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Ive played some of the presumed ganking arcs. There is simply nothing in them that should inspire a ragequit (not orebanga maps, not hard mobs, not collect x glowies).
Im afraid its almost certainly gank votes.
I really thinknk PRAF made a good point. Some people will just want to sink a good arc. (Although personal vendettas come into play. You should be able to publish anonymously IMO) -
I dont know if two wrongs make a right, but I for one would be happy to respond to a definite (or highly likely) gank vote with a rapid response anti-gank vote of 5 stars
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There is almost certainly ganking going on. Getting 6 votes that you have been verbally told were all 5 stars and then at 7 votes it drops to 4. Pardon my maths but there is only one way that can happen. I know my arc is a bit of a marmite one, but there is simply no way a 1 star vote is anything other than a gank (2 i would find suprising but could swallow, 3 is entirely reasonabe) given the dross out there.
As PRAF says, some players will see a good arc and gank it deliberately to try and sink it. Less competition.
IN addition, most low(ish) vote 5 star arcs are simply "all my freinds have voted for me". If you do a search for 5 star arcs with 25+ votes its actually a very slender volume.
This is why the 4/5 star divide is pretty arbitary for me. Even 3 stars I will happily try.
I do hope the dev's have some mechanism for spotting habitul gankers. If a character is repeatedly dishing out 1 star votes to arc's that otherwise get almost all 4/5 star votes, thats a pattern of behaviour that can only be ganking.
I sympathise Cow, but really, its best just to get people playing and voting even if it drops the score to 4 or even 3. I loook more at the number of votes than anything else at the moment.
PS: Rating 1 star a mission that you enter and quit is a definite gank. Even "Colect 50 glowies from a Orebanga map" would mmake me quit, but not rate.
Suggestion: Allow ratings only after 1 mission has been completed (this will stop casual ganking). -
The problem i find is the arcs (not many) that are executed / written very well, but Ijust find dull and unengaging - and no polish will improve. The story,or gameplay is just not there for me.
I cant give 4 or 5 stars to an arc I didnt enjoy. I cant give 1 or 2 stars to a well executed, well written arc.
So, I just give 3 stars. However, i dont like not giving feedback (just in the manner you describe) but what can I do in this case? "Hey you write really really well! So well that this dull story wont get any better! 3 Stars for you sir!". The thing is, even if I wrote that in the most diplomatic, positive, encouraging way (and by golly I would try), there is a risk of a retributive gank fest.
So im probably left just giving 3stars and thats it. -
I was just having an idle chap with somebody, and the point arouse that there was some anxiety about giving negative feedback, as it coud lead to retributive ganking.
Now, with total crud I would just leave a 1 or 2 (at most) star rating and leave it that. I kind of feel its pointess trying to say anything..
But there have been a few arcs aroundthe 2-3 range where I fely like saying "Fairly well written, but im afraid your story didnt grab me and it just felt dull". The kind of arc thhats technically ok but you know even if polished up, you would neveer really enjoy.
But its hard to give this kind of (honest feedback), even if its polite, as the receiver might say "well stuff you mate, im searching out all your arcs and giving them a 1 star gank".
I should emphasise that If i do *ever* give feedback I try to be as polite and helpful as possible about it. But thats easier with a 4 star arc than a 2 star one.
What do people think? Anonymous feedback has problems too - abuse etc (although I guess devs could track down abusive persons even if thhe receiver could not). I dont know the answer, im jusst concerned that 2 star arcs might be deprived of feedback (even if its "you can write well, but this arc aint gonna work for me, perhaps try from scratch?" which would actually be realy helpful) due to fear of the gank vote reprisal. -
Most 5 arcs are actually a 3 or 4 star mission and just represent freinds voting. I dont take it too seriously. Id rather try a 4star mission (or even 3) with 25 votes than a 5 star with 5 or so.
But atm I go on title, buzz, and recommendations.
And if there are ninja's in the mission? Then they areto be applauded on their stealth skills. Because you can be assured I wont see them. Or the arc they are in. -
This is really helpful, thanks.
One question - thethread for nuding the devs to consider an arc - areyou limited to one recommendation?
Just wondering because I try out a lot of arcs and I want to know if I would have one bolt to shoot, in this regard. -
Sounds interesting, but I thinkperhaps shoud be in the "announce your creations here" thread?
Anyhow, hooked me. Ill give that a bash one evening! -
My 2 inf:
Allies as a rule cant be trusted for a punch up. IMO a lot of peoplemake this critical error. There a bunch of problems e.g what if they die on route? what if they die in said punch up and then team dies?
The problem is that whilst you can make it *probable* that an ally will help you cant make sure of it. And ifthey aret there, then the team is stuck against a brick wall. You cant bring that ally back from the dead.
I use allies cautiouslly, and normally at boss level tops. But I always balance the "end encounter" as if they arent there.
I wouldnt advise option 5. There are a lota "challenge missions" out there, and they just arent popular, and you are at very high risk of the 1 star rage quit. I would guess you are going to make a classy story, so no need to make a challenge mission, and I hate seeing good stories die because they are just too tough.
I like the 25% option. This introduces an element of choice / options about how to play - which can really elevate an arc (I try to incorperate this in my arcs - plug plug). In this case it would be fairly easy to complete the mission, but there is an OPTIONAL challenge of actually taking down the beast. If you go this route, force feed the players this option in intro so they dont end up treating it as a challenge (perma imobing him might be a problem). irrespective, I think this option needs a fair b it of play testing to balance.
Recreating him would be a fine option, although it does use up memory. However, you could throw in a suprise or two by changing his power sets ("WHOA he dosent do that, does he?") which is a good "moment" for ann arc, although you would need a plausible explanation.
Good luck with arc, sounds interesting!
PS: May pet peeve at the moment is how much effort people make inn good stories / arcs but dont balance it properly. Its not as hard by half, but it needs doing and does take some time / skill -
The same thing happened on test server. Do you remember the hurricane of awful ninja missions and just completey dross.
By a few days prior to live, you could pretty much pick a random arc and be fairly certain you would get a reasonable mission - at least onet that ranked above newspaper -
This is actually really important. Even to a browser. There is a world of difference between a marmite arc (which I would almost be more interested in than a global 5 star which most of the time is due to lots of friends) and a generic 3 star which I would only do on a whim.
But its particularly valuable to an author. If i had an average 3 star, I would think about either working on it a lot or simply replacing it. A marmite arc I would be pretty happy with. -
It depends what you mean by "moments" really.
Soud Storm's arcs is actually ful of elements/momoents I would normally dislike (the maps, the [non custom] enemies) but something about it sucks me in and grips me to the extent I have played it 4 times. Its one of the best arcs out there, but it dosent actually (for me) have a "moment".
On the other hand, I have played some far inferior arcs which have had one redeeming wow monent. I cant recall the name"nerferherder was in the title" - but the one I turned around to see the hologram contact as a bodybag just had me in stitches. But the rest of the arc was plain average. Ive also seen mobs which just have that wow factor (like an Atlantis one, I cant recall the name), b ut again, the arc as a whole was only above average. -
Sorry my link fu is weak
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Looks like simiar problems US side, even more stunning, a redname is taking an interest link
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Yep, jumped up +2.5% from a direct copy
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Anyone having problems with transferred arcs gaining memory?
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Ok, can someone tell me why mytransferred arcs have gone from 99% memory to 102%?
AAAAAAAAAAAAAAAAAAAAARGH! -
Lordy.
And when they where down they where down
And when they where up they where down
And when they where only halfway up...
They remained completely down -
*Yawn*
What, so some people are on now? -
tbh, getting on or 3 hours post eta, no word from devs. I cant see it comiing online today
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Worst. Ever. Version.
The Final Countdown
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My brain is melting! My brain is Meeellllllllltiiiiiiiiingggggggg!
That was sooooooooo bad! And over 1 million views? Ohdear!
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAARGH!
If anyone needs a custom villain group inspiration for MA,look no further. I'll play it! -
I know have a certain soft rock song penned by a quintet of permed swedes from about twenty years ago circling around my head.
Thanks for that
We're heading for venus...venus.... -
Whist we wait for I14 and the gut of new content (woohoo) I just fancied stating a thread.
This is not about the best arcs, but to share moments on arcs that have you laughing.Real pure chuckles. The arc itself could be rubish or magnificent, but there is a moment (perhaps more) where you crack up, and a moment of magic happens.
Ill kick off with mine: On Test, it was called revenge of the nerfherder (or something nerfherder). I thought it would be amusinng,so turned around to see... [spoiler]
A bodybag. the broken body of an innocent hero who was innocently having fun until the nerfherder reduced his powers
There were a few funnies in that arc - it wasnt a 5 star, but it was pretty reasonable. Its just that moment that I turned around to look at the "hologram" contact was just pure class for me!
Any other moments to share (spoilers may be sensible!) -
Guide to playing archetypes in teams, 01/04/09
Scrappers
Scrappers were designed to solo the best out of any AT, so stick to what you are good at. Speed things up by splitting off from the main group or running in first to a new group. If things get to heavy, run back to the main group. The healer may not be paying attention, so run up to him shouting "Heal" to get his attention. Its very helpful to try and drag the enemies you engaged with you, so the team can deal with them. Best if you drag them to a blaster so he can blast them. Try and target minions as they are most easily defeated.
Tank
Tanks win by simply outlasting an opponent. When you reach a group of enemies, mentally divide them up into equal proportions between the group and then go in and take you share. This small group will be easy to defeat. Make sure you prioritise attacking held or stunned opponents - after all, you are a melee toon, and this means the enemy can't run away. Similarly, taunting opponents next to you will ensure they don't run away. If you are looking for new targets, prioritise the scrapper's targets - that way you can take them down before they run away.
Blaster
Blasters work by simply laying down destruction. You probably have some good AoE attacks that are perfect to soften up the enemy before the tank charges in. Remember, you work best when the enemy cant get close to you, so scattering the enemy with knockback or rain powers is recommended. Using these powers on an enemy a scrapper or tank is fighting will give your melee allies some breathing space from the enemy, too. If you do get in over your head, its best to run away from the group, particuarly any defenders, as they dont want to get caught in the crossfire. Your damage is so spectacular, its best concentrated on bosses, particulary unengaged ones, as they will need the most firepower to take down.
Defenders
The backbone of any group. Remember, you have some nifty attack powers, so, like a blaster, using a good AoE attack to soften up the targets before a tank jumps in is a great idea. If you have debuff powers with an anchor, place these on a minion and ask the group to target that anchor - that means you can take down one of the group really fast. Make sure you buff damage on defenders and controllers first, they need the boost most. Use knockback powers to scatter the enemy - it will take them some time to run back into range, or, if you are lucy, they will simply flee. If you do see a fleeing enemy, make sure you put a debuff anchor on him/her - that means if you do get ambushed when he/she returns, it wont be a serious threat.
Controllers
Much of the advice about defenders also applies. There are other considerations too. Firstly, use your holds on the targets of tanks and scrappers first - that will stop them running out of melee rannge. AoE immobilisers are a great way to gain a tactical advantage as an opening move. They are even better once the enemy has scattered, as they won't be able to organise a concerted attack. If you use sleep effects, make sure your team know about it - slept enemies need to be attacked at once to make sure you dont get taken by suprise when they wake up.
Stalkers
Stealth is the key. Hang back, or scout the map, always remain invisible. Scouting is particularly handy on kill all missions - these can take some time, so knowing the map layout is handy. Because assassin strikes take time and planning, jump on ahead to the next group and strike, then run back to the team to help with the first group. The best targets for assassin strike are minions, as they will always fall in one blow.
Brutes
Remember, you arent a tank so dont overextend yourself. Try and pause before every enemy group, to size up what you can safely take on. When attacking, it is imperitive you attack held or stunned enemies (that dont fight back) as this will allow you to keep the pressure on longer before you need to rest. Taunt enemies next to you to stop them running away. Dont waste energy on your fast recharging attacks, instead, dont attack till your big hitters recharge, then you can truly smash!
Corruptors
Much of the advice on blasters and defenders applies to corruptors. Make sure you target high health opponents first as they require your firepower. Dont attack low health opponents but do use them as debuff anchors - they are more likely to run and thus spread the debuff effect more widely.
Dominators
The advice for controllers also applies to masterminds, but remember you are also able to do significant damage. Your best damage is melee attacks, so try and use these when possible - by running into the fray. Try and do damage first so you can see what needs to be held or stunned - i.e. the enemies with low health. Your holds do fairly low damage, but this may be enough to gainvictory over low health enemies. Make sure you attack enemies that arent held or stunned because they need to be eliminated.
Masterminds
There are a lot of good tricks you can use with your pets. They are your lifeblood, so make sure you keep them alive. No point healing a team mate if your pets die and put you in danger. Make sure your pets keep aggressive- have them automatically chase down fleeing enemies for instance, which can really help. Positioning pets can be cunning - for instance, placing them all at a doorway to stop the enemy reaching the brute and overwhelming him.