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Posts
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Joined
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Quote:Actually, they can. I've had a mission auto completed by a GM before - but that's completely up to the mood of the GM.
No, they don't assume you're lying. If you leave the map and start another mission, there's absolutely nothing they can do. -
Currently, we have the option to autocomplete a mission once a week, getting the mission bonus as if we had actually done it. Which is fine, as far as it goes.
Last night, I had a kill all on a huge map. As usual, on a map that size, that last mob is a royal pain to find. I went over the map painstakenly TWICE unstealthed - never did find it. After half an hour, I gave up and went on to other missions, petitioning that mission. The GM refused to help and told me to try the mission over again. I didnt care much for the response - but I guess most GMs would assume you're lying. Shrug.
What I'd like to have is another option to auto complete a mission at ANY time, with the understanding that this is a zero reward completion - you just get credit for the completion, allowing you to move on to the next mission in the arc. Anyone who's played anytime is very familiar with mobs being imbedded in walls/ceilings, etc. This would be a nice option to get past these issues without GM intervention. ( or to get past missions like the kill 100 Carnies in PI - what a total waste of time )
Just one caveat: This option should be disabled for arcs that result in a badge. -
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Wow... the art in this thread is awesome.
Good job Cashoo. -
Another addition to my budding art collection. Cric does some really nice work.
Neverglade is my Plant/Storm controller - I've been playing her quite a bit lately.
Reference Screenshot:
http://kkestner.tripod.com/coh/never.jpg
Final Art:
http://kkestner.deviantart.com/art/N...Cric-135559296
Think I'm going to hold off on any new pieces for a while - my bank account can't handle it. -
I just got this commission from John Becaro - very very nice.
http://kkestner.deviantart.com/art/S...caro-134996541 -
Thanks everyone! ( this is getting to be an expensive hobby
)
Yet another one:
http://kkestner.deviantart.com/art/S...aque-134485913 -
Zairyo did this one some time ago. Overall, a very nice piece.
http://kkestner.deviantart.com/art/S...iryo-134308660
Cric does an awesome job with action shots. Really makes my character appear ... intimidating.
http://kkestner.deviantart.com/art/S...Cric-134308197
I have another one on the way from Jaun-Caque. -
Another shameless self promotion
, as well as to celebrate my 100th arc rating (yay!):
Next goal: 200 ratings. Who knows, maybe I'll get eventually to 1000. -
Thanks for the review, Venture. Glad you enjoyed it.
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I can't get it to upload an image from disk or use a url. Seems to expect the url to begin with www...
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Testing ... ***** balls. Hmmm, perhaps Idi0t Balls?
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Pluses:
- We can have images in our posts and sigs. ( although I'd like the ability to have scalable images and/or thumbnails that can be clicked on to show the full size image )
- More modern look and feel.
Negatives:
- Highlighting of thread titles that have new replies is just barely noticeable. Needs to be bolded like the old forums ( or given a different color ).
- Need text for the various action icons. ( i.e. respond to message, etc. )
- Would like to be able to click on the thread title to be taken to the first unread message instead of clicking a little arrow icon.
- No way to have a link where you specify the displayed text for that link.
- No obvious way to return to the forum category list.
- A bit too much padding in the forum category list, requiring more scrolling than before.
- I was hoping for more space for my signature. Still limited to just 5 lines...making it pretty difficult to advertise arcs. -
Pluses:
- We can have images in our posts.
Negatives:
- Threads are no longer highlighted when there are new responses.
- No way to respond to specific messages in a thread.
- No longer able to click on a thread title and be taken to the last read message.
- No way to include links with a link title.
Overall - Meh. I like the old format better. -
There aren't going to be many players familiar with that language. Looking at the title in the MA list, it looked like someone who didnt even bother to spellcheck the title.
He'd probably get more plays if he did something like
Pagkagising ng Kaluluwa ( English translation ). -
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1) Make the canisters a clickie, and have them disappear when done. This makes it look more like you're disposing of them safely. The clue can mention the leak.
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The only problem with this is that you can't have guards for a glowie, and some of the dialog from the guards is nice.
A third alternative is to have a mob serve the same role - the mob is carrying the mutagen in his backback, along with the triggering mechanism - you have to defeat the mob before he gets a chance to set it off. -
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Overall:
Interesting plot, even though I didn't like my toon portrayed as a nutcase. Nice custom mobs. I'd avoid having multiple instances of patrols/guard groups/etc. having the same text.
The addition of the Clockwork King didn't make any sense to me.
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...Maybe it would make sense if you actually finished the arc? You left out the last mission, IIRC.
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Maybe I didnt have any specific comments on the last mission? Troll elsewhere please. The reveal at the end that the Clockwork King was another mental patient didnt make any more sense.
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Just finished playing with my 50 Plant/Storm Controller. Interesting arc, but I'll partially agree with Venture - I don't like having my toon appropriated. I'd change the arc at the end to have Nemesis reveal that he was messing with your mind...
Mission 1:
- I'm going around incinerating barrels of highly lethal contagion. Ok... that doesnt make sense - you'd usually haul that stuff of to a facility to be safely disposed of. And how am I incinerating stuff? Pocket blowtorch?
Why didnt Ms. Liberty help?
I'd avoid using %supergroupname in mission text unless you intend for it to be played solely by SG members. I'm not in a SG and it comes at as "No Supergroup".
"... seems to have all been destroyed...". Hmmm, pretty sure I destroyed them , no "seems" about it.
Mission 2: I was here less than a week ago? Make that 10 seconds.... Assuming a long passage of time doesn't work with this game's format.
Mission 3: The Rogue Isles were hit hardest...
Mission 4: "Morgan" is a fairly uncommon name for a female toon - which is what I was playing. Morgan Fairchild is the only instance I can think of. Adding a twist where you are a deranged patient at a mental hospital is interesting, but should have been revealed to be a Nemesis plot at the end.
"Bad Drawings of Superheroes" clue contains incorrect spelling "denziens".
Overall:
Interesting plot, even though I didn't like my toon portrayed as a nutcase. Nice custom mobs. I'd avoid having multiple instances of patrols/guard groups/etc. having the same text.
The addition of the Clockwork King didn't make any sense to me. -
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Personally I always thought the in game cut scenes in the first Kalinda and Burke arcs were wonderful and would make a great addition to the MA.
Gods no. Imagine the cutscenes in the Mary Sue arcs....
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Cut scenes are fine, as long as the user is given the option to hit the escape key to bypass... -
Is anyone else working on this arc? I've worked my way to the mission where you fight the font of power - definitely not soloable with those tornadoes chewing you up.
I just restarted playing my MM after a many month hiatus, and found that pickup groups are pretty much non-existant red side... -
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In any case, I enter the mission. The objective is simple find Billy and defeat the Red Cap leader. The architect seems to switch back and forth between Redcap and Red Cap. Since the faction is named Red Caps Id go with Red Cap and stick with it, for consistencys sake.
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Hmmm, thought I had changed all those. I'll go back over it again.
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When I go in the warehouse, I note that no one has worked here in a long time. The objective is to find 4 skeletal remains and 2 clues. The map is full of Ghosts. I find some bones. One of the clickies says that the bones are dry and brittle ... and glow. To my eye, that sentence, while grammatically correct, looks awkward. Id probably go with something like The bones are dry and brittle and give off a soft glow. I dont know if you can fit that in the 100 characters limit, though.
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I'll think about it. The addition "... and glow", makes it stand out a bit ...
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Back to the Hunt for the Last Glowie! *sigh* I really, really hate this part of the game. Although its dark, and glowies do show up relatively well, this map is full of all sort of nooks and cranks for glowies to hide in.
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I think I've had one complaint about this map being too large. I experimented with a number of maps, and this one gave the best results as far as spacing out the glowies and the 3 patrols. Never had much trouble personally finding the glowies, but I could see where some random runs might potentially give some trouble.
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I hope this Jack isnt Jack of Irons. Rose informs me that Jack is in a cave in the Misty Woods. She cant come with me as she blacks out whenever she tries to leave the graveyard. So I go off to find Jack, bringing Billy with me.
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You're the second person to mention Jack of Irons. This character must not have made an impression on me - I just cant remember him from any arc...
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Theres a regular Cabal patrol going around. I dont know if this is deliberate or an oversight, since all of the other mobs here are the Cabal Sisterhood group.
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This was intentional, not from a story perspective, but due to a MA mechanical issue. If I only included my custom group, it would either show only the standard Cabal mobs OR the custom mobs - never both together. I had to add patrols from the regular Cabal group to force it to show a mixture. Not sure if they've fixed it yet - I'll have to experiment to see if I can remove this "kluge".
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Id probably tweak this mission so that you disrupt the 3 ceremonies (one of which has a hint about Patrick being alive), then chain it to the Free Patrick objective so that it shows up after youve disrupted the ceremonies.
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I'd do that if the 3 ceremonies were a single objective, but they're 3 separate objectives, each with their own text. Nice idea, but not possible until the Devs implement the ability to chain a new objective from completion of more than one source objective.
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Oddly enough, the iron cauldron is a treasure chest. Might want to change that. The bubbling cauldron and the mystical cauldron are also treasure chests.
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No clue what happened there. They were cauldrons the last time I played through it. Good catch though, I switched the objects back to the correct item.
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Also, its called waterboarding not water dunking. In any case, the waterboarded witch tells me where Rhiannon is.
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Actually, this was a play on words on "waterboarding". I had a picture in my mind of the hero grabbing the witch by the scruff of the neck and repeatedly dunking until she talked.Just some mild humor.
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I find Adriana, who is an Elite Boss, and free her. She is upset with me for interrupting her self-destruct spell. I shrug. Shes a bit overpowered for an ally, especially considering that I have a Phantom Army and Phantasm to help me out. I leave her behind.
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Actually, at the lowest power set levels, she's not too bad. She's set at elite just to ensure survivability. I'd tried setting her to boss level, but she became a Lieutenant on heroic. I felt it was important that she survive to the final battle - it's her fight as much as mine. I wish they would downscale elite boss allies just like they do boss and AV level allies.
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The mission, however, doesnt end. I guess the optional objectives arent optional after all. I go and find Jack, free him, and now the mission is over. I wonder why Defeat Rhiannon was in orange text while Free Adriana and Free Jack were in white text. Ah well.
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That is very odd - I'll recheck. They should be optional.
Thanks for the review. Some very good suggestions.