The_Cheshire_Cat

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  1. I had an idea for a Nemesis arc a long time ago that I'm probably never going to write that would focus on trying to beat Nemesis at his own game. A lot of Nemesis arcs just have the player be a pawn in some grand scheme of his, I think it would be a lot more interesting if BOTH Nemesis and the player form huge, complex plots, and then watching those plots collide spectacularly. The main drive of the story would be both parties adjusting their plans on the fly to try to get the upper hand (The key point though would be that they would both be done in typical Nemesis fashion, so a lot of misdirection and fake clues and that sort of thing).

    Though it does have a pretty big risk of falling into "I know that you know that I know" territory.
  2. Pretty much all evidence points to yes. This IS Nemesis we're talking about.
  3. Since you seem to have a lot of room in your queue, I could use a review of my arc "Ignition of the Machine" #318983. It's an older arc but I haven't gotten much feedback on it since people don't seem to know it exists.
  4. Grats Bubba on the DC! I haven't run this one before but I suppose I'll have to now.
  5. Quote:
    Originally Posted by Lazarus View Post
    What's even worse is that they'd need to re-rate it 5-stars several times to cancel out their old 3-star vote. Fat chance of that happening.
    Well, actually re-rating automatically overwrites your old rating (You can only ever have 1-rating per arc, and you can never lower a rating you've given, as per Posi way back when). So that's not really an issue - but it's still true that people rarely ever re-rate.
  6. I'm giving this thread a bump since it's been several months since I published the arc and it's still sitting at something like 7 rates (Somehow it's been passed by my two more recent arcs).

    So I could still use some feedback on this somewhat old arc of mine!
  7. Quote:
    Originally Posted by Bubbawheat View Post
    On the other side of your shining example. If Escalation hadn't gotten a Dev Choice, it would be a 5-star exemplary arc languishing in the 4-star dead zone getting one play every 2-4 weeks.
    This is why I stopped assigning ratings in the reviews I did (I realize I haven't actually done another review in quite a while... I'll get around to it!). I'm rather a harsh rater, and in my mind anyone who's asking for feedback probably doesn't have a 5-star arc... otherwise why would they need the feedback! There's nothing wrong with this, it's just that even if an arc has hundreds of 4 star ratings, which would imply a pretty good arc with maybe a few flaws (Or, more likely, a really good arc that just doesn't appeal to everyone - since I don't think any story has wide enough appeal that EVERYONE will 5-star it), but it will still show up behind all the arcs that have one rating at 5 stars.

    Honestly, the rating system isn't the problem. It's the SORTING system. There needs to be some way to search by number of ratings rather than just the score itself (For example, searching for all arcs that have a 4 star rating and >50 ratings). Likewise there should be an option to specifically search for "New" arcs - arcs which have less than 10 ratings, or perhaps arcs published within the last week, or maybe an option to search for both or either of those (The more options the better, really).

    I think the arc display window itself could also stand to be redesigned - at the moment the 1st and 2nd pages are clogged up with DC, HoF, and GA arcs, and there's no way to change the number of arcs displayed per page. I think the interface would benefit a lot from an overhaul, maybe showing "Honoured" arcs on a separate tab (With some sort of indicator on the tab title like a (!) if a new one has been added recently), and maybe some other sorting options.

    Quote:
    Originally Posted by PoliceWoman View Post
    The best and most shining example of doing this is, in my opinion, Escalation. In my original review of Escalation I gave it 4 stars. Femfury took my feedback, along with the feedback of many other forum reviewers, and used it to improve the story arc. Now I can't praise Escalation highly enough. Escalation deservingly became a Dev Choice arc in November. In my opinion, this was due to the tireless efforts of its author to make it a better story arc.

    It's anecdotal, I'll admit. But I think it's an example of how I think the feedback loop should work.
    I think for a lot of people who request reviews this is how they work - I know that the Astoria in D Minor that got Dev's Choice is a VERY different story arc than it was when I first published it. Likewise even though you rated my Tomorrownauts arc at 5 stars, I still found your feedback helpful and made a bunch of changes based on it. Mostly little changes, but I think it's the little things that can make the difference between 4 and 5 stars. I guess one problem with the rating system is that even if an arc is refined a great deal based on feedback from a 3-star rating, the person who made the original rating rarely ever goes back and re-rates the arc. Since even arcs marked as "Final" tend to be pretty work in progress, a lot of the earlier ratings don't really reflect the arc in its current form.

    Actually, there's an idea. Maybe instead of ratings being based on a straight average, ratings could be weighted based on age, so more recent ratings would contribute more to the average? I still think it would also be good if we could click on an arc's rating and get a breakdown of exactly what scores it's gotten.
  8. Quote:
    Originally Posted by Ultimo_ View Post
    Imagine a map full of high level foes that can only cast support powers, and have no attacks. They'd be kind of hard to defeat, but totally risk-free.

    Likewise, imagine how easy it would be with a Sonic/Sonic supporter and a Empathy/Empathy supporter at your back. You'd have maxed out health, regen, defense, resistance and damage, and could farm fields of foes that really can't fight back.
    It is actually possible to make a character like this with a bit of trickery, but it involves using custom powers such that they won't be worth any exp. It can be handy for a unique mob that's not meant to fight back for story purposes, but I would never include a mob that's not worth exp in a normal group.
  9. Hundreds of plays was a good metric back when AE first came out, but now you kind of have to aim lower - short of being DC'd it's difficult to break the double digits at all, if you even get more than 10-20.

    Case in point: Astoria in D Minor was published about a week or so after AE hit live, so EVERYONE was playing stuff and D Minor was able to get a couple hundred plays in the first couple months. The Beating Heart of Astoria followed it while AE was still pretty popular, and has a little over a hundred plays now.

    My latest three arcs combined, however, don't even break 50 plays (Well, I really mean rates - but you can't actually see how many plays you have so that's all I have to go by), and the most recent of them is almost two months old. This is even after Astoria in D Minor got made Dev's Choice and thus you would expect a bit of spill over from people playing that one wanting to try my other arcs. I won't say the AE is dead, because I do still get a couple of tells every day or two from people running my arcs so people are still out there playing the AE, but it's not nearly as popular as it was when it was new.

    Also as far as I can tell, managing the AE is Dr. Aeon's job entirely, so I'm pretty sure he does have the clout to actually do something like that - IF he thought it was a good idea. My guess is he wouldn't actually be willing to go through and clean up the database because A: You know people would complain about it and B: It would take a AWFUL lot of work.

    A new ratings system could work, but it would probably take a while to implement, and just coming up with a better system itself is tricky (Sure it's easy to come up with ALTERNATIVE systems, but the key part is you have to make the argument that it's a BETTER system).

    *Edit*

    To respond to the actual topic, maybe the solution to all the argument is to make two categories instead of one - one for "New" author, and one for "Unknown" author. The former would only apply to authors whose first arc was posted in the last X months or something along those lines, and the latter would maybe have a limit on total number of plays on all of their arcs combined, or some other metric you could measure it by (And obviously anything previously honoured in some sense like DC, HoF, players choice, etc. would be disqualified).

    To further clarify, the key reason why you might want to do both categories rather than just the latter (Since the intention seems like it was more the latter than the former) is that winning the categories implies different things - best "New" author makes you go "Hey, this is someone I should watch", while best "Unknown" author makes you go "Man he's got a bunch of great arcs I never played!"
  10. To further expand on the Batman/Iron Man comparison, I think a good way to look at natural/tech is this:

    Iron Man out of his suit is just Tony Stark. He's not going to be fighting supervillains like that, he's just a businessman.

    Batman without his gadgets is still the ******* Batman. While obviously Bruce doesn't do a lot of fighting out of costume for secret identity concerns, he STILL knows a billion different martial arts and could still take down criminals by himself. Maybe not as effectively as with his gadgets, but he's far from helpless.

    Basically, the way I see it is when tech is "Out of Costume", they're not a superhero anymore. When natural is out of costume, they're STILL a superhero. See Superman/Clark Kent for another "Natural" example (Though for him it's more "Natural alien powers" rather than training).

    I suppose this example doesn't work in the case of androids/robots, who can't exactly take off their costumes, but in their case they're a lot more clear cut "Tech" than "Natural" anyway, since, you know, they're a robot. Robots don't just come together naturally like a pocketwatch on the beach.
  11. Quote:
    Originally Posted by Justice Blues View Post
    Put a space at the end for the first duplicate, then 2 at the end for the 2nd, 3 for the 3rd, etc. etc. Same way works to have multiple glowies with the same name that shows, but only some are actually required for mission completion.
    This is a valid workaround, but it would be preferable if we didn't have to do that at all (Since with NPCs it causes some oddities in the dialog display).
  12. I'm not sure what the issue you guys were having with custom mob descriptions was about - I just did a test run to be sure and all the Nictus and robot mobs have the custom descriptions that I gave them. The only thing in the arc that uses the default description is when a galaxy transforms into a warwolf (Because I can't customize that).
  13. Man, how did you get all those customs into one arc, WN? There's so much variety!
  14. Breaking The Barrier (And Putting It Back Together)
    ID: 347029
    Author: @Lazarus


    Skipping around in the queue again, since I said I'd review this one next. Also, I'm going to stick with the same format as my last review, as I felt like the "As I go along" notes aren't really as useful as a more detailed "final" analysis. Generally if I've forgotten about a point by the end of an arc it probably wasn't important anyway.

    Also, I ran the prequel to this arc for background but that won't be included in the review (I didn't run it in a "review" capacity, i.e. taking notes and making sure to be thorough about hidden details, I just did a quick run to get the background story).

    (Unrelated: This was my soundtrack for the arc, which gave it an... interesting mood to say the least)

    It's kind of hard to sum up my feelings about this arc. I didn't hate it, but I didn't really like it either. It kind of... washed over me without leaving a particularly distinct impression. I think that mostly stems from the fact that it seems to be very similar to how a standard CoH arc plays out, which could be what you were going for, but I've always found those sorts of arcs rather dull. There aren't really any characters you get to know very well, and the contact seems to exist mainly to provide exposition. I also got the impression that you planned a follow up to this one, as suggested by the souvenir - which kind of causes it to suffer from "Middle child" syndrome that affects a lot of trilogies - it doesn't really have a real beginning or ending so it kind of just wanders around a bit until it stops. It's actually a bit better than most trilogies in that regard, because while the beginning is a bit forced, the ending does at least seem to provide some sort of conclusion to the storyline of the arc.

    Design-wise there were a few issues, but I do want to point out that the custom enemy group is extremely well done. They use a wide variety of powersets but don't stack in such a way to become frustrating, and the different enemy types are visually distinct which makes it easy to pick out "High threat" targets at a glance without having to tab through them all (Though radiologists and brawlers are a bit similar looking with the green). It's almost a shame that you only fight them in the first and second mission, malta and Rularuu are WAY more of a pain than they are. This is a good arc to look at for anyone wondering how to design a good custom enemy group.

    One thing I felt was that the story feels like it's JUST SLIGHTLY shorter than the number of missions. This is mostly evident in the 2nd mission, which has an extremely long map and no important details until the very end. My suggestion here, rather than tossing in a bunch of unnecessary details into mission 2, would be to roll mission 1 into mission 2 - you could set up the objectives to chain such that the first teleporter is in the front of the map, and when you find that it activates the rest of the stuff you have to find in the back (The intro could be the same as mission 1, then when you find the teleporter it gives you a clue leading you to dig through to the Rikti base to find the others). It would help a lot since I found the pacing of the arc tended to drag a bit.

    The allies also didn't seem particularly helpful - though that might have been a consequence of the difficulty I ran the arc at (+0/x3/bosses/no AV), which meant they tended to get creamed by Rularuu and Malta spawns - especially Suziku who was only a LT. Iron Samurai had better survivability but he didn't really seem to do a whole lot other than not die. I guess that's tricky to balance though, since if you boosted their effectiveness they'd be overpowered on a lower difficulty.

    Storywise, my main complaint is that stuff just kind of happened without much rhyme or reason to it. I'm not sure what Malta's motivations were during the whole thing (To steal Portal Corp tech was my guess? They seem kind of tacked on though), and ultimately it just felt like I was running around doing stuff just because my contact told me to.

    I'm going to go on a bit of a tangent here and talk about theme. Now, I know Venture always rags on people for "Just a bunch of stuff that happens", but he actually does have a point most of the time even if he's unnecessarily snarky about it. Essentially, theme is what separates a "Story" from an "Anecdote". A theme can be any number of things, but in general it's the thing that unifies the entire story arc aside from the basic plotline. It can be a particularly interesting character, a general tone to the arc (Comedy falls under this one), or even just a message that the author is trying to convey. The trouble is, without a theme, story arcs tend to be really boring. A challenge arc can make up for it by using interesting gameplay mechanics, but usually those are only one or two missions long since the point is the trick gameplay, and once that's been mastered there's nothing else there (Unless each mission has its own unique challenge and the arc is meant as a sort of gauntlet/marathon). A good rule of thumb: If none of the characters in the arc develop in any significant way (Character development can include the PC for this), if each of the missions could be replaced with a piece of static exposition and have the same effect, or if each of the missions could be completed individually and not lose anything, there's no theme to the arc. Ultimately, the player needs to FEEL something for it to be an interesting story, and lacking a strong theme usually means the arc is lacking emotional content.

    Anyway, to bring this back to the main point, theme is what this arc is lacking. It's kind of tricky for me to recommend what to do about this since there are so many things you COULD choose as a theme, but here are some quick ones off the top of my head that would fit the story as written:

    -The danger inherent to portal technology (It's implied by the missions but never really examined by the story)
    -The relationship between humanity and the Nagans: They seem pretty darn friendly compared to how they talked about humans in the end of the previous arc - it would be more interesting if the alliance was a lot more tense and very clearly one of convenience because of the greater Rularuu threat.
    -Maybe something to do with Malta or Rularuu's motivations. Both are interesting groups but they're just kind of "The bad guys" in this arc.
    -Perhaps make Iron Samurai a more interesting character - he feels like "Mr. Exposition" right now. The contact could be a police scanner and it would be more or less the same.
    -Ditto for Suziku, though she feels more like a secondary character in the whole of the arc, so making her the focus might not be a good idea.

    Those are not the only possibilities you could do, just some quick things I thought of that could be added without fundamentally altering the design of the missions but making the arc much more interesting from a story perspective.
  15. Just for reference, the 5pst deadline is most likely because that's when Dr. Aeon's work day ends. So... his list is probably finalized by then.
  16. Arc Name: Ignition of the Machine
    ID # 318983
    Author: @The Cheshire Cat
    Morality: Heroic
    Description: It turns out a portal corp scientist you've rescued in the past was actually an expert in robotics, and he wants your help in testing out a new android!

    This is my 3rd oldest arc but has the least plays, and consequently the least feedback, so I'm interested in what I should do with it.
  17. After reading twefth's post and doing a bit of checking on paragonwiki myself, I get what you were going for now, though it went over my head when I ran it because I don't know the lore very well. It's pretty obvious in retrospect, but what might help is to use the souvenir to make it more explicit - one thing I forgot to mention in my review is the souvenir was exceptionally short (though I just assumed you hadn't finished writing it yet).

    I guess an example I could point to for what to do with the souvenir is my own arc "the beating heart of Astoria" - though my arc is meant to be taken a lot less literally than this one, I used the souvenir to kind of go "so yeah, you're probably confused by this point: here's what the arc was about"

    Well, better than that, obviously, but you get what I mean.

    Anyway, I think the suggestions I made in my review are all still relevant, but I do kind of like what you were trying to do with the arc, now that I understand it.
  18. Mistaken Identity
    ID: 349473
    Author: @PW


    I'm going to dispense from my usual format for this one, since I forgot to make notes as I went along, and the missions are pretty short so there would be like, one note per mission anyway.

    I gave the arc thread a quick read through before writing this thread to get an idea of any notes you had on the arc before I ran it (Sometimes people say things in their MA thread that they don't mention in the MA description), so think of this review as both a review and a kind of reply to your own feelings on the arc.

    Mechanically there's really nothing wrong with the arc so I'm not going to say much about that, since I get the feeling it was the story you really wanted feedback on anyway, but a few quick notes:
    -In the first mission, the ally spawned so close to the EB that the EB aggroed when I was fighting to free the ally - I ran it on my brute so it wasn't really a problem but that is one weakness of using such a tiny map.
    -In the... 4th mission I think? The one in the office, I'm not sure what the deal with "Electric Barberella" is supposed to be. Maybe it's a joke I don't get, or she's just meant to add some flavour to the mission - if it's the latter, she spawned behind the actual boss of the mission, so if I wasn't being thorough I probably would have just skipped her entirely - check your spawn locations for that one.
    -Mission 2 is extremely empty - maybe add a patrol or two to liven it up a bit (They don't even have to say anything, just something so that the nurse isn't the only NPC in the entire map)

    Anyway, storywise I've got a lot more to say.

    The first thing I felt right off the bat is that the story is extremely similar to "Blight". Now, I liked Blight, but it's not a perfect arc, and if you wanted to take that premise and run with it in a different direction I probably wouldn't mind, but I think the trouble here is that you take the premise and run in the SAME direction. I already did Blight so doing such a similar arc kind of clarified to me what exactly I felt was wrong with both Blight and this one - which is kind of a good thing for me I guess, but it means I was focusing on the flaws of your arc rather than being swept up in the story, and that's never a good thing.

    I think my first complaint, and this is similar to Blight, is that the player character is almost too quick to reject the doctor's explanation - I know the idea is to avoid railroading the player along and have them think "Well this is stupid, I'd never believe that story", but having the PC go "This is all wrong!" straight from the mission 1 intro is sort of the same problem in the opposite direction - in Blight, it starts out as a fairly normal arc and throws you the curveball in mission 3, so it's reasonable to be suspicious. But in this story, we've got absolutely no background information to go on, so it seems like we're just being paranoid to IMMEDIATELY distrust the contact the first time we've ever spoken to them.

    Second complaint (I'm not going to just complain for the whole review and go "YOU FAIL" at the end - I'm just starting off by getting my thoughts in order and the 2nd half of the review will be suggestions). Is that it doesn't really feel like a "horror" story. Now, I'm going to go on a tangent a bit here and point out that all the horror stories I've written so far have been supernatural horror - monsters and such. That's not the only kind of horror that can be written though, and I'm assuming what you're going for here is "natural" horror - the idea that terrible things can happen without dark gods or demons or whatever influencing people to do evil. That's fine, but I think the trouble is you've confused a horrific idea (The idea that you've mistakenly killed a bunch of innocent people) with a horror story - horror isn't just about the story, it's about the atmosphere, which is what I feel like this arc is lacking.

    Third complaint is that you mentioned the Ship of Theseus paradox as an inspiration - which is a really nifty idea but I just don't think you really did much with it. Admittedly, this is a minor complaint - the arc never claimed to be ABOUT the paradox; it was just a jumping off point. But I think the idea that "Am I still the same person if every piece of my body has been replaced?" is one worth exploring. Note that one part you also stumbled on that idea here is the mention that 50% of your brain was left intact - for the paradox to really work, EVERYTHING needs to be replaced, including your entire brain.

    Last complaint, before I get to the part of the review that you might actually find HELPFUL, is that I don't really think the story you've written meets the parameter of "Doing evil for the greater good", because in the two possible scenarios of the arc (Either you're insane or you aren't), you've only done one of those two things; if you're insane, you've done evil for no real reason, and though YOU might have believed it, that doesn't really make it "The greater good". If you aren't insane, then you haven't done anything evil at all, because all you've done is beat up a bunch of Nemesis drones.

    Okay, so, suggestions? This is tricky really, because to be honest, I could kind of feel while running the arc that you didn't like it while writing it - my best suggestion would be "If you don't love the story you've written, don't publish it." You mentioned that you had the idea stuck in your head but didn't actually LIKE the idea that much, and I kind of felt by the end of the arc that you just threw up your hands and said "There, done, now I can move on."

    But "Unpublish the arc" is a bad suggestion since it doesn't really help you IMPROVE any. So here are some thoughts in no particular order about what you might want to do with this arc - note that some of these might contradict each other; I see this arc as a kind of "Primordial" idea so it could still go in a lot of different directions. The intention is that you'll pick out the ideas you like and ignore the ones you don't.

    -First, horror. As I said earlier, horror is about atmosphere, and even with natural horror, the player needs to feel constant stress or they'll lose the mood. The only time someone should relax in a horror story is if you want them to let their guard down so you can hit them with something even more horrible.

    -My biggest suggestion here is to rewrite the contact to sound much more sinister and remove the "Interview" format - keep the "Transcript" idea because that could work, but change it into the doctor recording a personal log about a patient rather than an interview log with the patient.

    -I can't really give you any specific suggestions as to what the doctor should sound like, but the image I have in my head is something dark but ambiguous - maybe he is trying to help the player, maybe he isn't. But even if he is being helpful, he should mention antiquated treatment techniques like the old favorite electroshock, or other things that at the time people THOUGHT were helpful but are nowadays considered cruel - give the idea that he's extremely out of touch with modern medicine so that even if he's totally benevolent, you still wouldn't want him as your doctor.

    -A random brainstorm I just had would be to maybe structure the mission briefing as a retrospective recording with the doctor describing something you did, then when you play out the mission it maybe doesn't go exactly as he describes it, giving the idea of a disconnect between your view of events and his view of them (Or, alternatively have the mission ending dialogue structured like that).

    -I think a good way to differentiate this arc from Blight would be to have the PC be a bit more accepting of the "Maybe I AM a patient in a hospital" scenario. In Blight, maybe the player might have started to think that, but the PC never did. Insanity is kind of a hard topic to tackle in the mission architect because real insanity is so much more horrifying than the popular perception of it, and it's kind of hard to understand crazy without actually being crazy. If you really want the player to feel like a mental patient though, a good idea would be to push the idea of a correlation between how violent they are and how violent the world is - maybe once the PC starts accepting the treatment the missions get a lot less combat oriented? Like I said, it's a hard thing to represent in the AE because you can really only write a linear story (Though with creative use of failed objectives you can put different interpretations on each mission depending on how the player acts).

    -Related to the Ship of Theseus paradox is another interesting question "How is a full-scale, functional model different from the object it represents?" They're both fundamentally about identity, and while your arc is also about identity, it's not really the same thing as what the paradox asks. In your story, you assume a RADICALLY different identity - at least if the doctor is to be believed, or you haven't changed at all. The question of the paradox is "Even though I don't feel any different, am I still the same person?" It's a very introspective dilemma, and another one that's hard to deal with in the AE. A good example of an arc that deals with that sort of topic is the redside arc "Automatic Villainy" from Technician Naylor. Now, for obvious reasons they end the arc with "It was all just a lie as part of a Nemesis plot", but it does raise interesting questions halfway through - if I really AM a robotic duplicate, programmed to look, feel, and act exactly like the person whom I'm designed to copy, and am in fact indistinguishable to any sort of test - then am I really different from them at all? I could probably go on about this for pages and get involved in cloning and all sorts of other similar "Self-identity" problems, but you get the idea.

    -I understand that you don't want to write a "The ends justify the means" story, and that's fine. I don't think the way you wrote it is the way to go about "Doing evil for the greater good" story, though, because the ideas of "Good" and "Evil" require consciousness of your actions. If someone is literally unaware that they're doing something evil, then they really aren't doing evil because there's no malicious intent - in their own mind they're doing something heroic. A good "I had to do evil to do good" story should really draw attention to the cognitive dissonance that comes up from making a choice like that. The best way I think to go about it is, instead of just creating a "Gray morality, ends justify the means" scenario, give an up and up heroic character an impossible choice - the kind of choice where something horrible happens in EITHER case, and they have to weigh the consequences of each.

    -An alternative to that is to give the heroic character a relatively easy choice, but that still involves making a sacrifice of some kind - e.g. the classic "kill one to save a thousand" scenario. It's an easy choice from a utilitarian perspective but still pretty difficult morally.

    -In both the above suggestions, you don't actually have to give the player the choice to make - you can write it so that the PC makes the choice for them. You could also use the "Multiple ending" trick to let the player make the choice. In either case, however, the PC and the player should really feel the consequences of whatever choice is made. I think the best kind of story to fit Dr. Aeon's criteria would be the kind of story where the hero saves the day, but still feels guilty about it.

    Anyway, this is getting really really long. I jumped PW's arc ahead in the queue a bit since it was actually quite quick to run and she was nice enough to review a couple of my arcs, plus the subject matter interested me. I think I'm going to do Lazarus' arc next because he's also written quick reviews of quite a few of mine (I won't be able to get to it for a few days, though).
  19. I'll add it to the queue, but I'm in the middle of moving into a new apartment, hence the slow (understatement) pace of reviews lately.
  20. Made a few changes, mostly typo corrections, but I've also removed or reworded a few objectives to try to make the story a bit more straightforward. I also modified the ending dialogue in mission 4 so that it (Hopefully) still makes sense if you skipped the optional ally.
  21. Thanks for the review! Man I made a lot of typos, but I guess there's a lot of text in this arc and I'm a horrible proofreader even with shorter stuff so it was bound to happen.

    About the inconsistent naming, I'll try to clean some of that up, Flesh Palace/Temple is mostly due to me not having settled on a name and then forgetting which one I was using while writing the mission. The proper name for the droids is in fact "Doomsday Droids", but the mob names use the abridged version because the full name didn't fit in the name field - I'll see if I can fix all the other references to them to use the proper name.

    In mission 2 originally the nictus and overlord both didn't spawn until you got the UNIVAC printout, but someone made the comment that backtracking through an empty map was pretty dull, and they had a point, so I had the generic spawns pop in as soon as you defeat Doomsday and then the boss come in after finding the UNIVAC terminal - I'll see if I can rewrite to make it more clear that the boss doesn't actually show up until you've done that.

    Some of the oddities in mission 4 is because of a re-write I did not too long ago - originally Captain Shadowfancy was the ally instead of Kelly, but I changed it around since his contact dialogue kind of broke character (He was possessed, but still, it made the tone of the arc too uneven). Likewise the "Mr. Boggs" encounter was more expected in the original dialogue but I like "Defeat the Cult Leader" better. I actually would love if Kelly could have a jetpack, but unfortunately the eagles only come in minion variety, and she would be too squishy to be an ally as a minion (All the generic Tomorrownauts do use the eagle model).

    As for the Nictus turning into a werewolf, I actually anticipated that ;P. See, you can't actually turn that power OFF, but I wanted mob variety in the "Nictus" custom group so I used all 3 ranks of both galaxies and voids - but they all have custom descriptions as well, and the LT+ rank galaxies have comments about how they retain the Nictus shapeshifting ability - okay so it would make more sense if they turned into a dwarf or nova, but I had to work with what I had!

    *edit* Oh also, there's a comment about the Bio-Neural Interface in the green text explaining the oddness, but most people seem to be missing that joke so I think I'm going to just make the text more standard. The green text line, in case you're curious: "Hmm, what's this big needle for? Ow! Apparently it goes in my brain."
  22. Nice, this is one of my old favorite arcs. The author has changed it a lot since I ran it, I should give it another go.
  23. -Rewrote the souvenir a touch.
    -Rewrote some of Adamastor's dialogue.

    I think I'm finally starting to get an idea of what's supposed to be happening in Astoria. Not that I'm planning on sharing that information.

    *edit*

    Though, things that you can safely rule out:
    -Indian Burial Ground
    -"It's all just a dream!"
    -Anything too self-aware, like CoH having fully integrated weather systems that just happen to constantly set Astoria to "foggy" and everywhere else to "Sunny". Well at least, not canonically. Maybe that's actually what's going on behind the scenes, I don't know, I don't work there.
  24. A lot of people seem to find mission 4 and 5 a bit dull, so I'm working on improving them a bit. I just changed mission 4 a fair amount so it should be more interesting now. Mission 5 I'm still trying to figure out what to do with it that will still give the same effect at the end.
  25. Quote:
    Originally Posted by Sumericon View Post
    I would agree with the above poster that use of the word Epic is a bit of a misnomer. Potential confusion could be averted by renaming those categories to something more appropriate ie. Low-Level, Mid-Level, and High-Level.
    That's what they were originally. They were changed because people were confused.

    I don't see why "Epic" is confusing. 40+ is when you get the epic power pools.