Bleak_Wanderer

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  1. Will build a formal ad for this one once it's revised, but for now I need some quality feedback on this quick arc before I put in the final finishing touches.

    Arc Name: The Devil's Own
    Arc ID: 530275
    Faction: Hellions, Circle of Thorns, Very Limited Custom
    Creator Global/Forum Name: @Apolinus
    Difficulty Level: Low. Soloable.
    Levels: 10-14
    Synopsis:
    Help Detective Becktrees close an old case that has taken some mysterious twists recently. [SFMA][LBMA][SLMA][DFMA]
    Estimated Time to Play: ~ 30-45 minutes (3 short missions)

    Some material related to the story: ltwarjournal.blogspot.com
  2. PPD has reported a mysterious happening in the King's Row area.

    May be related to an individual who goes by the name of Lex Tenebris.

    A relevant document, entitled "Lex Tenebris' War Journal", may be found here:
    http://ltwarjournal.blogspot.com/

    Any additional known information may be collected in this thread or reported to the "Rumors" section of the Lex Tenebris wiki profile.

    - Paragon City Viral News: Everything the Times Won't Report.
  3. "Nothing to Worry About" entry and advertisement updated to reflect the honor of having been visited by the AE Storyteam.

    Many thanks to Backfire and the AE Storyteam for playing through my arc. I'm honored.
  4. @Apolinus reviews....

    Arc Name: Dimension Xi Epsilon 22-10
    Arc ID: 503982
    Faction: "Hero, I guess" (-@L'thes)
    Creator Global/Forum Name: @L'thes
    Difficulty Level: "Apparently recommended at 30+ Will be locked at that once I figure out how." (-@L'thes)
    Levels: 30+
    Synopsis: Contact has found a new alternate dimension and would like you to check it out. Once in, you begin to delve into the missing history. (This is the first arc of a set I am planning on.)

    Estimated Time to Play: 1 hr + (5 missions)

    Verdict: 3.25 Stars (Rounds to 3 in game). Better than 65% of the arcs in game.

    Introduction..

    I'm trying to focus on arcs that aren't getting a lot of plays or publicity, or arcs from newer authors. I'm operating under the assumption that if you've got hundreds of plays, you probably don't need as much publicity or constructive criticism as the guy with three plays.

    This week, it's the latest announcement in the "Announce Your Latest Creation" thread.

    Since the level range is 1-54, I'm bringing my level 50 incarnate MM and running at +0 x 1.

    The contact is the Stylish Dr. Carmichael, who wears a sporty white coat. I'm digging the look. It goes well with the imposing goatee/ponytail combo and the glasses.


    Hanging out with Dr. Carmichael before the action begins.


    Mission One

    Dr. Carmichael tells me that Portal Scientists have identified a new dimension and they'd like to have a hero check it out.

    It appears to be "safe" - something I immediately doubt very much, since Dr. Carmichael didn't check it out himself.

    Immediately I'm wondering who these Portal Scientists are. Are they with Portal Corp? Some other group? Why am I working with Carmichael?

    A check of his description tells me he is indeed with Portal Corp, so I'm guessing that's the outfit I'm working with.

    So I accept by clicking "Accept", and Carmichael tells me I need to find out whether we're going to keep an eye on this dimension or just block all access to it. So I guess it's my job to decide whether this dimension ought to go on probation or go to dimension time out.

    Upon arrival, I find that the dimension is apparently populated by street gangs.

    Right out of the gate, I'm rescuing a mysterious civilian named Jillian who is bantering with the gang members accosting her. Apparently she predicted their doom ahead of time - a prophecy which I swiftly fulfill. Was she just blowing hot air and got lucky, or will she be important in the story later?

    Next, it's time to rescue the stranded officer. I find him and save him, in the process discovering (through dialog and the police officer's description) that the gangs are practically ruling the streets and the cops are running scared. This jives pretty well with my observation in playing this map.

    Ah - and another officer to rescue after that. The navbar text had me a little confused - check constructive criticism below for the details.

    So I save the second officer and a couple of things are apparent:

    1. Everyone can tell I'm from someplace else, possibly because
    2. I'm the only one in this dimension willing to put a hurt on the gangs.

    Mission's over - time to head back to Carmichael.

    He says "Ceria, huh.." Which is confusing to me because Jillian's clue text says nothing about Ceria, nor does any of the dialog I encountered in the mission.

    Maybe I missed it, but if it's not there, I need something to tie Carmichael's response back to the mission.

    Strong Points

    "The Gang" is a fairly diverse custom group and I respect the effort invested in providing descriptions for most of the characters in the first stage.

    The author also shows (through Jillian's clue text) that they understand the utility of clue texts in telling a story...

    I also like the fact that the author has tried to create a social environment different from that in our home dimension, where some sort of anarchy rules the streets. A good story could be built on this foundation, so I'm looking forward to future missions..

    Constructive Criticism

    The story could be a little richer in this first mission. There are plenty of opportunities for clue texts where the cops explain a little bit about the history of the situation - how frustrated they are that they're unable to stop these gangs. Or Jillian's clue text could be expanded. Or clue texts / non-mandatory bosses that provide a more detailed fleshing out of the gangs. (Take a standard unit like a hatcheteer, make it a 'Fight Boss' objective, and then give it some dialog to spout during the fight that characterizes the gang or their motivations or shows the player what the prevailing mindset in this dimension is.

    "Who the heck are you? Nobody stands up to us!"

    "Keep sticking your head up like this, junior, and we'll beat you down like we did the rest!"

    Stuff like that.)

    Instead, what I got was a plain vanilla rescue three units in a city streets map mission - which gets boring pretty quick since it's a fairly good sized map and I'm looking for needles in a haystack with little story content to pull me along.

    Nitpicky stuff:

    Street thug description:

    "This thug is rampaging through the streets, causing chaos with little around to control them. They seem decently armed, but there does not appear to be anything special about them. Just your average street thug."

    This description goes back and forth between singular and plural. There is no need to use a "them" anyway, since the thug is clearly male.

    Hammermen and Description:

    "No powers, nothing special, just a good old fashion sledgehammer for causing the most chaos, the manhole protection from what little resistance these thugs normally run into in the chaos the gang creates."

    When I'm looking at an individual unit, it's a 'Hammerman'. So it's strange to see it labelled with the plural.

    "old fashion" should be rendered "old fashioned".

    Hatcheteer description:

    " Axe in hand, few drugs pumping through their veins, called in to create damage and chaos. The Hatcheteers are class of their own, wielding their choosen weapon with deadly skill."

    I might change "few drugs" to "a cocktail of drugs".

    Jillian:

    Jillian could use a description.


    Gang Mistresses:

    The Gang Mistresses have a MM powerset, summoning several minions in each fight. While on +0/x1 difficulty and fighting with an incarnate, I had no problem.

    Be advised though that active MM power units can really frustrate players, since the MM minions grant no XP and yet add tremendously to the difficulty of the encounter.

    Officer Rescues:

    The plural descriptor is "Rescue the Stranded Officer", making in the in-game objective display as "2 Rescue the Stranded Officer"

    You might want to change the plural descriptor to "Officers to Rescue" so that it reads "2 Officers to Rescue".

    Ceria:

    If it's not in there, something should happen to let the player character know the dimension is called "Ceria".

    Mission Two

    It's back to Carmichael, who has by this time set up a chain of communication with Jillian.

    Jillian tells us that Ceria is apparently ruled by a couple of God-kings who smack down any and all opposition, but don't do much else in the way of governing.

    She further says there are some answers hidden at some location guarded by a powerful boss of some sort, but that no one has been able to get in because of the guardian.

    So it looks like I'm going to meet up with Jillian and she's going to escort me to the location of the guardian - allowing me to take it down and get us our answers.

    I'm left wondering at this point where the original intent of the mission went. My goal, I thought, was to identify whether to put the dimension on probation or disallow access.

    My conclusion after all this is, "Crazy anarchy dimension ruled by despotic god-kings... let's nail the door shut and never go back. There are plenty of other dimensions."

    So what is Carmichael's motivation for sending me back in?

    At any rate, it's off to the races.

    Or the warehouse, at any rate, which is where this mission is set.

    First objective: Find Jillian.

    She's pretty close to the doorway, and it looks like she's been captured by gang members.

    She again demonstrates her knack for predicting me arrival.

    She then says "Come on, the thing's in the back!" and prompty runs out the front door, never to be seen again in this mission. Hm.

    Anyhow, my next goal is to find information, so with that it's into the depths of the warehouse.

    Pretty soon I encounter the guardian, who is a minotaur EB - and put the beatdown on him.


    Bully for you! .... sorry.

    He tells me that "They" know of me (who I presume to be the God Kings and Dark Ones everyone is talking about), so it looks like I'll be clashing with them soon.

    The Guardian had a taunting scrap of paper which appears to be a note from the God Kings - they go out of their way to call me lower than the mud on their boots - it strikes me as odd they feel the need to communicate with me at all, since I'm so insignificant. Perhaps I've got them worried.

    Mission's over, so it's on to the next story.

    Returning the note to Carmichael, I find that he's worried. -Now- we have motivation to keep digging around in that dimension - these two immensely powerful despots know about us poking around on their turf, and we don't know much about them. That puts us in a dangerous situation - we can't just turn a blind eye now. Perhaps moving this motivation up to the end of mission one would make the story flow a little easier..

    Strong Points

    I liked the Guardian custom mob in this mission. He made a very imposing character, all black and ringed in flame. I also like the developing story line with these two strange, distant figures I'm trying to find out more about.

    Nice work using colored text to describe Dr. Carmichael's actions upon returning. The color is a little dark - might want to lighten it up a bit for visibility's sake, but this is still a plus.

    Constructive Criticism

    The custom enemy group was exactly the same. It would be nice to see a little variety - maybe the gang have sent some of their tougher or more unique units to try to defeat the Guardian again, and I happen to show up in the middle of it?

    Might also be nice to have some patrols belonging to whatever faction the Guardian belongs to. Servants of the Dark Ones. They could be battling the gang members all over the level.

    Jillian should probably be an escort, not a rescue - and she should lead you to the defeat boss objective.

    Picky stuff:

    Mission introduction text:

    "so I asked her about Ceria and it's history" should be "Ceria and its history".

    Probably just a typo, but to be clear: Its is possessive. It's is a contraction for "It is."

    Gang muscle patrol dialog:

    "No kidding. One of them Dark One's're back there."

    should probably be

    "No kidding. One of them Dark Ones're back there."


    Mission Three

    Jillian's poking around for more information and - surprise, she's gotten herself kidnapped!

    So it's off through the portal to rescue her. I wonder if she hangs out with Princess Peach in her free time.

    I'm headed into the sewer where she was apparently last seen.

    There's a piece of machinery that looks out of place in a sewer, so I check it out and find a clue... that tells me there are no clues around the contact point besides this big honking piece of technologically advanced machinery.


    What is this? Why is it in the sewer? We may never know.

    But somehow, I now know I need to look for a guy named David - who was mentioned casually by a gang mob in the last level. Hm.

    Turns out, when I find David, that he's the second in command of the gang, and serves as its chief enforcer.

    He's also never lost a fight - that is, until I happen along.

    I find out that the Black Ones (Dark Ones? God Kings? These guys sure do have a lot of names) have taken her to the Judgement tower.

    "Sorry, the princess is in another castle!"

    Sounds like I've got a big fight brewing.

    And that's it for this mission.

    Carmichael mentions, upon my return, that rescuing Jillian from the judgement tower "shouldn't be too hard."

    Of course not. All he has to do is stand here and wait for me to do all the heavy lifting and come back...

    And it's off to mission four..

    Strong Points

    I like David as a custom mob, and I like this notion of having to go rescue Jillian from some evil tower. Has a very 'classic' feel to it that I think you could really play on.

    Good job getting me asking questions. I was wondering what David was doing in the sewer where the Dark Ones nabbed Jillian - looks like Carmichael had the same question - so that's a strong point in terms of pulling the player through the plot and sparking curiosity.

    Constructive Criticism

    I think we need somewhat consistent naming for the "Dark Ones". Particlarly Dark Ones or Black Ones.

    I don't understand why a high tech device was chosen as a collection, and why it gave me a clue that said there are no clues. A big honking device like that would be a huge clue.

    Perhaps a rubble pile instead? Seems like that would fit better in a sewer. And the clue could be,

    "There's a scrap of cloth torn from Jillian's clothing here in the rubble. Was it torn off in a struggle? Was it left for you specifically? It's not much to go on - but it's something."

    One of the basic mobs could be a boss fight, and that mob could mention something about David - triggering the mandatory objective of beating David up until he tells you what's going on.


    Mission Four

    Carmichael sends me off to the Judgement tower to rescue Jillian.

    Looks like there are new custom enemies here - servants of the Dark Ones.

    Right inside the door I find David Andresyn - what's he doing here? Looks like he came to help me - at least according to what he claims. But I'm suspicious.


    David lends a helping.. katana.

    The map is a murky office building filled with a murky green darkness - appropriately foreboding.

    The baddies are keeping an eye out for me, so it looks like the Dark Ones have warned their minions I'm on the way.

    At the top of the tower I find Jillian being drained by some sort of smoky green visual. The effect works really well with the level selection - the whole thing feels spooky. So it's time to get in there and save her.


    Cool effects.

    Jillian points me in the direction of a strange set of caves where I will apparently finally find information about the 'Two'.

    Strong Points

    New custom group! I like them, and it's clear a lot of effort went into the design.

    The design of this stage and the spooky effect holding Jillian really jived well with each other and with the custom group - I liked the 'Tower of Judgement' vibe.

    Constructive Criticism

    Some of the new custom group members need descriptions.

    David Andresyn needs a description.

    Nitpicky stuff:

    Intro Dialog:

    "It seems teh ahrea" should be "It seems the area".

    "No Gang member..."

    Might need to be rendered "No gang member", unless the proper name of the gang is 'The Gang'.

    Send-off dialog:

    "Interferance" should be redered "Interference".

    Patrol dialog:

    "[NPC] Cerian Claws: Keep an eye out for Apolinus.
    [NPC] Cerian Fist: The Masters would be pleased if we took them out."

    'Them' here is awkward. I'm just one guy.

    I know it's because you don't know me character's gender, and I appreciate the neutrality - but it would be better to construct the dialog differently altogether.

    "Keep an eye out for intruders."
    "How I would love to deliver the head of $name on a stick to the masters."

    Or some such.


    Mission return dialog:

    " Either way, we have our work cut out for us. Jillian says she's still willing to help, eve with what's happening"

    should be,

    "even with what's happening."

    " She's as interested as I are in what actually happened, so she'll probably want to be with you for this part, at least for a while."

    Should probably be,

    "She's as interested as you and I are.."

    Mission Five

    Carmichael doesn't have a lot to say, which is fine - the mission is obvious: Raid the caves and get some information about Ceria.

    Looks like the Dark Ones are involved in some arcane mysticism - their cave is full of shelves of books and glowing green gems.

    My objective is to find Jillian again.

    She's not far in - when I save her, I am ambushed by the 'Shield', a powerful guardian who, along with the 'Sword' works to serve the Dark Ones and protect this place (I think). Nice concept.

    The shield releases some pulse of energy when he dies that guides me toward books that hopefully have our answers.

    In the stack of books, I find a journal with clues as to what the future might bring. Clues I won't spoil - but intriguing clues.


    You'll have to find out for yourself...

    Strong Points

    I like the concept of 'The Sword' and 'The Shield'.

    Constructive Criticism

    Mission send-off dialog: "avoiding most of hte known Gang locations." should be rendered, "avoiding most of the known gang locations".

    Jillian rescue dialog: "Hey, thank again" should be rendered as "Hey, thanks again."

    Mission return dialog: Truncates abruptly with "Come back later, Apolinus...We have work t".


    Overall Impression

    Overall, I think this arc reveals a lot of potential from this author. I could see a really compelling story unfolding here, and I like the dedication and attention to detail shown.

    I like for each arc - even if it is a chapter in a larger storyline - to tell a complete story. This arc accomplishes that goal: It's the story of our discovering the dimension and finding out the secret behind the two who are ruling the world.

    However, I'd like the narrative to be a little richer and tightened a little bit so that we can clearly see from beginning to end what our goals are and why. At present, I was confused as to why we ever went back for mission two after mission one happened.

    Letting the player know earlier that the Dark Ones are aware of Primal Earth would accomplish this goal.

    In general, the story could use a little polish.

    All in all though, a nice arc.

    Storyline ****

    Four stars. Like I said, it could use a little tightening and polish, but I'd say it's better than most of the stuff out there and has potential to be great.

    Design ****

    Four stars. Two custom groups, each with their own unique styles, and mission maps and effects that were well chosen. Overall I'm impressed.

    That fifth star is going to come from expanding the number of bad guys in the custom groups and creating a slightly more coherent vision of each group and its culture. (That's a subjective thing that's hard to really quantify.)

    Gameplay ***

    Pretty basic and straightforward mission objectives. Every mission started out the same - Rescue Jillian. It felt like a little bit of a slog here and there.

    That said, overall the missions were pretty short and snappy with well chosen maps.

    Detail **

    There were quite a few minions lacking descriptions, there were several errors (typographical and grammatical) throughout the text, and I felt that the whole story could have seen tremendous benefit from richer and more numerous clue texts.

    Final Rating 3.25 Stars (Rounds to 3 in game)
  5. Quote:
    Originally Posted by Bubbawheat View Post
    On Your M-Arc Q&A is now live! Check it out here and let me know what you think!
    Excellent work!
  6. @Apolinus reviews....

    Arc Name: Crey's Nightmare
    Arc ID: 295501
    Faction: Crey, Carnies, Custom
    Creator Global/Forum Name: @Zaloopa
    Difficulty Level: Moderate to High
    Levels: 40-50
    Synopsis: Missing psychics, desperate Carnies, and Crey somehow right in the middle of everything.

    Help the Conclave of Psychics unravel this mystery!
    Estimated Time to Play: 4 missions. ~ 1 hour?

    Verdict: 3.5 stars. Better than 70% of MA content.

    Introduction..

    Searched around for a while looking for just the right arc to review. Found this one, recently posted by fellow Protectorite and Weekly Strike Force leader @Zaloopa, and couldn't resist. My appreciation for Zaloopa won't interfere with my desire to give honest constructive criticism, though. Brought a level 50 Demon/Dark/Soul Incarnate MM to the party, and ran the arc on +0 x1. My contact, Jean Campbell, appears to be the short-dark-and-eyepatchy type.



    Mission One

    In some nicely color coded intro text, Jean informs me that she's with the Conclave of Psychics. Apparently some junior members of her organization have been nabbed by Carnival of Shadows types. (Didn't they see it coming? Ha.. ha..) Then I'm given a good news/bad news:

    Good news: Someone named Yambu (also of the Conclave of Psychics) has tracked the location of the captured individuals.

    Bad news: Yambu is a distant cousin of Leeroy Jenkins, and has run headlong into the building with no backup - leaving me to play rescue.

    The send-off text gives me an explanation of how the psychics didn't see the attack coming (nice!). Vanessa deVore is able to shield her followers from psychic snooping, which makes sense from what I know of the comics. So it's off to trash some carnies.

    I find Lawrence right inside the door, trying to chat up some carnival hotties from his kneeling-with-hands-on-head position, and learn immediately from some well placed dialog that these psychics are to become carnival servants for some nefarious purpose. I get Yambu out of a jam and learn that I need to find someone called Mistress Daphne to get to the bottom of this whole abduction scheme.


    Yambu: The cause of many woes.

    Another rescuee drops a clue suggesting that the Carnies are on a big (involuntary) recruiting drive due to (possibly) being under some major threat from the outside. My guess is that this is the villain group I'll eventually be facing. I interrupt Mistress Daphne's boombax party with approximately six simultaneous fireballs to the face. According to Daphne, it looks like the Carnival is kidnapping others because their people are getting kidnapped. Food chain and all that, I suppose. And it's back to Jean for the next mission.

    Strong Points

    There was some good humor mixed in with regard to the rescuees' dialog. I liked the chaining of objectives and the organic feel to the discovery of information - rather than walking into the map with all the knowledge derived via the contact, the mission flowed through several objectives as I learned more about the situation in real time.

    It was also nice that each rescue gave a little piece of information or humor - made the whole process go more quickly, and I wanted to uncover the next clue.

    Constructive Criticism

    Pacing: There were quite a few psychics to rescue, and some of the information they gave was redundant either with each other or with a Carnie. For example, Mistress Daphne and Teresa give pretty much the same information.

    Because the map is a multi-level warehouse map with so many rescues, I ended up backtracking and zipping around a mostly cleared warehouse trying to find that last psychic. Not fun, and somewhat time consuming.


    Where oh where?

    I would recommend consolidating a couple of the psychics - eliminate any that don't drop clues, perhaps, and any with redundant information.

    Nitpicky: In Yambu's description, 'Civillians' should be 'Civilians', I think.

    Mission Two

    Looks like Yambu has decided to look into where all the Carnies have been getting kidnapped to, and got taken into custody (again) herself. This Yambu is a troublemaker.

    So it's off to bail out Yambu. Again.

    From a Carnie warehouse. Again.

    Jean says Yambu may be drinking the Carnival Kool-Aid already, so I should prepare for a fight. Further, Crey wants to tag along for the ride. Hm. Looks like they have some kind of anti-psychic device that they want to road test on some Carnies. The Crey boys didn't wait on me to get started - looks like they were already unleashing mayhem when I arrived.

    The nav text says "Defeat Mistress Yambu", so it looks like Jean's suspicions were correct.

    Based on some discussion between a captive Crey (non-mandatory objective) and some Carnies, it looks like it's Crey that's been doing all the kidnapping. Quick run through the warehouse and one Yambu-thumping later, and I'm on my way back to Jean. Along the way I found more confirmation that the Carnival are afraid of the Crey.

    Headed back to Jean - on the way, saw Crey loading Carnie bodies into vans. Creepy.

    Strong Points

    Really digging the revalation of key information through character dialog and the use of non-mandatory rescues to permit that dialog to happen. Really excellent creepy visual of carnies being loaded into vans on the mission exit clue. Kudos for that. There are some questions that could be asked there (why wouldn't my heroic character stop that from happening?), but honestly I like the visual so much I'd say leave it alone. Dramatic license and all that.

    Jean seems especially alarmed that Crey are taking more Carnies than they need to test their machine - again, as if there is an okay number of people to kidnap. Weird.

    Constructive Criticism

    Mission one was fighting Carnies in a warehouse.

    Mission two is fighting Carnies in a warehouse.

    While I know that much of the developer produced content has arcs that are similar, my personal taste would prefer a little more variety in the missions. There are lots of places that Yambu might be hanging out in her new Carnie duds, right? (Or at least I could nab her at a Carnie rave party, if there are any rave warehouse maps available.) Because the groups in missions one and two are default villain groups, there's not a whole lot of room to put in custom description text. However, when it is present, it is kind of sparse. One or two lines for most everyone including Jean Campbell. Points for making descriptions for each mob - but the arc could be kicked up a notch by filling out some of these descriptions in a little more detail. For example:

    Quote:
    " Yambu used to be a hero who protected the psychic community of Paragon City, but now she's been twisted by the

    Carnival of Shadows!"
    Twisted how? My old creative writing instructor used to say, 'Show, don't tell.' Example for what I might write:

    "The body language and timbre of the voice carry hints of the Yambu of days past - but the intonation issuing from behind that cold mask of porcelain speaks to a different reality in the present. The young hero, once a protector of Paragon's psychic community, has traded her form-fitting spandex for an ornate Carnival costume. Behind all of the ornamentation, Yambu seems somehow more remote and dangerous than she once did."

    Quote:
    " You overheard one of the Carnies claim that Crey had already been taking members of the Carnival prisoner before this assault. Could Crey be responsible for the Carnies' current desperation? While Crey could just be taking them as test subjects for their machine you don't fully trust them."
    So it would be just fine-and-dandy with my character if Crey was taking Carnies to test their psychic discombobulator? Goodness me, why?

    (Technically, my MM is a villain/rogue, so he'd be perfectly fine with the discombobulator. In fact, he'd probably opt for babies or puppies instead of Carnies, because they're easier to catch. But you get the idea.)

    Mission Three

    For some reason, I let Crey make off with Yambu. So now I have to go check out this Crey hospital to try and get her back, and to investigate what Crey are up to with these Carnies. Looks like I need to check a Crey computer and (optionally) defeat some Crey experiments.

    The abandoned hospital has a very nice creepshow vibe and seems appropriate, if a tiny bit un-Creylike. I find a Crey experiment - BK-201, which is some sort of poor unfortunate eagle-man, struggling in the bonds of a Crey force cage. So I break it loose and it engages me in combat. After stomping on it and some Crey, I proceed deeper into the hospital.


    What the heck is he up to back there? Creepy eagle is creepy.

    Freed NP-831, unplugged EX-355, swatted KL-462, still looking around for that computer.


    EX-355. Emphasis on the EX.

    When I did find the computer (apparently Crey stores their secrets in an old beat-up looking laptop on a nondescript desk - nice disguise!), it turns out they're using the carnies to make some sort of cyborg (psyborg?) supersoldiers. Once I got the information I needed, I had to defeat a security chief. I guessed the security chief was set to "rear", so I went hunting around for him toward the back end of the map. Turned out to be a crey hero... took care of him.. And got an ambush by some Crey/Carnie cyborg hybrids!! Handled them pretty easily, but they wiped out my pets while I was typing for the review, so that did put me on the edge of my seat for a second.

    Strong Points

    I liked the fact that the experiments are captives, then foes. I really enjoyed that final ambush by the Crey Strongmen. Showed a nice interpretation of what the Crey might do with some captive Carnies, and did a good job setting the stage for the next mission.

    Constructive Criticism

    It should be made clearer why I (since I'm working with the psychics) let the Crey make off with Yambu. Perhaps an explicit statement somewhere that Crey is claiming to be providing for the medical care of these people since they feel "responsible", while the Carnies continue to insist they are being kidnapped? Creates a bit of a more ambiguous he said/she said and heightens the mystery.

    It's important to take care with descriptions - I generally discourage writers from telling players what their characters are thinking, as happened in a couple of the experiment descriptions.

    For example:

    "You don't even know WHAT this experiment is, other than dangerous!" What if I don't care what it is? What if I don't think it's dangerous because I'm a strange visitor from another world, and I'm impervious to harm?

    A more neutral style is usually preferred, in which the author writes about the subject, not the player-character. For example,

    "This abomination is so unusual that it would be difficult for most people to classify it. The red sparks crawling over its body and the violent howls ripping from its throat suggest, however, that one appropriate classification would most certainly be "dangerous"".

    Corrupted critter description could use a little work:

    "Critter failed validation and melted into a goo"

    I really, really feel like the one line description for the Crey strongmen at the end of this unit was a huge missed writing opportunity. Really a nice chance to put some wonderful detail in there for the story-focused player. These Crey-Carnie hybrids are the answer to the mystery that's been building for several missions now - it would be nice to have a more powerful narrative payoff.

    Mission Four

    Looks like the records I recovered from the abandoned hospital had a wealth of information on Crey operations. The Crey are messing with the Carnies at a secret laboratory in Eden. It appears I can expect to encounter a lot of these hopped up Carnie cyborgs when I get there.

    It also appears my job will be to recapture the former Carnies while taking care of the mad scientist behind this whole mess. Wonder if I'll get to see Yambu again? Yep - my objectives are to free Yambu, defeat the scientist, and capture all the former carnies.

    Yambu was visible from the mission door. I really liked her new custom skin - the Crey reworking of the Carnie Yambu. Did make me feel sorry for all she's been through.



    Looks like, after the rescue, Yambu is on my side. Is that because she's "Defective"? ...Hm, not exactly - this mission clue says it was her psychic abilities that allowed her to fight off the Crey brainwashing. A nice little added note about why the Carnival was recruiting pyschics. Fought my way through the Crey cyborgs with Yambu's help, in search of the Crey scientist and former carnies in need of help. In the end, I finished off the evil scientist, freed Yambu, and 'captured' (read: beat up) all of the Carnies.

    Yambu lived happily ever after, though perhaps with a little instability in the wake of all that's happened. Formed a nice little origin story for that character - makes me wonder if she's one of @Zaloopa's toons.

    Strong Points

    Yambu's new duds were cool.

    Constructive Criticism

    Not deducting points for this, because my guess is it's a filter issue. The Crey custom group is named, "Invalidvillaingroupname". Some of the clues here are again telling me what I think - which I do not like. Not sure if this was a 'kill all' mission - but if so, please reconsider, as those are irritating. Once I've accomplished my goal I don't like being forced to grind minions until I'm rewarded with the right to live. I flew around and cleaned up mobs until it gave me the blue mission exit button, then got out of there.


    Overall Impression

    Storyline

    *****

    Excellent story line. The Mission Architect system is a difficult storytelling tool, but through in-mission dialog and liberal use of clues, a nice plot was woven that left me wondering what was coming next from point to point.

    I was pleased with the fact that the interaction between Crey and the Carnival was complex and had more than one dimension.

    It was also nice to get a complete picture of Yambu's character arc as I travelled a path parallel to hers.

    Design

    ****

    The custom designed mobs at the end were awesome, and Yambu's physical progression mirrored her progression as a character, so overall it was fun to watch things develop over the course of the story. In addition, the experiments added nice touches of individuality and flair to the missions. Also, kudos on the choice of the hospital map - that stage was probably the best one in the arc.

    The major downside here was the back-to-back Carnies-in-a-warehouse missions. I really would have liked to have seen a little more variation here - but it wasn't enough of a problem to pull the 'Design' rating below four stars.

    Gameplay

    ***

    There were quite a few rescues to deal with in that first warehouse map, so that I find myself flying around an empty map looking for the last victim. Resolving that issue would really tighten up the Gameplay experience for that mission. Also found myself killing so I could exit on the last mission, when I really just wanted out.

    Detail

    **

    It was frustrating to see so many great opportunities for character descriptions come up and be wasted with these custom mobs and with Yambu's ever changing form. Descriptions were present, but tended to be pretty basic one or two line blurbs.

    There was also a problem with the descriptions telling me what my character thinks, which should probably be revised to a more neutral voice.

    Final Rating

    3.5 Stars (Rounds up to 4 in game)


  7. Arc Name: Nothing to Worry About
    Arc ID: 500325
    Faction: Custom
    Creator Global/Forum Name: @Apolinus
    Difficulty Level: Challenging, but soloable.
    Levels: 40-50
    Synopsis:
    The Freedom Phalanx needs your help investigating a strange meteor strike in Atlas Park. Your investigation turns up a lot more than anyone bargained for, and soon the entire dimension of Primal Earth is at stake. [SFMA][HLMA][CFMA][HGMA]
    Estimated Time to Play: ~ 1.5 hours (4 missions)

    Awards and Honors:

    Rated BEST CUSTOMS in 07/18/2011 AE Storyteam!

    Fight Hordes of Undead and Interdimensional Beings as you Discover the Mysteries of the Meteor!



    Interact with Custom Characters who Have Unique Stories to Tell!



    Battle for the very fate of your dimension!

    New and improved: Revised 6/4/2011 with numerous changes. See here for details regarding changes - but beware of spoilers!

    Looking for Feedback - Reviews / Constructive Criticism Welcome and Encouraged!



  8. Who: Me. Bleak_Wanderer/@Apolinus. And you.

    What: One thread where I can dump most of my MA related stuff so I don't create separate threads for each individual arc I create or review I write.

    How:

    When I am ready to go public with an Arc, I will post an ad here with the relevant information. I will provide quicklinks to the ad and the CoHMR listing in this, the first post of the thread.

    When I write a review, I will either post the review in the author's thread (if one exists) and link to it here - OR I will post it in this thread if the author doesn't have a thread for the arc or would prefer I not post in it.

    From this point forward I will review arcs according to a (fairly) standardized format that will include mission-by-mission impressions and constructive criticism, with a conclusion that will be a CoHMR style rating.

    You are welcome to post in this thread.

    Want to review one of my arcs? You're welcome to post the review here - no matter how bad or good. Want to request that I review one of your arcs? You're also welcome to post here - just please, post the 'standard format arc ad' including the name, arc ID, level range, synopsis, etc. so that people browsing through can get an idea of what your arc is.

    My published arcs:


    Arc Name: Nothing to Worry About [Forum Advertisement with Images]
    Arc ID: 500325
    Faction: Custom
    Creator Global/Forum Name: @Apolinus
    Difficulty Level: Challenging, but soloable.
    Levels: 40-50
    Synopsis:
    The Freedom Phalanx needs your help investigating a strange meteor strike in Atlas Park. Your investigation turns up a lot more than anyone bargained for, and soon the entire dimension of Primal Earth is at stake. [SFMA][HLMA][CFMA][HGMA]
    Estimated Time to Play: ~ 1.5 hours (4 missions)

    Featured in "The Continuing Adventures of Pro Payne"! (***)

    Rated BEST CUSTOMS in 07/18/2011 AE Storyteam!

    Arc Name: An Epic Tale: Clown Capers [Forum Advertisement with Images][CoHMR Link]
    Arc ID: 501562
    Faction: Family, Custom
    Creator Global/Forum Name: @Apolinus
    Difficulty Level: Low. Soloable.
    Levels: 25 - 30
    Synopsis:
    El Presidente, the head of the El Presidente Investigation Corp (EPIC), has hired you for a simple job: Find dirt on a Burger Clown, a major multinational burger chain opening a franchise in Paragon City. Like nearly every story in Paragon, all is not as it seems at first. [SFMA][MLMA][FHMA][HFMA]
    Estimated Time to Play: ~ 1 hour (3 missions)

    @SupaFreak comments on Clown Capers.

    My reviews of other arcs:

    @Apolinus Reviews: SuperJuice [Link to Review] - 4 stars
    Review Date: 5/22/11
    Arc Name: SuperJuice
    Arc ID: 433692
    Faction: Hellions
    Creator Global/Forum Name: @FlamingFlea
    Difficulty Level: Easy
    Levels: 10-15
    Synopsis: Hoping to capitalize on the defenselessness a mere mortal can feel in this super powered city, Crey has developed a serum which the company promises will endow anyone with a variety of super powers, but when they send a gang ridden area samples of the serum, side effects may occur. [LBMA]
    Estimated Time to Play: ~ 1 hour (3 missions)


    @Apolinus Reviews: Black as Midnight [Link to Review] - 5 stars
    Review Date: 5/29/11
    Arc Name: Black as Midnight [Forum Advertisement with Images][CoHMR Link]
    Arc ID: 482914
    Faction: Custom
    Creator Global/Forum Name: @SupaFreak
    Difficulty Level: Moderate
    Levels: 22-27
    Synopsis: The investigation into the death of a fellow member leads a team of Midnighters into Dark Astoria seeking answers and your help. What you may discover within the shadows is that maybe sometimes the truth is best left unsaid.
    Estimated Time to Play: ~ 1 hour (5 missions - but some are short)


    @Apolinus Reviews: Crey's Nightmare [Link to Review] - 3.5 stars
    Review Date: 6/04/11
    Arc Name: Crey's Nightmare [Forum Advertisement][CoHMR Link]
    Arc ID: 295501
    Faction: Crey, Carnies, Custom
    Creator Global/Forum Name: @Zaloopa
    Difficulty Level: Moderate to High
    Levels: 40-50
    Synopsis: Missing psychics, desperate Carnies, and Crey somehow right in the middle of everything.


    @Apolinus Reviews: Dimension Xi-Epsilon 22-10 [Link to Review] - 3.25 stars
    Review Date: 6/19/11
    Arc Name: Dimension Xi-Epsilon 22-10 [Forum Advertisement]
    Arc ID: 503982
    Faction: Custom
    Creator Global/Forum Name: @L'thes
    Difficulty Level: "Apparently recommended at 30+ Will be locked at that once I figure out how." (-@L'thes)
    Levels: 30+
    Synopsis: Contact has found a new alternate dimension and would like you to check it out. Once in, you begin to delve into the missing history. (This is the first arc of a set I am planning on.)



    My pet causes and crusades:

    Mission Architect Reform and Nearly Limitless Potential for Added Value

    Link goes to a separate thread. Essentially, the developers have a tremendous untapped resource in the Mission Architect community, and we feel that they are letting it slip through their fingers. With a few minor fixes, what stands as a good MA system could be phenomenal - I've organized the best suggestions I've seen in one thread as well as provided a list of rednames the players should contact on the issue.

    Operation: Integration - Tips & Tributes

    A new spin on an old idea. @SupaFreak is championing the notion of creating a more integrated MA community and continuity by having players reference each others' stories. I think it's a fantastic concept - "Clown Capers" hosts a cameo by one of @SupaFreak's characters.
  9. Added a link to Zamuel's Mission Architect Feature Suggestions to the main post.

    Thanks to FredrikSvanberg and Zamuel for drawing my attention to this.
  10. First, I can't express enough gratitude. I was looking forward to your review, but you've exceeded my wildest expectations - not only have you made suggestions that will make my arc much better, but you've made me a better author. For that, I am in your debt.

    Responses in orange, below.

    Quote:
    Consider this a very slight nitpick, but my preference is for tags to be in the description, not the title – they’ll work on a search either way, but putting them in the description looks ‘cleaner,’ IMO.
    A good idea. Fixed.

    Quote:
    So I’m contacted by Dr. Keyes - deliberate, or does the profanity filter actually block Positron? I’d imagine it’s the latter.
    I was avoiding the filter - but I just tested it and Positron works now, so he's got his name back.

    Quote:
    Note: Your custom faction is only giving half XP – at first I thought maybe your actual custom were just a bit ‘skimpy’ on the attack powers, but then I noticed the repurposed Developer mobs were also awarding half XP. That means your faction doesn’t have a (viable) spawnable boss. You should really fix that … no reason why the faction should have bosses available.
    Rookie mistake fixed, and mission editing lesson learned. Thanks!

    Quote:
    Your impact conflagrations have a typo in their description (“genergy” instead of “energy”).
    Fixed.

    Quote:
    the fact the corrupted women were attacking me with kinetic melee seemed … odd … not sure why exactly; it just didn’t seem to reflect “corrupted by meteor energy” (oddly, energy melee would have – but that’s probably just me).
    Fixed.

    Quote:
    Also, I was wondering if there was a way to make the Corrupted Behemoths look more “stitched together”? They almost seem too ‘clean’ for an abomination of cobbled corpse parts – now part of that might just be their color scheme making their zombie components blend in, but I might suggest making their skin tone a more ‘gray’ color, using a bright red “claws” or “razor” pattern (whatever that ragged looking one is – it’s actually in the patterns you can overlay on the base costume pieces), and maybe adding an aura of flies
    I've modified the costume for this one. I hope I've made a closer visual approximation of the description. Went with one of the 'Patterns'.. Pattern.. 5, I think, to try to make the arms look stitched on. Recolored the hands and feet... added the flies. Must say, he does look better.



    Quote:
    Alright, and one final note – it seems odd to me that the corrupted women are called ‘corrupted women’ but the men are ‘corrupted headbangers’ – it would make more sense to me for them to be corrupted men.
    Added corrupted men as well.



    Quote:
    Two first impression sorts of things: one, I think the mission really needs more ‘flavor’ clues – if anything to break the potential monotony. Let’s face it, having seven rescues scattered across a large outdoor map gets boring – but each (or some) of the rescued citizens had their own “here’s what I saw” type story for you to read, it’d catch interest a bit more. If you really want to make the gameplay flow better in this mission, you could also choose a really visible emote for the citizens (or their captors) to make them stand out better from a distance.
    The 'captive rescuing' sequence has been revised and shortened. It should also be more informative. I'm hoping it will now play better for most.


    New and improved: Waving action!

    Quote:
    That does bring up a minor point – there really isn’t anything in the briefing per se that spells out what exactly is attacking, and although there is a ‘most logical’ assumption, it wouldn’t be unjustifiable for it to be some other faction that also has an interest in the meteor. Whoever sent Posi the alert most likely mentioned what Portal Corp was being attacked by: and you’d figure Posi would pass on the information to me, so that I’d know for sure what I was going to be up against.
    Positron's dialog revised.

    Quote:
    Note: Hmm … to be honest, I’m not sure if I like this. It really seems odd a corrupted would be carrying around a “let me explain my evil plan to my own followers” note. It might actually be a better idea to more slowly reveal this information through the story itself. Perhaps Kryten has noted that the source of the disturbance is buried in a cave below Atlas – where he believes the meteor landed. And then, in the next mission, some placed mobs spout dialog hinting at the Herald, and this ritual, and what the ritual will do (one advantage of having a custom group is that you can actually have a minion as a ‘boss’ – and therefore use boss details to provide flavor text without needing to actually have gobs of boss encounters).
    Mission objectives and enemy groups revised to incorporate some of this great advice. Hadn't thought of using bosses in quite this way. This required some changes to missions two and three.

    Quote:
    (Edit: Or perhaps not; according to their descriptions, they’ve been dead a very long time. The corrupted likely managed to dig up and animate a cemetery, or something)
    By its nature, the energy that surrounds the meteor strike, the cultists, and the Herald of oblivion animates the dead. This is in keeping with the end-time prophecies of many cultures, where it is said that in the last days 'the dead will walk the earth'.

    Quote:
    Quick Note: I think you meant for the corrupted officers to be armed with nightsticks – but they’re using the regular mace. It’s kind of jarring to see a cop pull out a giant spiky ball on a stick…
    Whoops! Saved myself a police brutality charge and fixed this.

    Quote:
    More quick notes: The glyph text actually says destroying the glyph will put a ‘rench’ in their plans – just a little typo. And you actually get the clue (the tome of legends) after you destroy the first glyph, not the last.
    Glyph text revised on both counts.

    Quote:
    Note: They’re worth half XP too – you need to add a spawnable boss to this group. Interestingly, the Hammers are actually worth a lot less. I wonder if they don’t have any ranged attacks?
    Hammers fixed (I hope). One spawnable boss moved over from a different custom group, one new spawnable boss created.

    Quote:
    Now, mind you, these were not your ordinary, run of the mill ambushes. Well, I think the first one might have been.
    Believe it or not, it was a single ambush set for the 1/2 health mark.

    The Void Elementals were Illusion(Hard)/Dark(Hard).

    The Void Titans were Battle Axe (Hard)/Shield Defense(Standard).

    Quote:
    First and foremost is the balance in the final encounter.
    Resolved. I think I've managed to maintain the cosmetic effect I wanted while significantly reducing the difficulty of the encounter.

    Quote:
    It’s generally pretty boring to have to escort someone through three floors of empty map.
    Fixed. That objective is now a rescue.

    Quote:
    Third, and final. Never, ever forget that factions take huge XP hits if they are missing ranks (or said ranks can’t spawn in naturally). No bosses? Everything is only half the normal reward. Only bosses? (Or only minions, for example) Everything is only worth 25%. Basically, unless it is an actual boss in a boss detail, the faction should have all three ranks. In other words, never assume “playing for the story” is synonymous with “it’s okay if the rewards are badly sub-par.” The majority of players won’t agree.
    A critical lesson well learned. Thank you.

    Quote:
    Third, several of the corrupted use martial arts (which is good). You’ve retained shurikens as ranged weapons – which is good because it avoids that 40% XP cap for them. But zombies hurling thowing stars at you just seem … wrong. I’d consider replacing their secondary (which is likely some defense set anyway, and minions don’t get that much from defense sets) with either something that has throwing knives (and only select throwing knives from the set; they’re not my favorite power, but they make more sense then surikens)
    Agreed and fixed (I think).

    Quote:
    By the way, Dark Blast might seem tempting, but that can get you into trouble since stacking massive To Hit debuffs on a player can be very aggravating.
    Yep, absolutely agreed on the -ToHit - this is why you'll see that many of them have fire based powers as opposed to the seemingly more logical choice of dark.

    Thank you again for your very in-depth review. The revisions have been added.
  11. Attention: The original post in this thread has now been completely revised and may be found here.

    Please get the word out to the devs/community members.

    Below, please find the original post in its original format for archival purposes



    Mission Architect Reform and Nearly Limitless Potential for Added Value

    Note: Following you will find my thoughts on mission architect and the proposed solutions formatted as an open letter to the developers. Any numbers, algorithms, or suggested rewards may (and probably should) be substituted with other things depending on the needs of game balance. These suggestions are just to lay out general principles related to how we can solve the MA problem - and why doing so has limitless potential to magnify the value of the CoX properties and ensure the continued success of the franchise in the future.

    Note to any NCSoft Staff: Where ideas belong to others, I have tried to give them credit. Most of this post is a distillation of others' thoughts. You have absolute permission to use/alter/modify/change/discard/reproduce/copy/distribute any of my ideas as you see fit - and I expect no compensation monetary or otherwise. These ideas are for the most part designed to require no more attention than what you already direct toward Architect Edition once they've been implemented - meaning I've made an effort not to put ideas out there that will require you to dedicate more man hours than you already on a weekly basis attending to AE issues. Therefore, these ideas are focused on maximizing the value of the game at minimal expense to NCSoft.


    Introduction

    What keeps any massively multiplayer online game profitable? (Note that this is the same question as, ‘What keeps game developers employed?')

    Answer: Replay value.

    A massively multiplayer online game must compete not only with other MMOs out there – it must also compete with a yearly avalanche of new (and more graphically advanced) non-MMO titles that compete for players’ time, money, and interest. Any MMO is competing against a constantly turning over wealth of new content arriving in the marketplace. Players can be lured away by the next Mortal Kombat game, or the next Sims game – and decide to cancel their subscriptions in favor of other games that charge no monthly fee and are newer.

    So how does a 7 year old game stay competitive?

    New shinies to attract new players are important, but they are not paramount in a game like CoH that already has an expansive arsenal of good content at its disposal. Let’s take the new incarnate system for example:

    The incarnate system will lure a pool of players to the game. Some quantity of these players will never make it to level 50 – they will decide that leveling is too difficult, or something else will draw their interest, and they will cancel their subscriptions without ever experiencing the new content. Of those who make it to 50, some number will enjoy the content until the novelty of the incarnate system wears off – then they will return to other in-game pursuits, or they will cancel their subscriptions in frustration at having to grind endlessly on a small number of levels for incarnate rewards. A very small, dedicated contingent of those who were originally lured by the incarnate content will remain with the game – but only if they feel the game has sufficient replay value.

    In short, luring new players to the game means little unless you can convince them to stay with replay value, as repeating monthly payments are the lifeblood of the successful MMO.

    How does a game create replay value?

    New content is the obvious answer, and no doubt the player base and NCSoft have probably been pushing for the “next big thing” – for the next wave of new content that is going to draw the players in, get them invested in the world of the game, and keep them interested. For developers, the demand for new content (read: levels to play) is an endless treadmill – write the new content, implement the new content, bug test the new content… players play the new content a couple of times, get bored… and the cycle begins again. All of this takes time, money, and attention paid to developers to generate and bug test the new content. While the devs are running on the new content treadmill, other matters (bases? new archetypes and powers? fixes for exiting archetypes? additions to the incarnate system?) may lie by the wayside, neglected out of necessity. Over time, this degrades the overall quality of the gameplay experience as broken or hastily implemented content piles up.

    What if I told you there was a way to get off the treadmill and get back to focusing on the quality of the gaming experience from the 1,000 foot vantage point while someone else mucked around on the content generation treadmill?

    CoH is currently unique in the MMO market in that is has access to a weapon no other MMO has yet decided to tap into, to my knowledge.

    In a master stroke, the decision was made to implement a system whereby players – not developers – could generate content. What’s more, they would do so for free – putting an endless number of no-cost, high quality man hours into the development of the game – improving the quality of the gameplay experience – at absolutely no cost in terms of time or money to the developers. What an earth-shattering, unprecedented competitive edge!

    The addition of value to the gameplay experience is incalculable. Literally unlimited replay potential exists, and players actually enjoy sinking countless hours into both generating and playing new content. Every day, hundreds of people could sit down, log on, and do the work of generating unlimited new content – all for free. Within a matter of weeks, the amount of content available on CoH could far surpass that available on any other MMO. What’s more, MA increases the replay value not just at one level range (like the Incarnate system) – but leads to an unlimited expansion of potential content across all level ranges.



    The image above dramatically illustrates what no amount of text ever could: The replay value (and therefore potential lifespan) of this game, with a properly functioning mission architect system, is functionally unlimited. It would take over 10 years of solid play time to play through all of the content that exists in game right now.


    (Thanks to Dragon_Surge for pointing the image out to me and Kotaku for the original infographic.)

    What a fantastic tool. All you have to do is not kill the golden goose, and you’ve got it made.

    However, many players in the AE community will tell you that the state of the AE system is deplorable. Currently, only a small fraction of the player base participates in AE missions – and those who do often do so for the purpose of farming, not for the purpose of enjoying quality content.

    To illustrate, here’s a recent quotation from a highly respected member of the AE community, PoliceWoman:

    Quote:
    Originally Posted by PoliceWoman
    Today, there are only a very few die-hards remaining in the "MA community" (if it can be called that). These people once loved MA, spent hundreds of hours playing arcs or working on them, and were ambassadors for the feature, trying to get more people involved in playing and authoring and using the wonderful tools that were given to us. Now these same people are mostly reduced to bitterly hurling angry invective at the devs for their thoughtless destruction of hundreds of hours of player effort. How can people who loved something so much, be turned so totally against it?
    Problems and Solutions

    So what went wrong – and how do we fix it?

    First, a great deal of the following is a synopsis of what can be found in the following threads:

    Hall of Fame Requirements Need Revisiting

    Copyright/Profane Question

    Bubbawheat's Mission Architect Issues List


    I see 5 areas of needed improvement in the Mission Architect system:


    1. The content filter.


    This is covered in depth here:

    Copyright/Profane Question

    The content filter has been identified by Aeon as a bug that is in the process of being fixed, so I won’t devote too much time describing the problem here here other than to emphasize that it is essential that it be fixed and proposing a few solutions.

    In quick summation, the new (and probably accidental) filtering system is unnecessary (as we already have means of reporting violators and a basic filter such as had been in place for some time is perfectly serviceable), ineffective (because violation is not about words, but about ideas – which must be policed by people via a reporting system), and punitive (punishing legitimate architects capriciously by arbitrarily destroying content they’ve spent hours designing – leading to discouragement and disenchantment with the Architect system).

    As an alternative to heavy content filtering, I propose:


    A. Emphasis on the reporting system.


    Players should receive an incentive for correctly reporting offending arcs – possibly an “Architect Guardian” badge and some sort of bonus. (Either a fixed number of tickets, for example, or a ticket multiplier of 1.05 for every X number of correctly reported arcs.) Care will need to be taken to prevent incentivizing the creation of violating arcs just to earn the reporting cookies – but coming up with creative solutions is what developers are paid to do.

    Some system that relies on player reporting is essential, however. The reason is that there is simply too much content for developers to police, and as mentioned above, filters are wholly ineffective at policing content. You need human intelligence sorting out the good from the bad – and the only way to do that is to crowdsource it via your player base. Which means incentives for reporting.

    Of course, you’ll still need an NCSoft employee looking at those arcs with the most reports and making the final determinations – but this is a system that allows you to manage your time most effectively and set thresholds.


    B. Severe penalties for being correctly reported multiple times


    Players who are reported three times for infringement content violations should either have their mission architect privileges revoked or should be banned altogether. While banning paying customers sounds like bad business, it’s important to keep in mind that these individuals will constitute a very small minority of the total players. Most folks value continued playtime over making infringing characters.

    Further, banning players may be bad business, but getting sued is worse.


    C. Severe penalties for griefing or exploiting via the reporting system


    As discussed above, we need to avoid incentivizing the creation of violating content for the sake of accumulating the positive rewards for reporting.
    One way to do this is to implement a system whereby players who accurately report (i.e., report content that is eventually removed for violation) have votes that count more the more accurate they are. Conversely, players who routinely report content that does not infringe have votes that count less.
    So if I’m good at reporting violating content, every time I report someone it will count as 1.5 reports.

    Conversely, if Joe Griefer likes reporting people just because he didn’t like the arc, his votes will count as 0.01 reports (eventually).

    This allows players who are serious about helping to maintain the integrity of Architect Edition most effectively draw GM/Dev attention to the problems.
    For the mathematically inclined, this might look like:

    [My Reporting Power] = 1 + (.05*# of times I’ve reported content actually in violation) – (.10 * # of times I’ve reported counted found not to be in violation).


    2. Incentives and rating systems. (Hall of Fame, etc.)


    Players on MMOs are driven by two elements: Incentives and fun.
    People have a deep biological drive to achieve rewards. This is why you can get away (for a while) with, for example, building an entire system of shinies and currencies based entirely around endlessly grinding on two levels that take less than an hour each to play through…. And people will do it ad nauseum.

    However, for long term viability, you need a variety of experiences for players to participate in – and you need incentives tied to participating in those experiences.

    One of the primary flaws in the handling of the Mission Architect system has been NCSoft’s failure to properly incentivize participation.
    This failure has the been the product of a fear of exploitation of the system for farming purposes.

    I propose the following solutions:

    A. Make architects want to generate quality content.
    Why do architects spend countless hours and their creative energies generating content at no charge? How can we make them want to do more of that?
    If you go to this thread: http://boards.cityofheroes.com/showthread.php?t=221800

    You will find that they are motivated by two factors (listed in order of importance)

    I. Recognition

    II. In-game Rewards

    Pages and pages have been written by architects seeking to improve the system whereby their efforts can be recognized. Nothing is more rewarding to an architect than to have players play through and express enjoyment of their content. (So this will tie into point B – making the players want to play and rate quality content.)

    We need to fix the system we use to recognize what architect achievement.
    First, Dev’s choice:

    Quote:
    Originally Posted by Wrong_Number

    Last Non-Contest DC - 16 months ago

    Number of DCs granted from the THREE "Recommend for DC" threads - 0

    Number of "Annual" Dev run MA Awards - 1 (2009)
    If you’re not going to have the Devs actively participate in regularly choosing Dev’s choice arcs (once per month at minimum, rotating the developer who pics), then you need to scrap the Dev’s choice recognition. Let the players who earned a Dev’s choice keep their extra slot, but remove all references to Dev’s choice in the game. Having a system that is clearly no longer being utilized throws up a big red flag to players telling them that Architect Edition (and certain elements of the game in general) are being neglected. It’s a reminder of a broken promise. Either choose Dev’s choice predictably and reliably, or remove all mention of it henceforth.

    Hall of Fame:

    First, in order to vote, players must be required to play through the entire arc. It’s only fair, and will cut down on people 1-starring arcs out of frustration that they can’t find a glowie (not the designers’ fault) or that the arc doesn’t have some arbitrary component they were looking for so they quit playing.

    The Hall of Fame limit needs to be changed – I propose (as an example) an absolute number of 200+ 4 OR 5 star ratings –AND- at least 1000 total replays of any kind. This will recognize that content that players keep going back to enjoy again and again – the best of the best. It will also be far more achievable than the current HoF limits. The numbers are flexible – ideally, an arc should make it into the HoF every three to six months or so. That means if the game runs for 10 years, a total of 20 - 40 arcs will be in the all time HoF. Not an unamangeable number for a “Hall of Fame”. As the current HoF is, this system can be automated.

    There needs to be a level of recognition under the Hall of Fame – a ‘Player’s Choice’ level (not to be confused with the Player’s Choice awards run by players on the boards). This should be awarded once per month (120 total over a ten year span - .032% of the total number of arcs currently extant – but a chance to win every month for competitive architects.) The requirements for this award would be as follows:

    I. For consideration in a given month (February, for example), that arc must have been published during the month immediately preceding the month for which the award will be given (January, for example).

    II. The winning arc will be that arc which accumulates the greatest number of 4 or 5 star plays in the month of the contest.

    III. On the first of each month, the winner for the previous month will be announced, will be showcased on the CoH website main page, will be mentioned in the GMOTD, and will be placed on the featured tab of AE.

    IV. To integrate AE with more recent content, to grant a large influx of plays as a reward for winning Player’s Choice, and to incentivize playing in AE, playing through the previous month’s Player’s Choice Arc in AE should grant a one-time per month reward table that allows players to choose either a Notice of the Well, a Rare IO enhancement recipe, or a Rare Incarnate component as rewarded by the iTrials.

    V. An arc that has been flagged as a farm (see "Farm Flagging" below) should not be eligible for consideration in Player's Choice or Hall of Fame.

    VI. (Optional) Sufficiently high quality canon-related Player’s Choice arcs should be considered for integration into the main story of the game at Devs’ discretion. I listed this as optional because it would require Dev involvement in AE, which takes time and effort.

    Architects also need more robust in-game rewards for crafting quality arcs. A modest income of tickets for plays is not an acceptable reward – these people are breaking their necks to produce quality content.

    For every 10 five star ratings an architect receives, one Architect Merit should be granted (yes, another currency). Architect Merits should be able to be exchanged for extra slots, at a rate to be determined by the Devs. This will reward players who consistently make highly played, quality content with the ability to do more of the same.

    Architect merits should also be able to be exchanged (in whatever quantity the devs think is appropriate) for a reward table allowing the user to select from rare IO recipes, a synthetic hami-o, a notice of the well, or an incarnate component as produced by the iTrials. The cost for these elements can be chosen by the devs – but the point is, this would represent a huge incentive to generate good content. It would also not detract extensively from the popularity of the iTrials – not everyone has the skill or ability to generate five star worthy AE content.

    Starting "5 star clubs" and "You rate me 5 I'll rate you 5" agreements should be a reportable offense just like griefing or obscenity - and should result in loss of MA privileges at a minimum. Allowing players to report other players for "five star clubs", and allowing them to report players who tag arcs with "five star club" notices - and revoking MA privs of "five star clubbers" - will limit the 5 star clubbing to those violators dedicated enough to coordinate via some off-site message board or system. There will always be exploitation and abuse - however, the system I propose will get players into the MA building, where currently there are none. I've got to believe that's better than letting this feature die.

    B. Make players want to find, play, and accurately rate quality content – without promoting farms.

    Players are driven by incentives. We need to provide encouragement to players to participate in the Mission Architect system. We need to give them a reason to seek out and accurately rate good stories – and we need to give them a reason to play architect arcs.

    That means it must be easy to find, plate and rate quality arcs and there must be a reason for doing so.

    The problem with motivating players to play in Architect, historically, has been the issue of farming. If Architect rewards are made superior to rewards elsewhere in the game, players will simply go to Architect to play farms, and will rate farms highly, and the storytelling aspect of Architect will die. Consequently, Architect rewards have been lowered to be less attractive than the rest of the game.

    Predictably, this has led to emigration from Architect Edition toward the content outside of Architect, leaving AE devoid of players.

    The solution is to tie rewards for players to participating in the architect system – not killing mobs in Architect levels.

    I propose the following methods to upgrade the player experience and direct player attention to the Architect system:

    I. Farm Flagging

    When architects create an arc or when players rate an arc, there should be a radio button that they can click to indicate the arc is a farm. If a given arc accumulates over 50 unique “farm” votes, or if the mission architect flags the arc as a farm, the arc is flagged “farm”.
    Farms should be hidden from the MA interface unless a player specifies they are searching for Farms by clicking a toggle in the search window. Farms should also not be eligible for "Hall of Fame" or "Player's Choice" awards.
    Alternately, farms could just be deleted outright by the automated system.

    Misusing Farm Flagging to grief legitimate non-farm arcs should be an offense like griefing or obscenity that is a bannable / MA privs revocation sort of offense.

    II. Remove Arc Clutter (Thanks to Sister_Twelve for the core idea for this point):

    The system should automatically delete or hide from searches any arcs that have 0 plays in the last 90 days.
    The system should automatically delete or hide from searches any arcs that have an average rating of below 2.0 over a 90 day span.
    (Optional) The system should automatically delete or hide from searches arcs that are flagged ‘Farm’ (see above).

    III. Reward for each play and rating

    We can see the power of providing a reward table at the end of a mission. The BAF and Lambda trials are a testament to the power of such reward tables to drive player participation. Unfortunately, the current system of incarnate rewards is tied to only two trials – creating the sensation of an endless perpetual grind on the same two pieces of content.
    Imagine tying the power of a story-end reward to the Architect Edition. Now, players are being driven by this powerful incentive to participate in unique stories – and there will never be a grind, because new content is being developed all the time.
    Reward tables could be varied to incentivize a diversity of behaviors:

    • Provide a reward table granting one uncommon or rare IO enhancement recipe or INF for the completion and rating of any arc that has less than 25 total plays so far.

    • Provide a reward table granting one rare IO enhancement or 20 threads or INF for every play-through of an arc the player has never played through before. Odds of getting a better reward could improve with increasing length or complexity of the arc, incentivizing players to seek out more intricate arcs and incentivizing architects to put more thought into their work.


    • Provide a reward table granting 10 (-1*number of replays) threads for every replay of an existing arc within a 1 week time period.

    • Provide a “notice-of-the-well” style special reward for playing certain categories of arcs on a rotating basis (like the Weekly TF, except for MA arcs). This suggestion is employed above as a means to incentivize the monthly “Player’s Choice” arc.

    • Advertise these benefits and the monthly Player’s Choice arc aggressively.

    • Provide badges for # of unique arcs played and # of arcs played that had less than 25 plays when the player played them.
    The more players play and rate unique content, the more rewards they reap. It’s not tied to the number of baddies they kill, so this reduces the incentive for building farms. The more powerful the positive reinforcement, the more likely players are to participate.

    IV. Reward for accurately rating quality content

    Provide players with a reward if they give 4 or 5 stars to an arc that goes on to become a Player’s Choice arc. (An ‘Architect Rater’ merit, for example, that may be exchanged for a reward table roll. Or a number of tickets. Or a badge. Or some combination of the above.)

    Consider increasing the value of the vote for players who consistently rate content accurately. For example, if I consistently rate content that ends up being removed from the system (1 or 2 stars on average over 90 days) with 1 or 2 stars, or if I consistently rate content that is selected for Monthly Player’s Choice at 4 or 5 stars, then my vote should count for more or less, respectively.

    [My vote] = 1 + (.025 * Number of 4-5 star Monthly Player’s choice rates + .025 * Number of 1 – 2 star ratings of arcs eventually purged from the system after 90 days).

    Starting "5 star clubs" and "You rate me 5 I'll rate you 5" agreements should be a reportable offense just like griefing or obscenity - and should result in loss of MA privileges at a minimum.

    We also need to develop an automated recommendation engine that will recommend arcs to players, based either on their expressed interests or on a set of under the hood metrics. The recommendations from this engine would replace the current from page of the search (which showcases guest arcs and dev’s choice arcs that already have thousands of plays) and would encourage players to play new content that interests them. It would not exclusively recommend arcs that already have high ratings or lots of plays – players can search for those on their own. Rather, it would recommend arcs that may have great content but which need more exposure to really take off. Or, it could recommend arcs that players whose votes are weighted heavily have approved of.

    For example, it could recommend the most played arcs with under 300 total plays over the last 10 hours (or something similar).

    Another idea, proposed by SupaFreak, would be to create an incentivized "random task" button. Players may accept one random MA task every 20 hours, and a special reward could be tied to accepting that task. Doing so would then drop them into an arc with "Final" status. (See SupaFreak's post below for more detail.)

    3.Content Integration:

    PoliceWoman had a great post on this.

    Quote:
    Originally Posted by ”PoliceWoman”
    Mission Architect is old news now, and no new content encourages you to do MA. MA was so very hot in I14. But now in I19, hardly anyone still cares; players don't go in MA except to farm. We got a few new maps, but aside from that, none of the new I19 features are integrated with MA. As a result, interest in MA is stagnating.

    Specific example: I19 makes you go to Ouroboros to do Mender Ramiel's arc, and sends you to talk to Lady Grey in RWZ (from I10) to do a mission for her. Once you have the Alpha slot unlocked, getting salvage to make boosts encourages you to do the ITF (from I12), LGTF (from I10), STF (from I9), RSF (from I7), Cathedral of Pain (from I18), and the Kahn/Barracuda TFs (from I15). Tons of content from previous issues get tied into the current story, but you'll note that none of this stuff comes from Mission Architect or ties into MA in any way. I don't think you can even get incarnate shards in Mission Architect. Everyone I know is hot to get incarnate salvage and craft boosts for their alpha slot right now. Why would anyone want to spend time in MA right now? I love MA and even I have a hard time justifying doing anything MA related until I catch up with the I19 content.
    The new content in the game (i19, i20) needs to be integrated with the MA system for the MA system to stay alive.

    This is an easy fix – you can kill two birds with one stone. I’ve already integrated my solution into the recommendations above.

    Here are the two big problems I hear being complained about on CoH right now (that aren’t bases):

    I. Mission Architect is Broken (see this post)

    II. Incarnate Content is a Grind and is not conducive to Solo Players' Enjoyment

    Kill two birds with one stone. Award threads and incarnate components for playing, rating, and participating in arcs. I’m talking reward tables of the sort found at the end of the BAF and Lambda trial, placed there in order to incentivize Architects to make great content and to incentivize players to highly rate good, story driven content.

    See the contents of my post above to find more suggestions.

    This would get both the mission architect monkey off of your back, and would also resolve players complaining about the two-trial grind found in the Incarnate system. Everyone is happy.

    4.Number of slots.

    Wrong_Number mentioned in this thread:

    http://boards.cityofheroes.com/showthread.php?t=221800 that, owing to her 8 slots being full, her authoring career is over.

    This is a bad thing because she’s won two player’s choice awards and an AE nomination for best story.

    Other players (winners of Dev’s choice awards, Player’s choice awards), et cetera have expressed the same concern. Their slots fill up, and their authoring career is cut short.

    Why would you want to punish the most prolific generators of free quality content in your game?

    This is an easy fix, and one I’ve already suggested above.

    Award Architect Merits, 1 for every 10 five star ratings an architect gets on a given arc. Allow architect merits to be exchanged for slots. That way, when someone like WN makes an awesome arc, the game automatically devotes more resources to allowing her to showcase her talent and improve content.
    You want more slots? Make better arcs.

    I don’t see any reason to put a maximum on the number of potential slots earned this way. These players are adding value to the game at no cost to you – in fact, they’re paying you to add value to your game. These high-quality content authors should be rewarded whenever possible and to the greatest extent possible.


    5. Patch Notes


    Last, but not least, and of minor note relative to the rest, this thread http://boards.cityofheroes.com/showthread.php?t=259226 contains quite a few players beating on the drum and saying a truth that needs to be heeded:

    For Pete’s sake, when you change architect, let us know what you did in the patch notes so we may adjust and respond accordingly. A transparent dialog with the players will only improve the value of your game and make the community happier.

    Conclusion

    The player community of any MMO is its greatest resource. CoX has done a fantastic job cultivating a dedicated, helpful community. We're willing to provide you with content for free, we're willing to curate that content, and we're willing to tell you (in broad strokes) our ideas for how to get it all done.

    All you need to do is give us the tools to help you.

    In this case, that means unbridling the creativity of the Mission Architects, providing incentives for them to be creative, providing players incentives for playing the new content, and then getting out of the way.

    If Mission Architect is handled right, it represents a nearly limitless source of added value that will allow developers to get off the content-generation treadmill all of the competitors are stuck on and focus at least some of their attention on important under the hood modifications, quality of life enhancements, and new gameplay features (archetypes, powers, power sets, etc.) that are critical to the long-term success of the game.

    I anticipate that my fellow players and AE experts will add their questions, comments, and suggestions below.

    If you think this post is worth being seen by the Devs, considering tweeting the URL: http://tinyurl.com/3msepfr to @Positron_CoH and messaging the rednames here on the boards. Links (in red) below go to their message board profile pages, from which you may send them a message by clicking the dark grey "send message" button right under their name.

    Beastyle
    Zwillinger
    Dr. Aeon
    Black Scorpion
    Positron
    Baronyx

    Acknowledgements:

    Wrong_Number, Policewoman, Bubbawheat, Eva Destruction, AIB, SupaFreak, and many others were instrumental in helping me think through the issues related to this post.
  12. Thanks for posting this thread, Bubbawheat.

    I'll throw some questions out there to get us started.

    - How does one make multiple different units with the same in-game name but different file names?

    - What do you (Bubbawheat) advise for editing arcs? The in-game editor? A text editor? What's the best approach?

    - How does one import costume files?

    - Is it possible to import entire enemy groups?

    - How does one merge multiple separate arcs into a single arc? (Let's say I have 3 missions in Arc 1 and 2 missions in Arc 2, and I want 5 stories in a single arc instead.)

    - What other sort of manipulations are possible of the raw files that Mission Architect uses? I'm talking about things that will allow the building of better arcs...

    - What do you feel is the best way for a player to get more exposure for his/her arc?

    - What do you feel is the best way for a player to find quality (but underplayed) arcs in the system?

    - How do you feel we can "rescue" the AE system? Or does it need to be rescued?
  13. GlaziusF -

    Whenever you have time, I would love to have a review. My arc should be new-filter compliant, so I don't expect you'll encounter any problems.

    Arc is:
    Arc Name: An Epic Tale: Clown Capers
    Arc ID: 501562
    Faction: Family, Custom
    Creator Global/Forum Name: @Apolinus
    Difficulty Level: Low. Soloable.
    Levels: 25 - 30
    Synopsis:
    El Presidente, the head of the El Presidente Investigation Corp (EPIC), has hired you for a simple job: Find dirt on a Burger Clown, a major multinational burger chain opening a franchise in Paragon City. Like nearly every story in Paragon, all is not as it seems at first.
    Estimated Time to Play: ~ 1 hour (3 missions)

    Forum thread link:
    http://boards.cityofheroes.com/showthread.php?t=261968

    COH Mission Review link:
    http://cohmissionreview.com/2011/05/...-clown-capers/
  14. Quote:
    Originally Posted by SupaFreak View Post
    D'oh. Wouldn't one of them be a better fit in "Nothing to Worry About"?
    Right - that came to mind as you and I were discussing, actually. I realized the tone between "Black as Midnight" and "Clown Capers" was so different it might not work for characters to move around much between those two.

    We came up with a better idea shortly, and all was well.


    Quote:
    Triple D'oh. I "Tip"ed to two authors (very subtle) without asking permission. Guess I will now ask them and see if they would rather they be removed.

    I was kinda seeing what I did as being a "recommend" button.
    We're still figuring this all out. I don't want to get too mired down in rules or anything. I mentioned those things because they sound like good ideas to me - not as a way to condemn anyone.

    There's also a question about what to do if you want to tip to an arc whose author is 'gone'. (Side question: If an account goes defunct, and the arc is published but not Dev's choice or some special designation, does the arc disappear too?)
  15. Quote:
    Originally Posted by SupaFreak View Post
    However, @Apolinus sent me /tell request for guest appearance (surprised me, guessing related to Global Character Contest?) in his "Clown Capers" arc... and I agreed.
    Yes and no.

    I really enjoyed Black as Midnight. I had seen your global character contest and it had sparked the idea of integration. I needed believable heroes for my arc - heroes who were in a bind, and thought it would be cool to have characters who had been seen elsewhere.

    When I messaged you, I was thinking arc-arc integration. I was actually hoping you might allow Ravenessence, Brother Dayless, Xeronyx, or a lesser character to appear (for those that don't know, the characters I've just named are from Black as Midnight, Arc ID 482914).

    However, I wasn't clear about communicating that (my fault) - and you got the impression (I think) that I wanted one of your toons (similar to the global character contest). This was a serendipitous situation, though - I got what I wanted - a character for my arc people have no doubt seen somewhere else (out running around in the game world!) - that's arc-world integration - and by including some extra stuff I won't spoil for the players here, we used the same toon to achieve arc-arc integration anyway.

    So you had an idea (the contest) that gave me an idea (including a character from Black as Midnight) which, when I communicated with you, turned into an even better idea that allowed us to work together and achieve two kinds of integration.

    That's why this whole thing is a good idea - it gets people who want to tell good stories putting their heads together, and that can only mean good things.

    Quote:
    In his arc, in mission 3... my character is optional Boss not shown on Nav (which is 100% cool with me)...
    I think most integration is best done this way. Like cool easter eggs the players can find that reference other arcs or suggest content they may be familiar with.

    It would take a lot of work and collaboration to make a pair of arcs that are so integrated they have primary objectives in common that don't seem... forced or copycat-ish.

    It can be done, for sure. But it would take a lot of collaboration from the ground-up, I think.

    Quote:
    I've played it 3x now (and I believe he will get 2 more plays from my friends who probably wouldn't see it for a long, long time otherwise if ever)
    Wow. Thank you.

    Quote:
    and submitted requests for animations, dialogue and clue description. He complied and then there was sunshine!
    This collaborative authorship process was awesome.

    Quote:
    I'm willing to bet if this snowball gets a-rollin'... authors who include the "community" will see an increase in plays and overall Architect Entertainment activity.
    Yes. In combination with Ænvasion, if we do enough of this we could see an AE renaissance.


    Quote:
    I hope we all add our own style and flair to our own arcs and try to include the community to a certain degree. I frown on copycatting anyhow.
    So this is an interesting area when you discuss creative processes.

    "Good writers borrow - great writers steal." Rather appropriately, that quotation has been attributed to Wilde, Twain, and others.

    Copycatting in terms of plagiarism (and I think that's how you meant it)? Yes, awful.

    Adopting innovative practices that make the entire AE community better? Just fine, I think.

    For example, the concept of integration - I hope you and I aren't the only ones to do it. I hope everyone does it.

    Similarly (to be quite honest), I think some of the game-mechanics innovations and other augmentations found in "Black as Midnight" ought to eventually become "best practices" for creating a high quality arc - just like the idea of writing good descriptions for custom characters.

    Thieving content without permission? Lame.

    Sharing content for integration? Awesome.

    Adopting good practices for making quality arcs? Awesome.
  16. Great job on this thread, @SupaFreak.

    I'll throw my .02 in.

    ---

    Why Integrate?

    MMOs are distinct from other sorts of games because they allow for a persistent, interactive environment with a shared continuity.

    My actions in game can influence your choices and vice versa.

    And we share a common knowledge - when I reference Statesman or Marauder you know what I'm talking about because we've experienced that content. I may have encountered statesman in LRSF, and you may have encountered him in STF - but we share an experience of that character.

    @SupaFreak'sGlobal Character Contest thread was fantastic, in that it pointed out a massive area of untapped potential in the AE system - that being integration.

    The developers already integrate their content - characters across the game (and in other media) reference, know about, and are affected by the signature heroes and villains. Hero and villain groups like the Phalanx are known, talked about, or important in arcs all across the continuity of the game.

    Thus far, AE authors have only very limitedly tapped into the core benefit of working in an MMO environment - the ability to interact with one another. (EDIT: I'm sure some of the more experienced arc-forgers here will be along to correct this assertion. It may be a lost art. My point is I don't see it much in the arcs I've encountered.)

    Integration can take many forms. The two main categories I can think of are:

    Arc-arc integration

    The continuity of my arcs interacts with, affects, or is affected by the continuity of your arc in some way. The possibilities are limited only by your imagination.

    Perhaps a hero or signature character from your arc is encountered in mine. Heroes don't exist in a vacuum. Why do the heroes in your arc exist only in that story? Real living, breathing heroes might be encountered in a number of stories across the game world - so your arc's hero might make a very brief appearance in my arc, where she plays a very major role (possibly as the contact) in yours.

    Perhaps a custom enemy group from your arc is encountered in mine. While your arc might center on this group of criminals and tell their back story, maybe they appear as hired thugs or random passers-by in mine. (Or as allies, if I'm building a villain arc.) Why do we have to look at Arachnos and Family all the time?

    Perhaps your arc is just referenced in mine. For example, the player might kill a mob in my arc and find in one of the pockets a crumpled note from a character in your arc - possibly the contact, asking for help, with an arc ID written in for player reference. Or perhaps my contact is the brother, sister, supergroup mate, or mortal enemy of a character or contact in my arc.

    Perhaps there is a book on a shelf in my arc that lends insight or backstory to a minor point in your arc.

    You get the idea.

    Arc-world integration

    This is much more common. It happens any time someone uses Statesman or Positron as a contact, or has Mako as an enemy encounter. This is where canonical characters from the world interact with the arc.

    It can also happen when the arc interacts with player character toons - perhaps one of your toons guest stars in my arc. This provides a novel means of providing further backstory and characterization - however minor - for your toons.

    ---

    The whole point is, using small to moderate parts in other arcs to foster collaboration, cooperation, a richer game world, and a better player experience. Having themes, characters, concepts, and locations re-occur will lend a sense of additional three-dimensionality and reality that will increase the quality of our content.

    --


    A word on etiquette...

    I'm not big on writing rules. I do have a few guidelines I plan to live by, and hope others choose to do the same. I recommend the following:

    1. If you wish to use another author's content, request permission.

    The author of that content may know things about the back story, motivation, thoughts, abilities, and limitations of their characters that you don't. Besides being rude, if you slap a character or group into your arc, you may be misusing or misrepresenting that character or group.

    Why not ask permission from the author and get their help in implementing their content?

    2. If you use another author's content, it's polite to extend the opportunity to guest author.

    If I want your character in my arc, I must like something about your storytelling. So I should present you with the opportunity to write the dialog, description text, and set the animations for your own character in my story, if you wish to do so.

    At the very least, I should present you with my plan and see if you feel it is appropriate and consistent with your wishes as the author of your content.

    3. If you use another author's content, it's polite to reference their arc ID.

    This is especially true if that content is from someone else's arc. If I want to include the contact from your arc as an escort mission in my arc, I think it's polite (and benefits the player and other author) for me to put the arc ID in the character description. Something like,

    "Ms. Magnificent on loan from author @BobJones. Want to see more of her? Check out Arc ID# 123456"

    Just some thoughts.

    ---

    This sounds great - how do I do it?

    Easy enough. First, check out other arcs. Play some stories and see if you like any of the content or if there is a character that would fit really well in a cameo role in your arc or if there is a concept or idea you want to reference.

    Or, if you know players of your arc would really like their arc too, ask if you can include a clue or item that gives them the arc ID.

    For example, a bookshelf collection item that is not mandatory for mission completion (thus doesn't appear on the navigation compass or objectives list) might reward inquisitive players with the following:

    Quote:
    "This bookshelf doesn't have what you're looking for - but an ancient book here, entitled 'The Tome of Legends' - speaks of a coming apocalypse. Might be a good idea to jot this information down for later."

    [See Arc "Nothing to Worry About", ID# 500325 for more detail.]
    If you like something, ask permission and the author will probably help you work something out.

    For clue text, it's as easy as typing.

    For characters, they are just a .costume file in the CoH folder. That's a text file with all of the costume information. Make sure to get the format exact - spaces before and after are important.

    But if I want to give you a costume, all I have to do is click "save" in the character editor, send it to you, and voila - you've got my toon or my custom character from the AE editor.


    ---

    That's just my philosophy.
  17. This is the first arc I'm posting on the boards for general feedback.

    Please feel free to post any reviews/constructive criticism/questions in this thread - or at City of Heroes Mission Review.

    (Thanks to CoHMR for posting the arc!: Link - http://cohmissionreview.com/2011/05/...ers/#more-1831)


    The short and sweet synopsis:

    Arc Name: An Epic Tale: Clown Capers
    Arc ID: 501562
    Faction: Family, Custom
    Creator Global/Forum Name: @Apolinus
    Difficulty Level: Low. Soloable.
    Levels: 25 - 30
    Synopsis:
    El Presidente, the head of the El Presidente Investigation Corp (EPIC), has hired you for a simple job: Find dirt on a Burger Clown, a major multinational burger chain opening a franchise in Paragon City. Like nearly every story in Paragon, all is not as it seems at first.
    Estimated Time to Play: ~ 1 hour (3 missions)

    The gimmicky ad:

    Come play an arc by world renowned mission architect @Apolinus*...

    An Epic Tale: Clown Capers



    Help former political dynamo and current private investigator El Presidente get to the bottom of a dangerous mystery in Paragon City!

    Explore the exciting world of fast food and gunplay!

    Learn what happens when you push a clown too far!

    Free Donald McBurger toy with every playthrough**!

    Lose weight and regrow lost hair follicles just by playing this arc***!




    SEE El Presidente do battle with evildoers!



    COMPLETE a diverse array of mission objectives!



    EXPERIENCE intense battles with custom bosses and punch a clown in the face!

    Last but not least:

    ....FIND a special guest character on loan from @SupaFreak (author of Black as Midnight (Arc ID# 482914))!


    (Look for the special guest character toward the front of mission three!)

    "A Triumph" - The New York Times ****

    "@SupaFreak sez: "Play dis arc!" - @SupaFreak

    Arc 501562: An Epic Tale: Clown Capers

    You won't regret it! *****

    Satisfaction or double your money back!


    * Only two people have ever actually played anything written by @Apolinus.... but they live really far apart from each other.

    ** Not available in all areas. Void where prohibited. Prohibited everywhere.

    *** Results may vary.

    **** They were referencing the Leonardo DiCaprio movie, "Titanic" - not this arc..

    ***** You might regret it.


    /end gimmicky ad.

    Changelog:

    5/31/2011: Incorporated generous feedback from @SupaFreak. Several modifications were made to mission text to resolve typographical errors and formatting issues. The guest character encounter has been revised with added custom text from @SupaFreak. Thanks, @SupaFreak for the feedback and assistance!

    6/01/2011: Additional minion, lieutenant, and boss added to custom villain group.