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Posts
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Just an Idea I had with the past two missions Until the End of the World and Casualties of War. Why not replace the dead rikti and robot glowies with a group of allies that are playing the unconscious animation. If you set up an optional rescue with the surrounding enemies as allies you cannot defeat the allies to trigger them to get up and leave. You could even give them some unaware chat like a Rikti groan or robot Bzztt. The player would not feel compelled to click on them at all and since they are optional, you would not even have to list them as objectives.
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Review: Until the End of the World
Arc ID 431270
37 Ice/Psi Dominator
I found this arc enjoyable. It has interesting dialogue and good level pacing and flow. You used a diverse group of stock enemies supplemented by some custom enemies. Some of the mission objectives were confusing but this was more because they were presented in a way to be mysterious. You may have gone a little overboard with objectives and combat chat but this a style choice so I am not counting it against you.
Overall, I gave the story a 5 star rating.
Story The story is good. I like how you connected the missions with existing locations within the game. It really helped connect the game to the wider world. It is more mystery, sci-fi, drama then romance so I would remove that tag. Your starting contact has a lot of personality in her dialogue. In your initial description, I would use the heist tag [HPMA].
In the mission 1 send off you use the word Ive never managed to get past the security measures on the security measures. I would rewrite this as, Ive never managed to get into their security system.
Gameplay- You choose some good levels for this story arc. They really connect with the enemies you choose for them. The custom enemies seemed about right. You even managed to make a MM boss fight enjoyable which is rare. Your enemies have some interesting dialogue especially the robots. Some enemies do tend to get wordy. I am not a big fan of this especially when it disrupts combat. After all, if I were to get in a knife fight with someone I would not be talking a full paragraph with them. I would be concentrating on killing them.
Objectives- Objectives are a little convoluted. When they stuff like Secure your escape or Find out what he is looking for they do not point me in any direction. Combine this with the fact you used mission glowies to help detail the area. It made some missions confusing. I would rewrite some of your objectives to be a little clearer and list those unneeded mission glowies as optional.
Secure your escape could change to Defeat Lead Security Droid
An optional glowie could be written like this (Optional) Scavenge 8 robot parts -
Yeah if you would like to take a look at my arc that would be great. It could use some feedback.
Arc ID: 475777
Arc Title: One Night Bridge -
Review: Casualties of War
Arc ID 241496
Level 50 Claws/Ninja Stalker, Zero Deaths
I liked the overall story of this arc. You took an existing historical event and portrayed it in vivid detail. The ending was particularly good. Shifting through the rubble really got me in the right mood for that last boss. I honestly wanted to kill him for the things that he did and it felt satisfying to take him down. You seem to hit many of the good points of a war story: duty, desperation, revenge and loss.
Story- The story is what drives the arc. You spend a lot time describing events in text that Architect scripting could not have done. This helped immerse me in the overall story and helped me understand the overall scale of what was going on. A good example of this is when the buildings started crashing down around you or when the giant tank pounded the battlefield. You also picked some awesome levels for this arc. It almost seems like they were designed especially for this arc.
Gameplay- I particularly liked the older version of the Vanguard. This was spot on. The Vanguard in the current game obtained most of their technology from the Ritki so it made a lot more sense to reskin them as longbow so that they had modern battle armor and modern weapons. It did seem odd fighting them in the second mission where you defend the base. Why would they be fighting the Rikti and you if they defected and why were some allied and some not? Another weird boss battle was in the 4th mission. You use the mother mayhem hospital and I encountered a Rikti rider as the final boss. He cannot fit in the tight space of the hospital and most of time his body was sticking out of the world. You should make the boss something smaller like a chief soldier, chief mentalist or magus.
Objectives- Most of the objectives were clear. I do think you planted an excessive amount of dead bodies in the 3rd mission. At first, I thought I had to click on all of them but eventually I got tired and just avoided them. It would have been nice if I were told that these bodies were an optional objective. In addition, some of your rescue and combat dialogue is a bit wordy. I realize you want to tell a strong story but I personally dislike having to sift through a chat log to catch up on text and it is distracting during combat.
Overall, I thought this was a great arc. I rated it 5 stars because you managed to capture the grim feel of Ritki War. -
Review: Dating Ms. Liberty Isnt Easy
Arc ID 464550
50 Illusion/Radiation Controller
I enjoyed this arc. You managed to parody the very soul of City of Heroes. It also looks like you used a lot of advanced scripting while making this arc. Did you write custom code for this arc or did you use the events from MA? In any event, the events help make this mission arc unique.
Story The storyline is great. Ms. Liberty seems to act like a stereotypical high school girl but since it is parody, you can totally get away with it. The story seems a bit cathartic. I get to kill all those annoying people in Atlas Park and then win the woman in the end. I do not feel like a hero, rogue, villain or vigilante. There is no world to save or mystery to reveal. In a way, this separates it from other arcs and makes it unique.
Gameplay- The many custom enemies made this arc always fresh and the locales were some of the most colorful in the game. The custom enemies were far too easy to provide any challenge. I think this was its intent so I did not take the combat very seriously at all. Most of the time I was reading the numerous custom enemies description text while letting my pets handle the enemies. Those descriptions are hilarious by the way.
In the first mission, I can kill some Longbow patrols. It felt a bit awkward to fight them as a hero.
This was a fun arc to play. I laughed a few times and did not take it too seriously. I know I use the word unique many times throughout my review and that is because I have never played an arc quite like this one. So for its shiny personality I have rated it 5 stars. -
Review: Bringing a Lord to Power
Arc ID 475246
34 Energy Melee/Energy Aura
I found this arc very interesting. It feels like it is having a bit of a identity crisis. Still you mange to pull everything together by the end and the overall arc is enjoyable. I particularly liked how dark it was. You did not go into detail about what happens to the people when you defeat them. You hint at some pretty awful things. This meant I had to use my imagination a bit and this led me to some horrifying assumptions.
Story The story seems a bit scatter brained. Each mission has a different purpose that does not seem to be connected with the overall story. For example in second mission, you are going after a family of super heroes. This could have been a whole mission arc in and of itself. In fact, I rather expected it to be since you went into detail about the family and you encountered the meddling hero in the first mission. Then you switch things up and start attacking a super villain group. You completely changed direction that rather disappointed me a little bit.
Gameplay- The combat is fairly balanced throughout the entire arc. The exceptions are the two major boss fights Elitist and Blightlord. The boss Elitist hits way too hard for my brute to handle. I had to exit the mission to buy lucks then use a Shivan to beat him. Blightlord is overpowered. You gave him pets, a heal power, terrorize, debuffs and a strong DoT. He also gets an ambush to support him when he gets to around half health. Tone him down a lot. I had to use some very lame (possibly exploitive) hit and run tactics to whittle down his health to kill him. You have some tough optional elite bosses throughout the arc as well. I will not pick on them because they are optional. That was a good choice on your part.
Details- You really spent some time thinking about the unique heroes and villains in this arc. I suspect that they might be your personal characters in game. This led the hero and villain design to take a more menagerie approach. This is not a bad thing but they do seem to be lacking a common connection like why would a killer clown, necromancer, mad scientist work in the same super group. The X-men were all mutants and the Teen Titans well were all teens. They seem to be missing that special connection. I know I am being meticulous but that is because that is only thing odd about the details and descriptions.
I gave this arc 5 stars. The difficult boss encounters and awkward story progression makes me want to give it 4 stars. However, the effort put into this arc is clear. It is obvious that you were working on something much greater and then scaled it down to fit within the MA. This amount of over detailing made a great story that gives the player a glimpse of a larger story and for that, I think it earned 5 stars. -
Review: Controversial
Arc ID 473409
You should unpublish this mission arc and work on it a bit before republishing it. The arc has tremendous potential but this potential is lost because the work just is not there.
Story Story is none existent. Every piece of dialogue past the first mission rarely amounts to more than two sentences. You are not developing the story at all or even explaining what is going on. You need take all your dialogue and put it into some sort of writing program like Microsoft Word. You have numerous spelling, grammar and style errors that would make an english teacher cry. The very first sentence in your arc says Nihjt Hammer. Serious put your stuff into word. If it does not light up like a Christmas tree, I would be surprised.
Gameplay-The gameplay is stale. You use 5th column throughout the entire arc. The Night Hammer is the exception to this but she only appears at the end of the last mission. Mix this up a bit. Perhaps make a custom group or have a map where you have to fight a different enemy group. The lack of enemy diversity is horrifying. Adding some more patrols with dialogue and ambushes at certain times would help break the stale pacing.
Objectives- You have three large warehouses right after each other. Why not mix this up a bit by throwing a 5th column base or an office building. Your entire first mission is a defeat all in a mid-large size map. This is incredibly annoying. Only use defeat alls in small maps with lots of visibility. Your other three missions have one objective. Why not add some more objectives or at least choose smaller maps. You are making the player run around a whole map to find a single objective. It is not fun. That being said you labeled the mission arc as very long. I would call this mission medium or long and not very long.
You objectives are completely vague. Search for Clues is not an appropriate description for a defeat all mission. Find Bob Mueller is not an appropriate description for an escort mission. These objectives are confusing to say the least. You have no search dialogue when searching objects and your clues do not reveal anything that the player does not already know.
I gave this arc 1 star. I did this because I want you to go back and put a lot of work into this project. Write a decent story, put in more objectives and diversify the enemies and levels a bit more. If you do not like my rating, then simply unpublish the map and then publish it again from a test map. I am your first rater so it will not hurt your numbers at all. -
Review – Cole in Your Stocking
Arc ID: 474611
Character- Level 16 Arachnos Soldier
Deaths- None
You did a great job with this arc. Not once did I feel frustrated or bored. Most of my feedback is overwhelming positive so I apologize for that. This arc is very well done and I had to be picky about my negative criticism.
Story- Your text and formatting is nice and readable. Even with all the divergent factions you explain things thoroughly enough so that it makes sense that you are fighting the Resistance, Prae Police and Arachnos. Christmas text is subtle and not overwhelming. Nice job. In many instances, you mention other factions and people doing stuff like invading bases and such. This made me feel like I was part of a larger world and helped immerse me in the story.
In Mission 4- your waiting text mentions Arachnos and uses the words been prepared. This text is awkward since it can trigger before you enter the mission. The contact is assuming that I have already been in the mission and that I have ran into Arachnos even though I have not.
Gameplay- The overall pacing and difficulty of this arc is spot on. You use patrols nicely. I had some moments where I waited for a group of cops to pass by a door so I could sneak behind them. It really added to the feel that I was infiltrating these labs.
One thing about the Resistance is that they use wacky handles instead of their real names. The opposite goes for Prae Police, they tend to use their real names like Praetor Duncan instead of handles like Dominatrix. You are more likely to find a Resistance leader named Swimming Pool than have a common like Boris.
Objectives- Great use of objectives. The use of dynamically spawned objectives usually bothers me. For some reason it did not bother me as much in the arc.
Mission 3- search text for computers is too long. Make the text shorter or make searching longer so I can finish reading the text.
Overall, good work. I rated it 5 stars -
Tales of Terran Space Marines
Lvl 38 Fire/Inv Tank- Two deaths. (Mission 3 due to ambush/patrol, Mission 3 due to ambush after Suzi)
GlaziusF has already stated the vast majority of things I found wrong with this mission arc. Listen to his advice it is gold.
Story- It felt very confusing. Most of this has to do with your relationship with Suzi and the mind control and such. I get what you were trying to do but the implementation of it seems cluttered to say the least. The story line needs more time to develop. Maybe extending the arc to 5 missions would give you more time to flesh out the details. The overall story feels something akin to the movie Avatar that is most likely the point. However, you are not parodying the story and you are not true enough to the lore of Avatar to be a tribute to Avatar. This makes the story feel like you were trying to rip off the story and make it something your own. That is called plagiarism.
Objectives- The missions have a sense of objective overload. You spend too much time chasing after objectives. Also have divergent objectives is nice but be careful how you use it. The last fight for example has you fighting an elite boss then a boss then an ambush. Why? One boss is enough why do I need two and then an ambush. This was a very frustrating encounter to say the least. The same goes for your second mission. Why have a second form for a boss when one form would do. In addition, why do you need to plant virus bombs and rescue hostages. Keep the missions simple and it will be more enjoyable.
Gameplay I could just copy what GlaziusF said because I feel exactly the same way. My advice, remove all pets from minions and lts. Pets are not fun to fight. Never ever use decoys, phantasm or carrion creepers unless it is a unique boss. These pets are completely and utterly annoying to fight. In addition, bramble prevents flying, your main ally flies all over the place so he can actually be prevented from moving at all by the this skill for more than a minute (until bramble wears off). It also prevents hostages from being released so I had some definite down time where I was just sitting there waiting for bramble to wear off. Not fun. Your Terrans seem to have an energy drain attack. This pretty much meant I had to wait for my rest to recharge before I could go back into the fight. Honestly, I got bored and surfed the internet while my end recharged. There are several other little things but I have to say the enemies need some serious balancing. The one thing I did enjoy was the general pet you have in mission 1 and 2. I would leave him untouched.
Details- None of the enemies has descriptions. Many of your clues seem redundant. Your enemies look nice though. -
I am looking for feedback so I can improve this arc. I am willing to review your arc if you review mine.
Arc ID: 477906
Arc Title: One Night Bridge
Factions: Council, Crey, Cult of Stars, Awakened Division
Morality: Vigilante
Length: 5 Missions
Level Range: 30-54
Description: The Peacebringer Tracer Brightstar is looking for Vigilantes to help her bring a rogue Warshade to justice. [SFMA][SLMA] -
Review: A Very Special Episode
Arc ID 457506
My entire experience with this mission arc can be described in three letters. WTF. Humor is a very subjective thing and I have to say that I missed a lot of humor in this arc. Still the comedy is consistent throughout the entire arc and like a bad joke, it honestly started to grow on me.
The gameplay is balanced. I did not feel particularly overwhelmed and the bosses seemed to be just challenging enough. You have a menagerie of custom enemies in your custom groups. It is hard to imagine all these enemies joining up together to fight you but on the other hand it works with the overall story. One thing I would do is make the boss Junkyard Dog have larger profile. He looks very similar to his minions. Maybe make him larger or give a different fur color.
The writing is a bit much on the eyes. I say this for two reasons. One, you have walls text thrown at you at times. Break these walls of text into 2-3 paragraphs and your writing will be far more readable. Your mission 2 send off is a prime example of this. Two, your enemies sometimes shout a paragraph out when you are in the mission. I would cut these down as well. It puts an unnecessary break into the action since I have to start reading a chat log to figure out what they are saying.
Overall, I think this is a great arc. It was more enjoyable then the radio and T.V. missions created by the developers. For that, I am giving it 5 stars. -
I would love to join your club. Here is the Arc I have been working on. I’ll get started on some reviews.
Arc ID: 477906
Arc Title: One Night Bridge
Factions: Council, Crey, Cult of Stars, Awakened Division
Morality: Vigilante
Length: 5 Missions
Level Range: 30-54
Description: The Peacebringer Tracer Brightstar is looking for Vigilantes to help her bring a rogue Warshade to justice. [SFMA][SLMA]