GlaziusF

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  1. Realized there were some requests for re-reviews upthread that I should take a bit more seriously. So. Tonight's arc: a rereview of The Consequences of War (227331). Verdict - ***. Review in MA Forums Thread.

    My current queue:

    And if anybody else wants in, the instructions are in the first post.
  2. Quote:
    Originally Posted by Dalghryn View Post
    THE CONSEQUENCES OF WAR
    Review as part of the CoHMR Aggregator project.

    @GlaziusF

    Re-reviewing this on the same spine/regen scrapper, now max-level. +0 x2 with bosses on.

    ---

    So, into the sewers to aid some heroes.

    Once again there's some odd extended character mash. I've already voiced my objections to this not looking sci-fi enough.

    There's a boss I have to defeat here. For some reason, he's in the first room, and his name is displaying. I'm not sure how that's supposed to work.

    Okay, the translator's introduced a little better now. Couple things with the fight, though. The boss objectives includes Tro'Naht's spawn, which is problematic because it's got teleporters which can wind up down adjacent tunnels - also, his ambushes can stack a large portion of their arrivals up front for the same reason, so maybe tone them down to just one or two.

    Captain Superior's rescue clue doesn't seem to indicate he'll follow me around, but this s what he does, at least until I turn on super-speed and lose him. Billy's in the bottom chamber along with like three bombs.

    This map is actually a bit cramped. It's only got two actual rooms, and a lot of objectives spawn in striking distance of each other.

    ---

    Alright, now off to do something about this jamming.

    Huh. Never saw these two next to each other before. This kind of black and mustard-gold is supposed to be supergroup colors, I guess? It's certainly not for looks. Yecch.

    I pick up the relevant computer in the tunnels under the office. There actually aren't any to be found in the actual "boss room" of this map, but there were four clustered together right at the beginning of the map.

    This is just kinda weird placement again. A whole bunch of distractions glowies right at the beginning, and then just one meaningful one down in the tunnels before the actual Rikti bunker?

    ---

    More sensible background for this mission - translator from the doc in addition to the jammer.

    The Vanguard seem to have employed about four separate guys named Kent, judging from the battle text. (may I suggest 1 talky, N-1 silent?) They get all over the place, including into Dr. Brinell's spawn, tripping her dialogue early.

    Not really a lot of real estate in this map, either.

    Wait, the jammer file was a diversion?

    So the whole base in mission 2 was a diversion and they just gave us some Vanguard codes translated into their language (is that what I'm seeing?) to...

    Keep exactly one hero busy?

    The exit text for the mission doesn't seem to think the jammer was a diversion, however.

    Was Lazon just looking for an explanation, or what?

    ---

    Anyway, savin' the younglings.

    Translucent Girl is no longer a pile of polygons. I disapprove.

    She seems to be the only one who's escaped. I find several bodybags but only get the clues for one.

    Aw geez. And the second hostage I find about two feet away from the boss door, but he just gets led through the whole complex.

    It'd make a lot more sense if their positions were swapped.

    The boss calls in one ambush, and as he goes down, he's gloating about yet another diversion.

    This is just turning into a joke. If this was a diversion, why even bother to kill anyone? Wouldn't live but injured people take more time to care for?

    ---

    What? Arachnos Dining Room Of Evil? I didn't think we even had that-

    Oh. Demon lab. I guess the loading screen's gone all crazy on me.

    Wow. The field captains are just...

    Okay, so one of the particular properties of this character mash you're using to represent garbled speech is that it line-breaks very, very easily. So the field captains are spitting out dialogue bubbles that are three lines tall and two characters wide.

    Man, the thing with this map and burning bodies is that half of them are consumed by the flames already.

    Anyway, the boss seems to be more of a pushover than the heavy battle drone, though that may just be the downscaling talking.

    I saved a lot of people today, says Cap in the exit clue? I count my total at two rookie heroes, one scientist, one maintenance worker, and maybe Commissioner G.

    And Commissioner G is the only one who wasn't ultimately just a damn distraction.

    ---

    Storyline - **. Diversion, diversion, diversion, diversion, you're too late. I mean, okay, the Rikti War as a whole is itself an exercise in pointless, nay, futile death. The original invasion is going to be futile for heroes to resist. But this is just a third layer of futility on top of those two, where I spend the first four missions getting juked out of my spandex by some 12-dimensional alien chess masterminds and then show up to the last mission too late to do anything but punch a big Rikti in a battlesuit repeatedly to make myself feel better.

    If I'm supposed to be doing anything productive as regards the Rikti translator or lifting the citywide jamming network the Rikti are using, it doesn't really come through, as Lazon makes it sound like they were just red herrings to spread the heroes out.

    You know who actually saved some lives here? Cap and Billy, who went to break people out of Rikti prison camps.

    Unless those were more freakin' diversions too.

    Design - ***. The customs are generally reasonable as far as powers go, though the black-and-yellow color scheme doesn't quite look right, especially on the heroes in mission 2.

    But the missions - the first four missions at least - all seem to be on maps a bit too small for the number of objectives they contain. Objectives cluster up in missions 1, 3, and 4 -- the battles in 3 tripping some fights early -- and I guess because of the way the map's done there's no way to put the important glowie actually in the Rikti bunker in mission 2.

    Gameplay - ****. The occasional spikes in difficulty when objectives all clustered together notwithstanding (including the patrols in the last mission that all seemed to get caught up on geometry three at a time), this was a reasonable run against stock Rikti.

    One thing you might want to look into is the placement of the escort and captive in mission 4, though -- it seems like it'd be better if they switched places.

    Detail - **. I encounter a couple of clues detailing two different heroes' "ultimate sacrifices". But there's the thing about a sacrifice -- you actually GET something in return. Some newbie hero cut down by overwhelming plasma fire -- what'd he get? Couldn't even be a shield for someone else behind him. Lazon burning out in space -- what'd he get? Sure, he doesn't take out me or Commissioner G, but he doesn't take anything else out, either. If he goes off in a Rikti flotilla at least there was some use to it.

    And why all this talk of diversions? The Rikti are attacking in giant waves. They have the run of the city. They can teleport in anywhere in nigh-unlimited numbers because the channel to the homeworld is still open. Why bother wasting time on feints and bizarre ripostes when you can just swarm heroes down with the weight of numbers? I mean, the last boss makes the quite reasonable statement that there are hundreds more just like him up in a ship somewhere. Even if I legitimately accomplished everything I set out to do in this mission, rather than apparently fell for a bunch of Rikti feints, there's still the giant overwhelming numbers and technology all over the globe.

    This is pretty authentic to how a comic would write this whole affair, but that's because a comic has to be written as though editorial could sack the entire staff and replace them with total feebs at the drop of a hat. You can't have heroes just being casually cut down or enemies that are legitimately overpowering, that don't win through trickery or deception, because when the feebs take over they'll interpret it as a license to slaughter everyone left and right. You know who's going to write the next installment of this whole affair - that being you - so you don't need to write defensively.

    Also there was that whole abundance of line-breaks thing with the Rikti gibberish. Got a bit annoying. They seemed to happen most often after that "ae" gestalt character.

    Overall - ***. A story that is a bit too bleak and meaningless for my tastes, which plays out for the most parts in maps a bit too small for everything it tries to do.
  3. I think you've done Dream Paper and Bricked Electronics already but I wouldn't say no to replays.

    Numbers are in my sig.
  4. @GlaziusF

    Running this on a low-40s merc/TA mastermind, +0 x1 with bosses on.

    ---

    My contact's a death mage. You can drop contact descriptions on these guys now, so it may be worth conveying what makes this death mage different from all other death mages.

    Besides the bag of gold he's waving in my direction, I mean. That's taken for granted.

    Ooh, gonna lead an undead army. Nice. (Though the general probably has to be undead too, in which case not so nice.)

    But first, a little personal politics, taking away the thing my contact wants from the unworthy sorts who have it right now.

    Huh. Okay, so the boss and the book both start out active, but you're supposed to get the book second judging from these clues. You can actually chain glowies to activate in this fashion now.

    Myself, I found the book down a side passage (probably another Back glowie that decided to go Middle -- if you mark it Middle it'll show up in the back, or ought to) and was rather confused when the boss talked about letting me take the book and go.

    ---

    And now this guy's apprentice is trying to upstage him with the book. Eesh.

    I get a look at what I assume will be the customs for the rest of the arc. Minion zombies with melee weapons and lieuts who throw ice around. I don't see any other kind, but do see half a dozen ice, so I assume they're the only kind.

    The allied patrols of CoT are a nice bit to establish who I'm working with, at least.

    Contact rescued, I fight Auraan. He's an ice blast/dark blast (maybe ice blast/necro, but I didn't see any zombies) elite boss. He doesn't last long under my fire, but doesn't say much to support my contact's spiel about "drawing him out". I don't think it's unreasonable for him to act like Nyctyck's alive and facing him.

    ---

    And now heroes have the book. Man, this thing's turning into a right proper MacGuffin.

    Anyway, new customs. AR/Dev minions and AR/Will lieuts.

    Honestly, it should be the other way around, and here's why. Manipulation sets like Devices are generally mixes of control powers and melee. So what you get are large amounts of minions with control powers and small amounts of slightly resistant lieutenants.

    Even if the control power is just an immob with a little slow on it, it's still irritating in large numbers.

    The boss is ice blast/ice manip. Man, that's like the third ice-related custom this arc.

    And the book's gone on to MAGI. Eeesh.

    ---

    But the heroes haven't dropped it off yet. I make some loose circles of the Atlas Park map, finding the dark/rad defender with the book first, then the spine/invuln scrapper...

    Eesh. He pops Unstoppable and regenerates his entire health bar before it wears off. That's just murder.

    Both the scrapper and some other invuln dude are in a park to the south of AP.

    Energy Melee/Invuln. With Build Up. AND Unstoppable.

    I pop a Shivan but he actually manages to destroy it... not that it would have helped against Unstoppable. Eeeesh.

    In case you can't tell, I really hate Unstoppable. For the next two minutes it's better if I run off and stare at a wall. And Build Up is just a short, pointless increase in lethality.

    ---

    Curse your sudden but inevitable betrayal!

    Anyway, the... mmm. Vaults of Mu? Spirit City? One of those. It's a nice map, but there's no real indication this mission should take place in any kind of spirit world.

    Also, pacing works now, so unless you wanted your mission to start out with a bunch of greens you might want to make it more standard.

    For some reason Nyctyck, though he's probably supposed to be a pretty tough necro/dark mastermind, doesn't summon any zombies or anything either.

    Necro/dark, by the way, can be pretty synergistically overpowering, if enough -tohit gets stacked on any given target.

    For a mastermind it's not as much concern, since I can just stand away from my pets, but other classes may not have it so easy.

    And in the end, no one gets it.

    ---

    Storyline - ***. Pretty basic. Villain wants a thing. Other villains do too, because that's what villains are like. Heroes take it away, because that's what heroes are like. And when the villain finally gets it he backstabs your villain. In the end, no one gets to keep it.

    A bit too basic, really. Aside from the customs, the necroalchemical tome doesn't really inform what's going on here. It doesn't corrupt people or summon ancient forgotten cannibal gods or demand sacrifices. It's just a power crunch.

    Design - ***. Aside from the request to swap the custom heroes so there's controls on lieuts and armor on minions, the custom rank and file are pretty nice visually and distinct. But the difficulty kinda peaks in mission 4, beating down 3 EBs. Going after 1 in the finale just feels like a downer at that point.

    Also, you may want to take advantage of the glowie chaining to make the first mission work like the plot says it does.

    Gameplay - *. All of this is for mission 4, really. Trying to find unique spawns on an outdoor map is bad enough. Trying to find them without any kind of particle-spewing animation to distinguish them is worse. And when TWO of them have Unstoppable, meaning the most productive thing I can do when they pop it is to run away and stare at a wall until it wears off, that just adds to the frustration. Lose the tier 9, lose buildup, and maybe scale them all down to normal boss rank to make the finale seem a little more like a capper.

    As an aside, I'm not sure why the custom MMs didn't summon. Maybe it's all the badstat zones and damage ticks that Trick Arrow can pull off.

    Detail - ***. There were some patrols sounding off in the third mission, and some allies in mission 2 to add a little atmosphere, but the final mission was completely empty of notable details, save the boss.

    I would at least like to see the bosses of those custom groups show up as boss details - mission 3 has a good opportunity for the heroes, missions 2 or 5 for the villains - but I realize you're probably in a bit of a space crunch. What was it, 12, 13 customs? That can't leave a lot of room.

    Overall - **. Admittedly, I'm skewing this a bit low. But this is the scenario: scouring a large outdoor map for the three undistinguished groups I have to kill. Walking off web grenades after every fight. I meet the dark/rad and I expect reasonable times ahead.

    But then, in the last little swath of green, an EB pops Unstoppable. Waiting it out is enough of a bore, but then I see Unyielding around the next target in line, and when he gets low on health and the second round of waiting out Unstoppable begins, well.

    It's a decent enough arc. I imagine the many customs don't leave space for much else but a simple story and sparse detail. But web grenades are pains to walk off, and waiting out Unstoppable is bad enough without having to do it twice.
  5. Tonight's arc: Chapter and Verse (26065). Verdict - **. Review lower in this thread.

    My current queue:

    And if anybody else wants in, well, you know the drill.
  6. Quote:
    Originally Posted by Doc_Wormwood View Post
    Guess I'll have to be happy with your 3 star, then, because while I can add writing... they're medieval guys with swords outdoors. Maybe the concept just doesn't work for AE and I fail, I suppose.
    They're medieval guys in the service of some kind of ancient evil flame god thing. I don't think fire melee is unreasonable.
  7. @GlaziusF

    Playing this on the same high-40s DBlade/Fire brute. +1 x2 with bosses on.

    ---

    So, Screya. Homeland of the cultists we routed in the last arc? Presumably?

    I'm terrible with real names, so with fake names I'm DOUBLE terrible. It would be nice to have a reminder?

    Also this whole "northern reaches of the sourthern kingdoms" takes some mental gymnastics to resolve. There's no map inside the cover here!

    Maybe you can just call it "the contested border between Screya and Eisenstadt, one of the kingdoms of the south"?

    Anyway, the customs. Minions: AR/regen with Nemesis muskets, axe/will. Lieuts: archers with aim. Ack. Bosses: plant/storm (who's tough to mark as defeated because of how buggy Carrion Creepers is right now - the pets follow you around for a while and count as part of the boss) and a maceman.

    The place is just lousy with patrols, though. They tend to pile up at the bottom of hills, but given how they can move they're a modest risk for walking in onto any given boss fight.

    Also this means the map is full of minions, which doesn't help to get a feel for this enemy group... if we'll ever see them again.

    ---

    And now it's time to meet the actual people in charge of this country.

    Oh. Recolored and renamed Nemesis.

    Not that I'd put it past them being the actual article. Nemesis is everywhere.

    Anyway, another enemy group. The necro/fire armor wizards from the last arc, with dark/fire blast and DBlade/Invuln lieutenants, and broadsword/shield minions.

    Here's the thing. Broadsword is 7.5% defense debuff per hit. So one of these minion patrols can easily get a hero without defense sets in to "always gets hit" territory. With the shield and the dark blasts, it can be frustrating to even try to hit ONE of the swarm that's flooring your defense.

    Also the giant number of patrols makes it tough to tell where you've been. If you're only using targeting to navigate that's a lot of false positives.

    ---

    Anyway, now it's time to get urban and... do exactly what I did last mission, except indoors? Maybe?

    Huh. The midnighter club. I honestly woulda expected a warehouse.

    Anyway, I find a silent boss in here with a large spawn, who I guess was the commander? But he doesn't say a thing.

    Also, stacking defense debuffs (which dual blades can also pile on) can really get to you.

    Out of the four clues I have so far, three of them are dossiers. On the Undying God's army, the Not Nemesis, and... how to find things on outdoor maps?

    It's not a bad idea to talk about, say, the scene outside this building as the watch gets up and moves out.

    ---

    Oh. Keelin was a her in the first mission. Rather shapeless robe, plus the mist, made it rather hard to tell.

    And now she's off to spec fungus.

    The... Thurston Meander. Just down the beach from the Lovey Lounge, I suppose.

    You can stick with calling it the wild deep. That's fine with me.

    Anyway, the place is full of fungus men. Around the druid, they attack me, but he's cool with it since they'll just grow back. Keelin has been surrounded by more of them, and she sends me after a "mothering stone" - a hive spire in the last room.

    I get clues about where she went and what she wants, but no actual clue for this stone.

    ---

    So there's going to be a public execution to raise morale, except they're all going to get drowned in a flood of red dead broadsworders, and I have to go save Keelin's bacon? Again?

    Eesh.

    A whole ton of patrols and enemies, just all over the place. Freeing Keelin awakes some keen buried Krakens to help against the end boss (Baphomet) but since I'm Fire already I don't really bother.

    Also because the dang things can be anywhere on this ridiculously huge outdoor map.

    Oh. Okay, this wasn't a public execution (where'd I get that idea?) but a fight that was getting pushed back to a town, with the Baphoclone leading the charge.

    My contact talks down the whole business with summoning the Kraken clones, but he thinks that with the demon gone the Undying One may be vulnerable?

    I guess?

    Anyway, we're going to wreck him next arc, so something must have changed. Somehow.

    ---

    Storyline - ***. My contact calls Keelin's journey a bit of a pointless endeavor, and on the face of it I agree with him. I never saw anything about her motivation, why she's doing this now, why she thinks it will be so effective.

    As a result I kind of lose the plot after mission 3 and never really pick it back up. I don't know what happens in the last mission to set up the next arc - I thought it was a desperate attempt to prevent a town from being overrun.

    Design - **. I feel for you. I really do. There are practically no maps in the MA that work for a medieval-era society, and none at all that can really do the indoors well.

    But outdoor maps are a pain, and the giant pile of patrols made it worse to figure out where I'd been. (Also the fights, weirdly enough. Nemesis kept winning them and pinged on my ally radar when I was looking for recruitables. I guess range and explosions helped there.)

    The renamed enemies and the customs are all pretty evocative, though I'd like to see some more color variations among the enemies in both factions. They've all got the same brown/green or red/black palette, which makes it tough to tell whether you're seeing one group or two tough patrols that walked into each other.

    The allies in the last mission are kinda keen but since they and the boss can literally be anywhere on the entire map, going to grab them is a bit of a fool's errand.

    Gameplay - ***. Minions do -7.5% defense per melee attack. And I was regularly hitting four of them at a time. That's basically perma-flooring defense.

    Even if I wasn't on a fire armor character, I think it might have worked out a bit better if all the minions had, like, fire melee. Lieuts and bosses doing a modest amount of -def on their own is enough of that without being always hit.

    Detail - ****. All the renames and descriptions are pretty nice, but I take issue with the clues. Most of them seem to be general briefing on the various factions, and the fourth mission in particular has two clues for the people you meet but not one for the supposedly important stuff you actually pick up. I realize you're probably bumping up against the limit on space, but I don't feel that knowing the history of the relevant forces really helps my understanding of what's going on.

    Overall - ***. The minions really drag down the custom group, and the giant outdoor hunting around really drags down the arc.
  8. Tonight's arc: Drawing on the South (98754). Verdict - ***. Review lower in this thread.

    My current queue:

    And if anybody else wants in, well, you know the drill.
  9. Actually, I never got wrecked by a wolf spawn. It was the vampyri parasites that did it - Gloom was doing 10 a tick, which seems high, and I think their dark melee is pretty nasty too.

    But that may, again, just be bad luck.
  10. Tonight's arc (that actually is tonight's arc): Holding Down the Fort (379065). Verdict - *****. Review in MA Forums Thread.

    My current queue:

    And if anybody else wants in, well, you know the drill.
  11. Quote:
    Originally Posted by LaserJesus View Post
    #379065: Holding Down the Fort

    Length: 4 missions
    Tags: Challenging, Solo Friendly, Canon Related
    Morality: Heroic

    The arc I made for Dr. Aeon's second architect challenge. After Lord Recluse uses his Web device to steal the powers of the Freedom Phalanx, the call was put out to the powerful heroes of Paragon City to deal with the threat he now poses. Meanwhile, back in Paragon, only the rookie heroes and the police are left to deal with the chaos that ensues when all the villain groups of the city decide to capitalize on its weakened state.
    Review as part of the CoHMR Aggregator project.

    @GlaziusF

    Playing this on a single-digit FF/energy defender, +0 x1 with bosses off, for the genuine lowbie experience.

    ---

    I have to say, I really appreciate this nod to the canon. It's a wonderful way to work in the contest theme.

    Let's see how it plays out.

    Mission 1: museum robbery. The detective warns me I may be batting above my level.

    Well, well. Nods to the canon heroes and some cops at the entrance providing backup and cheering me on.

    I jib the like of this arc's cut already. Or words to that effect.

    Man. The problem with these higher-level enemies brought down to a lower level is that they really do bat above their weight. I've been taken down three times already, the last time taking No Mind down with me. (It was the room that's a clone of the entrance. Two captives and two normal spawns all within shooting distance of each other.)

    Worse yet, No Mind is telling me that his partner seems to have been held up at the hospital.

    Man, if I actually have to protect any of these exhibits I am going to fail this arc SO HARD.

    Ah, good. They're all glowies. And after a couple deaths to three +1 minions (including a parasite. For some reason Gloom is like my kryptonite) the end room is clear and the artifacts are... safe, I hope. Let's see.

    Priceless art: secure.
    Ancient dagger: MIA.
    Portal device: cannibalized.

    Prognosis: oh god we're all gonna die.

    ---

    Oh man. Everything is going wrong that can go wrong, and I'm gonna go fight... Crey. Oh man I hope there aren't any volt tanks, the damn things could oneshot me.

    And the experiments are loose! This just keeps getting better!

    The Stricken work pretty well, but they could use custom descriptions. I mean, unless these guys were all flown in from Mercy Island. The boss's rant is wonderfully megalomaniacal.

    The previously unmentioned hero is... a horrid punster. Much as could be expected.

    Whoa. An emp/psi protector? Custom work, or actual relic of some Crey experiment? Colors looked alright, at least.

    Ah. This place was a lab for testing Infected and they needed supers for control subjects.

    ---

    And now the Banished Pantheon are summoning a demon. I get a little dossier which seems to be similar to Akarist's collected notes on the process.

    Anyway, the captives go free, and I find the dagger... but the demon is already here.

    Hoo boy. What am I gonna find down in the cave?

    Oh! A herald of Bat'zul! That's a good prize. Goes down pretty easily and he never even sees the dagger coming.

    ---

    For some reason, the natterlings in this group of scaled-down Rularuu aren't giving XP.

    The soldiers are pretty nice, though. Both the mastermind summons who help me out and the recolored Malta who are already fighting.

    Well, time to pit this code into this console and save the friggin' world.

    Aw. I know it's the key to the city, but the souvenir's pretty short. I wanna luxuriate in my accomplishments!

    ---

    Storyline - *****. Little hero, you've had a busy day. The contact briefings keep up the sense of external pressure, and many of the missions seem to get worse after you've entered them. There's definitely a frantic feeling, working to put out brushfires, but because of the first mission's framing it doesn't feel arbitrary.

    Design - *****. Great use of recoloring and downward enemy scaling. (How does that really work, anyway? It only shows up at the player level if all of the mission boundary levels are out of range?) It helps to get the sense that I'm batting above my weight when in a sense I really am.

    Gameplay - ****. Maybe it was just my bad luck, but I died about half a dozen times to groups of +1 Council minions in the first mission. Maybe it's the extra power of their original range? Probably just bad luck to lose No Mind to a room with two hostages and two close-together enemy spawns, too. Still a little frustrating, though. And the actual portal room in the final mission is very tiny - the boss and a destructible spawned right on top of each other, though by then I had a large entourage.

    Detail - *****. Pretty much worth my while to check everything. The only thing I'd suggest is to customize the description of the Stricken slightly, but that wasn't a real immersion-killer or anything.

    Overall - *****. Even with that rating, it's not a typical lowbie arc, and because of the slightly higher damage scales on the downranged enemies, it might might not be appropriate for certain builds that really don't get a lot of stuff between 5 and 10. Still, if you've got a decent lowbie build, this one is definitely worth your while to play.
  12. Review as part of the CoHMR Aggregator project.

    @GlaziusF

    Running this on a level 50 stone/ice tanker, +1 x1 with bosses on.

    ---

    ...wait, what? Months pass?

    I mean, okay, it does take a ton of Influence to buy your way up to Operating Goodness Level XII, but even so.

    Feels very Saturday Morning, not that that's a bad thing. But how these things end is that there is no such thing as a greater good. We'll see.

    Fat stacks of cash, and a little piece of paper that says "seek the greater good". I guess this is what somebody else put in, thieves' guild style, to make sure I actually did the thing.

    ---

    Having my internal narration tell me I shouldn't be doing this doesn't make for an easy mind, opening briefing.

    Anyway.

    One patrol of PPD wonders why Worthington's in there. His guards call him scum and say he'll never get out.

    It's noted in his description that he inspires fanatical loyalty. Well, that's not disturbing at all.

    Kind of odd I don't actually have to lead him out - I guess that's to stop me from turning round and noticing the Arachnos Flier I came in on.

    Another piece of paper.

    You know what these messages could be, that wouldn't introduce the whole weirdness of how a physical object managed to get ahead of me? Text messages to my cell phone.

    You know, that one I'm all the time calling people on? Yeah.

    ---

    And now, punch up a bunch of monsters and whisk someone away from a mansion.

    For... ransom. This is money that Mr. Richman keeps in his money bin, I guess? Instead of that bank I robbed?

    Nikki just needs some overdone ringlets (which don't currently exist) to fit the stereotype to a T.

    Two more messages have been planted here, and I can't find Nikki if I don't pick them up.

    Given how things can hide in this map, maybe she should be a following ally who's there from the start. It's not like the messages actually inform how I act later in the mission, and I was asked to find some information on how Mr. Richman operates in addition to the kidnap.

    ---

    My contact doesn't seem very happy that I've made it into her big white-coated family.

    Anyway, I head inside, and...

    Desk?

    Why yes, there one is. But why am I...?

    Oh. The opening clue. Alright.

    (also, the big drum gets beaten with clubs made out of legbones. You may want to turn that into a boombox or some bongos.)

    You can probably get this same special effect with "allied bosses", though the minions will be facing outward rather than inward. As an added bonus they can address you when you get into range!

    Huh. Three-card monte. Never thought I'd see the day somebody used that one.

    Anyway, the desk gives me some detonators, and the password to a computer deeper in, which coughs up something about unbreakable brainwashing and spawns a boss.

    If he hadn't gone down and had the next phase of his plan on him (as per supervillain regulations) I'd be rather worried that this murder I'm about to commit won't actually be for the greater good.

    Because that's what I'm about to do. Murder. Bring down a whole building and kill everyone inside. Nobody asked to be there. They didn't even choose. They couldn't.

    I can appreciate the need, given the ambushes, for unique names for the glowies. (And something I didn't know -- if you chain "transparent" glowies, they're solid until they're triggered.) I think you could actually get away with the old "L to I" trick and call them "Chemical barrel", and put an extraneous space after one of the permutations. Numbered bombs just seem a bit weird.

    And none of the ambushes actually say anything, up until the last one I happen to trigger.

    And then the murder happens.

    Given that we canonically have a superheroine capable of turning Malaise sane, if only temporarily, it's a little hard for me to believe that this is really the only way.

    ---

    Storyline - **. Don't get me wrong. I appreciated the head-fake (if head-fake it was) that the evil you were doing for the greater good was the evil you were doing TO The Greater Good. But it's kind of disastrously off-tone here.

    The first three missions wouldn't be out of place in a Very Special Episode of some superhero cartoon, about how evil never serves the greater good. But the last one - collapse a building to kill a bunch of brainwashed people who only wanted to help out? (Setting aside that this is a cosmic-level arc and collapsing a building would probably leave at least a few insane brainwashed murderous survivors. Heck, I'd bet there are some missions out there to stop Freakshow from collapsing buildings on themselves just for laughs.)

    The only hints we've received as to what's really going on, up until the final mission, are some scribbles on slips of paper that have been showing up with no real explanation. And they're sufficiently cryptic that they really don't mean anything.

    I mean, consider this: after mission 1, you get a text message from some handle with "angel" in it somewhere, warning you that all is not as it seems, but to play along anyway. Tag with the emoticon "0 : )", maybe.. Your contact says it's just some hacker who got in a while back, and Mr. Worthington is just ignoring them since they'll get bored and move on.

    Mission 2, you not only recover Mr. Worthington but the rest of the chemical agent the PPD used to knock out his bodyguards, since it's obviously better off in the hands of the Greater Good. The hacker says it's some kind of anti-psychotic medication, and "think about what that means 0 : )".

    Mission 3, the hacker starts detailing the plan to gas the headquarters of The Greater Good (setting off the stuff you just stole) and call in the cops as you're poking around Richman's hideout.

    Mission 4, your contact's business card has a little "0 : )" scrawled on the back.

    If you want a kick, maybe the souvenir is a front-page article about Mr. Richman's accountant taking an obvious fall and going to jail on corruption charges, on account of the ties to organized crime the dude has that we uncovered. And the man himself is making a large charitable contribution as a gesture of goodwill, or somesuch.

    Design - ***. This really isn't a cosmic-level arc. The enemies aren't really cosmic-level enemies. The final boss, assuming you're willing to pack a Break Free or three, is pretty reasonable. Is he natively an EB? He'd drop to boss for people who didn't want to fight them.

    The story would make a lot more sense as a street-level arc (sub-30, maybe even sub-20) given that it deals with issues common to street-level heroes -- namely, wondering if what they're doing is really helping people. It would make it a little easier to buy that this is somebody trying to con younger, presumably more gullible heroes than that this is some ennui a cosmic-level hero is trying to work through.

    Also, the chaining in mission 3 doesn't really make much sense - we know Nikki is in there from the beginning, and the investigation has been talked about as a sidelight.

    Gameplay - *****. Everything's placed so the chaining falls into a natural order, and none of the stock or custom enemies are frustratingly hard.

    Detail - **. The only two threads of evidence that something else might be going on here are the internal narration that we really shouldn't be doing these missions (that isn't enough to stop us from doing them anyway) and the rather incongruous crumpled-up bits of fortune cookie wisdom that seem to predate us everywhere we go. The first one is a bit absurd on the face of it, and the second is just kinda weird. Text messages or similar communications would make a little more sense.

    Overall - **. Not an average. A really drastic tone shift in the last mission kind of torpedoes this one, the objections that you're supposedly voicing aren't really acknowledged, and the clues that are supposed to point you toward some greater truth are kind of cryptic and meaningless, up until the last mission.
  13. Quote:
    Originally Posted by Chyll View Post
    Thank you. I will take a look at this. It has been a long time since I made this, and some of the problems with message you describe weren't so before. I wonder if patches adjusted things? I am not sure.

    Regardless, all the angst around AE pushed me away from it. Actually getting meaningful feedback has inspired me to return and work on my arc(s).

    Thanks again.
    Angst? What?

    Oh, wait, this is a release arc from when they were still doing vote badges.

    Yeah. That wasn't a good scene.

    There's an unfortunate amount of "rot", where previously sound arcs break (catastrophically or no) because of changes down the line. You can take it as consolation or not, but any given arc is much, much easier to test now that you can just godmode through it.
  14. @GlaziusF

    Working this one over with a strong team-support character, my high 20s mind/kin controller, +0 x0 with bosses on.

    ---

    Quick warning - purple text isn't very high-contrast against the standard fade.

    But okay, let's go save some heroes.

    I get clues for their ice leader and the dead guy, but not for the dark rebel or the electric fanboy.

    Or for picking up the weapons, for that matter.

    Anyway, time to report back.

    ---

    Something about missions - I often expect to see something like a rough overview of the mission in the pre-mission accept screen. Where I'm going, who I'm fighting, and what I can hope to accomplish.

    Lament is completely silent when I go to rescue him. No clue either.

    (The clue for Frozen Moment misspells Shin Faultline's name - it's actually "Temblor".)

    I do like these clues as kind of "capsule updates" on the team.

    Once again, though, I don't get a clue for the thing I'm supposed to be picking up.

    ---

    Hmm. Looks like Crey's doing a little opposition research. Okay, time to raid somebody.

    Frozen Moment doesn't have guards around her. (I'm level 35.) Is she just distraught here, or what?

    More updates on the team's story as I make my way to the top.

    Yep. Crey was trying to steal the research and probably replicate it.

    ---

    And now, the person who's been trying to defect in every mission goes villain all on her own, and I and a Hero Corps strike team (who get filleted before I even see what they look like) are going to try to stop her.

    I pick up the team again.

    I think these little capsule summaries of their stories to date should all be prefaced with the heroes name, as for example "Lament: Focused and Faithful".

    Oddly enough, I get the clue about Misery before Lament. You can drag and drop objectives to reorder them and the order the clues appear in.

    And... lethal force, huh? She wanted freedom, got it, and used it... poorly.

    ---

    Storyline - *. I felt a bit like I was watching a recap episode of a show I'd never seen before. Misery talks about defecting all the time, but she never actually follows through until the last mission. Until then, it's just her quirk, like Frozen Moment's self-deprecation, Lament's stoicism, or Positive Field's comic books. Not until the last mission does it seem like she wants to be free enough to die for it.

    I thought, entering the third mission, that something might have happened to someone from LG1. It might help here to have Misery gone from this mission and insert a fourth about her "defection" to Crey, which might not quite work out the way she intended.

    I didn't really get a sense of progression out of anybody, despite the clues trying to point me that way. It wouldn't hurt to change the descriptions of LG1 from mission to mission - they all seemed the same for the first two missions, and after that I stopped looking.

    Design - ***. The core group of customs, LG1, was pretty well-realized and looked generally distinct, at least until the ice and sonics went up. A lot of missions suffered from the same "glowie designated 'back' shows up in the middle" that plagues pretty much every MA mission, so that whatever important thing we were supposed to pick up was actually in some side chamber somewhere.

    Some problems also with the many ally rescues - Lament's missing text in the second mission, Positive Field's damaging aura taking out his guards early in the fourth, Frozen Moment having no guards in the third.

    Gameplay - ****. The allies weren't too overpowered on their own, but as I buffed them and they buffed each other, well. Not that I didn't expect it, though. Though it did make the final boss, such as she was, a bit of a pushover.

    Detail - **. The vignettes on each character aren't labeled consistently, and I don't think there was a mission where everyone got one. With the fairly consistent patter from my allies, that didn't help the impression I got that LG1 wasn't really developing much.

    Overall - **. An arc that tries to excerpt a much larger story to fit the MA limitations. Ultimately, it doesn't show enough of how LG1 changed from mission to mission, and that makes it difficult to accept the big change at the end.
  15. Last night's arc that I fell asleep after playing: Lab Group 1 (65610). Verdict - **. Review lower in this thread.
    Tonight's arc (which I only got around to running a few days later) - The Greater Good (350877). Verdict - **. Review in MA Forums Thread.
  16. @GlaziusF

    Running this on a low 40s ice/axe tanker, +0 x2 with bosses on.

    ---

    My contact gives me a spiel about the Midnight Squad finding some kind of outward link from mutants when they were investigating why visors work on them.

    And she can't get near anybody she's linked to, so she's sending me out with a sensor of some type.

    Well, the reason's obvious. If you ever meet your doppleganger, both of you die within a day and then your combined karma goes to the secret cabal of people who used to have two dopplegangers.

    (might be nice to get whatever this artifact is as an opening clue.)

    I save a Kheldian the Council have captured. Might be nice to have her surrounded by Void Hunters or something.

    ---

    Usually I expect a little more direction from a mission briefing. Like, where I'm going, what I can expect. Am I hunting down people in a specific order, or what, exactly?

    Anyway, apparently there's this bizarre cult that's also trying to do something with these links, and it's a good thing I've dipped into my ancillary pool, as their melee lieutenant has Build Up.

    Aside from that, they seem pretty reasonable.

    ---

    Yeah, this is the second one-line mission briefing in a row. The navbar gives me the name of whoever I'm going after, but the mission briefing is just my contact fuming that there's a villain linked to her somewhere.

    And... the mission entry popup gives me some information about this guy? Wow.

    Okay. Usually I expect to know where I'm going and roughly what I'm doing there from the briefing. The mission popup gives me some personal observations and helps to set the scene more than it establishes any threats.

    This dude's undead army is composed of Pantheon zombies with custom upper ranks. The Harpies have no description at all.

    Off in the distance I can hear battles between Unity and the undead, but they seem to be reading each other lines - the zombies talking about Unity, the cultists going "braaaaaains".

    I confront the dude, who is a decent-looking skeletal necromancer with bone wings, and he wonders that I stopped the dead from walking the earth just to get him to take this litle existential survey.

    He drops some lines about predestination and oversouls - these are the sorts of things whose names are unpronouncable because they all start with @, right?

    ---

    So last mission my contact was worrying about other bits of herself in the Rogue Isles, and this time out of nowhere somebody's trying to drown us in a flood of ravagers.

    Er, create Rularuu.

    I see the mages of the custom group in this mission. Dual control, plant/earth, just in case you didn't feel like getting held forever by ONE control set with defense debuffs on it.

    The boss dumps the last line of his death scream into the system text ("Becoming" only takes one M.) "Boss defeated text" goes into the system tab. "Boss is defeated dialog" goes into NPC dialogue, and they should get text appropriate for those channels. I know it's not exactly clear which is which.

    ---

    Storyline - **. The story shifts gears kind of abruptly, from the more light investigation into these odd links to this terrible threat to the world. I don't find out about the cult's ultimate plan until right when they become a threat, and there's this kind of looming threat at the end.

    Everyone's got an @ in front of their names. And there's nothing to indicate we've even taken a fraction out of this cult. Rularuu has weird monsters, each serving facets of his personality -- the cult members could be similar odd things with solid facemasks and weird protruding bits, summoned by the initial union they're looking to move forward. Maybe whatever elements of the cult the Midnighters take to study vanish after the last mission.

    A little closure, rather than this threat of a new Rularuu at any time.

    Design - ****. The missions are all pretty straightforward - two hostage rescues, two boss fights. The occasional patrol or battle provides a bit of flavor. The customs are all reasonably easy to tell apart.from each other - my one caveat is that it's not really possible to do good robes in the CoH engine yet. It would help the impression of robes a bit if the cultists were also hooded.

    Gameplay - ***. The cultist lieutenants have Aim and Build Up, and their boss has two control sets. The end boss is a high-potency storm defender, which in enemy hands is like a Tsoo sorceror, an Avalanche shaman, and a Mu striker all rolled into one ball of pain. I'd suggest dropping Hurricane and either Snow Storm or Freezing Rain - an area slow and the endurance drain from Lightning Storm are enough of a challenge without another area slow and -tohit.

    Detail - **. The first three missions are essentially surprises. The briefing doesn't tell me anything about them - I don't know where I'm going or what I'm doing there until I step inside. There's a missing boss description on the corpse brides of the free undead. And most of the information about the cult and what they're trying to do is packed into the third debrief and the briefing for mission 4, instead of spread out a bit more gradually.

    Overall - ***. An arc serving up serviceable light vignettes that hops the rails to set up its climactic boss fight.
  17. Random arcs until the 28th, unless someone wants to jump in.

    Tonight's arc: Getting to Know Oneself (41625). Verdict - ***. Review lower in this thread.

    My current queue:
  18. Quote:
    Originally Posted by Doc_Wormwood View Post
    Another thought, re: czarodziej... are they much more difficult than CoT death mages?
    Yeah. The potentiality to have -tohit attacks coming from seven sources at once (when most of the people who don't play total lockdown can only control a single source) plus the unavoidable toggle -tohit, put them far, far over the top of an average Death Mage.

    Heck, you can force a Death Mage to stop spamming dark blasts by getting in close so he'll pull out his switchblade.
  19. This arc has recently been revamped as a result of PoliceWoman's comprehensive review. For technical reasons this required a republish. The ID has changed to 391172, and I've edited the first post to reflect this.
  20. Quote:
    Originally Posted by PoliceWoman View Post
    Hmm, not quite sure what to suggest. I figure the self-rez is baked into the model, but it seemed particularly jarring considering the story had built up the Rosario as a silver bullet for Kheldians. According to the clues, once you tied him up with the Rosario he should've been down for the count. Maybe the clue text could be rewritten a little to foreshadow his self-rez, but that might be tricky to do in a believable way.
    Hmm.

    "When Sunstorm got up after you put the Rosario on, he moved oddly, lashing out as if by instinct. Protecting the bank in his sleep? You wouldn't put it past him.

    "Even if you just leave him to run down on his own, whoever finds him will think something terrible has happened."

    Quote:
    I did pick up on the symmetry and started to wonder if both Carver and I were working for the same guy, who was impersonating both Arbiter Daos and Crimson. Giana's warnings seemed particularly ominous, and I thought there would be some major revelation from this. Carver had a ton of foreshadowing, which was good, but once we defeated Carver, that was it. I just thought there would be a little more to that storyline.
    Well, Giana doesn't know you're working with Malta -- she thinks Carver's the important person here and you're just a weird anomaly. But I can probably work the report summary clue to end something like:

    "Was he just a defector, there by coincidence? Or is this Daos covering his tracks? Either way, you've dealt with him already."

    EDITED: Reworking done. New ID's down in the sig.
  21. Quote:
    Originally Posted by PoliceWoman View Post
    Malta: Impossible review

    [-0.1] Arc description: it immediately strikes me that the description of the arc is extremely forbidding, using the words "terribly", "hard", "plain terrible", and "can you endure?" to describe it. To say nothing of the words "Malta" and "Impossible" in the arc name itself. As a result, the description seems uniformly negative, and I think it will scare away most players from even trying the arc. Even if the arc actually is "terrible" and "hard", I think it would be a good idea to describe a few things that are cool about the arc in the description; something that might entice a reader into actually trying it.
    Well, on one hand, the arc is hard. An EB will die in every mission, as it were. But I gather from some impromptu data mining that people don't often play "challenge" arcs, since that's a code-word for EXTREME POWERSETS.

    I'll see what I can do punch up the plot, but I consider warning about intentional difficulty to be only sporting.

    Quote:
    Mission 1
    Briefing: I get a secret message that I spent some time trying to authenticate. It shows Crimson saying that he desperately needs me to raid the MAGI vaults in order to save Paragon City. But he won't explain any details.

    [-0.01] The briefing should (briefly) introduce Crimson, for players who might not know who that actually is. ("About the contact" doesn't help here since the contact is not Crimson.)
    He's now introduced as "Longbow's spymaster, Crimson". Or rather, he will be. A surprising twist awaits in the comments on mission 4!

    Quote:
    [-0.1] Motivation: even if I believe this message is genuinely from Crimson (which remains questionable), why should I, a hero, perform an obviously criminal act merely on his say-so? I don't believe "Paragon City is in danger!" with no explanation of how raiding MAGI is connected, is enough motivation for such an action.
    Crimson's in a bit of a tough spot, here, and so am I. The only reason the blue text narrates the mission is questionable is because of what he's asking you to do, and because the video could still be "public knowledge" he's very leery of going into specifics.

    Would something like this help, as a partial rewrite of the first briefing?

    "This is a sensitive operation. I can't risk putting too many details out there.

    "You know that heroes do things on my say-so all the time. Good things. The crooks get collared, and my sources stay safe.

    "But this time, I need you to get your hands dirty. Break the law. Fight the law. I will do all I can to make sure no one stays hurt. I expect you'll do the same.

    "The world is in grave danger. I wouldn't ask you to ruin your own reputation if it wasn't necessary. If you don't believe that -- if you can't trust me -- walk away now."

    Quote:
    A little more info is provided in the send-off message but it only details the particulars of the crime...err...mission....not the motivation. He also wants me to fight Longbow.

    [-0.1] Doesn't make sense: the secret message was encoded in a Longbow format. It seems rather contradictory that I would be sent to fight Longbow as a result?
    Will clarify: Crimson knows you can take them, and more importantly, that they can take you. At this level you'd perforate the average, say, Midnighter.

    Quote:
    [-0.01] Typo (I think): "Rosario" should be "Rosary", throughout. (Not 100% sure on this since I am not Catholic.)
    The original Fr. Henri was a French Jesuit priest. "Rosario" is the translation in most of the Romance languages... except French, where it's "chapelet". (This is the kind of thing that surfaces when your language is decided by committee.)

    I am taking a bit of liberty with the translation, mostly because I still want people to have a cognate for "rosary", and the original word doesn't invoke "ancient powerful artifact" very well, at least not for me.

    Quote:
    Inside the mission, I end up having to fight Longbow. I first run into "Mind Magus Aeranda", who appears to be a recolored Warden. She initially thinks it's a training exercise, but soon realizes I've turned evil (muhaha...wait, did I really turn evil? It probably looks like it).
    To everyone but Crimson? Yeah.

    Quote:
    There's a lot of renamed Shadow Shard CoT that are supposedly magical Longbow.

    [-0.01] Not sure I fully buy into the CoT members being "Arcane Longbow". Maybe if you recolored them to be the red & white Longbow colors?
    They are, actually. ...partially. (Entirely, in the case of the Thorn Wielders.) I wanted to leave the main colors in so that the various types of Caster/Mage could still easily be told apart, which can be a bit of a nuisance for regular Longbow, save the Spec Ops.

    Quote:
    I rescue (sort of?) a Longbow Technician who apparently I am "creating" as a witness.

    [-0.1] Don't understand: the send-off message does say I should let civilians go, so they'll escalate security to "something I can destroy", but I really don't understand why I would want to make them increase security on something I'm after.
    Well, at the start of the mission, security is something you can't (easily) destroy. The next step up is generally more capable of handling intruders but also more vulnerable. I'll try and make that a little clearer in the briefing.

    Quote:
    Deep in the building I find an Archdemon EB guarded by Praetorians?? Huh? These didn't obviously match either "a way to escape" or "security on the Rosario", so I initially left them alone, until I overheard a patrol talking about the creepy artifact security. So these demons must be the security detail.

    [-0.01] Demons are in "Infernal Demon" and "Praetorians" enemy groups, but I'm not sure this is right. Perhaps they should be in an "Artifact Security" enemy group or something similar.
    They are actually from the "Infernal Demon" enemy group. I guess all of those actually display as "Praetorians" -- I'll see what I can do to address that. Mainline Infernal's demons working as security detail seems reasonable for MAGI.

    Quote:
    [-0.1] Don't understand: my one remaining objective is "Find a way to escape". But I can just walk out the front door, why doesn't that count as a "way to escape"?

    Backtracking a bit, I find "Prototype Shrouds" which give me "M1) A Spirit Shroud" as a clue. These are described as "cloaking devices". Ironically, as a dev blaster, I literally have the "Cloaking Device" power already even without this.
    Clarified in the briefing: it's not a way to escape the vault, but to elude the cordon described in the exit popup and go to ground.

    Quote:
    Debriefing: Now that I've committed myself, Crimson confides a little more info to me. Apparently he thinks Malta want to "turn" me to their side. This actually kind of makes sense for my character (natural origin with a gun, no real powers) but I don't think it would make as much sense for the more "superpowered" characters, since Malta are against superpowers. Going to wait and see before I judge whether that works or not, though. [Edited later: further investigation reveals that Malta are only against supers that they don't control.]
    Going to try and clarify this a little: you're actually stepping into a cover identity Crimson and his agents have already established.

    Quote:
    [-0.5] Motivation: As a hero, how can I possibly justify robbing a bank and fighting the police? (I marked this as -0.5 because this seems glaringly unheroic.) I think this could be justified with sufficient explanation for why this is necessary, and how it won't cause the player to suddenly be on the FBI 10 Most Wanted.
    Oh, it will. Put you on the most wanted list, that is. But there are a lot of places for villains to hide in Paragon City -- that's why the briefings (after the first) are all plotted to show up in various ruined/neglected areas.

    Quote:
    I do sort of get a "Spy Who Came In From the Cold" vibe from the ideas presented here, but I really think the player needs a reason strong enough that it would justify framing herself as a villain. Right now the story has really not presented enough argument that there is a "Greater Good" that all these criminal activities are really working towards. I mean, "you need to do this to save Paragon City!" was mentioned, but without any explanation of why, this doesn't feel like enough motivation. (For example, Alec Leamas in The Spy Who came in from the Cold was given very clear motivations to stage his defection to the East. Of course, they were all lies...but still....)
    I'll try and work in one piece of "deniable" information: this is to stop Malta from upgrading the Kronos Titans, which have nearly taken down the War Walls once already.

    Crimson's still not going to let on exactly how it'll do that, but I'm hoping it'll lend a little credibility.

    Quote:
    I feel a little less guilty after he beats me up the first time (those photon seekers do more damage than I realized), but after I pop an awaken and recover a bit, I manage to drop him on my second try. This gives me "M2) Perihelion Fades" as a clue (which foreshadows that this was a lot less harmless than my contact implied) and triggers "Open the master key vault". I'm about to go do that when Sunstorm rezzes and attacks me again. I manage to beat him up a second time.

    [-0.1] Inconsistent: Henri's Rosary is supposed to shut down Kheldians for a week; having Sunstorm self-rez completely contradicts the story. (Not quite sure what the best thing to do would be; you could change which AV is here, but the whole first mission relies on Sunstorm being a kheldian, so that doesn't seem a great option.)
    Yeah, Sunstorm will pretty much always rez, and say his "death scream" quote both times he goes down. I've tried to make it seem through system text that his rez is one last desperate attempt to throw off the Rosario, but the clue is always going to drop before he's really down. Any ideas?

    Quote:
    Mission 3
    Briefing: another message capsule, with some back story about Pyrefly. Somehow I have inherited his massive debts, by acquiring his old supergroup base? Apparently this SG base is now crawling with Longbow (presumably due to my evil actions), and the Malta want to meet me there.

    [-0.1] Don't understand: Just when/how did I acquire Pyrefly's old base and all his debts? I imagine this is part of "Crimson"'s cover story, but it's not really explained well enough for me to really "get it".

    [-0.1] Doesn't make sense: why would Malta arrange a covert meeting at a location that is currently known to be under surveillance?
    Tried to make that a bit clearer in the briefing that this is all a cover story.

    Also clarifying that the Malta aren't sneaking into this base. This is a daring daylight raid, and Crimson wants your help to make sure their approach vector doesn't take out too many Longbow.

    Quote:
    I find my way back down to the first level and spot Crimson there, clear some of the Longbow out near him and then get to fighting him. He stealths, but I have good perception, so am OK; not sure how a low perception AT would fare against him. As I battle him, his dialog is quite good and "friendly" Malta ambushes show up and help me gank Crimson, which completes the mission. This is actually a pretty awesome scene.

    [+0.1] Very cool fight. Either I was very lucky on spawns or the fight choreography was very good.
    Ambushes are ambushes, but I think this is one of the cases where the unusual spawn density of tech rooms like the front one works in my favor.

    Quote:
    Debriefing: nice writing here. Not sure "reclaimators" is a word, but will chalk it up to technobabble.
    If your supergroup base has a tech-model rez ring, this is what it's called. It also looks exactly like what you pop out of in a hospital, so I figured it was a standard name. (Crimson will wonder if the Longbow have found your base's, if he takes you down.)

    Quote:
    [-0.1] Don't understand: why do I need to take out Carver? He was not mentioned earlier and does not obviously jeopardize the mission. (Granted, I still have no idea what my mission is...sigh...)
    I'll pop this into the briefing: Carver is an unknown quantity in Crimson's current shoestring plan to save the world. If he's around the Malta may use him instead of you, which would make it even more of an Impossible Mission for you to sabotage their operation.

    Quote:
    I would normally complain about the high number of chained objectives here, but either through good design or pure luck, they all spawned in approximately the right order, from the front of the map to the back, so it required very little backtracking (except some self-inflicted backtracking due to me not noticing an objective).

    [+0.1] Nice game mechanics for chained objectives.
    I could only put one thing in the "middle" here, otherwise you might be playing elevator tag to try and find it. Unfortunately I have to use a single chain, since for plot purposes you should both find the weapon and hear Giana's warning before you take on Carver.

    I'll try to start this off better, mentioning in the entry popup that this place is chaos and you should probably start by finding someone who knows where the Drone gun might be, and justify Giana's place in the chain a little better by having her put up some kind of base-wide psychic interference.

    Unfortunately, this objective chaining is TOO EXTREME for the Mission Architect. Or the mission architect's editor, anyway. It will let me specify that WR-23 chains off Giana and activates the lockers, but it thinks there's a circular reference problem with it betraying off the lockers. (I'm guessing it's just something wrong with the check, as the mission runs fine and the editor doesn't throw the error if WR-23 is there from the beginning.)

    What this means is I can't republish the live arc from the editor, but I can unpublish it and publish the new version just fine from test.

    Quote:
    Debriefing: so now I'm suspicious that these little messages aren't actually from Crimson. This seems like a very late date to start wondering about that.
    Well, up until now there's always been some explanation, at least if you take Crimson's words at face value. But now you have, shall we say, an alternate viewpoint?

    And just in time for Crimson to actually drop some information on you, too. How unfortunate!

    Quote:
    Send-off message: Crimson describes a very complicated Mission: Impossible plan that would probably never work in RL but is somehow fitting for the genre.
    And now you know where the arc title comes from!

    Quote:
    Inside the mission, I set one of the bombs, then run into Mistress Giana again. She doesn't look required, but I'm curious as to her reappearance, so I fight her. She gives me "M5) The Carver Report" as a clue. She seems to think it is important, but its significance isn't immediately obvious to me (so he copied my cover story? so what? I suppose maybe he is also working for fake Crimson).
    Carver is supposed to be a bit of a "dark mirror" of you. He's a genuine Arachnos defector to Malta, but he planted information within Arachnos to make it look like his defection was an infiltration attempt gone awry. He intended to set up some kind of double cross later, though that didn't exactly work out well for him.

    He offers up various contradictory stories as you beat him down, in a fairly transparent attempt to get you to drop your guard. I wanted to give that plotline a little resolution, but it's not exactly easy to do it in 300 characters.

    Quote:
    Now that I'm officially a Malta and a KoA, I decide to change into my KoA costume Lachesis and I start clearing Scorpionids and Arachnos mobs and eventually find Dr. Manfred. He's guarded by more Knives of Lachesis, but these are hostile and Lachesis ends up fighting her own troops.... which seems rather weird but both briefing and NPC dialog support this.

    [-0.01] Typo: "Scorpinoid Tech" -> "Scorpionoid Tech" (mob name)
    Keen costume. What's that on your back?

    Also, "Scorpinoid" is the name of the armor design Crey copied from Black Scorpion. He has since put his researchers into those suits in an attempt to give himself a staff of researchers with valuable first-hand experience in using the armor they're researching.

    Quote:
    [NPC] Mercenary: Beginning objecive sweep.

    [-0.01] Typo: "objecive" -> "objective" (ambush dialog)
    Unfortunately I can't make this an ambush since ambushes have to trigger exclusively - that trigger includes betrayals, which means calling in some patrols is all the Sisters can do.

    Also, copied and pasted typos are the best typos.

    Quote:
    [-0.1] Gameplay: having to search the map repeatedly for numerous objectives that are triggered in a certain order is tedious. The wastebasket drop is a cute idea and very spy-like, but having to click tons of wastebaskets to find the right one feels anticlimactic after having beaten Black Scorpion.

    Circled the map a few more times (even had another player come to help look) and finally found the last bomb, which finished the mission.
    I should leave the wastebaskets on from the beginning, yeah. No reason why you can't check them a little without blowing your cover.

    I want the last mission to take place in fairly unique surroundings, but I know Arachnos bases can be murder on the processor. I was going to use some Arachnoid labs, but honestly objective placement on those is even more wonky, and rather anemic overall.

    I'm open to ideas on the last mission, since the precise surroundings can be a little malleable (where does a 5-ton armored juggernaut set up a secret lab? ANYWHERE HE WANTS) but the Rikti caves seemed like a good first attempt.

    Quote:
    Overall
    A very neat spy story that fits the "Mission Impossible" concept. I had issues with how much it destroys your hero's back story; this would've work fine for my "Spy Girl" but doesn't work for "Police Woman" and I don't think would work for most hero concepts. It's likely to be a dealbreaker for a lot of players. May need some clearer warnings of this, so no one ragequits over their character concept being abused.

    I felt many of the criminal actions the story assumes you're willing to do, needed a bit more justification than "Crimson made me do it". In general I would've liked some clearer explanation of what is happening each step of the way; the overall story and the narrative for each mission is very complicated, and I think clearer explanation is needed in order to keep the player from getting lost.

    Infiltrating Malta was actually pretty neat. The subplot about Operative Carver was neat, but kinda came out of nowhere then was suddenly forgotten; needed better integration with the plot.
    Well, Crimson's actual missions often involve you acting without a perfectly clear big picture. Admittedly he also offers general assurances that you're doing the right thing, but in this case, well, it isn't the case. Would the text up there in the first mission work as a prelude?

    Overall the story is meant to make you feel at least a little uneasy about what's going on. Since you can't actually communicate with Crimson, Carver is in there, in a metaplot sense, to keep up the pressure even when Crimson thinks he's taking some of it off you.

    In a sense this is something that can only happen in the Mission Architect - a story where you sacrifice your reputation, and your place in Paragon City, in order to save not only Paragon City but the whole world. Is the (proposed) initial briefing enough, or do I need to talk it up in the mission description as well?
  22. Hey, (semi)protip for ya.

    When destructible objects appear in the MA, they don't actually have any of the powers associated with them. Snake eggs don't hatch, Superadine doesn't buff your recovery, Rikti bombs don't blow you halfway across the map when they go off, and Shadow Cyst Crystals just sit there while you pound on them.

    So if you see a destructible in an MA mission, any MA mission at all, it's not going to be anything more than a miserable pile of hit points.
  23. @GlaziusF

    Doing a rereview with the same high-40s DB/Fire brute, +1 x2 with bosses on.

    ---

    Opening clue, which is nice.

    The creatures of the deep have much better descriptions, but you still might want to change the names on some of them to give people the impression they're different. Boulder -> Rock Troll, Sardonyx -> Crystal Troll?

    It's not that any of the names are ill-fitting, save perhaps "Cobra Hatchling" for the "Naga" lieutenant.

    Huh. All of the missions are locked at level 41 now? That's... honestly, I don't really understand that.

    Oh wait, yes I do, that's when the Devouring Earth stop being anything but rock creatures.

    It's a fair assessment of the power needed to take the arc on, but non-round numbers frighten and confuse me.

    ---

    Radiation blast isn't really an improvement over radiation emission, when paired with earth control. Still does defense debuffs, and Irradiate is pretty long-duration too.

    ...also for some reason both the Champions and Rune Maidens are missing some standard-difficulty power, and are therefore worth NOTHING! ABSOLUTELY NOTHING!

    What power(s) did you remove, out of curiosity?

    Anyway, the King (who's an EB now) goes down, and I'd like to see some kind of clue about his reaction.

    Or get a clue for the what these documents are. Ideally both!

    Oh, okay, his reaction's an exit popup. Still, a clue for the documents, or at least the notification that they're sealed and I shouldn't bother.

    ---

    Ah, the successive missions are couched this time as vital impediments to the dwarves, rather than nits to pick for the King.

    Wow. 14 glowies worth of armor and weapons. I guess somebody gave me a bag of holding.

    14 glowies worth of armor and weapons in one teeny little cave bend. I guess you really can fit a lot of 'em in a little geometry, and while it does make it seem a lot like the goblins have made their own treasury, it really is a bit crowded.

    The boss here is nice - looks like he's really using armor and weapons looted from the dwarves. He's just boss-rank, though, and he calls on someone named "Valentin". Who's that?

    Let's find out! Sword-first!

    A-ha. A Red Wizard!

    Okay, two things.

    One, fully upgraded minions from Necromancy can all debuff accuracy, especially the Lich with his manifold dark blasts. Stacking Dark Miasma on top of that is just a recipe for negative to-hits on my part.

    Seriously. Had the combat monitors on and everything.

    Second, even with all that hot missing action, he still wasn't worth any XP.

    I'd suggest giving him something like Pain Domination. Appropriate SFX.

    Actually, three things. His description mentions the Undying One, but I shouldn't know anything about that yet, as my contact hasn't told me. Call him a mysterious wizard and have him invoke the name of the Undying One as he tries to destroy me.

    ---

    Now the guy in the fourth mission, he's appropriately talking about the Undying One. Apparently it's going to go berserk and eat the world or something and they need to burn relics to keep it docile.

    Also, surprise minotaur. Nice custom paint job and description.

    Now, there's this ritual around this odd lump of rock in the end room. Seems to be about knee-high, embedded in the floor. I'm seeing something purple but I can't make it out, so after all the minions are down I can probably get a good WHY HELLO THERE SIR.

    That was either amazing coincidence with the room type or the animation worked out that way naturally. Either way: impressive.

    ---

    And now, off to seal the invasion tunnel.

    Reuse of the first map, but this time there's more reason for the king to be there himself.

    He doesn't have any text to notify you that you've left him behind, though, which in these twisting tunnels is a real concern.

    Anyway, CYCLOPS FINAL BOSS. The only real problem I have is that he and the minotaur have kinda the same gimmick - Unstoppable at low health. At least here I can kite him around the central rock until it wears off.

    The way-marker should probably vanish when I "collect" it, considering I'm supposed to destroy it and it makes a whooshing sound.

    I get a clue on destroying it, which seems more like something my contact should be telling me, as all this stuff about rune keys and way markers is Greek to me and not something I should be able to work out.

    ---

    Storyline - ****. The information on the dwarves and the runeways is kind of extraneous, honestly. Unless it becomes important later, if say there are things my contact isn't telling me. I have so far taken at face value that what he's telling me to do will actually work.

    Because so far, it has.

    Aside from that, the only story concern I have is my uncanny ability to tell exactly what one of those Red Wizards is when it shows up, and relay that information to my contact. It'd work better as a mysterious figure invoking the name of the Undying One. (name: "Valentin?" description: "You don't remember passing this figure on your way in. Is he the Valentin that warboss was calling for? What connection does he have with all this?" or something similar)

    Design - ***. Call this 6 minus 3. The rescue in the fourth mission was pretty amazing, so there's a bonus point, but there are three fairly powerful enemies in this arc that don't grant any XP at all - the Champion, the Rune Maiden, and the red wizards - Czernobogs or whatever the name was. No XP means no other rewards, including no inspirations, which against the persistent customs is a bit of a punishment.

    The recolors and renames of stock enemies are used to pretty good effect in the arc, and the customs are for the most part pretty distinctive, though the goblin minions could stand to be, say, significantly lighter than the rest of the goblins. As it is because of the general body shape and the rather poor lighting in the caves, it takes some tabbing to find the actual threats among the swarm.

    Gameplay - ***. Runemaidens can still carve a decent chunk out of defense, basically stacking enough on me between earth control and radiation that the minions never missed, instead of whiffing half the time like they're supposed to.

    And with the full necro/dark arsenal at their disposal, the red wizards can easily take my hit chance into the negatives.

    These would be irksome enough, but the complete lack of rewards for taking down either of these targets turns them into rather cruel jokes.

    Detail - ****. Aside from the odd sidebars about dwarves and runeways most of the added clues are used to good effect, and a decent effort has been made to give all the custom criters of the deep a fitting description.

    Just as a pure aside here, I was expecting the Watchers to make more of an appearance in the Undying One's ranks, but I suppose there may very well be older and fouler things than it in the dark places of the earth.

    Overall - ****. I'm rounding this one up because a lot of my substantive issues could be fixed by going back in and making those customs actually worth XP again. While you can customize powers, and they're changing the mechanism for how it works in the next issue, right now if you omit any power on the standard-difficulty list a critter is basically a damaging terrain feature for all the benefits you get from whomping one.
  24. Tonight's arc: A re-review of Challenge of the Dwarves (91044). Verdict - ****. Review lower in this thread.

    My current queue:
  25. I blame it all on the inexplicable failure of the original development team to establish a ten-year track record of industry-leading games to secure an order of magnitude more funding.