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Haha. Don't worry. I was wondering more because I play on Guardian and my main (and only 50) is a Fire^3 blaster named Firequeen. I was thinking I might make her the contact since she is semi-retired anyway.
If you would rather I not do that though, then that is perfectly fine. And it doesn't make sense if you aren't on Guardian anyway. -
I am currently working on an arc of mine that I would like to finish, but as soon as I am done, this may have to be my next project. One question though...which server are you on?
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Quote:The "Claws" in the second group have a kinetic secondary. With transfusion. Makes your final boss battle rather tough, but it was fun. I would keep it. It makes for something different that most people wouldn't expect. And Transfusion actually fits very well on a melee character.
I have a melee enemy who can heal? Must have ignored that on my testing. Either way, I'm just glad I could come up with that many. I'll need to make more, because I suspect most people would get rather annoyed after two more planned arcs against them.
Quote:Actually, it was more the fact that I just needed to find a way to ease into things. I have at least two more arcs worth of things to go through, and while some of them are similar, int he long run, I imagine it should be a bit more varied once I start having some fun.
Quote:Was the Green text a problem at all?
Also, rather than un-publishing it completely, I suggest leaving it up so others can play through it and send you more feedback. Other people may run into things that you and I have not. You can edit a story that you have published. Just click on your story in the "Published" list and click edit. -
Edit: You cannot gate your entire arc as a whole, however, you CAN set the level range for each mission individually. That option is under the "Mission Parameters" sub-menu on the first section of the mission editor (where you set the map type and enemy composition).
Quote:Played through again. This time on a level 32 DB/SR Brute (+0/x0; bosses on).All I did was add a minion and lieutenant, and took out Gang War. I can only imagine it'd make it less difficult overall.
Also, looking at it...I really do need to do some fine tuning on it.
Overall Impression:The arc should probably be a level 30+ arc. My Brute was able to handle it a lot better with the 10-level difference and I think as you play different iterations of it with higher level characters, it becomes progressively easier...meaning if you wanted to put Gang War back on your LT, you could probably get away with it rather well (as long as it is gated higher). It still required more concentration and judicious use of inspirations than the normal dev-created content does, however, that is not a bad thing. A little challenge never hurt anyone, right?
Pros:- The writing is quite good. It gets much better after the first couple of missions and the pace quickens considerably. The base you have is very solid and should serve you well. Just a little fine-tuning with your dialogue and clue text and you should be in excellent condition.
- The custom group in 'Act 2' is diverse and rather well balanced. Having a melee enemy that also can heal is a little annoying, but you learn to take them out quickly. The entire group is different than the run-of-the-mill dev-created villain groups. Excellent work on that group and on the 'Act 1' villain group as well. The first group is much improved with your addition of the minions and the lieutenant. Good job all around there.
Cons:- Not a lot of variance in the mission objectives. Nothing to really set it apart from some of the older content made pre-Issue 9. However, this may have been your intention all along (since you said previously that it was supposed to echo the missions you receive from Tina Macintyre).
(Currently very tired and can't think of another 'con' to balance the other 'pro', so I'll leave it as is)
- The writing is quite good. It gets much better after the first couple of missions and the pace quickens considerably. The base you have is very solid and should serve you well. Just a little fine-tuning with your dialogue and clue text and you should be in excellent condition.
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I wouldn't change your minions or LTs just yet. I may have just had some really bad luck when I was running through it. I'll try it a couple more times with a couple different characters and let you know how those runs go.
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I played through your arc with a level 21 MA/WP scrapper on +0/x0 with bosses on (my standard settings). I was unable to complete it due to it being a bit much for a level 21. I left feedback but I will regurgitate and expand a little more here.
Some things I would consider fixing/changing:
1) Gate your story for level 30+. As above, the mobs were a bit too difficult for a character in their 20s. Especially when you have LTs that can (and WILL) stack Gang War. Also, the boss in the second mission is too much for that level range. If you want to keep it open from 1-54, then I would seriously consider toning down many of your customs. And take the shield off that one minion. Being overwhelmed by multiple shield-using minions will easily piss someone off. Trust me.
2) Variety. Your customs look good, they blend in very well with standard characters that you see, however, getting your variety by running into an LT with Gang War, just doesn't do it for me. I would greatly consider adding more minions. If you do that, then the shield-users won't be such a frustration. Take a look at some of the minions in the lower content for inspiration. I would also add some extra lieutenants to the mix. As I read in another thread:Quote:3) This I did not mention in the feedback in-game, but I would like to point it out here...your contact is a little...blah. He doesn't have much personality. In fact, he seems to be the same as the majority of contacts on blue-side. Give him some personality, something to make him stand out.Variety is the spice of gaming.
I realize that my post probably seems very negative, but I don't mean for it to be. You have an interesting premise and I very much want to see where you go with it, but I did feel the need to point out some things that I feel would make it better. Please, let me know when you've made the improvements you deem necessary and I will gladly play it again. -
Quote:Haha. Not a troll at all SupaFreakI don't Troll the bad way, do I?
Just wanted to chime in and say what I replied with are merely suggestions that I feel will most likely be shared by others.
Please, don't get discouraged (it's easy to do) by any feedback from me or others. Again, I feel you have a fresh, unique premise to build off of and some very nice looking customs... hopefully you'll build off the positives and let me know when you update it.
PEACE!In fact, I plan to take many of your considerations in mind and use your feedback to improve on my arc greatly. I just wanted others who may be reading this thread to be aware that it was a completely unedited first draft.
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I appreciate the feedback, Supa Troll. I knew it needed work, but I like seeing what needs to be worked on. I've learned quite a bit just from messing around with other arcs that I've started on, but I didn't use this knowledge to improve on what I had here. I wanted it to remain as close to the original script as possible so I knew what needed adjusting.
Sunstorm's dialogue needs some definite work and I have plenty of thoughts on how to improve on it, but I definitely appreciate the feedback on it. Vengeance was his motive in part of the story, but I'll have to agree with you in that it probably doesn't fit well with his existing character. And I will definitely do a little more research on Kheldians and some other entities in particular.
Diversity in the final group is something I had thought about, but I figured with them being a relatively new group, they wouldn't have diversified roles all that much. I have some ideas for other mobs to incorporate in the group, but I'll have to work at it to see if I can get it right.
Once again, thanks for the feedback and I'll update this thread to let you know when the second draft is up and running. -
Arc is now republished. Took less time than I thought to get around the filter.
The entity called "The Tactician" is actually Gaussian from the Vanguard (named for his role in the group).
Once again, feedback is welcome, but do be gentle :P
Arc ID: 501183
Case of the Missing Transcended
*Edited to say that this arc is my first arc. It is still listed as WIP and has only been played once. This arc is NOT the one referred to in all the questions above. I just wanted to post it here for review and feedback to see where I need improvement.* -
*Deleted due to the filter rendering that arc unplayable and unpublishable for using the words: Kheldian and Peacebringer.*
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Quote:Thanks for the answer, TigerKat. The problem with the boss encounter is that it's not the typical boss encounter.If you want a boss with no critters accompanying it you'll have to set accompanying group to Empty under standard critters. However from memory when I last used this you also had to have the mission's enemy group set to Empty too.
If you have to set the mission to empty you'll need to add patrols and/or bosses to prevent the map from being empty.
Here's the idea:
I have an Escort that you meet in the back of the map, but when you get to him, a boss is supposed to ambush you.
That's where I'm having an issue. I can't get a lone boss to trigger for an ambush. I haven't been able to figure that out. -
I'm back again, this time with some more mechanics questions
I have an Event A that is the first event in a sequence. Once A is completed, B opens up, then C activates upon completion of B. Then, finally, D triggers after C is done. All are supposed to be required for completion, but for some reason, I keep getting a dependency error.
Also, is there a way to spawn a boss ambush? Not an ambush of bosses, but a single boss (i.e. a named boss from any villain group)? I've tried creating a villain group with the only entity being that specific boss, but the event fails to trigger. -
Ok, so it seems I can easily write a story that portrays you as a villain, but I seem hard-pressed to figure out a way to let you BE the villain you want to be and role-play things out in your own manner. So how much freedom do you want me to give you?
Would you prefer a lot of optional objectives that you can complete at your own whim? Or strictly story-driven objectives like currently exist?
Do you want me to tell you what you're seeing and hearing ala tip/morality missions? Or would you rather it be dialog and you pretend to hear and see what you want? -
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Wow, I go to bed and wake up to find a ton of responses to my question.
So, a villain HAS to have PURPOSE? What would you see as motive for your villains? Money? Power? Revenge? Or something else?
And this really stuck out to me, as well.
Quote:To ask all of you, then:And then there's that hero. You know the one. To be fair they make your life a lot more interesting and the work more exciting (police are boring and to be brushed aside)... but yeah, you want to get one over on that guy too. Just to say you did. And you'll be awesome doing it.
The best villains, even when they lose, do so with style. They're almost admirable, or at least have traits you could admire. They're the dark mirrors to heroes. Without that... they're just bland and mundane, petty thugs and not villains.
If you were to "pull one over" on the hero of your choice, who would it be? A member of the Phalanx? Statesman's snotty brat of a granddaughter or one of her Vindicators? Or one of the generic heroes recently given characterization and life in the tip missions? -
Hey guys, I'm working on a couple of different arcs in the Architect and I'm having a hard time figuring out just what it is that makes the average player feel truly villainous. So, I'm asking you guys.
What makes you feel like a villain? Is it puppy-kicking? Bank-robbing? Kidnapping wizards' children to use as leverage in some sinister plot? Where do you draw the line at being villainous and being an abomination? In essence, what kind of story would I have to write to make you, the player, feel dirty just for participating in it? Any examples you have would be welcome. -
Hello fellow Guardians. I've been on the Guardian server for quite a long time now (after leaving Champion back during the free server transfer a while back). I usually solo or possibly duo with an RL friend, but I would like to get into some of the Incarnate Trials. I was just wondering what the different chat channels were for Guardian and who I could talk to to get an invite.
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Quote:Haha. 99% perspiration is quite right. It has, however, become quite rewarding to see something that started as just an inkling grow into its own being.Welcome to my world.
I've sometimes had to juggle the front/middle/back at random, just to see what I can finally get to work (or not). I've even resorted to changing up the order of the events on the list. I'm not 100%, but I'm pretty sure I heard/read that it does affect what happens where and when - and it seemed to help.
Like anything else, AE is one percent inspiration, ninety-nine percent perspiration. If it wasn't fun to have the final thing done I'd have quit messing about with it by now.
Now, for my next questions.
1) I'm looking for a specific map if anyone can assist me. It's the Longbow base map that has the submarine at the very back of it. I can't seem to find anything that looks like it from the maps in the Longbow set. And the unique Sea Base looks to be WAY too small.
2) I'd also like some story references for missions that take place villain-side in that map. Once again, I tried looking for specifics on ParagonWiki, but I haven't been able to find anything. Ran through the list of Vindicators and their encounters and nothing seems to pop up from the context. Nothing that sounds like it would occur in a submarine base anyway.
And finally...
3) Can Bane Spider 'Hugo' be found anywhere in the AE or is he one of the many encounters we cannot expand on? Looking in both the Rogue Arachnos and Arachnos sets results in no hits at all. Am I just missing him or is he not in there at all?
Once again, this AE noob would love an assist. Thanks in advance -
Quote:I actually changed it to ANY and have now run it 5 different times. He spawns in a different spot each time and seems to always be outside, but he hasn't spawned on top of the player since the first iteration. I think I figured that little issue out.That is odd, considering how many outdoor spawn points that map has. If you set him to spawn at "middle" though, then he will spawn inside the warehouse and not on top of the player's head.
I never realized how much work it takes to get these missions to play out right. It's a lot of repetition and little tweaks here and there to get things to unfold the way you want. Even then I've had to change how I wanted the first mission to go quite a few times to get around the limitations of the system.
Thanks for the help again, Eva. -
New question
I'm trying to script my second boss to say multiple lines in his dialogue, but using breaks doesn't seem to work. The text box in the editor will allow me to separate the dialogue using breaks, but it's not translating into the mission itself. Is there a way to do this or will it remain as a wall of text rather than a neat, divided block? -
Quote:Actually he's spawning outside, which was the intent, but I suppose if he'll spawn wherever, then I should probably remove that portion so the player doesn't have the chance of being attacked at mission entrance.I'm guessing you mean he's spawning at the front of the warehouse portion of the map, since if he's outside he'll spawn wherever. Looking at the map, there are two "middle" spawn points in the interior. Which one he spawns at is random. If you want him to run instead of attacking, I believe you need to set him to flee at full health and, if he is alone, either 0 or 1 minions remaining. (I haven't set up a running boss in a while, but in the early days the boss himself would count as a minion). I'm not entirely sure what the settings are if he is guarded.
And I did happen to see that there was only one collection allowed, just wasn't sure if that meant that was the only location for it or not.
Thanks for the answers Eva. -
Hi everyone. I've been toying around with a lot of ideas for MA missions since the AE was released but have yet to complete one. I tend to jump from one idea to the next, but I have one idea that's been stuck for quite a while and I've decided to expand on it and actually create a complete story arc for it.
Now, for my questions.
1) Part of the mission is supposed to be in Warburg, however, I can only find the one Warburg map in the MA (Unique-Outdoor-Warburg Malta Base). Are there any other Warburg maps?
If not, I can work with what's there, but
2) I'm having issues with the spawns on this particular map. I have 2 bosses and a collection.
The idea was for the first boss to spawn at the beginning of the map and run away from the player, but if I do that, the boss sees the player on entrance and begins attacking. Not an issue considering the boss is a LT. However, it doesn't mesh well with the story. I could make his defeat a requirement, but it would mean a slight reworking of the story. Is there a way to get him to spawn near the front of the map without being right on top of the player?
The second boss was supposed to spawn at the back of the map, but for some reason keeps spawning just before the final warehouse door on top of the scaffolding to the left. Is there any way to get this guy to spawn in the back of the map? I have tried testing with different characters and this guy always spawns on that scaffolding. Could the locations be mislabeled in the AE or will I just never be able to get this guy to spawn properly in the back?
I don't know if it interferes with the previous or not, but the collection I have continually spawns in the final room of the map, regardless of where I place it. I have tried placing it in Middle, Any, and Back. Could this map only have that single location for a collection?
*Will pop back in for more questions as progress continues. Guaranteed*
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The WST resets at approximately 8 a.m. Per the announcement post.
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Quote:Voids are essentially mercs hired out by the Council of Nictus. as per http://wiki.cohtitan.com/wiki/Void_Hunters.Sadly I still haven't understood in any way how come there are Void Seekers just hanging around in random mobs of ... anything. Everything. If it does make sense then I haven't stumbled across the storyline that makes this any less ridiculous.