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Posts
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I've thought for a long time that a hero or villain should perhaps have a little bit more control over his or her life than we've ever been given in this game. Even as we're reaching the pinnacle of our careers, we are still basically playing the flunky and not thinking for ourselves. I'm not sure if this is the best mechanism for generating that sense of control, but it's better than the nothing we have so far.
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[QUOTE=Golden Girl;2637288]Yes, pretty much. I can say that I am going to write fifteen arcs this year and all will be dev choice quality, but until I actually do it, no one is under any obligation to believe me. And on that level, doubly no one is under any obligation to believe I can ever produce anything of signifcantly higher quality than I've already produced until I actually do.
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I think the most salient issue is that they're basically trying to recreate something that they created several years ago as a very simplistic and evil group into a group that has more depth. Depending on how they choose to write the story, they can either ignore what they've written before and try to create this sort of 'moral gray area,' which seems to be the way they are going with it. Or they can try to reconcile what they are writing now with what they've written in the past.
The first versions of the Praetorians were basically mirror universe versions of the Freedom Phalanx. You can try to semantically argue that isn't the case all you want, but if you go through Maria Jenkins' arcs even today, there is nothing there that is remotely redeemable about any of them. Tyrant, at the end of the arc, is hanging around in a cave on our world, gloating because he has Statesman hanging there helpless. He's not doing anything for the good of anyone. He's doing something petty and spiteful because at heart he's an evil guy who cares as much about Praetoria as Recluse cares about the people of the Etoile Isles.
Now they can retcon as much as they want, but as long as the storyline is still sitting there for anyone to play, they really can't snow us into believing these people were anything other than evil versions of the Phalanx.
Hopefully, they'll do something at some point to rectify this and justify your faith that these people are more than what we've seen of them thus far, but thus far we really haven't. We have a synopsis of Tyrant's life history that really doesn't jibe with how he was portrayed in previous canon material, but that's all we've seen.
Until we see more, I am still operating under the assumption that Praetoria is nothing more than Goatee Earth. -
Quote:This may be technically true. I've never tested rate of progress trying to solo street sweep versus solo story arcing. What I will say is that it is a huge psychological boost when you receive 2-3 bubbles of experience as an arc completion reward.
A "nerf" to outdoor experience has never occurred. In fact, in-door missions don't really have that much higher an experience gain at all. End of mission experience is a boss' worth of experience, if that. The real experience gained from missions comes from enemy defeats. Debt IS a factor, but a very small one. In fact, the myth that people do indoor missions because of some inherent buff to indoor experience vs. outdoor experience is just that - a myth.
Now, I know that many arcs have street sweeping components to them, but I'd wager that if you do nothing other than story arcs versus nothing other than street sweeping, doing nothing other than story arcs is going to get you your level a lot faster. -
For some reason, I can really hear Fairuza Balk, (in full meltdown mode during The Craft), doing justice to Silver Mantis.
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Wouldn't the more appropriate gender specific term for a male witch be "War Warlock?"
Which, yes, would sound quite stupid, but would be more apropros than War Wizard. -
Quote:I wasn't really wild about AE being this virtual reality entertainment experience in the first place, but I understand that they felt they had to somehow differentiate what the players were creating from the dev created content.
This idea as a whole seems pretty solid, but crazy to implement. It destroys the flavor of AE as AE but encourages it more as a make your own story-arc, which is really what I think people are using it for.
I'm not sure if that was strictly necessary or not, but they did it so it's water under the bridge.
I guess the question really is whether they ever want to make the leap from dev choice to canon at some point. As soon as you allow the first player created mission to take place out in the real world, you take a step that can never be taken back. Our devs might be more open to that than devs of other games, but I am not sure if they ever really want to reach the point where player content is viewed on the same level that dev content is.
Edit: So even if they did, this would also immediately create legal issues for them. At very least, the player would have to sign a waiver releasing all rights for anything that he/she has created and passing them to NCSoft. At the worst, that could lead to accusations that they are abusing people, especially if they did not pay the writer of the arc for the arc and it becomes an official part of the game.
I am not saying that something like this could never occur. And honestly I believe it's a good thing for players to feel that they have some degree of ownership of the game they play. But the method and conditions under which this sort of thing could occur need to be spelled out very clearly and explicitly before they ever do it the first time or they could get into the sort of trouble that other creative companies have faced in the past.
It would certainly be easier for them to simply declare it will never occur from the very beginning, but if they do, they need to have all of their ducks in a row first. -
Quote:All of these are references to an Eddie Murphy/Dan Akroyd movie called Trading Places from the 80s'. Murphy plays a street criminal and Akroyd plays a stock broker. Two evil old rich guys make a bet for a dollar that if their situations were reversed, each would basically become the other. That is, the street criminal would become an upright citizen and the stock broker would resort to crime.I don't know if this is a pop-culture reference, but I really want to know who carries around frozen cans of OJ.
They arrange things to see the outcome of their bet and hijinks ensue. -
I'd settle for getting the same model for each pet every time. I've only played 1 MM and I stopped mainly because after I'd named his pets, I discovered that sometimes the thugs that would should up would be 1 guy, then the next time around, it would be another guy, then another guy altogether.
This may be sort of strange on my part, but I didn't really care what they looked like the first time around, but I did want them to be consistent. -
None of the MM sets are any more inherently evil than any other AT is. The undead one comes closest, but Marvel comics had heroic characters with dark supernatural origins throughout the 70's with a brief resurgence as the Midnight Sons in the 90's.
Whether a character is evil or not depends on the character's personality and his or her history, not the origin of his powers or how he is designed.
I could easily see Hardcase in St. Martial serving as the template for a thugs MM reformed hero, if Hardcase had a group of fellow hardcases who chose to hunt Wailers with him. -
Quote:If you used a recolored model of a higher level mob for, say, a rescue, your arc will start to display this warning. This occurs even if the character's only action is to leave he map after being freed and the character does not engage in combat. I have no idea if this is what is occurring in your arc, but it sounds plausible because The Long Road Back gives that same warning now and that is how it happened.
The other mission warning (out-of-level enemies) is really puzzling, since all enemies are between 5 and 10 (I checked it on the level 5 stalker, an exemped level 30 scrapper, and an exemped level 23 warshade) -
Coyote actually has powers? I thought he was just some guy in a suit, so the other heroes felt bad for him and threw him a bone with the 'introduce the newbs to their powers' thing.
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You mean there will be two people in the world with the same name?
Crap. That needs to be addressed immediately. Such a travesty would result in a rift in the space time continuum and the game would immediately end. -
Thank you much to everyone who voted for me!
Play all of these contestants' arcs because all of them are great! -
Like I said in my pm, good luck with the challenge. I doubt I'll be playing through this again. I have a lot of others' to play through and you seem to be pretty happy with yours the way it is.
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Played through this. Did not rate it as of yet, because I see no reason to down rate a work in progress that the author asked for play throughs on.
I have no issues with the story that is being told to this point. (At this point, I have only made it to the beginning of the third mission with others in the MA group and to the end of the 2nd mission solo.)
The biggest issue that I have by far is that the custom group is severely unbalanced for the level range. At a higher level, this group would be fine, but at levels 5-10, in the group setting we were having deaths every time we encountered a patrol from this faction during the 2nd mission and wiped while inflicting minimal damage the first time we encountered a stationary group of them in mission 3.
The biggest problem with the faction for the level range is the sheer variety of powers they have. There is a reason that the devs designed bland and boring groups with a narrow range of abilities for low level content. Even the sturdiest of ATs probably do not have any mez protection yet. When you have multiple minions throwing out mez, some of them throwing out slows, most of them throwing out damage types that no one in the group has any defense or resistance against, and some healing the others in the mobs, almost no player group except those composed of players set up for strike forces are going to be able to accomplish much.
It is actually much easier to solo this arc, at least from what I saw during the two missions I ran. However, my the final boss of the 2nd mission appears to be an energy brute and she 1-punched my exemplared brute with a built up bone smasher. If she can 1 punch a brute, that means she can 1 punch any AT with the possible exception of a tank. That is simply not acceptable. I do not mind losing. I do mind it when I never have a chance to do anything.
As far as content is concerned, I would suggest you consider how you format your text blocks. At the present time, you are throwing out huge blocks of text without many paragraph breaks. There are a lot of players who will not play this for that reason alone.
I think this is probably a good story. However, the necessary work to make it readable and playable hasn't been done yet and must be done before you enter it. It could be very good, but it's just not finished yet. -
Quote:Alrighty. I actually play because I'm having fun also. I mentioned something that seemed relatively innocent to me in a relatively mild way, in the midst of basically /signing the request for those who want to twink to be able to use their merits to purchase something about 15 levels below where you're supposed to be able to get it.Why? Did you ever see the movie Daredevil? He stayed and protected Hell's Kitchen. So if a person wants to do the same thing in the game he/she can turn off their exp and be the "champion" of a specific city zone (or bane of a zone if he/she is a villain). Turning the xp off allows the character to still enjoy the challange of fighting NPC's in that zone. He/she can also assist other players new characters as they face their own challenges in that particular zone.
We have the ability to make hundreds of characters. Not every one has to be ubered out at the max level. Some of us actually play because we're having fun.
I don't really think biting my head off for that is warranted. -
Quote:I tested with my level 50 Brute who is probably set up nearly as well as your blaster. I didn't use any inspirations and won the fight with about 80% of my health. I'd have to run all the way through it to how it plays for a true TO character.
Things I feel like I could use feedback on
* Is the final encounter too difficult? Too easy? In testing, my main character, a level 50 blaster with purple IOs, exemped to 10 smashes it flat with ease. On the other hand, my level 5 rad/storm corruptor with bad powerset synergy and no enhancements just barely won. Could use more input.
Quote:* Are the two "main" NPCs given enough personality to make the player care about what happens to them?
Quote:* Is the player given enough stuff to do that she feels like a part of the story?
Quote:* The first couple missions have the player mostly doing what the contact asks, but the last two missions have the player basically defying what the NPCs want, in order to do the "right" thing. Does this "work"? Or is this "powerposing"?
Quote:* Is there too much profanity? I was a little worried about this, but I picture most of the characters encountered during this story as being fairly salty, street gang types. A dozen times while writing this, I had to paraphrase or work around the profanity filter.
Quote:* Is the Big Bad's nickname too stupid? I wanted to make a custom Skulls boss, and after discovering the Aztec word for a skull trophy rack, I just had to use it as a name. But I just didn't picture the gang members being able to pronounce this name correctly, and thought a shorter nickname would be true to the genre.
Quote:* Do the various minor characters encountered make the arc more fun, or do they distract from the story?
Quote:* I just couldn't think of good titles and captions for the individual mission briefings. But I know a lot of people like them because it makes the briefing look more "polished". The adventure is a very small-scale one, though, so maybe it doesn't need them? Or if anyone has any suggestions, happy to take them.
Quote:* Is there too much text and exposition in clues? Or not enough?
Quote:* Anything else people want to comment on?
The criteria for the competition was integrated into the arc and I didn't see any immediate reason to disqualify it. (I only mention this because so many arcs appear to have been automatically disqualified during the previous competition and almost no one was expecting it.) -
Quote:Unfortunately, I tend to use up all of the characters allowed to me with almost every text box I fill. This means that my only option for color formatting is to highlight a section of the text, right click and then choose which of the limited number of color choices are available to me. I can't change anything at this point, because the MA interface counts all of the color tags as characters.Some further ideas (no spoilers):
Colors
Colors are denoted in hexadecimal. You can create millions of colours this way. As examples:
magenta = #FF00FF = FF red, 00 green, FF blue
Also note that FFFFFF = white, 000000 = black. So making numbers higher makes them lighter. Reviewing our magenta, the red and blue is already maximum (FF - hexadecimal for 255 decimal). So we can consider raising the 'green' part:
FF33FF, FF66FF, FF99FF, FFBBFF, FFDDFF, FFFFFF
Use Microsoft Paint or other program to access a color wheel for quick color selection. Or simply experiment. I am experimenting here in the forum with 'preview post'.
If I use: --> [color=#FF00FF]magenta[/color]
This gives me: --> magenta
And I would use it in an arc in the format: --> <color #FF00FF>magenta</color>
The web also has lots of pages showing hexadecimal color examples, such as: this, then you can further tweak the color from a web example (as above) to get it perfect.
Patrol
This was a surprise, but not a problem. Being at the exit means I can run away
Articles
I guess I read my clues inside the mission, so the context given that I'm outside reading my clue was mildly confusing. But I also agree with making arcs team-friendly where practical.
I can continue to add tags, but in order to actually edit anything from this point on, I have to delete all of the color tags and all of the paragraph breaks and reformat the entire section. I can make minor edits that only require deletions, but I cannot add any characters at all.
It sucks but, knowing my writing style, this will probably be the only way I'll ever be able to format text color, because I hardly ever leave any space after I write the initial text.
Perhaps at some point, they will figure out how to make the AE interface a bit more user-friendly, but I have the sneaking suspicion that we are using the exact same mission creation tool the developers use and have no intention of making it easier for their players to create missions than their own employees. -
I've never really understood why some people freeze their characters from advancing, but if you want to 'twink,' which is what it is called in WoW, I think, then I have no issue with you spending the merits you receive. You really aren't hurting my gameplay experience with your twinked character and if that's what you enjoy doing, more power to you.
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Concerns raised by last night's playthroughs:
- Airhead notes that some of the color choices and textual formatting makes certain things hard to read. I agree. Unfortunately the number of color choices are fairly limited and about half of them, especially those that require you to place dark text on a dark background if you use them, are virtually unusable. Using red for anything denotes certain things to most players, most often 'DANGER.' So using red as a default is probably not a good idea. I will look at what's available.
He also mentioned that changing the newspaper articles to clues gave him the feel that the player was taking them. I am not sure. I don't necessarily perceive a 'clue' as something that is always in the character's physical possession, so much as something the character has learned. I do think the comment that he was not sure whether the articles actually belong as clues might be valid. However, like I said in a prior post, the majority of the less positive reviews were coming from players that were in teams, but not the leader. It might be coincidental, but I think the reactions were partially driven by the fact that the articles are necessary due to providing context the player would otherwise not have.
- Airhead also noted that there was a CoT patrol at the doorway of mission 3. I have not seen this, but I could easily see it happening. The only way to have 2 factions populating a specific mission is to have 1 faction as the default and have the other faction as several groups of patrols.
Since the Hellions are probably the easier of the two groups populating that mission, (as long as you are solo and there are no bosses, Damned are no joke at 5-10), it might be best to have the CoT as stationary and have the Hellions as the patrols.
- Another player mentioned that The Weaver was the original leader of Arachnos. I know. However the only references I can find to this character are a blurb in Paragon Wiki and in Recluse's description in the signature villains section. Both essentially say the same thing. A character called The Weaver was the original leader of Arachnos.
Obviously we are not dealing with the same character, but it's interesting to not that both my creation and The Weaver who was the leader of Arachnos seem to have emerged in the post-WWII world. These days, a lot of attention is paid to trying to make character names unique.
However comic books in general are replete with examples of characters with duplicate names. And I don't think it's outside the realm of possibility that one person in the United States and another person in Italy both decided use the name 'The Weaver' independently during the same period of time.
As it stands, especially with Oroborous, there may come a time when the developers decide to expand and go back into the past and flesh out The Weaver who originally ran Arachnos. At that point, I may run into a situation where I have to decide whether to Donna's name or not. Right now, though, I don't think she's really swimming upstream against a bunch of history. She's basically only swimming upstream against a sentence. And I can deal with that.
- I am considering toning down the difficulty of the ambushes across the board. Right now, the ambushes are hitting pretty hard against all of the playtesters I've played with. -
A few alterations based on playthroughs over the last few days:
- Altered the color scheme and the formatting of some of the text elements based on comments by StratoNexus. Hopefully, the new color scheme will be less harsh on the eyes.
- Scrapped all of the original Mission Begin clues and replaced them with the 'Still Busy' text from each of the mission. There was a lot of discussion about this during the long run through of the arc on Sunday. After seeing the reaction to the arc from various types of people, by far the most negative or indifferent reactions have been from people who were in teams, but not the team leader. This gives me the impression that the original 'Still Busy' text for each mission was more integral to providing context to the story than I initially believed it would be.
Strangely enough, I notice no drop off from losing all of the original Mission Begin clues, leading me to think that the text contained in those clues was probably irrelevant padding of the story.
- Fixed numerous typos, word repetitions, and other mechanical errors. Undoubtedly some still remain.
- Players have mentioned that they think the individual characters might be more memorable if I gave them supervillain names versus the real world names that they currently have. I think it's a stylistic type of difference, but if others mention the same thing, I will consider altering it.
- Tangler mentioned that one of the optional objectives in the 2nd mission might have been glitched because he could not find it. None of my playtests have encountered this problem. I also ran it 3 times tonight specifically looking for that and easily found both optional objectives on all 3 run throughs. If anyone else encounters this problem, let me know.
Thank you to everyone who has played it thus far. So far the run times have ranged from relatively short... 45 minutes... all the way up to 2 1/2 hours, which was greatly influenced by the fact we were running in a group that was providing lots of discussion and commentary along with looking heavily for typos. ((Extra thanks to the three in the MA group who did that runthrough with me.)) -
Quote:Unsigned. You should not get reward merits for farming. I don't have any issue with farming in general and I can deal, probably better than a lot of my fellow AE authors, with the fact that a farm can reach HOF status in the space of three days from publication, but giving reward merits to farmers is just ludicrous.
Yes, I am suggesting that Merits be awarded for non-Arc, non-TF/SF things such as Newspaper/Radio missions. It's all Dev-content and saving or robbing a bank should award me some Merits, just not bonus Merits. -
Quote:It wouldn't matter if he stopped sending in soldiers. As soon as the U.S. government saw military operations taking place in Rhode Island by a foreign power, the initial response would be to cordon off the city and drive the foreign army out. The follow-up would be about 30 days of Air Force activity that would cut off all Arachnos communications. Then there would be a full-scale invasion of Grandville.That's why he stopped sending in soldiers, just his supers. No one has any proof that those people work for him, change it from declaration of war to a secret mission. No one knows they're involved, of course they suspect but they can't prove so they send in the heroes to do the work.
WoW does okay with this kind of war scenario because the two sides are relatively equal in military strength. Recluse rules a very tiny island with very limited natural resources. His military, though technologically advanced and paranormal probably only numbers 50-100k MAXIMUM. The population size of the Isles just couldn't support anything larger.
The United States, on the other hand, spends more in military expenditures than the next 9 countries of the world combined. The Arachnos Flyers might be about to down a few long range bombers, but they would not be able to handle to swarm of military fighters the U.S. Air Force could bring to bear. Arachnos has a tiny navy. The U.S. could blockade Grandville at will.
Like I said, WoW does okay because the Alliance and the Horde are relatively equal. The war scenario is plausible. In this scenario, the two sides are so far apart that the war scenario is ludicrous. -
Quote:Why?I don't think you read the story, Recluse has declared "war" (you can't really declare war against a city so he's just trying to kill all the heroes in Paragon) on Paragon and the Heroes have to defend it. The Heroes go over to Rogue isles so they can try and the "war" by arresting Archanos soldiers/Villains and help the longbow protect the citizens.
That is an incredible expenditure of Arachnos' limited resources for almost no gain. And it is a declaration of a war that Arachnos isn't just guaranteed to lose, but guaranteed to lose HUGE. As soon as they declare 'war' on Paragon's heroes and start performing military operations on American soil, he is looking at the end of Grandville in the space of about 3 months tops. He would face not only war with the United States, he would face war with a coalition of nations like the world hasn't seen since Desert Storm liberated Kuwait.
Recluse is not stupid.