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Yes, but that can result in humorous mistells if you do a lot of switching windows. For something like a warning, I prefer to bind directly to the team channel, so the correct people get it the first time, rather than warning the Virtue Badge channel that we are about to get hit with an ambush.
While the Badge channel members may get a laugh out if it, my teammates would probably appreciate getting the warning in a timely manner. And no, I am not speaking from experience. Really. -
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Tomorrow (Tuesday) I work until 9pm, so I won't be reviewing anything then.
The queue is in the order that I received them, but is probably not going to be in the order that I play them.
#219484 The History of Statesman by jjac
#246604 Quatrexin's Quandary by Displaced
#3369 Matchstick Women by Bubbawheat
#178774 Tales of Croatoa by Hercules
#114284 Diamonds are a Girl's Best Friend by FredrikSvanberg
#4727 Future Skulls by Justice Blues
#70801 Simple Times by Justice Blues
#255895 Future's End by Justice Blues
#227331 The Consequences of War - Part 1 by Dalghyrn
#241496 The Consequences of War - Part 2 by Dalghyrn
#227436 Halloween Night by BinkDeBook
#77311 The Ballad of Murky The Cat by BinkDeBook
#3463 Marked Man by Zikar
#250480 BE Prologue: Gangs United by Ozzie Arcane
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I am currently in the process of re-writing much of my second arc, (to improve it I hope.) so you may want to move at least it and the last one down on your actual playing list. The changes should be up in the next day or two, depending on how my testing goes.
This shows the problem with getting reviews. People give you feedback and you end making changes to make things better. -
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I have to admit, I have had other people say that the Minions are hard, but I have not really noticed it on my runs or in the regular game. There are a lot of other mobs I find more difficult.
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It's not that they're hard. It's that when you're trying to hunt them down to kill them all they can bolt really far when they panic.
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Okay, that makes sense.
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I am not sure why you would want to find evidence of them on the altar.
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Well, especially given the incoming golapo oog, a physical link would be appreciated - I got the interpretation that the Igneous were just blaming the Hellions as the usual suspects.
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This makes me ask, did you see the Hellion battle in that map? Along with the dialogue? If you missed it, I could see how you didn't get the connection. I have added a bit to the altar to help with that.
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I never claimed they were transformed humans.
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Oh, that wasn't to you.
It just seems like every damn thing in the game is some type of transformed human.
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The second mission was not originally in the arc. My first feedback from a tester said it was hard to follow the story, things jumped around too much. So I re-wrote and added that mission, to ease the transition from the Minions to the Hellions. The joys of writing.But I have been thinking about making some changes in the early missions to get the Future Skulls in sooner.
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Well, coming at it from the viewpoint of "this needs one more Skulls mission", I don't see why you can't just put some Hellions in the Igneous warehouse and go from there.
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I would just like to point out, in 54 ratings (so at least that many plays) you are the first person to mention the Igneous talking as a problem.
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Yeah, I'm weird like that.
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Oh I didn't have a problem with you pointing that out. I just found it amusing how many people are not that familiar with canon they run many times. I did make some changes already in the first 3 missions to account for that problem.
And I had an idea and was up all night reworking the last 3 missions. Now I just need to do some testing and get the changes into the published arc. You owe me a few hours sleep. -
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i agree, gettin 1 shotted, 2 or even 3 is lame on this game. how super are we that a badie can do this to us? not very super at all if u ask me, lol.
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You do realize that the villains are also super? That is why they are super-villains. -
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@GlaziusF
Picking this up with an actual newbie - a single-digit BS/Shd. On diff 1, because lowbies is lowbies.
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Whoa. Minions of Igneous? As a defeat all? You know they run like the wind and jump like a leaf in said wind, right?
...yes, I wouldn't know what the Seeker was talking about. That's because the minions of Igneous can only speak their own simple yet beautiful native language.
Golapo oog, remember?
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I have to admit, I have had other people say that the Minions are hard, but I have not really noticed it on my runs or in the regular game. There are a lot of other mobs I find more difficult.
And no, I didn't remember that the Minions don't speak English. I have tried to check that with other mobs that showed up, but never thought to find out for them.Now I need to figure out what to do about that slip up.
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...and now the rank and file are also talking intelligibly. You'd think Talshak would have mentioned something about that.
I guess I can buy the Hellions as a link here but I'd like to find some evidence of them on the altar.
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I am not sure why you would want to find evidence of them on the altar. The idea is, they raided the Minion lair to get the artifact, since that is one of their trademarks. It was mentioned later that they found out about the artifact from the Skulls, as part of the misdirection.
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Hmm.
http://boards.cityofheroes.com/showflat....v=#Post13668031
According to Manticore, the Igneous are a society of rock-people and NOT ACTUALLY TRANSFORMED HUMANS WOO! except for their leader who got shoved down a lava vent when some dude betrayed him and he's looking to get back to the surface and take revenge.
Not the sort of dude you'd expect to be responsive to an ancient amulet.
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I never claimed they were transformed humans. At least I don't believe I did anywhere. The idea behind them using the artifact was helping Igneous get to the surface faster, since he is bent on doing just that to get his revenge.
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So this thing goes direct to the Warriors, huh? Okay. You'd think Talshak might pursue alternate means of divination given how elusive everything is.
...why's he complaining about prepping spells, anyhow? "OH MISERY WHY MUST I CONTINUE TO WORK TO SAVE THE WORLD".
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Ah, got it, it's tiring, right.
Dude doesn't have any friends among the cops who would know something like what gang pays tribute to who?
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He knows the Warriors got the artifact. But he doesn't know which of their hideouts it is in. After all, they are spread out all over Talos and parts of Striga. It would take a lot of time and manpower to check out just their known hideouts.
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Anyway, in a Warrior hideout, hearing some Warriors talk about... Sigmund? Wrong mythology, dudes.
Wow. Complete dead end. Are these custom camo-panted Warriors I'm looking at here?
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So hang on. If this was all a runaround then why did it work to draw the Igneous out?
Seems like an awful complicated piece of magic.
Anyway, the future dies again. But this was really awful sudden.
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I had to create a custom boss for that mission, none of the Warrior bosses were low enough level, so I also changed a few colors on some of the minions. There wasn't really a need for it, but I thought a bit more variety would be nice.
Why did the Minions get involved? That is a question that Talshak asked also. He points out that if they had not, the Skulls plan would have proceeded the way they wanted and most likely no one would have known they were doing anything. But exactly what caused the Minions to get him and the PC involved is a mystery.
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Storyline - *. There's not much pace at all here. Four missions of chasing my own tail and an attempt to cram an arc's worth of plot development into the last mission. You could probably trim out mission 2 and put in something before the last mission that actually involves the future Skulls a little more.
And how the rock monkeys can I understand the Igneous? That's not supposed to happen.
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The second mission was not originally in the arc. My first feedback from a tester said it was hard to follow the story, things jumped around too much. So I re-wrote and added that mission, to ease the transition from the Minions to the Hellions. The joys of writing.But I have been thinking about making some changes in the early missions to get the Future Skulls in sooner.
And I will have to figure out what to do about the Minions speaking.
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Design - ****. Interesting use of recolors to represent various parts of a villain group, but I didn't really see a reason to recolor certain members of the Warriors. Also there are a lot of defeat boss objectives that don't fire off unless the minions die too, which I don't really see the sense of.
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As I said above, the re-coloring was just a quick addition to the group. I don't think that detracts from the mission, it just adds to the variety a bit. If I had been able to use a regular boss, I would not have bothered, but since it meant I had to create a custom Warriors group (Done before I15) I decided to add a few more into the group after I15 was published.
I thought I had removed the minion requirements from the boss encounters in this arc. I did on the last arc, maybe I got them mixed up.Will check that and get it fixed.
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Gameplay - *****. Short, simple, smooth.
Detail - ****. Enough little bits to make the missions feel somewhat alive, but especially for the last mission there really needs to be more going on, since it's the only one that apparently actually matters. Some false safes in the Warrior hideout and some actual minor artifacts from looking the Hellion warehouse would also be appreciated.
Overall - ***. Pretty much all of that's from the story. The uneven pacing and inexplicably vocal Igneous both threw me for some pretty big loops.
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Thanks for the review, it has helped me see a few more things to think about. I would just like to point out, in 54 ratings (so at least that many plays) you are the first person to mention the Igneous talking as a problem. So I do not feel too alone in my ignorance on that point.But that doesn't mean I will ignore the problem.
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Thanks for the review, I will reply over in my thread so yours can stay cleaned up.
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I have a low level trilogy for you to take a look at when you can. They each tell a complete story (I hope!) but also have connections that you can follow between the arcs.
[u]Fighting the Future[u]
Title: Future Skulls
ID: 4727
Levels: 1-15
Keywords: Solo Friendly, Canon Related, Save The World
Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]
Title: Simple Times
ID: 70801
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls, 4727. [SFMA/LBMA]
Title: Future's End
ID: 255895
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Mirror Spirit has contacted you again. It is time to finish off the Future Skulls, and she thinks she know how. Can you stop the Future's End? Follow up to Future Skulls, 4727. and Simple Times, 70801. [SFMA/LBMA] -
I have three as of now. I tried to make them a true trilogy, each part telling its own story. No EB/AVs in any of the missions.
You can play any or all of them, but the second and third are the ones that really need some feedback, so if you only do one, I would appreciate it if you did one of them.
Title: Future Skulls
ID: 4727
Levels: 1-15
Keywords: Solo Friendly, Canon Related, Save The World
Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]
Title: Simple Times
ID: 70801
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls, 4727. [SFMA/LBMA]
Title: Future's End
ID: 255895
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Mirror Spirit has contacted you again. It is time to finish off the Future Skulls, and she thinks she know how. Can you stop the Future's End? Follow up to Future Skulls, 4727. and Simple Times, 70801. [SFMA/LBMA] -
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thanks very much guys, i will defintatly roll a new char and relearn the gameit is just SO HARD solo without ae, like i tried to do missions at the begining and i was struggling like crazy!
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Team newb, team
Joking aside, teaming is a great way to get through the lower levels quickly. Not only do you get an XP bonus for being on teams, you learn about how other Archetypes and powersets function. It's a crash course in synergy that'll be invaluable throughout your CoX experience. Besides, you're playing an MMORPG. What's the point if you don't interact with others?
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While I do not disagree with your sentiment there are 2 points.
1. He got to this point by teaming. Someone teamed with him and PLed him, but did not tell him how things in the game work. It isn't really the PLing that hurts newbs, it is the lack of information they are given by the people giving them the boost. (That and their missing some very good stories in the regular game.)
2. It is entirely possible to start the game new and solo effectively, primarily using Scrappers and Tanks. There are times teaming is required, TFs and such, and it can be a lot of fun. But if you don't do those things requiring it, you can still have a fun time, including socially interacting on Global channels. -
You can add my latest arc, Future's End, IE 255895 to your list. It is on COHMR already, and the thread is in my signature.
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While I would like a look at all of my arcs, I think I will put my newest up here for a quick review and see how it holds up with someone that has not played the other 2.
ID: 255895
Title: Future's End
Author: Justice Blues
Morality: Heroic
No. of Missions: 5
Keywords: Solo Friendly, Canon Related, Save The World
Description: Mirror Spirit has contacted you again. It is time to finish off the Future Skulls, and she thinks she know how. Can you stop the Future's End? Follow up to Future Skulls, 4727. and Simple Times, 70801. [SFMA/LBMA] -
You can use all three of mine, put them up whenever.
Title: Future Skulls
ID: 4727
Levels: 1-15
Keywords: Solo Friendly, Canon Related, Save The World
Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them. [SFMA/LBMA]
Title: Simple Times
ID: 70801
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls. [SFMA/LBMA]
Title: Future's End
ID: 255895
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Mirror Spirit has contacted you again. It is time to finish off the Future Skulls, and she thinks she know how. Can you stop the Future's End? Follow up to Future Skulls, 4727. and Simple Times, 70801. [SFMA/LBMA] -
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But while I noticed this great attention to detail in some areas, I found the exact opposite in others: a great lack of attention to detail. The first occurrence of this are the crates in the first mission. The interact bar text is there, telling me I'm rummaging, but once I'm done, I'm never told what I found. Yes, I get a clue, but from where? Was that clue really in the crate? Moreover, what was in the 2 crates I did not get a clue from? True, common sense says 'the weapons, duh', and it's technically a minor detail in the grand scheme of things, but it does give the impression that you didn't bother to carry your attention to detail all the way through. The same applies to the weapon schematics.
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This is a limitation of the game mechanics. If there are multiples of something to find, e.g. "Find the Weapons" with 4 crates of them, then the clue is given when the first one is clicked, then nothing for the others in the group. The exact same thing happens in regular arcs, and there is nothing anyone can do about it, unless the Devs make some changes in the engine. -
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*This particular post is just to preserve this arc (I don't want it to get pruned).
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Just so you know, this forum does not get cleaned out anymore. -
Humor is very subjective. There are some good humor arcs in the AE, but it is hard to make it widely appealing. I obviously didn't find your openings funny, but that doesn't mean others won't.
You can set the mission levels on the first page of each mission, under Mission Parameters. There are dropdowns there for the low and high levels of the missions.
I'm glad you found the feedback useful. I always feel it is important to listen to the feedback, but make up your own mind about what you are doing.
In my arcs, I tend to have quite a bit of information, in the intro text, clues, patrol dialogues, etc. I think the dialogues are important for immersion, and they can help with the story. I like using the intro & mission complete text to set up & summarize what has been happening in the story so far. So when I do a story arc, I tend to expect the same sort of thing.
But not everybody does, and there is not really any reason to change things like that if they are doing what you want as a writer. And since your arc was at a 4 star when I ran it, there are obviously people that think what you have written is pretty good. -
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Arc Name: In Pursuit of Liberty
Arc ID: 221702
Faction: Custom
Creator Global/Forum Name: Gypsy Rose
Difficulty Level: Can be fairly easy on heroic but a challenge at higher settings. Can be soloed.
Synopsis: Liberty Rose Jones was an ordinary child or was she? Help Liberty find her true destiny if you dare.
This mission gives the origin of a hero. I tried to include humor with the plot that unravels as you play. The clues provide plot details.
Estimated Time to Play: About 1 hour.
It is so hard to get people to play missions so thanks for this thread. It is a great idea.
I am really looking forward to getting feedback.
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The intro and end text for the various missions feels kind of sparse. And somewhat condescending, especially for high level heroes.
You NavBar clues only have names "Stateman" "Liberty Rose" "MAL". You should really enter the text telling people what about those goals. "Free Statesman" "Find Liberty Rose" "Defeat MAL".
The Family felt kind of forced into the arc. You may have wanted to tie the arc more closely into canon, since you were adding a bit to someone's lineage, but if you wanted that, you should really have went all the way. Maybe a scheme by the 5th or the Council to prevent the addition of another member of that family to the roster, rather than the Anti Liberty customs.
Your customs seemed to be fairly nice, although I am not certain how balanced they are. I ran it on a fairly IOed tank, so am not sure how a solo squishy would fair. I am just not sure how much you really needed them in the arc. Nice descriptions on them though.
Most people, including me, are not all that fond of glowie hunts on outdoor maps, so 2 in a row was kind of irritating, especially the one on the Eden map. It looks fabulous, but you may want to consider a smaller outdoor map, with less hiding places. Some stories can certainly require using the extraordinary maps in the game, but others don't. The Family patrol in that map felt especially out of place. I am very glad you didn't have a Defeat All on any of the outside maps.
Over all, a decent arc. It just felt like it needed tightened up in some areas and fleshed out a bit in others.
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My latest arc:
Title: Future's End
ID: 255895
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Mirror Spirit has contacted you again. It is time to finish off the Future Skulls, and she thinks she know how. Can you stop the Future's End? Follow up to Future Skulls, 4727. and Simple Times, 70801. [SFMA/LBMA]
Feedback welcomed in the Fighting the Future Trilogy thread. -
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Front page, top news at COH Wikia:
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Tuesday, April 14, 2009
Architect Edition on Shelves
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Front page, top news at Titan Wiki:
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Monday, June 29, 2009
Issue 15: Anniversary Released
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Heh. OK. Judgnig a book by it's cover, apparently.
I don't go to a wiki for its front page news.
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But if that is all the better they do keeping their News section up to date, why do you think any of the other articles are up to date? The News should be the easiest thing to keep up to date, but they can't manage that? But I know people like Zombie Man and others work hard at getting up to date, accurate information into ParagonWiki. -
With the publication of my 3rd arc in the Future Skulls story, I though it was time to start a thread here. Their story is now complete, although not all of the loose ends in the 3 arcs are neatly tied up. The arcs are:
Title: Future Skulls
ID: 4727
Levels: 1-15
Description: The Skulls are just a street gang now. But they have big plans for the future. Mirror Spirit asks for your help to stop one of them.
Title: Simple Times
ID: 70801
Levels: 5-14
Description: Talshak the Mystic has asked for your help with a minor clean up mission in a warehouse. Happens all the time, no big deal, just giving someone a quick helping hand. At least that was how it started. Sequel to Future Skulls.
Title: Future's End
ID: 255895
Levels: 5-14
Description: Mirror Spirit has contacted you again. She thinks it is time to finish off the Future Skulls, and she thinks she knows how to do it, with your help.
All of the arcs have the keywords Solo Friendly, Canon Related, and Save the World. They are also all labeled with [SFMA/LBMA] and are under the global Justice Blues.
I tried to make these arcs a true trilogy, all related and telling a story, but each able to stand on its own. There are no EBs or AVs in the arcs, and I tried to keep the Custom Critters balanced and not overpowering.
I welcome any feedback or comments about the arcs and the story. -
Yes, this showed up in Beta and was bugged there, and has been bugged since I15 went live. Best thing you can do is bug it yourself and use the work around.
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I wonder what would happen if this approach were tried instead...
Newspaper missions earn 15% more experience.
Contact Missions earn 25% more experience (and possibly better chance of drops).
SF/TF earn 40% more and still better odds of drops.
Leaving AE missions alone aside from fixing exploits. Low Risk environment just earns what it earns now.
In this way there is no nerfage, just added incentive to play content produced by the professionals (that and they have access to more advanced design tools than we do in the AE).
Would fit more into line with their Risk vs Reward ideals.
P.S.- Developer Choice AE would earn more experience and would be assigned a Risk vs Reward appropriate experience multiplier by the developers.
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This is actually already in effect in practice. Patrol XP does not count in AE missions, so you can actually level slightly faster doing regular missions, even if the only Patrol XP you have is from sitting overnight. -
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Nobody is angrier over the lack of the burning forest than I am. When I wrote the arc, that was the map that I used. Unfortunately, it was later pulled down for no reason that was ever explained, and my arc ended in "Ruined Atlas". After much grousing, I settled on the regular forest map, as it has the same lay out, just no fire. I didn't change the dialogue because I hope that one day I'll get the map I wrote a story for back.
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It was pulled because is had spawn points the were unreachable, so that people couldn't complete missions. The Crey Lab with the heroes in pods was pulled at the same time, for the same reason. They will be put back when they are fixed, but that can take a while, because there are a lot of maps like that and the Devs seem to be focused on GR right now. -
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Cracking Skulls by @Flame Kitten (#115935)
Good low teens arc with nice mission design.
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Just hit this arc using the random search button. Really good arc, solid story, nice custom mobs, good use of canon, a couple of nice touches with MA mechanics to add to the immersion. -
If you are using the Battle objective, they are set to hostile to each other, no matter what the groups are. Whether or not they are hostile to the PCs is set separately, but there is no way to keep them from killing each other. This is actually a very nice feature, I have one mission where as soon as you enter the warehouse, there is a huge melee going on in an apparent civil war in the group. Blasts flying everywhere, swords swinging, it is really great. If only they get the bug in the final map of the arc fixed, so I can publish the sucker.
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Bubbawheat already pointed out the office map. It is a Skulls map, that is why there is shattered 'dine vials on the floor in a couple of places. I know it is similar to the Hellions map, but I don't design them, I just use them.
I look at the villains in the game a bit differently than you do. I figured it might cause a problem with my rating, but another POV is always good. At least if it is well reasoned.
If you look at the comics, while people like the Vindicators and Freedom Phalanx deal with the high level villains like Recluse on an equal level, they also deal with Hellions and such on the same kind of level. In one issue, the Hellions and the Clockworks are giving the Freedom Phalanx a hard time. Part of the reason the Hellions and the Skulls are just street gangs is because 1. only their bosses have powers, and 2. they don't have the leadership to be more powerful in the villain hierarchy.
I have to admit, I was originally going to create an arc with the Skulls trying something big and getting in over their heads, getting rescued by the hero, but as I read their backstory the story changed into what if a Bone Daddy tried reaching for something really big? They are a street gang, but as it says:[ QUOTE ]
They are a death cult, of sorts, who seek personal glory and power through death, no matter whose.
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Bonesnapper is looking for lots of personal glory and power through a lot of death. And he apparently has convinced a deity to back his play. So it is not a typical Skulls dealing Superadine story, but I think it does follow from their backstory. This:
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So the problem I have here is anachronism. The author views the Skulls (drug-crafting and distributing gun-and-hammer wielding gangland thieves pursuing a profit) as being more or less interchangeable with the Hellions (who are demon-worshipping magic-trinket-pilfering anarchists who engage in destruction for its own sake).
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is certainly not true. While both gangs are on the bottoms of their respective villainy ladders, they are not interchangeable. They both have their own motivations and methods, which is why I used the Skulls. Their motivations fit the story.
I am not sure what you meant by this:
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a skull leader (a semi-established character, too)
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since Bonesnap doesn't exist with that name in the game. At least not that I know of. It is similar to a couple of other Bone Daddy names, but most of them are based on the same basic idea.
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It's almost a footnote at this point to point out that the final map is a hostage hunt across an outdoor Salamanca map full of guys that Mirror Spirit could obliterate by blinking at.
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As I said above, I disagree with the idea that any of the major heroes could just ignore the foot soldier Skulls, but I do agree that she could have defeated them, probably more easily then the player's character. Of course, one of the story points was, she and other powerful mystics were completely exhausted, with a couple dying, just from battling whatever power was backing Bonesnap long enough to get the location of the ritual. Just as I tried to establish that other heroes, like the Freedom Phalanx, were out scouring the city for the location of the ritual. Was that not clear enough in the story?
Thanks for the the thoughtful review. I don't agree with why you rated it where you did, but you are certainly entitled to your opinion about it. Even if it is wrong. -
That is 2 custom groups, with 12 completely custom critters, 7 modified standard mobs (which also take up extra room), and 4 missions with details in the arc. I was at 100% before I15, with 2 less custom mobs, no modified standards, less details on the customs I did have, and a few less clues due to lack of space. Now I have lots of room to do what I want. Another arc had just under 90%, now it is under 60%, and it only had the custom group with the 3 custom critters in it. Frankly that is a huge improvement, and while I don't know programing or how the system works, I can't really see much more being done.
If you mean being able to have 3 or even 4 complete custom groups, with all custom critters and a variety at all levels, I would bet it will never happen. I could probably go create an arc right now with a dozen custom groups, but they would only have 1 or 2 completely custom mobs with other things being handled by remade standard mobs.
I do know one thing for certain. If they raised the limit to 200k, the next day there would be people on these forums complaining that was not enough.
You have some really great ideas in your list. I would frankly put more space at the bottom of all them.