FredrikSvanberg

2010 Player's Choice Best Villainous Arc
  • Posts

    1426
  • Joined

  1. I didn't think that the actions we had to perform in the winning arc were evil either. It was a matter of self-defense, as far as I could tell; I only played the arc once on a team so the details were a bit blurred. We had to destroy another dimension in order to survive.

    We're not even sure if it was for the greater good, considering that our own dimension isn't exactly perfect. Maybe the other dimension was AWESOME, filled with great people and love and puppy dogs and kittens, with no evil and no bad people, no disease, old age or anything like that.

    If so, we performed a great evil for a lesser good, but it was still self-defense. And under very few circumstances can anyone be blamed for acting in self-defense.
  2. FredrikSvanberg

    NEW Power Sets!

    Yep, that list pretty much covers all the things we've asked for before and been told that they engine can't handle. Except water-based powers. Energy blast was supposedly "water blast" once during or before beta but it got changed.
  3. Quote:
    Originally Posted by Eisenzahn View Post
    And the fact that I have to sift through a hundred MA Arcs of pure liquid feces to find a single good one sure helps remind me of that fact.

    Don't use the in-game search engine. It will only serve up abandoned old farms or worse, current new farms. Or even worse: Dev's Choice arcs! Nooo!

    Go to the MA forums instead and check out the review threads to find the good stuff. Or at least stuff that isn't yet another fascinating story about samurai or robots who won't move to attack.
  4. I'd like to see Hero Corps as a new group we could fight BOTH as heroes and villains. They are basically mercenaries after all, so sometimes their goals would clash with heroes as well. With enough troop variety they could be extremely interesting, and more importantly if they are generic-looking enough they can be recolored and used for all kinds of purposes in the MA, saving space previously used on custom characters which are difficult to balance properly to make them give a reasonable reward.
  5. Quote:
    Originally Posted by TyrantMikey View Post

    Certain zones in the game seem to never get used at all anymore. Boomtown is a ghost town unless you have a mission there. Dark Astoria is the same way. Independence Port is dreaded because it's so large that travel times from one mission to another are often excessive (quick fix: move all contacts closer to the trains/gates/base portals and have them give out their numbers much earlier). I could go on but you get the picture.
    Just to be contrary and provide opposing evidence I'll mention that I just recently made another alt for the sole purpose of farming zombies in DA, and I love that zone. While levelling up this character I went to Boomtown to grind for xp. I love that zone too.

    Now, I agree that the hazard zones could perhaps use some new touches here and there, Hollows-style, but I don't want to lose the thing I love about them which is endless huge spawns of enemies in close formation... Adding some missions and a TF in each zone to tell the stories behind them, sure, but don't mess around with spawns and things like that for no good reason.

    Independence Port could use an internal transport system, perhaps ferries located in the north and south end, one near the train station and one at Terra Volta. These ferries could also connect to the ferries in Talos and Peregrine Island. That's all I would change about IP.
  6. Perhaps it would be possible to make these powers have two versions: one with customizable colors without a weapon, and one with customizable weapons but with static colors. That way only one aspect of the power is customizable at the same time, until they get around to fixing that. I assume it's on the list to fix.
  7. Quote:
    Originally Posted by Dispari View Post
    we should be able to make larger units
    You're right, we totally need a package slider for male toons.
  8. Yes, that sounds reasonable. Well then they need to let us "unselect" missions so the SSK can be restored to the leader.
  9. No! We want the ability to play at lower levels even in open zones. Heck, if I could exemplar myself I'd do it.

    What actually needs to be done is to fix the bug which caused the team to stay at level 8 when the mission was dropped.
  10. Thanks for the review!


    Quote:
    Originally Posted by Tangler View Post

    Tags:
    Ideal for Teams, Complex Mechanics, Canon Related


    Are those my tags or yours? Because if they are mine I'll have to do something about them. My tags would be Canon Related and Drama. I had better check that.

    Quote:

    Yikes, and now I'm wondering if a ghost would need a toilet.


    Ghost Widow's tower is supposedly also the head-quarters of the Widow corps, and most of them aren't ghosts. Of course, from how they behave it's likely that most of them never go to the bathroom either, and are thus full of... it.

    Quote:
    Kalinda speaks in very short, single-statement sentences at the start of the arc, which I thought to be kind of odd, especially when she speaks much more naturally in the latter half of the arc.


    She's terse because she's talking to VEATs, so she doesn't have to explain things to them like they are small children. Unlike the Destined Ones. She most of all doesn't have to explain why they are going to do something, because they are soldiers and are supposed to follow orders.

    Quote:
    There is a peace treaty going on with Kalinda and the Snakes, one that I found to be confusing. This is mainly because in the middle of the arc, Kalinda decides to shelter some homeless snakes in an abandoned lab – one that Kalinda will later send villains to clean out in her canon arc. There’s no mention of the truce being broken by the end of this arc, and officially the snakes invaded the lab by force. I guess you could say Kalinda will have lied to the future villains, but I find that to be a bit of a forced leap on the player’s part.


    Would you tell anyone that your suspicious peace treaty with the Snakes had caused some of them to invade a laboratory and then refuse to move out? The Snakes mission is the weakest part of this arc, I'll give you that.

    Quote:
    The above critiques are pretty minor however, and are easily fixable. My main problem with the arc is that the individual missions are tied together loosely at best, which is harder to fix. All the missions are based around the concept of “Hey, remember this event? *wink* *wink*” which is neat, but they all add up to Kalinda just telling you to “go there, do this”, and I thought one of the reasons why you would create an alternative Mercy arc is to get away from that in the first place?


    If you would have played the special arcs VEATs get you'd notice that my arcs are a vast improvement. I wasn't particularly interested in telling a story really, the arc was at first a showcase of typical Arachnos activity in Mercy - "behind the scenes" of Project Destiny. The kind of missions I would have wanted to get as a VEAT, basically.

    I was actually trying to make a VEAT version of Kalinda's normal arc, featuring missions that she would send Arachnos soldiers on but keep secret from the Destined Ones. Each mission would be its own little piece of story without necessarily tying into the rest.

    Quote:
    Final Word: Overall, The Tangled Weave is a decent story alternative for VEATs. 3/5 Stars
    Thanks again.
  11. Thanks for the review. I'll just reply quick to some of your comments.

    Quote:
    Originally Posted by PoliceWoman View Post
    The premise is that the player has been "volunteered" to test out a new, experimental flavor of "NutriPaste" (some kind of synthetic food?), in order to discover any "unexpected side effects". This immediately makes me think of Paranoia (the game) and Soylent Green (the movie).
    NutriPaste is canon, of course - what else when it's me? It's the only readily available food source on the Rogue Isles: cheap, nutritious, abundant. A plaque in Cap Au Diable near the tailor explains this much.

    Quote:
    Mission 1
    Briefing: the contact gives a briefing like a drill sergeant, telling me to report to Doctor Aeon for my "mandatory duty" to perform "voluntary field testing".

    Clearly "mandatory duty" cannot be "voluntary", but I figure this is stated in this way for the irony.
    Yes, it's supposed to be funny. A bit like Paranoia, as you mentioned.

    Quote:
    Also, the canonical Marshal Brass contact doesn't speak like this. But considering the arc assumes the player is an Arachnos soldier, this can probably be justified, so going to let that slide.
    Doesn't speak like what? Not sure what you mean here.

    Quote:
    [-0.1] Map selection: the burning abandoned building? This seems a very odd place to find Dr. Aeon in.
    Map was chosen for having spawn points in the right places and reliably spawning everything in the same places. Also, since the lab is under attack by Snakes, it makes sense for it to be on fire and with crushed NutriPaste samples scattered everywhere. I was actually looking to use the Skulls Superadine Lab Warehouse for this mission but alas it's not available. It has a nice green haze to it.

    Quote:
    Maybe a tech lab would be a better map for this? (The burning tech lab if you really want the place to be in ruins - though it might be a little big.)
    Yes, too big and too destroyed. Also, snakes don't leave burning footprints as they somehow melt through steel walls instead of using the doorways. So that map, while cool, didn't work.

    Quote:
    Debriefing: this sounds a lot more like the Marshal Brass I'm used to. He again refers to the mission as having been in a "laboratory".
    Laboratories can have offices in them, can they not? Anyway, moving on...

    Quote:
    Mission 2
    Briefing: I like the food-oriented theme in the "Part 1" and "Part 2" sub-captions to the mission briefings so far. The contact wants me to pick up some kind of academic study on the effects of NutriPaste.

    Map selection: I'm a bit surprised at the office map; based on the briefing, I thought this would be the university. The office isn't unreasonable, though, so didn't mark off points.
    The University map didn't work for my purposes. Not enough spawn points, too small. I decided to introduce the University archives, which looks a lot like a regular office...

    Quote:
    [-0.01] Missing text: Student needs some dialog for when you free her.
    She does. She says "AAAAAH!" and runs away, if I'm not mistaken.

    Quote:
    [-0.1] Don't understand: What were the Vahzilok doing here anyway?
    They were stealing the research data, of course.

    Quote:
    [-0.01] Missing reference: the mission was titled "Beef" but beef was never mentioned in the mission (unlike "chicken" in mission 1). Maybe give one of the Vahz a line like "I'll carve you like a side of beef!" or similar.
    Good idea!

    Quote:
    Also, what happened to observing me for side effects? I'm surprised the contact didn't ask me if I had noticed any side effects from the NutriPaste.
    I don't have the mission in front of me but I think Brass mentions that he wants you to "go through your regular duties" while you wait for the NutriPaste to er do something. Getting valuable research data is part of your regular duties, or at least it is now when Brass orders you to do it.

    Quote:
    [-0.01] Default "Accept" text is a little dull, may want to make it more interesting.
    I don't understand this fixation with sprucing up the accept text, but I'll see what I can do.

    Quote:
    Send-off message: aha, the contact does remember to ask me to watch for side effects.
    Of course.

    Quote:
    Map selection: I was initially surprised at the choice of an Arachnos base (thought it would be a warehouse based on the briefing) but it made more sense when I got to the last room, which was on fire, matching the story. That last room looks quite good actually.
    Map was chosen because it was on fire, and because the map is actually called "Arachnos Warehouse On Fire" if I'm not mistaken.

    Quote:
    Apparently the warehouse got lit on fire before I ever got there, so I never get a chance to "guard" it.
    Ah, scheduling must have got it wrong. Shame that. Too bad you're still to blame in the eyes of Arachnos. Totalitarian regimes always want to put the blame on someone.

    Quote:
    The mission is full of Luddites for some reason; unclear why, at least initially. A bit deeper in the mission I find a Raid Leader who gives me the "Luddite Crusade" clue.
    Luddites hate everything Aeon Corp does, in general...

    Quote:
    [-0.01] Typo: "NutriPaste" is missing TM symbol (second time it appears in Luddite Crusade)
    Ack! I have double, triple and octuple-checked them, but there's always one missing...

    Quote:
    If they set all the NutriPaste on fire, I'd kind of expect there to be some sort of horrible smell throughout the map. Perhaps worth mentioning something like that in the mission entry popup, or as part of the dialog.
    I think I wrote this shortly after we played a certain arc where EVERY mission popup mentioned a smell of some kind. Might have affected my decisions.

    Quote:
    Having defeated the Raid Leader and gotten a clue from him and freed Jenkins, I still haven't satisfied the mission objective "Find some answers". I would've thought getting the clue from the Raid Leader would do it. I end up searching the rest of the complex.

    I noticed some Luddites were spawning on the ceiling on this map; not sure you can do much about it. But I can't find anything else in the mission except for the guys stuck in the ceiling.

    I manage to knock one of them free and kill him, but the other one is stuck and can't be killed. Exiting the mission, I look at the arc's description in the AE tool, and it does say mission 3 is a "Defeat All" mission. I definitely did not get the idea it was a "Defeat All" from a "Find some answers" objective, though; that text makes me think I should find clues.

    [-0.1] Mission objective text doesn't match actual objective. (You might want to either make it more clearly "Defeat all raiders" or else make the mission complete after finding the raid leader's clue.)
    Oh that's bad. I had no idea the enemies could spawn like that on this map. I'll have to do something about it, I suppose. Defeating all of the terrorists seems like a reasonable thing to do, though, so I don't know... I don't want to change the map.

    Quote:
    Debriefing: less than 2 lines and doesn't say a lot; I'm in trouble? For what? I assume the warehouse getting torched (though, this wasn't on my watch, since it happened before I arrived).
    Brass doesn't care about technicalities like the truth or details like who's fault this really is. You're in his face and he's got enough problems so he's taking it out on you.

    Quote:
    [-0.1] Missing text: debriefing is too short; needs more writing.

    [-0.01] Missing reference: The mission is titled "Kippers" but no reference to kippers was found during the mission.
    Kippers are smoked, much like you are after escaping the burning warehouse. I guess I should add a popup about that somewhere.

    Quote:
    Mission 4
    Briefing: the Luddite uprising continues, and the contact wants me to go protect a hydroponics plant, since it produces ingredients for NutriPaste.

    [-0.01] Phrasing: "Havoc At the Aeon Hydroponics" should be either "Havoc at Aeon Hydroponics" or "Havoc at the Aeon Hydroponics Plant" (in mission title)
    This actually refers to a newspaper mission which is worded exactly in that odd manner. So it's on purpose.

    Quote:
    The mission is full of Luddites again. This time there are a number of "Body" glowies. There's a lot of them, but they don't seem to do anything.

    [-0.1] "Body" glowies should do something (produce a clue, be an objective...something) or else there should be fewer of them (at least 7 that I saw, none of which do anything except produce a brief message in the spammy general chat box).
    I think they provide a clue about how the Luddites aren't taking any prisoners. At least that's what they are supposed to do. They are actually there to fill up the front spawn locations to prevent stuff from showing up there by mistake... And to set atmosphere. Yes, atmosphere. That sounds much better.

    Quote:
    Found some NutriPaste samples, which gave some fun clues. I liked the Willy Wonka reference. Is Vegemite indeed the "Taste of Evil"?
    That's what I've heard. Never tried it myself.

    Quote:
    Mission 5
    Briefing: so now I need to save the NutriPaste factory. I need to destroy the Luddites' caches of explosives?

    [-0.1] Out of character: Luddites are so anti-technology that they won't even use guns; I have a hard time believing they'd use explosives.
    Luddites are also hypocrites.

    Quote:
    I quickly locate and, uhh, disarm some explosives.

    After that I find and rescue Dr. Aeon, who becomes an EB level ally that I'm supposed to lead out.

    Dr. Aeon fights Luddites that get near. I ended up leading him to the door so he would stop following me, but I could've kept him around to smash all the Luddites if I had wanted to.

    [-0.1] Play balance: EB ally seems much too powerful for the opposition in this mission (nothing bigger than a boss).
    That's probably right. I wanted him to tag along to help out so he could get hurt and deliver humorous quips, and also to provide help for ATs who need it. I suppose I'll make a custom Aeon as a Boss instead.

    Quote:
    [-0.1] Confusing objectives: the combination of the arsonist and sapeur not being named "saboteur" and requiring the whole group to be defeated is confusing and may result in player frustration (especially if they are scouting out the map, which is large and outdoors, for saboteurs). I'd suggest that you either use the same word for the objective name and the mob name, and/or make the objectives "only boss required".
    That's what I get for trying to make things more varied... But you're right about only requiring the boss, those spawns get spread out all over the place. Stupid map...

    Quote:
    I also thought using the French spelling of "sapper" was rather odd considering all the other Luddites use normal English names, but with the Luddite leader being French, I decided to let that go.
    That was my reasoning behind using sapeur instead of sapper.

    Quote:
    There was never a big, climactic moment to the final mission; possibly because there is no "big bad guy" (instead we fight 3 lesser bosses) that we end up fighting. Instead I spent most of the last mission flying around searching for objectives, which was not as dramatic and exciting as I'd like the end of a story arc to be.

    [-0.1] Ending feels anticlimactic.
    In my first version of this arc I had King Midas show up to protect the plant, which someone thought was out of character. He was also a pain in the butt to defeat. I agree though, needs more oomph. I'll see what I can do about that.

    Quote:
    Considering this is a NutriTaste factory, I think it should have some optional objectives related to NutriTaste. Maybe something like body bags, toxic waste barrels and/or snake eggs, all labeled "Ingredients"; or a series of cauldrons each containing a different flavor of NutriTaste. Maybe some factory workers as hostages, with some dialog, would make it seem more like a live factory.
    The problem with adding too much junk is that it makes it even harder to find the objectives which are actually required, especially on an outdoors map like this. But these are good ideas, I'll certainly consider adding something to make the map seem more interesting, beyond all the things I've already got on it. Battles and patrols have to be silent, of course, since they will otherwise deliver their dialogue as soon as you zone in, making them more annoying than interesting. This is probably why you never noticed the Gold Brickers battling the Luddites.

    Quote:
    [-0.01] Typo: Marshall -> Marshal (in mission exit popup)

    [-0.01] Missing reference: Mission is "bacon" but bacon is never referenced.

    Debriefing: contact criticises me for saving Dr. Aeon? Seems odd, since he told me to save him.
    Marshal Brass actually hates Professor Aeon and would have loved to see him get hurt just a little, even if he told you to save him. He explains this in his dialogue.

    Quote:
    I'm glad to get some closure to the "testing new flavor of NutriPaste" plotline, though the execution and resolution were a little underwhelming; it didn't feel like this subplot really went anywhere. Would've liked some clues or dialog hinting that the player does observe side effects (or perhaps imagines them), or perhaps some follow up from the university study.

    [-0.1] Plot: "testing experimental new flavor" subplot seemed underdeveloped, particularly considering it was the initial hook for starting the story.
    Consider it a McGuffin, perhaps? Albeit an abstract one.



    Thanks again for the review, this will be very useful when I get back to working on this arc.
  12. The Warburg Connection
    Arc ID: 364832
    Level: 30-40
    Keywords: Canon Related, Drama
    Alan Desslock needs your help to handle some business in Warburg. What at first seems like normal spying and bloody murder turns out to be something much more personal. [Designed for VEAT play; other ATs play at their own risk. Contains EB/AVs.]
  13. Quote:
    Originally Posted by Sumericon View Post
    This.

    History shows that the powers that be in the game have always categorized farming as "aberrant gameplay behavior". Farmers need to just accept this fact and stop hoping for some kind of recognition or legitimization. It's not going to happen.
    No, they have just categorized exploits as aberrant gameplay behavior. They have known and tacitly approved of farming ever since they put a timer on the Warwolf mission and introduced an aggro cap. Farming can't be prevented unless the devs suddenly make every mission only accessible ONCE, and even then there's still street sweeping. Farming itself is not the problem.

    The farms, abandoned farms, broken farms and similar junk arcs in the MA easily outnumbers the story arcs because of the simple fact that a farm can be made in a couple of hours or even minutes while a good story can take months to finish. And makers of farms don't remove their garbage after they've soiled our pristine database with their filth, it stays behind forever, like some kind of non-biodegradable styrofoam box which once held a fast-food meal but now simply constitutes landfill.

    If story arcs are supposed to compete with the tidal deluge of non-story arcs in a fair and level environment there must be a simple, effective way of separating them to make sure that the story arcs can be found by those who seek something more filling and nutritious than a fast-food meal.
  14. Ok.

    How about...

    Alternative animations for ALL blast sets: magical staves/wands and energy rifles. They could all use the same animations for most of the attacks so unless the animations are really weirdly programmed it shouldn't require too many new animations to create. Considering the evidence so far it's probably weirdly programmed and would require too many new animations, but I can dream.

    Basically we'd have animations similar to the Blackwand for fire, energy, electricity, ice, dark, psychic... etc. And energy rifle and/or energy pistol animations for all of the above as well.

    More different kicks and punches for Martial Arts and Superstrength. Alternative animations for all the attacks in the sets would be nice. I want the old Storm Kick back, somehow. Perhaps as an alternative animation to Flurry?
  15. It does if everything we have in the AE right now is set to "Simulation". Active authors will change their stories to the correct setting. Inactive authors... well, why do we have to cater to them?
  16. Quote:
    Originally Posted by Frogfather View Post
    And now you know....and knowing is half the battle.....

    Knowing the OP I'm pretty sure he wasn't joking.
  17. Quote:
    Originally Posted by Roderick View Post
    1. Bypassing the language is against the rules.
    2. "Damned" is not blocked by the language filter, so bypassing the filter is kinda pointless anyways.
    So your post is twice as pointless since he didn't actually break the rules by bypassing language which isn't filtered in the first place.

    And now I'm doing it too. Language is a virus!
  18. Call it something else. Call it "simulation" as opposed to "story", perhaps? That way we can include all the "challenge" missions as well, things that have no story but aren't farms either because they are too difficult to be worth farming.

    Then make sure that one or the other must be chosen, like we now have to choose whether an arc is final, looking for comment or work in progress. And make Simulation the default choice. Story writers will figure out how to set their arcs to the proper setting. Makers of farms are unlikely to bother.

    Finally, make the selection in the search window default to Story. Farmers will be shown by more intelligent farmers how to find their desired setting, while casual players who are looking for a story might easily miss it if it's hidden in the "More" settings.
  19. Except they can't change your size "on the fly" like that, at least they couldn't a while ago. Maybe they can now.
  20. Ah, if only more authors were so wise...

    *brushes 7 published and several unpublished stories under some rug*
  21. Try playing something other than radio or newspaper missions and you'll find plenty of elite bosses or even AV/Hero class enemies.

    That said, your suggestion isn't terrible. I might use that for my scrappers to make things interesting.
  22. You're mistaken.

    There was no zone monster in Faultline.
  23. Except here things closer to the camera are disappearing, and things further away remain - depending on what angle you are looking from, and things like that.
  24. I always target team-mates through the team list, and so should everyone else. Targeting is not a problem. Personally I've seen way too many tiny Huge tankers to be amused by the miniscule but I don't see why we can't be really tiny if we want to. If they ever figure out how to change our size on the fly they could make a mission where we're all shrunk down in size and must survive a trip across a garden or something.
  25. Quote:
    Originally Posted by Another_Fan View Post
    Hami Os enhancing things that werent meant to be
    Pet Recharge
    Hows that whole TF difficulty thing coming along ?
    Kora Fruit
    Timed Wolves
    Ridiculous wolves

    Just off the top of my head.
    Those still aren't working as intended, or considered to be WAI!

    Except maybe the wolves, since I'm not sure what you mean by those. And I have no idea what you mean by "pet recharge".

    You're probably right about the Kora fruit but I never heard them mention that it was a "quick fix". From what I recall it was a legitimate nerf because villains couldn't access the Shadow Shard.