Sister_Twelve

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  1. I've honestly never understood why people like to play masterminds. I only tried to play one and felt like I was nothing more than a spectator the entire time.
  2. Quote:
    Originally Posted by LaserJesus View Post
    I only got done with two missions before the server went down for maintenance, but yeah. It's hard to remember when the low level gang members are played for laughs so often, but the Hellions aren't just gang members, but demon-obsessed gang members.
    Yah, I think this is important to remember. Not every Hellion you run across is going to be the same, although I think because of the nature of seeing them as labels all the time, ie slammer, buckshot, gunner, etc, like we do, we tend to sort of lump them all together into one big amalgamation called Hellion. The same phenomenon takes place for every faction in the game just because so few of our foes even have names that we know.

    That makes it pretty easy to depersonalize them.

    But everyone in a gang is a different person. Even in the same city, one group of Hellions is going to have a different sort of 'character' than another group of Hellions. And that character will probably reflect the personality of whoever the leader is.

    So I think it's entirely reasonable that you might have a group of doofus Hellions in one arc, then a group of semi-professional car thief Hellions in another arc, and then the group that populates my arc, who are ruthless and nasty and probably some of the better 'heavies' that I've ever written.

    I'm not sure how much comic book reading you guys do on the whole, but I think I'm probably more influenced by the style of Busiek in Astro City and Miller during his run on Daredevil than most of the contemporary comic book writers like Bendis. That's typically why I tend to try to personalize everyone in the story by giving them a name.

    I think the story resonates a little bit more because you know that it's Eric Ridge who killed Donna Wright than some nameless Damned who killed an old-time heroine called The Weaver.
  3. Quote:
    Originally Posted by konshu View Post
    When I initially read this, I thought that perhaps what I was doing was being held to a different sort of standard than I'd intended. Then I thought, perhaps it's unclear what I'm doing when I say "revamp."

    So here's an explanation.

    While we could have a total replacement of content in CoH, and enjoy it, I have to admit that I've become attached to a lot of the lore that already exists in the game. So in a revamp, my intention would be to try to keep the existing lore intact, but to tell the story in a fresh, different, and hopefully better way. So I wouldn't be getting rid of things like the Rikti invasion or the Hollowing Event; I would be taking the bits of lore in the same configuration, but view it all from a different angle.

    In the Talshak arc ("The Hollows: PARAPSYCHOLOGIST"), it was important to me to keep the same basic story going in the Hollows, but to give the player a different experience.

    Now, having said I'd like to keep the lore, I'd also like to point out there are places where the lore might be "fixed."
    Hrm, let me try to explain what I mean by that because I think you might be misinterpreting what I meant. I really wish that, in practice, the ratings were turning out to mean what they were originally intended to mean. Because I view something as a 4 out of 5, that doesn't mean that I think that it is bad. In fact, it means the exact opposite. On the flip side, I fully understand why you want to keep yourself out of the 4 star limbo that so many arcs fall into.

    However, what I meant...

    Let's look at the recently recycled trend in Hollywood to remake every horror movie put out in the last 30 years. Some of these remakes were good. Some were not so good. In fact, when the director was remaking a film that was frankly quite bad, like the original Last House on the Left or the original The Hills Have Eyes, (Sorry, Mr. Craven, but in your earliest forays into film, you just weren't a good director yet), the resulting remake was often better in almost every way than the original film.

    Yet they were derivatives.

    And if you ask almost any horror movie afficionado, her or she would tell you that he or she prefers the original film for no other reason than the sentimentality that comes along with something being the original. Yes, I have actually had conversations where people tell me that they prefer the original Last House on the Left, even with the 2 stupid cops and all the screen time they sucked from the film, the poor acting, the even poorer technical aspects, the obvious and glaring audio errors, and the relatively thin script.

    The Last House on the Left (1972) was just a bad film.

    The original Hills Have Eyes was better, but still, the version that came out in 2006 (?) was still better in almost every facet of filmmaking. Not the sequel... the remake with the cop from Monk and so forth.

    So what am I saying?

    Only that in most regards, even if what you do is very good (4 - in our parlance), it won't be classic (5 - in our parlance), simply for no other reason that even if you clearly outperform the original arcs, your arcs will be derivative of material that has already been produced.

    Again, it doesn't mean I won't like it... only that I probably won't view it a classic material.

    Now, of course, for every line in the sand I draw, there are exceptions. The version of Invasion of the Body Snatchers in 1978 is probably viewed as more of a classing than the original. The Thing that came out in 1982 is probably viewed as more of a classic than the original as well.

    So it's not to say that I won't be so totally blown away by one of these arcs that I instantly rate it as a classic. (All critics are self-contradictory in that manner.)

    However what I will say is that all things being equal, I will generally regard strong material that is original as stronger than strong material that is derivative.
  4. Quote:
    Originally Posted by LaserJesus View Post
    I have the same exact problem all the time. When I published my challenge arc I dreaded the revisions that I just knew I would have to make as I got feedback on it just for this exact reason.

    Oh, and to make things worse, while playing through the arc earlier (haven't finished it yet because of the server going down) I noticed a couple typos in the clues. When I'm done I'll send a PM to Dr. Aeon and hopefully he can go in and fix them. It's just minor stuff like two i's in midnight and formatting inconsistencies with clue titles so far, anyhow.
    The ones you pm'd me earlier are in the area of what I consider to be 'quick fixes.' If it's in an in-mission clue, I can usually strip the formatting and fix the typo in about 30 seconds. The tough stuff comes when I've completely color coded a briefing box and have like 2000 characters crammed into the space where 1000 is supposed to go.

    The favorite thing I do to myself is when I forget to leave the MA interface after stripping one of those big ones down and have the paragraph breaks without tabs yet. When you highlight a large section of text that isn't broken by tabs and is only broken by enters, when you color code the text, it proceeds to put about 40 extra {color}{/color} tabs in as it attempts to color and uncolor something that only its mechanical mind can perceive.

    It is great fun to see a text box designed to accept 1000 characters suddenly jump up to over 4000, which I've seen once.
  5. I don't have any guidelines. I usually build whatever customs I have to fit a concept. Then I play the arc with the MA team. They subsequently stare at me pointedly during the first mission and I say, "Oh."
  6. Thank you, everyone.

    Special thanks to Wrong Number, Backfire, Tubby, and Sum and everyone else who took the time to play this repeatedly. Especially thanks to all of the MA Team for taking the time to help me polish this. I think it is just awesome that we have such a great community of authors that we'll do that for each other at the same time that we're competing with each other.

    Everyone provided great feedback... even the tough stuff that made me take a hard look at how I was approaching the story's structure and whether I was needlessly padding it.

    Thanks to Dr. Aeon for having the competition. You're doing an awesome job as a Dev and you're really putting in the extra effort to keep Mission Architect one of the best tools for players ever introduced into a game.

    You guys are great and I really needed this this week. I found out that my position at DSS is being pulled, which means I have to find another job by May 31, which is a bummer, but coming home to see this news is truly awesome.

    Thanks so much again.
  7. Quote:
    Originally Posted by CapnGeist View Post
    No, my point is... the devs have already been asked if they'll ever put an AE made arcs into the game as a whole, and their answer was that the amount of work it would take to rebuild an AE arc into real game arc was so great that the dev effort saved in doing that instead of just making their own arcs was pretty negligible.
    Hrm. Guess it was a bad idea then.

    Disregard.
  8. Quote:
    Originally Posted by CapnGeist View Post
    The issue with this is that the AE tools are /not/ the same tools as real missions are built with. The developers have said multiple times that they are NOT at a loss of arc ideas or plans, but what they are at a loss for is time to program these arcs into the game, test them, work out bugs, etc etc.
    Completely understood and of course, this should be a process that unfolds over time with the MA author team doing most of the heavy lifting using the MA tools to do the proposing, brainstorming, arc writing, then balance testing and so forth prior to providing the developers with as close to a polished, finished product as possible with the limits of the AE interface.

    At that point, what the devs would have to do, (given that the framework of the zone is already there), is the equivalent of data entry... ie embedding the contacts, setting the doors in he zone for the instance maps, probably reducing the spawn sizes of the zone to less 'hazard zone-like' levels.

    If the MA author team does its job successfully, hopefully the time limit problem that you describe could be reduced and done with a minimum of developer staff backup.
  9. Okay, I haven't really thought this out to any large degree, but there are several hazard zones hero-side that seem to see absolutely no use these days for whatever reason. With the developers, (rightly), devoting their time and energy on the future, the overwhelming likelihood will be that these zones will remain dormant if nothing else is done.

    My suggestion would be to have Dr. Aeon assemble a team of MA authors and basically 'give' them a zone like Boomtown where there isn't much of a story to it per se and allow that team to basically generate an outline and a proposal on how to revamp Boomtown.

    Or if people don't like Boomtown, Perez Park or Crey's Folly or Dark Astoria... any of the zones that basically almost never have anyone in them.

    There are stories that can and should be told about these places and I think the idea of a 'hazard zone' has pretty much fallen by the wayside in CoH. That means that these zones could be revitalized to provide alternate leveling paths and so forth.

    Like I said, it's not completely thought out and there are, of course, legalisms that would have to be dealt with.

    But what do you think of the overall concept?
  10. Quote:
    The Hollows: PARAPSYCHOLOGIST (Talshak the Mystic, magic origin)
    Played through this one. As requested, if not a 5, I did not rate, though if I'd rated normally, I would have given it a 4. It was an engaging arc that flowed naturally, but since it was derivative of content, (even not so good content), already written, I couldn't in good conscience say that it was the 'best of the best' per se.

    As far as your experiment is concerned, I honestly didn't see much different from it than the majority of what the other known authors are producing right now stylistically. It appears as though a lot of the text that would normally appear in the clues is being placed in dialogue balloons, which tends to create really big dialogue balloons that may spawn so far away from the player that the player either needs to read them in his chat area or miss them entirely.

    Everyone, for the most part, at least the authors who have really delved into this activity has taken to color coding text and everyone has his or her own system for color selection. Yours wasn't distracting, but until you pointed out in the above post that you were attempting to highlight specific plot points, I didn't really pick up on that this was what you were doing.

    Overall, it was a good arc that played fairly well and I enjoyed it.
  11. Tried it with 2 different extremes. The exemped Emp/Psi Defender just could not generate enough damage to take out the network defenders with any kind of alacrity and bogged down. She timed out after destroying only 2 of the kill-switches.

    The exemped SS/Inv brute (without rage yet) finished with 4:30 remaining on the clock.

    You certainly cannot generalize anything from the experience of the one true 'total team' AT in CoH, but I would imagine that the very nature of this kind of challenge arc would cause it to favor ATs that get more damage early on.

    Even so, my emp/psi does have 3 attacks, including her snipe. I imagine some of the difficulty also occurs because it seems like the animation times of those psi attacks is long, but the internal defenders seem resistant to psi. Where my brute was knocking them down in 3-4 hits at most, it seemed like my psi was taking 7-8-9 hits to down them.
  12. Quote:
    Originally Posted by Schismatrix View Post
    Carrying a gun and shooting people does not make you an antihero. Look at the Shadow and the Punisher. Are they antiheroes?
    The Punisher - Yes.

    The Shadow - No.

    One was a villain. He was introduced as a villain and Marvel later gradually morphed him into an anti-hero and then a hero. The other was a radio play character and the brutality of his actions were largely left to the imagination of his audience at the time, but he was never characterized as a villain or anything other than a relatively grim hero.
  13. Thanks for the reviews and the ratings.

    - Regarding the newspaper font that Abrahms mentioned was hard to read, it has been altered to removed the size and bold formatting and has been simply recolored to yellow. Though it looks less distinctive to me, (as far as being obviously and significantly different from the other text styles), enough beta players mentioned that it was hard to read to warrant the change. However, that change was made after Abrahm's playthrough, so he never saw it like this.

    - Regarding the brutality of the arc, which a few players have also mentioned, obviously there are always stylistic choices you make as a writer. I was writing this for a mature reader, (not of course in the sense that the MAX titles are 'mature,' with loads of gratuitous violence and/or sex), more in the sense that there would be recognizable themes that would be noticed and that would recur throughout. I am not entirely sure if I would want a child to play this arc because its themes are written for people who are old enough to understand and appreciate the gravity of what is happening in this story, but honestly, I do not think many children would choose it over other arcs.

    - I am glad that all of you seemed to have enjoyed it, even if Rasta didn't like the level range. I didn't have much choice on that if I intended to enter it into the competition.

    - S12
  14. Quote:
    Originally Posted by Perfect_Pain View Post
    Why not?

    If you invest into a good card now, it will only be able to play everything awesome now and in the neer future.
    I'm not saying the Ultra Mode is a waste or anything, only that if you are buying a high end video card solely for the purpose of running it, you will be thinking later about the other things you could have used that $400 to buy.

    Hey, I'm as geeky crazy about this game as the next person and if what they have described ultra mode to be was something that significantly changed my CoH gameplay experience, I'd probably make the investment in a heartbeat. But what they've described is that the gameplay experience essentially won't change at all. There will be some additional effects and the overall appearance will sharpen to some extent.

    If that is worth $4-500 to people and they have the extra cash to do it, then by all means, go for it. But if it's a choice between those incremental types of changes and spending that money on something else, then I think most people would probably end up wanting to go with whatever that other thing is, all things being equal.

    Basically, this game and WoW are the only games I really play on my computer. And I don't even actually play WoW anymore, so this game is the only game I play on the computer at the current time. If it was a choice between devoting $400 to get a video card only to run ultra mode and getting a Xbox 360 and ME2 so that I could play ME2, I'd probably go for the X-Box, even though I really don't like the instability of the console and would probably get very few other games for it.

    However if you already have a high end system with a great video card, then ultra mode is certainly a nice add-on to the already existing game.
  15. I suspect anyone who buys a high end video card solely for the purpose of running ultra-mode is going to experience a great deal of buyer's remorse in the long run. If you have other games that require that sort of thing, then go for it, but do you really want to pay $400 just so there will be reflections and the water will be prettier?
  16. Quote:
    Originally Posted by Bubbawheat View Post
    I'm surprised, I didn't miss any on my list, though I didn't have the full details on all of them. Seems this contest is a little bit less popular than the last one. Still a little time for a few entries. And of course, however many entries were made and not advertised for either contest.
    Probably has to do with the number of arc slots people have available and also the amount of potential free time needed to write arcs now that the holidays are over with and people are back into the usual grind of work and school and so forth. I imagine with the lower number of plays people are getting on average these days, there is less of a desire to unpublish a potentially high rated arc in favor of a contest entry. You would essentially lose all ratings to that point if you intend afterward to take down the contest entry and republish the older arc.
  17. Finding the reviewers who are active is probably the best way to start. It doesnt do a lot of a good to post requests in a reviewer thread when the reviewer hasn't done a review in over 5 months. So my advice would be to do a little research on which reviewers still review, which ones actually take submissions, what their criteria are, (whether they are a QPQ reviewer), etc.

    Policewoman, for example, is an extremely thorough reviewer who works on a QPQ basis, but her queue is long and it will probably take awhile for her to reach your arc in her list.

    Other reviewers may not require anything in return, but most of them have their own criteria for selecting which arcs to play. I know I did when I used to have my One A Day thread.

    It typically helps if it seems like the person doing the request has done a bit of research on who he/she is asking to review their work though. Posting the same message in several different threads, some of which may have been completely inactive for a long period of time, is typically not the best way to approach trying to gain interest in your work because a reviewer doesn't want to feel like a number any more than an author does.
  18. I doubt this reviewer is still around. The last post he had prior to Joe resurrecting his thread a couple days ago was back in September of last year.
  19. Quote:
    Originally Posted by Ironblade View Post
    But how would we know that they have mysterious pasts, unless the bio says so?
    We don't know. The bio simply says nothing. Then some random player character near them mentions how mysterious their past is, at which point they either shoot 15 people, pull out a sword and stab 15 people, or produce blades from beneath their skin at some point on their body and slash 15 people to death with them.

    Many discussion threads ensue, all which mention the character's mysterious past, thereby solidifying the sheer mysteriousness of it all.
  20. Quote:
    Is it really any worse than all these 'heroes' I see in Atlas with names like BLOODEATER, with bios that are far more bloodthirsty than anything I've seen on Redside?
    I call foul. Everyone knows that people named BLOODEATER have no bios.

    They are all men with mysterious pasts, presumably so the creator doesn't actually have to write anything about them.
  21. Quote:
    Originally Posted by cursedsorcerer View Post
    What makes me curious is...

    How can you make a STALKER heroic!?!

    I mean what could be MORE HEROIC than LITERALLY STABBING YOUR FOE IN THE BACK!?
    ::shrugs::

    You can make a pretty strong case that Elektra is a stalker and they sold her as a hero, or at lease an anti-hero, for awhile.

    Like I said before, it's the personality and the history of the character that determines whether or not he or she is evil. In this case, I think it would largely depend on the choice of target.

    I know most will say that Wolverine is more of a scrapper than a stalker, but Wolverine stabs, slashes, cuts, and otherwise sticks people with pointy pieces of metal pretty much all the time.
  22. Quote:
    Originally Posted by Prime_Nighthawk View Post
    Thanks for the thoughtful reply, but I'm disappointed by what you had to say about COH and I disagree that there aren't better ways of doing things. Text has it's place, but games are an interactive medium. COH could be so much more immersive. Why not have voice acting in some select parts? Why not have more cut-scenes (via in game engine or CGI).
    I think basically it's just a matter of different players favoring different things here. I took time off from CoH, played WoW for several months, took two different characters to 80 during that time, participated in end game raids up to and including Ulduar and the Trial of the Crusader, which was the last one released before I quit and came back here. WoW has everything that you describe... voice acting, cutscenes, end game raiding, etc.

    I never felt a sense of immersion in WoW.

    I feel immersion when a game inspires me to add to the storyline with fiction of my own. Ironically, every game I have ever played for the last 20 years has engendered that sort of immersion in me. At least on the internet. However, console games generally don't. Knights of the Old Republic was a great game, but it was not an immersive game. There was nothing particularly different about your jedi from any other jedi who might be walking through this story. Mass Effect was the same. Great game. Had loads of fun. But it never became more than 'a game,' which is what to me defines immersion.

    Once a game becomes a storytelling experience and inspires me to write my own stories to add to the universe, then I am immersed. You cannot do that with the linear, console rpgs because essentially there is only one story to add to and the developers have already written it from beginning to end.

    That is probably why I never felt any immersion in WoW. Blizzard controls the story to such an extent that there is really no room for your character to become part of the narrative, any more than 'generic character x' is part of the storyline. Blizzard's story is about Arthas. At least during the period of time I played. Every cutscene I saw, every bit of voice acting I experienced, every raid I participated in... all of them were part of Arthas' story, a story in which I was a minor, minor character, because it was always implied that I would have to gather at least 40 of my friends to even have a chance against Arthas and even then 40:1, we would probably still lose.

    That is not immersion to me.
  23. Sister_Twelve

    Random missions

    Yah, there were plenty of ways that they could have allowed villains independence and it largely had to do with the manner in which they wrote the text. They basically chose to wrote us as flunkies, even the choice you're given at the beginning is to either become an independent agent immediately or become an independent agent several levels down the road.

    Heck, even the VEATs, who have the closest ties to Arachnos, are still basically independent agents who end up at odds with Arachnos troops all the time.

    Basically, they could have created a decision tree.

    Ie, a list of possible schemes. Then they could have allowed you to determine how much or how little work you put into the beginning stages of the scheme before putting the plan in motions. Each successful step of pre-work could determine the difficulty of the end scheme mission. Then you could have gotten an arc bonus based on how well or how poorly you pulled off your scheme.

    IE...

    Each possible scheme has 5 potential things to make the scheme easier, but you can 'launch' the scheme at any time.

    Each 'thing' launches puts you into contact with someone who needs something accomplished, which creates an instanced mission. Successful completion of the step instanced mission results in a step down of the difficulty of the actual scheme mission.

    Completing 0 steps - results in a nearly impossible mission that has reached the ears of a tier 1 hero group, meaning you'll probably face static of the level of all of the Vindicators at once or all of the Phalanx at once as well as +3-+4 Longbow..

    Completing 1 step - results in a hard mission that has reached the ears of a randomly generated tier 1 hero - meaning you'll face 1 AV/Hero in the mission and +2-+3 Longbow.

    Completing 2 steps - results in a difficult mission that has reached the ears of tier 2 heroes, resulting in...

    Etc, etc, etc.

    This doesn't necessarily have to replace the contact system in place, but it would result in the villain being able to make his or her own plans and randomly generate schemes from a preset list that would result an a huge diversity of types, rather than the random raido missions.

    Obviously, nothing would mechanically change in the actual instanced missions, only in how they are presented. But I think doing it this way might result in players feeling less like they are always trudging over the same storylines all the time.
  24. Quote:
    Originally Posted by Westley View Post
    Only the heroes carry the bracelets that let them teleport to the hospitals upon defeat. The citizens do not have these.

    I'm not sure what the story is for villains, or if it's even explained.
    Sometimes I wish the original devs never bothered to explain why a character never dies in an MMO. The one they came up with is so immersion breaking, it's basically become a self-mocking joke of the game now 7 years later. Most other games never try to explain it. They just come up with a mechanism for it that's never really explained.

    The fact that you will automatically be teleported to the hospital means that you can never create a narrative with a true level of threat in this game... unless you just ignore the mechanism and its underpinnings.