Fantastic_Foe

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  1. Quote:
    Originally Posted by Lothic View Post
    Sounds like you started on the Gangbuster badge to me.

    EDIT: Doh! Turg beat me to it...

    I didn't really pay too much attention but perhaps you can get them in the new SSA #4.
    Maybe this is a new way bluesiders can get them, for what that's worth.
    Thank you both for the responses.

    I recently ran SSA #4, that must have triggered it.
  2. I have the Untouchable badge, earned from defeating 100 Family bosses, but I've recently noticed a new progress bar with an unknown badge name in my defeat badges list.

    It says I've completed .05%, having defeated 1 of 200 Family bosses.

    1) What is this badge? I swear it wasn't there a week ago.
    2) 1 of 200? Untouchable says I've beaten at least 100.

    Anyone have any insight into this? Should I bug it?
  3. Fantastic_Foe

    Base Bugs in I21

    Thanks for the advice. Moving the objects to another room let me delete them.

    I am in your debt!
  4. Fantastic_Foe

    Base Bugs in I21

    Quote:
    Originally Posted by Red Valkyrja View Post
    Do you have anything stacked on top of the blocks you want to delete?
    and
    Have you tried dragging the block to another room, then tried deleting it?
    The stackable part might be the problem. I'm so used to stacking things on safes and floor panels that I forget that counters can hold items, and they might resist being deleted.

    If that's not the case, I'll try dragging to other rooms.

    Thank you very much, Red Valkyria.

    Best regards, FF
  5. Fantastic_Foe

    Base Bugs in I21

    I've not seen this before (I've not done as much base architecting in the past, the new vertical placement controls brought me around), but I have some items that can't be deleted or moved.

    In my entryway, I was working on a two-level scheme, and I used some grey counter blocks as a platform connecting some stair elements.

    I was moving some elements around, and now the floating counter blocks cannot be deleted.

    If it was some room other than the base entry, I'd delete the room and rebuild fresh, but that's not an option here.

    Haven't sent in a support ticket, was curious if anyone else ran into undeletable base items.

    Best regards -
  6. Just played Lord of Storm's "Once a Hero"

    It's not technically on the list for reviews, but I'm a rebel. A rebel! (I'll make sure to run Terra Mystika soon...)

    Once a Hero is a five mission arc, the missions flow nice and smooth.

    There is a tremendous variety of custom opponents, I enjoyed seeing all the different monsters, particularly the undead version of Hellions and Skulls. I always enjoy seeing higher level versions of low level opponents. Makes me nostalgic.

    The story text and dialog seem well presented, I didn't notice any errors or odd phrasings.

    I enjoyed the interactions with the NPCs, although I would have expected the citizens I saved on the Croatoa map to react in some way.

    The missions featured a short amount of core objectives and a fair amount of optional objectives that added depth, I give a hearty thumbs up.

    Very minor nitpick, the mission briefing mentioned Croatoa but it might have been better to use the proper name of the village, Salamanca.

    All in all, I'd recommend the arc, it's one I'd play again with different characters, on different difficulty settings.




    SPOILERS

    Based on the title of the arc, I expected the ultimate bad guy to have been a hero who had been drugged up on Dreaming, I had not expected the actual situation in regards to the contact, and I appreciated that little twist.
  7. Quote:
    Originally Posted by Bubbawheat View Post
    Real-time notes as posted on twitter:
    I appreciate the detailed feedback. Grime Alley was one of my first arcs, and it's changed a bit over the years, but I needed this kind of objective comments to help me locate where my blindspots were.

    Quote:
    #CoHMA Playing Shadow of Grime Alley #144416 by @ Fantastic Foe as part of the Architect Arc club.ut.
    #CoHMA M1: Gordon Stacy informs me of a new gang war moving into Kings Row. Seems small time for an arc that goes to 50.
    #CoHMA M1: Found some custom <Skulls> but they're giving very reduced rewards. Like half of what the <Family> are giving.
    #CoHMA M1: 1st pet peeve - large map. Very minor, but gets bigger if there's any chained objectives.
    #CoHMA M1: Interesting, there are chained objectives, but the later ones are optional.
    #CoHMA M1: Took a while to find the last boss on the big Steel Canyon map, but I got him. Also found a family hit w/ an unusually large gun.
    #CoHMA M1: Seems this gang war is just the Family moving in on Kings Row by orders of the "Gat".
    Originally, there were no optional objectives. What are now chained optionals were two required "find a body in an alley" goals. That got tedious. I made those things optional, but left them in since I like the detective aspect of finding clues.

    Quote:
    #CoHMA M2: Briefing felt kind of unclear. Like "There's no Family activity there, which is suspicious, so I'll send you over here."
    #CoHMA M2: Apparently "Gat" was a Marcone that died 10 years ago. 4 years ago, some of his "protectors" were murdered. And now again.
    #CoHMA M2: Seems odd to be murders on the 6th and 10th anniversary of his death, regardless if it's his ghost or something else.
    #CoHMA M2: This also had another pet peeve of mine: A defeat all. But the map was small enough and no twists, so I didn't even notice it.
    Fair enough on the briefing. The idea that I wanted to convey was that the police were busy handling overt Family crime (as the buttonmen were rampaging about trying to flush the Gat into the open) but Stacy had a hunch where the field operations in Kings Row were being staged, but didn't have the manpower for. I'll think how to express that better in the mission text.

    I'll redo the final objective so that the boss fight isn't a defeat all in the last room. No one likes that.

    Quote:
    #CoHMA M3:Briefing referred to me as a "Vigilante" as in, not police. I thought registering as a hero got me some perks.
    #CoHMA M3: had to double check the arc's morality. Labelled "Heroic" and not "Vigilante". This is Paragon's idea of Heroes, not Batman's
    #CoHMA M3: Sounds like a possible non-combat mission where I learn the tale of Gat and his son.
    #CoHMA M3: Police station, no enemies yet but I get the feeling it's not entirely non-combat. Found a body with BIG bullet holes.
    #CoHMA M3: Found some reports that Gat's son died in a Zig breakout, but the facts don't quite add up. At least according to the clue.
    #CoHMA M3: Weird, the mission completed as soon as I took the elevator upstairs. No idea how that happened.
    #CoHMA M3: Two more of the family that were supposed to be protecting the Gat have died. Gordon was a no show because of an arson.
    You're right about the mission alignment being off. This arc was written prior to Going Rogue, it's better advertised as a Vigilante alignment rather than straight heroic.

    That map is kind of a pain. There actually are some of the Gat's goons to be found on the map, it sounds like they were taken out by a PPD patrol that gets spawned when you read the case files. Even if you defeat the goons, the map seems to require a visit to the upper floor. I might have to rework the Defeat All goal which would have you take on the goons to defeating a boss-level goon who would make it clear that he was covering the Gat's escape after he finished off the Family (whom you arrested in missions 1 and 2) in custody.

    Quote:
    #CoHMA M4: He told me the story of Gat's son. You know Batman's origin story? It's that. Only he gets arrested and beat to death in prison.
    #CoHMA M4: We agree that the son's not really dead and is looking for revenge from the last remaining chump his dad knew: Don Napoleano.
    #CoHMA M4: Saved the Don, though he said his daughter has been taken. Find her down in the sewers. Apparently her name is "Daughter".
    #CoHMA M4: Haven't mentioned this, but there's a lot of a custom, more modern looking Family style enemy group. Full or near full XP.
    #CoHMA M4:They're called <Rogue Island Goons> and I guess they work for the new Gat. Nice, simple designs. I like them.
    #CoHMA M4: The new Gat looks kind of like Daredevil, only with dual pistols. Another subtle Batman connection. His name's Wayne Thomason.
    #CoHMA M4: The new Gat (just called "Gat" in mission) has an Arachnos entourage. Gordon thinks Recluse is using him to get a hold in Paragon
    D'oh. I keep forgetting to give Napolino's daughter a name. I need to re-work the text around Napolino's rescue and the daughter's abduction angle in any event. This will be a good reminder to me.

    Quote:
    #CoHMA M5: And now Gordon's asked me to finish the job, and track down the Gat through the sewers and nab him for good.
    #CoHMA M5: Another Batman reference, someone who I think is a Gat decoy is saying "I'm Gat-man, gat-MAN!"
    #CoHMA M5: Same Gat-Time, same Gat-channel. Next boss also refers to the decoy as "that joker".
    #CoHMA M5: Finally made it to the Gat, who looks remarkably like Bruce Wayne. Only with a shield and a trenchcoat.
    #CoHMA M5: When looking at the arc description, I thought I saw 3 or 4 defeat alls in it. Haven't noticed any, but this has a large backroom
    #CoHMA M5: Definitely a defeat all. It's the sub map so it's not horribly big, but it is Arachnos, so :P.
    #CoHMA M5: ends with me clearing out the base, which Gordon refers to as "cool", not quite showing much profesionalism there.
    It sounded like you cleared the entire cave to have the mission end, which you shouldn't have to, I just clear the final room, but I think that's overkill as well. I do need to add something more to the final fight rather than just have someone stealth in, take out the Gat, and mission end.

    I think I had clues or supporting text in the end of the fourth mission and during the fifth mission that the Gat's custom firearms are out of ammo, which explains the melee-centric fight at the end. Obviously the shield was a call-out to the cheesy bullet-proof shield that Adam West somehow concealed in his utility belt on the show.

    I had Gordon saying 'cool'? I agree that doesn't sound right. I'll work on the final mission briefing then. Good call.

    Quote:
    Overall I thought this was an interesting arc. Unfortunately I thought it seemed a little to small-time for a level 50, I also noticed there were some inconsistent level ranges mixed in there. I did kind of like that it felt almost like an alternate world version of Batman, like a "what-if" world where his father was a mob boss and he became more villain than vigilante. There's a lot of subtle nods that I liked, but when they became blatant, in-your-face, and overly comical, I didn't care for them as much. The only other thing I want to mention is that the defeat all on the final mission felt unnecessary. The others were fine, in fact I didn't even really notice that they were defeat alls except I noticed in the arc description. Generally, I liked it, but it could still use some work. Good luck!
    I'll do another pass on it, thanks. I appreciate your opinions on the level of homage/cheese being done.

    I was thinking about your view that the missions weren't in sync with level 50. I hear what you are saying, but I really miss having my level 50s patrolling for street crime and gang wars. Yes, I know my big guys can just buzz Kings Row and defeat Skulls, but I like the idea of Family being a threat.

    Some Detective Comics issues have Mister Freeze, but some just have a mystery involving the Falcone family. I wanted to simulate some of that feeling.

    Thank you again and best regards,
  8. Hey, thank you for playing Shadow of Grime Alley. I'll have to do some tweaking, and I appreciate the feedback.

    But I'm pretty sure both the warehouse and the Gat-cave are not defeat alls, or at least not defeat all on the map. I'm pretty sure that they are defeat all in the final room, but I'm rethinking that.
  9. Ran #115935 "Cracking Skulls" by @Flame Kitten (who I gather is also Coulomb. Correct me if I'm wrong.)

    I saw that Cracking Skulls was featured in the scheduled AE teaming thread, so I decided to try it out. I also see that it's been reviewed multiple times here, so I won't go into dramatic detail.

    Ran it with my level 50 MA/SR scrapper, the Playboy Avenger. Since it was featured as a Kings Row crime arc with Freitag as the contact, I was delighted.

    It had a nice Detective Comics style flow, and I felt the final boss at the end was well realized. I think my favorite was the NPC in mission #2 with the great bio and dialog.

    I left a comment that I'll basically restate here, while I was reading Freitag's lines, they sounded very Joe Friday in my head, until the end. I might have just been imagining Webb's vocal style, but if that was intentional, a classic Dragnet epilogue regarding sentencing details would be a nice bonus.

    I'll be recommending Cracking Skulls to friends of mine with avenging alleyway vigilante type characters.
  10. Thanks all for running these themed reviews.

    I'm finding lots of arcs that sound great for playing with my favorite characters.

    Best regards -
  11. Thanks for the awesome review, D_G.

    I'm glad you liked Zo... er, that old alien dude as the contact, and all the unspoken things that the mission entailed.

    Best to you,
  12. Quote:
    Originally Posted by Demonic_Gerbil View Post
    Thanks for taking a look at that arc! I never got around to finishing up all the little details - and I see some things have broken since I made it like the enemy groups - for various reasons I won't get into in here. But I'll definitely see about tuning it up. (There's nothing like someone else's enthusiasm to get me working on things again )
    No problem, like I said, I appreciated you running my Shadow of Grime Alley arc.

    In your arcs, I really enjoyed the opportunity to either fight (or not to fight) the EBs and so on that were there as options. Makes for a good team replay.

    At some point in the near future, I'll run the other arcs in your sig.
  13. Quote:
    Originally Posted by Fantastic_Foe View Post
    Demonic_Gerbil,

    Thanks for running the arc and providing feedback, and thank you very much for your kind words in comparing the Grime Alley missions to dev-created arcs.

    Thanks again, I'm currently running Architect Club thread missions, but I'll make time to run the arcs in your signature.
    In exchange for D_G running my Grime Alley arc, I wanted to review one of theirs, #400487 Shift (from @Adonne)

    I had very little to point out as problems, other than one of the villain groups has been hit by the Corrupted Critter disease. Details below as reactions as I played.


    - Contact has no description

    - Need to capitalize "Lost" in first mission briefing

    - Missing Person's Bureau -> Missing Persons Bureau

    Great name for the Lost lookout, L'k Out.

    Nice! A Rikti assault suit EB. I am very glad I brought my tank to do this mission! I'm glad that it didn't appear to be a required objective, so my squishier characters could avoid the EB, and his presence still implies the seriousness and danger of the mission.

    Ah, Al'Ka'Mest. He cooks up the Shift, I assume. His encounter was a nice challenge due to the ambush reinforcements.

    I'm curious now to try with some of my other characters, to see what would happen.


    Whoa. More EB Heavies. The Rikti mean business.

    Good Tommy had great dialog, before my Lore Pets and I taught him that crime does not pay.

    Mission One: 5 stars. I'm happy to see the Family involved.



    Mission Two starts off right in it! Taking on a fire-breathing Rikti EB!

    Hydra spawn! Nice! We should see more Rikti/Hydra connections in this game.

    I liked seeing the Rikti portal generator as the Rikti Teleport override. I think the object description text could be changed to reflect that, it looked like the basic text.

    Again, I liked how there were EBs that I could either fight or avoid.

    Mission TWo: 5 stars



    In a cave in mission three. Ah, more Hydra here, but the hydra here are the corrupted critters, substituted when the game doesn't like what you had. I had the same thing happen to some robots I built, the filter didn't like the word Android in the villain group, and replaced them with Hydra critters. I assume something similar happened

    The Deformed Hulks in the vanguard armor look fantastic. But I'll bypass them...

    Wow, it was intense taking on the Rikti Advisor, Bodyguard, and Lost Commander. I managed to pull the Advisor, but for the remaining, I spawned some Lore pets and we waded in. Good time!

    Mission Three: 5 Stars. Just fix your critters.


    Off to the Shift lab.

    Running into the Shifted Psionicist. That's a great concept, someone who looks human, but thinks Rikti, due to the weird effects of Shift. Very cool.

    - More corrupted critters.

    Woohoo, a hacked Titan. Nice descriptions on all of these guys.

    Ah, but the items in the mission to be destroyed have the generic descriptions, and the names are kind of placeholdery, Ray, Synth, Chemicals, etc.

    Still, mission 4 is 5 stars.

    Heading into the final mission. When the contact tells me to expect heavy hitters, based on my experience in the arc so far, I believe it.

    - Ran into a shifted headman, who had the interesting villain group name "All Custom Characters"

    Ah, the Malta are here too, which I think makes awesome sense.

    Found some more Hydra spawn, but they aren't corrupted critters, I see.

    The Kraken! H'bugface! Thank Rao I didn't have to fight them. But the option is there, nice!


    This is a nice challenging arc. I bypassed a bunch of enemies to concentrate on the goals, but if I wanted a combat fest, I would bring a big team and we'd have some serious smashing fun.

    There's a lot to like about this arc, it felt like the Save the World mission where you take on H'Bugface and a certain golden archvillain.

    Easily 5 stars, in my estimation, for concept and fun. Just clean up the critter issue, really.
  14. Quote:
    Originally Posted by Bubbawheat View Post
    Nice to see this club still getting some action. Been busy with stuff myself, but will definitely be running a couple arcs soon. BTW, Fantastic Foe, do you want one of your arcs put on the front page for others to play? And welcome to the club.
    Thank you very much, I've been meaning to contribute in some way for awhile.

    Sure, please put Shadow of Grime Alley #144416 on the front.

    Thanks again,
  15. Just ran Police Woman's Agent of the OSS.

    I thought it was great. I ran with my level 50 MA/SR scrapper, Playboy Avenger, and running him in his dashing street clothes gave him the Blackhawk-esque look that I wanted.

    The NPC partner worked out very well.

    There was great action, a nice collection and use of maps, particularly thematic for the mission genre.

    Dialog-driven easter eggs abounded, which always entertains me.

    I think someone in the posts above said it was over too quick, and I tend to agree. I think maybe some kind of red herring mission in the middle would provide a nice touch.

    I have some friends with WW II-esque heroes, I'll mention this arc to them.

    Best regards all,
  16. Quote:
    Originally Posted by shaggy5 View Post
    Prisoners xp/inf could be changed, though. My point is just liking more variety.
    I'd be in a favor of more variety, especially in radio missions. I personally would like my natural origin scrapper to fight Family through the 40s.

    Quote:
    Now to kind of/sort of contradict what I just said--I don't like that they added random street mobs in places like the Hollows. I don't like seeing so many types. Why did the Lost have to show up?
    I was glad they eased up some of the mobs and stopped having lowbie missions appear in the extremes of the map, but I'd also prefer the Lost out of there.

    Pat
  17. Quote:
    Originally Posted by Father Xmas View Post
    We did. Capes were Issue 2 IIRC and rocks came out a couple of months later during the first Halloween event ("I got a rock").
    Well, superstrong tankers and earth tankers could throw huge rocks before capes were available, so I'm on the rocks side of the debate. Stone Age preceded Cape Age.
  18. Quote:
    Originally Posted by shaggy5 View Post
    Some people seem to have a great memory of each issue. I was curious when certain villain groups were introduced. I started in i3 and it seems so long ago!

    When were trolls introduced? With the Hollows in i4?

    What about clocks? Did the game start with them?
    It's been already answered that the Trolls were around since day one, but I wanted to add that the Trolls were one of the native groups in Skyway City, since there were so many overpasses and bridges for them to cluster under. It's part of their lore.

    The Hollowing was caused in part by Troll activity.
  19. Quote:
    Originally Posted by Liquid View Post
    Thanks for running and reviewing my arc, Fantastic Foe, and thanks to Bubbawheat for recommending it!
    It was great fun.

    Quote:
    It's funny, you can't actually use Azuria (or at least you couldn't when I made the arc, I'll have to check again), so I found the model that looked the most like her, and adjusted the coloring. Unfortunately, it had a cigarette, but hey, who says Azuria doesn't smoke? I think your personal lore is hilarious, and I'm amused that this situation led to her fitting it.
    It was like magic, I tell you. I would have given it 5 stars just from junkie Azuria.

    Quote:
    Thanks so much for running my arc. I'll try to find time to return the favor soon (the Summit is coming up, and I've got some preparation to do)!
    Take your time, and enjoy the summit!
  20. Quote:
    Originally Posted by Fantastic_Foe View Post
    Inspired by the recent Dr. Doom/Evil Genius thread, are there any mission arcs that you enjoy that are well suited for a Batman-like character?
    Legacy of a Rogue #459586, was one such arc that I was looking for. It had a great Batman-Family vibe with sidekicks, secret lairs, supercomputers, and shades-of-gray relationships.

    I'd highly recommend this arc from @Night-Girl

    I'll also recommend #115935 "Cracking Skulls" by @Flame Kitten

    Nice three mission arc with an interesting plot and some great characters.
  21. Demonic_Gerbil,

    Thanks for running the arc and providing feedback, and thank you very much for your kind words in comparing the Grime Alley missions to dev-created arcs.

    I'll adjust the entourage-defeat aspect of mission 2 and 5. Mission 2 isn't a defeat all, but it is a defeat everyone in the final room. I'll change that objective to just defeating Virelli. And the same for the Gat in mission 5. I can see why you felt obligated to defeat all the enemies on the way to the final fight, and I apologize for that, but defeating the Arachnos opponents in the final room would have sufficed.

    I'll give some thought to making mission five a bit more interesting. I did want to have two encounters with the Gat, the first being part of his criminal operation in mission 4 and then secondly when you've tracked him to the Gat-cave. That mission features a few easter eggs that entertain me (like the decoy Gat-man found in the front of the mission), but I agree that it should provide a better experience overall, since it's the final mission and all. I'll work on that.

    Glad you enjoyed the Gordon Stacy text, and I agree that I would have liked some high-end Family arcs in the game. I wrote this current arc mostly to give something for my level 50 scrapper to run over and over. He's a Batman-like character, and I got tired of running him against the same set of Carnies, Council, and Circle, when I really wanted to take on some mob wars, or save a heroic cop or honest judge from mob reprisals, that sort or thing.

    Thanks again, I'm currently running Architect Club thread missions, but I'll make time to run the arcs in your signature.

    Best regards -
  22. Quote:
    Originally Posted by Fantastic_Foe View Post
    Just played Legacy of a Rogue #459586 by @Night-Girl.

    A more detailed reaction to Legacy of a Rogue by @Night-Girl


    SPOILERS...


    There were several things about the mission arc that makes me want to re-evaluate my current arcs and see if I can incorporate things that I've seen. @Night-Girl really brought the contact's personal story into the missions. At one point, I was worried that Gertrude was actually the villainous force behind it all. I was relieved that she was not.

    The story was such that I felt very personally involved as well, so I appreciated the emotional elements at the end of the arc. This is usually not the case with dev-generated content, so well done.

    I enjoyed the historical relationships between Rogue Falcon, Harrier, Gertrude, and the Crimson Cricket, as well as the practical relationships between Azuria, Gertrude, and Carter.

    Speaking of Azuria, thank you for using a drugged-out looking, cigarette smoking avatar for Azuria. In my personal lore for Azuria, she is obviously selling pieces of the Wheel of Destruction to the Banished Pantheon to support her addictions, and having in this arc an Azuria who looks like she stepped out of that mythology really made my day.

    I think I mentioned that I enjoyed how mission end text, mission briefing text, entry and exit dialog popups all advanced the story, often describing visual events, but the popup that began mission 5 briefly confused me over what happened.

    In mission two, the Harrier ally's clue text fired off as I entered the mission, but the context of the text implied I had just caught up to him. That's a problem with how Ally objectives and Hostage/Escort objectives are coded when they have no enemy mobs around them. It would be great if the clues and text fired when we got to them (I think their dialog text does fire off at that time, correctly.) You might want to re-write the clue or spam text to account for that, but it's no big deal.

    One of the best things I found was the amount of commentary delivered by Harrier during the first two mission runs. In my arcs, most of the text generated by allies when they take damage are boring "I'm hurt!" type of statements, if I have them at all. I now see that a lot more can be done to reinforce character, personality, or plot.

    My biggest complaint was the use of color in text. I think I wouldn't have minded when nouns were presented the first time, like Hawkmind, Crimson Cricket, etc. in color, but afterwards I don't think they needed to be. The green text is harder to read than the white, if you want to keep that, I'd suggest a lighter shade of green. I think I noticed one sentence where the entire sentence was a variety of colors, with only the word "the" in white. That jumped out as jarring. I'll be re-running the arc, because I really enjoyed it, and if I notice that sentence, I'll make a note of it and send you a direct message.

    Looking forward to playing it again, bringing allies with me.

    Best regards -
  23. Just played Legacy of a Rogue #459586 by @Night-Girl.

    I really enjoyed the story, the five missions were not overlong, and were filled with details that made me not want to just rush through.

    It was particularly thematic for my level 50 Martial Arts/Super Reflexes scrapper, Playboy Avenger, since the mission feels like a Batman-inspired homage story.

    It's something that I would recommend to my friends, in fact I *will* recommend to my friends.

    I think there was one typo/grammar issue in the clue text associated with the Puzzlebox.

    My only real complaint, I found the use of color in the mission text overused and distracting at times.

    I have to head out to work now, but I'll try to write a more detailed review later.

    Best regards,
  24. Quote:
    Originally Posted by Dark_Respite View Post
    To address this round of concerns first...

    There are two versions of Dissolution in the final version - the cured version is SUPPOSED to only spawn after you've defeated her original version (unfortunately, not having total control over the game mechanics means I can't have her appear in exactly the same place, and we ALL know how wonky the placement systems is in the AE in the first place). Sometimes it just happens. I hate it, but it happens.

    Re: her recorded message, you're not actually MEANT to find her on the map. The invisible version of Dissolution actually triggers what comes across as a recorded message heard over the intercom. (It's late, I'm tired, so I can't remember if it's triggered by you getting too close to her invisible version, or if it's when you mess with a particular canister - I think the latter.) Most of the time, once you deactivate a particular canister, she spawns, and because she's alone on the map, her message can be heard no matter where you are (hence the simulation of a recording).
    Hey, thanks for the feedback.

    My point with the two versions of Dissolution was that I encountered the cured version before the to-be-cured version. I assumed you wanted the cured version to spawn once the to-be-cured version was defeated, if that was the case, I'm just suggested you make sure that the mission still has that set up.

    I've had missions where objectives were chained mysteriously change so that the objective chaining was lost, and all objectives appeared on the map when my character entered.

    That's probably why I had the Hear Dissolution's Recording goal explicitly stated when I entered the Nemesis mission, it sounds like that objective was supposed to spawn when I cleared an objective.

    Best regards,
  25. Quote:
    Originally Posted by Fantastic_Foe View Post
    Just played #459581, Kill or Cure by @Samuraiko
    Okay, spoilers abound.


    SPOILERS







    I briefly discussed the arc a few posts back. I have a few more points up for @samuraiko to consider.

    I missed the actual holographic recording of Dissolution at first. The clue said I had to find the recording of Dissolution, so I was looking for some kind of glowing communication terminal.

    Since Dissolution was nearly invisible, and since I was stealthing past most of the Nemesis, I missed her at first. Had the clue not unambiguously told me I was looking for a recording, I might have noticed the hostage/hologram (then again, I might not have.)

    The background information for the recording was the boilerplate details for a minion.

    In retrospect, I have some questions about the overall arc. The first two missions implies that whoever was behind the theft of SERAPH's Rikti research had tremendous resources, there was a clue indicating that the Malta were expecting to be paid in the multi-millions.

    The sewer mission had roving bands of old-school Mother Mayhem Praetorians, Child of Anger, etc. I was therefore expecting some kind of back door Praetorian research going on with the Rikti, possibly Mom Mayhem looking to turn the Lost against both Rikti and Primal Earth forces, so the revelation that this was all being done by one extreme individual doesn't add up.

    Unless I've misunderstood what was going on in the sewer mission.

    Best regards,