Tangler

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  1. As a work around, you can always give the character a fiery aura in the costume editor for now.
  2. I'd like to second that nomination for the author of The Coldest of Wars (299972) for best unknown author. Though I have the author's name listed down as Zaphir, unless he has since has had a name change.

    Reason being: it's a lovingly crafted and very fun arc, which is especially impressive given how it's his only one.
  3. Quote:
    Originally Posted by Bubbawheat View Post
    Best Character

    In third place, with 1 first place vote and 1 second place vote for a total of 5 points is New Age Ronin's Becky, the Tarantula Mistress.
    I was under the impression that the character had to be an original creation of the author?

    Anyways, grats to the winners!
  4. Well you did went and post it a few days before xmas after all. I've mentioned this before, but if you want a reliable way of getting feedback you are much better off submitting it to a reviewer than hoping that someone will blindly pick it up (and give you feedback to boot).
  5. Just passing the word:

    Hamidon Raid being organised by @eucalyptus 07/01/10 7pm GMT.
  6. Tangler

    Hamidon raid

    Just passing the word:

    Hamidon Raid being organised by @eucalyptus 07/01/10 7pm GMT.
  7. Anyone had any faves? I always had Alche-miss in my party, as vengeance curse was just crazy powerful when it came to bringing bosses to their knees. They nerfed her in the sequel, but in return we ended up with my two other favourites (and also crazy powerful in their own right) Green Genie and Tombstone.

    I tried to replay the second one once 'teen' Freedom Force style, limiting myself to Liberty Lad, Sea Urchin, Ant and Green Genie, but it made things
    incredibly hard when it came to taking down flyers and other problem enemies.
  8. Quote:
    Originally Posted by Samuel_Tow View Post
    Every character class in the entire game is an able fighter. Every last one of them. They all have decent defences, they all have respectable offences and they're all capable in a decent fight. IN ADDITION to that, each one can do someone else. For instance, one can fight and also heal his comrades, while another can fight and hamper the enemy, while still another can fight in melee and at range, while still another can fight, but is best at surviving heavy punishment. As long as hit points depletion is the one and only way to succeed, doesn't it make sense to give everyone decent and equal(ish) tools to do that as a basic toolkit, and then give everyone something ELSE to define their class?
    You do realise you're describing CoV here?
  9. Quote:
    Originally Posted by FredrikSvanberg View Post
    Thanks for your review.
    I'd be interested to know how it could be made much better. I mean, I've only done what the devs do in Kalinda's starting missions. They're all unconnected without clues or any kind of story to tie them together. In fact what I've got here is already more of a narrative than the introductory arcs in CoV, since I'm building on those same missions.
    I just want to pipe in that just because a dev has made a series of loosely connected events and decided to call it a 'story-arc', doesn't mean it is the gold-standard of how everyone should write their arcs. That said from what I recall of Kalinda's arc, it all revolved around explaining the politics of Mercy.
  10. Quote:
    Originally Posted by ArrowRose View Post
    Is there any easy way to switch the order of the missions if I decide to do that?
    You can drag the missions around on the top of the gui to change their order.

    Quote:
    Originally Posted by ArrowRose View Post
    Also part of my intent was to not give your hero too much justification for his or her actions as missions 1-3 are a test to see just how brainwashed you are.
    I think part of the problem at least for me, was that there was no particular indication of funny business going on until I rescued Mr Goodman. Until then it feels like your standard player character hijacking, which really is not a good thing to remind players of given how bad they usually turn out.

    Quote:
    Originally Posted by ArrowRose View Post
    when I read books written in the first person, I don't feel that the actions of the narrator are in any way a reflection on me. I know this is a bit different, as you are play your hero and so are more immersed, but I ask that people take it in that same way if that is possible.
    I would say that it is because most people coming into this game are treating it as a role-playing game.
  11. I've also listed a few that weren't posted on the boards on that thread:

    http://boards.cityofheroes.com/showt...92#post2481392
  12. It'll tell you how many allowed bosses/battles/etc you'll be allowed on a particular map, just make sure you don't exceed that total.
  13. A search for "Dr. Aeon's Challenge" also shows up:

    Curing the Castaways: 352723

    Grey Dawn: 352133

    Rusted Tin: 352851
  14. Finally got around to playing this, here are my (spoiling) thoughts:

    From the very start my hero is told I'll be doing some evil things. I think what you did was a good approach, but the justifications I found to be nebulous. The contact tells me that all that money will be put to good use... but for what exactly, a new orphanage, feeding the homeless, a new dart board in the coffee room? I think you should feed the player more lines as to why exactly this is all justified.

    I thought "ah okay, I see what's going on" when I read Mr Goodman's bio, and when my hero enthusiastically accepted the next mish I thought that was a neat nod towards that. However my hero reverts back to reluctant acceptance in the final mission, making me think there's a bit of conflict in writing going on here.

    I'm not sure if this was intentional or not, but all the naming and caricaturisation of the characters gave a distinct children story vibe to me, similar to your In Pursuit of Liberty arc.

    The moment I entered the final mission, I was greeted by members doing the zombie dance to the drums. This gave a really good atmosphere and confirmation that this group is a really creepy cult. Though as I entered further into the map, it looks like you were just experimenting with different animations. It went from "Oh wow, this is going to be a cool final mish" to "okay... it looks like an office party now". I say scrap the eating, drinking, and especially the gambling(?) and run with the creepy cult drums and other subtle rituals.

    Mr Goodman being super strength seems like an odd choice, wouldn't it make more sense for him to be a mentalist?

    Overall, I think you have a pretty cool idea going here, it just needs some more fine-tuning. I thought in particular the contact and the clue trails was quite a nice touch.
  15. Quote:
    Originally Posted by Supafunkadunka View Post
    I gave it 3 stars, probably because eating my children's Ferrero Rocher's put me in a good mood.
    As a villain player, I can only approve of this grand theft ferrero of small children.
  16. Thanks for the review! I'm glad you guys liked it, and that you found the dialogue such a blast.

    I should have mentioned that spoilers would have been okay. Ah well, I'll be sure to make a proper submission next time.
  17. Just a note for those who don't know: you don't have to quit the arc itself to reset a mission, just log out and then back in.
  18. Quote:
    Originally Posted by Eva Destruction View Post
    Once I think up a new name I'll be transferring someone over.
    So...see you around mid-January.
    And I thought I had problems thinking up names for my characters.
  19. Quote:
    Originally Posted by mauk2 View Post
    Okay....

    I tried to play this.

    Very funny dialog, tons of clues, a real fun play. I was laffin' out loud, enjoying this.

    Until the fourth mission, where I ran head-first into a could-not-complete. I could not find Trina.

    I crawled over that stupid mapless Grandville instance 50 times. I killed everything. I lead the stowaway to the door, twice, thinking it might be a secret objective to spawn Trina. I even clicked every single one of the citizens and dragged them around in a little posse, until finally I was forced to quit out, unable to complete.

    How is this a Dev choice? Buggy much? Feh.

    I want my two hours back.
    As bug-proof as an author can possibly make their arc, bad spawning is still an unfortunate possibility. It's not like the official content is exempt from this issue either.
  20. Having played this arc myself, I can say this was well deserved. Congrats to Minimalist!

    Quote:
    Originally Posted by Dr. Aeon View Post
    One popular one I saw was the creation of a choice at the end. This in itself wasn't eligible for the contest, as the hero had to do something evil for the arc.
    Damn. From the arcs I did play that gave this option, they always felt like you were doing some kind of evil either way though. I guess the problem here is that a lot of these options were choosing between "evil for the greater good" or "an immediate good for greater evil", when the only solution the hero is supposed to be given is the former?
  21. About less than 40 ratings for any one arc I would say.*

    *Edit: off the top of my head anyway.
  22. I agree with what everything LJ said. Well except the Dragon Age bit, I only just recently got that and haven't had much time to play it.
  23. Tangler

    mind/fire

    I use Total Dom all the time on my dom, staggered with Mass Confusion and Hasten running it helps minimize the reliance on Terrify.
  24. Quote:
    Originally Posted by Sister_Twelve View Post

    1.) I wanted the hero to always feel under the gun. But at the same time, the player needs the time to actually read the text. Is the time limit on the missions balanced in that regard? Ie, do you ever feel pressured to finish or is 30 minutes a mission too long to apply the pressure?
    I think the time is about right except for mish 5, but more on that later.

    Quote:
    Originally Posted by Sister_Twelve View Post
    2.) 4/5 AVs are customs. If they hit like a ton of bricks, which they are likely to because they are customs, tell me and I'll try to fix it.
    Given what is at stake in this arc I think the idea that you are fighting tough enemies do fit, but most of them have some truly obnoxious abilities including:

    • M1 boss: I believe she was a runner? I managed to stop her before she reached the door, but I thankfully had ranged attacks. I'm not sure if I would have been able to do that if I were on my brute, and my slows and mez weren't really having an effect on her due to PtoD.
    • M2 boss.: yikes, the burst damage of ice with all the slows that stop your own click offensive and defensive powers. Throw in double stack holds, confuse aura and a pet which replicates the AV's powers and again, the PtoD and you have one of the most deadliest combinations around. I died the most times fighting this guy.
    • M4 boss: 1st round: 1 shotted with BU + Shuriken. 2nd round: fast swinging katana strikes cut through my purple fueled defenses easily. I finally got him in the 3rd round by over-stacking my defense.
    • M5 boss: outdoor map, boss turns on his jetboots and flies far into the sky. I managed to bring him down thanks to hotfeet, though this is probably more unfair for less prepared melee-types.
    I'd recommend taking out a few powers from M2 boss, either turn down the guy's burst damage or lay off on the controls since he's already slow/-recharge crazy. I would say take BU away from M4 boss but I'm not sure how that would effect xp adjustments, you may have to experiment with that one. M5 just needs to have his jetboots taken away from.

    This next suggestion falls more into personal tastes, but I think 99% of the time most arcs that want a 'hard' opponent should just use EBs and not AVs. I don't find AVs to be 'challenging', just annoying as even on my brute I always get bored fighting AVs, since it always just comes down to me cycling through my attacks for a minute until the guy finally falls down, and AVs powered down to EBs still possess the obnoxious PtoDs that screw over most controls and debuffs.

    Quote:
    Originally Posted by Sister_Twelve View Post
    3.) The last mission is designed to be particularly hard and failable, but if there's just too much there and the AV is impossible to find in the time given, let me know.
    I would recommend the Steel Canyon map myself, it provides similar aesthetics but is much more straight forward and easier to search through given the time limit. With the current map and time limit I feel that you're only going to find the AV in time with luck, which was the case for me when I was looking for the AV everywhere until my comp decided to crash on me, and then when I restarted the mish I found the AV in a much more obvious location.
    Quote:
    Originally Posted by Sister_Twelve View Post
    4.) Hope you have some fun with it.
    Overall I found this to be a pretty cool arc: at first I found the PC dictations to be jarring, though in the end they weren't too bad and the little back and forth between the hero and the contact was neat. I still find some of the character assumptions to be way too specific though, such as my character having an immediate family, that she has a girlfriend, and so on.

    I found the dreaded possible future that the contact predicts to be amusing given that I'm a fan of Kingdom Come, and I just recently read What's So Funny About Truth, Justice, And The American Way? That touched on this too.

    I felt that this arc hit the criteria of 'doing evil for the greater good' the best out of all the entries I have played so far. While other arcs have placed my characters in a situation to make a difficult decision, none of them have placed my character in such a moment of painful realisation of what they have to commit themselves to in order to save the day. Sometimes it's the unspoken evil that that speaks the loudest.

    In the end I definitely had fun. I would say this arc is at least a solid 4, though I gave it a 5 in-game. What stops it from being a definite 5 wasn't so much the problems I have already mentioned, but that there wasn't a sense of progression through the arc: the story moves along through the briefs, but the missions themselves are all just variations of the first mission of hit and recover.

    Regardless, good luck on the competition.