-
Posts
342 -
Joined
-
Quote:Yah.Specifically, I'm sure they had to explicitly sign the rights away to those characters and all copyrightable content associated with them.
I signed away no such rights, and so while NCSoft can continue to use my characters indefinitely, they have no legal way to stop me from using them myself. Those authorship rights are baked into US copyright law, and an EULA cannot take them away.
If I wanted to write stories about Onyx Monolith or Bianca Tallin, or even to revamp the already-written stories about them while ripping out all of the elements created by Cryptic/Paragon, and sell them, I would be free to do so. However, if through some trick of fate, Onyx Monolith and Bianca Tallin became famous characters, NCSoft could theoretically use a version of them to hypothetically help launch a new CoH.
Typically corporations do not do that sort of thing though, because it tends to cause problems and it generally ends up being worth a lot less than any potential boost these characters might provide for them. -
Quote:This.I won't be boycotting, per se. I will be a bit more careful about where I sink my money in the future.
Aion/NCSoft can cry me a river about its cash shop not generating enough revenue though. NCSoft has demonstrated that they are willing to sell costume packs and powerset expansions with (apparent) knowledge that they plan to renege access to these things within a few months. I certainly wouldn't have spent as much as I did had I known they planned to cancel the game within 3 months. I already own Guild Wars 2, but it will be a long, long time before I purchase anything but the base game from this company again.
Long story short: my fault for being too trusting. But before they issue any more patronizing letters about this game not being in their long term interest, perhaps they should sit down and consider that further investment in a company that has total disregard for its own customers is not in my interest either.
Like he said, I'm not really 'boycotting' anything, but I spent quite a bit of real money on CoH in 2012. And I understand that each of those purchases were my choice and I didn't begrudge them at all at the time, because I thought I was contributing to the continued existence of a game I truly enjoy.
However, NCSoft has demonstrated with this decision that they are a.) willing to kill a game with no notification whatsoever and b.) willing to do it in such a way that their customer base has JUST sunk money into the game with almost nothing in return whatsoever.
It's sort of like if a mechanic stares at you and says nothing as you plunk down $400 for a new alternator, accepts the money, installs the alternator, and THEN tells you that you that you also threw a rod and that there's no way to fully repair the car. You would probably think twice about ever using that mechanic again when you buy a new car.
- Mike -
Quote:At face value, that doesn't make a lot of sense. Sure, you lose the expenses of running Paragon Studios if you kill the game, but you also lose the revenue of City of Heroes. Which means, if what people are saying is true and CoH itself was in the black while the publisher was running in the red, in the end the net result is simply the publisher running a little further into the red.Again, they were faced with a Sophie's Choice moment: which of your MMO children are you going to give up just so the rest (along with your parent company) can survive? Looking at the numbers it doesn't make sense to give up the better performing titles. CoH was tied with GW1 as the rock-bottom performer and the success of GW2 has pretty much guaranteed the survival rate of GW1 (for now anyway).
Meanwhile NCsoft is operating in the red; that's a frightening prospect for investors so they had to do *something* to get their bottom line back in the black or risk losing investors, a company buyout and/or going out of business permanently if the negative profit margins continued. I wish they'd waited one more quarter before acting this hastily as GW2 sales would've saved the day but they didn't - mostly likely because they couldn't afford to...
I don't envy the decision they had to make - nor do I like it - but it is what it is.
Just to throw out hypothetical numbers:
NCSoft:
Net Income: 4,500
Net Expenses: 4,700
CoH:
Net Income: 500
Net Expenses: 460
After it happens:
NCSoft:
Net Income: 4,000
Net Expenses: 4,240
They aren't any better off. They are stil in the red. They are just $40 further into the red. -
I'm not really boycotting NCSoft per se. They just don't have any other games in their stable I really want to play.
-
Thank you for the work you did on Architect Entertainment, Sean. I still think that it had the potential to be one of best engines for player creativity ever conceived.
And on a completely personal level, thank you for playing and enjoying and choosing 'Night Calls the Weaver' back in February, 2010. It really meant a lot to me that someone who was writing on a professional level experienced my work and found it to be worthwhile. It's hard to explain just how much that validation meant. And I never really talked to you about it at the time, but let me just say now that it was important. And maybe as someone who was a player who became a developer, you already understand this.
It was that sort of thing that made this group of developers unique. Good luck to you. I hope that all of you land awesome jobs in the near future.
- Mike -
Thank you for an extraordinary game, Melissa. What was done to you and yours was beyond reprehensible.
I won't be participating in any of NCSoft's 'sunset activities,' if there are any. Any end to this experience that wasn't written and developed by the people who brought us this point is a pointless waste of time as far as I am concerned. You should have been given the opportunity to end this experience on your terms.
You and yours developed the best social game in the history of gaming. There will never be another community like this one.
Again, there are no words other than thank you.
- Mike -
Thanks in advance
Night Calls The Weaver
Arc ID#375420
Level 5-10 -
Quote:The difference is that gravity is a natural force. It cannot choose to behave in any other way than it does. Developers are people who have choices about what they prioritize and what they do not. Over a year and entire issue was spent developing AE. At this point, because of choices they made between then and now, pretty much all of that time, energy and effort was completely wasted, because the choices they have made have managed to destroy any interest that 99.9% of the playerbase have in this feature.That seems to be a reasonable compromise, if Elite Bosses genuinely don't suffer the problem to a sufficient extent.
I do wish people would stop acting surprised when the devs take action to address exploitation, though. It suggests that there is any other alternative that has any non-zero chance of happening in this or any other MMO. Quite honestly, that's like being angry at gravity when you trip and fall, as if gravity could simply choose to act differently for your benefit, and you're disappointed it never does.
They had alternatives. They chose not to exercise them. I do not generally 'cry doom' about the game or announce that I am going to quit in a fit of nerd rage or any of those things. I just think that well meaning people so often seem to lose the forest for the trees the way that has happened in this case. I think there was a window of opportunity earlier in the year for them to revitalize the feature, but not anymore. The things they have chosen to prioritize in the interim have caused that window of opportunity to close. -
Ah, well, it seems as though their focus will continue to be to tilt at the exploiter windmill instead of doing things that might increase MA's popularity again. This would have been the greatest tool in the history of online gaming for the player population. Now, unfortunately, it is sadly dead.
-
Akarist is very hard to solo with my emp/psi defender just because his resistances are so high and her damage output is so low. Nosferatu is a very hard elite boss to solo for almost every AT. There are a couple of others that are very hard to solo for specific archetypes as well, but for the most part with the use of inspirations, just about any AT should be able to solo the generic elite boss.
-
Which elite boss was it?
-
I played this awhile back and I think I silently 5-starred it, (but I might have 4 starred it - have to look back through my list), because it had a low enough arc id that I doubted the author was still paying attention to the forum. Without going into detail, I thought it was a compelling story.
Had no difficulty or huge design issues that I can recall. Not sure what all the fuss is about.
PS: Also sort of annoyed at all this because when I first saw the topic, I thought someone new had gotten a DC after months of dormancy, but c'est la vie. -
Ah, well, not everyone is going to enjoy everything that you write. Thanks for taking the time to play it even though you didn't seem to enjoy it. It's hard to do much with the review story-wise, simply because most of the things you indicated you disliked were things other reviewers have indicated they really enjoyed. You're right in saying the arc does make some assumptions, but unless you write every arc completely neutral to the fact that the player is playing a character, almost every arc is going to be essentially about the narrator of the story... ie the contact... or about characters that appear inside the arc.
I've always felt that with notable exceptions, the vast majority of the dev created content is very sterile for that reason. Is an arc like Union of the Mask going to resonate with every player? Probably not. Especially with players of characters who raise the objection you raise... ie, 'but my character doesn''t have a family!'
With Night Calls the Weaver, I probably did as much or more of this, especially since I wrote the arc in second person and the arc is essentially about the player's character, although I tried to put as few words in the player's mouth as possible and tried to make the player's responses as 'neutral' as possible or tried to phrase the responses in such a way as to allow the player to apply whatever inflection he or she chooses to apply to them.
I will freely admit that this style of arc creation is not going to appeal to everyone. Venture would likely 1 star every arc I write for this reason alone. He would call it powerposing and, to a certain extent, he would probably be right. But there is an essential difference between writing a scenario for this sort of game device and having the freedom to have your player sitting across the table from you.
If you are going to do it, you need to resolve yourself to writing scenarios that really don't have much to do with the player's character at all except in a sort of philosophically generic way that might apply to anyone who calls himself a hero... in other word, in my opinion at least, resign yourself to constantly writing sterile material that is only sold on its plot content. And occasionally you might write a really good plot, but for the most part, you're going to run into a lot of player dissatisfaction because the players of this game have seen this sort of thing for years and are already disenchanted with the material coming out of MA anyway.
Or else you write content that appeals to the widest possible portion of the player base possible. No not every character has a family. No, not every character even cares about his or her family, but by and large, the majority of people in the world do and the loss of that family would be devastating to them. All writing to a certain extent presumes that the reader will either agree with the premises established in the story or else that reader will probably dislike the story.
You appear to disagree with the premise that the wholescale slaughter of nearly every hero's family simultaneously would result in a lot of those heroes going off the deep end looking for revenge and that the collateral damage from the event would be extreme. Hence you didn't really buy into the story. The vast majority of the players who have played it appear to believe that this premise is a pretty likely outcome of the hero's failure. Unfortunately, I can't change you not buying into the overriding premise of the story, so there is just not a lot that I can do to really 'sell' this story to you.
At any rate, hopefully you'll play some more of my arcs in the future, (assuming I write any more), and hopefully those stories in the future will have premises that are easier for you to buy into and the voice of the narrator and dialogue of the player's character, (assuming I give the character any), will be easier for you to identify with. -
Quote:Except for that blurb on Architect Edition retail box that calls AE an alternate leveling path, you are absolutely right.If this occurred, then AE farmers would simply create 5 mish arcs with the first 4 laughably simple to get through (grab a blinkie in an insanely easy to stealth mish, for example).
As I see it, I'd much rather see the AE xp largely slashed. The devs never promised that AE would be an equivalent leveling track. Personally, I think that any awards should be functionally half of the awards for dev developed and controlled content. -
Thanks for playing it, Bubba. I'm glad that you seemed to enjoy it. I, (obviously
) didn't get the same thing from Dr. Aeon's original post that you did. I didn't think that he necessarily wanted to see factions at lower level than normal, just that he wanted elements in the story to be different than what you would see in CoX. I thought that I accomplished that with the narrative structure... that the story was actually told in a sort of 2nd Person perspective rather than the normal 1st person - Narrator voice that the contact normally assumes.
At any rate, I think you've done a great job with this project. (I was really disappointed when you did the switchover from the arcs from the first contest to the arcs from the second because my entry into the first contest would have been the next one reviewed. ;p)
Thanks again. It is always great to be told you did something well. -
Alrighty, I've been doing some thinking and I have come up with what I consider to be a workable plan that might address many of the problems that we have all identified. There have been quite a few threads floating around the forums in the past few days asking a variety of questions about MA. A lot of this will address what I consider to be the concerns of the average player, not the AE expert community. It has become more and more obvious that those of us who devote a lot of time and energy to AE are not numerous enough to sustain a healthy player population for the feature. Wrong Number's statistics support this assertion.
Here are the most common complaints that I've seen from players:
1.) "I could not find a good arc to play" - this is BY FAR the most common complaint I've seen regarding MA and probably the single greatest contributing factor to the loss in popularity of the feature in recent months.
2.) "The arc was not what I thought it was" - this comes from players on both sides of the story/leveling divide. Most of the time, they will simply exit the mission and select another, although some have indicated a propensity to rate an arc down if there are elements in it that they do not like. Some will downrate for the presence of custom enemies, some will downrate for reduced rewards, others for other technical elements, others for too much story, others for too little story, etc.
3.) "Rewards are not good" - common, probably a little less common after I17, but still common enough because of the ally hotfix and other exploit fixes in the past.
4.) "DC/HoF arcs are broken" - This leads to the perception that either the devs are not careful in their selection process or that the material players are capable of producing simply is not that good. Having played through numerous arcs by a wide variety of authors, I can attest that this is not true, but my word or even all of the words of those who populate this section of the forum is not enough if that perception becomes widespread and entrenched.
Okay, so dealing only with these 4 items, let's identify the underlying problems and look at what is possible and come up with a possible plan.
1.) Arc Clutter
2.) Unfriendly Interface
3.) Player Disinterest/Distaste for the Feature
4.) Outdated Arc Honoring Process
Can these things be addressed in meaningful ways? I believe they can. Some of this will be a repeat of prior suggestions by me and other players, some of it might be relatively new. I think each step in the proposed process will be necessary to address one of the above identified problems.
Proposal:
Step I: Remove the Arc Clutter. There are literally thousands of arcs that are abandoned, unfinished, broken beyond repair, or otherwise not in use in the system at the moment. This is a repeat of a suggestion that I think was initially proposed by Fred, but it might have been someone else. This is how I would implement it.
a.) Make an announcement in the forums that in 30 days, all arcs that have not been either played or edited by the author for 90 days prior to the date of the purge will be unpublished by the system.
b.) Two weeks prior to the date of the purge, make an in-game announcement regarding the purge repeat the in-game announcement 1 week prior to the purge as well.
c.) On the date of the purge, unpublish all arcs that have neither been played nor edited for a period of 90 days.
d.) Repeat the purge once every six months using the same criteria.
Step II: Address the following weaknesses to the MA interface.
a.) Create a distinct tab for 'story' arcs and a distinct tab for 'leveling' arcs. We cannot increase player participation in the feature without acknowledging that different players want different things from the feature than others do. There already exists the function for the player to associate his arcs with certain keywords. It should be possible to give the player the ability to label his arc as a 'story' arc or a 'leveling' arc.
b.) Create a third tab called 'friends.' These arcs would be published, but unlike other published arcs, if a player labels an arc a 'friends' arc, it is only visible to players on any of the player's 'friends' lists. A lot of players have indicated that they create arcs solely as rp tools for their group or as challenge arcs for the group or even as nothing more than leveling tools for their group. This would have the advantage of both reducing the overal arc clutter for the wider community AND making arcs written by supergroup members easier to find.
c.) Create separate tabs for current HoF and DC arcs. If the current stars system is maintained, this will ensure that the HoF and DC arcs do not dominate the first three pages of the interface, but still make them easy to find.
Additionally, I believe that in the event of a patch that renders a HoF or DC arc unplayable for whatever reason, the arc's creator should have the ability to put the arc into a hibernation state until he/she has the time and opportunity to fix it. The arc will still be listed among the Honored arcs, but will not be playable until the creator takes it out of hibernation state.
D.) Create a tab called 'Proposed Hall of Fame Arcs' under both 'story' arcs and 'leveling' arcs. The necessity for this tab will become clear once I reach the next section.
The 'friends,' 'HoF' and 'Dc' tabs will be self contained. The 'story' and 'leveling' tabs will contain all of the subheadings currently in the interface, along with the new 'Proposed HoF'subheading. This should result in players being able to more easily find the type of arc they are interested in playing without having to wade through a lot of arcs that do not fit what they are seeking. Players primarily interested in story will find the arcs labeled story arcs. Players primarily seeking leveling arcs and farms, (not exploitative ones), will be able to identify them quickly and neither side will have to deal with feeling like the interface is cluttered with a bunch of arcs they don't want to play.
Step III: Address the outdated system used by players to honor other players' arcs.
Personally, I think the Developer's Choice system is fine as it stands. However, I would like to see more developers involved in it, but if Dr. Aeon will be the only developer doing it, that is fine too. However, in the planning stages, as others have noted, it was believed that Developers Choice arcs would be outnumbered by Hall of Fame arcs and this has not happened, mainly because it was assumed at the outset that each individual arc would receive more plays.
While I believe that it is likely that arcs will start receiving more plays organically if Steps I and II are implemented, I do not think 1000 plays with a 5-star average is a plausible expectation. Unlike others, I do not think that removing the star system entirely is a good idea, because I think the small ticket reward being tied to the star system as a method for players to give arcs they like a small reward is a good idea.
However, I do not think that getting into the HoF should be intrinsically tied to a star average.
The reason for this is simple. According to your internal scale, you may think an arc is outstanding - 5 stars, but still not think it's worthy of the Hall of Fame.
Consider this for example: You may think that, say, Donovan McNabb is an outstanding quarterback and deserves to be rewarded as an outstanding quarterback. However, acknowledging that he is an outstanding quarterback, you might feel using whatever criteria that he is not worthy of being in the pro football hall of fame.
The same principle applies here.
Use stars to allow players to reward other players for the experience they just had through bonus tickets. And if the player really believes that the arc he just played is worthy of the Hall of Fame, then he/she can take an extra step and nominate it for the Hall of fame.
After 50 such nominations, the arc will begin to appear in the 'Proposed Hall of Fame Arcs' tab under the master heading by which it is labeled, either 'story' or 'leveling.'
At that point, it must receive another 200 votes to achieve HoF status.
What would this accomplish? Well, it would give the player population easy accessibility to the quality arcs through the proposed Hall of Fame tab because at least 50 players will have had to have nominated it. It also removes the tendency to either 1 star or 5 star an arc, leading to more organic averages. This should appeal to posters like Venture, who believe that the current star system is broken because of the tendency of players to over-reward due to the inherent power that low reviews have over high reviews. Divorcing the HoF process from the star system has a number of inherent advantages.
In closing, I believe that AE is one of the greatest tools for both storytelling and leveling ever introduced into an MMO. It has the potential to give us as players a greater sense of ownership than any development team has ever allowed its player base to have. However, it is at a transitional point right now and is in real danger of completely fading from the collective interest of the player because of its implementation. I believe that these suggestions would go far in revitalizing interest and giving players the ability to do what they currently cannot - find the arcs they would want to play when they want to play them, feel like the work they put into creating an arc is worth the effort they expended, and not feel as though what they are doing is a waste of time.
At any rate, that would be my plan. I am certain there are weaknesses in it, but fixing anything starts with a first step.
Edit: Just thought of something.
It is pretty unlikely that every single player who has currently 5-starred an arc will take the time to go back and replay the arc to nominate it for the Hall of Fame, so to address that likelihood and to ensure that the players who currently have a lot of plays and a 5 star average are treated fairly, I would 'grandfather' arcs with 5 star averages into the new system by treating their current number of 5 star ratings as Hall of Fame nominations.
I believe that, at the moment, because of the way the system is described, giving an arc 5 stars accomplishes virtually the same thing as nominating it for the Hall of Fame.
Obviously, for quite a few arcs, this would result in Hall of Fame status immediately, but I do not think this is necessarily a bad thing. -
Quote:As near as I can tell, the last non-contest arc to make Dev's Choice was "A Mythos of Magical Mysteries" on 1/27/10. About 3 months then. However, as near as I can tell, it really wasn't that much longer than the three that were selected from the second challenge, which were all selected, again, as near as I can tell, in March."Golden Age" is newer and hasn't received as much attention. It wasn't nominated for player's choice awards, and the official contest, and isn't being recommended left right and center, because not as many people have played it. It's an excellent arc, and if it had been published in the early days of MA it might be in the same boat as "Teen Phalanx," but for the purposes of this discussion all it does it highlight the lowered interest in AE.
I'd settle for the rate of HoF approaching the rate of DC. Now that I think of it though, when was the last time we got a DC that wasn't the winner or runner-up of an Aeon's challenge?
Edit: This list is, I believe, all of the Dev Choices since last November. I may have missed 1 or more, but you'll notice that one of the DC's awarded for the 1st contest appears to have been given DC status before the thread announcing the winner of the contest was posted. So I may be wrong that Purification was a 1st Challenge Entry, but I don't think so. You'll also notice that the last actual Developer's Choice was awarded in the middle of March, which is a fairly long dry spell after the relative regularity with which they were being awarded for the several months prior. This probably has to do more with Dr. Aeon devoting his attention to working on the XP problem and possibly doing final testing on the arcs he wrote and developed for I17.
Pandas Versus Rikti 10/28/09
Astoria in D Minor 11/4/09
Escalation 11/25/09
Control+Alt+Reset 1/6/10
A Penny for your Thoughts 1/13/10
A Mythos of Magical Mysteries 1/27/10
Purification 2/10/10 1st contest entry
Out of Place 2/16/10 1st contest winner
Night Calls the Weaver 3/3/10 - 2nd contest winner
Two Tickets to Westerly 3/10/10 - 2nd contest entry
A Heart Breaking Story 3/17/10 - 2nd contest entry -
Quote:My experience with Night Calls the Weaver is similar to this, though on a much smaller scale and I've observed in recent weeks that its 'run' - to put it in movie terms - is winding down significantly. At the end of the contest, it had approximately 25 plays - which was in February and now it sits at about 330, which averages out to a little over 100 per month which would have made it HoF-worthy in approximately ten months, assuming it would have gotten anywhere near the same rate of play under normal conditions, which it, of course, would not have.Curiously, I had almost the exact opposite experience. Two Tickets for Westerly was published in early February of this year. It was tagged for dev choice on 3/10/2010; at the time it had 30 ratings. After two months, it now has 850 ratings - over 400 plays per month.
I can't easily explain this. My arc had none of the advantages of the above arc, except #5 (being on page 1). Though of course I like my own arc, I don't think it's a qualitative difference - as one of the 724 players of Sabrina's Tale, I thought it was a fine story. I actually have promoted Two Tickets to Westerly very little; primarily, soliciting feedback on this forum during the challenge itself. Admittedly, some very nice people on Liberty server promoted my arc a lot right after it was dev choice'd. But I wouldn't think that would be nearly as much attention as the Sabrina's Tale received.
Bubbawheat put forward a theory that short arcs get played more, and this is my best guess for why Two Tickets is getting played a lot -- it's one of only two Medium length arcs on the first page, with all others being Long or Very Long.
I imagine that casual MA users must be just looking on the front page and picking the shortest looking story arc to play.
I think you are probably correct in your evaluation that the relative shortness of Westerly in comparison adds quite a bit to its appeal. In addition, Weaver is also clearly marked as being designed for solo play, requires a lot more reading from the player, and has a slightly narrower level range. All of these things make Westerly have a bit more appeal to teams and people interested in a more casual experience than Weaver.
But there is no doubt that being on the front page and giving normal rewards, (along with providing the option for 'standard' rewards), has contributed to Weaver getting a lot more plays than it otherwise would have during a period of time when player participation in AE is extremely low.
As far as the topic is concerned, I largely agree with loosening the standard for HoF status. I've thought for several months now that it's criminal that Teen Phalanx Forever is not a HoF arc and that at the current rate of play, it might be a year before it gets the final 150 or so plays it needs to get there. -
Quote:__________________
This ended up hurting the level of player interest in Mission Architect, and nothing has been done to correct that.
Minor correction for accuracy there. -
The real problem with writing early level story arcs is that early levels fly by so quickly that if you try to write an arc with any depth to it, the likeliest outcome is that the character will outlevel the range of the arc by the time he finishes it.
Of course, I am speaking of the level 1-5 range here, where you basically gain a level, sometimes 2, every time you enter an instance map. I would say level 5-10, you can write an arc that has some depth to it, but I imagine anyone who starts Night Calls the Weaver at level 5 will probably be level 8 or higher by the time the arc is finished. -
In lieu of trying to search through several pages worth of threads to find where the original arc threads were posted, I figured I would consolidate my post-I17 changes in one thread and just give a general rundown of all of the changes I've made. Arc #'s are located in my signature line:
Changes to "The Long Road Back"
- Color formatted the entire arc so that it no longer looks so drab. I finally had the space to do this and it looks much better.
- Slightly altered the appearance of Dr. Louise Symons and tinkered with her powerset so that she gives close to 100% experience, hopefully while removing a power or two that made her very rough for certain ATs to defeat.
- Altered how mission 3 was structured to make it more streamlined and completely removed the ongoing issue with the glowie that would neither blink, glow or make any noise until the escort was taken to the exit.
- Also changed the map of mission 3 to a more predictable one that hopefully will eliminate the occasional issue of having to backtrack. Hopefully, the player will no longer have to do any backtracking at all in this mission and that it will unfold in a linear fashion.
- Unfortunately, there is nothing I can do at the present time about the experience nerfing of mission 4. Because of the way the mission is structured, it apparently counts every time Symons is freed as an 'ally,' so the experience is horribly borked.
- Ditto with mission 5. Even though the OSI extractor you free runs straight to the doorway, she counts as far as experience reduction is concerned.
- Re-added all 6 orphan skins to the 'orphans' group. None of them give any experience, (and were never meant to), but now there is some variety among the children of Heatherford Home in mission 5.
- Created male versions of the Heatherford Guardian lieutenant and the Staff Member minion in the HH Staff group. Both of these do exactly the same things as their female counterparts, so it was mainly a change for aesthetic purposes.
Overall, mission 5 looks much better, but the general reduction in experience makes this a long slog for limited reward at this point. I am loathe to unpublish though, especially since I do not have anything to immediately replace it with. Hopefully, they will institute a more permanent solution to the problem that the ally experience nerf was done to fix soon.
Changes to "The Union of the Mask:"
- Removed the boss flight response from all of the bosses in all of the missions. Enough people have mentioned that this is not fun to counter my predisposition that given the stakes, them fleeing makes sense. At this point, I would rather err on the side of playability and fun.
- Tinkered with the power sets of all of the custom bosses. All of them should give 100% experience down the line except for Marshall Brass. Brass does not because of the mission he is in and there is nothing I can do about it without completely destroying the design of mission 5.
- Altered the look of Bloody Vicious slightly.
- Corrected various typos.
- All mission give full experience, except mission 5, which gives approximately 5% normal experience. The mission is designed to be a running street battle and there are numerous mobs of PPD allies and 2 Paragon heroes that the character could potentially free to assist him against Brass. I do not intend to change this mission until there is an indication that the ally nerf is permanent. There are approximately 50 total plot points in the mission if you include all of the family members you could free, the two heroes, all of the patrols and street battles and Brass himself. Mission 5 took several hours on his own to design and I don't want to lose all of that work only to have the basic problem solved a couple of months down the road if they fix the ally nerf.
There are no changes to "Night Calls the Weaver" at the present time, though I am considering doing a couple of minor things like expanding the level range to 5-14 from its current 5-10 range. I believe the natural limit for the Hellions faction is 14, so I think it could sustain that change without any issues. There are also a few minor typos that I have wanted to fix for awhile, but haven't been able to because it seems that my schedule and the good doctor's are extremely incompatible.
At any rate, all three arcs have generally been well received, though the first two still have a very small number of plays. Give them a try if you haven't had a chance yet and if you have, then take another look... it might be better than the last time you played.
Thanks
- S12 -
Thanks for the in depth review of the arc. It has been quite some time since I took another look at 'Union' other than small corrections for typos and so forth. When I wrote the arc, I was really under the gun time-wise, (it was my entry for Dr. Aeon's first contest and while I was designing it, I was also working about 50 hours a week), and there were quite a few things that I probably didn't think through.
I think I was guilty of doing all three of the 'cardinal' sins with this one... time limits, defeat alls and running bosses, which may be a contributor to why this particular arc has seen so few overall plays. I am going to take a look at the arc again to see whether it's feasible to eliminate one or more of these things... or at least to do as you suggest and give the player a reason to continue if or when he reaches a defeat condition.
I don't think that the capacity for defeat is necessarily a bad thing. I think there are two ways to look at MA in general... as either a gameplay device or as a narrative device and I think how one distinguishes between the two is a pretty important component on whether to include failure conditions. If one views it as a gameplay device, then including failure conditions adds an edge to the game aspect. However, if one views it primarily as a narrative device, then the element of possible defeat certainly remains... but only on a meta level.
What I mean is that, there is certainly the possibility that the character might fail within the construct of the story, but if there are no failure conditions in the mission itself, then the game presumption is that the player will always finish the mission and therefore there is no real game possibility of failure.
In an action movie, for example, within the story, there is the possibility that one of the criminals might shoot the hero somewhere along the way and the story might end in failure, but ultimately the 'script' requires that he succeed because it is written that way.
I am not sure whether or not if I take away the possibility of defeat away from the arc that it would take away what makes Union a suspenseful arc or whether or not it is simply the writing that buoys it at this point.
Ultimately, I think that I will, at the least, remove the flee responses from the boss characters. Thus far, from the limited number of plays it has receives, the fleeing bosses seem to be the most odious element of the arc to the players. Your own review supports this. I think most can buy the time limit and most can also buy the notion that they have to defeat everyone in all of these cells or the result will be disastrous. The idea that the boss characters would run away to preserve their copies of the list seems to be the toughest 'sell.'
At least in game play terms.
Again, thank you for taking the time and I am glad you seemed to have enjoyed playing it. -
Quote:Um... I don't know who you think you are, but I'll put this in a way I think you might comprehend.
Sister Twelve: same goes for you. Shut up. You aren't gaining any sympathy, and at this point you've managed to get people un-involved with this whole mess willing to step in and tell you it's time to close your mouth.
Kiss my ***. -
I turned my rep comments off after going from 3 positive bars into the negative and could only find 2 neg repped posts... one of them a suggestion that a thread devoted to suggestions should go in the suggestions forum.
-
Quote:I know it will sound sort of inconsistent with everything else I've said, but I have no complaint with them fixing things like this and doing it invisibly without saying anything about it. A minion that gives too much experience is a coding error. Any opponent that gives experience without fighting back is a coding error. Not sure about the MM bug, but it also sounds like what I categorize as a coding error.
And many of these exploits were pretty clear-cut. Minions that give lieutenant-level rewards, bosses that don't fight back, and especially that Mastermind bug.
All of these things can and should be fixed with no particular announcement, because doing it that way places the onus on the fix on what the developers have done without making any moral judgment about the behavior of the players at all. Essentially, it is like saying in a team meeting, 'we made an error, we need to fix it' instead of '-gasp- you bastich players are breaking my game!'
However, it's when you start to code out entire styles of play that I start to have huge problems with how you are addressing the problem. Having NPC allies is a tremendous boon to players of Defenders who like to solo. In fact, my emp/psi defender soloes almost every RWZ arc quite well at the highest settings with AVs because of the preponderence of npc allies the game provides you during those arcs. If you give Lady Gray both Fortitude and Adrenaline Rush, she wipes the floor with those ambushes of Vanguard that come after her. If you can keep Fusionette up and subtly convince Faultine to tank instead of control, you can beat down the AV version of Hro without issue.
But in essence, this action is telling me that I did that wrong. Those npc allies were never supposed to be there and I shouldn't be using that sort of thing in my arcs. But Dr. Aeon is saying that isn't true and that I should just be patient and that this is being done to prevent a select playstyle by a group of players that does not include me.
So... okay. At that point, that's where my argument comes into play. Rectifying coding errors is right. Should be done. Dictating playstyle through code in general, unless the playstyle is so abusive that it adversely affects a huge number of other players is wrong, in my opionion. And in a non-competitive game where we aren't jockeying for position and never playing directly against one another, it will always be hard to convince me that this is the case.