-
Posts
2194 -
Joined
-
Something interesting I've noticed at a glance is that review threads tend to get posts and attention but the actual author threads are often ignored, or, at least comparatively. So if a reviewer is busy with real life, it seems like that alone will slow this forum down.
-
Did it clear up some confusion on how Reichman came out of stasis at full strength? Also, did the suggestion of "defeated allies lying around" in the Boomtown invasion get added?
Just trying to bring up some things mentioned in beta. I don't have any characters able to run either version. -
Thread necromancy!
I know several people here have been searching for good arcs, have published arcs, or have been looking to get into non-farms in AE so I'm giving this a bump. I know they alternate sides per week (I believe it's blueside this week) and it's generally good fun. I'm not part of Victory United but I would love to try to team up with the likes of Defenstrator, Aramina, and others if they show up. Blueside is at King's Row while Redside is in Cap Au Diable.
There other events are pretty fun too though AE is the only thing I do with any consistancy. -
I've got a weird question since we're on the subject. What would happen if a Stalker used Taunt and then immediately followed it up with Placate?
-
Quite nice. Though I think the costume with the cowgirl hat is much more awesome :P
-
-Is there any limit to how many arcs we submit?
-Can we recommend arcs from others for submission that we find enjoyable? -
I vote for Mender Tesseract. I need revenge...
-
I couldn't finish due to the aforementioned geometry shenanigans with an objective but I encourage others to play the arc because it is quite good. Due to my next comment I must invoke the...
SPOILER ALERT
The current version of Schwester Geist's outfit didn't seem to give off enough of an "evil Nazi" vibe. Here it is for reference: http://i2.photobucket.com/albums/y15.../schwester.jpg
I propose making some key changes to make it a bit more militant yet retain a few splashes of the previous. It is entirely up to you on if you'd like to use it (which is win/win for me because if you don't like it I can recolor it and use it elsewhere :P)
Tada! http://i2.photobucket.com/albums/y15...axispsyche.jpg
Contemplating switching the red and black in places since I think reversing the pants is slightly more canon to the pants of the Raserei Ubermenschen units in the 5th Column but the current form more closely matches Requiem. I can upload the text file for the costume and PM you a link if you do like it. -
-
In the future I will be working on an arc with several timed missions. My question is what problems do most have with timed missions? Some things may be unavoidable but I'm at least trying to survey people here.
-
-
I think more review styles may also be needed. For all the heat Stomphoof took from his mistake during his review, he was the one person to attempt to do it video style and it's a shame it didn't continue. Zero Star's humorous takes and the newly accompanying "Let's Play" style screenshots also add an entirely different style of review than most. Let's see how things progress since hopefully this slump will subside.
-
Quote:I was getting into a discussion with someone during open beta and a lot of the problem here is that level/mission design doesn't take stealth into account. Nearly all indoor maps are pretty much a straight shot from the entrance to the end and are more or less made for "smash stuff". MA has made it apparant just how limited the options are for direct enemy/trap placement which is where stealth would come into play. Also, there are exceptionally few new maps so a lot of people have things memorized. What's needed are maps with alternate branches with actual traps and obstacles so that being able to stealth/TP past them is more useful than just wading through. Also, pulling a Cavern of Transendence and requiring team members to be at different places at different times will help a stalker.Again, not hating on them just pointing out. What can a stalker bring to the group that any other class cannot? for that mater what can they bring that no other class can but better?
Stealth: well this is kinda useless in a group, even the ability to 'scout out' the area is useless because it dosent mater in this game. people are just gonna wade in and kill everything. -
Quote:Actually, while I was not in Closed Beta, the new Betrayal options seem to be mildly buggy in the editor. While they betray properly, the editor throws out all sorts of "does not compute" if you try to select some betrayal settings. Also, it seems like some mini-map problems have been fixed (X and O are now labeled properly it seems) while others like actual coloration still seem off. Escort/Ally damage text seems to work fine.You're right, the AE buildings were effectively empty for most of closed beta. Most of Issue 16 is the Power Spectrum and the SRSLY/4XP system. Aside from a few UI enhancements, AE didn't get anything worth testing until this XP nerfing appeared in the last week of closed beta.
Now that I got to report a few (somewhat nitpicky) non-MA related bugs, I am soley focusing on testing things like maps and this new betrayal function in the MA. I urge every writer here to do the same while I16 is still in beta. Did we ever get together a full list of obviously buggy maps in the MA?
Edit: Also, we need a list of "reasonable" enemy outfits that don't accept outfit customizations. -
Quote:I hate to be cynical, but with the exception of a few specific people, I really don't think AE got tested that much in closed beta. Most people were too concerned with the Power Spectrum and Power Farming portions of I16 to care about the MA.Bugs from i15, such as some maps having Front, Middle and Back spawn points not working properly, boss and rescue points being switched on the minimap, and captives auto-failing timed missions still haven't been fixed. Must get the new shiny out there for the ADD generation.
-
Quote:There's almost a "go with the flow" problem there. I'm new and usually attempt to read the mission text while traveling but I keep my mouth shut so I don't "hurt" the team by slowing the team in a TF. One of many reasons why I sometimes dislike teaming with people who have already run a SF numerous times.I've never been on a team in the last 3 and a half years where someone said "Slow down, I'm reading this mission."
I'd urge the Devs to actually run a few radios and then compare them to several MA arcs with customs. Most MA arcs are going to be lightly harder by sheer virtue of enemy design. The act of adding all the customized farming options to I16 should be enough to curb farming in the MA since farmers will be drifting back out to the zones. -
Quote:I'm probably too new to be cynical but I'm not surprised at all. Old content is less likely to be updated (they've gone on record to say they are more likely to add new content than fix the old) and the infamous "the devs don't actually play the game" means they don't see these annoyances the way we do.Frankly, I'm amazed that the devs have put up with it for so long.
I hate to be so pessimistic since they did so many other things right this issue including some of the other things with the MA but it burns that it's really only the people who were using the MA right that truly suffer. Not only has there already been discovered a likely workaround for the farmers to still abuse the MA with only minimal XP reduction, but they created options to turn the entire rest of the game into a farm so they really didn't need to do that much to the MA for it to get it to straighten out. -
Quote:Actually, your end boss will probably be fine due to exemption rules for the Boss objective itself. The spawn surrounding him will be XP gimped though.Yeah, if I'm understanding the changes right, this is going to crimp the boss farms, but also make it more annoying for story writers. I know I made the end boss of my story arc a custom boss, and he's the only one in his "group." Now I'll have to add more to his group so he rewards properly, but I'm not sure how we'll he'll spawn because of it (I had major issues making it all work). Not sure how well it will go, but I'll see, I guess. They still need to make AE work better for selecting specific spawn points (heck, even a spawning reliably in the back would be good... I've noticed normal Dev missions seem to have the same issue, as I've been finding the glowie on the first floor, which can't be intended on a four floor map), and for boss encounters: I was a bit annoyed that I couldn't have my unique boss spawn in an ambush reliably. *sighs*
The spawn points are a headache and really need to be looked at. As you said, some spawns are in poor places in the dev's own missions so it's unlikely we'll be seeing any fixes to the maps anytime soon. -
After reading over responses in the Feedback forums, it absolutely screws over story writers. It also encourages making your arcs much harder than normal if you are using customs. There's far too many ways for a valid author who is trying to make an easy arc to have the majority of the XP sucked out. In fact one of my arcs looks to be irrepairable. It wasn't popular anyways so an eventual Unpublish won't hurt too much but it makes the size limitations of MA arcs all the more glaring.
-
Unless it's an obvious farm, I always give feedback when I run an arc. I feel that it's a vested interest for all of us who actually want the quality of stories in the MA to improve to do so.
-
Yeah, I'm probably the odd man out (then again, I'm new) but I'm actually sort of disappointed with some of slider options.
-
The one saving grace on the lack of story content this issue was the announcement that they got a lot of older bugs cleared up. Hopefully that will make some of the current content (including MA...) smoother.
-
Becky's Revenge
@New Age Ronin
#60197
A WarriorÂ’s Journey - The Flower Knight Task Force
@PW
#260284 -
I'm not high enough in level yet but I'm heavily looking forward to the redside version. This is my outsider opinion but it seems like they attempted to add some innovative twists to an AV fight and got crucified for it rather than people breaking out of their usual habits and experimenting a bit. My only real concern with the patron powers is that the MM power is a one hit wonder (my same problem with the DGR blueside...more on that later) which effectively makes either the MM power too good or makes Unbreakable itself too good. It's also the power has the least stackability if there are multiples of the same AT. Stalkers can coordinate alternate killswitch runs, doms and corrs get to run a hold/dust devil combo, brutes get the ability to protect against the end drains. It also seems like some of these need to be better described (mainly the dust devils) so that people who get the powers know exactly what they do.
Blueside seems to suffer from being to easy to steamroll in parts from what I've read. There's even been suggestions like buffing the portals in Boomtown so that they can't be one-shot so easily. In the final mission, rather than have the Dimensional Grounding Rays act like the MM power and be single use, they should merely increase the recharge time on Unbreakable and perhaps lower his overall resistance. This will help the issue of stackability (8 players with 10 charges each means 80 chances to weaken him).
As far as the "Countess Crey, I choose you!" problem with the final fight blueside, I think that the devs missed the perfect chance to make a few new enemies. Having a brand new "Team Nazi" would help mix things up for people who are used to fighting the other AVs countless times and it would help clear up the story loophole of "how did Reichman get powerful so fast?" by implementing that they had a part in it.
And everyone likes fighting Nazis, right? -
I'll jump on a Virgil in a heartbeat. I need to try to PUG it once before Sunday so I can get used to the map layout for a few specific missions in the SF.
Wish my load times didn't suck so much though...