here and there that could stand to be more prevalent.

    Concerning running enemies, I see it as "it depends". It should be variable by enemy but also by mission. If you've hunted down this mob boss, he should be trying to run away at the first sign of trouble. Yet, that same Family guy should hold his ground in a different mission. I do agree that the Avoid affect could stand some tweaking though. It's possible that it lasts too long and that the ticks should be doubled in number but halved in duration. Also, it would make sense to make rain style powers frontload the damage but make the avoid affect start low and then exponentially increase the longer they stay in the area.
  16. At low levels, 5-14 is actually a huge gap in character ability. Either bumping it up to 10-14 or lowering it to 5-9 would be best. The difficulty also depends on the EB. I'd be wary on using custom EBs at a low level though some may be feasible since lower levels have the most freedom in XP benefits.
  17. It's disappointing that many things with AE's development seemed to have been poorly planned. While hindsight is 20/20 and all that, it's disappointing not only to see how things have gone but to get the impression of the thought process behind the changes. Using nukes to kill flies wouldn't be all that bad if it weren't for the fact that it sort of kills everything else in the surrounding area.

    Perhaps the biggest irony about the Mission Architect system is that for something designed for storytelling, writing stories is one of the hardest things to do with the system. Farms and challenge arcs are easy but there's a surprisingly limited number of tools for storytelling. Teammates have difficulty following along with the overall story (though that affects all CoH content), the lack of proper conversational objectives forces workarounds like using allies, and the mere mention of direct spawn control seems to be met with sheer developer terror.

    The one million inf question is, "Where do we go from here?" Is it too late for an upswing? Many players have a bad taste in their mouth from the AE. How do we reassure them? How do we improve the ability for all arcs of quality to obtain players as opposed to only the Developer Choice pics? I think the situation could stand to be handled more delicately in the future since AE is too good of a resource to have as bad of a reputation as it does.
  18. *crosses arms*
    Free inf is good but a bit of competition would be preferred.
  19. Day of Calamity

    Just another sunny day until I saw this girl
    HEALTHy kind of lady that would rock your world.
    She’ll ACCELERATE your METABOLISM with just one smile
    If only I had the number to just give her a dial.
    Tried to BUILD UP the courage to go say “Hi”
    To my amazement she didn’t WALK by.
    She needed a TOUGH guy, one with might
    But for some odd reason things didn’t seem right.
    Led me to a bank with FLARES in her eyes
    Then shouted to the teller, “Reach for the sky!”
    Reached in her purse for a wild west BLASTER
    And like a TORNADO she caused a disaster.
    Getting caught in her crime seemed so frightening
    SWIFT like the wind I was out like LIGHTNING.
    BOLTed around the corner, guess what I saw?
    A REVOLVER pointed at me by a man of the law.
    Hands in the air cause I thought I was caught
    Then he cocked back the hammer for an EXECUTIONER’S SHOT.
    Whoa! Crooked cop tryin’ to be judge and jury
    So I went buck wild with my fists of FURY.
    Realized I just committed ASSAULT and battery
    Prison isn’t worth it from flirts and flattery.
    VENGEANCE was swift as I heard the sirens
    ASSAULT RIFLEs AIMed the squad started firin'
    Stood there confused because I wasn’t dead
    Chief walked up and guess what he said?
    “Sorry to DECEIVE you but this was a game.
    You’re on TV now with fortune and fame!”
    The guns had blanks and people were actors
    A pre planned stunt without random factors.
    After a chuckle the squad went away
    My mouth wide open with nothing to say.
    The woman walked up and gave me a smile
    Said “Don’t feel bad, it’s worth your while”.
    With a LIFT of my spirits that could end all RAGE
    She gave me her number on a scented page.
    What a wild day with a crime in jest.
    I think I’ll lie down I need me a REST.
  20. Quote:
    Originally Posted by Starflier View Post
    Can you specifically place them in AE missions?
    Quantum Gunners were removed from the various factions because non-Kheldians were farming them.
  21. Zamuel

    Excellent Arcs

    Awesome poster image Liz Bathory.

    I'm wondering if mine should be removed since it's moved up into the 5 star range.
  22. I would assume that the canon mobs have a much higher amount of fear resistance/protection built in.
  23. Zamuel

    Galaxy Girl

    Has there ever been a color picture of Galaxy Girl herself?