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Posts
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Still worried about Sister Twelve's ex[erience, I rolled an emp/psi defender, and took him through the tutorial and then straight on to Storming Citadel (DXP made me ding lvl2 half way through the tutorial, so i switched off XP gain so i wouldn't hit lvl 3 before playing the arc). Again, I used just the first two psi attacks, brawl and the starting origin power (mutagen), my self heal, no enhancements and no inspirations.
The first attempt, I defeated the boss at the exact same time he defeated me, so failed, but there was plenty of time left on the clock. The second attempt, I finished without a huge deal of worry with 3 minutes left, despite intentionally going up the wrong branch at the one place in the map where there IS a branch. My strategy in the arc was to just focus on downing the 3 destructables and then the final two objectives and ignore everything else. There are 4 floors in the map, and each floor is very small, so the elevators provide safety even if you get lowish on HP during your assault on the destructables.
After this, it's obvious to me that succeeding at this requires speed. Ignoring everything apart from the actual objectives is the key. If you stop to try to deal with the guards, you'll have trouble.
To avoid this, I've added a heavy hint from the contact to ignore everything apart from what you're there to do.
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I design all of my arcs as though there were only one difficulty setting:
+0,x1,No Boss, No AV.
I also design all of my arcs as though they are being soloed, as that's the type of superhero comicbook I preferred when I was growing up and reading them, and still do, to a large extent. When I play, I solo for the vast majority of the time. That's not such a problem when it comes to review comments, however, since my story arcs are mostly soloed it would seem. Since the narrative delivery systems of the MA are slightly skewed towards the mission leader, and teams tend not to be in it to read mostly, the solo story seeker is my target audience.
But the Difficulty settings can cause a whole heap of woe to a MAuther. My arc The Echo's last mission is a classic case, as evinced by LJ's recent experience playing it at his usual Diff setting of +0 x3. The last mission at x1 features a chain of 15 Freak Boss fights, each of whom spawns as an Lt with 1 minion accompanying. This alone can seem like a daunting trudge to a player, but ramped up to x3, the minions multiply. I'm not number cruncher, so I don't know how many Freaks LJ had to fight through in that last mission, but I can well imagine how tedious it seemed to him despite the undeniable (rofl) excellence of the prose in the clues that followed each spawn victory
Those objectives are set to Easy already. I could engineer it so that the Freak Bosses spawn with no accompanying mobs at all under any circumstances, but then they'd seem a bit sparse. Having that single minion with them adds just a little bit of atmosphere and challenge to the map. Any more, however, and people start nodding off.
I guess this isn't really going anywhere apart from hopefully opening up a discussion about the Difficulty settings and their effect on the plays of arcs. What do other MAuthors think? What do you think as an author and as a player? What's your 'default' setting? What do you think the default setting for CoH is (if there is one at all)?
You can't please everyone all the time. What one player thinks is 'too easy', another will see as 'too hard'. Is it possible to balance an arc so that it caters for all?
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Quote:Fair point, LJ, and I see your point about the last mission of my arc specifically. It's a good example of what happens when a player plays it at a higher difficulty than +0 x1. There's nothing i can do about that, is there, apart from put an entreaty in my description.I just want to state that I am not of that opinion personally, despite what I said about your arc. I don't want to discourage trying different things. However, you can't please anyone all the time.
I also want to point out that where your arc's last mission is ill suited to higher difficulties because of a larger volume of enemies on an already large map that must all be defeated and not due to it becoming significantly harder, Tiger Knight's arc is ill suited to higher difficulties because of an honest-to-god bug and some oddities with how custom groups work. Both of these issues were wholly unintended and can be fixed. A warning isn't necessary at all for his arc after the problems are fixed, either. You aren't forced to fight anything stronger than a boss, and nothing too rough regardless.
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Quote:I find it maddening when I get comments about my arcs relating to how difficult a certain part is without an accompanying explanation of what difficulty they were played at.
Really, the difficulty really hits the way this arc is being reviewed.
See now, I don't see how there were that many mechanical issues that I can really fix when difficulty dominates what you were fighting. Like in Policewoman's review, she felt the third mission was too easy. You feel it was way too hard. Do you know what I changed in that mission between the two reviews? I added some dialog to Akarist's mob. THAT WAS IT! The only difference between your opinion of the mission and hers is your difficulty. Maybe I should put a "Play at this difficulty" in the header? Any other suggestions out there?
I don't know for sure, but i suspect that putting 'Please play at X difficulty' in the description will only net you a minority of players who will change their difficulties (if they need to), as people are generally lazy (the trip to a Field Analyst can be too much trouble to go to) and also think they know better than a MAuthor how an arc should be approached. As V said in another thread, "I wouldn't change my difficulty settings for my mother".
The general view from those that play an arc at a different setting from the main setting that its tested at is that an arc should be balanced to cater for EVERY difficulty; I'm no expert at the MA, but I suspect that this is extremely difficult if not impossible in some cases, especially where Customs are involved.
Until we can gate our arcs to only allow access for toons set at our required difficulty levels, we have to put up with negative reactions from players who don't want to meet us half way.
Putting a warning/request in your descriptions, if you have space, IMO can only be a good thing, as there are some players who will take heed and alter their difficulties before playing your arc. I'm one of these people, for example. I view doing this as akin to ensuring I've got a good source of light, a handy glass of wine and no loud noises distracting me before I relax in my easy chair with a good book on a sunday afternoon. If my neighbour chooses to read the same book standing up by the light of a Zippo whilst his children have a Who Can Scream The Loudest competition in the same room, then I won't be surprised if his reaction to the book is not as positive as mine, even if the novelist has not explicitly written 'please read this in a well-lit, quiet place for best effect' on the cover.
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Hm..I just rolled up a kin/DP defender and did the same thing as with the blaster. Straight from the tutorial, lvl 2, no inspirs, no enhancements, only using sprint, pistols, dual wield, brawl and the origin attack. I got down to about a quaretr health at one stage byt reached the elevators in time, and the boss went down whilst I was at half health. Finished with 4 mins to go. 2 of the three kill-switches conned orange, the other yellow. Boss conned yellow.
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Well done, Sister. /clap clap clap. Very pleased for you!
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Firstly, I have a post-it note stuck to my monitor written just after posting this thread that says "V 'NO!' within 10 p's"
But you've got a point in regards to bloat, Venture. I do play arcs that i think could do with editing some. I'm not sure I agree about the customs, however. For me, one of the best things about the MA is the wide (and sometimes wild) variety of custom mobs (especially named ones) that we can see.
And on the subject of increasing the text limits for clues etc, if they did that then i could reduce the number of Bosses in the final map of The Echo from its slightly (ahem) large current 15.
I think having the villains monologue delivered in ten tranches would be enough.
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I rerolled my AR/Dev blaster into aDP/Dev Blaster. Tumbleweed Jackson is inspired by this awesome comic:
http://pappysgoldenage.blogspot.com/...him-space.html
I've pretty much nailed the costume but given him some muttonchops too. *Very happy with my new toon
Eco -
Anyone knowcwhen the filesiza is jumping to 200kb?*
I've juat started writing a new arc, and I'd like to use lots of customs in it. I anticipate struggling to whittle it down to fit in the new filesize when it's here.*
Is anyone else planning on making much larger arcs, or expanding any of their current ones to make use of the extra space?
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Hm. Any suggestions on how to make it doable for squishies would be apprAeciated. I thought of extending the timer to 15 minutes, but "we've only got 15 minutes!" doesn't sound as tense as "we've only got 10 minutes!" lol.
Therr's a lot you could do in 15 minutes
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I've just rlled up a fresh DP/Dev Blaster, and so I'll be happy to take him through all of these (I'm assuming that they'rer all Heroic).
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I just rolled up a Dual Pistols/Devices blaster, ran him thru the tutorial, and then after visiting Ms Liberty, went straight to the AE building and put him through Storiming Citadel. The first attempt I accidentally set off Self-Destruct (with nothing near me lol) and after the run back through the map I downed the boss with about 20 seconds left just as his minions killed me too. The second time i ran it, I was able to complete it with just under 5 minutes left out of the ten allowerd.
Obviously, I know where to go (tho there is only one short branch ij the otherwise totally linear map), and I know what to ignore as well, but I used no inspirations and only my Dual Weild and Empty Clip powers (I didnt use Web Grenade).
So it is completable by a lowbie, albeit a damage dealing lowbie. Defenders are still probably going to find it a bit hard.
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I like that "assuming MCMs arc doesn't win"! Cheek!
Isn't Dr Aeon's challenge winner revealed this week sometime?
Let's hope so, The suspense is killing me!
eco
EDIT: wow, thanks for all the noms. That's so nice. -
Excellent. I've been playing through the Dr Aeon Challenge arcs too, so any nominations from me are likely to be crossovers from that.
But great choice IMO.
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Quote:Thanks for the support, Fred, but I don't think there's any point beating a dead horse, so to speak. LJs been gracious enough to respond in some detail to my queries about his review.So what did he do to warrant only one star? From what you just said it would seem like the arc deserved at least three.
Some of his points do have definite merit, now that I think of them more. He's right in that I intend the Monitor to be a Lt, so I should make him one and risk the 'Boss too easy thrrpp' reactions from the Hardcore Crowd, or at least reduce his settings to standard/standard.
I can't complain about his reaction to the comedy in the arc:
Quote:I just was not entertained by the delivery, and was put off by the sudden melodrama.
I think that the main reason why the arc received such a low rating is here:
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I really didn't like the arc. I actually became very angry when I finished the last mission and saw the pop up. I started shouting obscenities at my monitor, which really isn't that strange for me, but still.
LJs not the first person to comment on the harshness of the exit popup lol.
His review has actually given me cause to look at the arc again and make some changes, but perhaps not in a manner which would assuage that rage in the highly unlikely event of a replay. I'm going to attempt to eliminate anything which allows the player to claim they wouldn't have, or couldn't have, killed the Monitor (LJs right, the current simple explanation that the M had messed with the teleport network is weak), and also look into better explaining why indeed a man who the arc takes pains to portray as a hero would force another hero to kill him (I think it's more a case of accidental death than murder) Although I do point out at various points in the arc that he is mad, I need Players to not question his actions.
So there we go. Thanks again, LJ. If all my 1-star reviews were like this, I'd be happy Lol.
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Quote:On this we are in absolute agreement. One of the things I wish we MAuthors had more control over is the one thing we have very little control over - the Player lol. I'd love to be able to have a solo-only arc, as I really only aim my arcs at the solo player, being largely a solo player myself. Likewise, I'm sure, there must be folks out there who perhaps get "Too hard!" tells from soloers trying their 'recommended for teams!' challenging arcs and wish they could stop soloers from getting themselves into waters deeper than the writer intended. I'd even go further, tbh, and welcome the option to gate arcs by AT and Faction as well.When and if we are given the ability to require teams of size X, whether X is a minimum or an exact number, then and only then will it be proper to write arcs only for teams of size X.
Otherwise, anyone who can click on a mission and get it has a reasonable expectation of being able to complete the mission in the general case. (Taking the archtypical and largely hypothetical pure Empath into arcs with EB warnings is on the players' head.)
Personally I wish we could gate arcs by team size and level.
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But until we can, every MA arc is available to every player regardless of team size or difficulty setting, and thus has to work for them all in the general case. Disclaimers to the contrary carry no force.
But you make a fair point here, I concur.
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Quote:Do you see no place in the MA for arcs specifically designed narratively to tell the story of a single Player's adventures, Venture? In the world of comicbooks, I imagine that a Spiderman story would look ridiculous if he were replaced with the Avengers, for example, even if the Green Goblin had another 8 copiesof himself added to each frame he was inI wouldn't change my difficulty settings to play my mother's arc.
Arcs are supposed to function in the general case. That means any number of players from 1 to 8 on the difficulty of their choice.
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I only just noticed this - it may have been posted when i was away over christmas
Ouch!
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Short Version
The arc begins with comedic tones, with jokes that didn't do much for me, and takes a sharp turn off of an angst cliff in a final mission that was tedious and involved a plot point that left a sour taste in my mouth.
Plot Synopsis
A kidnapping by the Freakshow seems to involve an old hero called The Monitor, and is only the beginning of something bigger.
Story
Spoilers ahead, if you care.
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So I'll just start with my biggest issue. I killed The Monitor? Why? There was no good reason for me to. What, because he had plans and components for a doomsday device? Big deal. Him and every other supervillain on the planet. They get their face kicked and thrown into jail, not murdered. The evil messages written in ALLCAPS and sent as text messages with LOL in them which are "obvious evidence" that he's "gone nuts"? When I saw those I knew that they were either lame attempts at humor or that I was being strung along, and my suspicions to the latter were strengthened by the multiple assurances that he was a "dangerous madman" written out in the clues and contact dialogue.
Most superheroes don't kill. City of Heroes assumes that most heroes are closer to Superman than the Punisher. Besides, The Monitor is singled out completely in the arc as to who gets killed. In earlier missions Freakshow bosses are decidedly alive after I defeat them in order for me to interrogate them. But for some reason I decide to run the ex-hero through with my sword? And I don't want to hear "But you thought he would have a medical teleporter on him, so normally you could deal him a lethal blow and he'd be fine." I was never led in the story to believe that. He's been presumed dead for years, he probably isn't even registered in the teleporter network anymore. At least, I would hope that the city inactivates a hero's registration when they die, including their medicom. I'd hate to think that a villain could just get their hands on a dead hero's medicom and have it still work.
It's also not if I hauled in a police drone, which as far as I can tell is still the only way for a villain to be instantly transported to jail. Any criminal I beat up still has to be processed the old fashioned way, by police. And even if he would be instantly transported to a hospital, I doubt there'd be a 100% chance that they'd save him from lethal wounds. A non-lethal takedown would always be the best option.
To make matters worse, the exit mission pop-up pretty much calls me a dick for killing him. Way to give a big middle finger to the player, by using authorial power to force their character to kill someone and then saying "How's it feel, hero?"
If the guy was still a hero at heart like the souvenir claims, he wouldn't have forced another person to commit murder, and instead would have put a gun in his mouth.
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Moving on to the rest of the arc, the humor didn't do much for me. Humor is more subjective than pretty much anything else, so your mileage may vary. It went for complete wackiness, but didn't really jibe with the serious nature of the arc. I mean the first mission involves a woman who's husband beats her. Why The Monitor paid the Freakshow to kidnap her is a mystery, presumably just so a hero would rescue her and learn that he's involved, and start investigating. Still, spousal abuse is serious business, and not like the internet is serious business. It's explicitly stated by the police that she's been beaten by her husband. That doesn't mesh well at all with the wacky humor presented in other areas in the arc.
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The Crey live fire exercise is completely unnecessary. The level range is 40-54, any hero by this point will know that Crey are a bunch of dicks and villains who will not "understand if you ask nicely" and in fact will shoot all intruding superheroes on sight, whether they're there to investigate or there to stop other villains from raiding their lab.
[quote]
This is a Crey Archive facility, it's supposed to be a decidedly non-combat oriented place. The 'live-fire incursion excercise' is supposed to be funny. Heck, I think the entry popup is one of the funniest bits of text in the arc. Sorry you didn't agree.
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More of a side note, does this take place in an alternate Paragon City in Britain? Or are all the Freakshow just European? I guess British hooligans are a perfect fit for the Freakshow, but it just seemed out of place for the setting of Rhode Island. Not a big deal, just a little strange.
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Mechanics
Oh god, the final mission. I understand the chained objectives were so the author could put the villain's monologue as clues, but my lord, 15 Freakshow bosses on the large boat map that spawn one at a time? That's just tedious.
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After I finally got to The Monitor, he seemed to be electric blast/electric armor on high settings. In other words, goodbye endurance. It was a frustrating cap to 15 boss spawns that all needed to be cleared completely before the next one would appear. (So if any of them rezzed before you killed them all, you'd have to go back and kill that one. And if the boss rezzed while you were killing THAT one, then you begin swearing.) I'm frankly amazed that none of them failed to spawn on the map. I was all geared up for having to reset the mission and everything.
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In the Crey library mission, the first enemy I ran into was Head Librarian Ray, a boss in a tweed jacket and a power helmet, no bio. Later I found out that the final boss for the mission is also this character, with a bio. I can only assume that Ray was at the beginning by total accident. Either the author made a mistake and added a boss spawn with him in the front and didn't realize it, or forgot to flag him as Do Not Autospawn in the custom group editor.
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Other than that, the interact time for the glowies could really stand to be turned down. Especially since you have 4 or 5 in some missions.
Final Thoughts
This arc really did absolutely nothing for me. I went from not finding the comedy funny to being frustrated at utter tedium to being outraged at the ending that requires your character to do something completely stupid. Based on my own personal tastes I can not recommend it.
1-star seems awfully harsh, to me.
I'd ask you what you thought about the Monitor's monologue on its own as a piece of writing, but it's been a very long time now, so your recollection is probably just of the Freaks.
Still, thank you for taking the time to play it through. Might I suggest that if you'd like to play any of my other arcs, please at least consider dropping your difficulty to the default. All my arcs are designed to be played at that setting.
Regards,
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I played Two Tickets to Westerly, sent you a message about it i believe. If you have a spare ten minutes, I'd love to see what you think of
Storming Citadel, Arc ID 379488 by @MrCaptainMan
It's a one-mission, ten minute timed arc for lvl 5-10 Heroic characters (although higher level heroes are of course eligible too, it's not really doable on toons of lower than lvl 5 without faceplanting, which spoils the story somewhat.
If you could avoid spoiling the post-exit surprise, I'd appreciate it
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I've had 13 plays now, and until play 11 I got 5-stars from everyone lol (not complaining overly here - no harm done if it's not everyone's cuppa!).
I did get a comment about failing it, though, so i tried it with a lvl 2 therm/rad defender using no inspirations. He managed to get to the final boss intact via ignoring anything but the mission objectoves, but the boss was too much for him.
I downgraded the boss to a lt, but he was still too much without eating a full tray. The story really doesn't work if there's a faceplant along the way, but there's nothing more i can do really. If I make it soloable guaranteed for such a low toon, it's going to be absolutely no challenge at all for sb 5-10. I've put the boss back to boss and I'll just hope that folk play it with characters at an appropriate level range.
I tested it with a lvl 8 kin/elec defender using only my attacks, one run and Rest, and one green inspiration during the final boss fight, and succeeded with about minute to go. I think that with inspiration use and some retreat and Rest tactics during the boss fight, it should be doable by a character of lvl 5-10
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I've been playing the arcs entered for this contest over the last week or so on my DB/WP Scrapper Ragtime Smith, and I'd just like to thank Dr Aeon for setting it at this low level. The combinations of mutliple stories of generally consistently high quality and a DING every story or two and the resulting new poers has proven to be a really nice week of gaming.
My thanks of course also go out to all the entrants. Well done everyone. As Gypsy said to me ingame, it's got to be a difficult choice for the good Doctor.
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Quote:LMAO awesome.My uncle has a friend whose dog is one of the lead developers for City of Heroes, and he said that Posi and War Witch were loading a hovercraft with gold and they were going to pilot it to Hawaii just before shutting off the servers.
They weren't going to tell the others, though. Sorry you had to find out this way guys
P.S. Mr. Barkington says spear melee is coming with i18.
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Biggest problem with the game today (in its literal sense, I mean for me specifically on this day) is all the damn 'DOOOOM!!!' threads clogging up the City Life forum.
I see no ships. CoH is still awesome.
Eco.