GlaziusF

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  1. Quote:
    Originally Posted by Mychyl View Post
    It's a bit annoying that MA doesn't just recognize "back" locations correctly, and work with that. I'll look into it, but I don't feel comfortable setting something as "middle" when that's not where I want it, no matter what MA thinks of the positioning. >.>
    If it helps any, it doesn't sit well with me either?

    But it's been almost a year. At this point it's just easier to work around.

    Quote:
    The old "demon farm" map is the one outdoor map I consider acceptable as a kill-all. Most outdoor maps I agree on, mainly because they're way too large and complex, but with this map it's possible to have a fairly linear path (anyone who's ever done "demon farming" on this map already has such a path in mind, I'd bet) and not have to worry about missing any. Add to that the fact that there's not much ground to cover, so if something did double-spawn (which I've never seen, but eh), it's easy to double back and find the missed/respawned group with relative ease.
    Well, there are two important factors about demons. First, they all like to close to melee, which makes it easier to only handle one spawn of them at a time. Second, they don't fly.

    The very last thing I took down on this map was a Moirae archer with about 3/4 health who was just returning from her flight to Who Knows Where, TN.

    Quote:
    (The original plan was to have mission 4 be a raid on the Midnight Club... I might actually make that change, now that I think about it, since it'll lend a bit more credence to the arc's intent.)
    Apparently there's a bug with the Midnight Club map where you can occasionally spawn in under the level or something. I haven't seen it myself, but I imagine it's a bit of a dealbreaker.

    Quote:
    I didn't feel this as bad a map as you do for a clear-all, and I felt that it was justified by the fact that the 5th Column are desecrating sacred ground... since you're helping the Moirae, might as well go full force, ne?
    Well, with the "ladder cave" setup you have going on the map, it's entirely possible for a patrol to elude your line of sight if they take the right (or, I guess, wrong) route, and then pace themselves right into a blind corner and stick there. It's entirely possible because it actually happened.

    Quote:
    Because, short of some weird god-moding (such as having you suddenly able to hear conversation on the other end of Oranbega), I couldn't think of a better way to subtly hint at "Find the random Moirae that just so happens to be captured in this specific map when you've never heard of them before". I suppose hearing shouting would work (as a pop-up entry note), but again, Oranbega's a big city.
    Well, there is this portal right in sight of the entrance to the map you used. Like I said, you could probably just hear her being dragged through it.

    Quote:
    Thank you for your candor and reviews, and helping me find weak spots on the arc.
    That is why I am here!
  2. @GlaziusF

    Re-reviewing this on the same low-40s ice/axe tanker, still +0 x2 with bosses on.

    ---

    Little grammar harf in the opening: "And in fact, the first of which has surfaced recently.". Should be something like "the first of these".

    And in the accept text. "And remember, we're doing this not only for the Midnighters." Should probably by "we're not only doing this for the Midnighters". It's probably technically accurate the way it is but it sounds awkward.

    Some objective placement weirdness - I'm glad I went and explored the prison room on this Arachnos map, as the glowie was hanging out there. I'm guessing you meant to put it in the back? I'll say it again - a lot of maps confuse "middle" for "back" when it comes to glowie placement.

    The boss calls down an ambush, and the patrols are a little more vocal. Is Ghost Widow looking to change her fate, I wonder?

    ---

    Step 2: da rod.

    Council base, this time with some patrols on alert and a commander with orders to deliver it to Requiem. Once again the rod winds up in a middling chamber some distance away from the commander.

    You may be trying to do this, but consider the alternative: if we meet the commander in the middle of the map, there's still the artifact to retrieve, but if the artifact is retrieved early, why stick around and pound on the commander?

    ---

    And into Oranbega.

    You don't need to worry about the zero-activation period on the glowie. There shouldn't be any glowie spots in Oranbega where you can't park yourself somewhere out of the range of a crystal to hit them.

    (also, the glowie's down a side passage near the start, again.)

    You may also want to check the pacing on this map. Still seeing green Circle in the entrance, which don't make me and my knockdown happy. I'm like my own personal repulsion field!

    I rescue one of the Moirae at the end, which is a good lead, but how do I know she's there? Maybe I hear someone calling for help as I enter, just as she gets dragged through that portal at the entrance.

    ---

    Hmm. "something tells me you should look into it" -- is the contact being prophetic there, or just coy, given that we've already met the Moirae?

    So, one boss to stop, and...

    What's that, navbar?

    Kill them all?

    OKAY!

    (actually, not that okay. On an outdoor map? Maybe use a fiew placed lieutenants as boss spawns to be "instigators" or something, give their escorts the rioting with placard animation.)

    A kill all, especially on an outdoor map which can sometimes "overspawn" -- multiple spawns try to spawn in the same location, so the second spawn shows up after the first is dead and the hero has moved on -- is really more tedious than anything.

    I really don't get anything more from comprehensively defeating the rioters than I do from dropping the boss.

    ---

    A little more of a tie to the past mission in the briefing for the next, though, explaining who the Moirae are, and Mnemosyne's clue earlier kinda explains that they were trying to go after the artifacts.

    Still lost on how they thought it was a good idea to storm the Midnighters. (Maybe they collectively don't, but the instigators and the heir were pushing for violence?)

    Defeat all here is a bit of a pain too, especially since patrols count and those things can wind up anywhere. The places where you have to place the artifacts are all up near the beginning of the map, too.

    Maybe you could make it, like, "return artifacts to the funeraries of the Moirae" and there are three urns in the back room, then you only have to clear out the boss and the back room, and the wards you set up will take care of making sure the place isn't disturbed?

    Placing all those wards in the cavern will be pretty close to defeat all anyway, given how much ground you have to cover.

    ---

    Storyline - ****. More solid establishing of the Moirae and 5th role in all this, which is good. I'm still wondering why the Moirae waited until the artifacts had been liberated from various villain strongholds to get all up in arms about things. I've kinda outlined a way that they might not actually all be riled, but that the leaders were just taking what they thought was appropriate intiative.

    Design - **. Good step: the missions have more to do in them. Bad step: A lot of the more doesn't make sense. Why am I defeating the base commanders in the first two missions? They're not anywhere near the items they have to protect.

    (I know this is a long-running bug in the mission architect where glowies set for "back" show up in the "middle" and vice-versa, but since it's so established just set the glowies you want to show up in the "back" to "middle". You can save a local copy and test your arcs basically in god-mode, zipping from objective to objective while invisible and invulnerable, killing with a touch; one quick pass should be all you need to verify that they're spawning where you want them to.)

    For that matter, why am I looking for clues in the third mission? My contact hasn't said anything about doing research.

    Also, as more of a minor peeve than a substantive complaint, there are lots of patrols with identical dialogue. You can get away with about one patrol per unique thing you want them to say, and make the bulk of the rest up with patrols that don't talk. NPC dialogue is "audible" in a far larger radius than it used to be, so you don't have to worry about people missing out on it.

    Gameplay - **. Two missions in a row that are defeat all is a real spirit-breaker, though admittedly the first was a lot more tedious than the second, since I took out the only interesting part right at the beginning.

    Like I said, you might be able to get away with one boss and several lieutenant instigators, which would spread out the total number of fights you needed to complete the mission without necessarily requiring that the whole map be cleared.

    Likewise for the last map - placing glowies and emptying the boss room is enough to take out most of the map without bringing on the frustration of "no enemies in sight, mission still not complete".

    Detail - ***. More going on in the missions, which is good. But the boss spiels are pretty generic (seriously, the first and second missions are basically cribbing off each other, with Ghost Widow/Arachnos in for Requiem/the Council) and I would like to see a little more justification by my contact for the various extra objectives.

    Overall - ***. An improvement from the first go, but some of the changes need to be rethought a bit.
  3. Tonight's arc: A re-review of The Skein of Fate (22740). Verdict - ***. Review lower in this thread.

    My current queue:
  4. Quote:
    Originally Posted by Grog_the_Big View Post
    Intended as window dressing, but I never got them to work quite right. The mobs are supposed to be involved in their own thing already, and you (if you move fast enough) show up in time to help the Longbow guys. More than not, the player shows up once one side or the other has won, which may be what you saw. The battles are disposable, and may be disposed of given your feedback.
    Well, it's not that.

    There are two bits to battle dialogue, "starting" dialogue for both sides, and "battle joined" dialogue for both sides. But they both play at the same time -- or at least they do right now. Having either side of the battle say in their "battle joined" dialogue that a new hero/villain has shown up to help doesn't make sense, given that the battle can be around three corners from where I am at the moment.

    By all means, leave the battles in, just be aware that on certain common difficulties they'll leave behind a boss (and position them accordingly) and don't write the dialogue assuming that one side of the battle catches sight of the player before it starts.

    Quote:
    Hmm? Is there some Blue Steel fluff that I missed? Please enlighten me.
    Several villain-side missions involve beating down or capturing heroes. A lot of times when you do this, Blue Steel shows up and springs them before you even get back to your contact.

    Most notably, Westin Phipps' other long arc, the Gunnm homage about Longbow agent Gally Ido and her childhood friend, the rebellious Bane Spider Hugo Figures, ends with, and I quote, "Blue Steel in a clever disguise" breaking everyone out of Arachnos custody.

    This has led to the running forum joke that Blue Steel is basically the CoX equivalent of Chuck Norris.

    Quote:
    Most, if not all of the glowies were placed so players could work on their AE count badges while enjoying the story. This, too, has changed (grumble grumble yes I'm still bitter about that grumble)
    Ha, tell me about it. I've kept in most of mine, just scaled the count back to more reasonable limits.
  5. Tonight's arc: Drakule Armageddon 5: This Time, It's Personal (257242). Verdict - ***. Review in MA Forums Thread.

    My current queue:
  6. Quote:
    Originally Posted by LaserJesus View Post
    #257242: Drakule Armageddon 5: This Time, It's Personal!

    Length: 4 missions
    Tags: Ideal for Teams, Custom Characters, Comedy
    Morality: Neutral
    Review as part of the CoHMR Aggregator project.

    @GlaziusF

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

    ---

    So this is a Three Strikes And You're Drakule contingency? Diabolical. I suppose I'll have to do something about it before I have to chop my own head off.

    And the only way to do it is to take it from the people who are trying to kill me. ...I wonder why they're not just using this? Does the ancient brotherhood of Drakule hunters only validate your parking if you actually kill Drakule?

    Also I should probably get an opening clue for whatever spell Heksung puts on me.

    ...Ninja dudebro. Is the spell an ancient relic of the lost kingdom of Coldonesdry?

    Anyway, he's illusion/DBlast, the huntress I have to off is Kat/EBlast, including a nova in desperation mode. Nice touch.

    Of course, the system text when she falls seems to hint that she's going to be a future antagonist. Have to keep that franchise ticking!

    The order seems somewhat subdued and conventional, though. Maybe toss in a couple of patrols or something -- I really like von Heksung's overblown style, but it doesn't really come out.

    No clue for the ritual scroll seems a little odd, though.

    ---

    In order to kill Drakule, I must first kill Drakule. Very Zen.

    Another rampage through a club. Well, one does what one must. The EB at the end is a psy/dark dual blaster, but his fatal flaw is mistaking passive aggression for the actual sort.

    At the end, I now prosess Drakule's heart. I hope it doesn't attack.

    ---

    Oh. System text from the first mission came back to bite me a little. Though it seems odd. You'd think the hunters wouldn't use so many bladed weapons if blood was so dangerous to them.

    The busy message is a laugh, though.

    Anyway, my spawn serve as a workable distraction up to the point where I round on their leader. Kat/DBlast, with Blackstar on low health. I wonder if they have all the desperation moves working now.

    ---

    And now to purge my mind of the Drakule that lurks within. It's an Oranbega map, but it looks to be a pretty small one. Clearly Drakule has already begun to corrupt me.

    My fear seems to be a normal death mage, with an escort of trembling CoT.

    He acts as the gatekeeper for more mental aspects, all of whom pop in once his entire enemy group is subdued. (maybe it should just be him?)

    Sorrow and Doubt are Ghosts and Hydra - again, especially for Sorrow (whose escorts can just run off into a corner and get stuck) they should probably be boss-only.

    Rage is a Cimeroran, and Frustration... aw snap. I have dudebro on my mind.

    The Drakule Within is a psy assault/DArmor EB. He summons an ambush haflway through which just means more defense for me.

    When I drop him, he pops Soul Transfer to get back up, which unfortunately autostuns me and I get conked by his minions, meaning I wake up outside the MA with the mission completed but Drakule still in my mind. You should probably just turn that power off.

    ---

    Storyline - ***. I think I might rate this higher if I'd never played the Drakule arcs. Heksung keeps up the over-the-top cheesiness I've come to expect form him, but the story is very serious, even dark at points. Killing off one of my fellow victims... that's just cold, man. All the other missions are played fairly straight, too. (You could probably just have the third mission be to drop one of the past brides who just completely overslept.)

    Design - ****. Aside from the whole "if getting blood on you is a bad thing, why are these hunters using bladed weapons?" angle, the customs were pretty reasonable. The missions were pretty empty, aside from some cliche battles and the required boss fights. The last mission was the busiest in that regard, which was fitting, but missions 2 and 3 were completely optional save for the boss fight. I might have liked to have a ranged ally in the last mission representing my own willpower or something -- it's nice to find your whole mind isn't against you.

    Gameplay - ****. Even with the occasional novas the bosses were a good challenge. The only off move was the end boss's immediate revenge, which could lead to the scenario I described.

    Well, that and the psychological spawns needing the entire entourage, which had me tracking around in search of what turned out to be one of the ghosts that had run away down a long corridor.

    Detail - ***. The first mission would have been a bit better with some comedic reason why the Drakule hunters wouldn't just perform this ritual on me. The missions overall would have been a little more enjoyable with some incidental humorous setpieces, like the spawn trying out a recipe for soy-based hemoblood in the club or similar nonsense. More clues than just some dude's still beating heart would also have helped to lighten the mood a bit.

    I don't know how you are on space, but it'd also be nice to see the figments of my imagination with their own enemy groups and names. Ninja dudebro could probably be "Despair", as he seems to be an incarnation of a lack of hope, and "Doubt" might actually be better as "Pride" or similar, seeing turning into a world-conquering monster as a positive development.

    Overall - ***. This would probably be a star higher if I rated it on its own merits. But as an installment in the more light-hearted Drakule series it's a capable work but not very light-hearted.
  7. @GlaziusF

    Running this on a level 50 spine/regen scrapper, +0 x2 with bosses on.

    ---

    Okay, so we're picking up after Westin's last mission, with Recluse making an example of someone who helps people without being an informant.

    And my contact wants to go and grab her out of the goodness of her heart. Which there is apparently a lot of, checking the description.

    Unofficially going over to the Rogue Isles to probably walk into a trap because the show was just trolling for heroes? (Phipps would have come up with that, I bet.) Eh, whatever. It'll heal.

    But first, into the base in Faultline to try to find some leads on native soil.

    Huh. Luminary. Won't say no to some help there.

    Some battles going on in the hangar, between Arachnos and Longbow. Battles have never actually started when I jumped into them -- they're always going right when they're triggered. So having the people involved in the battle assume that I'm there and have done something doesn't make much sense.

    An interesting clue from Dr. Aeon, who has gone on holiday to sample our vast array of expanded cable channels.

    And Sands. Ah, Sands. Missed that guy.

    Anyway, there are two identical computer systems with a title in all lowercase - when you click a glowie its name shows up in your target window, so it's important to give it a name that makes sense - and they both drop the same clue Aeon gave me: where the show is edited.

    ---

    So now we're headed to Aeon Labs.

    Oh! No. We're headed to the streets of Cap Au Diable.

    ...the Dr. Aeon Personal Safety System put a smile on my face, even if the giant ambush (and the one for damaging the records) was a handful. But hey, that's to be expected. We're on the home turf.

    And now we know where the show is taped... though, uh, didn't Arbiter Sands also tell us that in the first mission?

    ---

    Okay. So the way to get to Miss Primm is...

    Man, this took a couple reads, just because it's putting in so much detail into one paragraph. I don't think you even need to talk about the villain cleaning out the base, it doesn't seem relevant.

    What's relevant is that Arachnoids webbed up the sub bay that my contact was planning to use to get in there.

    She doesn't explicitly say that, but she probably should. Something like "There's an abandoned Longbow base under Grandville. I was going to bring the sub up there, but there's a problem. Luminary's finally gotten to the camera feed, and it looks like Arachnoids have moved in and webbed up the sub bay! We'll need to use their tunnels to get into the base... and to get Miss Primm out again."

    Anyway, time to mow down some poor unfortunate souls.

    Oh. There's the escapee my contact mentioned. Apparently she has a literal guardian angel.

    Whatever level lock was supposed to be here didn't happen, though. Just as well, given the giant regen on Arachnoids. The ally is a decent bit of help.

    Poor Biff. All he wanted to do was crack us open and pump toxic chemicals into our succulent organs. Was that so wrong?

    Well, yes. But he looked so sad.

    My contact is amusingly frustrated at her guardian angel.

    ---

    Okay, now we clear out the infested Longbow base. Works for me.

    Wow. There's a battle (which creates a Tarantula Queen), a destructible, and an ally, all in this first tiny room.

    Tarantula Queens are a bit cruel to the poor Freak I have with me. Psychic Wail at low health.

    Still at 50 for this so the commander's 48 isn't as bad as it could have been. And now that THIS base is clear...

    ---

    PRISON BREAK!

    Gonna be an Arachnomap. At least this one's not on fire.

    My contact's armor attacks her guards, springing her dialogue early, but one of them's far enough away that she can't free herself. Ice/energy tanker. Interesting.

    This is actually a prison map. One of the glowies is even in the prison room. Kinda nice, but I don't know if it's a map bug or what - my contact stops just inside the door and won't move again.

    She was on low health when I lost sight of her, so maybe she just went into Hibernate and never came out? She's in that odd "frozen block" animation you get when you use it, though all I can see are her standard graphics.

    Oh, Miss Primm. What have they done to you? Let's just get you gone and HOLY CRAP SILVER MANTIS OUT OF NOWHERE.

    Miss Primm's damageable, too. If things get hectic here the mission can easily fail, but I manage to speed away and lose her, then pull Silver Mantis off. I'll come back for her once these other new guests are taken care of.

    As an aside, Silver Mantis seems like a natural for reality TV. She mugs for the nonexistent cameras as she goes down.

    Oh, the ninja/TA guy who captured her in the first place is one of them. He prattles on about honor and swears blood vengeance on me, and you know, that's cool. He's cool.

    And then... some guy in a bandit mask. I won't spoil, but it's hilarious. AR/Dev, so no big surprises there.

    We've done what no hero has ever done, exit text? Oh, I don't think so. Let me introduce you to my buddy, Blue Steel.

    Still, joining the vaunted ranks of badasses alongside him isn't a bad prize.

    ---

    Storyline - *****. Simple but solid, incorporating the existing parts of Miss Primm's sad story in appropriate ways, and finding a good narrative reason to get a new ally in almost every mission and leave them behind for the next. Satsifying ending, though I would have expected one more letter at the end, from a guy with rather good penmanship considering he's got hammers for hands.

    Design - ****. My contact needs to lose the Icicles so she doesn't slaughter her own guards, but aside from that, the sparsely used customs in this arc were pretty reasonable. Map choice is also reasonably solid -- honorable mention for using the Arachnoid caves, which are a visually interesting yet not confining cave set that really needs to get out more.

    The level range doesn't lock as it should, and while I'm not complaining about knocking Super Duper Arachnoids all over the place as a result, it also wouldn't be a bad thing to lock this to, say, 41-45 now. Anybody higher who plays it will still be able to hold onto their full set of powers and get XP, so there's no reason to have the top step up and down.

    Also, it seemed a little too unreasonable to have the only two extant EB Arachnoids in the third mission, especially since the only real difference between them that I could see is their appearance. Just Biff would be fine.

    Gameplay - ****. For me, battles were pitched to be large enough to regularly create Super Arachnoids and Arachnos bosses. This led to them being a bit more frequent than you might have liked.

    Watch out for putting too many objectives in one map location - the absolutely packed room at the start of mission 4 was a lot harder to clear than it should have been. And Silver Mantis probably shouldn't show up 10 feet away from Miss Primm. Surprise Silver Mantis is nobody's friend.

    While I can appreciate the desire to give Miss Primm a moving health bar, Silver Mantis has Build Up and area attacks, and the other custom bosses and several Arachnos troops can also spread out the damage. The timer was honestly enough of a challenge as it was. Hoping the ally AI didn't wander into a bad place would just have been too much of a threat.

    Detail - *****. The intro to mission 3 could stand to be clarified a little, as I've noted. The bosses in mission 2 and 5 talking about the horrible contusions I'm putting their bodies through tended a bit toward the overkill end of that spectrum. And it seems like Dr. Aeon and Arbiter Sands in the first mission give me the exact same information I get from the consoles in the first mission and the destructotruck in the second.

    But the arc made me smile at several points. Pleasantly surprised me, really. So this gets bumped up.

    Overall - *****. An arc in need of a quick edit in light of the new capabilities of the game, but even if it's wanting for some technical revisions, it's still a lot of fun to read and play.
  8. Tonight's random arc: No Good Deed Goes Unrewarded (155312). Verdict - *****. Review lower in this thread, perhaps a few hours on, depending on if I need a nap first.

    Anyway, my current queue:
    • A re-review of The Skein of Fate (22740), no earlier than March 22.
    • Reviews of the next two installments in the War Against the Undying One series, Drawing on the South (98754) and Striking at the Heart (139463), to be done as soon as the author finishes a revamp. (possibly also a re-review of the first arc, depending on how much has changed.

    So yeah, for the weekend I'm empty. Any takers?
  9. @GlaziusF

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

    ---

    Well. This is starting out very Indigo/Crimson: a mission described in the most generic terms possible. Not that that's a bad thing.

    Even the clues are being generic. Intriguing.

    Back glowies show up in the middle; middle glowies show up in the back. This is a generic thing and not specific to your mission. However, it does mean that a canister shows up hidden in a back corner of a cluttered room, so when I expect the collection to finish in the end room I have instead cleared out the entire map and now have to go back and check everything.

    ---

    Huh. So we just sparked a war between the Nemesis and the Malta. Ordinarily heroes work to stop that kind of thing; battles mean chaos, chaos means innocent people in the crossifre.

    Also the briefing's kind of weirdly compressed; consider using more double paragraph breaks.

    Welp, time for a timed run... oh wait. An hour? That's plenty of time.

    ...I hope it's plenty of time.

    Oh good, indoors.

    Heh. I have to admit I was expecting like a Blackrose or something, but this informant works too.

    All the safes are in the back. It's kind of a tiny room, so three glowies are really a bit of overkill.

    I think you need to put hard returns between the agent's italicized "poses" and her dialogue. Italics aren't too distinguishable from straight text at the default resolution, so it takes some doing to pick them out in the middle of a solid paragraph.

    ---

    Hmm. For a Fifth Column cave these doors look awfully Council.

    Huh. A radar room? Yeah, those don't come in Fifth flavor. But wow, that's short.

    ...wait a second. From my contact's description this was a Fifth base that Nemesis took over. She mentions brass and difference engines. But this place contains only Malta.

    So. Reports on Hellions, Crey infiltration, and stolen Vanguard ordnance being prepped for use against civilians.

    ---

    And my contact decides we're... going to look into this Crey thing? Uh... alright, I guess?

    "Dr. Renault", on the top floor, is a sniper model. Seems kind of odd for a researcher. He summons a defendable object -- was this arc written before chainable glowies? That'd work better, and it'd provide an opportunity to actually drop some clue about what this boss is that showed up.

    ---

    Okay, so Crey is creating synthetic heroes and planting a bunch of sleeper agents. Bad news for obvious reasons.

    Oh. Not actually sleeper agents, just clones of dead heroes. And according to the narration about the weird familiarity I feel and some of the dialogue, it looks like I'm one of them.

    Ugh. These bosses are both gigantic slogs. The dark/shield brawler combines powerful to-hit debuffs with considerable defense - he'd be better as dark/dark. The grav/rad kills my regen, accuracy, and damage output, and in addition her summoned Singularity tries and fails to repel me two times a second, meaning for the entirety of the fight I'm listening to its whiny repulsion noise.

    I get a clue from Tau, but not from Rho.

    And... that's it. The arc ends with my contact guardedly congratulating me for a job well done. So much for a resolution.

    ---

    Storyline - **. This arc spends 3 out of its 5 missions on something that is not what turns out to be the main thrust of the arc, and mission 4 is more in the way of exploratory investigation before the big payoff. That's a bit out of whack.

    More out of whack is that the first three missions are relatively light-hearted, with an offbeat contact who makes Aquaman jokes and sends me to save a houseplant from a burning building, and then the arc ends in what I can only call "identity horror", with the ending impression that I may very well have died and been replaced with an exact duplicate that could go homicidal at any time.

    AT ANY TIME.

    Design - ***. Mission 3 seems to have the wrong enemies (Malta, not Nemesis) in the wrong map type (Council base, not 5th). And while I haven't seen the hospital map in a while I'm not that much more favorably disposed to it. It's a pain to fight in and a pain to find anything in, with a lot of blind corners and geometry that's easy to get hung up on. An ordinary abandoned office would have worked just fine.

    Gameplay - ***. It's hard enough to spot an ordinary glowie in a Portal Corps storeroom, let alone an invisible one. That was some hair-pulling to end the first mission. The last two boss fights are a bit of a pain in their own right, the first because it's easy to get trapped in the whiff singularity, the second because the occasional tight quarters even in the end room means it's possible to get trapped in a Repel sound loop singularity. My poor ears.

    Detail - ***. Part of the reason this thing ends so dishearteningly is that, not only do the Crey projects present a united front in their belief that I'm one of them (gabbagabbahey), but the system text is pretty explicit - I recognize all of them and the last mission seems like home.

    Info windows and system popups are as close to absolute truth as anything you can get in the Mission Architect. Occasionally they're played with as part of some greater framing device. but as a general rule your contact may lie, the enemies may lie, your navbar may lie, but the popups and info windows will always tell the truth, even if the truth is that you're unsure.

    There's nothing in the last mission to contraindicate what they have to tell me. No, say, files to find, about breaking hero confidence through creating guards with the most statistically common costume features, or flooding the facility with a pheromone cocktail to evoke memories of belonging on the instinctive level. Nothing that might indicate I'm not a fake.

    Overall - **. What this feels most like is two different arcs, with the beginnings broken off and stapled to each other. There's no real room to bring either of them to closure, or even to allow them to develop completely. And while that may not be much of a problem for the comedy prelude, for the horror postlude it leaves a very unsettling impression.
  10. Tonight's random arc: MirrorsrorriM (251306). Verdict - **. Review lower in this thread.
  11. Set down your green beer and pick up an eggnog, 'cause it's Christmas on St. Patrick's Day.

    Tonight's arc: The Christmas We Get (356477). Verdict - ***. Review on MA Forums Thread.
  12. Done as part of the CoHMR Aggregator project.

    @GlaziusF

    Running this on a low 40s rad/sonic defender, +0 x1 with bosses on.

    ---

    Huh. Tie in to that... what was it, broken swords thing? (Ed: Splintered Shields.)

    Gonna do a little hero mayhem, albeit a bit more controlled here.

    Hmm. Checking the briefing here. Does ol' WMD know something unofficial? Well, it'll all come out.

    Interesting chatter. Also, for an accounting office, this place sure doesn't have many desks or computers.

    Ah, Arachnos warehouse. I would expect more "redside office".

    Even though it's a special map the glowies are in the same place - the last computer is behind the giant pile of crates in the main room. Anybody else really want to be able to put things at specific points in a map?

    Looks like I've grabbed the entire accounts receivaboo database. Operative Kornfeld will no doubt be swearing revenge.

    ---

    And now to kick the Council out of a cave to get a staging area for...

    Well, if it wasn't important the dude wouldn't be throwing himself at Arachnos as a distraction, now would he?

    This base looks like it's entirely staffed by 5th in cover. Be kind of amusing if there was this Man Who Was Thursday thing where everybody thought they were the only group of covert operatives.

    Also, you might be able to work a good Santa recoloring of the standard uniform for the archon.

    Okay, interesting feint going on here. My contact's going to burn this post to send Arachnos into high alert, and then we'll slip into--

    Wait a second.

    Won't that make it harder to get anywhere, or is this going to be an "anyone acting without explicit orders will be shot"-level alert?

    ---

    And now, to save one of my contact's contacts.

    Murano seems to have been up on my contact's buddies, and she's been working the Isles so long she expects him not to stick his neck out to bail out one of his own.

    Wow, what a short mission. The psychic ninja hardly got a chance to do anything.

    Hmm. Okay, Murano's going to sweep up, which is fine, but she suspects my contact may not actually be planning what he's telling me.

    My contact... is nowhere to be found.

    ---

    So I decide to head to his purported base of operations.

    Arachnos have captured him.

    He and his captor are the only things in the base, much like last mission. An elec melee/willpower EB is, uh, not exactly undermatched.

    His discussion at the end feels a bit stilted and fake, like he's a freshman describing this whole affair after reading about it on Wikipedia. He sounds detached rather than personally involved, which is odd for the spearhead of this whole affair.

    Here's a human touch: Kobushi's not entirely sure what he's planning to bring over because it's been so long he can't remember what you're supposed to do at Christmas. Played completely straight, it could work well.

    Also I don't quite buy his justification. Recluse isn't going to round up Oakes and then flood the facility with a deadly neurotoxin because then he'll be too mad to do anything but seethe?

    If that's supposed to show how naive he is, then it really does its job.

    Also doing its job: this is step one of his grand plan to retake the Isles?

    Actually that would, alternatively, explain why he sounds so detached. He's not actually personally invested in this. Christmas is something other people would enjoy so he's going to give it to them.

    ---

    I'm not quite sure what to make of this sentence in the next briefing: "Letting them get confiscated was the easiest way to get them past security, especially when one of my people on the inside was ready to postpone their destruction, thanks to those files you stole."

    What did the files help with? Inserting the agent, since they didn't know who was working there? Stopping the trucks from being destroyed because the system isn't up anymore to process form 543/K, "Demolitions Ash Disposal Form"? Erasing all shipping manifests so the inside guy can spin a line of bull about why they can't destroy them?

    ("All I'm saying is, Dr. Aeon could have ordered all of this because he promised Recluse he could build an anti-Christmas ray and he wants to look busy. We've got no way to tell. Do YOU want to risk wrecking Dr. Aeon's research material?")

    No inside guy in evidence, though. Just one boss and one glowie, neither of which drop a clue.

    The souvenir letter is interesting, though the revelation comes out of nowhere. Maybe my contact's inside guy could be a Mu Adept ally or something of the sort.

    I was hoping I'd get to defend some trucks in this mission. Ultimately I just hit the right levers inside the base and trust that things are working out okay on the outside.

    ---

    Storyline - **. Scirocco is a bit of a deus ex machina in all this. Reading the letter from him makes a lot of things make sense - why my contact could do something Longbow thinks is beyond his power, why this is what he's chosen to do despite having no great enthusiasm for Christmas, why Recluse really isn't just going to wreck all this anyway. (Based on the chatter around Mercy, it seems like Recluse suffers the underclass to live mostly because desperate people can occasionally do something interesting.)

    It makes a lot of sense that Scirocco would do this in a roundabout way because of that whole ancient dread curse where everything he touches turns evil. He could also probably run interference of the "this guy paralyzed our whole defense network and only pulled this joke off, we should count our blessings" variety.

    You might be able to reasonably work this in, even. Expand mission 3 a little, the Longbow psychic ninja also digs up information about this guy working with Scirocco, and she tells me to pretend I don't suspect anything until we know more about what's going on. Then before I rescue my contact I meet a "captive" Mu Guardian in the third map who just "spontaneously" decides not to attack me and drops a little more information on Scirocco's bona fides, maybe giving up some information about the cargo ship that's bringing all this that Longbow can also verify.

    But as it is, this seems to be some crazy doomed endeavor that miraculously succeeds because, as we find out, someone else was backing it all along.

    Design - ***. I know you say that two missions are very short (and honestly, I'd say that of the middle three), but that's a bit of a problem. Mostly because there's a decent amount of plot to be had in missions 3 and 4, but the complete lack of anything separating the plot events means it all hits in one solid and largely indigestible wad. It's given me an appreciation for how the generally mentally undemanding process of chewing through the rank and file can create some time to think about what's going on.

    Gameplay - ****. I didn't exactly time it, but I'm pretty sure that missions 3 and 4 had roughly equivalent amounts of loading screen and actual gameplay. Not even unusually exciting or novel gameplay.

    Detail - ****. My only complaint here is not really getting a look at the trucks or the supplies -- specifically in mission 5, but also a little more generally. I'm working on my contact's word that anything like what he's describing is actually happening, right up to the end.

    Overall - ***. Even though deus ex machinas are practically de rigueur in your average Christmas special, that doesn't really help this one go down easier. The nigh-on plot singularity in mission 3 and 4 could also do with some filler.
  13. Tonight and tomorrow night are going to be random arcs from the site, unless someone has something to toss out.

    Tonight's random arc: Threefold Rule (197183). Verdict - ***. Review in MA Forums Thread.
  14. Quote:
    Originally Posted by FoundBoy View Post
    Threefold Rule - 197183
    Morality: Heroic
    Missions: 5
    Levels: 14-30
    The old ways are dying, ever since the Triskele Covenant was sundered and the Midnight Squad's wizards, the Cabal's witches, and the Legacy Chain's druids parted ways. If magic is to survive, they must reforge their bonds anew! An epic story on pagan themes.[/b]
    Review done as part of the CoHMR Aggregator project, pulled from the on-site randomizer.

    @GlaziusF

    Running this on a high 20s mind/kin controller, +0 x1 with bosses on.

    ---

    The contact laments what the kids these days call magic and sends me back in the day.

    (She calls me a Magic hero, and then goes on to lament magic practitioners. I know about $origin, but is the rest of it conditional? I'm curious about that.)

    What does it mean to be a hero?

    No, seriously, it's up there in the title bar but with all this infighting I can't see anything that might apply. Looks like the proto-Midnight Squad fighting the Inquisition and the Cabal.

    Ah, okay. Looks like they've found someone who weighs the same as a duck. I turn them into newt-brains. They don't get better.

    And there's the aspect of the pillar my contact sent. Looks like the Inquisition noticed it, and they and the incoming ambush attempt to shatter it. Fortunately my middle name is "lockdown".

    ---

    Damn. I can fix all this infighting in the space of one mission?

    Oh. Okay. Negotiations.

    "High priestess"? Odd title for somebody in the Cabal. You could go with "respected elder", or "leader", which is what Katie calls Mary MacComber.

    Anyway, one quick sweep later in the root cave, we've got somebody for the moot.

    ---

    Peachy. The Legacy Chain have gone all puritan. Again. Well, might as well storm in and rearrange some heads from the inside.

    My contact's on the first floor. She says there's some kind of attack in progress, but I don't see anything new on the navbar.

    Also she's just a witness. Pity. I love passin' out speed boost to allies. They just zip all over the place.

    Oh. There's the attack. A silent ambush, which pancakes me while I'm alt-tabbed. That's one of the reasons ambushes have dialogue: to let you know not to do that.

    Looks like the Inquisition have either survived to the modern day or all got taken over by Oranbega. I'm not willing to rule out either one yet.

    I suppose a Herald Man would just be redundant, wouldn't it?

    Anyway, I'm expecting my Legacy buddy to chip in, but nope. He's noncombat too.

    ...a bump on the head, description? Really? It'd make sense if these Heralds could somehow seal somebody's ability to do magic.

    Anyway, the Earth Legacy's out now.

    ---

    Aw hell. A 30-minute timed mission with three escorts in Oranbe-

    No? Everything went fine?

    Except now the Midnighter Club is under siege. Naturally.

    The leader talks about finding their quarry, but I have no clue what he means.

    Also I actually have no clues thus far, and this is mission 4.

    So the Heralds have found the source of druidic magic and now they're going deer-hunting.

    ---

    I'm not quite as optimistic about things as my contact is. We'll see how people behave when there isn't a giant obvious threat to huck spells at.

    Regardless, allies are fun to have. Let's mission!

    Huh. An abandoned lab? Was this some sort of safehouse, or has he gone to ground?

    One problem with allies: as a mind controller pretty much nothing attacks so the ally AI doesn't kick in either.

    "The Horned God" is not actually a Tuatha as I was expecting, but... a Midnighter with a stock description. His dialogue does, however, confirm my suspicions about my contact.

    Who all of a sudden confesses a love spanning generations? That's... out of nowhere, and not in the good way.

    You know what I was curious about? How you can be the foundations of an entire religious tradition and at the same time basically be made of tissue paper.

    ---

    Storyline - ****. The only big problem I have with the story is actually the last mission's tie back to the first mission. On the face of it, it provides some nice symmetry, but here's the problem: the thing that unites the Triskelion at the end is the threat from the Heralds to one of the pillars of their magical tradition. But in the first mission, among all the internecine fighting, are the Heralds, threatening one of the pillars of their magical tradition! Did I just cause this whole mess in the first place by getting her free before anybody realized what was going on? (Also you'd think the Heralds might have picked a slightly earlier time when the Midnight Squad was all fusion-bombed to come out of hiding.)

    Also, the secret love out of nowhere thing feels... uh, like it comes out of nowhere.

    Design - ***. This isn't based on the enemy design, which is pretty distinctive and only really a bit of a head fake in that all the modern Heralds have flaming green eyes, which is a prominent feature of the Circle of Thorns. The power sets are pretty reasonable, too - really, it just felt like fighting Council, to a certain extent.

    Not based on the map selection either. People have reported problems with the Midnight Squad map, spawning under the world and such, but I haven't had problems yet. Knock on wood. The maps are pretty reasonable for what they're supposed to be.

    The problem is that this arc paints itself into a corner with objectives. Mission 3 involves escorting a Legacy Chain boss through the length of a map, with some bosses popping up to make the trip interesting. He can't be targeted -- I can see why, because he's basically the pillar on which the Legacy Chain's goodwill rests -- but it also means he can't help against a boss gauntlet. I would like the mission better if it had a premise that would let this guy help me fight.

    And Mission 5 involves the two crucial and fragile pillars of the Triskelion's magical traditions. One fights as a minion, the other not at all, and there aren't even any boss spawns. The Cabal and Legacy Chain bosses help fight, but against a completely trivial resistance. I can see why this would happen, too, why there wouldn't be some end elite boss or whatever -- it wouldn't make much narrative sense for the pillars to bite it as a result of casual area-effect damage or whatever. But because of those mechanical consequences of the premise, the last mission seems like a bit of an anticlimax, more of an extended cutscene than an important fight.

    Gameplay - ****. The third mission has the potential to throw more bosses in your way than the rest of the missions put together, and it gives you two people to lead around who can't help you at all.

    Also, the patrols and fights in the last mission and the fights in the first mission have a way of ranging over into you. It's generally not too bad, but given that this can bring the multiple bosses in the first mission down on you, maybe you could tone them down to a bunch of lieutenants and a single boss.

    Detail - ***. No clues to speak of. (No description on the Horned God, either, but that's minor.) This story handles most of its exposition in the contact briefings, and while it is pretty simple I'd like to find the occasional thing like the Midnight Squad roster the Heralds were searching for, or any information tying the Heralds to the Inquisition, even if it's just like notable pieces of iconography.

    I did like the fake-out in the fourth mission, but I disliked the lack of clues even more.

    Overall - ***. An arc with a fairly solid story and some simple but functional enemy designs, which could stand to toss a clue or two my way, and perhaps needs to be rethought a bit so that the plot can have less mundane mechanical consequences.
  15. @GlaziusF

    Running this on a level 50 spine/regen scrapper, +0 x2 with bosses on.

    ---

    My contact has become aware of his nature as a character in a MMORPG - the Freaks are always going to be breaking in to his building.

    Ooh, and he's gave me a thing that I don't know what it does. Those are always fun.

    There seems to be a wandering patrol of Freaks on the first level but I don't see them saying anything.

    Several wandering patrols. Those things actually count toward the defeat all, or they did last I checked anyway. Bit of a problem if one of them gets painted into a corner.

    Still, very vanilla mission to start with, but then perhaps that's the point. The device has done its science so it's time to go home.

    Ouroboros is creating paradoxes? Like, deliberately or accidentally? Generally they seem a bit concerned about the timeline and various forces messing with it.

    ---

    Oh. It's not the same mission again? Just when I was all set to go through another time loop.

    Regardless, this promises to be interesting!

    Quick tip on mission structure -- generally how missions work in-game is that some important part of the mission dialogue, in this case it would be "find out what's happening", is highlighted in light green. The accept text is an objective restatement of the mission goals, such as "investigate the abandoned building".

    I go in and -- dang. Menders. Pretty snazzy design and color scheme on them, too.

    On the second floor I encounter the mainframe that may complete the mission. I save it for later.

    A lot of the mender power sets make some kind of sense, but on the top floor the randomizer spits out ice/elec melee bosses, which both sap the blue bar something fierce and don't make a whole lot of sense together. Energy aura/elec are a little more thematic while preserving the same defense type.

    Yep, the glowie on the second floor completed the mission. This is probably another case where a map confuses "back" and "middle" for glowies.

    Oh. And there was a silent ambush attached to it. Would've been helpful to know before I alt-tabbed out.

    The doctor talks about the evidence I found, though my clues tab hasn't had anything added to it. Seems like a bit of an oversight.

    ---

    The doc wants me to talk with a mender he knows for... some reason? Have they worked together before, are they mutual acquaintances through a hero?

    Anyway. I get the feeling it's not going to be a simple chat.

    Hmm. Mock combat. But everyone here seems eager to fight me.

    Maybe my contact could call ahead to Tesla? I have to admit I don't exactly see my motivation to beat these people down, but if Tesla's in on it their hostility could be an early clue.

    So I just stealth up to Tesla. Defeating him and his entourage doesn't actually seem to complete the mission. I clear out the end room, and with the mission still not complete I make one more sweep, wondering if this was a defeat all with an odd name.

    Nope. A minion in Tesla's spawn showed up behind a stack of crates. Taking her down gives me the defeat text; I stopped him from fleeing, which a spine scrapper is pretty good at doing. His dialogue did seem to indicate he was making a break for it, but it's a bit hard to tell either way since a lot of knockdown and slow will get an enemy to turn tail on occasion.

    Tesla seemed like a normal boss of the faction, which I guess makes sense, but because that last room can put spawns in odd places I'd suggest scaling the objective back to just him.

    Apparently there's a splinter group within Ouroboros that just loves them some paradoxes.

    ---

    A cave that's seemingly gone unnoticed. The warren of some temporal mastermind. Wonder who it is?

    A snake outline? Holy crap, it's Stheno! Ouroboros is the Snake biting its tail! This is gonna be an epic-

    Oh. It's... just a Cobra. Who is, according to her description, a complete mystery.

    I return to my contact, only to find the snake has eaten its tail and he has no clue what went on. Very Twilight Zone of him.

    ---

    Storyline - ***. Ordinarily I don't much like arcs that keep you running as fast as you can just to stay in the same place, but in this case it's not so bad because it's the entire point.

    The problem is that the links between the missions are a little tenuous, especially the jump between 2 and 3. Maybe Tesla shows up on that footage? But with the clue missing, I can't really tell.

    Design - ****. The Menders are pretty great, visually, anyway. But the two lieutenants and the boss all like getting into melee, which can be a little punishing. I've already talked about the weirdness of the ice/elec bosses; what I'm suggesting here is that you swap the fire lieutenant for fire assault/prefers range, and maybe make an alternate, ranged, boss.

    Gameplay - ****. The only real letdown was just facing a boss at the end. I've had some great fights with Stheno, and I was looking forward to another one. I think the cobra was actually less of a challenge than the rank-and-file Mender bosses, which seems a bit off.

    Detail - **. The mainframe is missing interact text and its associated clue is missing completely, and every mission contains only the single objective necessary to complete it. That's pretty sparse. I'd like to see some flavor - if this is supposed to be a funny commentary on how nothing ever seems to change, have the Menders talk about how some villains accidentally saw Boomtown being constructed or how many people have tried to burn down Perez Park. Give the Freaks lines about deja vu - each successive patrol gets even more freaked out that they're all saying the same thing. Have a wooden barrel full of apples just follow you from mission to mission, for no apparent reason.

    Overall - ***. An arc with an interesting and visually solid custom group. It aims at the fourth wall but doesn't take more than a half-hearted swing, though there's plenty of room to expand that.
  16. Tonight's arc: Time and Time Again (365851). Verdict - ***. Review lower in this thread.
  17. Quote:
    Originally Posted by BeyondReach View Post
    Unfortunately without six missions to an arc, I wouldn't be able to do everything I wanted to do when writing this arc.
    Perhaps you should have decided to want different things, then. It doesn't much help any impression you might have wanted to leave that Abigail was important that she doesn't even merit any screen time.

    Quote:
    Yay, obscure comments that are no help at all!
    You've never heard of plot cancer? It's a terrible and tragic illness that affects as many as 1% of fictional characters in any given year. Symptoms are generally mild, but always include a sense of imminent and inevitable death.

    Notable recent sufferers include Peter Parker's Aunt May in the One More Day special.

    And that's the sense I got from the busy message for the first mission: that my contact was going to die at the end of this arc and that I wouldn't be able to stop it.

    Quote:
    I chose to have particularly selected responses in order to fit the nature of the arc as part of a set history, “the person who aided The Grimm Fairy said this”. If you're referring to “you divulge your story” text, I have no idea what you're complaining about. Are you trying to say that you would go: “Nah, I'm not going to tell you anything.”?
    The green text in general, and particularly the parts where it says I don't say anything. That's rather taken for granted any time I talk to a contact and he or she moves on to the next paragraph. Why bother calling it out? It seems excessive.

    Quote:
    I'm lost.
    The Anathema behaved like normal captives, but some time after I rescued them they called out plaintively in the distance. That's not something you can do with normal captives, and I haven't seen it before. I was wondering if you did it with a pacifist ally set to move to the nearest door, and used their "ally stranded" text.

    Quote:
    The cultish nature of The Lost, in your opinion. In a lot of ways I would describe The Lost as 'cultish', but that's based on it's definition, not it's commonly held interpretation, I believe the term you were looking for is 'sectish'.
    No, I don't think so. Reason being, I can't find a definition for it. (Except insofar as it's a last name.)

    I also don't think the Lost are a subdivision of a larger religious group. They're their own little thing, based on the utopian literature distributed to them by their Rikti overlords.

    Quote:
    The Lost in my mind is a close-knit family who carry fanatical beliefs that separate them from the rest of society. I think 'he' would be more appropriate, I agree with you, I'll change that, but when it comes down to it I do see The Lost as people. The Scroungers and even the Mutate and Anathema in my mind, talk like regular people. On changing things the same goes for the specimen thing.
    Regular people who matter-of-factly accept that certain members of their family will be chopped up to be spare parts for their Rikti overlords?

    Quote:
    Not much I can do about that, in my opinion it wouldn't make sense if you got the clue from one source but not from another.
    It looks like a mistake if you get the same clue from both sources.

    Quote:
    These are minor unavoidable scruples you keep mentioning.
    Oh, that was completely avoidable. "The contents are grisly" is nearly identical to "you are horrified", but the former one doesn't assume an active reaction.

    Quote:
    I assume by the time you finished the arc you would have realised why you felt cold when she's a psyker. Not to mention the fact that you would have caught onto her being a psychic from her explicitly entering a psychic trance.
    Because of bad writing? It's an amazingly universal explanation.

    And you can be psychic without necessarily throwing out psychic blasts or even having mind control. An ice blast/empathy custom could easily have -- narratively, at least -- psychic talent.

    Quote:
    300 characters.
    "Mental Wave Manipulation", "The Broadcaster's Handbook", "The Sociology of Urban Riots".

    Quote:
    Read the clues.
    ...for what, to explain the presence of identical bosses with identical dialogue?

    Quote:
    I assume you were in a bad mood when you reviewed this arc, because you seem to be overenthusiastic in attacking minor things I have no control over.
    You know what gets me in a bad mood? Just having to find a glowie in a room after the pattern of that one with the hole in the floor.

    When the glowie is small, blends in with the background, is intermittently invisible, and I need to find it on a timer? That is the express train to Frustration City, my friend.

    Quote:
    Hmmmm, the first hostages shouldn't be in the caves...
    First hostages in the caves, second hostages back in the tunnels and the office. "Middle" is a very generous location, and the back-to-front order of the objectives very seldom has anything to do with the order they appear in the objective list.

    Quote:
    Psychic inhibitor points. When you have objectives that are later activated, they still appear on the map, just aren't glowie. Thus, I chose an object that blends in. Ignore the bookcase, the bookcase isn't there, just a marker for where The Grimm Fairy is setting up her psychic inhibitor.
    Well, yes, they appeared on the map, and did a nice job seeming innocuous. But they didn't show up in the navbar -- neither, for that matter, did the Grimm Fairy.

    Quote:
    Mission Success and Mission Fail dialog are set up for that very same thing.
    Mission Fail on a timed mission also means "you didn't complete the required objectives in time". It's entirely possible, especially in a modestly-sized team, to get bogged down fighting the Lost and not actually rescue the hostages, in which case the Mission Fail dialogue is completely wrong.

    I've seen Mission Fail on timed missions refer to not actually undertaking the mission in question; this is how it's used in the villain arcs where you can fail at the end to get a different souvenir.

    Quote:
    This is an arc in which you think as you read the clues, and what they mean. It is not as simple as it appears. I'm not going to point out to you why she only doesn't want to kill Ishmael now, because that would defeat the point.
    Well, it can hardly be because she re-evaluated him as a person. She found and read his journal over the course of mission 2, after all. What's happened since the start of mission 3 is that he's tried to trap us in an exploding building along with his followers. That doesn't seem like the sort of thing that improves someone's opinion.

    Quote:
    I should make that clearer, but if Mission 5 was after Mission 3, in which it was clearly indicated from the note that was in Pariah's hands that the final facility was in King's Row I think there would be no need to mention it. “Meet me in Freedom Plaza”, Freedom Plaza is in Kings' Row. There are repeated references made to Freedom Plaza in the earlier missions as well. I accept that not everyone would be immediately familiar with Freedom Plaza as a Kings' Row district, but if they were concerned about where they were, and were told Freedom Plaza, they would only need to look it up for further details. Let me put it this way, your hero is almost certain to know where Freedom Plaza is, even if you don't.
    Atlas Park has Atlas Plaza, Galaxy City has Freedom Court, Kings Row has the beerslam, Freedom Plaza. I didn't bother to step outside and refresh my memory, and I mixed up at least the last two.

    Also, it doesn't matter what my hero knows. If I don't know it, I'm still going to be lost.

    Quote:
    -Correction. When you get him down to 75% the objective “Kill Isaac” appears. When you kill him, the objective “Strike the Final Blow” appears. It's either the system text or a clue you get at the defeat of Ishmael that tells you that he survived and The Grimm Fairy has kept him inside the building.
    Confession time: when the decoys showed up and popped Aim, I ate my entire supply of insps and hard-focused on Ishmael, figuring I'd get him down at least before my horrible death. It wasn't until after he and his entourage were down that I realized the decoys were actually decoys and didn't actually have any powers to speak of.

    If you want people in a contemplative mood, having a bunch of customs showing up and popping Aim is not the way to get them there.

    Also, the final mission had a double-digit number of clues, which showed up in an essentially arbitrary order, half of which needed to be put together at the end to make a coherent speech. By the time I reached the final boss, my motivation for actually opening up the clue window and scanning it to see where the new clue showed up and if it was actually immediately relevant? Quite possibly negative.

    Quote:
    I'd give that explanation a 3 or 4/5. Why? 1) It just says The Grimm Fairy apprehended him,
    The word "arrest" also figures in two of the plaques. (Perez and Galaxy).

    Quote:
    which I understand you took to mean captured.
    In context? Yes.

    Quote:
    Merely a difference of opinion in regards to the interpretation of the word apprehended – you might want to look into it's definition
    Yes, the city put up plaques to commemorate the location where someone understood someone else, and not where a grave threat to the entire city was brought into legal custody.

    "What if Spider-Man was an intellectual comic?" is not intended as a serious proposal for the direction of the book.

    Quote:
    Regardless, this arc is not based upon historical accuracy. Are you familiar with The Crucible by Arthur Miller?
    Yeah, it was a professional production by an established playwright. The known elements of CoH history are often squirreled away in obscure places, and I have to say I've seen a lot more MA arcs that get things wrong accidentally than deliberately and baldfacedly present contrary information in the service of a deliberate point.

    So when I see something that doesn't match up, with no statement by the author one way or another? Odds are it was a mistake.

    Quote:
    I do involve you as a character within this turn of events, but you are of small notice in the end.
    I'm not sure where you got the idea that somebody would want to play a minor footnote to history.

    Quote:
    Please specify which of my ideas are unworkable and need to be abandoned, and why.
    I did that in a handly little thing I call "the next paragraph". Let's go to the tape!

    "For all my contact talked up the ancillary contact -- Isaac's sister Abigail -- she was a preface to the first mission and then never seen again. Aside from the single hole in the floor, the fourth mission looks in even better shape than the third, mostly because of the different color palette. (I was expecting something abandoned, but admittedly I've got no idea if there are abandoned maps over anything that isn't Rikti caves.) I can't speak to how the "alternate objective" might work, as its apparent mechanism (rescue Grimm Fairy, click some glowies) wasn't acknowledged on the navbar and the mission completed in the original manner before I finished it. And the decoys certainly confused me -- into unnecessarily chasing them all down when the fight to complete the mission was actually one floor back and around some corners."

    So, as far as I was concerned, the ancillary contact, the third-into-fourth attempted transition, the alternate completion, and the decoys were all good ideas but couldn't be implemented very well in the limited toolset we currently have to work with in the Architect, and that'll probably continue through to the proposed expansions in Going Rogue.

    Quote:
    She “talks up” Abigail? No, what Abigail serves as is an example of what Ishmael was trying to tell the player, what I was trying to tell the player. I just made The Grimm Fairy make it clearer, and I think it served well as an introduction to the character of The Grimm Fairy, rather than the character of Abigail. She isn't never mentioned again, The Grimm Fairy talks about her in the Mission 1 Debriefing, Mission 2 Briefing and I'm fairly sure the Mission 2 Debriefing.
    And you can tell how much of an impression the subsequent appearances made on me. Abigail never even shows up "on stage" in the first place, and afterwards she's only mentioned by proxy.

    Quote:
    The alternative objective idea works based on after fixing the psychic inhibitors the player waits for the countdown and fails the mission. For missions that involve two ways out, the Mission Fail timer buyout is commonly used. It can't be in the navbar as that is for objectives that cause the mission to succeed.
    The navbar is for all kinds of objectives. Even if something's optional for mission completion it can still show up in the navbar, as long as the entries for singular and plural text are both filled out. I've seen it used many times to call attention to things in the mission that bear investigation but aren't actually mandatory for mission completion.

    Quote:
    When making this arc, I had a feeling that some players would miss the point that it isn't about the game,
    It's not about the game, you just need to play the game in order to get to the next bits? There's something a bit unworkable in there.

    Quote:
    Red bombs actually, and only the last bombs were transparent. There's not much I can do about that, all arcs that have “plant” objectives that involve small things have this problem.
    Yes, and it's always a huge pain.

    Quote:
    Unfortunately as the game places the objectives before they are activated, using the large bomb models would even greater damage your experience when running around and seeing these bombs just there, not transparent. At least the small ones are easy to overlook. I think it was a problem with the objective priority. The first captive objective was set to front along with the second, and I think the first objective might have been below the second in priority. That, or the placement ignores the priority rules and just randomises. If it's the former case I'll rectify it, if it's the latter case, I'm powerless.
    The first four solid bomb glowies all showed up in the first room. It's quite a small room (I believe the spots are green on the preview map for what "front" will get you) and if you overflow the front through chained objectives the game will just give up and put them somewhere essentially random.

    Quote:
    ...you've missed the point. The Whispers in Your Mind are not piecemeal.
    I don't know what you think "piecemeal" means, but what it actually means is "in pieces or fragments; one piece at a time". I'm not sure how that isn't an accurate description, as they're eight fragments which I get one at a time.

    Quote:
    They are the crux of the conclusion of the arc. I suppose you didn't really read the “Read the Clues” reminder like you didn't really read the Whispers in Your Mind.
    What, the poor fool who's been fed utopian pipe dreams by the Rikti, so as to make a living pile of spare parts sound like a step up, regurgitating the party line? Nice trick if you can pull it, wrecking a fellow's way of life and cutting open his safety net, then getting him to turn round and blame it all on the people you hate.

    Quote:
    I think if I just left out the clues and you picked up the bombs only to discover it says “Plant the Bombs” with no justification you would go: “wtf? Why?” In order to get the NECESSARY explanation in, I had to make use of chained objectives for more space, yes.
    The overall "replace the bombs, or let the timer run out except you're actually completing the mission in another way" structure is a bit too complicated to contain, just on the face of it, as it's entirely possible that the timer could run out for reasons other than someone collecting, reading, and obeying the clues.

    Quote:
    Yeah...that wasn't me justifying why you don't interrupt.
    No, I'm pretty sure it was. The green text didn't just write itself.

    Quote:
    A script is interpreted in it's telling, and a game is a different medium altogether, not designed for telling a story. However, writers are writers, they share a single nature. They want to tell a story. Thus, games make you live a story, even if it inhibits the freedom of the player. That is the nature of games like Heavy Rain.
    No, I'm pretty sure the nature of games like Heavy Rain (and we're bundling in, what, Indigo Prophecy here and that's it?) is interactive shower scenes and/or zombies havin' babies.

    David Cage is a creepy man with a creepy muse and I'd rather not be voyeur to it, thank you.

    Quote:
    But, like Heavy Rain, I didn't approach the story wishing to tell it, I wanted the player to live it. Three is about living a story, not playing a game. And like Heavy Rain, no matter how hard I try to give the player freedom, like any arc writer, the player is still inhibited within the bounds of the story.
    Yes, and this is a problem: trying to replicate the idea of Heavy Rain in the City of Heroes mission engine. It's a bit like trying to play Rachmaninoff on a children's xylophone: it doesn't come out entertaining. It hardly even comes out recognizable.

    Quote:
    Thus, I didn't even attempt to cover the player's eyes by doing something I can only ever do half-heartedly. Instead, I told them a story from the perspective of “$name”, while giving them the most important freedom of Three. The freedom of their character's opinion. Three asks you to get more involved in the story than most other arcs, in order for you to deliver your verdict on Ishmael, however, your view of Ishmael's words as “piecemeal ranting” made you ignorant to the question that was being asked of you.
    The only verdict I can deliver on Ishmael is death. "Would you kindly" complete the mission, and all that. The story isn't over until he's knocked down for the last time, and I don't even get the satisfaction of twisting the knife, were I so inclined. His fate is out of my hands.

    What's the alternative here? Walk away? Then the story just stops until I come back. If I come back. And if I don't, well, then it just never goes anywhere.

    And all for the sake of freedom of opinion? That's a laugh. There's only one way for this story to end. I can have whatever opinion I like, and in every case the arc doesn't care.

    Quote:
    This arc does not intend to make you care about The Grimm Fairy, that is up to you.
    You're honestly going to say that you didn't write this whole thing intending for people to feel a certain way about the characters and situations involved?

    Well, whyever not? You're the one with absolute control here. Even in the case of Heavy Rain, the game's built the track for me. I may flip the switches for the train to run a certain way, but I can't jump the rails.

    The Mission Architect has many, many fewer switches, and most of them just wind up looping back into the main track anyway. Why not run the track along a scenic vista, instead of just giving me a canvas and expecting me to make up my own?

    Eh, but I've put enough time into this and we've got the mechanical hiccups sorted out. Last arc I ripped into this heavily went on to win HeroCon's first annual Top Architect Arc competition, and that largely unedited, so it's entirely possible that further conversation is going to wind up detrimental.
  18. Quote:
    Originally Posted by Doc_Wormwood View Post
    I could swap rad for fire control... what do you think? If that's still bad, any suggestions?
    You mean thermal radiation? Putting two control sets on a lieutenant would just be making it worse. As long as you stay away from Heat Exhaustion and Melt Armor it shouldn't be too bad.
  19. Quote:
    Originally Posted by FredrikSvanberg View Post
    Yes, I like bosses. They say stuff when they are supposed to as opposed to patrols. Granted, these bosses were quiet, but they are still more reliable "dungeon dressing" than patrols and they can do funny emotes. If people don't think they can handle bosses they would be playing with bosses turned off, right?
    By itself that's no problem. But a mission in intense surroundings with bosses around every corner is a level of heart-pounding luck-popping blue-sucking excitement that doesn't really keep up through the next couple missions.

    Quote:
    So... you think the terrorists should pass out handy "Why are we burning your warehouse today?" leaflets? I guess that could pass for humour.
    Yes, I think finding a "why we are burning Nutri-Paste warehouses today" leaflet on the Luddites would be an appropriate way of conveying their sudden focused interest in the foodstuff, rather than a general campaign of destruction.

    Quote:
    They are also not required in this mission. Don't want to get xp from the huge amounts of goons? Don't mess with the defendable.
    It's kind of hard to not mess with it when it shows up in a corridor and I don't have any stealth.

    Quote:
    Dr. Aeon uses the Goldbrickers as his private secret army. I don't see it as a far stretch to use them as security at the NutriPaste™ factory. In an earlier version the factory was owned by Lawrence Langston and was also used to produce his famous Gold Brick chocolate bars (See the "Sweet Tooth" badge). Lawrence Langston is most likely King Midas, the leader of the Goldbrickers.
    I've got a slightly different theory on who King M is, but yes, Aeon works with the Goldbrickers, at least notionally. It would be nice to hear something interesting coming out from the Bricker/Luddite battles, all the same.

    Quote:
    Yeah its a problem. I'll get right on reprogramming the spawn points for that map. Or I'll wait for another good factory map to be added to the MA. Either way it'll probably get fixed "soon"™.
    Or give the desctructibles more of a guard so they don't depend on finding one guy to aggro.

    Quote:
    I'd think it would be more fun to find seven things than one thing, because with seven things there would be more to do. Just one thing would be frustrating. Seven things... you're bound to run into something.
    Yeah, outdoor maps are a bit of a pain in that regard. Seven things, you are bound to run into something after a little while, so it's not just the giant uninteresting slog, but as you increase the number of things on the map you also increase the odds that one of them's going to spawn in some cockamamie out of the way place.

    The PTS substation is pretty problematic in this regard. I do criticize the use of canon maps that are a bit on the crap side; I'd light into somebody who used that dang layer cake room for instance.

    Quote:
    I don't think Luddites need a reason to hate the unnatural NutriPaste beyond the obvious: it's unnatural, and more importantly it's made by Aeon Corp. Luddites are irrational fanatic terrorists who hate Aeon Corp, why would they need a reason to do anything that includes burning Aeon Corp labs and facilities? By using Luddites I didn't feel the need to explain their motivations, since they should be obvious.
    I'd like to see a reason for this sudden organized push at a specific Aeon Corp product. Ordinarily the Luddites are happy to smash the first thing that comes into view.

    Quote:
    ... So the number of bosses is the deciding factor here? Not what they are supposedly up to or the story in general? I know they are really just a row of numbers in a database but we can at least pretend that their plan to blow up the sole provider of food for millions of people is slightly worse than burning a warehouse full of food. Can't we?
    Like I said, four bosses in quick succession in a stressful environment is a bit of a rush, but getting that rush in the middle of an arc that ends with a leisurely flight around the PTS substation looking for that last damn objective is a bit of a problem in pacing.

    Quote:
    You know, I had completely missed/forgotten that those were available. This opens up possibilities. Thanks for reminding me.
    That is why I am here.

    Quote:
    I'll look into it, but I kind of like them. The pry-bar and molotov emotes work so well.
    They do, yeah. The problem is that you can't be sure they're optional. I'd like the option to turn off ambushes on optional destructibles, but that's probably just a pipe dream.

    Quote:
    Yes, this story wasn't really all that VEAT-focused but I've been wanting to know more about NutriPaste and Luddites ever since I first read that plaque in Cap Au Diable. Maybe another version of this story won't be a VEAT arc at all. We'll see.
    The first VEAT arc was actually the one I had the most concerns about. This one works fine if you're an Arachnos operative who also happens to be on the Project Destiny list, as it lets you get a little more involved with Arachnos than the rank and file.
  20. Quote:
    Originally Posted by FredrikSvanberg View Post
    Fear And Loathing On Striga
    Arc ID: 350522
    Level: 20-29
    Keywords: Ideal for Teams, Canon Related, Drama
    Description: The Council is losing its grip on Striga after their giant robot scheme was thwarted by a group of heroes. You have to fill the sudden power vacuum in a manner which pleases Arachnos. [Designed for VEAT play. Contains an AV/EB.]
    Review as part of the CoHMR Aggregator project.

    @GlaziusF

    Playing this as a necro/dark MM. +0 x2 with bosses on.

    ---

    So Arachnos wants a Megamek, and I'm going to have to save it.

    I'm not really sure what's so important about it, given that Arachnos has their own giant robot. Or do they cannibalize it for the Jade Spider?

    Actually seems to be the MegaMek room. Keen. I find a file and save a scientist (Dr. Stewart), but he doesn't seem to complete the "protect the science team" objective as I might expect.

    Deeper in I find another scientist. Science team still not protected.

    Weirdly enough, taking out a sky skiff actually completes the objective. I guess as the guy leading the attack dropping him would protect the science team, but the navbar objective should probably be phrased a little differently.

    Aw, it's just one of the council caves with a view. Curse you, Reveal! There's a scientist to save in the control room, but the actual boss was in a side passage a little way back. No big deal, really.

    The unfortunate thing about mercenaries is they'll defect at the drop of a pocketbook. Fortunately Arachnos has deep pockets so it probably won't be an issue.

    ---

    And now I try to go assert the Council's continued power by proxy. Wonder who's chilling in the tavern?

    Family, Warriors, and one of the Mayhem heroes, filling in for a member of the Hess Task Force.

    Also a nice Pocket D joke.

    (If you want that Mayhem hero to have an escort you need to specify it explicitly; using the default "same as boss" option doesn't work for Paragon Heroes as there aren't any normal enemies in that group.)

    Hey, some hero should be carrying this old wedding ring around! Or am I going to find a Warrior boss to plant it on and perpetuate the vicious cycle?

    ---

    So now that there's a power vacuum everybody's going to be angling for a piece of Striga.

    I like the way the negotiations are set up here, boss fights with differing escorts. Breaking them all up isn't enough to complete the mission, though; we have to invite the zombies in and then there's a zombie leader to defeat?

    Hess's pitch made it sound a little more optional than that. The reaction makes it pretty clear that the zombies start off the old circular firing squad, so maybe you should have him mention that it's going to throw a wrench into everything.

    Backtracking to the entrance doesn't find the boss, but I spot some ritual going on at the end of the river and go to investigate.

    Oh. Stephanie Peebles. Or a Baen Sidhe, that works too. I guess a storm sorceress would let more people on to her being a Cabal recolor.

    There must have been some magic in this old witch hat I found, for when I placed it on my head, I could boss the dead around.

    And with everyone thoroughly chastened, it's time to go back to the base for tea and commendations.

    Or new harder missions, that's fine too.

    ---

    In the name of asserting Arachnos control, we're going to go stomp Arakhn. I guess another hook in the Council never hurts.

    Hess informs me there may be other infiltrators on-site. Keen enough.

    I encounter a dark dwarf named Event Horizon. Can't help remember "Astoria in D Minor", though to be fair there are only so many interesting names for cosmological phenomena.

    Add another line to the extensive list of things Jenkins has messed up. Lambert and Stone are less familiar names, though.

    Arakhn's deep purple clue text doesn't show up well in the clue window against the dark environment, but the fight's pretty interesting. Nice little wrinkle with the Nictus taking over one of my allies -- more of a threat since I didn't realize my heal would still work on him.

    ---

    And now it's all over but the trip home. Looking forward to a last mission of clicking inspection glowies with Rodriguez pacing after me.

    Oh. Or Wyvern with a bunch of Paragon Heroes along.

    Ms. Shock had buildup as a stock hero? Dang. Brutal.

    Nobody else has much of a bag of tricks. The crew conversations are interesting, but one of the problems with the ship is that it can stick a special spawn right next to a normal enemy group, and being a melee mastermind against a bunch of ranged enemies often doesn't work too well.

    The heroes do have little Wyvern escorts, but after Ms. Shock they're all pretty tame. Tactics does mean that the Sky Raider grunts sometimes eat a bit of a boss aggro and die horribly, but that's the way it goes.

    ---

    Storyline - *****. Solid, engaging, provides for a varied opposition and makes you feel like you've accomplished something at the end.

    Design - ****. Little weirdness in the first and third missions about accomplishing objectives -- it was a little counterintuitive what had to be done in the first mission and smashing the altars sounded more optional than it really was.

    Gameplay - ****. The cargo ship started out pretty nightmarish, between the hostage guards, Ms, Shock's buildup, and the two or three normal enemy groups stationed there. Maybe you could push her a bit to the back.

    Detail - *****. Interesting text from the contact, fitting descriptions on everything, and lightly humorous dialogue inside the missions. Nothing to complain about here.

    Overall - *****. Most solid of the VEAT arcs I've played so far, with an interesting canon tie and a secondary "maintain the dysfunctional status quo" focus that's pretty typical of stock Arachnos missions but not something I've seen in a lot of villain arcs.
  21. Quote:
    Originally Posted by Doc_Wormwood View Post
    The champions (dwarven lt. fighter types) have phalanx fighting and grant cover. Would removing build up be enough, do you think, or do they need to drop phalanx/grant cover?

    Defense debuffs on rune maidens and alchemists are rough, but they are glass debuffers. So to speak. I'm hoping that comes across as 'tactical' rather than 'screwjob'?
    Phalanx/cover are a little too much since you've got entirely melee minions helping out the champion, so he gets and gives a decent amount of defense.

    If the rune maidens just had Earth Control that'd be alright, but Rad Infection is autohit, and AFAIK enemies get click versions of debuffs, so stunning her after the fact isn't going to shut it off.

    Not that I even have anything but a bit of knockdown to do crowd control with.

    Overall they're a bit too unfriendly to melee types. You're probably choked for space, though, so a ranged minion for the dwarves might be a little too tall an order.

    Also, last night's arc: Fear and Loathing on Striga Isle (350522). Verdict - *****. Review on MA Forums thread.
  22. @GlaziusF

    Running this on my high-40s DB/Fire brute, +1 x2 with bosses on.

    ---

    So here's something you missed while you were away: contacts can have their own descriptions! Yes!

    Anyway, it's time to pretend I'm playing that fantasy game that's got dwarves in it. You know which one it is, I think it's called ALL OF THEM.

    Also new wrinkle: opening clues. You can actually give the rune thing as a clue passed to us by the contact.

    Oh hey, villain-palette blue caves.

    For a second I wonder if the vines are what you needed, but nope. SHROOMS.

    They do definitely add to the atmosphere, but if you're just using them as allies to fill in it doesn't matter if they con grey or not.

    (also new: you can set arcs to be whatever level range you'd like, though it won't scale up enemies)

    Also also new, you can edit the descriptions of enemies you use in custom groups.

    I was expecting a clue about the rune key on complete, but nope. Briefing on the dwarves.

    I hear some goblins up ahead, but they run into the local flora and die horribly.

    For a second, before I checked out the briefing again, I thought the monument up front was telling me that my contact's uncle died in the centuries he's been away. But no, different Dwarven name, wrong timeline.

    ---

    Okay, so this time I actually have to fight. I skipped the dwarves last mission since it was recommended against by my contact.

    Now... build up on the lieuts? Ouch. Also new: you can pick which powers enemies have precisely, so taking Aim and Build Up off your rank and file is recommended.

    Also also new, mission pacing actually works, so unless you want your mission to start out with swarms of greens I suggest you see to that.

    Have these shield guys got phalanx fighting or grant cover? They seem to have a lot of defense when they're all clumped together.

    Damn. Between the earth control and the radiation infection, if the Rune Maidens can land enough stuff on me NOTHING ELSE CAN MISS. Seriously, they're all swinging at 95%. And I'm down around 50.

    The king is just an ordinary boss of the faction, which seems a little off. I fought several of them to get here.

    No clues at all about what happens after I sit on the king and read at him.

    ---

    As is customary among his people, the king demands that we accomplish his fetch quests before he fights the ancient evil that will end all reality.

    Wonder what this armory looks like.

    Oh. More Roman caves.

    Plant/storm. Odd mix for a subterranean critter. Also, Carrion Creepers are a bit bugged when enemies use them and tend to follow you around for several minutes.

    The alchemist poison also seems to zero out my defense.

    Blacktooth is at least an elite boss, and a decent slugfest. There are a bunch of glowie chests kicking around, some are empty, some full of weapons and armor I collect...

    But still no clues.

    ---

    Next fight looks like it's going to be another warlord fight, though, which doesn't get me very excited.

    Oh. Blue cave.

    Yeah, I know that this arc is about good old-fashioned dungeon running and there aren't many authentically medieval settings (which is a shame, we need a Castle Doom to storm at some point) but caves aren't many people's favorite.

    At least there's no layer cake.

    This map's goblins have been supplemented with Pantheon Zombies and Tempest Elementals. The boss, though, is another fighty type. I was expecting like a necromancy mastermind or something. He's got battle axe and build up, which means I spend the first 15 seconds of the fight trying to stay out of range.

    The altar could use a custom description. It summons some reflavored Lanaruu when it breaks apart, and that's all. No clues, no exit text.

    I haven't gotten a clue since mission 1.

    ---

    The Red Delve, huh? It's... another villain blue cave.

    No Troll tunnels? No Arachnoid caves? Those things are pretty cool.

    The "trolls" are DE rock-monsters, which are alright except didn't I see them in the Creatures of the Deep too?

    ...in fact this is exactly a red palette-swap of the last map. Wow.

    Oh. The king has come. ...alone. Now that doesn't seem right. Maybe he could talk about how the beasts killed his guard or something.

    If this is king in the Discworld sense of "mine foreman" it'd make a little more sense for him to be out here but I thought the dude was pretty important. I mean, he's the same mob type as the runemasters, just call it a guard captain and we're solid.

    The end boss is a stone/stone tanker. Once I maneuver through his mud pots to get to the cairn, the king and I take him down pretty quickly.

    ---

    Storyline - ***. I wouldn't be surprised to see this exact quest chain in a fantasy game. Verisimilitude aside, though, there's something this arc really doesn't do that I would expect it to, as a first arc in a trilogy: set up the Undying One and the threat he poses. Not in terms of things said by my contact, in terms of actually fighting the guy's minions or learning his plans.

    Unless that was an altar to him I busted up in the fourth mission, in which case that needs to be a little clearer.

    Design - ***. CAVES. So many caves. So many teeny little passages. And the last two of them were identical save for the color choice! You could probably use the Arachnoid caves for one mission outside the dwarf tunnels, and Oranbega would make a serviceable dark temple. The customs were pretty visually distinctive -- no complaints about looks.

    Gameplay - ***. Powersets, though, that I have complaints about. The tremendous defense debuffs on the Rune Maidens and Alchemists aren't much fun to handle, and Build Up is very overpowered on customs - unlike heroes where it's a 50% damage increase because our powers are already enhanced by 100%, custom villains start with damage on par with hero enhanced damage and get another 100% on top, in addition to the substantial accuracy boost. With Build Up gone, though, they'd be pretty reasonable.

    Detail - **. Getting no clues at all beyond the first mission, even for things I'm supposed to pick up, doesn't help with this. But now that the stock enemies you use in custom groups can have their names and descriptions edited, that's really something you should take advantage of. Especially for the last mission, since your average CoH player is going to know what Trolls are - the big muscly dumb green guys - and may be confused at the animate rocks they've already seen walking around as random creatures of the deep.

    Overall - ***. Even with the stock mobs getting some different names and descriptions, and the defense debuffs being a little less punishing, there's still no setup in this first part of the trilogy for the threats in the later part, and that's something I would have liked to see.
  23. Last night's arc that I fell asleep after playing: War Against the Undying One (91044). Verdict - ***. Review lower in this thread.
  24. @GlaziusF

    Playing this on a high-30s archery/energy blaster, +1 x1 with bosses on.

    ---

    Hmm. The giant orange paragraph at the bottom of the briefing... why is it orange? Colors are good for emphasis, but I think a block that large is some kind of other conversation. This is my contact saying all of it, right?

    So some custom psiblaster has stopped being a Crey test subject just in time to meet some heroes on a routine mission. That's unfortunate.

    ---

    Okay, now we go mind-diving to try and figure out what's happened to Hammer's partner.

    Hmm. Looking through a file, it seems like Toxin was making a deal with Crey to pick up some illicit chemical weapons?

    The tech my contact borrowed this machine from is in here. I would have appreciated a heads-up.

    The refrigerator drops a line into the system text on completion which is, basically, its clue. Seems redundant.

    Toxin rants about poisoning my mind. Wonder if Crey just wound him up and turned him loose.

    ---

    Hmm. So he can project neurotoxins now. Somehow. Also he got the chemical weapons but couldn't get any ammo.

    Unfortunately by the time I get to the university the 5th have made it out with the chemicals and left another Soviet expatriate to cover their tracks.

    (Dude shaves off a big chunk of my health just with throwing knives. Hate those things.)

    ---

    My contact warns me that there's a catch about the A-Team-styled guy he's sending in. But the catch is... New York Sickle will be there at some point?

    I thought the catch was that I'd have to break him out of the Zig or something. My contact does seem to warn me that this guy might betray me, but that's more of an afterthought than a natural progression of the "slight catch".

    Oh! He's a Council agent! That would have been a nice thing to learn in the briefing. Nice bomber jacket on him, too.

    As soon as I grab the guns, the dude goes for a backstab. I get a little time to pelt him so he's not too overpowering.

    Halfway through the ship I find a whiteboard with the ship's destination marked on it. And... that completes the mission?

    Yeah. Rest of the ship is empty. Dang.

    ---

    Chemical weapons contained, it's time to free Sickle.

    I find a lab on the way, which is probably the antivenin mentioned in the opening.

    Sickle talks about how she knows the truth about the Column and their attack on the Council, but that seems to be generic patter as she never lets on to us what that truth is.

    And yep, lab needs clickin'.

    ---

    Storyline - ****. Simple story, solidly told. The subplot about chemical weaponry provides a nice little mini-boost before the final fight.

    Couple things bug me, though. First, I thought the simulation in the second mission was set up to find out what happened to Sickle, not investigate Toxin's Crey experience. We could do that even without a simulation.

    Second, for all that the Council/5th conflict features in this arc, it never actually spills over into the missions, aside from the extremely temporary ally on the cargo ship.

    I'd say run a sim as Toxin fighting some Council and finally capturing Sickle, during which time we find out about the weapons and that Sickle's on Striga... somewhere. But that's just me.

    Design - ****. Overall, good choice of maps and costuming. Couple things about both, though.

    Toxin... the name honestly conjures up black and green more than it does white and red. White and red are Longbow colors, and seeing Toxin in them just makes him look like some kind of demented candy-striper.

    On a more minor note, American Hammer's American hammer needs some red or blue highlighting.

    Something you should be aware of with the university map is that it's all so close-quarters that a boss chained off a glowie click can spawn in right around the clicker. Maybe they should both be on the map from the start?

    The whiteboard about Sickle's location can be there from the start too, on the cargo ship. And... was it in the middle of the ship for a reason? Lately I've been ending a lot of cargo ships early, so I wonder if something's bugged somewhere. I can see the reason behind not wanting to put someone through the entire cargo ship experience, but at the same time with the way tickets work I like to know when a mission's going to complete. Generally I don't expect that clicking a glowie in the middle of a map is going to complete a mission.

    Gameplay - *****. Pretty solid stuff, with the custom bosses interesting but not overpowering.

    My one minor gripe here is that Hammer and the Mechanic can both nearly one-shot a minion, which is partly a function of tanker sets having such a big damage scale and as a result, at least in Hammer's case, not something you can address. Maybe you could make Mechanic a bots mastermind but with just the laser rifle, or something along those lines.

    Detail - ***. I can kind of understand the reason behind highlighting an entire paragraph in the briefings, but I've got a couple of problems with it. I'm used to orange being something of a warning color, like for elite bosses or a minimum team size or a timer. And blocking an entire paragraph off, rather than a single sentence, indicates to me at first glance that there's something in the paragraph separate from the briefing -- like that warning. Since the highlighting is the "most important" stuff in the briefing it doesn't really work well to single it out as separate.

    Many of the clues in this arc were what I'd call "yellow boxes". Basically some narrator breaking in and talking about what's going on. That doesn't really sit well with me -- I'm used to clues representing concrete things that my hero keeps or remembers, and narration's a little more transitory. It isn't always relevant in the way that many clues are. If you want to keep the style you have going then you should have the clues be, or include, things that the relevant people have said, rather than a description of their actions. It also helps to ground the clues, in terms of where they were found -- for example, mention in the antivenin that it was found in a 5th Column forward base on Striga Isle.

    Overall - ****. A very accessible arc that sometimes plays with my expectations, but not in the good way.