The_Cheshire_Cat

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  1. Since the AV scaling thing has been changed back, I've reset the levels to their original values.

    Also, I recently reinstalled CoH and apparently when you republish live arcs with custom NPC groups, it uses the data from your local drive rather than the data from the server. The upshot of this is that when I republished to change the levels, it ended up replacing the main villain and hero groups with groups composed entirely of the two fully customized characters I used instead of the dozen or so customized standard mobs. Luckily, I made a backup of my mission arc related folders before reinstalling so fixing the issue was as simple as a copy and paste job, but for anyone who might have played the arc recently, the Tomorrownauts group is NOT supposed to be composed entirely of Captain Skylark Shadowfancy clones, and Baron Doomsday is not meant to appear in normal spawns. These issues are now fixed, as well as every mob in the arc except for the Rularuu spawns used in one spot now has their proper, custom description, rather than the default CoH descriptions. I suppose now that there's more space to work with I could replace the Rularuu group with a proper custom "Watchers" group, it's just that they only appear in one spot in the entire arc so I haven't been in a huge hurry.
  2. According to your last post I think you're in range of my arc "Captain Skylark Shadowfancy and the Tomorrownauts of Today!" #337333. There's one bit where it bumps you up to 40 but that's because of the issue with AV's no longer scaling down - it's really meant to be played in the 30's.
  3. The_Cheshire_Cat

    Excellent Arcs

    Quote:
    Originally Posted by Ashcraft View Post
    I totally know what you mean. There are far too few players in the AE game. I try to play a lot of arcs but it's a big field and there are a lot of broken, neglected arcs.
    Yeah, they really need to come up with a system to cull old unmaintained/unplayed arcs. Right now, you can cut out "work in progress" from your search options to eliminate a lot of them, but that doesn't wipe out any post i16(I think?) farms or any other recent junky arcs.
  4. Hmm, best STORY? I think "The Beating Heart of Astoria: A Play in 5 Acts" #170547 probably has my best WRITING, but if "understanding what the hell is going on" is something you desire from a story, "Captain Skylark Shadowfancy and the Tomorrownauts of Today!" #337333 is probably a better option.
  5. As a temporary fix to the AV scaling thing, I've set the minimum level of the 4th mission to 40. It might mess up a few of the mobs in the mission, but 90% of the ones there should scale appropriately, and it will force the player to bump up to the same level as Adamastor.
  6. Quote:
    Originally Posted by gameboy1234 View Post
    Weatherby made a good suggestion. Many AVs in game to scale down to Elite Bosses, which the XP and other rewards seem fine for.

    Maybe AV at less than minimum level -> automatically an Elite Boss, not AV. Should take care of at least some reward problems. They'll still be available for story reasons but won't give larger rewards that AVs normally do.

    Just my 2 cents.
    That's a good suggestion. This is kind of an annoying change for me since it means I can't use Adamastor anymore - I use him in two arcs, both of which scale him down.
  7. Apparently there's a bug with the latest patch that prevents AVs with a minimum level above the arc level from scaling down to the correct level. This makes Adamastor spawn as level 40 in the 4th mission when the cap is 34, rendering the arc extremely difficult to complete solo, if not impossible.
  8. The_Cheshire_Cat

    Patriotic Arcs

    My arc #337333 "Captain Skylark Shadowfancy and the Tomorrownauts of Today!" isn't "patriotic", per-se, but it's a high-spirited "Defenders of FREEDOM!" retro sci-fi story, so it could fit the theme. Plus the main ally group that you're meant to be a part of has a uniform colour scheme or red, white, and blue.
  9. Quote:
    Originally Posted by El Bellaco View Post
    -Who was the tall person?
    The identity of the tall man is intentionally vague. If you've played my arc "The Beating Heart of Astoria", you might be inclined to think he's Mot. That's one possible answer but it's not necessarily the "correct" one. I like to leave things open ended and let the player decide their significance. One thing I can say is he's meant to be someone who's obviously untrustworthy, but you end up following because the only other person you meet is insane.


    Quote:
    -How did the DJ survive for 100 years?
    The arc really pushes the idea that Dark Astoria is sort of displaced from time, which is why all the radio recordings you find through history say the fog has been there for "about a week". The DJ could have been there for a thousand years and it wouldn't really make too much of a difference.

    Quote:
    -Where is everyone? Did they all turn into manaquins?
    Well, that's the big question, isn't it? :P I don't want to say what happened to the people, but I can say that they didn't turn into mannequins. The mannequins are something left behind to taunt the DJ and the player about their isolation. If you've seen I Am Legend, it's a similar idea, where the mannequins are scattered around so that you can feel like you're not alone, but since they're mannequins it's pretty obviously artificial.

    Quote:
    -How are the haunted feelings related to anything? Regret, memory, loss. They're scary when they're suddenly behind you, but who are the suppose to be?
    To be honest these are really just a jump scare for the first mission. I should tie them into the story better.
  10. The_Cheshire_Cat

    Excellent Arcs

    Quote:
    Originally Posted by Bubbawheat View Post
    I was pretty sure I'd seen you around the forums, that's why I listed you. But I've got several others from authors I haven't seen around in a little while, or quite a while. Like Suedenim, Anachrodragon and Londerwost, the Cheshire Cat, and Tahlana.
    I'm still here too. I've just been busy with other things lately. I've actually got a few ideas for arcs I'd like to make now that I17 is out.
  11. Quote:
    Originally Posted by Techbot Alpha View Post
    GAH! DAMN DAMN DAMN!
    They've gone and got rid of the portable generator destructible objective; AGAIN!
    Thats the ONE and only damn piece that makes any DAMN sense to have destroyed in a power station thats using the Cap Au Diable powerstation outdoor map! And they've got rid of it! Its hard enough to get my arc viewed at all, under all the utter **** thats in AE, and to have it keep breaking...

    Y'know what, t'hell with it. Im just taking that objective out. Its more ****ing pain than its worth.
    NOT amused with unannounced changes!
    Right I forgot about that one, I had to fix that in my Tomorrownauts arc.

    That said I replaced it with a tube, which ties in with all the "vacuum tube" references in the arc, so I think it's kind of better now (No I don't think generators ever actually used vacuum tubes, it makes sense in the context of the arc).
  12. Update: If you have text scale set to 0.8, it will register as out of the valid range (Seems like someone replaced a >= with a >). This apparently applies to Dev's Choice as well, because I just checked Astoria in D Minor and it gives me that error.
  13. Quote:
    Originally Posted by Bubbawheat View Post
    I actually did play this, but thought that creature was supposed to be there (at least, I thought it was funny). That might explain why I've been getting low rates on my dev's choice arc.
    Aren't DC supposed to be grandfathered so that they aren't affected by AE system updates (Because of the fact that authors have no ability to fix anything that's broken)?
  14. Quote:
    Originally Posted by PoliceWoman View Post
    It's 4/10/2010, and it was a year ago today that I started this thread and started doing arc reviews. A year is a pretty long time and I think I'm ready for a break.

    I feel like I've accomplished my initial goals for creating this thread, which were:
    * To get some people to try my story arcs and get useful feedback for them.
    * To find some fun story arcs for me to try out.
    * To help other people make their story arcs more cool.

    With that in mind, I'm going to be closing my queue to further submissions. I'll finish reviewing the arcs already in my queue, however. After that, I'm thinking of starting up some new (but different) MA project. (I do still like MA, after all.)
    Darn, I always found your reviews helpful as an author. You were the only reviewer I'd request reviews from.

    Hopefully your new MA project is interesting, though!
  15. The Beating Heart of Astoria has 170 plays and a 4 star average and makes use of chained objectives in nearly every mission.

    Captain Skylark Shadowfancy has 50 plays and a 5 star average and makes extremely heavy use of chained objectives and has backtracking in a few missions.

    There are no MA features that are automatically bad just by existing. Even defeat all's have a use occasionally.

    Also the latest patch will probably kill the exp in several of my arcs; I like to use non-combat allies as scenery. I don't particularly care, though; it's a temporary change and I don't really write arcs with exp in mind.
  16. I've had an idea for a good detective story arc for a while, which I'll probably get around to making once I17 comes out (Since I'd like to use a lot of the new MA features). It starts with a similar premise as Watchmen, with the death of a superhero; which, given the mediporters in the CoH setting, strikes me as something that would be a big deal in Paragon city.

    I actually had the idea of leaving it unfinished at 4 missions and running a contest for people to figure out who the killer is, with the reward being that their character gets to play a major role in solving the mystery in the 5th mission. Part of me thinks that would be fun, another part thinks that anyone who played after the contest was over would feel kind of cheated by a character showing up in the last mission and basically spelling out the mystery for you. It all depends on how I write it, I guess.
  17. Teen Phalanx Forever is on track to becoming a hall of fame arc, so it would be silly to DC it at this point.

    Grats PW on the Dev's Choice!
  18. This thread isn't supposed to be for discussion of nominations, so I'll kill it right here by pointing out that "Signal:Noise" is ineligible because it's not marked as final (And I'm not going to change it yet because it's not "done" by my standards).

    To stay on topic, I recommend "One Million Eyes" (71933) by @Minimalist. I believe it won a player's choice award ages ago but is still un-DC'd, and it's the last arc I played that really blew me away with its overall story and presentation. He's already received a DC for another arc (The winner of the first Aeon MA contest), but personally, I think this arc is actually better than the one that got the DC.
  19. I'm told that people find "Astoria in D Minor" pretty scary. It feels kind of silly to plug a Dev's Choice though, so if you've already played that one, "Signal:Noise" is similar (Numbers are in my signature).
  20. Quote:
    Originally Posted by Venture View Post
    I decided to try to get back into reviewing arcs today (I'm mostly playing CO and STO these days). The first arc in my now-private queue was #8925, "Forget the Rose, Send Me the Thorns". Aside from the fact that I can't remember why I thought I should review this in the first place, the briefing says it's "part 6" and doesn't even give any indication where parts 1-5 are. So that went straight to /dev/null.
    The "Part 6" is actually a joke. The arc is very tongue in cheek. I'd recommend giving it a run, it's one of the few humour arcs I actually find funny.
  21. I've updated Ignition of the Machine based on the feedback you gave in your review. If you want to run it again I'd love some feedback on the changes, though you don't need to do a full re-review (I didn't really change much - mostly just added a bunch of optional clues to flesh out the story a bit).
  22. Made a bunch of edits to the arc in response to PW's review. Mission 2 is still a bit empty, but I added a bunch of optional clues to missions 1 and 3 to flesh out Shell's character a bit more and provide more hints at what exactly she is.
  23. The_Cheshire_Cat

    Idea Bank

    This is an idea I had a while ago. Basically, have you ever had an idea that you think would make a good arc, but you can't really think of how to turn it into an arc/don't particularly want to put in the effort? This thread is the place to offer that idea up to the public.

    Some notes:

    -If you want to turn an idea into an arc, post here so that people will know it's been taken and multiple people don't end up writing the same story. Likewise, post when the arc is finished so people can see what you did with it.

    -Please don't claim an idea if you don't intend to do anything with it. The whole point of this thread is that people GIVE UP the ideas they don't want to use for anything.

    -By posting an idea in this arc you are forfeiting that idea to someone else. If someone has already claimed your idea and you want to turn it into a story, well, too late. Don't post an idea here if you have any interest in turning it into a story.

    Here are a few old ideas of mine that will never become one of my arcs, but I think there's potential if someone wanted to work with them:

    ***IDEAS***

    *A heroic arc with the contact as Indigo and the main villain as Nemesis, representing both of them at the top of their game. A real "Spymaster vs. Mastermind" type of story with both sides having detailed and intricate plans while trying to foil the other. Idea based entirely on the notion of giving Nemesis a line at some point: "The trouble, $name, is that you're playing checkers, while I'm playing chess".

    *A time travel arc where every mission chronologically comes before the one you just did. The gag of the arc would essentially be that all the things you keep going back to "Fix" are being caused by the NEXT thing you go and "Fix". The intention was that the player would figure this out long before the contact did.

    *More recently, here's an idea for the latest Dr. Aeon arc contest: A villainous arc where EVERY super-powered character loses their powers... except for the player's character. They then proceed to take over the world at level 5 simply by being the only person on earth with superpowers. The title would be "The Mouse that Roared" in reference to the book/movie of the same name.
  24. Quote:
    Originally Posted by Lady_Dee View Post
    I disagree. Most of Hollywood is made of remakes; it has exploded in just a few years.Furthermore most of those successful authors are never told what to write, they are successful for doing what they wanted. Good example would be the "Harry Potter" series. Was the author told what to write? No. If she was, I am sure she would not be as rich and famous as she is now. You are famous for using all of your abilities not bits of them.

    In my free time I write, love too write, if someone came to me and told me what I HAD to write about I'd be pretty pissed off.

    Along with that if people wish to submit a previous arc they written, so what. Perhaps they are proud of their work and wish to at least try to have it recognize with out the constraints of guild lines.

    Perhaps you find it challenging to try and write some thing while having your hands cuffed behind your back. I however feel that if you want some one to be in a contest give them an opportunity to use the all of their creativity.

    Anyways good luck to those who enter.
    A big part of being creative is being able to write within a set of restrictions.
  25. Thanks for the review! A lot of your points sort of tie into the same thing, which is why I think feedback is so valuable for my writing process. Essentially the way I write an arc is I'll get an idea and try to fill it out as much as possible, but typically my initial version of an arc is more of a story outline. After having a few people run it they'll (Hopefully) leave feedback which will help give me ideas about how to flesh out the story a bit more.

    Quote:
    Originally Posted by PoliceWoman View Post
    Ignition of the Machine reviewThe premise is to help a scientist test out a new android. The arc description warns that it is hard. The contact is a scientist in a white lab coat by the name of Dr. Shelley. The name makes me instantly think of Dr. Shelly Percey, but it's not the same person at all. Perhaps his name is meant to be suggestive of Mary Shelley.
    Yeah, the name is meant to reference Mary Shelley (Hence the unusual spelling of Shelley) for the obvious Frankenstein link. I didn't want to go with something quite as obvious as "Dr. Frank" or something.

    Quote:
    They seem confused as to why they are present. I'm not quite sure why they're there either. I guess they are there for mechanical reasons (to prevent Dr Shelley from instantly being freed upon entering the mission) but they still seem out of place.
    Yeah, the main reason is to prevent an instant auto-complete of the objective, but the Council also ties into the story later on so I wanted to have them show up consistantly throughout the arc. I've gotten a few ideas for clues to add to the first mission from your review to give more reason as to why the Council are there.

    Quote:
    I had wondered if "Shell" was intentionally named similarly to "Dr. Shelley", and liked that it was confirmed by the debriefing. I also thought perhaps Shell should have a seashell as chest logo (instead of the tech hole symbol) but it's not a big deal. Since Shell is a female robot, perhaps she should be named "Shelly"? (Maybe too similar to Dr. Shelley though.)
    The Shell logo is a good idea. The truth is I don't know the emblem choices very well because the list is so LONG, I don't tend to have the patience to look through the whole thing. Also, I went with "Shell" instead of "Shelly" deliberately, just because the word "Shell" has so many different alternate meanings.

    Quote:
    Searching for hostages on a large outdoor map with Shell in tow rapidly becomes tedious; I basically have to clear everything while she's with me, and the mission doesn't appear to have any items of interest other than Burkholder and the hostages (who all have identical dialog). After rescuing 2 hostages this way, I end up ditching Shell and running around looking for the last two hostages on my own. This is contrary to the spirit of the mission (since I'm supposed to be sidekicking Shell for exp) but it does complete the mission.
    You're the second person to mention the problem with finding hostages on this map, and I found the same thing when I was testing. I think what I might do is only make it one hostage, and maybe toss in a few other objective types to fill out the map a bit.

    Quote:
    [-0.1] Don't understand: just what were Burkholder and the Council Robots trying to accomplish in Steel Canyon? I don't buy that they were after Shell (they were capturing human hostages, and no one really knew we were going there except Dr. Shelley). What were they up to? Maybe they need some kind of crime in progress that Shell and the player interrupt.
    This is another point a few people have mentioned that I should clarify somewhat in clues - the idea is that Burkholder actually isn't IN Steel Canyon until you rescue Shell, because the the robot guarding her sends a scan of her back to Council HQ and the technology in her catches Burkholder's attention, so he arrives to join the invasion. The invasion itself is kind of just a standard "Council invade Steel Canyon to kidnap people or whatever!" sort of thing.

    Quote:
    [-0.01] Continuity: story jumps from "I think they're after Shell! You have to find her!" (Shelley's dialog) to "you were able to extract the location of the Council base where Shell was taken" (in Robot Memory Core). I think you need a clue or line of dialog somewhere in between, that actually says that Shell has been captured. You can infer this from these two lines, so I only marked off -0.01; but I think it would be more effective to discover Shell's empty rack (or something), so you know she's missing, then finding out where she was taken.
    I think I might re-write this bit so that when you rescue Dr. Shelley, he says that the Council caught him off guard and threatened him to give them Shell, and Shell went with them willingly in order to protect him. This would both solve you concern that it's not quite clear that Shell is missing until the end of the mission, and also fill the plot hole of why Shell didn't just nuke the crap out of the invading robots.

    Quote:
    [-0.01] Don't understand: why is this mission called "Vengeance and Curiosity"? None of the characters seem to demand vengeance or act curious. Is this the name of a book, like some of the other mission titles? I'm not familiar with this phrase.
    I wrote this arc a while ago and can't really remember why I gave the mission this title, but you're right, it really doesn't make a lot of sense.

    Quote:
    [-0.01] Characterization: the contact is very serious here talking about important stuff, and yet, for the first time, he does not use his catch phrase "That's not important. What is important is...." (Minor, so only marked off -0.01)
    The skipping of his catch phrase was actually intentional, as a way of showing "Things just got serious". Up to this point the arc has a pretty joke-y tone, but his tone here is meant to imply "This is no time for catch phrases".

    Quote:
    [-0.1] Characterization: the contact says "You know she can be so much more than that" when talking about Shell, and the briefing is trying to motivate the player to care about Shell due to the player's interactions with Shell so far. But so far Shell has very minimal characterization -- just a couple lines in missions 1 and 2, none of which are very humanizing -- IMHO, not enough for the player to really care about her. If you're going for "Shell is a person that the player should care about" here, she needs more build-up as a person.
    This was something that I'd felt about the arc the whole time, but you're the first person to have mentioned it - so until now I figured maybe I was just overthinking it and people weren't noticing, but since that's not the case I do agree with you here; Shell needs more characterization if the arc is going to focus on her. I've got a few ideas about how to do this - some computer console glowies in the first mission with logs from dr. Shelley might help to establish a bit of what her development was like. Adding some dialogue for her in clues in the second mission would also help solve the problem of the fact that it's hard to have an ally say a lot since you only really get 4 lines with them.

    Quote:
    Inside the Council base there are some battles between Council and Council Robots. I wonder if maybe the latter would be more correctly labeled "Rogue Robots" (the existing enemy group).
    Interesting note, all the robots I've used in this arc actually ARE rogue robots, because for some reason the actual robots from the Council don't have a level range where you get an overlap of minions/LTs/Bosses, while the rogue robots do. The reason they aren't Rogue vs. Council in the battles is because from what I remember writing the arc, I think this is meant to be Shell having wirelessly hacked into the Council computer systems and turning some of the AI against itself, so they're technically all still Council robots.

    Quote:
    [-0.01] Formatting: the clue has lots of formatting in it but is not very suggestive of a computer readout. For instance, "He-h-hee-lh-e-lp", while a reasonable thing to say aloud when confused, is not what a garbled computer message should look like. I'd suggest inserting random decimal or hexadecimal digits, using ALL CAPS, and/or BREA KING UPWO RDSI NTOB LOCK SFOU RCHA CTER SLON G. For example, "0011 56HE LP9M E12S 0C0L DAND DARK". You don't have to do exactly that; I just don't think the dashes and the different colors work for this purpose.
    I actually wanted to avoid the standard "Garbled computer nonsense" that a lot of people use for "Insane AI" because I find it's kind of overdone, and I wanted to suggest that something different than just "Really complex computer program" was going on with Shell. You're right in that this probably wasn't the best way to do it, but I've gotten a few ideas of ways to better suggest that.

    Quote:
    Is it my imagination, or do all of this author's arcs have a creepy flayed model in them?
    Not ALL of them... just... 4/5ths of them? I don't think I have any in The Beating Heart of Astoria.

    Quote:
    [-0.01] Phrasing: This sentence is awkwardly phrased. Suggest you rephrase to something like "with each step it takes, it seems about to fall apart". I notice you now refer to Shell as "it" instead of "she" -- unsure if this was deliberate.
    The "It" is deliberate - the idea that with the outer layer stripped away, it becomes a lot more obvious that Shell isn't a "she" and never was - the idea is that just because something appears male or female doesn't make it so, and a machine doesn't have concepts like gender identity.

    Quote:
    My objective switched to getting Shell out in one piece. I deliberately let the Council kill Shell, since I figured that was probably less tested and I was curious to see if I could break something. This caused the mission to fail and ended the story arc.
    In the arc description when it says the arc is "Hard", it's actually just referring to trying to complete this last mission as intended, with rescuing Shell. It's actually not that difficult if you just clear the back room and leave her behind to clear out the rest of the mission, but that's kind of going against the spirit of the thing.

    Quote:
    [-0.1] Dangling plot thread: I thought maybe Shell was controlling the Council robots that attacked the other Council, but never found anything further to support this idea.
    I may add some dialogue to make this more obvious - or perhaps change it so that it was Dr. Shelley who hacked into the Council systems and reprogrammed some of the robots to help you out.

    Quote:
    (This does make me curious as to the "success" branch of mission 4... I'd guess that even if you lead Shell out, her personality is too damaged to recover, hence why Shell becomes an "it" after torture.)
    It is basically the same ending if you manage to rescue her - the key difference is basically that in the "Good" ending, Dr. Shelley gets a chance to say goodbye to Shell.

    Quote:
    I also felt that the Council needed more motivation for their actions; I could totally believe that Burkholder and/or Vandal were trying to steal the Shell android to cannibalize for their own robots, but there's not many clues that really explain what they're up to. As presented, it seems like the Council is there purely as bad guys, without a lot of purpose beyond that.
    Burkholder wanting to cannabalize the technology is meant to be his key motivation, but you're right that it needs to be more overt. I think I should add some clues to the 3rd and 4th mission to make their objectives more clear.