SteelSky

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  1. [ QUOTE ]
    <----I got mine for writing a story. I was one of the runners up. There are 21 other people with the same title as me (2 per server)

    [/ QUOTE ]

    That's cool.

    (I should join one of these contests someday, heh)

    Again, thanks for the replies and indulging me in my curiosity.
  2. [ QUOTE ]

    For some people, the moderators have given out additional or substitute titles, such as "FF Guru", or "P.E.R.C. Rep" based on contributions to the forum community.


    [/ QUOTE ]


    Aah, I was wondering about that one, despite lurking on the forums for years. Never knew about that one. Thanks.
  3. Heh. This is what happens when you make a post barely half-awake. Everybody gets all confuzzled.

    Thanks for the helpful answers, all.

    And, Phillygirl, sorry about what happened to you.
  4. [ QUOTE ]
    Like this?

    https://boards.cityofheroes.com/showprof...part=1&vc=1

    On my other account it was because the Mods pulled my title and thus it was left blank.

    [/ QUOTE ]


    Heh, yeah that's what I meant--the forum titles. Sorry, I should have clarified that.

    So, it's because you have a second account? Interesting. So does that mean (and I don't mean to get too personal here) that if I get a second account, the same thing will happen to me?
  5. Hi, I'm sort of confused by this... I've seen some people without "titles" under their name and was wondering about this. Does it mean the person's, like, very special or something?

    (sorry if it has been asked and answered, I looked but didn't find anything)
  6. SteelSky

    Ch?teau Rouge

    [ QUOTE ]
    "All you have to do is fly."

    [/ QUOTE ]

    Gunmetal caught this fragment of conversation on his way to the bar, briefly wondered what it meant but continued towards the bar. It was better than most bars he had been in, although a little dark. But what bar wasn't? Still, this bar was more stylishly decorated than he was used to. The Oriental features were a nice touch, he had to admit.

    He tapped the table and a door opened. Out stepped a woman in a long, flowing fiery red skirt. Her necklace plunged all the way down to her navel, revealing porcelain skin. Sigils of small dragons with ruby eyes were embossed over her breasts.

    "What's it going to be, mister?" she asked in a voice like creamed butter whipped with silk. He felt a strong, immediate pull toward her, but he realized this was just part of her "charm" and merely smiled at her. "Double shot of whatever''s the hardest thing you have here."

    She considered this for a moment, her deep red lips opening slightly for a moment and then curving into a smile. "Bloodred Rum it is, then." She extended a long, feminine hand for him to take. "Name's Ruby."

    Gunmental grunted. Ruby smiled at him and poured something from beneath the counter. She put it in front of him, touched her finger to her lips and then dipped her finger into the clear liquid, causing it burst into flames. "Your Bloodred, sir," Ruby said, handing it to him. He took it with a slight nod and downed it, aflame. He put it on the counter.

    "Another?"

    He nodded again and she took the glass and poured him another. This time, it was already aflame. She never performed the same trick twice. This was mutually understood between her and her patrons without either one of them having to speak.

    Gunmetal nursed his drink this time and listened to the drifts of conversation around him, but in a way that did not let on he was eavesdropping.
  7. SteelSky

    Ch?teau Rouge

    His leather jacket still smoking from the fire blaster he'd managed to put down at the edge of the Flop, Samuel a.k.a. Gunmetal closed the door behind him and looked around. He was tired. He was tired of being ambushed in his shanty of a home in the Flop. It was time to move on to better things and the bounty he would collect from the blaster (what a stupid newbie) would be large. Blasters were the flavor of the month, especially ones armed with fire. But now he had to figure out his next move.

    He sauntered up to the front desk, where Jenkins was dozing. He rang the small bell and Jenkins woke up in a hurry, his chair tipping over.

    "Oh, what? Don't tell me I've been reass-- Oh, sir!" Jenkin said in confusion, gradually beginning to notice the leather-clad man in front of him. He was an imposing figure--but then again, they all were. He wore a black leather jacket (how cliche, Jenkins thought) and a belt with two shiny gunmetal pistols in them.

    "May I help you?"

    "I hear there's a bar in this place. Point me in its direction."

    "Sure thing," Jenkins said and turned around. His first assignment. He would have to work hard on this "curiosity" thing. He pointed down a hall to the right. "The bar is right there. Name's Ruby."

    "Thanks," Gunmetal said and left a $10 dollar tip on the desk. Jenkins frowned for a moment. He was not a man with morals, but he felt wrong taking money from this man. But it was probably wise not to argue the point with him.

    He watched Gunmetal walk off and sat down and started to doze again.
  8. [ QUOTE ]

    That looks Painful


    JJ

    [/ QUOTE ]

    How on earth did THAT happen?
  9. [ QUOTE ]

    ... note that you save two of them who have been in hiding/causing trouble.

    And usually within a minute of them starting to chatter, you consider leaving them with the Rikti.

    [/ QUOTE ]

    lol, I know. They're quite the chatterboxes.


    But we know there were several heroes lost during the war, so I'm curious about the status of them.
  10. I have a question about Honoree...

    IN-GAME LGTF SPOILER FOLLOWS!!!!

    .
    .
    .
    .
    .

    In the story lore, what happens after Honoree is defeated? Is there a public or private funeral for him? Does the public know that he was really Hero-1?

    And does the Rikti have any other "hostages" heroes like Honoree, like the other heroes who went missing (can't remember their names off the top of my head) after the war.
  11. SteelSky

    The Freaklympics

    Redside, Seer Marino's arc always gets me. Always, even if I'm a black-hearted, cold-blooded villain.
  12. I do it sometimes. I like having all "complete" powers if the archetype or character is right. I certainly don't think anybody will fault you for that.
  13. What he said.

    I find it's a MUST for my Blaster. Even if it doesn't seem to be effective against EBs/Avs, I use it anyway. Like Rush said, every little bit helps.

    If you want, use the real numbers tool to see what it hits for, what the enemies' resistance are, etc.
  14. SteelSky

    The Sea Witch

    In my experience, I clear all the mobs around her, trying to avoid her aggro if possible, and then load up on lots of purples. Then she's manageable.

    It's the mob aggro that makes it worse, I think. If you're focusing on her alone, it's a fair game. The Terrans summoning their pets make it unfair, heh.
  15. I'm taking a break from reviewing and playing MAs for now. But thank YOU for allowing me to play your missions. I had a blast and they were fun!

    Bubba, I'll get to yours eventually and send you feedback in-game.
  16. First of all, my apologies. I only have time to play one of your arcs and I took the one that appealed the most to me and so without further ado:

    Arc: Learning The Ropes
    ID: 100304
    Written by: @Flame Kitty

    Mission 1: I really like how you set this up... It takes me back to when I was first starting out in this game and didn’t really know anything about it.

    I liked the set-up and the plot; it’s straightforward with a little “extra flavor” thrown in.

    I like the NPC dialogue of the “bosses.”

    (however, you spelled ‘dyne wrong. It’s “superdyne.”)


    Mission 2: Heh, I like how BaB reassures you that it’s a “small” map.

    Mission 3: Just a manner of my opinion, but I don’t think you need the quotation marks for the word “recruit.”

    Something I noticed in this mission: the Lost keep defeating each other. You might want to change that.

    Heh. The “hostage” doesn’t strike me as the kind of person to go clubbing, but who am I to judge?

    lol at the “initiate”


    Mission 4: Hmm, this map isn’t one of my favorites because of the “open” first room. I hate that first room, the one with the multiple stairs and doorways. Also, I think there are too many “glowies.” 10 or 8 seem enough. Such as it is, I couldn’t find the last two “glowies” and had to quit, but I’m giving you a rating anyway.


    Solo-ability: 4 out of 5. The usual suspects: CoT, Marksmen, etc that nobody really should have much trouble with.

    This is a really good “crash course” for the beginning hero/heroine. Just reduce the number of “clickies” and maybe change the last map. Otherwise, well done.

    4 stars.
  17. Arc Name: Forever Lost
    Arc ID: 135563
    Written by: Starsman

    Mission 1: Nice job of outlining the story and the hook.

    Great sequencing and I liked Mike’s bio. It does a great job of filling things in.

    Mission 2: No complaints. Nice job with the bios here as well.

    Mission 3: You did a great job with the emotional hook, making me feel sorry for some of the NPCs.


    Solo-ability: 4 out of 5. The “bosses” were a mite tough, but nothing inspirations and being careful can’t solve.

    This is a great story with a strong emotional hook. Really well-done.

    5 stars.
  18. Arc: Cutthroat Competition
    ID: 10171
    Written by: @Frozen Northman

    Mission 1: Heh, I like the contact’s matter of speaking and the touches of humor.

    That’s...an interesting hostage.

    Your compass heading cannot make up its mind if it’s 2 or three models to kidnap and when I kidnapped the first model, it said “kidnap last model” or something like that. Just FYI.

    The “boss” is a ruin mage? Ouchies.

    Despite the CoT, this wasn’t a bad mission. I liked the humor with the NPCs/Hostages.

    Mission 2: <.< Vahz. Squeamish. Me.

    Mission 3: I like the look of the soulbound archer.

    Having a stealth boss in one of my arcs, I admit that they are fun and gleefully nasty to use. I was able to recover quickly enough, thankfully.

    Mission 4: The Cap outdoor map=

    This one was a really, really hard one due to the hidden soulbound assassins. Not mention the CoT AND the Boss. Some people have an easy time with outdoor maps and these NPCs. I’m not one of them.


    Solo-ability: 3 out of 5. Some people will have problems with the mobs for the Cap map and Vahz and CoT.


    Overall, I really liked this story. It’s different and clever. And, in spite of the hard last map, I’m giving you…

    4 stars.
  19. Arc: Out of the gutters
    ID: 68054
    Written by: @Madcat 88

    Mission 1: That’s…quite an interesting choice for a contact.

    Okay…the set-up intro is good--but I can’t help but feeling that the last half would benefit from being in-game instead of just the introduction message. Suggestion: This would be better if you met the Doctor at the beginning of the mission and he ran away after leaving you his message.

    I do like the déjà vu and the different “perspective.” I liked the custom and the nod to the “Destined One.”

    Mission 2: Hmm, I hate to say this, but I’m having a hard time of getting a sense of what my purpose is here, or to put it another way, what my character’s motivations are. You should probably flesh that out a little more out.

    Okay, your contact makes mention of an attack, but you didn’t really explicitly detail that an attack had aside from the introduction and your description. The customs didn’t really give me that much of a hard time, save for a couple close calls that was entirely my fault. Their knockdown (focus?) is pretty nasty, though. Also, in my opinion, there are far too many patrols than are necessary.

    You should include more clues, that way the player is able to follow the story a little better.

    Also, this phrase “There's an added complication that Arachnos may have managed to get its location out of one of The Bad Sectors before they were executed.” is badly parsed.

    Mission 3: Who am I talking to again? The doctor? If that is the case, then you should reconsider the “contact” since that confuses things greatly or at least highlight who exactly is talking to me.. But thank you for warning me about the timed mission.

    This mission was especially hard for me to solo with the Ops, Mus and Blood Widows. Blasters doesn’t exactly have an easy time with them, at least mine doesn’t. Factor in that these small teeny bombs (one of them was hard to find) on a timed mission--this one was really a challenge.
    Mission 4: I was led to believe I would be fighting this “Mindwrack.” However, this is no more than a simple “click” farming mission. The “surprise” at the end doesn’t really do much to change my opinion of this.

    Mission 5: To borrow a Venture/TV Tropes phrase: this is starting to feel more and more like “just a bunch of stuff happens” MA. There is the semblance of a storyline somewhere in here, but it really needs work. My apologizes for being harsh.

    And the “twist” with the Legacy comes far too late into the game and having it the last thing in the arc, that’s not a good thing. It leads the player to think there is more to come. I would recommend omitting it. Also, the story ends rather abruptly.


    Solo-ability: 2 out of 5. Mindwrack dropped confuses on me and the NPC ally. Not good. I also had some problems with ambushes and the custom villains with their knockdowns. And there’s the Mus (although I know you have no control over that).


    I hate giving out bad reviews. I truly do. You have a story here, you just need to rein it in and not have it to be so scattered.

    2 stars.
  20. Arc: Bricked Electronics
    ID: 2180
    Written by: @GlaziusF

    Mission 1: I love it when CoV-native villains show up in “Paragon City.” So there’s an added bonus. I liked the comments about the “Rogue Island Protector,” heh.

    Mission 2: Nice Custom. For some reason, it amused me that I got “carded.”

    Mission 3: I really like the dry wit/sarcasm Mark Freeman has. (I’ve never had him as a contact)

    Hey, I like this one--only two clickies and find the boss. Sometimes you’re just in the mood to *ahem* fight and I was in this mood playing this mission.

    The “boss” was funny, but that ambush? Ouch.

    This is a very creative mission with the way you have set up the sequencing. Well done.

    Mission 4: You did a nice job of looping the story back to itself after a few detours.

    Mission 5: 10 minutes? You are cruel…but oh so clever.

    Mission 6: There’s no mission 6?! Heh. You left me wondering about who the real “boss” really was. Somebody with the initials “L.N.”?


    Solo-ability: 4 out of 5. Council marksmen are a pita.

    This is beginning to be a trend, I’m afraid. Your work deserves praise and it’s very imaginative and yadda yadda yadda. You’re putting me to shame here.

    5 stars
  21. I want the final map in the Cap SF.
  22. Update: Thanks for the feedback and I've since discovered a few "bugs/errors" thanks to the character bio being too long among other things. I cannot edit and republish this at this time--it is still playable, but it's not the full "game experience" that I want you to play. Hopefully these pesky bugs will be fixed soon!
  23. Apologizes if this is spamming/crossposting, but I'd like to get some player feedback on mine. It's in the sig.

    Story: Lord Recluse wants you to do something for you. Very story-driven. I've tested it a few times and can't seem to find any glaring errors, but I'd really like your thoughts on it.

    Thanks!