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You're not alone. I was sad to see him die.
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Quote:Ha! Pretty much sums it up for me too! Or something pretty close: I'm constantly amazed at my ability to somehow completely misread "The Well of the Furies has granted you a Rare Component" to be "You have found a rare and valuable component from the bodies/wreckage of your fallen enemies."Here's how I deal with the Well of Furies lore:
"LA LA LA LA. I CAN'T HEAR YOU."
Or ... "the Well is the ultimate source of all superpower" to "the Well is the ultimate source of all superpowers for anything the Devs put into the game, but if it's another player, I just go with whatever their bio says."
Quote:And I will reach across the Internet somehow and punch you in the face if you try to tell me otherwise about my story.
Caveat: Could the Devs be doing better with the story? Some places yes. Other places its fine, but not great. Others it's pretty good.
Beyond that, this thread actually started out as a very interesting place to read what other people's objections were to the Well storyline. Interesting to know. After it turned into a discussion, it stopped being interesting (but that's just for me - A poster's opinion is interesting to me. A poster's opinion of why someone else's opinion is or is not a good opinion isn't.)
I guess I should put my opinion on record, especially as a counter to statements we don't exist:
I like Praetoria just fine. I wouldn't mind seeing more Praetorian content and more development of Praetoria. I don't want it to be to the exclusion of Primal Earth, though. And adding Praetorian content is not the lynchpin for whether or not I like the game or its story.
It was interesting when it was pointed out that those of us who fall into that category usually keep (relatively) quiet. I certainly do.
And I'll say why. Since I'm content, starting a bunch of threads talking about it is pointless to me. As is stopping by threads filled with discontent to post about "how I'm not one of you." The only exception: when the claim is made that "nobody who wants X exists" and I want X (or don't hate it). -
Played through both sides of SSA#5.
The cutscene had the intended effect - it was touching, and the arc itself was a fun play if ... shorter ... than I was hoping. I was also hoping for an additional cutscene at the end with some sort of reaction from the Phalanx - or a cutscene of the memorial/news reports; the scene itself was climactic enough for me, but the aftermath seemed ... well, just not there. But that's likely coming later.
The cutscene did seem very out of place villain side. I think I was secretly hoping it would actually be noticeably different, with darker, more sinister music and focused more on my character (or Wade) taunting him in his final moments, and belittling what he'd accomplished in his life. More of a 'good riddance' than the same one the heroes get. And then having the ability to inspect his body and notice the smile and realizing all the jeers and taunting really amounted to nothing ... he still found peace in death, and realized others would take up his mantle. In essence, killing him really didn't accomplish that much...
I do hope 'remove all references' is not going to be a repeat of the Council takeover. One of the things I've really enjoyed about the SSA's (and some other content I won't mention here) is how important I feel in the story; they do ... mostly ... feel centered on me (or, at the least, I'm important). I was there when Stateman died - I played an important role in the story. The game content being rewritten as though he never even existed completely marginalizes that. I hope there are still references to him, and that they are better than 'former villain group' or 'previous regime' typically used to refer to the 5th Column. I want to see him referenced by name.
But, to be honest, I don't see much point in even removing him completely. It's not necessary. It seems more natural to me for any given character that the game content treats States as alive for the stuff from 1 to 40 and it's only the post 40 content where he's treated as dead and gone. Couple that with playing each part of the arc as you level up (provided you have access to them), and it (for me) gives the feel that the 'old guard' that I looked up to (or respected, or whatever) getting from 1 to 40 is being replaced by me. Your character is no longer the up-and-comer: you're now taking your role as one of the most important heroes in Paragon City - and the world ... or one of the most notorious villains.
Those are my thoughts on the whole thing, but I'll be very curious to see where this ultimately goes... if Statesman is going to be removed to the point where he has virtually no role to play at all in the actual game content, I'll certainly be watching how it's going to be done with a lot of interest.
EDIT: And to blatantly disagree with some posters - I was happy to see him in Indie Port. I actually don't like the idea of being locked out of starting a TF (even one I don't play very often, and one that actually gives incarnate components) just because I chose to play a particular mission. -
Actually, server maintenance is usually only on Thursdays. The servers being down on Tuesday usually means a publish - although it is quite strange they didn't announce it (as far as I can see).
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I *think* the problem here is that you are setting the enemy group to "empty." I believe "boss only" is one of the options under the difficulty setting for the surrounding group (i.e. your options are easy, medium, hard, and boss only), and that'll allow the boss to spawn on its own, without surrounding mobs.
I'm going by memory, though, so I'm not totally sure I'm right... -
EDIT: I did notice @Fantastic Foe wanted Shadows replaced with exploding planet - but only after playing the arc and doing the writeup. Hopefully one more round of feedback for that one will be welcome.
It’s a day later than expected, but here’s my second arc for Arc Club for December.
Arc #144416 Shadow of Grime Alley by @Fantastic Foe, Vigilante 45+, 49 plays
Overall Impression: It’s actually a cute arc, albeit one that, IMO really needs some polish to get really good. The story is easy to follow, but enjoyable none the less, and the pacing of the missions is just fine. Ever subjective, the humor was actually simple enough that it did usually work for me, though.
The dialog needs a significant editing pass to correct some grammer errors (and some places with awkward wording), and I do think really fleshing out the custom group would work well (along with the Skulls in King’s Row).
To be honest, I see no real reason why this should be a 45+ arc. The story, factions, and setting really speak to it working just fine as a 20-30 arc (and I will point out that the lower level ranged really jump around a lot – I’d force all of the missions to have the same level range if at all possible).
Overall, I’d give it 3 stars as-is: it’s got potential, but still needs a fair amount of work. But with some effort (and I’ve detailed a decent number of things below) it could easily move up to 4 or 5. This time around, as per my normal way of doing things (4 or 5 stars gets it 5 in game, less leaves it unrated), I left it unrated in game. I’ll point out if the author doesn’t mind me rating it 4 stars in game, I’ll be happy to do so (and I’m always open to revisiting arcs in the future and changing my rating).
One final point here: while the arc is about a Vigilante, it isn't really a 'Vigilante' arc: the player's character is acting more or less like a normal hero, not a vigilante.
Anyway, hopefully the feedback is helpful. And now for my thoughts while I was actually playing the arc…
Thoughts along the way.
The accept text in mission one is partially cut off – maybe a very minor reword so it all fits.
Okay, very nitpicky, but something to think about. I just asked the contact if Mike’s Grill is still there, but he just kind of ignores me! You could actually improve immersion a bit by having him actually answer the question (“Sorry to tell you, but it got hit by a firebomb, or something”).
Grime alley has a tragic history? And I already knew that? Huh?
Pop up in mission one has a comma splice – should be three separate sentences.
I’d just put in actual Skulls – the “flavor patrols” of customs are barely worth any XP anyway, so why not go for authenticity, eh? (At the very least, though, they could use a ‘makeover’ to help them look more like actual Skulls)
Mike’s friend’s “bodybag” looks set to “fade in” – which doesn’t make much sense (makes it look like I’m *putting* a body there!).
Some of the Family’s patrol dialog is actually pretty funny.
Why did the Family ambush me when I rescued Sara? She didn’t really seem like a ‘high priority prisoner’ they’d want back at all costs – especially if they’re already afraid that some sort of vigilante is on the loose and killing people.
Wordings a little awkward in the debriefing: I’d say “So the Family aren’t in King’s Row to expand their territory? They’re…” (and so on) Oh, and should be “hard to swallow”, not “hard to swallow with” (which almost sounds dirty).
Pop of for mission two: I’d put a comma after the cooking pasta (it’s the second element in a list).
Heh, the boss’ dialog set up actually worked quite well for me: it looked for all the world like he was trying to get his “tough guy” dialog out, but was having trouble since I was busy beating him to a pulp.
Eh … it kind of strains credibility that an ambush squad of “mooks” would hit the place the moment the boss went down just to try to take over operations on behalf of a different crime family. What were they tracking me or something? How’d they even know I’d just arrested the boss?
I’d add a bit more to the objective text: instead of “Clue” I’d flesh it out to “Find the last clue” or “Find last clue.”
More comma splices in the opening briefing for mission three – best to split some of those up into separate sentences.
Suggested rewrite to: “…the brass has been emphatic that we regular joes not become complacent.” (And again, this really should be its own sentence; borderline comma-splice as is.)
Also:
*and* not the secret entrance to the prison block I know you have (sendoff text for mission three)
Hey … isn’t this basically just Batman’s origin story?
Since the text does mention me saving police officers, I wonder if the mission would be better served by adding some rescues? (Might not be possible – I kind of remember the police station maps don’t allow rescue details, but I figured I’d suggest it just in case).
More comma splices in the debriefing. Remember – if it’s two independent phrases, use a period, not a comma.
All of your other mission “headers” have been light blue – I’d make the one for mission four the same, just for consistency.
Wait, so the Mooks are working with the Gat? (Or his son) --and I’ve give Don Nippolio (something like that) a fleshed out objective (“like Find Don Nippolio” – it just lists his name right now).
About the custom group, some tips, if you’re interested:
One, they look like a bunch of clones. I suspect you’ve got plenty of room left; I’d really flesh ‘em out by making several copies of each in the group, and varying hair style and face (you can also give them different weapons, but that’s not strictly necessary).
Two, I’d leave off the symbols on their chests. For one, if they’re supposed to represent the Mook faction villain side, those guys don’t have identifying insignia; and most of the mobsters in the game follow suit. It’s really the low-level street gangs that usually have insignia (like the Hellions or the Skulls, or even the Warriors).
Also, the Goon’s description needs a period at the end.
Heh, the daughter asking for the address of my secret lair was actually kind of funny.
Seems odd Gat’s using dual pistols – when people kept saying Big freaking gun, I kind of envisioned something more like the larger models you can use with Assault Rifle.
You know, I do think saying that after the Gat “falls” his minions whisk him away under a withering barrage of gunfire is kind of immersion breaking (his ambush goons hadn’t even gotten there yet, for one). I think it’d be much, much better to make that happen “off screen” after the mission (mentioned maybe in the debrief) – have the police van transporting him to the jail get ambushed and overwhelmed or something.
In the debriefing I didn’t quite get what “that is if he was just in it for revenge” meant in context with the first part of the sentence – I think you need to clarify the wording a bit.
Oh, and, you guessed it, more comma splices in the mission five text too… just do a very careful sweep and break up some of those splices.
What the heck was that with the thin, Elite Boss (and dark armor?!) version of the Gat. Granted, the “Batman” jokes are kinda funny – and I do like the fact he actually is using a big gun – but what the heck is he even there for? (Operative Parker’s dialog didn’t really clear this up for me either)
Well, the patrol clears it up a little, but the idea behind the decoy does kind of seem like a stretch, although that’s just my opinion.
Found the real Gat (okay, Gat-shield deploy also made me smile a bit). The truth is that just made me question the decoy even more. Why would Gat give the decoy a perfectly serviceable *gun* (and an assault rifle no less) when *he’s* totally out of ammo. Wouldn’t he make the decoy fight bare-fisted and use the gun himself?
I did also think Arachnos’ role in this felt a little ‘tacked on’ – the story certainly makes enough sense without it (and there’s nothing that says that Gat couldn’t be lairing in an abandoned Arachnos hideout in Faultline).
EDIT: Oh, and just for the record, I did get the Batman references (beyond the origin story thing I mentioned earlier) - there's a lot of them, and I did get a kick out of the parallels. -
Quote:This is just pure opinion on my part, but I actually think the pinnacle of great design in something like this is to have things balanced enough for the "typical" first run to be a victory, but a very narrow, skin-of-your teeth, *ugly* victory. With experience, repeat runs get smooth, efficient, and even easy. But you've still got that chance to loose (after all, you might not always try with an experienced team, and the rolls may go against you). But losing isn't the *typical* price for inexperience. Just a possible one. That's actually what Lamba, BAF, and Keyes were like first time I was on them. And, although very rare, I've lost Lambdas and BAFs a few times - typically when the team was inexperienced and things just didn't go well. But more often than not, an inexperienced team on those trials results in an "ugly" victory, but one none the less. A true loss only seems to happen enough to remind you that it *is* possible; it's not the usual result.This is the adjustment some people are having problems with
For the Trials to be challenging, they need to have a risk of failure which isn't really present in the non-Trial parts of the game, apart from some of the tougher TFs.
But to switch the subject a bit to the snippet I quoted...
I inadvertently stumbled across another in-game example that isn't a trial. I was playing a very low-level alt, and did the King's Row safeguard. I was on a Stalker, and honestly forgot I didn't have any mez protection yet. Thanks to AS, the villain boss was quickly reduced to a sliver of life. Then he stunned me. No break frees. Evidently, he's got a bunch of attacks that can stun too ... 'cause I never came out of it. So I died. Tried to intercept the villain before he could get to the escape point, and learned that that outdoor "lookout" (and "guard") spawn you find milling around the bank must actually be there to escort the villain once he gets out of the base. I was overwhelmed and defeated again. Villain got away, mission failed.
Was I mad I failed? Yep. (I'm human. I don't like to lose. And I really don't like to waste time, and having to run scanner missions again to regain the safeguard wasn't fun.) Did it make me think Safeguard missions suck? Nope.
Why?
Because I knew what I was supposed to do - even though I failed to actually get it done. And I knew why I lost. I even knew exactly where to go when things started turning south (what with there being a map tab that even says "robber's getaway truck").
I had all the information I needed in-game to know what to do to win. Just didn't get it done. -
Well, it's an extreme longshot but I figured I'd throw it out there...
You mentioned that you've got at least one friendly character still in the SG. My suggestion is this: after a few days, check to see whether the troll logs on frequently with the character he used to screw up your supergroup. If so, there's not much you can do - and everyone's suggestion to just start again from scratch is probably best. But if the troll stays logged off lay low, completely ignore the troll, and don't provoke him in any way (by "lay low" I don't mean don't log in - I just mean be patient and try to avoid interacting with the troll in any way if he *is* logging on with other characters).
If the character that messed up the supergroup is not one the troll actually plays a lot you might be able to take advantage of the fact that people like him often do what they do specifically because it gets a rise out of others. If their targets aren't "playing ball" (just ignoring them entirely), they get bored and move on in search of more victims who will "play ball." In short, if he loses interest in antagonizing you and your friends he might focus his attention elsewhere. That *could* cause him to:
1. Not log on with the specific character used to ruin your SG - particularly if it isn't really a character he actually plays a lot, OR...
2. It doesn't sound like he really has any interest in actually re-making the SG or anything; he's just doing what he does to be destructive. When he's done and satisfied he's caused all the grief he possibly can, he might quit out of the SG (who knows, maybe he'll join another SG with that character hoping to cause trouble).
The point is, once he's lost interest in causing you any more grief, you or a friend's character might get the red star back by default, which will give you access to your large pool of prestige when "rebuilding" your SG.
Yes, I know it's a *big* long shot (there are a *lot* if very iffy conditionals in what I wrote above), but it might work. -
Not so much a newb moment as a humiliating defeat.
Way back in 2004, when the game was new and I'm on my first character - an elec/elec blaster. I've just entered Crey's Folly. First thing I see is a trio of Crey Protectors (those are bosses if you don't know). They con green. I'm thinking, "eh, green. Easy enough."
What I didn't know is that they have a "freeze ray" power that puts you to sleep (along with a very low amount of damage). And the sleep lasts longer than it takes the power to recharge. And this is in the days before break frees existed: we had an inspiration called discipline that you had to remember to use *before* you ever got mezzed. And I forgot to use it.
I got off one attack. Then I was asleep. I have no idea why, but all the three Crey Protectors ever did was fire off that freeze ray. Over and over again. So I stayed asleep constantly, taking little snippets of damage.
I kid you not, it took them something like *ten minutes* to finally kill me. I would literally get up and do some chores, then come back and check to see whether or not I was dead yet so I could go to the hospital.
To this day I don't know why I didn't think to just log out, wait two minutes, and log back in... (maybe *that* was the actual newb moment).
EDIT: Oh, and I did think of one of my true newb moments. My second "favorite" character was my Invul./Axe Tank. I'd be embarrassed to admit the number of times I ran into a large spawn to "gather" them for my blaster partners to destroy, and *totally* forget to turn on any of my toggles. Death would come quite swiftly after that... -
Quote:If it helps, I think if you cornered me and made me tell you which style I preferred for this arc in particular, it would be the "no combat analysis" descriptions. Couldn't really tell you why, though.Thanx for the write-up/review. You're very thorough and I do appreciate it. My reply to your post:
Pondering if I should delete the combat analysis thing on the custom critters completely. It's really only there for those that pay attention to that and scout the bios in advance. I guess I should go 100% either way with the Standard and Customs.
Quote:I actually implemented it this way with clues/Nav based on previous feedback that "I feel like I have to follow Nav" when there's only 3 objectives until the end room on a pretty linear map. I'm not a fan of failable missions unless it's for an optional finale. Therefore, I don't have the "should be required" Midnighters as required. I was concerned the ever-changing objectives would be off-setting. I do like your suggestions and gonna have a relook at that.
Quote:*I need to recheck, but Escorts set to Follow after they reach their destination were buggy before... Neverest is set to Wander at this time. If it's fixed, I'll set him back to Follow.
*Impressive you took Phantom Strike on as AV, especially with the chaos that ensues during the fight.
Oh! The character I typically use for Arc Club isn't Pro Payne (if that was even in question); it's my fully incarnated, purpled out Brute (Perturbation). And I usually do MA missions set to 0/x1 (which is, I know, ludicrous for such a character), but I'm typically interested in progressing through missions as fast as possible (to help account for all the extra time spent tabbing over to my Word file to write down comments) - it's not even remotely a challenge, but it does keep missions from feeling like they're crawling along at a snail's pace even if they'd be pretty fast-paced if it wasn't for all of the comment writing.
Sick a bunch of tier 4 Warworks protected by a tier 4 Barrier on an AV, with tier 4 Reactive stacking from both pet and main attacks, and sprinkle in a few tier 4 Voids to cut the AV's damage in half in strategically placed 30 second intervals, and *most* AVs go down in less a minute (much less than the duration of Overload, if I even bother using it just to up my max HP in case of a lucky shot). Basically it isn't skill (I'm not *that* skilled a player anyway) - it's just sheer brute force. Pun intended.
Quote:Yea, my spin on Morality missions that stick to an overall story. Since we now have no cap on the amount of Mission slots we can have, I'll be dedicating 16 seperate missions (slots) to this depending on the choices you make with different/recurring contacts along the way. I do hope people realize that while there's like 32+ guest appearances from others + 2 of mine present throughout... we're all just a supporting cast to it all.
I do greatly appreciate the play and feedback, which will definitely be reflected in modifications. Fortunately it's just in the text and not the mechanics (which I've spent countless hours testing for balance on various ATs).
Oh, and by the way, thanks very much for your reviews of Cracking Skulls both here and in your review thread. Is it weird that I don't actually want to post in your review thread because I'd feel like I was putting an ugly interruption in all your snazzily-formatted review posts? -
Quote:I think a lot of us are still at the stage where we understand what to do theoretically (we got a thorough explanation of what to do before the trial began and I've read the posted guides more than once before starting the trial) but the practical application is off.I've only tried TPN once so far, and also failed. Personally I didn't like the split-the-league-up design, it led to a lot of "why are we failing? what's going on out there? what are you guys doing?" and it's frustrating to fail a trial because of events you can't see or influence. However, in our case I think it was ultimately fairly clear what was happening and how we ultimately failed (Pacified to oblivion, as far as I can tell).
I'm sorry to hear you didn't enjoy the trial. Reading about it on paragonwiki, from a forum guide, or even just on the main CoH website, to get an idea of what's going on, helped me be less confused.
Basically, the guides describe what to do, but don't give a good mental image of what doing it *looks* like, if that makes any sense (which is why I'm hoping that video will help).
IMO a big failing of TPN is the lack of obvious visual indicators of what to do next; something that BAF and Lambda at least do reasonably well. E.g. if I'm a new player - which I'm not for BAF or Lambda - and I don't really 'get' the chokepoints for the prisoner escape, or I don't have a good mental image of the layout of lambda's courtyard, you can still intuitively figure out:
Oh, there was a splash that said don't let prisoners escape. So I better attack those prisoners running by me, even if I'm not sure exactly where I'm supposed to be, or understand the layout of the facility yet. And if I do think to bring up the map, at least there are marked waypoints that might help me figure out where to be.
Or ... I know I'm supposed to use this temporary power on something called a 'portal', I just don't know where they are exactly or what they're going to look like. Oh wait - there's a whole cutscene that shows them coming on line! And they're really big, obvious, and hard to miss. I might not be familiar yet with what the inside of lambda sector looks like, but I *can* figure out to head toward that big honking, glowing, portal-looking thing, click on it, and use my temporary power.
With BAF and Lambda you can still contribute without knowing yet what doing the right thing *looks* like because the trials have decent visual queues to guide you. With TPN, until you know what doing it correctly *looks* like, it's really easy to get totally lost, even if you understand, in theory, what to do. -
Finally, after a very long time, had a chance to try out the new TPN trial.
We lost. It sucked. It had to do with low public opinion. And something about entering a building I could never find. Well, I *might* have found the building... but at the very least I must not have been at the right doors.
...Kind of makes me want to be on BAF and Lambda, since we can win those.
So we did. And won those.
I'd say try not to make stuff suck so bad in the future. But...
eh...
eh...
...you know, if we'd won, I'd have liked the trial.
Actually, if I'd known what the hell to do, without trying to keep track of a very complex description of what to do from the team leader, that I *thought* I got ... at least until it the part where it was useless cause I couldn't seem to get to where I was supposed to be or even understand why I was losing.
Oh well. Too bad.
It sucked.
Happy holidays. -
Okay, today I’ll do my first December arc for Arc Club. Tomorrow I’ll do number two. For today, I picked…
Arc #482914 Black as Midnight: Team Spirit by @Supafreak, Hero 50, 39 plays
Overall: I went into this knowing the arc is a prologue of sorts, so the fact that not everything is wrapped up by the end didn’t bother me in the least. Honestly, the first time through was pretty frustrating – there was a constant feeling of “I’m not sure I’m doing the right thing to move the mission forward”, which led to a lot of backtracking (see below), which in turn tended to break the flow of the story. This was in spite of the clues; although I suspect the author strongly objects to adding more to the mission objectives, I do actually think the mission objectives are seriously underutilized to get the player to advance the mission forward (I know the intent is to use the clues to move you forward rather than the objectives, but … well, I guess I found that I’m surprisingly dependant on the objectives to let me know that I’m correctly moving the mission forward. If other players are like me in that respect, it could be a problem).
Of course, now that I know what to do, I could easily progress through the mission at a good pace – but I do think tweaking the objectives would increase the chances that the first play through is smooth rather than frustrating.
Of course, I may have just been having an off day, and everyone else whose played the arc had no problems at all, so take my comments with a grain of salt.
Officially, I think this’d be on the border between 3 and 4 stars “as is” (my opinion only, of course), but since I do think a second time through would go a lot smoother, I’ll nudge it up to 4 stars (which lets me give it 5 stars in game).
Thoughts along the way:
In the opening briefing – “There’s been an increased missing person reports…”; I think you mean “There’s been an increase in missing person reports…”
Exaulted status? Does that imply I’m supposed to be an incarnate? (I am, so that’s not a problem; just curious).
The mission’s got an interesting mix of redone Circle (that seem to be a splinter branch intent on animating banished pantheon corpses; it’s a neat touch). The “Hunters” look like shadow shard “reflections” – that may be intentional, but there wasn’t an obvious reason why they might look like that.
I did think the descriptions on the “Void Summon” mobs seemed oddly different than the others: while most everything in the mission has pretty “standard” descriptions in terms of the style, the Voids read more like you were getting the info from a “combat report.” I’ve seen that style used before, and don’t mind it at all – but it did seem a little odd that one faction would be in one style and the rest in the other. Seems like it’d be better for all the descriptions to have the same style. (Note: Same thing with the bosses in the Midnight Hunt faction. And the bosses of the ‘Shadow Portal’ group – I think that’s what the group is called.)
Oh, and the Death’s Head cult boss has a misspelling in its description (I forgot the exact word while I was writing the paragraph above, but just check the description; you’ll see it easy enough).
Found BrandX – hmm, her bio seems awfully dark for a Longbow experiement; reminds me more of Crey. EDIT: Oh! Based on the souvenir she a "guest appearance" type character, so her bio isn't actually the author's work.
Oh, okay, I see the theory behind how this is intended to work … Ravenessence’s illusion leads me to Deadfall, whose been bitten by a zombie. Then Deadfall and I head to where the real Ravenessence is … only we have to fight an Archmage of Darkness (which actually then spawns Raven in...and gives the message Deadfall is not feeling so hot).
To be honest, I think you really need to have the objective text reflect a bit more clearly what you should do. I know you’re not a fan of having much there (and, to be fair, you’re attempting to direct the player through the clues), but IMO the objectives are a much better place to prompt the player as to what to do next. Believe me, things like “Head deeper in to find Deadfall” and “Press on to find the real Ravenessence” would have been far more helpful than “3 Midnighters, Capture Tormas” being up there the whole time.
Also, the clue that drops when the Archmage dies only makes sense if Deadfall is with you (I’d managed to ditch her a while back and really didn’t want to go back and get her because I was already a bit frustrated after backtracking and scouring every square inch of the map I hadn’t yet explored before finding her, since I wasn’t clear whether I needed to head forward to move the story along). I went back and got her, but giving her the ability to fly might be very useful – greatly increase the chance that you won’t lose her.
Hmm … when I went back and fetched Deadfall, I ended up picking up Neverest as well – so he suddenly gave me a clue when I brought him to where the Archmage was. But he refers to Black Maverik. Who the heck is that?
Oh … except Neverest isn’t here. Wait, what? Did he just run off after giving the clue and I missed it?
I’m guessing that “P.hantom Strike” isn’t a typo – that it’s needed to defeat the profanity filter? (Note: With my incarnate pets and abilities, and two elite boss helpers, I had no trouble at all taking him out as a full AV.)
Oh … huh, Neverest didn’t vanish. Apparently he was standing in a corner in the room. Odd.
…and Black Maverik is the murdered Midnighter. Got it.
Neat … it looks like this is set up as a multi-parter where you get to choose the “flavor” of the story’s next part by selecting which version of the arc you want to play. I’ve actually thought of doing this myself … neat idea! -
Thanks for the info folks! Very useful to help me prepare for the switch from VIP to Premium on my alternate accounts.
The duals retaining their original size makes sense - you paid for them. I'm a bit disappointed to hear that the insp. you buy with reward merits will downgrade; in a sense, the fact you have reward merits is because you *paid* for the right to have them, so they really shouldn't loose buying power based on when you choose to spend them. -
My main account is VIP, and will stay that way for the foreseeable future.
I have an alternate account that was created as part of the "create a new VIP account for 99 cents" promotion from about three weeks ago. So at the moment it is a VIP account. It will lapse into Premium on the 28th of December.
The account has 1 reward merit (just like a Free account would), so it's at reward tier 1.
I have a character on the account that is part of a Supergroup, and has 200 million influence. He's in supergroup mode.
Okay, that's the setup. Here's the question(s):
When that particular account goes back to Premium, since it'll (apparently) still be Tier 1 (unless I get a second reward token on the 28th or something):
What will happen to my supergroup membership? Will the character be removed from the supergroup? Will he stay in the group, but be unable to access a base? Will he be forced out of supergroup mode (or will he be totally unable to change his setting - i.e. if he's in SG mode will he be forced to stay that way)?
What happens to his influence (the cap for Tier 1 is 25 million)? Will 175 million influence just evaporate into thin air? Will he get to keep his influence, but won't be able to earn more until he goes below 25 million?
Also, while I suspect the following, if I'm wrong, can anyone set me straight?
He's got 90 reward merits. I assume I won't lose those, and I assume I can spend them normally (which includes 'buying' random large inspirations, even though they won't drop from enemies any more).
I assume I'll keep whatever salvage I've got, along with recipes. I assume I can still build anything I've got the salvage for ... although, depending on the circumstances I won't be able to use it (e.g. I could build an IO if I actually happened to have the recipe and the salvage, but if I slotted it in, it would have no effect on my character).
Although I won't be able to add stuff to the market, I assume anything I've got there will stay there - and I can claim or pull stuff off the market, I just can't add anything new (e.g. 'change' a bid, etc.) -
Quote:Actually, at least if she spawns as an AV, Lady Winter isn't listed with a level. (I was playing the mission with a level 50 character.)I can see thinking that because they use the same limited enemies as the street presents.
She did have the *stats* of a level 50 AV, but there were some odd anomalies in the fight:
First, like I said, although her type was listed as an ArchVillain, she had no level listed in the target window - just like a Giant Monster or other scaled mob. Her hit points and endurance were consistent with a level 50 AV, though.
Either she didn't have the purple triangles, *or* they weren't working, *or* they spend a *lot* of time down, because she stayed stunned for about 75% of the fight. (I don't remember seeing purple triangles at all in the fight, but I might have simply missed them - I was focused on other things and not specifically looking for them.)
So unless anyone's ever actually gotten a purple drop from Lady Winter herself, I don't think we can be sure she'll drop purples. -
Late to the game, but I wanted to thank Bubbawheat for running the contest, and wanted to thank everyone who played my arc - after all, it *is* a great feeling to win, but the fact that the arc practically doubled in plays is the best reward of all.
-
Arc #514570 Terra Mystika: The Nexus by @Lord of Storms, Hero 40+, 10 plays
Overall Impression: Its a solid, fun arc, and the way the last mission is set up is really very neat, although I would have liked it to have more of a climax. The story moves right along too. While the missions are pretty short, the first three are basically copies of each other (in terms of what you are doing) find clues, close portal, beat local boss. Since the missions are short, it doesnt actually make the arc boring (like I said, the pacing actually feels really good), but it does create the feel of gee, wouldnt it be better if there was more variety in those missions?
Officially Id rate this 4 stars (with more variety, more of a climax, and an editing pass in a few key places mentioned below, as being what would be needed for a solid 5 stars). But, unless the author specifically requests the ratings be as is (as PW did for Crises at Talos), I prefer to give 5 stars if Id rate 4 or 5, and leave it unrated if Id give it three or less, so in game I gave it 5 stars.
A few thoughts along the way from when I was actually playing through it:
Minor nit even though shes a boss, story wise it makes slightly more sense for Melinda to be closer to the front of the mission if the back is preferred, perhaps her saying something like My teleport spell put me deeper in than I would have preferred
Minor grammar thing in end of mission clue probably better as Thats how they work: (with a colon; putting a comma there makes it a run-on). And (at the end of the clue) portal instead of ortal.
In mission two the first dialog I heard didnt make a lot of sense: they were talking about something like yesterday it looked like a building in Budapest or along a street in Berlin, but now it looks all run down is the building decaying or something?
In the second mission I encountered an image of myself it seemed to have something to do with the Nexus, but what was going on was never explained (at least I dont think it was): I got the impression I was already supposed to know what was going on. In the briefing for mission three, I learned from Melinda that there exist something called Nexus wards and they could look like anything. IMO, this really could use a stronger, clearer setup: perhaps a mission start clue that explains what the idea behind these wards are. Right now Id guessing they are some sort of defense (that happens to be hostile to people from worlds other than the Nexus), but its not clear what they are in spite of Melindas dialog suggesting I should actually already be familiar with them.
Theres another Nexus shade that looks just like me in mission three but its not hostile; it doesnt interact with me in any way, either. Dont know if thats intended or needs to be fixed.
Okay, the way the last mission is set up is a really neat idea. The puzzle almost seems *too* easy to solve, but I really like the setup.
I would suggest an editing pass on the second paragraph of The Betrayers Plot its basically a big run-on and actually is pretty hard to follow.
Also, theres got to be a way to add a climactic finale to that final mission so it doesnt just end with the accusation (maybe a few of the Elders loyal wardens could teleport in, and you have to defeat them before they can assassinate the other Elders or something)
I did then click on the wrong glowies just to see what would happen. As an alternate to the storm elemental renames (i.e. the Nexus creatures) you might want to consider having rogue wardens loyal to the betrayer Elder ambush me instead, saying something like Quickly, stop $name before he figures out who our real master is and foils his plans! (or something). Just an alternate suggestion. -
Okay, Ive been focusing on the Players Choice arcs, but I dont want to neglect Arc Club, so today and tomorrow Ill do my two arcs for November (technically tomorrows will be a day late, but Ill be sure to do two more after than for December).
Arc #524278 The Astral Prison by @Zaphir - heroic, level 40+, 11 plays
Overall Impression: A very well done, fun arc with a neat story, good gameplay, and a lot of nice touches. I gave it five stars.
A few thoughts along the way from when I was actually playing through it:
Why is it necessary that I use my powers to escape the Astral Plane? The mission two briefing suggests I need to defeat two controlling thought beings to open the way for escape, and, obviously, my powers will come in handy here, but its not real clear why simply using them is necessary to poke a hole in the dimensional fabric. I thought thats what I was taking out the controllers for
Syllables description mentions him beating the tar out of me Im make it a more neutral statement (in the actual fight, he didnt even lay a hand on me).
The Robot Warriors are the shadow shard reflections. The rest of the custom faction looks solid, so I honestly dont know if the reflection thing is intentional (remind you of the unreal quality of the prison), or if the whole faction is supposed to feel solid this time.
Oh okay. The fact they are encouraging me to use my powers without explaining *why* its necessary (or how using them will help free me) is actually part of the plot. Gotcha.
Third mission intro: I can see it from here that it is rather shoddy Should probably be I can see from here that it is rather shoddy (or possibly I can see it from here. It appears to have rather shoddy )
The custom Protectors in the last mission are neat, although I do think their description could use a second pass: it makes it sound like Im not aware of what they actually are (which, in an arc that goes up to level 50, is not a safe assumption) one actually refers to them as a supergroup for example. Id recommend making their descriptions reflect what they actually are a bit more.
*But* the fact that they actually speak as though *they* think theyre really heroes is a nice touch, and fits in very well with the story. -
Okay for Best Comedy Arc it looks like (for me) it's going to be:
1st place - Whack a Mole: Lambda Sector #508837 by @Bubbawheat
2nd place - Crime is Art and Art is Crime #517859 by @Twoflower
"Crime" and "Dating Ms. Liberty" were actually neck-and-neck for me, but I scored "Crime" *slightly* higher and have to choose one or the other, so there you go.
I fully intend to follow the pack shamelessly for the category my own arc is in, so:
Best Lowbie Arc
1st place - The Blue Devils #468738 by, well, *me* -
Today, Pro Payne will learn that
Dating Ms Liberty Isn't Easy #464550 by @Jinkobi
You know what? My title has pretty much been the same for the last 25 months. Its time for a change. Something new and grandiose to reflect my newfound incarnate awesomeness (tremble, criminals, before my two common-level incarnate powers!) So off to Ms. Liberty I head. Only I find shes got problems of her own. Apparently someone is stalking her, writing her love letters and other nonsense. I decide to help her out.
I start by trying to track down her stalker and also destroy the truckloads of shopped photos (in the form of newspaper articles) of her and said stalker in compromising positions.
Note: Why the heck is Longbow hostile to me?! Arent they on Ms. Liberys side, like me? Oh, and the custom group (which is funny) needs to have a spawnable boss, so they give more than 50% XP. Hmm why are heroes attacking me. You know I assumed this was a heroic arc I should check on that once I get out of the mission.
Checking : Nope. Heroic. Seems weird (not comedy-weird either) that Im beating up heroes.
More Notes: That said, the Heckions are actually pretty funny. They need more than just minions but that was satire that brought a smile to my face. Hey, comedy is subjective *and* hit-or-miss. The random players struck me as having some funny stuff and some stuff that fell flat; the Heckions were pretty amusing. Now if only the groups could be filled out with the other needed ranks.
Anyway, I destroyed all of the incriminating materials, and put the stalker in the hospital. It was time to go brag to Ms. Liberty.
Apparently my bravado had some unexpected benefits. Ms. Liberty thinks Im cute, and, hey, why not just ask her out on a date? Shes receptive, but her psycho Grandpa (Statesman) is going to put me through a test to determine if Im worthy. Bring it.
So I head to the Vanguard base, fight a few soldiers States sets on me, and then he tells me that hes going to put me through a series of challenges. The first one is to protect a Vanguard bomb from being destroyed by Vanguard soldiers. Vanguard, being a rather difficult faction, quickly dispatches me (well, the ambush does anyway), and destroys the bomb. Mission failed.
Ms. Liberty isnt happy I failed Grandpas challenges. But decides well go on a date anyway. (And after a fashion suggests quitting out and restarting as an option which Id actually do if this was the *first* mission, but not the second.) Okay, Ill play along. Note: Actually, trying to spin the mission failure as a clichéd if the authority figure doesnt like you now, that just makes me like you even more might play better here. The way its presented right now just highlights the fact mission failure really is meaningless (beyond the fact that whatever comedy was planned for the rest of the mission is now lost to the audience always a risk when you make a mission in a comedy arc fail able).
So anyway, since Ms. Liberty is still up for that date, we head over to the Longbow Officers club. Unfortunately, one of her many exs, unable to deal with the breakup, ruins the evening by crashing the party and challenging me to a fight. He loses, but the whole incident puts kind of a pall on the evening and so I just call it a night and take Ms. Liberty home.
Since Ms. Liberty still wants to try for a good date, she asks me if Id come with her to judge a costume contest. I check my day planner and sure enough, Im free, so, you know, why not?
Once again, we head to Atlas Park, where I meet Ms. Liberty and then proceed to judge the costume contestants. Note: Like the first mission, AP is populated with humorous satire characters and most everything on the map is hostile. Also like before, comedy or no that just doesnt make much sense. Why would I be hostile to a bunch of heroes? For that matter, why are the police hostile to me?
On the plus side, brutally beating down scores of newbie heroes means Ms. Liberty wont actually need to worry about training them.
After judging the contest, I end up having to fend off three more of Ms. Libertys ex boyfiends. Note: Oddly, the Texan stereotype looked like Santa Claus in a toga, which was weird but the other two actually did look like the stereotype they were supposed to represent.
Well, enough was enough. Sure I like Ms. Liberty and all, but if all of our dates involve me beating down her exs, its just not going to work out. Especially if dating Ms. Liberty makes Longbow and the PPD want to attack me on sight.
Notes: The arc definitely has its funny moments, and the basic premise works just fine for me: the author (based on the arc description) seems worried that players are going to take issue with the absurdist premise behind how the canonical characters are presented in the arc. But that doesnt bother me at all Im perfectly happy to play along. Technically the arc is put together quite well: the missions progressed forward smoothly enough, and complex objectives were used quite well. But the arc does have some significant flaws, in spite of all the hard work that clearly went into it. There are a *lot* of grammar errors (sentence fragments especially), and not of the Im just writing the way people talk variety (which wouldnt be an issue). As mentioned before, there are plenty of hostile factions where it doesnt make sense at all why theyd be hostile (and theres nothing explaining it in the briefings or their descriptions). It could be made to work, but in my honest opinion, the author needs to put more effort into explaining why newbie heroes, Longbow, and the PPD are attacking me on sight. A bit of backstory could turn that from weird to actually funny. As for the groups themselves, they really do need all ranks present. That newbie hero group, in particular, has so many members that theres really no reason to select a few and make them lieutenants and bosses. It wouldnt hurt to make higher rank versions of the other factions too (like the Harsh Judges), although thats not quite as critical as making the main opponent group of the arc worth full XP. Of course, as already mentioned, there is certainly a risk in making one of the missions fail able. Does it upset me that I failed? No, not this time. Do I feel inclined to take points off? Nope. But maybe the fact I didnt see the whole mission did cause me to miss some things that would have made me add points it might be worth rethinking whether you *really* want that mission to be able to fail (or, if some of the tests cant be failed, perhaps put those first so you see more of the mission before you have a chance to fail).
Like most comedy arcs, the humor here is certainly hit or miss, which isnt a bad thing. Everybody has different tastes. I did think there were several missed opportunities to use clues to add to the humor (for example, every time you defeat an ex, or for each costume judgement you get humorous clue).
So my opinion? The arcs got a lot of promise, but I did feel like it needed some work.
Score: 4.485* (4 stars official, 5 stars in game)
*While remembering that my scoring system is BS anyway, its worth noting that for purposes of the Players Choice contest the scores for the comedy arcs might be quite different from what Id normally give as an official score, since Im putting extra emphasis on whether the arc does what the category is looking for did I find it funny? -
Quote:No problem! I must admit, I do favor the idea of a completely villainous version of the arc, although Venture's suggestion to just put a 'warning' in the arc description works perfectly well too.Hey Coulomb2, thanks a lot for the review!
I am really glad you enjoyed it. I am thinking about creating a "purely" villainous version of the arc where only the last mission would be different.
If I do, I'll make sure to put it in your queue!
And now...
Todays Pro Payne adventure is a continuation of his journey through this years Players Choice comedy arcs. The next arc is one that I recently played through for Arc Club, so the review will be a bit on the short side.
Crime is Art and Art is Crime #517859 by @Twoflower
Captain Sabine, who heads (and is the only member) of the PPD Art Crimes division needs my help to bring in four criminals who fancy themselves artists. Always willing to mix it up with the evil Carnival of Shadows (to whom the villains have allied themselves), and eager to test my new Incarnate abilities (see the previous review), I, Pro Payne, agree! Off to the Canivals underground art gallery
The Carnies were certainly present in force, but they were no match for the power of fiery justice! I successfully brought every criminal in, except for the enigmatic Sven Dali the self-styled master sculptor. Sven wasnt at the gallery, and one of the Carnies I arrested was willing to turn informant against him, afraid that his mad schemes to build the ultimate sculpture of evil would lead to the destruction of the whole city.
Note: Its a very minor thing, and many wouldnt be bothered by it at all, but the clue you get for rescuing the Lady in Scarlet actually shows up ahead of the glowie clues, even though rescuing her is likely to be the last thing you do before the mission is complete. Its easily fixed by moving the Ladys objective detail to the very end of the list in the mission although, like I said, it isnt a big deal at all.
The Ladys interrogation gave us our next lead. Sven Dali, disgusted with the Carnivals lack of vision had turned to the 5th Column. The nazis had an interest in funding particularly creative art projects, provided they resulted in untold death and destruction. Captain Sabine sent me to Richter Holdings, a Column front company, to search for clues as to what Dali was planning.
I didnt find Dali himself in the warehouse, but I did find his partner in crime, Sandy Sinister. Blessed with teleportation abilities, she ported out before I could finish arresting her but that might have been a blessing in disguise, since the police could possibly trace her destination and lead me right to Dali.
I also found several clues as to what Dali actually planned, and it was pretty grand all right. He was going to animate Mount Rushmore. The results would make Jurrasik look like an action figure, so clearly it was in everyones best interests to put a stop to Dalis plan.
Note: The flavor clues were well done; I especially liked the suggestion that the 5th Column was considering putting Reichsmans face on Mount Rushmore to replace the vacancy left by the animated founding fathers.
The police were able to run a trace on Sandys teleport: she and Dali were in a series of underground tunnels. Dalis animated minions were digging their way toward Mount Rushmore. Vanguard teleported me into the tunnels, and I set out to arrest Dali.
In the tunnels I faced off against the (much smaller) prototypes of the animated founding fathers a good warm-up for the face off with Sven Dali himself.
Note: Their dialog is just as amusing as last time. And (like last time) Teddy Roosevelts self-rez just doesnt make any sense
Dali was a tenacious foe, but he had a weakness that Im happy to say is somewhat common among villainous types: hes flammable.
What the heck did he throw at me? Is that some kind of finger carving from one of the Mount Rushmore statues?!
Before long, he was forced to submit to my criticism of his work and was off to the Zig. Captain Sabine was quite pleased with my work, and I was quite ready to for things to return to normal normal in this case being a world where works of art are not trying to kill you.
Note: Like I mentioned before, its a solid, well-constructed and fun arc. Id characterize it really as more light hearted than genuinely humorous but thats my take, and, as we all know, humor is subjective. Oddly, the true customs are still only worth about 75% XP; to be fair they really werent overpowered at all, but I havent had a lot of difficulty in making minions worth at least 90% XP at level 50 (and still be balanced) so it is a bit perplexing. Not a deal-breaker mind you, just a bit perplexing.
Score: 4.497* (4 stars official, 5 stars rated in game)
*While remembering that my scoring system is BS anyway, its worth noting that for purposes of the Players Choice contest the scores for the comedy arcs might be quite different from what Id normally give as an official score, since Im putting extra emphasis on whether the arc does what the category is looking for did I find it funny? -
And now its time for Pro Payne to start on the next category
Best Arc Comedy
Pro Payne has actually been at level 50 for some time now, and so it stands to reason that it is time for him to get in on some Incarnate action. So today, Pro Payne will strike against Emperor Mole, and his lieutenant, Molerauder by sabotaging Lambda Section in
Whack a Mole: Lambda Sector #508837 by @Bubbawheat
I join the LFG queue to head to Lambda Sector, and soon after the obnoxious green button comes up commanding me to enter the trial. I refuse, since I want to see what else the LFG queue has to say: it informs me that 15 of 16 have joined the trial, so I must be the lone holdout. Dont you just hate that one guy who wont press the green button?
What?
Oh, right okay, so I hit the button and head into Lambda sector. Apparently my other 15 teammates are fetching the Mole-lecular acids, leaving me to get the Weapons Caches. (No, thats not actually in there, but I thought it was funny). I defeat Emperor Moles footsoldiers (which are very well done parodies of the actual IDF forces) and collect the grenades.
Then I find Molerauder. Just when I think Ive defeated him, he jumps to another part of the map, and enrages (Note: Really nice touch on the emotes especially the beating the chest one that mimics what he does in the real Lambda trials cutscene when he drinks the serum).
I track him down, but he just jumps to yet another part of the map.
You know, I kind of wish Id actually let him beat me once, just to see if he says what hes *supposed* to say
Third times a charm. This time, Molerauder goes down for good. And I get an uncommon component.
And now Pro Payne has unlocked his Interface slot, and can start crafting incarnate powers.
Note: Silly though it is, Ive decided that this qualifies as unlocking Pro Paynes incarnate abilities.
Its a lot of humor packed into a short, sweet little arc. Really, its the amount of satire, and the little details that just make the arc: the custom group is very well done, mob descriptions are by and large satirical versions of what the real IDF mob descriptions are, dialog is very good true to the actual things Mauauder says in the trial, but still satirized, and objective placement leads to a very smooth progression in the mission (it was always clear where to go next and what to do).
Score: 5.042* (5 stars)
*While remembering that my scoring system is BS anyway, its worth noting that for purposes of the Players Choice contest the scores for the comedy arcs might be quite different from what Id normally give as an official score, since Im putting extra emphasis on whether the arc does what the category is looking for did I find it funny? -
WOW, was the race ever close for the Heroic arcs (for me anyway)... my *word* this was a tough call!
1st - A Very Special Episode #457506, by @Wrong Number
2nd - Legacy of a Rogue #459586 by @Night-Girl
(And honestly, if I were to play through the list again, my votes might be different.)