Clave_Dark_5

2010 Player's Choice Best Original Group
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  1. Wow, tough room. o_o;

    Anyways, I've gotten it spell checked now and, based on another thread, decided to set it's level requirements to 23 to 50. So far I've had three plays and it sits at five stars.

    I've also entered it into the player's choice voting, the thread for which can be found right here:

    http://boards.cityofheroes.com/showthread.php?t=203236

    Have fun!
  2. For what it's worth, this does not work in dialog (in case no one knew that already). I tried to have an ally you rescue "say two things" and it looked like this

    "Help! <BR>Please someone help me!"

    instead of this

    "Help!"
    "Please someone help me!"

    with two word balloons.
  3. Quote:
    Originally Posted by Doctor Wishbone View Post
    This has been happening to me a LOT lately.

    “/stuck” has worked every time though.
    This. I bugged it and was told they're aware of it so I'm sure they're working on it.

    "When in doubt, try /stuck" is a good rule of thumb to live by.
  4. Well... playing devil's advocate, maybe the power sets you chose are too hard? From what I can tell, that's often the make-or-break of difficulty. Then again... farmers would rather an easy mission, right? Uhm... in which case, ignore them I suppose... or something.
  5. Quote:
    Originally Posted by Another_Fan View Post
    Unless you optimize the arc, or run one that someone optimized its slower than paper/radio missions. The flipside is that it is more profitable up to level 47 or so. The profitability advantage is most pronounced at the lower levels. That said it is nowhere near as nice, as logging onto a level 50 farm is now and even less so than it used to be with the right bridge.
    That's your opinion. "A farm will never be as nice as a decently conceived and written mission." That's my opinion. Some of us play for something other than just DPS or XPpS or whatever. I'm not saying the system is perfect or doesn't need work to balance out both styles of play however.
  6. Quote:
    Originally Posted by Wrong_Number View Post
    Rise of the Drakule by @LaserJesus Arc ID: 51357
    A real solid effort, that one.

    I seem to recall having heard good stuff about this and I wasn't disappointed. It wasn't the best thing I've ever seen with extra helpings of super-freakin-cool sauce on it, but I can't think of anything we found bad to say about it; when was the last time you played an arc you can say that about? It had some funny, the foes were well done and it was fun to play all ways round.
  7. Quote:
    Originally Posted by DeathSentry View Post
    As someone who just purchased 5 more slots for $19.99, I have to agree that I would like to see them do something about the the 75% rule for custom. In telling a story, and keeping it interesting, it tends to be a mix of custom and standard mobs though I have some arcs that are all custom. Now I do include the minion, LT, and boss ranks to hopefully get closer to normal xp, and as someone else stated earlier, some of my mobs tend to be tougher than standard minions for example. So I for one would like to see them more adequately address how to resolve the 75% issue.
    I'll second this because I too bought the extra slots, slightly against my better judgement and wouldn't mind a few more people taking a look at my work (oooh, look at Clave's sig listing all of his arcs, they sound so exciting!). On the other hand I have fun putting them together and even if I'm only getting a few reviews, those are fun too (getting decent ones helps I'll admit).

    Additionally, I have been seeing a slow but steady uptick in traffic in the AE - hopefully a harbinger of things to come.
  8. Quote:
    Originally Posted by UberGuy View Post
    People got characters from 1-50 in four hours and less using stuff that combined the various broken things like that.
    The changes were not meant to "put a dent in farming", they were meant to fix the above situation described by UberGuy - and they did, which is what got so many of the exploiters, not farmers, upset.

    If I recall, the devs have stated outright in one place or another that they don't mind farming one little bit as long as ye olde legynd about "risk vs. reward" isn't violated.

    Sure is short-term memory loss around here.
  9. Quote:
    Originally Posted by PoptartsNinja View Post
    Hm... I didn't notice that in my pre-publish test runs (no xp at all in the test runs makes it hard to tell if mobs are working as intended, I'll have to remember that in the future).
    Someone on these forums suggested awhile back that it's good to publish something before you're really done with it so you can earn tickets, XP and inf for all the interminable play-testing.

    The chances that someone's going to find your mish and play it before you have it "done" are sort of slim, so it's not like it will reflect badly on the mission (and you could just unpublish then republish it should some dink give you a one-star).

    The times I've done it I make sure and put a "NOT YET FINISHED!" comment in the up front desc. Do that with NOTHING about what's inside and I will guarantee you no one (except maybe friends) will bother with it.
  10. Quote:
    Originally Posted by FredrikSvanberg View Post
    I've just discovered that you can use line-breaks in the objective text fields.[/LEFT]
    Nice! I'm gonna have to do that when I get a chance, thanks for the info on it.
  11. Quote:
    Originally Posted by Laevateinn View Post
    Not long ago I did an AE farm for a few rounds. It was still pretty lucrative in terms of both XP and tickets (I was able to ticket cap myself pretty easily). I don't know how this compares to pre-nerf farm productivity, but I'm beginning to wonder if all the hullaboo over the nerf was just a tad exaggerated.
    Pre-nerf it was amazingly exploitative, if that's a word. People could get PLed to 50 in like hours or something, NOTHING like it is today. The hullabaloo was the fact that it went from being an insta-PL-to-50 machine to... well, once that was stopped, a lot of people just plain left and have no idea what it's like today.
  12. Quote:
    Originally Posted by Eva Destruction View Post
    Or we'd have people rethinking the difficulty of their customs, which is long overdue.
    I've been doing that since day one. I think players should also be thinking their difficulty settings vs. their toon's abilities just as carefully.

    Still, you make a fairly good argument with your example. I still wouldn't have idea one on how to define my AV between those two examples though (what with how drastically the difficulty settings can affect things) and would like to hear how someone "should do it" to "get it right".
  13. Quote:
    Originally Posted by Bubbawheat View Post
    You gat 16 people to sign up.

    You start put their names in a random order where they start choosing the best arcs, not choosing any duplicates. See here for an example

    Each person gets 4 picks, ending with 64 total arcs.

    In a new voting thread, the arcs get paired off and people vote for each pair - like a single elimination tournament.

    Eventually, you end up with a single winner.
    Ah, I see now - thanks for clarifying that for me.

    I think Ozzie may have a point there. It might be best to let this be a looong open-ended "contest" which goes something like

    "This pairing: Clave Dark 5's "Beat Guys Up" vs. BubbaWheat's "Guys Get Beat Up". You have two weeks to vote, which ever arc gets the most wins." No need for everyone playing to vote that way, just whoever participates that two week period. But I don't know what you'd do for a tie. After that, then the next two get paired up for another two weeks.

    I can see this has draw backs though, namely that it would take forever to finish.
  14. Seconding the wish to do acronyms S.O.M.E.D.A.Y.

    I can understand why they disallow some of the non-stardard characters (to avoid people making an @$$ of themselves, so to speak), but not the periods thing.
  15. Quote:
    Originally Posted by Leo_G View Post
    Well, the other sets certainly don't die or run away. My Elec/Regen can attest to that.
    Please note my use of "" after that statement.

    Quote:
    Originally Posted by Leo_G View Post
    Basically, if you couldn't survive the aftershock of an AS with just demoralize, chances are you won't survive long even after sweep. Personally, I find sweep helps my team survive moreso than it helps me. IMO, sweep is just a nice source of AoE dmg since if Ablating hits its target, ever other foe is auto-hit by sweep.
    I never said I couldn't survive without it, just that it helps - as you've just pointed out as well, just in a different context.

    At this point I think this is just a differing of playstyles - I like Sweep and think it's an important part of DB, you don't seem to as much.
  16. Quote:
    Originally Posted by DeathSentry View Post
    I just spent like 3 days working on a new story (3 mishs), so I still use it alot but probably more so as a creative outlet. I still think the original purpose has so much potential that most are overlooking in their deference to purely farming. In the beginning, you really wanted people to play your arcs, and of course, still do, but the reality seems to be that its a minority that will play for the different types of missions out there vs. just for farms it seems.
    There's also the issue of misinformation that the hysteria spread when the changes took place, "ZOMG NO XP AT ALL AND YOU CAN'T LEVEL TO 50 IN A DAY SO IT'S NO GOOD ANYMORE, WHY BOTHER"-type stuff. The extreme farmers raged and continue to badmouth MA to this day and players who don't know any better take this received wisdom as factual.

    That said, I think that's been wearing off a little, I see some people playing MA arcs when I go into the buildings. Even if they're doing (less extreme) farms, it's still a start.
  17. I'm going to sound monumentally stupid here, but I didn't follow what you mean. Can you please re-explain it step by step? With bullet points? And single syllables? :P

    I guess it would have helped if I hung around the Comics And Culture baord...
  18. Quote:
    Originally Posted by Leo_G View Post
    Yeah, but with the new demoralizing effect (introduced after DBs), you can get away without the Sweep following right after. I mean, what do the *other* melee sets do without sweep to follow their AS?
    If I recall, the demoralization effect doesn't happen every time; slotting for ACC (besides being needed in an attack anyways) means the Sweep is more likely to happen than the fear.

    And what do other melee sets do without Sweep? They get hit a lot more often and sometimes die. What they do is Placate one of the remaining foes, but then (probably) have to deal with whoever else got aggroed. Or they can run. Sweep is just one of those neat things this power set has over others, while others have their own things that DB doesn't. I believe it was designed with scrapping in mind and this is a good example of that.

    Quote:
    Originally Posted by Leo_G View Post
    I just think it would have been better to unlink sweep from at least BU which recharges too slow to use as often...unless, of course, Sweep on stalkers does naturally more damage than the other ATs (not counting dmg buffs from BF/BU). Does it? I don't recall.
    That I can't tell you, I'm not much of a number-cruncher. But I can tell you that in my experience, Sweep has helped my stalker's survival simply based on it's mitigation of incoming damage (foes on their butts can't hit you).
  19. Quote:
    Originally Posted by Lazarus View Post
    Which is a much different deal as those people have their higher-level teammates backing them up, which is much different than trying to solo critters who are really balanced for a level much higher than what you are.
    But they're still choosing to, say, go toe to toe with an AV. Not all "high level back-ups" are built the same - I've died a few times on teams because of that, but I'm not complaining.

    Which makes me ponder another question about the whole level thing (not just aimed at Lazarus here, just in general): How am I supposed to decide which level range is "appropriate" anyways (and for whom, your level 8 warshade or your 45th level controller or your teams of brutes or...)? The only thing I can think is to either make a wild stab in the dark ("Hm, my 25th stalker did ok, so I'll say 20th level and up) or using some long formalized (and silly) list...

    Arc Level Restriction List
    Standard foes: follow their level range
    Custom foes: start at level 20
    EB in arc: +5 levels
    AV in arc: +10 levels
    Any custom with Build Up/Aim: +10 levels
    Any custom with Rez: +10 levels
    Any custom with Nin (which gives them Hide): +5 levels
    Customs with weapon sets attacks (excluding Archery): - 5 levels
    Designed for teaming: +5 levels
    Designed for solo: -5 levels
    Minions with mezz sets: +10 levels
    ...etc.

    I think we'd end up with a lot of arcs residing at "levels 40 and up". Which would be a shame.
  20. Quote:
    Originally Posted by Lazarus View Post
    Your mileage will vary, but for every person who feels "driven to beat this arc" there will be a dozen who will feel like your arc is a waste of their time and move on to something else. It's not like a canon arc where it has to be completed or will sit in the missions window forever, dropping it is an option for AE arcs.
    Dropping my arc is your option of course, I do it myself (for any number of reasons) when I play MA arcs. I'm leaving the choice up to the players, if for no other reason because I've had comments all over the map the difficulty of the same arc. Both my low-level player who wants to play gets to and you get to drop it - no harm no foul there.

    (And that's not even opening up the issue of teams who have one or more low-level toons SK'ed up.)
  21. "Get to the bit about how it's all Dr. Aeon's fault! "

    Merry Christmas to you and everyone here! :3
  22. Quote:
    Originally Posted by GrinningSpade View Post
    Mission level 1-54
    It is (near) impossible to make a mission that works for a level 1 character that is still interesting to do for a lvl 50 toon. Or plain to hard for a level 1 toon. There is a huge difference in power levels, think amount of powers available and type and number of enhancements. Trying to make an arc that is good for every level will most likely result in an arc that fails to deliver.
    I usually don't set levels for my arcs as I figure that the onus is on the player to decide if his toon is strong enough to take it on, not me. I do my best to warn people what to expect in my arcs so it's not like I plant surprise AVs or anything. If other authors are doing that sans warning, then yeah - problem.

    I once got a comment from a player that he had run through my second arc (see the sig) with a level 7 or 8 warshade. Which should work, as I planned it that way (in my possibly naive, early days of arc writing). The arc has a carefully chosen standard-foes group with level ranges from 1 to 50 up until the last mission, where my customs show up. The player told me had had to hit the hospital a couple of times and burned through a bunch of Insp's to do it, but felt "driven to beat this darn arc!" He had a blast with it and felt a sense of accomplishment when he was done. So who am I to set a level cut-off and deny any future players like him the chance to have fun?
  23. Quote:
    Originally Posted by Aggelakis View Post
    The one that you're on (aka "all of them"), provided you are in a decent SG and are utilizing the server's global chat channels.

    Freedom is the most populated. Virtue after that. But really, all you need is the above. It works on any server.
    Seconded, including that second paragraph if you want the easier way out - or play at odd hours as I do. Smaller servers really ARE dead at 3 AM. :P
  24. Quote:
    Originally Posted by Zamuel View Post
    Hate to say it but I'm slowly starting to like blue caves more over time.
    That's just crazy talk!!

    I actually agree with you to a certain extent and I prefer the visual look of a blue cave, it's more spooky or something.

    I'm guessing people learned to hate them from the very first mission they did in one - remember how annoying it was to suddenly (and, often, disastrously) learn that there were holes in the floor you could fall through? How it was hard to find your way up to the upper levels because you didn't have a travel power yet? How aggravating it was to see your teammates get lost and get split up?

    Aren't you now a better, more experienced player who can take a couple of easy steps to avoid all those little obstacles now? Aren't ya?

    Sure you are. The map is not smooth and easy and it wasn't meant to be - yet it is in no way a trip through hell.