DeviousMe

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  1. DeviousMe

    D.R.A.T. #2

    Hahaha. Well, a hearty 'drat' from me as well, but nonetheless fond congratulations to the winners.
  2. [ QUOTE ]
    This is a limitation of the game mechanics. If there are multiples of something to find, e.g. "Find the Weapons" with 4 crates of them, then the clue is given when the first one is clicked, then nothing for the others in the group. The exact same thing happens in regular arcs, and there is nothing anyone can do about it, unless the Devs make some changes in the engine.

    [/ QUOTE ]
    You misunderstand. I am saying each crate should have system interaction text, not that each one needs its own clue.
  3. DeviousMe

    D.R.A.T. #2

    Looks like the competition's heating up.
  4. DeviousMe

    Sketch Offer

    Through the 31st, huh? Well now, that's a pretty good while, should get you lots of plays. Dang, I wish I could draw. Then maybe I could get my arcs some.
  5. [u]General Analsis:[u]

    Very nice arc. Had a lot of fun with this one, especially fighting the bosses. At +2, they are a real challenge, and I was down to my last bit of health plenty of times before managing to pull out an odds-defying win. Truly excellent gameplay with the customs - don't change a thing.

    I also liked the depth of your setting and characters. Really shows you put a lot of thought into this arc. However, at times it's too much (or not enough, depending on your point of view), as several entities are mentioned as if they are important and the player should know about them, then forgotten completely and/or never expanded upon. If you decide to keep these references, they need exposition detail somewhere. For example, I may know who Bayani is, but my character didn't have a clue, so the question 'who is Bayani?' is never answered and leaves my alien cyborg scratching is head.

    But while I noticed this great attention to detail in some areas, I found the exact opposite in others: a great lack of attention to detail. The first occurrence of this are the crates in the first mission. The interact bar text is there, telling me I'm rummaging, but once I'm done, I'm never told what I found. Yes, I get a clue, but from where? Was that clue really in the crate? Moreover, what was in the 2 crates I did not get a clue from? True, common sense says 'the weapons, duh', and it's technically a minor detail in the grand scheme of things, but it does give the impression that you didn't bother to carry your attention to detail all the way through. The same applies to the weapon schematics.

    I noticed the same with a good number of mission objectives that just popped out of nowhere without any indication. Kapitan Remalante? Fortunata Chapman? Who are these people and why are they suddenly here? Most important, how does the player character know a new foe has arrived? Was there a suspicious sound down a hallway? Did a hostage blab? Did the newly appeared foe yell, 'here I am, come get a piece'? By the way, these are all very valid options that can be used to introduce them.

    Another issue of this type is that your 'defeat boss' objectives often don't complete when the boss goes down. Instead, the guards need to be defeated as well. The navigation text should reflect this. In some spots, you can remedy this by simply adding 'and guards' or the like, while in others you should change the objective so it only requires the boss to go down to be completed.

    Now then, keep in mind that up to now, none of the above is truly egregious. You do have 2 major plot holes, though: how Guro Dahon manages to come back after her first defeat and why the final Guro does not appear until the is defeated again should be explained. Dark Regeneration only accounts for so much

    Finally, just because I couldn't really find a spot to cover this pair of minor plot holes independently, I'll tack them on here: the initial mission objectives in the first mission need some explanation as well, as the only one the contact covers is defeating the rogue Guro, and the final Guro fighting alongside the followers of the rogue Guros is also somewhat questionable. Still, it was en excellent arc, fun to play, enjoyable to read, and - though at times a little logically disconnected - an adventure that felt very dynamic. The only addition I have to suggest is that you add some patrols with dialogue to missions 1 and 3 like you did in 2. They just make the place feel much more alive. Other than that, very nice job.

    [u]Mission Details:[u]

    Mission 1:

    - minor plot hole: in the intro, the contact mentions Renato Angeles as if the player is already familiar with this person; however, this is the first mention of this person
    - in the navigation text, I see 'open crates', which would read much smoother as 'crates to open'
    - minor plot hole: there is next to no connection between the mission objectives in the nav. text and the briefing. The only objective the contact has given the player any information about is defeating Guro Kulog
    - the crates have no begin or complete interaction text
    - minor plot hole: Weapon Parts mentions Clan Asero as if the player is familiar; however, this is the first mention of this group
    - defeating Kulog does not complete the 'defeat Guro Kulog' objective. You should add 'and guards' or something to the nav. text there or change the objective to complete upon boss defeat
    - Weapon Schematics has no begin or complete interaction text
    - minor plot hole: Kapitan Remalante's arrival is not logically linked to the mission objectives; i.e. there should be something that informs the player that he is here and should be stopped from sounding the alarm
    - Kapitan Remalante's dialogue is missing a d at the end of 'supposed'
    - defeating Kapitan Remalante does not complete the corresponding objective; nav. text should reflect this. Also, 'before he sounds the alarm' did not seem to have any bearing on the fight, and thus feels superfluous
    - Secret Door has both present and past tense in the clue text, both of which apply to the player's actions. Should be changed to speak only in present or past tense, not a mixture of the two

    Mission 2:

    - minor plot hole: in the intro, the contact mentions Niyebe and Magasasaka as if the player is already familiar with these people; however, this is the first mention of them
    - defeating Guro Dahon does not complete the corresponding objective; nav. text should reflect this
    - minor plot hole: Fortunata Chapman's arrival is not logically linked to the mission objectives; i.e. there should be something that informs the player that she is here and is preventing the player's escape
    - Defeat Fortunata Chapman and Escape reads a little awkwardly; would be smoother if the and was a to
    - minor plot hole: Guro Niyebe's bio mentions Bayani as if the player is already familiar with this person; however, this is the first mention of this person

    Mission 3:

    - major plot hole: why do I need to defeat Guro Dahon a second time?
    - defeating Dahon does not complete the corresponding objective. You should add 'and guards' or something to the nav. text there or change the objective to complete upon boss defeat
    - Dahon fights with blades, but her bio still says she favors her guns
    - major plot hole: why is the final Guro's apperance dependent on Dahon's defeat?
    - minor plot hole: why does the final Guro fight with the students that follow the traitor Guro instead of against them?
  6. What's the big deal? It's just personal preference. Venture likes a contiguous level range. So do a lot of other people. Others couldn't care less. Venture's just putting down his opinions on...well, I guess it's not paper, but you get the idea.
  7. [ QUOTE ]
    None of those pictures give me the creeps, except for this one.

    [/ QUOTE ]
    Aww, but they're such cute liddl' fuzzy wuzzies. How could you be afraid of that?

    As for what'd creep me out? Hmm...it'd have to be something like a room that was an enemy or the like. All around you, but at the same time nowhere specific, and when a part of it takes damage, the whole room gets gradually more organic/decayed. Yeah, stuff like that.
  8. Sounds like he went out of his way to purposely annoy people after having been told his behavior was annoying. Pretty sure that would get people angry in any situation, not just in online games.
  9. Very nice. Now you must go badge.
  10. Well now, nice to see you writing again. Been a while. Good stuff, keep it coming.
  11. DeviousMe

    Plant Armor!

    Always like to see more powers - and this in a great concept to boot.
  12. [ QUOTE ]
    This is a story driven arc that is designed for teams and designed to be tough.

    [/ QUOTE ]
    This here's probably why. Not sure about others, but the 'multiple elite bosses' element is what turned me off to your arc.
  13. DeviousMe

    Servers down?

    All's normal. Move along, nothing to see here.
  14. Wow. I always had my money on The Can Man. Yeah, Dee Nutz there definitely takes the title.
  15. Wow, this thing blew up quicker than I expected.
  16. DeviousMe

    Still Wings

    I'd definitely like this, yes.
  17. [ QUOTE ]
    Reselect from the original, hit edit standard, redit them withthe bios I had set forth, in essence doing the same thing twice, or is there some switch I'm missing that allows them to show in there?

    [/ QUOTE ]
    Nope, not missing a thing. That's exactly what you have to do.
  18. Yeah, I've specced one out so softcap (or at least come very close to) positional defense. IMO, it's not a worthwhile trade-off for all the slots you have to sacrifice for it, but YMMV. Personally, I just preferred slotting powers to perform better at what they do.
  19. Lameness. Make your arcs. Just from those few words, it sounds like they'll be a lot better than the TFs we got.
  20. [ QUOTE ]
    How do you know there wasn't a good concept behind the Rocket Launcher?

    [/ QUOTE ]
    I'm wondering this too. I've got a fire mage character who's also an alien cyborg and uses a gun to supplement his relatively average-grade power over fire (AR/Fire/Fire blaster, in case you're wondering). Nothing wrong with a witch having a rocket launcher.
  21. DeviousMe

    Annacquare

    Wow, that's pretty slick. Nice technique.
  22. More costume options are always nice. And I have to say, it would be very nice to be able to get clawed feet without having to choose the monstrous option. Actually, now that that was brought to mind, it would be nice to just plain-old have toes.
  23. DeviousMe

    Mercs/???

    It really depends all on your playstyle. Each of those secondaries works very well with mercs, so it's going to end up being your personal preference that decides which you'd like to go with.

    Storm is good for knockback and debuffs, pain focuses mainly on buffing and healing, TA is debuff-heavy with some control, and dark is a mixed bag. My suggestion: try them all out and see which you like best,