Beach_Lifeguard

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  1. Quote:
    Originally Posted by Tahlana View Post
    I recently finished updating my arc for i15 so if you would like, please give it a shot: "The Fracturing of Time" id 171031. Thanks, I really appreciate all feedback and comments!
    Level 47 Axe/Fire Brute.

    Mission 1: Our contact is "Fractured One" who is actually a part of my dream...a dream I cannot wake up from. The basic premise here is that an alien world (the Kyrdos) is going to be destroyed, tomorrow. An invading alien race, the Raigaus are going to destroy it. We don't know why. The Kyrdosi have built a device that will allow them to transcend their universe and survive. the catch is they cannot activate it, and outside has to. so that is my goal here in Act 1. Seems like a pretty wild premise, but we'll go with it...

    The custom enemy group of aliens looked really, really good. I wasn't sure what to expect, but they looked like a pretty mean group of aliens. they were soft though. I believe they were all claws scrappers, and I tore through them with ease.


    Mission 2: Despite my efforts, their world was destroyed and when I activated the device, something went wrong. They did transcend, but...not completely. We are being sent to the edge of this "Void Shawdow", the place where the Kyrdosi are now. By the way, an interesting side story here, I seem to recognize my contact in my dream, but he or she tells me they cannot yet reveal who they are.

    Apparently the Void shadow is an Arachnid cave. We fight mostly Blood Echoes, who are not as impressive as the first custom group. We do fight a scientist and a Kyrdosi hero, and they are both pretty pissed off at me for what has become of them. To me, that seems pretty thankless. they created the device and I was nice enough to trigger it for them. Hmmm, let's see what our contact has to say about this.


    Mission 3: Our contact informs me that they are so mad that they are going to rip through the fabric of time and destroy my universe now. Well, we better go stop them. The Kyrdosi are now the enemy.

    This was a fun mission. Ritki cave maps against more Echoes, with a pretty nice, powerful boss. Beating him slowed their progress, along with destroying 4 destructible objects, which sealed up the rips in time.



    Mission 4: We learn that the Kyrdosi are like they are now because they were unwilling to let go of life when they transcended, so only this evil part of them exist now. In order to fight them in the Void, I must also do the same, but my contact won't let me sacrifice myself for this cause. The next mission is to become unstuck in time.

    The dreaded destroyed Atlas Park map, and with no good reason. We have to destroy my own mind, love and hope. After searching, we find all three and beat them. They, and their minions looked pretty good, but the story is getting pretty out there by this point.


    Mission 5: We learn our contact is a fragment of ourselves in the dream. Now that I have destroyed aspects of myself that bind me to time, I can now enter the Void. In order to close these large rips in time, I must absorb them into myself , which will delete me from time. Sounds like a fun time.

    We battle through some caves, releasing echoes of my mind, love and hope. As we absorb the rips, we are sealed off from my universe, but I believe these things I rescued saved me and brought me back.


    Overall, I am going to give this arc a 3 star rating. If you just want to beat on custom group without much resistance, this is a good arc to run through. If you are concerned about story or difficuly, skip this one. I found the story pretty far fetched, and towards the end it just went off into the bizarre, in my own opinion. The first mission was the highlight of this arc.
  2. Quote:
    Originally Posted by ArrowRose View Post
    I would love it if you would review my arc:

    In Pursuit of Liberty - ID 221702

    A few things to note:

    I can solo this arc even on fairly low level heroes. The warnings are bogus and I believe based on the fact that I made my ally a high level.

    Also it says Very Long. Again I believe this is based on the fact that there are five missions. The first 2 are fairly short. The third, fourth and fifth can also be completed fairly quickly if you go for the objectives.

    A few people have found a frustation in mission 4. If you do read what Statesman says. It should help.

    I hope you enjoy it!

    I will play one of yours when I get a chance.
    Level 47 Axe/Fire Brute

    Mission 1: Ms. Liberty is our contact and she says that a child has been kidnapped. That is reason enough to do this mission, but then she also tells me the kidnapping happened 7 years ago and we are to go back in time to rescue her. she hints that this child may some kind of key figure in the future of Paragon City. The child's name is Liberty (strangely enough) and there may be an ally inside to help me.

    The mission was a standard office map against most Family...pretty simple. There was a custom group in the guarding the hostages (the child and an ally). This group looked absolutely terrific. Loved them. The ally was way overpowered though and with the three clues were were burried in named and relationships to remember which made it all confusing for me. The basic gist is that the family kidnapped this kid for some unknown reason.


    Mission 2: Ms. Liberty informs me that Little Liberty has been kidnapped again, 7 years ago. I thought that is when she was kidnapped the first time, but anyways....she was exploring a cave for some kind of treasure. That is where we are headed.

    The mission was on a pretty large blue cave map - not a good choice, those are pretty universally considered horrible maps, and I agree. Still, the mission was pretty good, fighting against this customer group. They look great and provide a nice, but fair challenge. Perfectly balanced for me. We rescue this kid again and find the treasure which seems like a superhero costume. Hmmm...


    Mission 3: Guess who has gone missing again? Yep, Little Liberty, except she is 21 years old now and was in search of a book. No more time traveling, but we are headed to an enchanted garden to find her, and that book.

    The mission is the forrest map and the enemies are boulders and wisps - garden variety evil. We rescue the kid and find the book. The book reveals that Little Liberty is the grand-daughter of Miss Liberty and the costume, along with 2 swords, are very powerful and will one day allow Little Liberty to defeat the custom group (who fight against the idea of liberty).


    Mission 4: This time we are being sent into the future. Little Lib had a dream (has many dreams of this sort actually) and sees a dark future, but also sees these swords. We will travel to one possible future time and retrieve those swords. Statesman himself will meet me there to help.

    OK, so the map is the destroyed Atlas Park map, the most overused map in AE and as said many times before, one of my most hated. It fits the story though, so I can't complain TOO much. But I still hate it. You jump around a smoky, fire filled map looking for 1 little glowie and Statesman, who you have to rescue for no real reason.


    Mission 5: Little Liberty has the costume and has the swords and.....has been captured again. This time by the leader of MAL (the custom group). I need to rescue her and defeat this guy. Hmm...I thought this was Little Liberty's destiny to do so? Well, let see how it turns out...

    Cemetary map with 4 heroes to rescue. Thank you for making them stand out with a big green aura. the EB was very difficult to find and keep all the allies following, so I ditched them all and found him. It was a good fight, had to pop a couple purples, but he went down eventually.


    Overall this was a mostly enjoyable arc to play. The story was pretty decent, though towards the end it felt like I was saving the world, not that it was Little Liberty's destiny. In fact, since I ditched her for the final fight, she wasn't even there for it. It could use some tightening up, but as is, it is still not too bad. the missions were all pretty good, but some of the map choices were a bit tough, particularly the destroyed Atlas Park map and the last one was too big to have 4 allies follow along, IMO. I can't give the arc 3 stars...it was better than that. But it also fell short of 4 stars for me. 3.5 (rounded up to 4 as the official rating).
  3. I just hit level 47 on my BA/FA brute. To be honest, FA is pretty bad. You need a knockback protection IO, and in my opinion, just from playing different resist sets, this one feels the weakest. I am constantly going to the market to stock up on large purple inspirations for boss and EB fights at difficulty level 4. I didn't take temperature protection (yet), so maybe that has a little to do with it, but I'm not so sure.

    FA, combined with BA is a total end hog, and even with consume and stamina, you will have end problems. Now, I solo a TON, so maybe if you team more than me, it wouldn't be so bad.

    BA is pretty weak and slow at first, but once you get pendulum and cleave, build up that fury and you are a killing machine in the late levels. I don't have much trouble building up fury.

    Now, it might seem like I am saying FA sucks, and BA only has 2 good powers, and that might be pretty accurate, BUT, for some reason this toon is just a lot of fun to play, despite all the downsides. I couldn't even tell you why, but blazing aura, an immob from the PPPs and burn, along with the big hitters in BA is wonderful. I also have a concept toon and I love the fire animations, as well as some of the axes you can unlock. I am loving the Rularu axe! I would not play this toon this long if it wasn't fun.
  4. Quote:
    Originally Posted by Zikar View Post

    The Perfect Drug - 244209

    OK, Level 45 Axe/Fire Brute

    Mission 1: Our contact is a professor, who seems a little grumpy about having to work with heroes. It seems he has more professor-type things to do. He works with the Longbow, trying to stop the Council. Anyway, he sent another hero into a Council base, but he have not returned, so I guess I am next.

    Pretty standard council mission. I rescue the Hero, Fire Renegade. He is an EB and does more damage against the Council than I did. I don't know how he got captured, or why he needed to be led all the way out. He did give me a disk for the Professor though.


    Mission 2: The Professor decoded the disk and it is revealed that there is a special drug shipment coming in on a....well, ship. The Professor doubts they are either medical drugs or street drugs. Hmmm, wonder what they are? Oh, he sends us to get a sample, so I guess we'll find out.

    The mission is a lot of council and a big cargo ship, not the most fun setup, but the last room had a bunch of bosses that were fun to fight and it wasn't the biggest cargo ship you could pick. We get some clues: a vial of brown liquid drug, the ship's captain's notes about wanting to stop these shipments, but can't, for Maria's sake, and a list of shipping records which include a hideous body and Serum 21G4.


    Mission 3: The Professor cannot determine exactly what that drug is, only that it is some type of super soldier serum, but very powerful. Our next task is to go to a council base and download info on Serum 21G4.

    Back into a council base for this mission, and it is the dreaded pool room map. Ouch. I rescued 3 Longbow, one of which was way overpowered. None of which had much of a reason to rescue. I do recover the data though.


    Mission 4: The Professor has his people analyze the data and we learn that this is essentially Super Soldier Serum 2.0. It can make the super soldiers 500 times more powerful than the original. The data also says the first test on a human will be soon. The Professor has a mole inside the Council, we are sent to meet with him.

    Interesting mission here. We defeat a couple of enemies on the low level, small council map. Then we escort the mole to the door, where he slips me a disk. Then we fight to keep up appearances.


    Mission 5: So the final battle looms. We have to go to the council's lab where the first test will be taking place and basically destroy everything. The Professor will send 2 heroes to help me and also informs me that Nosferatu will be there overseeing everything. We don't have to beat him to complete our objectives.

    The final mission was pretty fun. It felt epic, at least up until I go the hero that was an EB as an Ally. He was way overpowered. The fight against the super-soldier (who looked very nice) was trivial, as was the fight against Nosferatu. It made the end of the arc a bit of a let down. I know I could have dumped him along the way, but if the author puts allies in there, I take them, and determine if they were needed or overpowered, etc. The end should have been epic, but it wasn't.

    Still, this was a pretty good arc. It started a bit slow, but missions 4 and 5 were very good. There were some questionable decision by the author that I referenced, but the author also did a lot of good things. Mission 4 was a very nice use of the MA abilities. The story was very easy to follow and entertaining enough....I'll give this arc a solid 4 star rating. It has potential to be a 5 star.
  5. Quote:
    Originally Posted by Captain_Zero View Post
    Please check out my arc, The Boneyard, and let me know what you think. I really apprecaite it. If I have the time to review one of your arcs, I'll let you know. Thanks.

    Arc Name: The Boneyard
    Arc ID: 253542
    Faction: Heroic
    Creator Global/Forum Name: @Gebsy/Captain Zero
    Difficulty Level: Easy, Level 1-15
    Synopsis: A local youth, Gabriel Rodriguez, is getting involved in gang activity with the Skulls. His older brother, Manuel, has asked you for your help bringing Gabriel back to the right side. Can you help save him from a life of violence?
    Estimated Time to Play: 30-90 minutes
    Level 4 Fire/Dark Brute...

    Mission 1: Our contact is a police office and he tells me his younger brother is getting involved with gangs, specifically the Skulls. The Skulls initiation requires a killing of a rival gang member. Our job is to go and break up the fight that is going to happen, and for some reason bring back a magical spell book that is in the Hellion's possession. The mission started off fine, like a typical low level mission, and it used the smoky/burning building. We found Skulls and Hellions fighting each other and fighting me. Then at the end there was a level 6 EB. An EB for a Level 1-15 arc? I am running on Heroic and he crushed me. A few times. Even with some liberal use of inspirations.

    OK, maybe I am having a real bad day, but that is two in a row I couldn't complete.

    I won't rate this one, though i am tempted to give it a low rating for having an EB in a low level arc.
  6. Quote:
    Originally Posted by Mirror_Man View Post
    Nice to see you back reviewing again, Beach_Lifeguard!

    You've already played two of the arcs in my "Galactic Protectorate" storyline; I've come out with two more since then (the latest was just released yesterday), so if you'd like to continue your reviews of my arcs, your feedback is always appreciated
    Part 4:

    Level 44 Axe/Fire brute...

    Mission 1: In the 4th chapter of this ongoing story, our contact is Ms. Liberty. She informs me that Mynx and Swan have been captured by the Protectorate. Their captors have been tracked to some caves in the hollows, so off we go. The custom enemy group this time around has a plant/thorns theme to it and as always they look really good and are a lot of fun to fight. The mission is pretty straightforward, and we pick up some interesting clues along the way that give us a bit of information and a few more questions about the overall arc and the Galactic Protectorate. We also discover some information that may lead us to the place where Swan is being held.

    Mission 2: So the plan is for myself and Sister Psyche to take on the "Rendezvous Point Wolfsbane" base of the GP and get Swan out of there. The map is an Oranbaga cave, and not one of the easier ones to manuever through. Not much going on in this mission, except for lots of kills and tickets. Swan has been taken to another hideout and we learn that the leader of this group is some kind of botanist and is working on some experiments that mix plants and animals. I am finding that fighting thorns are tough, but the EB at the end was one of the easier ones.

    Mission 3: General Adonis is going to attack the Circle of Thorns in order to get a missing ingredient for his experiements. Adonis also has Swan so it seems like we can rescue her and put an end to Adonis' plans all at once. This mpa was the outdoor forest mpa and there was a CoT and GP battle going on. Very nicely done mission, but the EB was unbeatable for me, and I wasn't able to finish the mission. I couldn't even get her health down 20% before her regen would bring it all the way to 100% again. This was with Ms. Liberty's help as well.

    I love this who series of arcs, but this is the only one that I have had any sort of problem finishing. I'll give the author the benefit of the doubt since his work has been so good, and give this an incomplete. It was definately tracking to a 4 or 5 star rating though.
  7. Quote:
    Originally Posted by Zikar View Post
    If you'd like to review one of my arcs, that'd be awesome.

    Marked Man - 3463
    Level 43 Axe/Fire Brute...

    Mission 1: Our contact is a mysterious guy without a real name. He promises me that we will make a lot of money. Sounds good to me. He has found a gemstone that is worth a lot of money. It may have magical powers, but he doesn't care....he is just in it for the money.

    The mission is pretty simple, search some boxes until you find the gem. The custom enemy group looks alright, but they were not very exciting. Just a heavily armored security group. After finding the gem, a demon-type boss spawns and I have to defeat him. No explanation for this was given at all.


    Mission 2: Here we find out that whoever touches the gem is marked and this demon will try to kill them. The demon cannot be killed either. My contact has touched it, as well as the person we sold it to. We need to find this guy and find out how to get the demon off our back.

    We find him in his office, but he won't tell us anything. We fight the same custom group in this mission. It was a standard office map, decent mission.


    Mission 3: Our contact made the guy talk. He said he was owed a favor by a Circle of thorns arch-mage, and this arch-mage casted a spell to get the demon off of his back. Well, we don't have any mages that owe us a favor, so we'll just have to go steal his spell book along with a few other items.

    The map is Orenbaga. I know some people hate these, but this is one of the small ones and easy to manuever through. The objective in the mission just say what you have to get. It should say something like, "Find: x, y and z" There is a boss midway through the mission who is set to a very high difficulty, or so it seems. I had an awful time defeating him. The demon showed up again at the end and we dispatched him again, for now.


    Mission 4: I give all the supplies to my contact and he sets up a ritual. Off we go....into some caves. We beat back the Circle again, do the ritual and the demon shows up anyway, this time as an EB. We put him away, for good this time.


    Overall, I am going to rate this arc as a 3. First the good stuff: Good maps used. The story was very easy to follow. Decent custom group (not great though). Good use of Circle of Thorn.

    The not-so-good: Custom was decent, but just filler. They had no story. Circle boss seemed very overpowered. While the story was well told, it just wasn't a very interesting story. Missions had good maps, and were OK, but nothing to exciting.
  8. [ QUOTE ]
    [ QUOTE ]
    I'd like you to try Illpracticed Malpractice *points at sig*

    [/ QUOTE ]

    Level 38 Axe/Fire Brute.

    Mission 1: Our contact lays the plan out in front of us....we are going to sue the hospital for malpractice and to keep the chief resident from skipping town, we need to go in there and kidnap him. Seems simple enough.

    The custom enemy group looked pretty good and were fair and balanced. The mission uses the hospital map, of course, which is always a good one. I found the chief resident and defeated his captors, and then things went really strange. Arachnos showed up and I had to fight them. I thought I was helping them? And then a Snake, 10 levels above me (as well as one about 5 levels below me) show up and almost tear us to pieces. I barely manage to escape.

    With that, the arc is over. It started off promising, but things went haywire after the rescue on on the way back to the front door. You might want to check on what is actually triggering after I kidnap the doc. I hate to start off the review thread with a low score, but a 2 is all I can do right now because the mechanics seem broken. I would clean up the part I just mentioned. Maybe a better ambush would make this more fun. Also, the story could use a more interesting angle and/or conclusion.

    [/ QUOTE ]

    I have re-run this arc, since it is a short one. All of the issues have been corrected as far as I can tell. I have no problem bumping this one up to 3 stars. Its a good quick mission to run.
  9. [ QUOTE ]
    Hi Beach Lifeguard,

    If you have 20-ish minutes, you might try my Captain Dynamic arc (more details in my sig, below). Also, I looked at your Be a Villain arc, hope the review is useful.

    Cheers, airhead

    [/ QUOTE ]

    Thanks for the review. The updates to MA really wrecked that arc and I think it is about time that I take it down and work on something else. But still, I owe you a review now, so here we go with #190069.

    Level 39 Axe/Fire Brute

    Mission 1: Our contact is an entertaining guy, one Mr. Captain Dynamic, but I really don't follow what he is saying too well. I suspect there is some background I was supposed to read, particularly in regards to somebody named Great Face. Anyhow, it seems that Great Face is trying to recreate Rikti armor and is working with the snakes, so we are off to fight some snakes and see what we can find out.

    Except, we don't fight snakes. We don't fight anything. We click a glowie and then lead out a girl that spawns. Then our contact acts like we just completed the mission he sent us on. Very confusing.

    Mission 2: Our next mission is to stop Archon Burkholder from obtaining techie taffie. The mission is fairly straightforward and simple, pitting you against some Rikti, some council and a couple of custom guys. These guys didn't seem to have much reason to be in the mission, from my point of view. Also, I thought an objective was to beat the Archon, but I never saw him. Perhaps the battles between the factions in the mission did him in?

    Mission 3: Honestly, I am having a lot of trouble following the story here. Into the mission we go and I'll try to see if it all makes sense at the end.

    It doesn't. In fact, this was the most bizarre confusing mission I have played in a long time.

    Either this arc was supposed to be funny and I didn't get it, or it is an inside joke, which I reeally didn't get, or your buddy has hacked your account for real and screwed this arc up. I am really confused.

    I can only give it 2 stars, and that might be generous. Very sorry.
  10. [ QUOTE ]
    Nice to see you back reviewing again, Beach_Lifeguard!

    You've already played two of the arcs in my "Galactic Protectorate" storyline; I've come out with two more since then (the latest was just released yesterday), so if you'd like to continue your reviews of my arcs, your feedback is always appreciated

    [/ QUOTE ]

    Part 3 with a Lvl 38 Axe/Fire Brute

    I admit that I don't remember the details from Part 1 and Part 2. I know I rated both arcs good and that I didn't trust the first contact, who was supposed to be Synapse. I believe we saved Manticore in this opening arc. In Part 2, Manticore was our contact and we saved Synapse. Let's see what Part 3 has in store for us.

    Mission 1: Sister Psyche is our contact for this chapter of the story. Basically, the Protectorate has captured some longbow bases and turned them into hospitals for their soldiers. They seem to have Paragon City physicians working there - some of them SP knew before the invasion.

    Once again we have an excellent looking custom group. The costumes and named are very well done. They are a tough challenge, but still very fair for the player. The mission is very fun, but if I can nit-pick just a bit: Having to lead back hostages through a pretty large map is a bit of a pain. Also, all the extra things to click are a bit of a nuisance. The excessive use of -recharge, slows and immobs gets annoying pretty quickly. I guess that last one is more than a nitpick too. The story takes an interesting turn here, as the doctors chose to work for the Protectorate, but only because the hospitals on Earth would only help heroes. One of the doctor's brothers needed help so she turned to the Protectorate....

    Mission 2: Sister Psyche pulled some useful information from the doctors. We think we know where the leader of the division I just fought is located. We are off to a 5th council base where we find not 1, but 2 Elite Bosses to deal with. We have Manticore to help, and we needed all the help we could get against the robot MM. This turned out to be a long, very difficult fight. I didn't die, but it was close a few times. The other went down pretty easily though. A computer in the hideout had a note that indicated how cruel the Protectorate thinks the human race is and that a counter-attack is imminent.

    Mission 3: We have to stop another General before she can attack any of "our" bases and strongholds. We are being sent to a zone where we are using all the manpower we have just to secure the perimeter. Sounds like a tough fight, so Sister Psyche is going to join me. We also pick up Ms. Liberty inside the mission and with both of them helping, we make quick work of the EB.

    Overall I have to rate this arc a 4. The few annoyances in the first mission, particularly with the enemy group carried through the whole arc. After the second mission, they just were not very fun to fight, but more of a hassle to deal with their secondary effects. The story was solid, but not as entertaining as the first two acts of the 4 part story. Still, a very good effort and I plan on finishing this entire saga up shortly.
  11. [ QUOTE ]
    I have three low level arcs as of now. I tried to make them a true trilogy, each part telling its own story. No EB/AVs in any of the missions. If it takes a while to get to them, that is fine. I am still tinkering with them anyway, especially the last 1.

    [u]Fighting the Future[u]

    Title: Future Skulls
    ID: 4727
    Levels: 1-15
    Keywords: Solo Friendly, Canon Related, Save The World
    Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]


    [/ QUOTE ]

    I happen to be messing around with a lowbie right now, so....

    Level 9 DM/SR Brute...

    Mission 1: The story is setup by our contact, who can see the future. She sees a destroyed city and flooding. She sees that the Skulls are involved in a course of action that will lead to this. Off we go to investigate. The mission is on the burning building map and it is obviously against skulls. It is all pretty standard, good for a low level toon. We find a strange book with disturbing contents...

    Mission 2: We find out that the Skulls are trying to awaken Merulina, the creator of the Coralax. The Skulls think that this deity will cause lots of death and destruction. We are sent to a Coralax liar to search for more information on the ritual. This is another good mission, this time against the Coralax. It is nice to fight a group you don't really see much in game. We recover nothing of use in the mission though.

    Mission 3: None of the other heroes brought back anything of use, so our contact suggests a desperate measure: sending us to the future that she saw, to speak with somebody who might know something. The mission is on the outdoor/indoor Faultline map against the "Future Skulls" along with a couple of enemies from another custom group. These looked like florescent angels...but they look pretty cool. I liked them. I met with the person I was supposed to and after defeating her, she gave me a magical dagger that would be able to trace the location of the ceremony.

    Mission 4: We are off to a location near Croatoa to stop the ceremony and defeat the Skull boss. When I saw the outdoor map and the objectives, I groaned. However, this mission makes SUPERB use of auras around the 2 hostages and the boss so the searching was minimal. A good finishing mission to the arc and the story, which I won't spoil here....

    Overall, I enjoyed this arc. It was a good, fair challenge for a level 1-15 toon. The maps, enemies and the missions overall were fun and seemed to fit the level range nicely. The story was good, not great. Overall I give this a very solid 4 stars. I recommend for any new toons looking to level at AE.
  12. Looking for a review on my Dr. Marcovici arc, listed in my Signature, #161797. Ultimo Girl would probably be the best character to use. A review here is just fine, thanks!
  13. [ QUOTE ]
    The next arc in the queue was #161797, "The Revenge of Dr. Marcovivi". This is a four-part arc that, according to its browser info, requires you to choose an ending by picking one of two other arcs, one three-part and the other two-part. This is a failure on two grounds, one being that the arc is incomplete and the other being that it is more than five acts.

    It would be virtually impossible for this arc to earn a good rating from me, so I have decided simply not to review it. I don't see the point in reviewing something that says it's incomplete on the label, and I'm not running two arcs to review one story.



    [/ QUOTE ]

    Weird, since we discussed this in PM's before I submitted, and I thought you were quite clear on what I was trying to do here, and that you would deduct, but possibly not much depending on how the first part ended....No big deal though.


    Anybody want to actually give this a run through and a review? It would be appreciated.
  14. [ QUOTE ]
    I'd like you to try Illpracticed Malpractice *points at sig*

    [/ QUOTE ]

    Level 38 Axe/Fire Brute.

    Mission 1: Our contact lays the plan out in front of us....we are going to sue the hospital for malpractice and to keep the chief resident from skipping town, we need to go in there and kidnap him. Seems simple enough.

    The custom enemy group looked pretty good and were fair and balanced. The mission uses the hospital map, of course, which is always a good one. I found the chief resident and defeated his captors, and then things went really strange. Arachnos showed up and I had to fight them. I thought I was helping them? And then a Snake, 10 levels above me (as well as one about 5 levels below me) show up and almost tear us to pieces. I barely manage to escape.

    With that, the arc is over. It started off promising, but things went haywire after the rescue on on the way back to the front door. You might want to check on what is actually triggering after I kidnap the doc. I hate to start off the review thread with a low score, but a 2 is all I can do right now because the mechanics seem broken. I would clean up the part I just mentioned. Maybe a better ambush would make this more fun. Also, the story could use a more interesting angle and/or conclusion.
  15. After a 2 month break from reviewing arcs, I am ready to start back up. I know that I missed some from my last thread, but there have been a lot of changes to the MA since then, so I am not going to go back to that list. We'll start fresh here.

    A few ground rules first:

    1) I am playing these arcs solo. If your arc is not meant to be played solo, don't post it here.

    2) My review is based first on "Fun Factor." If your story is just OK, but the missions are fun, then you can still get 5 stars. If your story is amazing, but the missions are tedious, you won't get 5 stars.

    So, what makes for fun missions? I love a well done custom character group. I hate long maps without a reason. I hate outdoor maps without a GOOD reason to have them. Most of the time these seem to be tedious hunts for a boss or a number of glowies. If it fits the story, fine. I like use of bosses and don't like overuse of EB/AV's. I really hate embedded objectives that make me retrace my steps through a map.

    3) Spelling and Grammar. I don't really care, and won't point this out unless it is really bad and it distracts from the arc.

    4) I won't review in strict order that requests are made. Preference is given to shorter arcs, as well as to those who play one of my arcs and leave me a bit if feedback. Playing one of my arcs is not necessary though.

    5) I'm pretty easy to please. My last time doing this I averaged just under 4 stars.

    6) Mission levels: I am more apt to get to your arc if it has a wide level range. I am not big on exemping, so those level 1-15 arcs my hang around for a while if you request a review, as will the ones with specific ranges like 20-29, etc...

    That should cover it for now...
  16. Beach_Lifeguard

    Axe/Fire advice

    I have my Axe/Fire Brute up to Level 27 and I am a bit underwhelmed by it so far. It also eats up endurance like no other, or so it seems.

    Does anybody have a sample build or general advice on these powers working together? I am using SOs until level 32 (which is pretty standard for me), although I did buy a knockback protection IO and slotted it into combat jumping.
  17. [ QUOTE ]
    I'd appreciate a review of my arc, it's heroic aligned and I recommend mid-levels just to have a decent selection of powers available, but it should be completable lower level with a good character.

    Arc ID is 141338

    Its name is Vectors of Infection, and it tells the story of a plague that turns those who are infected into zombies and spreads rapidly through unknown means.

    I know it's soloable because I've done it with a couple of my characters (None with exceptional setups) but it does have a couple AVs - you get allies that provide aid against them. It has 5 missions but only takes about an hour to complete, without heavy ghosting. With it you can go even faster.

    [/ QUOTE ]

    Lvl 50 Kat/Regen Scrapper.

    Mission 1: Sounds like some kind of zombie outbreak in a warehouse. Zombie arcs are always fun, so off we go. The mission was OK, but the custom enemies didn't feel very zombie-like. They were just a standard group of enemies with mixed powers that used the zombie face. The powers didn't say zombie and the group didn't act like zombies. They didn't say anything and there were no roaming patrols (that I saw) of zombies searching for brains. Two boss allies were probably overkill as well.

    Mission 2: While researching the virus that caused the zombie outbreak, the lab has become infected. We head in. It is a defeat all, but it is not a very large map, so it was fine by me, however, there didn't seem to be much of a point in the mission. No clues, no dialogue. Ally was overpowered as well.

    Mission 3: We are being sent on what seems like a totally unrelated mission here. A longbow agent has not returned or called from a conference she was at. We are sent to investigate. Of course, it is zombie related. We have to save the Agent, who is overpowered as an ally. I think all these allies can be Lieutenant class at most. We also have to beat 4 special infected zombies.

    Mission 4: We have found a cure for the virus, but outbreaks are still popping up where they shouldn't be. Then somebody named Origin sent a cryptic note and huge outbreaks of the zombie virus started breaking out. We are sent to help and to defeat Origin's assistant, Bearer. This was a pretty good mission. Tough bosses (the regen one was probably a bit overpowered defensively) and a soloable EB.

    Mission 5: Nice twist on the story as to why the outbreaks are occuring where they shouldn't be. This sets up the final battle with Origin. The last mission was pretty good as well, but having Origin spawn early in the mission made the rest of it anti-climatic. The regen bosses are way too annoying to fight at the difficulty setting you have.

    Overall, this was just an OK arc, but has a lot of potential. The main thing missing is creating a feeling that these are zombies you are fighting. They don't feel like zombies at all. The story is OK, but picks up nicely in the last 2 missions. At this point I see it as a 3 star arc, but it could go as high as 5 with some adjustments, and a partial re-write.
  18. More stats:

    61 arcs reviewed. 228 stars awarded for an average of 3.738

    5 stars: 19
    4 stars: 16
    3 stars: 18
    2 stars: 7
    1 star: 1
  19. [ QUOTE ]
    I'll submit my arcs for review

    Arc Name: Brass Reaver: Part 1
    Arc ID: 16952
    Faction: Neutral
    Creator Global/Forum Name: @Turbo-Ski
    Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need them solo.
    Synopsis: A Fake Reaver has shown up and started framing the villain Project Reaver. Your job is to investigate the Nemesis plot behind all this and find out what Project Reaver might really be.
    Estimated Time To Play: 5 missions - 45 to 60 minutes
    Enemy Groups: Carnies, Custom, Nemesis, Reflections


    [/ QUOTE ]

    Lvl 50 Kat/Regen Scrapper.

    Mission 1: Our contact is an advisor for the US Military. He has been tracking a villain, Reaver, for 3 years. Reaver is the result of a government project that was trying to design the perfect assassin. Reaver had been the bodyguard of Sarix Morrison, but this latest crime spree seems to be by the Reaver only. We are being sent to a crime in progress. The mission was a Crey lab against Nemesis and the boss was The Fake Reaver. Whenever I think Reaver I think Serenity/Firefly. I don't think this reaver is the same.

    Mission 2: Now we are to go to the last known location of Sarix where hopefully she will be along with Reaver. We are to try and form an alliance with them (???). I am just not following the story too well yet. We rescue Sarix and she is our ally. Even though she is an EB, she didn't feel that overpowered. We go up against the real Reaver and he proves to be pretty tough, even for me and an EB ally. We whittle him down and finally defeat him, only to have him rez and put us both down. Lovely. I realize I don't have to defeat him again. Once he went down that mission objective was over.

    Mission 3: So, if I understand the story, the Reaver was hostile to Sarix and I because of a mind control program by the Nemesis. However, a reptile skinned man known as Mental Scale may be able to help us. Honestly, at this point, the story just seems to be adding new characters and elements as it goes with not much explanation and certainly anything I am doing has little to no affect on the story. The mission was simple, rescue Mental Scale and his friend Red Kite. With these 2 EB's in tow, we put the boss of the mission down in about 0.5 seconds. Way overpowered.

    Mission 4: K, so the next step is to actually enter the mind of Reaver with Mental Scale to get the mind control program out. Seems awfully far-fetched. Reaver's mind looks like a hospital. I pick up 3 EB allys along the way and we waste the EB at the end in about 10 seconds. Way too easy.

    Mission 5: Reaver is cured and all we have to do now is destroy the fake reaver factory. I pick up a couple EB allies early on, and thank god because this mission just feels like an add on. Just because there are 5 mission slots, doesn't mean you need to use them all. Our first big encounter is with a purple conned EB Reaver. (I am on challenge level 3). My allies actually run away after the EB hits his Tier 9 defense power. At this point, I get destroyed in seconds and decide it is not worth the effort to finish this mission.

    Overall I can only give this arc a 2 star rating. The story was not very good, with elements, characters and plot lines just being thrown at you with not much explanation. The allys in the missions were either way overpowered, or just ran away and wouldn't help. Some of the plot lines were just far-fetched as well. In my opinion, this arc needs a total rewrite. Sorry for the bad review.
  20. [ QUOTE ]
    And after 3 weeks, the 3rd installment is complete

    Arc Name: The Galactic Protectorate - 03

    Arc ID#: 173452

    Details: An alternate-reality Sister Psyche asks for your help to continue the fight against the Galactic Protectorate

    Techncial Details: A little different once again, still no "Defeat All" missions, but a couple EBs and an AV at the end. It's very soloable - maybe TOO soloable, at least in my tests it seemed easier than the previous Arcs. Anyway, that's why I'd like some outside feedback, whenever you're ready

    [/ QUOTE ]

    This number leads to an arc called: here fido

    Your arc is actually number #174352, Mirror. You might want to correct that if you are posting it everywhere.
  21. [ QUOTE ]
    If you get the chance...

    Arc Name: Magic, Mystery, and Mayhem
    Arc ID: 5299
    Faction: Heroic; Custom (With CoT splash in one Mission) Villains and Ally
    Creator Global/Forum Name: @Travlr / MrTymer
    Difficulty Level: Medium, I'd say. Some amount of Mezz. 2 'Boss' and 1 EB in Missions 3 & 4. Soloable for most ATs, though I'd pack a extra BF or two...
    Synopsis:

    You would think being a hero in Paragon City would prepare you for all sorts of Criminals. But robbers dreesed like they belong in a Magic Show? Seems that the Midnighters don't think it's so entertaining. Think you have what it takes to match wits with The Mystery Magician?


    Estimated Time to Play: I'd say about a hour
    Link to More Details or Feedback:

    Link to thread in Story & Lore forum. Feedback is welcomed. I know the Arc can be tough on the lower levels, but please give it a try.

    Thank you for the time...

    [/ QUOTE ]

    Level 50 Katana/Regen Scrapper.

    Mission 1: The Midnight Club has discovered a rash of thefts. Magical Antiques are being stolen. Our contact has singled out one particular antique that she thinks the thieves might go after, so she asks us to check on it. This was a really fun mission. The custom group was very nice. I like magicians and this group looked great, as did the custom boss. Interesting clues. Nice start to the arc.

    Mission 2: It seems these mystery magicians are after turn of the century artifacts, particularly those of the great magician Bombardi, so we are being sent to a museum display of similar items. Another very good mission against this custom group. A variety of objectives. The ally came out of nowhere and didn't seem to fit in the story. He was way overpowered as well.

    Mission 3: The boss we defeated in Mission 2 was a magician who recently came to Paragon City as part of her tour. It coincides with the robberies. We are sent to check out the nightclub where she last performed. We find notes in the dressing room and then the Mystery Magician appears, but he escapes with just a tiny sliver of health left!!!

    Mission 4: The notes revealed the hideout of the mystery magician and we are off to face him once more. Good final mission, but unless I was hallucinating, I thought there were two of each boss, including the Mystery Magician, who spawned as a boss and an EB.

    Overall I had a lot of fun playing this arc. The story had its week spots though. We never find out much about the custom group, and in particular their leader. We don't find out exactly why they were after the artifacts. Normally this would push the rating down to a 4 or even 3, but I enjoyed the missions so much (especially after I ditched the ally), that I am giving this arc a 5 star rating.
  22. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    I'll throw my arc in here... Sounds like fun

    Name: Of Dice and Dens
    Alignment: Heroic (Neutral to, if you like)
    Number: 151634
    Creator's Global: @dionon
    Genre: Story Driven, Semi-Serious, Satire
    Difficulty: 3/5 maybe 4
    Oddities: 2 Elite Bosses, 1 Timed Mission
    Description: When the roleplayers of Paragon City go missing, and iconic creatures of roleplaying appear all over Paragon, is magic trying to take back the world, or is there a new super villain waiting in the wings?
    A tounge in cheek story arc spanning 5 chapters. Part 1 of a trilogy making a super arc that spans a whopping 15 chapters.

    [/ QUOTE ]

    15 chapters?! Wow, that is epic.

    ...and you are a fellow Nutmegger!

    [/ QUOTE ]

    Don't quite know the term (sorries) but I love a good yarn, and having the ability to do so in an online game for others to enjoy was a dream come true for me... I just wish we could buy more slots... there are so many stories that I want to tell, but I can't because of the limit.

    Oh well...

    [/ QUOTE ]

    Nutmegger = somebody from Connecticut.
  23. [ QUOTE ]
    Just posted this last night, and hoping to get some feedback to do better next time. Thanks

    Arc Name: The Magic of Longbow
    ID: 128646
    Faction: Villian
    Creator: @SkitchNM
    Length: 4 missions, short and mediums
    Enemies: Custom (Longbow Mystics) and Circle of Thorns
    Difficulty: The Longbow Mystics are elemental based so they can get a bit tricky, and you get a powerful ally for the last boss (ally help is optional). No elite bosses or archvillains.
    Suggested Level: 40+
    Estimated Playtime: About an hour

    Description: A new branch of Longbows have emerged, all armed with magical powers. These Longbows will lead to massive death and destruction around the Islands unless someone stops them.

    [/ QUOTE ]

    This is actually arc #171570. 50 Kat/Regen Scrap.

    Mission 1: My contact, Dell-Fie, tells me I will be a famous hero until my untimely death. The Longbow mystics are creating the ultimate police force, but Dell thinks they have been infiltrated by Arachnos. This supposedly will set off a chain reaction of events. How does he know all this??? Anyway, we are sent to a base to search files for a "Starla Knight." The mission is a short one against Arachnos and one glowie to find. This Starla has infiltrated Longbow, but it is quite a jump at this point to go from that to 'the Rogue Isles will be destroyed.'

    Mission 2: Next up is Circle of Thorns. That is where the Longbow mystics are drawing their power. The story is a little muddled at this point, IMO. The mission is Oranbaga against CoT. The final boss's defense was ridiculously overpowered. It took forever to whittle him down. For a serious story, the clues and dialogue are a little too jokey.

    Mission 3: We must destroy the 4 shires, one for each element so that the mystics cannot create new mystics. Pretty simple mission - destroy 4 shrines. the custom longbows really shined through in this mission though!

    Mission 4: We are off to defeat Starla now. The battle was pretty easy with Baphomet as an ally.

    Overall I would have to say the story needs a lot of work. The missions were decent enough, but nothing special. The custom longbow looked very nice and had good powers, appropriate for the story. The best I can give this arc is 3 stars though. The story makes it hover close to being downgraded to 2 stars.
  24. [ QUOTE ]
    I'll throw my arc in here... Sounds like fun

    Name: Of Dice and Dens
    Alignment: Heroic (Neutral to, if you like)
    Number: 151634
    Creator's Global: @dionon
    Genre: Story Driven, Semi-Serious, Satire
    Difficulty: 3/5 maybe 4
    Oddities: 2 Elite Bosses, 1 Timed Mission
    Description: When the roleplayers of Paragon City go missing, and iconic creatures of roleplaying appear all over Paragon, is magic trying to take back the world, or is there a new super villain waiting in the wings?
    A tounge in cheek story arc spanning 5 chapters. Part 1 of a trilogy making a super arc that spans a whopping 15 chapters.

    [/ QUOTE ]

    15 chapters?! Wow, that is epic.

    ...and you are a fellow Nutmegger!
  25. [ QUOTE ]
    I don't have time to run any of these until after work.. but I'll run one or two then. Wanted to submit an arc of mine while I'm here also.

    Arc Name: Fallen Angel: Crossing Over
    Arc ID: 111352
    Length: Very Long (5 missions)
    Morality: Villainous
    by @twiig
    Description: Arachnos is seeking out potential Heroes to convert and join them. They're new target is an Angel, but not for long.

    Anyone willing to rip it apart, feel free. It's the only way to improve it.

    [/ QUOTE ]

    Here we go, Level 50 Kat/Regen Scrap......

    Mission 1: Interesting premises giving the recent Going Rogue announcement. Operative Parks tells me they are trying to get certain heroes to go rogue, and Angel Irene is on his list. I am to go and make friends with her and deliver her a letter.

    The mission was a croatoa map against Red Caps. I do have a huge issue with the mission though...the 2 bosses do not spawn until you 'rescue' Irene. there is no reason for this story-wise and it sucks to methodically go through a map, only to have to go over it a second time to find new spawns.

    Mission 2: I am enjoying the story so far. The letter from mission 1 says that if Irene would like to go rogue, she should clear out a longbow base as a sign of her willingness. We are going to be sent there to meet up with Irene as well as get some information on power alteration that the longbow are working on. The mission is a defeat all against Longbow in a Longbow base. The defeat all was fine because it fit into the story and it was an easy, linear, map to clear. The ally is overpowered though - didn't notice it too much in Mission 1, but here it is very noticable.

    Mission 3: As we were ready to transport Irene to the RI, the Phalanx picked her up and sent her to the Zig. We are going to break her out. The mission is against PPD and you have to break Irene out of jail and lead her back. Good mission.

    Mission 4: The plot gets a little complicated to go over here, but the story is still really, really good, and I can't wait to see how it all plays out. Basically, Irene is going to get into one of the machines to get her powers back and go from Angel Irene to Seraph Irene. Longbow is onto us so we have to make sure Irene completes the transformation and then destroy all evidence. The mission was great. After protecting the chamber, Irene comes out and helps you wipe out the Longbow. I'm not sure why you had us lead her back to the entrance, because she would be more than capable of doing that herself.

    Mission 5: Longbow is giving themselves additional super powers with this device and we are to destroy it. Positron will be there to stop Irene and I. Great final mission, althought the Longbow Boss was a whole lot tougher to defeat than the EB Positron.

    Overall this was a really terrific story arc. I had a couple big issues, (1) the spawns after you rescue Irene in mission 1. (2) Having to lead her out in mission 4. (3) The ally is overpowered (though nice to have against Posi). This is a 4.5 star arc. With improvements on the above it would be a high 5 star arc. I'll still round up to 5 stars. Excellent story, mostly fun mission. Great job.