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Any of these ideas would be wonderful. It's just that to keep the same Arc ID, you have to pay the price of restricting your editing/testing experience. If you really wanted to preserve a sense of continuity between chapters, I think that you need not look further than establishing the Title of a series, and then each chapter could just be published as "Title:Y Part-X". Your audience would then be able to browse your offerings by simply entering "@Simling_Joe Title:Y" (for example).
By the way, it'd be nice if the MA Browser would let us save our favorite search-filters!!
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That would be an awesome feature. Know what else I'd like to see? An "import" option in the live edit section that lets you import an offline text file back into the same ID.
::shrugs::
Oh well - now to concept a few dozen episodes!
Oh, and by the way, the global would be "@Fyst" not "@Smiling_Joe" - Smiling Joe is just my forum namesake (and second scrapper), but Fyst is my first and still main character. -
Wow! Thanks for the responses! It's really generated a lot of thought on my end.
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Now... if you were willing to lose the ratings? It'd be easy-peasy. Just use the same contact and the same 'general' title in every arc, unpub and repub as needed.
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Actually I've been leaning this way quite a bit. I don't know - I was originally really tied to the idea of keeping the arc ID and rating, but mainly only to maintain an artificial construct of a television ratings system. Thought it would be fun. Plus, there's something I just find appealing about editing on the fly.
I had several ideas along this vein:
My initial thought was to make it a one mission arc. I recently played someone's arc that was a single large map with enough chainable objectives to make it feel like a multi-mission arc. Really creative.
Then I had a different thought: There was a short-lived sketch comedy show that I really enjoyed a couple years back that treated each sketch as a running serial. Viewers would vote on their favorite show, and the top two or three would continue to the next week with new skits. Don't remember the name, but my favorite "show" they did was "Homeless James Bond."
Anyway, my thought was three missions, each mission a separate show. People who ran the arc would be encouraged to send feedback and vote on their favorite, and the winner would get a new episode with the same characters, while the other two would be "cancelled."
Another thought along those lines would be a rotating schedule of single mission "shows" - there would be four mission/shows, and each week I'd change the order of the missions, making the first one last and bumping the other three up. That way if someone wanted to play one mission and quit the arc prematurely after one mission/show then they could, and have the option to tune back in in a week for a different show. The shows would be pulpy and comic-booky, so very easy to write and fun to play.
Then at the end of the month I would either unpublish and put up four more with a new arc id and the same title, or if I'm feeling enterprising I could live-edit the "bumped" mission once a week, leaving the other three alone.
I use the wonderful AE Offline Mission Editor someone made, and my laptop has more than enough to facilitate switching back and forth. Plus, the only hangup is creating plots - events and objectives are easy if you've got a basic outline and the plot written. (Plus if you haven't already noticed spewing a bunch of paragraphs on the fly is something I'm rather good at anyway)
So my only hangup is on the legality of the concept. If keeping an arc ID and live editing is considered ethical and not exploiting the system then I'm fine. I wouldn't care about Dev's Choice or Hall of Fame for this, and constantly editing or republishing would make that a non-issue anyway. Lord Xenite made a very good point that if the dev's had intended it, it would have been easy to implement, but I wonder: had they even considered it?
Ultimately, I'd love to see a bunch of running serial arcs out there that I could revisit, myself. I love recurring characters, and see this notion as a potential sub-genre of MArc missions, should others enjoy doing it (whether live editing or republishing) I even have a tag figured out: AETV. -
Oh sure. Here you come with your good points and your realistic suggestions to ruin my perfectly good nutty idea! HOW DARE YOU BE REASONABLE!!1!
Seriously, though. Good points all. My initial thought with editing live was to be able to copy/paste dialogue and clues, and the characters would be done ahead of time, but your last point about the Devs is the most salient. If they had intended it to be used this way, they would have let us republish to a static arc number.
And really, I suppose it is a lot of trouble to go through if all I'm worried about is the arc id staying the same. I'm just trying to think of ways to get people interested in a series of stories, vise one static one. A static name works, too, but it's not quite as elegant as maintaining ratings and id. -
Okay, so I've got one slot left, and roughly 372 (Blatant and SHAMELESS Hyperbole) stories that I want to make, so I had this idea. I would go ahead and make the stories - including any custom critters - and publish the first of them. Then, after a period of time (say, a month) I would edit the published arc and change it completely so that everything but the title (something like MArc TV) would be different from month to month. The description would make it clear that it would change, and the star ratings would be more like a ratings system.
If the rating goes down, that month's story's not so popular. Don't worry,though- a new story would be up in a few weeks, so if you didn't like this month's episode, you can "toon" (like my pun?) back in next month for something completely different.
Some might be comedic, some might be drama, some might focus just on gameplay - whatever I'm in the mood to write. The contact would serve as the host.
Granted, I could just unpublish the arc and publish a different one, but the idea is that the arc ID and ratings would remain. It wouldn't screw with Hall of Fame or Dev's Choice, because I'd be editing periodically. (Not that anything like this would ever stand a chance of being either of those)
So what do you good folks think? Doable? Fair? Would that be taking unfair advantage of the system? Against the Eula or Dev intent? If so, then I'm of course open to the slightly less appealing unpublish/publish option. -
A good two story challenge arc is my wife's, called "Knight of the Mystic Realm." I don't know the arc id# off the top of my head, but you can find it by her global of @Nightshimmers.
Arthurian story line, Custom Critters wielding all kinds of weapons and shields Morgana is an EB you won't soon forget.
It's the second mission that's epic, though. One person going through it on a team described it as "Hamburger Hill" and another described it as "Lord of the Rings" meets King Arthur. There's Bres, Tuatha, Knights, an AV (Mordred, of course), allies, and boss spawns that overlap with rather large patrols. And giant floaty eyes!
It's not for the faint of heart, but it's a ride and a half! -
1. Not that I've seen. I think that would require the ability to place objects in specific places - after all, wouldn't want a sub spawning in a hallway - but if the only destructible object spawn points were in the water... Nah. Don't think it's doable with the current setup.
2. Some of the 5th Column/Council bases have a real steampunk - if militaristic - feel to them. Problem is that they're underground. There is no map that I can think of that would give you an airship feel, though. On the other hand, a couple of the Nerva Archipelago maps make for wonderful organic outdoor missions, although the Thorn Tree Isle is somewhat magical in nature.
If you're not opposed to a little magic in your visuals, though, you might also consider some Oranbega maps. Yes, I said it. Oranbega. It's not a swear word unless it's a kill-all.
The ultimate steampunk map, however, would have to be the Clockwork King's Lair! In fact, I'm kind of startled you didn't mention the Clockwork with the Nemesis. To me, the Sky Raiders are more Dieselpunk than anything. The Goldbrickers, on the other hand, are a different story!
3. Haven't seen that one, either.
4. Not too difficult at all, given the steampunk group customization options. The only problem is the level ranges of the existing mobs. The Nemesis are about 20 levels higher than the Clockwork, with the Goldbrickers and Sky Raiders somewhere in the middle, but closer to the clockwork end of the spectrum. Being able to unlock Nemesis rifles as weapon options really helps, though.
Personally, I think the best way to do a steampunk arc would be to let the enemies be the steamy part and choose maps that don't break the immersion. CoV office maps are very retro, and sewers haven't changed in ages, for the most part. Organic outdoor maps like the Nerva Maps are good, and I'd even be open to the "Wash" map in the Sharkhead Isle set (provided you can ignore the giant pyramid casino). For caves you might go Cimeroran, given the propensity for ruins in those maps, or small Oranbega Maps.
I wouldn't create more than one custom group, however, because you don't want to limit the amount of missions you can use.
Oh, and I have a couple of steampunk scrappers who would LOVE to run a steampunk MArc or two, so when you get it done pm it to me here! -
I do that frequently. In one of mine I had the ally Castle interrogating a group of CoT, who were cowering in fear.
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Going to chime in on this one.
Doesn't matter what server it is, in fact, I can test it by opening up a web browser. During the times where I lose connection to CoX, I also cannot access the cityofheroes.com website. I can access pretty much everything else, but it looks like the CoX family of servers is intermittently getting rerouted to Mars.
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This. My wife and I both mapserve/dc simultaneously, and I can't access the City of Heroes website while it's down. I've accessed other websites, and even tried to run another NCsoft game and had no problems whatsoever (ran the two simultaneously - CoH was mapserved while the other was fine.) I've used the /netgraph 1 command and kept it up while playing. According to the graph the server traffic is fine - more than fine in fact, it's minimal - and then BLAMMO - mapserve. When/if the game responds again I see a sudden spike into the red for the time I was mapserved.
The crash log gives an error message that the server forcibly disconnected me. I didn't think until way late last night to start taking screenies of the netgraph when it happened, so I've only got three. When I get a few more I'll be sending them - along with the crash log - to support. Don't know if it'll help, but can't hurt to try. -
As another option, you could include a "main" captive that must be rescued before the altar spawns. That captive's rescue clue/dialogue could read something like "$name! I overheard them talking: this ritual is just a diversion designed to draw you away from the real one. There's nothing you can do to stop it now, but you can save these people!"
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Not that this has anything to do with the actual topic, but the term you're looking for is "bad rap". As in "rap sheet".
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Heh. When I saw the thread title my first thought was "Bad Kheldian Wrap=Kheldian Sarong?" -
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The tags aren't a bad idea, but how do you define your missions? I have an arc with an EB/AV in 4 of the 5 missions, but it's very story-based and not meant as a pro challenge (you always have an ally along to help). Is it tough if you go after that optional AV at the end? Absolutely, but that's for story-based reasons and you can skip him anyway.
That's why I'd like to see a dev system, too. Otherwise it's going to be like "[blah][blah][blah]oh crap i'm out of room for my arc's actual name"
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You have an EB/AV in four out of the five missions and you don't consider it a pro challenge? -
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My guess is that any missions in game that currently use those maps don't use allies/hostages, so the spawns aren't placed yet. I'm hoping they go through the unique maps and place some additional spawn points just for MA. There are a few maps like this, that don't have certain spawn point types for no apparent reason.
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Like the police station maps with the pointless second floors.... -
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Right. But when you want the boss at the end to actually be a cut above anything you find in a setpiece, even for teams or people above diff 1, there's no way to do that, at least not with stock groups.
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See, now I actually have no problem with that. I wanted a boss outcast at the end of my mission, but also ran into the fact that many of the Outcast bosses are also level-specific, meaning that not only would they scale down to a lieutenant on lower difficulty, but I couldn't retain my "levels 5-20" criteria, so I had to create a custom boss with an outcast "look." I don't care that he doesn't look exactly like the other Outcasts, and doesn't have the proper decal on his t-shirt - he's supposed to be a cut above, after all.
Plus, it fostered an idea that he was striking out on his own without the big boss Frostfire knowing, hence his own tshirt decal. Because in my story, Outcasts care about what goes on the front of their t-shirt.
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It'd be nice if you could pick non-boss characters from the stock groups to use in "fight a boss" battles, which would serve here as "setpiece" battles -- LT challenging you or training warriors. But currently I don't think that's possible. Any Warrior boss fight has to be an Elite Slasher/Hewer/Crusher.
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No kidding. I wanted to use lts. as boss fights in a planned low-level arc of mine (like the devs often do in the 1-10 content), and ran into a wall when I found I couldn't actually do that.
I've found two somewhat haphazard workarounds, though they're rather limited. The first is of course to make a custom group lt, but you can only get so close to existing groups, and the second is to make an 'enemy escort' - select the add an escort objective, make the captive an lt. and set to hostile. It'll 'fail' the mission when defeated, but if fail is complete, at least it technically accomplishes its purpose.
Like I said, rather limited.
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Really? Because I'm working on a low-level arc with the Outcasts and Vahzilok, and had to use bosses. I just picked "Random" and when I tested on a low character the boss spawned as a lieutenant.
I could be wrong though, and I'll definitely go back and confirm. -
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The way the system is setup atm the it is impossible to make a 5 star mission. Here is an example why.
ARC #291239
Player 1
* Dialog: Very creative well thought out
* Enemies: Creative custome and cool colors
* Length: 1 hour just right.
*Rating: 5 stars*
Player 2
* Dialog: zomg 2 pages of text, what a loser!
* Enemies: lol, he has a butt cape!
* Length: stupid moron made 3 missions, abandon arc.
*Rating: 1 star*
Player 3
Hmmm let's see if anyone has a 5-star rating.
/sg hey everyone pls review arc #291239 and give it a 1 star, the guy is a jerk!
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Seems to me the op was talking about a five-star quality arc. He's not guaranteeing five stars, he's trying to help people write better arcs.
Besides, you forgot player 4:
"GAH! Another popup!"
::clicks it away without reading what it is or rating the mission::
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Only a Hard Regen LT can revive. The minions don't get that power no matter what.
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It might have been another powerset (Willpower?) - I had lots of fireworks going off, and at the time, I assumed it was Regen. The last time I ran into the multiple revives, I'm certain it was a group of minions. Very, very annoying.
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Freakshow?
>.>
I keed, I keed! -
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How about adding an optional Ally rescue in the mission to allow other soloers to face the EBs...but with a little help.
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Speaking as someone who has an ally in one of his arcs, I've nonetheless been getting REALLY tired lately of arcs that add allies so they can justify the eb/archvillain (or ebs/archvillains in many cases) at the end. If they're tough enough to be of any real help in the av fight, they're more often than not stealing my kills and if they're not strong enough to steal my kills then they usually die before the av appears. All too often I find myself stopping and going back to get ANOTHER ally who can't keep up. It gets really tedious. IMHO allies should be added for flavor ninety percent of the time. If you don't think a solo player can survive your boss fight without the addition of an ally, tone down the boss or warn them to get a team. Just my two cents.
Also, I'd be cautious of justifying the difficulty of an arc based solely on the playtesting experience of any lv 50 broadsword scrapper, IO'd or not. Regardless of how fast you might melt faces through your creation on your scrapper, someone without a melee toon might not fare as well.
Having said all that, however, I don't think there's anything wrong with placing EB's at the end of a mission that scale down on lower levels and difficulties. AV's will scale down to EB's, which almost any well-built scrapper at virtually any level can take down, with persistence alone. I've tested missions on a lowbie scrap and noticed that eb's - especially custom ones - will often scale down to lieutenants. Canon AV's are a stickier problem, in that they don't seem to scale down beyond EB's in my experience. -
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Aw snap, did I type Gaussian in place of Serpent Drummer somewhere? Grgh, must recheck. Glad you like it so far, though.
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No it was Serpent Drummer. For some odd reason I get those two confused all the time. -
I started the Revenge of Hro'Dtohz arc, and was nutty enough to start it solo on a level 14 claw/sr scrapper! (on heroic, of course)
WHAT A RUSH! I swear it took me something like two hours just to get to Gaussian in Mission 2, but MAN was it fun! Gaussian was a bit of a kill-stealer, being a Hero-class ally, but he was very much needed for Dra'gn. That's where I stopped. There's no way a lvl 15 (almost 16, by this time) scrapper with DO's and no stamina is going to take that one down. Not complaining, since he's optional, and I had to stop mainly because I'd been having so much fun I"d lost track of time. I got a real head rush taking out the Heavy Suit EB in mission one, even though it killed all of my allies. I think I'll run this on one of my fifties instead, but I'm still going to try and finish on my lowbie - just to see how far I can get.
Okay some specifics on what I"ve seen so far: \
Mission 1: The battles were well placed, and the vanguard rescues were integrated seemlessly into the battles. Felt very much like a counter offensive; good job! The Warmaster was an unexpected twist, but he was needed.
The EB heavy suit at the end was, as I said before, exorbitantly difficult on a level 14 scrapper, but I got the job done with only one death (two, if you count the wakie corner-stagger I had to do to rez out of sight). The boss took out the Vanguard allies immediately, and the warchief dropped soon after, but it was enough of a distraction for me to take it out before the damage got too much. Two purples at the end helped a bunch, too.
Mission Two:
Rescue Gaussian? Sounded kind of funny, given my level and all, but nonetheless I jumped right in. Dinged 15 on the first spawn, and turned right around and trained before going any further. Extra slots in my defenses really helped.
So there was this one room with a sort of pit in it - had four bridges over it and led to a central structure. Know the one? The reason I ask is I want to know just how you got SO MANY rikti to fit down in that freakin' pit! On a heroic setting at level 15, I expect spawns to consist of a minion and two lieutenants, with overlapping spawns to be four to six mobs.
I counted no less than TEN in the pit alone, with a Gunman on a bridge and two infantry just inside the door to the room. And among the ones in the pit were THREE communications officers!
Common sense would have told me to kill the two inside the door and skirt very quietly around the pit, but I am a scrapper, after all.That room was possibly my favorite slaughterhouse yet.
Gausian was fairly easy to rescue, but I made darned sure I went around and killed everything in the room first so he wouldn't steal my kills. Kudos on the patrol spawn after the rescue btw - Really added to the tension. Question, though: Why all Guardians? Just curious. They went down VERY easy - especially considering Gaussian stole most of my kills.
And THEEEN there was Dra'gn. Yeah, I saw in the nav bar that it was optional, but I am a scrapper, after all.
Yeah. I'm a scrapper, but I know my limitations. Next time I log in to do that mission again on that scrapper I'm listening to the optional part. That guy was so mean I had to pop a wakie and run back in unhealed just to distract him from killing Gaussian. It wasn't pretty.
And then I looked at the time. So I'll have to finish this feedback later, and probably from the perspective of a higher level character.
Awesome so far, though!
EDIT - Man, do I feel stupid. I just went home for lunch and started this mission again on the lowbie scrapper. For whatever reason when I played before I had TOTALLY MISSED the Malta thing in the beginning. The mission would have gone so much quicker if I'd had him and his gunslinger along before!
Favorite Quote so far: When I lost the Malta Ally he said "Hey! Get back here!" Upon returning: "What was that? If you were in my unit I'd put you in the SHED for that!" I lol'd.
One comment to add about the malta and the gunslinger - the way the spawns work the gunslinger spawned right in front of the entrance, and I hadn't thought to check there and probably would have spent a ton of time looking for him (I ran out of time. Again.) - my only suggestion would be to have the two malta rescues spawn independently, with the gunslinger not having a nav marker (which is optional if the detail is optional) - then have the gunslinger offer himself into your custody and inform you his commanding officer is around as well.
Really, though- that might ruin the surprise (and your nav text did fool me into unsuccessfully attacking the malta commander first in his spawn) so it's really not a big deal if you leave it as is. -
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If you say so...I'm not convinced.
It is still a manipulation of the system to produce unintended results.
You are saying that doing this for "Story Telling" purposes is different, when you are adding more XP, More Inf, More Tickets. More Prestige if in a SG/VG.
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So what if I'm adding more XP, more Inf, more tickets and more prestige? If the risk is commensurate to the reward - and if the spawns are increased it most certainly is - then it ISN'T farming. If someone had found a way to double xp from every mob and posted on how to do it, then you'd have a point, but no one is talking about making experience gain easier; they're talking about increasing spawns to make missions more challenging and more interesting.
There's a big difference between finding creative ways to use the Mission Architect to add more challenge to a mission -and reap the appropriate rewards - and finding ways to use the Mission Architect to make it easer to to reap those rewards.
Finding ways to increase spawn size in and of itself doesn't make it easier to gain that reward, in fact in many cases it makes it harder.
Quite frankly, a farmer doesn't need to use this tactic to exploit the MA to make a farm map - he just sets the enemy group to a high spawning already existing group that players have experience killing, like Council or any other group that was mentioned in the post above this.
There are any number of additional factors that come into play on a farm map. For example, where do the increased spawn sizes come in to the arc, in mission one or mission five? Are they custom mobs being spawned, and if so how hard are they for players to kill? Is there a plot to the arc, or are all the minions called "Kill Me"?
Stop throwing accusations at people who might just want to be creative. Using the MA to make bigger spawns isn't an automatic farming flag by itself, regardless of the amount of reward it generates. -
Arc Name: Seldom Told Tales - Statesman and the Atomic Soldier
Arc ID: 8993
Author: @Fyst
Number of Missions: 4
Description
Experience first-hand one of Statesman's greatest battles you've never heard of.
The premise of the arc is that Statesman and AE teamed up to let you experience one of his previously unknown adventures. Expect the 5th Column and some custom named bosses. I've played this arc on a team at invincible high levels, played it solo at heroic at level 12, and several levels/team combos in between. I don't care about stars, but would love feedback.
I'm especially worried about the bosses. I want them to be tough, but DON'T want to smack players down. I'm mainly in it for the storytelling.
EDIT - and yes, when the 5th column custom bosses shout at you in German, it will make sense to those who speak German. I hope.
::Looks up at Xenite's arc post::
Consider yourself in the cue, sir - right after the Revenge of Hro'Dotz
....... makes a note to make a giant Homer Simpson Rikti boss named Hro'DOH..... -
Place four of the mastermind toys at the front of the map as allies with their surrounding group set to "single." When you "rescue" them they summon their robots.
Throw in a couple more rescuable toy allies for flavor, and you've got yourself an army. -
I've found that a very good way to help the team to know what's going on in a mission arc is through the use of the mission pop-up. I have one arc that could get kind of confusing for teams who jump right in without reading the contact information (he's supposed to be a little addled and forgetful - keeps changing the enemies and such) so I used the pop-ups to be a kind of Architect Entertainment briefing, even giving the text its own personality. With each mission the fictional person adding the summary to the popup gets a little more exasperated with the scatterbrained contact.
With regard to dialog, I would add the caveat that too much in-mission dialog is a bad thing. The problem is this: in mission dialog usually fires before the player is in visual range, and it all fires instantaneously. Having patrols have conversations is nice, but having long conversations with more than one statement/answer loop just gives the player alot of random bubbles on the screen that often obscure each other.
Also, when assigning dialog to a boss, make darned sure that boss is tough enough to be around to deliver it all in a timely fashion. My first boss had volumes to say at sight, attack, 3/4 health, half health, nearly dead and dead. The problem was he was only an easy boss, so when my scrapper jumped in he killed him flat with a critical in around seven seconds, giving the boss a crumpled body and diarrhea of the mouth. Speech bubbles were EVERYWHERE all at once.
Same thing goes for multiple ambushes on the same boss, but that's another story apart from dialog (learned that one the hard way when five ambushes showed up AT ONCE to defend their dead boss. More speech bubbles flew.)
Oh and I have to give kudos to my wife (not that I'm predjudiced) for finding the best use of in-game dialog that I've seen to date. She wanted to have the spawns around her destructible objects be invisible spirits, so of course she gave them Ninjitsu. Would've been a PIA but for one thing: she gave them dialogue. Their inactive dialogue was a placeholder when I first saw it, and was just "....." and when they attacked, they said "...from the darkness."
It. Was. Terrifying. The first time I saw speech bubbles appear on my screen with no mobs around I thought "How cute. Patrols." Then BLAMMO! Bonesmasher to the head=dead scrapper. From there on out, any time I saw "...." I jumped, backed out like mad and popped a yellow before proceding. Really made for a fun mission. -
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I like the Farming Reference.
You do realize that by manipulating the system to increase the numbers of Spawns, and setting them to Bosses/Elite Bosses constitutes creating a "FARM MISSION"?
Maybe not to the extreme the Pro Farmers are doing it, but it's the same thing.
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No it's not. Farming is mindless repetition of the same map over and over for the sake of reward via game mechanics (experience, tickets, merits, what-have-you). I know, that definition is kind of a given, but it bears repeating.
So how is wanting larger spawns in your arc farming? It isn't. Just because someone has found a way to create larger spawns doesn't mean they intend to make that mission a farm mission. Believe it or not, some people just want their mission to have an epic feel to it. If someone, for example, wants to let the player join in with, say, 300 or so custom allies with broadswords and shields and have them defend a narrow.... street.... against roughly six thousand or so archers, broadsword, axe, mace and rusty katana weilding baddies and uses some of these so-called farming methods to make it seem like there are a whopload of people in the map...
::looks around for the cliche secret police::
...not that I've ever done that...
<.<
...then that isn't farming - it's storytelling. My wife once started a MArc that had objectives labelled "destroy me for a badge" and "Kill me for extra tickets." That was farming. What's described above isn't.
So can we please dispense with the Farming Macartheism? If you're making a post about farming or reporting an arc for farming that requires you to distinguish between "Pro Farmers" and "Amateur Farmers" then just let it be.