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This accolade lets me open the architect editor to make changes to a mission while I'm testing it. (admittedly they won't actually TAKE until the next time I play the mission, but for fixing typos in dialogue or errors in group assignment it helps to have these things in front of you.)
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And Field Crafter allows me to use up my salvage and recipes while in a mission so I don't have to leave to go craft them when I get full.
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But it's not trivial to get Field Crafter. It takes an investment in time and inf to get all the salvage and recipes you need to unlock the accolade.
If you have 5000 tickets stocked to claim (and probably therefore 50 plays) then what's stopping you from getting Mission Engineer? You need to visit a location in the MA building, open up a mission with a custom enemy and press "save", and play 50 arcs. Or, play somebody's turbo-completion for badgers only arc (a small map with a required captive that spawns with no guards) 50 times.
I'm not sure how much of an exploit that is.
But regardless, that's 100 zone loads. I'm willing to put up with trivial tasks (explore badge, customizer) if they're also short. But if I'm rolling a new lowbie to make sure my arc is lowbie-friendly I have to zone 100 times before I can edit things in the arc? That's going to take more time than I could save with the notepad. -
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I'd like to see an entirely different mechanism for storytelling and contacts. I think this is what the devs should have done in the beginning, but didn't. If MA ever gets a map editor, hopefully the devs will enable the following method.
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Not gonna work. The size of the chat window where you see NPC dialogue is much smaller and usually full of different colored text, which means the font size needs to be a bit bigger than what the game can get away with elsewhere.
Also getting 8 people to click a door and go into a place is way more of a roadblock than you realize. Now you have to zone into the instanced briefing room and then go back out and then zone into the instanced mission?
Also also this ruins the idea of getting a contact's cell. Why bother calling if you're going to need to show up in person to hear every little thing?
A mission log as a presentation of the text you could have seen (before click: intro text. On click: accept and bug-me text. On mission clear: return success/fail depending text.) works for everybody on the team, whenever they want to catch up with the story. Maybe they don't particularly care about it but want something to do to fill the time while everybody else heads off to empty their salvage bin at the black market. -
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Well, you could make a normal group of Jotun minions, lieuts, and bosses, then create another group called "Jotun Champions" which just includes the lieuts and bosses from the first group. Have the object surrounded by Jotun Champions.
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I don't want any Jotunn minions. Jotunn are supposed to be extremely tough. In theory each should be tougher than the player - but that doesn't make for a good mission.
So I made them lt's - so every Jotunn feels tough.
If I add in bosses, then it will be a mixed group of bosses and lt's - which seems too tough.
Of course I play on heroic so I wouldn't see bosses.
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Okay. Make some servants to the Jotun, and those are minions. That way the lieuts still feel challenging but spawn in reasonable numbers. -
Recluse is hard for several reasons.
1) Flier. That's a time limit in effect, because you need to drop him before it takes off again or you've got lasers and swarms of Arachnos all over your backline. You can get around this by pulling Recluse up against the main tower, the Flier may have a chance to just pass idly by in this case.
2) The buff towers. Red and blue give him crazy damage and massive to-hit and recharge bonuses. Orange and green just give him turbo defense and healing, which is at least survivable. A tank needs to survive long enough for red and blue to go down in whatever order. Defense tanks may be better with blue first, resistance with red first, but they'll both have to drop.
3) His innates. In addition to the absolute swarm of Bane Spiders that come out of his cloak at critical health -- you know that thing where when a pet/player dies a boss taunts its death? Recluse also summons Executioners. (I've seen it happen when we tried to offtank him with Phantom Army and suchlike - either it's an effect that happens on death or a power that cycles when his new target is at range. Either way.)
So what you need is a tank capable of surviving until red and blue go down with minimal disposable pets for target dummies, because each of them is a handful of Executioners waiting to happen, and a team willing to huddle up against the tower so the Flier doesn't run in, and with enough burst damage ready to down LR before the army of Banes overwhelms them.
It's a bit of a tall order.
GW at least is kitable, so with seven competent damage dealers, some speed buffs/debuffs, and a tank willing to run in circles you can survive her. -
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I can play 50 arcs in 45 mins. I have 5000 ticket badges globally. Like the invention system badges and accolades are optional, if you don't feel like putting in the effort or it is a waste of time you don't have to collect them.
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This accolade lets me open the architect editor to make changes to a mission while I'm testing it. (admittedly they won't actually TAKE until the next time I play the mission, but for fixing typos in dialogue or errors in group assignment it helps to have these things in front of you.)
Sometimes I want to roll up a lowbie or use a stalker I rarely play, to see how the custom enemies or mission objectives work for them. I lose the ability to use the live architect editor until I play 50 arcs on these characters, which I will agree can be done trivially for badge purposes. But if badges are trivial, then why bother at all? (similarly Customizer is trivial - open up a local mission with a custom enemy in it, hit save.)
The "live edit" feature from Mission Engineer doesn't make sense to unlock on a per-character basis, unlike accolades which change individual characters, like Demonic and Eye of the Magus, because first it's tied or can be tied to global accomplishments, and second it affects things that the account does as a unified whole - testing and editing architect missions.
If it were an individual accolade that required globally-obtainable badges that would also work. -
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Language is too transient and filled with complexity to be taken hard-nosed serious at a game site.
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In short, I was made to be tolerant to the ebbs and flow in communication and try to understand the point of what is being communicated to and around me to the best of my competence and to ask for clarification if that communication eluded me.
It is a near impossibility for me to be anal enough about a language that mutates (has mutated) so much and so quickly that I have to berate 'flaws' in its use from a position of rigidity.
I won't rate someone a star less; no matter how bad the spelling or grammar may be; chances are that I got what they were trying to say.
Besides, I do more button-mashing than reading here anyway.
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If something is too hard to read, it'll hurt my rating. That applies both to the monstrosities of texting alchemy and the grammatically-correct 10-line sentences you might expect to be clarifying some obscure point in the Harvard Law Review.
(Not that I've encountered the latter in the MA, but you'd be surprised how many people think it's entertaining to read fifty lines on the responsibility of royalty that contain less than five actual sentences and one concrete noun.)
Reading takes time. If something's hard to understand or written in obfuscatory language then it takes more time than it should. And I don't play a mission with the assumption that the author will be there for me to ask "what did you mean by that?" It stands or falls on its own.
In fact, even if the author is there to explain what everything is supposed to mean I'll still mark things down for being unclear. And I expect to be treated the same way, even if I'm there to explain things. -
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I have an arc where you aid the Aesir by challenging the Jotunn to defeat their champions.
It's basically king of the hill - defendible object, if you defend it you win.
To make Jotunn (giants) tough, I have made them all lieutenants. Which makes defending the object tough but doable.
It makes the Jotunn on the rest of the map lt's as well. I could make minions and lt's - but this is supposed to be epic, and having the Jotunn be no tougher than the dwarves you faced in the earlier mission seems wrong.
But then having the normal Jotunn be lt's and the champions lt's (the champions are currently the same mobs) seems wrong.
But upping the champions to all bosses seems over the top.
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Well, you could make a normal group of Jotun minions, lieuts, and bosses, then create another group called "Jotun Champions" which just includes the lieuts and bosses from the first group. Have the object surrounded by Jotun Champions.
Oh, wait.
Does the ambush for a destructible object come from the map mobs?
In that case, make the map Jotun Champion faction but fill it up with optional "boss" objectives, where the "boss" is a Jotun minion or lieutenant, with no dialogue or plural text, and give them an escort of Jotun. That should make the general fights in the mission be mostly normal Jotun with the occasional group of champions, but still get the destructible object attacked by champions. -
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Well, the same question could be asked about an arc that is broken because the boss won't spawn, or that has a glowie behind a wall, or any other error that makes it troublesome to participate in. Do you rate someone lower for that sort of error?
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No, actually. Glowie placement and map design are both to some extent random, and out of the creator's hands. I will definitely notify if there's a map design that, combined with the creator's choices, creates an annoying scenario, but I won't mark down for it if it looks to be a special case.
I will mark down for, say, a "defeat all DE in the tech lab" mission because given swarms and given tech labs you could get a little thing off in some high-up corner and have no freakin' clue where it is.
Text, contrarily, is all deliberately entered by the creator. -
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Even if nobody preferred any arc length over any other, shorter arcs would still get more play. A short arc that takes 15 minutes is going to get eight times as much play as a long arc that takes 2 hours, and that's just with people playing arcs randomly.
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Wait, that makes no sense. If all arcs are selected at random, short arcs will get picked no more often than long arcs. The only difference is how quickly they get finished and another arc randomly chosen.
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Hmm. Yeah, that's right.
I think I was approaching it more from a packing perspective - someone can either play 8 short arcs or 1 long arc, and if that's a random choice, then etc. -
Seriously. Or the requirements changed to account-wide badges of some sort.
Playing 50 mission arcs and getting 5000 tickets isn't exactly a small undertaking, and doing it on every character you want to "live debug" with is a bit daunting. -
Even if nobody preferred any arc length over any other, shorter arcs would still get more play. A short arc that takes 15 minutes is going to get eight times as much play as a long arc that takes 2 hours, and that's just with people playing arcs randomly.
When they actually start demonstrating any kind of length bias, well Katie bar the door. -
Well, look.
Your average sentence has way more data in it (in terms of probabilistic arrangement) than the human brain should be able to parse with any kind of speed.
It can manage it largely because the set of rules called "spelling and grammar" works as a compression algorithm, cluing you into the nature of words and the arrangement of ideas.
If the spelling and grammar are bad enough to slow me down, that's going to reflect poorly in my rating of the arc.
If the spelling and grammar are bad enough to slow me down it's also going to take way too much time to correct it point by point. I'll suggest sticking some of the briefing into Word or similar.
I do point out individual errors but don't mark down for them unless they're particularly egregious, eg there are 50 patrols on each map all with the same typo. -
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Overall
I like the writing style and especially the dialog, and there's some decent characterization. I like that you get to redeem the troll paperboy. I liked the structure and the amount of content in the final mission. The premise is neat and the idea of the dream paper is cool.
However, I thought the plot itself was rather confusing, and I felt there were several plot holes and inconsistencies that I found distracting. The end of the story left me with a lot of questions unanswered, and I never did feel like I knew what exactly happened or what the ultimate goal of the paper mill was, even at the end. I think the story could benefit by having some of this background plot explained by the end, to give more of a sense of closure to the story arc.
I gave this story 4 stars.
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Yeah, what this needs is-
a) a mention by Alfonse that in addition to the paper he gave Grandma Yan for her medicine, some of it also came wrapped in order forms from etc. etc.
b) A "lab report" end clue for the police lab mission. All the paper the Lost were after could potentially be activated by someone who knew how - the sheet on the computer is an activated sheet that's still "broadcasting".
c) A longer talk from Mr. Blaloch, probably an end clue.
And hey, since I finally got Engineer today I don't even have to budge from my day job spot. -
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The mission map is one that I don't recognize, but like the look of. I'd love to know which map it is in case I ever want to use it myself.
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It's an outdoor mercy island map, filed under "arachnos" I think in the unique maps? Shows up in Burke's introductory arc.
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I like the characterization of the earth spirit, and the explanation that's given as to why he looks like a normal Red Cap. I only wish that, when I completed the mission, the clue gave more of a hint as to what he really looks like in his natural form.
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Had a little room so I popped it in, not that it's going to make much more sense.
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I begin to wonder if the contact is cagier than he lets on, and is merely putting on a deliberate show of innocence. Actually, I started wondering this a while ago. It's well-written, regardless.
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I never do nail that down. I've tried a bit, if you bug him for details about the later missions. But even if Lloyd is an innocent, he's savvy enough to know that you can't seem TOO ignorant in the Rogue Isles.
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A pretty straightforward mission. Oddly enough, the main objectives all appeared in short order on the first floor, leaving the remaining two floors as purely optional. Dialogue for the Carnival party-crashers is well-written.
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Yeah, that's odd. It's a random map and occasionally it picks one where there aren't any spaces for clickables to spawn on the top floor.
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You kinda have to admire the brazen charm of an employer who doesn't hold a little thing like robbery against you, and apparently is more interested in dueling you for the sport and challenge of it.
Conclusion: All in all, a fun arc, with some fun characterization. Purely on the level of personal taste, I wasn't a fan of what I found to be overly long custom minion descriptions, as noted above. Plus, I'm mildly disappointed that this wasn't a story that gradually built with each mission, but rather a series of separate but related vignettes, tied together in a single arc. But only mildly disappointed - there's definitely a fine place for fare such as this.
As a final note, I'm curious as to what steps you've taken to publicize your assorted arcs, each of which has an impressive number of playthroughs and ratings.
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"Brazen charm" is pretty much what I was going for. The arc is intended "to introduce Bravura", which I could do by dumping a pamphlet on you or by, well, a villainous little flyover.
As for the plays? Well, all the arcs were ready to go from day 1 and pretty good to start with as well. I promote in the "MA arc finder" channel and have my missions listed on cohmissionreview.com, and my arcs get a little general playtime whenever they kiss 5. -
Alright, diving straight into the high fantasy pool. Live feedback from a level 40 spine/regen scrapper.
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Meta-AE is funnier than it should be given this thing's only had a month for there to be meta for it.
Anyway, here we are... ouch, dude, typo in your excessively long faction name. "Stereotypes" is how it should go.
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Hmm. Second mission, and I'm wondering about something. These guys' descriptions are presumably being transmitted over the AE. Wouldn't they be ones they wrote themselves, rather than parody descriptions?
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The third mission boss doesn't talk at all as I whittle him down. I guess you're kissing the file-size limit here with all the customs.
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Dr. Forrester is concerned about people from Aeon Corp? Dude, you're a certified mad scientist, you got no room to talk about 9-to-5ers.
The patrols in missions 3 and 4 all saying the same thing kinda get old rather fast. You can't just tell a joke over and over again and expect it to keep being funny. You can put in a second patrol group with no dialogue... if there's room for it.
...
Um, why is the dude trying to sabotage his own little pride and joy? He sunk how much time into this with Crey?
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Seriously. AE is Aeon's company. Unless this is Professor Echo trying to sabotage him or something it doesn't make sense for him to be slaughtering his own cash cow.
Carrion creepers are currently bugged and will go on spawning for a very long while. This can be a problem when a patch gets dropped in the same room as a glowie.
...unless he just got addicted and started doing stupid things. Yeah, that's our Dr. Aeon.
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Okay, overall impressions - the visual design on the customs was very nice. Repetitive dialogue from the patrols got old fast and if you have room you can add silent patrols to make up for them.
The plot - well, it's a humor arc, the plot just has to not be too ridiculous, and that's accomplished.
But the custom characters' descriptions really bug me. I mean, I know I'm not supposed to take them seriously, but a jokey description from metagaming enemies gives me the feeling that THEY don't take themselves seriously either. Which given that they're trying to accomplish something nasty sets up this odd disconnect.
You can still probably make a joke out of giant overwrought descriptions, but again I have no idea what you have the space for. -
I'm not really too much for spelling or grammar unless it's like a single mistake. Just don't have the temper for it.
I can feedback on other stuff though! Live from a high 40s spine/regen scrapper.
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Snakes. Why did it have to be snakes?
...um. Okay, I never thought I'd be soldiering on before I even got to the first mission, but brother, you can take yourself and your freaky venom-warped former humans and your mindless forced mutation for your snake goddess and go die in a fire. And then in an ice.
But a review is a review.
Battles start before the player jumps in. Any "battle joined" dialog that assumes the player's there doesn't make sense.
Kinda stinks that Snake Eggs don't show up as destructibles anymore. Maybe they'll change that back soon.
Freaky dream omens. Now I got a devoted mystic on my tail and he's probably told all his Mu buddies.
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...um, why is the circle mage the main suspect in the attack on the lair and not the guy who had the dream then went to wreck it? Does my snake-eyed buddy think the dream was a sending of some sort?
Weirdly enough he shows up in a corridor right at the front of the map. I take him down and that's the end of it. (the map /whereamis as CoT_30_Layout_05_04 if you were using a random one.)
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A mysterious cave.
Aw man, this mysterious cave? It's like half empty because those spots are reserved for special TF or other spawns and I always wind up running down the one branch of it with no fights at all.
On a side note I have not seen a single blue "mine" cave or its villainside counterpart. Like, ever, running AE content.
It should be "only one" tablet is the real deal, not "all but one".
I think the arachnoid caves have spawns all the way through and look suitably mysterious.
The worst part of this cave is that even though there aren't enemies all down one branch of the cave the glowies still spawn there.
The tablet I pick up off the altar is described as pulsating twice in consecutive sentences. I got the hint the first time, thanks.
...wow, these Enlightened are terrible. Nothing like being confused and terrorized with the pain-shout debuff on you so you get shredded by the enemy ranks and not even your damage aura is any help. Did you check up on them after they did that powers revamp?
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...an ancient Amazon snake cult temple? I buy the snake cult, but the Snakes themselves are recent vintage, produced from the same sources as Statsey and Recluse.
Hoo boy. Hi there, Stheno! Haven't seen you in a while.
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And then... it's the ruladak cave. The ruladak cave that everybody uses for Mysterious Cave Mk. 2, the ruladak cave with only one layout and that's still a pain to navigate even when I know exactly where I'm going.
Also there's no visibility and the Enlightened are bad enough when I can see them coming.
You can use "$heshe" to put the appropriate pronoun in depending on character gender.
You called the boss of last mission "Talamanca" and the cultist talks about "Salamanca" in this mission. Which one is right?
Oh boy, it's a thing from the Far Realm. Fortunately it's just a bruiser.
Unfortunately, TIER 9 MEANS WAITING FOR TIER 9 TO DROP.
Seriously. Click MY godmode on, mow down his escorts, and then run off and wait until I see the end bar take a hit, because nothing I can do to something with a tier 9 or IH up will actually matter in 5 seconds.
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Overall the custom group had one severely annoying lieutenant and the final boss as the biggest pains, and the story's a little confusing given what I know of the Snakes and their nature. I've noted problems with the boss placement and the map choice, too.
The story itself is pretty great underneath it all, it just needs to be told a little better. -
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Yes the lying is not supposed to make you comfy.
The island was the closet thing to a forest I could find, although I am pretty sure now there is an actual Croatoa map.
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There's no reason I can see for him to lie. He just kind of does it then kind of doesn't.
There are actual croatoa maps, though I believe they're unlockable, with varying degrees of forest. -
High 40s spine/regen scrapper. Live feedback, all set! Readyyyyyy....
GO!
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Woo, ancient king chicken of the chicken people! (Mighty Max has RUINED archaeology for me, sorry)
TROGDOR WAS A MAN... sorry again.
It's kind of odd that there's no trace of the CoT down here, not even a battle.
Interesting custom group, nice progression, bit of a pain to deal with given how much damage they can dump at range though. The giant confuse/slow aura Ice Control spits out is something I'm glad they only click on for a little bit.
I hope this isn't going to be 5 missions of just them.
...oh, dude. Lying to me about what I'm going up against is not going to get me into your good graces.
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Still, I soldier on.
...what the? This is freakin' Talos Island, not Salamanca!
If the intro scroll was supposed to be warning about the patrol boss, dude's a lieut. Easy pickings.
Two stones down two to go? I thought at the end of the first mission he said I had to find four... guess that should be four TOTAL instead of four MORE since I already grabbed one.
Okay mister man, where's the next one at?
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Office building. More of the same custom enemies. Some hostages.
The hostage takers don't use $himher to get the gender right.
Weirdly enough the safe was in the first room and the hostages near the middle of the map. I completed the mission without even getting to the last room at all. Kind of odd.
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Ah, Arachnos. That'll make for some nice variety.
...huh. Searched all the crates, but I've only found "a strange book", "a strange amulet", and "The Statue of Nocturn". The runestone objective is cleared and there's a system message that SAYS I have it, but...
The arachnos negotiator sounds like she's TRYING to call for help at 25% health. Why not have it show up?
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Last mission.
The last fight was... alright? No real memorable wrinkles.
But it turns out I've been working for a different god this entire time.
That's twice this contact has outright lied to me. Facing a threat of invasion from the depths, yet.
I don't know why that rubs me the wrong way so badly, but it does.
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If you're still playing stuff in return, take your pick from something in my sig. -
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And, in doing random MA content for these past two levels, I must say I have truly come to appreciate the overall quality of the work posted by people who frequent this part of the forum, and have posted in my thread. When you've been playing 3, 4, and 5 star arcs, it's a shock to the system just how awful a 1 or 2 star arc can be.
Not that they're labelled 1 or 2 stars. The sheer number of 4 and 5 star arcs you get in random searches that are absolute drek boggles the mind. I've given out a LOT of 1 and 2 star ratings this past week, and those were for the arcs that I could actually defeat the first fight (if the first trio or duo of minions faceplanted me without me even barely denting their health - and that's assuming I was even facing a mission that *had* minions, versus ones with no plot, a field of glowies, and nothing but leutinants everywhere - or bosses; those, by the way got reported as farms). I was expecting it to be bad, but what caught me off guard was just how bad, and how many there were.
I have a renewed appreciation for those of you (and me too - shameless plug of my own arcs, down in my sig) who are writing real stories for MA, and I'm really looking forward to getting back to those arcs (and really dreading the day when I run out of them - I might have to take my own arcs down and start writing my own content for Pro Payne... yeesh.)
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Random crap is randomly crappy, ya.
But I'd think there'd be enough SFMA-tagged stuff you haven't played yet to work for you - or is that all high-level? -
Nice review too, I don't have too much to say about it aside from:
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Arc: Dream Paper
ID: 1874
Written by: @GlaziusF
Mission 1: I like the set-up and I like the nod to the Omega Project (is that what it was called? I forgetÂ…) at the mission pop-up.
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I wasn't really trying for a reference here. But it's always nice to get informed. What did it make you think of? -
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I know that. My point is that you do so much as even something vaguely related to farming and some of the forumites act like you just [censored] their children at gunpoint.
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Understood and agreed. While I generally don't "farm" myself, I have done it in a minor way when nearing a level, just to finish the level off. I don't really consider that farming, but some will.
Some would accuse my youngster of that, because sometimes she just like to explore and streetsweep along the way. I don't consider that farming either; she's not doing it for XP or gear, just for fun.
Ignore the overzealous forumites -- on both sides.
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Farming is farming, whether you are doing it for XP, gear or "fun". Besides getting XP and gear is fun!
Both you and your kid are farmers. Welcome to the club!
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No, farming is a job.
Reward-focused play (diamond play, if that means anything) is different from farming because the reward-focused player is capable of changing his behavior, while the farmer is either following a paper script or uses automated tools.
Reward-focused players (diamonds) may jokingly CALL what they do farming, but it's not. Because they're deciding what to do. The farmer doesn't have that choice. -
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While we're talking ambushes, it'd be nice if you could make defeating a particular ambush a victory condition.
You know the scenario... you defeat the boss, then click on the final glowie, and hear ambushers saying "No, don't let her escape with the MacGuffin! Kill her, now!" And you just sit there and click on the "Mission Completed" Exit button, neatly avoiding the ambush.
I suspect that's a difficult if not impossible thing to change, though, as it happens a lot in Dev missions too.
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And when the ambush happens in Oranbega half of it falls down a giant chasm and winds up in a tiny crevice and the mission won't complete.
When I pull an "it's not over yet" I spawn in a boss in another location. -
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Quite frequently. I very often don't agree with the majority view on what's "good" and what isn't. I think most people are like that. Only the degree varies. Taste is highly subjective.
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Nobody goes there anymore, it's too crowded.
Seriously, guy, the majority is the majority because it's what most people agree with. If it wasn't what most people agree with it wouldn't be called the majority!
But the rating system isn't a reflection of majority opinion, there's a definite selection bias and a deliberate confounding factor. -
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Qr. Join the MA Arc Finder channel. Lots of story-focused MAurthors on there.
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That channel is just named "MA Arc Finder" ?
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Why, yes. Yes, it is. -
Looking back for reviews today I think I've tossed my hat into like five threads that never went anywhere.
A-so. Here's hoping.
Under 20, run "Bricked Electronics" (2180).
Under 20, can handle a little mez, run "Dream Paper" (1874)
20-30 villains (only? not sure), run "The Bravuran Jobs" (5073)