The_Cheshire_Cat

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  1. Two spaces for the 3rd, three spaces for the 4th, etc.

    Note that there is a bug in the MA where if you save the arc, close it, and reopen it, then edit one of the details with more than one space at the end, it will fail to count everything past the first space. So any time you open one of those details, you have to delete all the spaces (You won't be able to select them, but they'll still be counted in character count so you have to use "Delete" rather than backspace) and retype them. That's probably what's happening with yours.
  2. Quote:
    Originally Posted by GlaziusF View Post
    Hmm. The "boxes" are getting redder. And unchecked.
    Originally they filled in as you finished the arc as a fancy way of showing "You are on mission (whatever). Then I realized that with the theme of the arc being abandonment it would make more sense that they start full and get emptier as you go on.

    Quote:
    ...homicidal mannequins. Yay? They're clustered around another mannequin with a mask, taking pictures.

    The mannequin says the same thing as the automated message.

    The supposedly homicidal ones start pursuing me, but on the off chance this is actually a family and I'm insane I'm leaving them be.
    They're actually just hostile so you can kill them and complete the objective :P the reason why they aren't just an immobile prop is I don't want to give the clue away as soon as you enter the mission - you should have to turn the corner and "Discover" it first. Also, they have the big feet because they have no attacks, which gives them the annoying habit of just running away a lot. So I gave them rooted to slow them down and make it so you don't have to chase them around.

    Quote:
    There's a schedule on the wall. ...man, I know they're going to come to life and try to wreck me when I click this thing.

    But I'm clickin' it anyway, because that's just how I roll.

    The schedule doesn't have any system text associated with it, but it seems to be "normal". Usual operations, more mysterious absences and "illnesses".

    The mannequins on the last floor are all toting around assault rifles.
    I debated when writing the arc whether or not I ever wanted to have the mannequins "Jump" the player. I decided not to, because I honestly found the stationary mannequins way more creepy than just plain old hostile ones. You always FEEL like they're going to up and attack you, but they never do (It helps that I DO have the ghosts jump the player in mission 1, so it sets them up for expecting it again later. I like to screw with people that way :P).

    Quote:
    Oh wow! They released the Baphomet lab into MA.
    Yes, my map choices for mission 3 and 4 were based solely on remembering that they released a bunch of new maps not too long ago and then picking out some nifty ones from that list :P

    Quote:
    So, uh, all I'll say about the bottom floor is that this is something they never expected would be a bad thing when they put your allies on the minimap.
    Yeah, it does spoil the surprise a bit if you check your map, but most people don't so I figure it still works. Originally he wasn't there at all and really doesn't serve any plot purpose, but it IS Astoria and I wanted to make use of the "Footprints" on this map.

    Quote:
    ...and when the mission's over he turns hostile.

    Oh, this is tempting... eh, why not. BURNINATING THE ZOMBIE MAN.

    The wandering patrols of memories and suchlike help a bit there.

    ...and good lord he looks freaky as HELL with the lights turned out.
    I didn't want to make him a required boss, since he's a scaled down AV and I don't like throwing AVs at players for no reason other than "Hey, here's an AV!". I had him betray on the mission completion objective just in case people wanted to take him anyway :P. The patrols spawn in when you use the glowie as well, so they can help (Though I don't think he gives any exp since he's a betrayal rather than a boss spawn, so the only reason to fight him is just cuz).

    Quote:
    So the boss who regretted his lack of salvation and then looped a warning to leave it be... is that another sort of recording, I wonder?
    I'm uh... not entirely sure what part you're referring to here >.>

    Quote:
    Gee, I suppose I should trust it blindly!
    You can always trust Television. Television would never lie to you (Note that this is not actually Grandville Television, but similar idea :P)

    Quote:
    The crazy man with a gun in here apparently cons Rogue, which means he starts by trying to wreck his own boss group and works down from there. I try to give him a chance to bolt, but he's there shooting at me right up to the end.

    I do get to see him beg the Pantheon not to leave him, which is darkly amusing.
    Originally it was mannequins on this map, who didn't fight back, and he'd spawn alone and shoot them and then freak out when he killed one - I may revert it back to that, but I don't want to overuse the mannequins (Plus I don't like how they start running around once he starts shooting at them).

    Quote:
    Hmm. One boss group to go and suddenly the red text wants me to reflect on my isolation... and the place is full of mannequins.
    Yeah this was kind of a hassle to set up and doesn't really work how I want it to, but the way I want it to work isn't possible in the MA - basically the mission is meant to be a "Defeat all", but AFTER you defeat everything, it spawns in a bunch of mannequins. The problem is, you can't use the actual "Defeat all" option as a trigger, even for non-combat objectives. So I had to just make every single spawn a boss and make them all required - only I wanted some of them to talk, too, which means I need a separate detail for them. And since you can only link an objective to one trigger, I had to go with the big generic boss spawn and basically just cross my fingers and hope the player takes out the two talking spawns before the rest of them - obviously it didn't work out that way for you but at least the mannequins didn't aggro on the one that was left (Which is what I wanted to avoid - they aren't SUPPOSED to move).

    Quote:
    Oh. Now that's an interesting effect. Good thing I didn't tweak my default font scaling or anything. It looks like... a cave and a tree? Or maybe just some sort of deformed rabbit.
    It's actually a bloody trail from the empty boxes with a hand coming out of it, but it's hard to make a distinct image with coloured text. I have a feeling nobody is actually going to be able to tell what it's supposed to be, but it's a huge, huge HUGE pain in the *** to try to change it so it's staying that way for now unless there's a big change in how formatting works in the MA. I could probably change the image somewhat but I don't think it's going to be any clearer no matter what I do, and I don't mind if people can't tell what it actually is, so long as they're sufficiently weirded out by it.

    Quote:
    Checking the souvenir... ah. Never assume that what you see and feel is real.
    Can you trust that what you see on the video is real? :P

    Quote:
    Storyline - ****. It starts out promising... or rather, I don't expect it to make any particular sense and just enjoy the atmosphere. Am I supposed to be watching the tape "still inside Astoria" at the end, and just seeing myself walk in, stare at static, and then walk out under the influence of some unknown force? That at least might explain the weird dichotomy of the guy who inspired the mannequin being somehow both an insane immortal radio host and a desk jockey at a modern-day electronics store.
    It's actually neither - well, the talking mannequin is meant to look like him, and the "Real" him is the radio host - but he's not the one who made the mannequins. Neither is the guy in the electronics store if you read his reply :P

    Quote:
    The memories alternately flip out at me when I poke at their office building too much and help to contain Adamastor when he goes crazy in the Baphoclone lab. I never see them and the mannequins in the same mission, but that in itself may not mean anything. For some reason the mannequins strike me a bit as being "footsteps of Mot", and they're certainly great effects, but what am I to make of how it all ends? Especially since it all seems to have been a hallucination within a hallucination within a who the hell knows.

    I thought there might be something going on here with the idea of recordings, and the Banished Pantheon troops that I fought all being, somehow, recordings-in-flesh, and the memories are holograms and the mannequins are photographs, and in the weird un-world un-time of Dark Astoria they're all jumbled together. But the immortal radio host just took ad 30-06 to that idea.
    You're probably overthinking it, but I can't say that I don't write arcs that inspire people to overthink them :P. Don't read too much into the souvenir, it's really meant as one last mindscrew in an already pretty mindscrewy place. Bonus points: If you show someone else the video, they'll tell you that there's nothing but static on the tape!

    Quote:
    I had a weird idea for the closing and souvenir, which I thought I'd share. Basically the closing is you getting snapped out of some reverie at an electronics store - the TV static was, for some reason, fascinating . And the souvenir is some kind of... student film? that shows up at your hideout in a plain brown wrapper, which starts with you taking notice of that weird burst of static in Dark Astoria that turned out to be a shaman's lightning hitting a junction box, except in the film you go off on this grand adventure, though wrecked offices and a melted radio station and a cave of flesh, and the last shot is you staring down at the mannequin in the coffin as the camera angle shifts higher and higher and higher and then you're lost in the fog. For some reason it's really unnerving, but you file it away as a curiosity and get on with the immediate threats.
    Eh, I don't like being too literal and "It was all just a dream" is a cop out. I prefer "MAYBE it was all just a dream?". I like to leave people with questions rather than answers - at least with my Dark Astoria arcs. My two non-Astoria ones are much more straightforward.

    Quote:
    Design - ****. The surroundings are great, but as I said I really didn't get how the "memories" were used, and the rescue in mission 2 seems a bit silly, especially when the mannequins sprout rock socks for no reason I can work out. Just start out the mission with the security console active and put the masked mannequin in as an ally boss or something. (Or some kind of enemy captive with ally spawns, though I think if it's a contact you still can't harm it. I've seen the technique used much earlier on to create friendly reporters interviewing cops and suchlike.) The description can talk about how you can deactivate this sick joke while you're at the security console.
    The reason I set it up like it is, is I could have the named mannequin as a solo spawn to spout his dialogue, but I really wanted to set it up as it's not just a mannequin on video, it's a mannequin being recorded by OTHER MANNEQUINS. Which aren't actually alive but there's no static "Camera" animation. It's meant to be like a big creepy diorama rather than just a single guy.

    Quote:
    Gameplay - ****. There's a little hiccup with this arc being truly solo friendly, and that's the over a dozen mandatory bosses in the final mission. The masks might not be too bad, but those Totems hit like a truck. I don't know exactly what you can do about this - maybe some of the bosses are just optional and the vocal ones are the important kills? Maybe either paint the Pantheon grey or call out the silent ones as weird mannequins in their own right?
    I really WOULD like to ditch the bosses (Except for the couple speaking ones) and make this a proper defeat all, but I mentioned why that doesn't work earlier.

    Anyway, thanks for the feedback and review!
  3. Quote:
    Originally Posted by Eva Destruction View Post
    I think no. Spread the wealth, I say.
    There is a disadvantage to this approach, that being that it's possible for a popular arc to sweep all the categories, which makes the whole thing kind of less interesting. Still, it's a discretion thing.

    Quote:
    Agree. Although arcs that receive Dev's Choice after nominations have closed should still be eligible.
    I agree here, previous winners should be ineligible but if an arc is DC'd after nominations are closed but before voting is closed there's no point in dropping it from the contest since you really can't predict that kind of thing - it'll just be ineligible next year even if it didn't win this time, because it's a DC, problem solved (Note: Not agreeing because this is what happened to me :P. I actually started typing this as disagreeing because I misread what you said and thought you meant that an arc that receives DC in the interim between the end of voting and the nominations for the next contest should still be eligible).

    Quote:
    Not letting everyone vote would be against the spirit of "Players' Choice." Keeping the votes private would not really help, since you can't stop people from discussing their votes, or their thoughts on the arcs. We had the option to vote privately, and I think that was a good idea.
    I agree here - this is the "Player's" choice awards. The official MA contest is the one that's voted on by a committee (Or maybe just Dr. Aeon, though I imagine that was a lot of arcs for just one guy to have done).

    Quote:
    Any time you have anything chosen by the people, there will be a possibility of a popularity contest. I'd hope the people involved are mature enough to go beyond that and vote for what they considered the best arcs. Sadly, it seems in at least one case I'm wrong. Possibly require voters to add a brief comment, stating why they chose the arcs they did?
    I'm not sure which arc you're referring to here, I didn't run everything but most of the stuff that won would have been my picks or at least something that I think deserved it - but otherwise it's a good idea. From an author's perspective it's not very helpful if someone just says they like your arc; it's much better if they give a brief explanation WHY they liked it.
  4. Quote:
    Originally Posted by Dontbeahater View Post
    Congratulations. I have played and enjoyed this arc.

    Anyone notice that this arc was an nominee 2009 Arc Awards? It looks like they are going to DC the nominees and just want to stretch out the process. Guess they are trying to get all the mileage they can out of all the work they put into the awards.
    Well, he did mention that the nominees would all be looked at for DC, so they won't all necessarily make the cut, but odds are if they were nominated they probably will.
  5. Yes, but you need to tell me which arc you want reviewed.
  6. A quick bump to mention that Astoria in D Minor was made the latest dev's choice arc.

    I guess it's kind of silly for me to keep bumping this thread now.
  7. Quote:
    Dark Astoria has always fascinated me. An entire part of Paragon City just simply...wiped away. We certainly don't have that problem over here in the Rogue Isles, that's for sure.
    At least so long as you can keep the PTS under control, right? :P

    Man, I wasn't expecting this when I got home. I log on with like 6 global tells in-game and went "huh?" I don't really know what to say, I guess all those constant finicky edits and adjustments finally paid off!

    Also, Dr. Aeon is apparently the only person who's ever run this arc that was able to find the Coralax on that map :P
  8. Some changes made:

    -Replaced canon Nictus with a custom "Nictus" faction with my own descriptions - had to replace "Mr. Boggs" with a standard NPC to make room, but his costume didn't really turn out how I imagined it anyway, so no big loss (It was the "Meat" I really wanted to keep in).

    -Rewrote the intro and outro to mission 4 - Captain Skylark isn't possessed anymore, instead he comments on Kelly's possession (It wasn't really adding anything to the plot for him to be possessed for all of one mission).

    -Added Captain Skylark as an ally in mission 5, along with the reprogrammable robots - hopefully he should be able to survive a little bit longer than they do against Baron Doomsday.
  9. Thanks for the review! A few comments:

    -The Nictus are actually meant to be the same Nictus as in CoH - think of it as like "Same universe, different earth". Hence why they have all the same abilities as CoHverse Nictus (Though I suppose the way I wrote them, they're a bit more feral). I would have liked to give them custom descriptions, but I actually don't have the space for another custom group, even a custom group composed of standard mobs with custom descriptions (The arc is sitting at 99%). Of all the customs I would have had to sacrifice, the Nictus were the easiest since they're the same anyway, and the descriptions would only reflect how the "Tomorrownauts" world would interpret them. If I managed to find a way to free up some room, I'd probably throw the Nictus in their own custom group with galaxies as well to mix up the mobs a bit - that said, I really wish the "Nictus" group would spawn the fluffies that normally come out of Cysts.

    -As I mentioned, I was able to run it without trouble on my fire blaster. I've never done it on a controller so that would probably be a bit of a rougher ride - the arc DOES have "Challenging" in the tags, though (Also, I believe the claws/necro boss is the one that's set to "Extreme" that the warnings mention - though that could be pre-mission 5 Baron Doomsday. I can't remember. It's only one of the two, though - I'm pretty sparing with extreme settings usually).

    -The Flesh Palace has a bit of a story behind it. Originally that was the last mission and the ending was completely different, but I didn't like the original ending I had because I felt like I threw out a perfectly good story, so I changed how that mission ended and added on the final moonbase raid - but I still liked how the Flesh Palace mission was designed so I left it in there (With some of the clues changed to get rid of a lot of 4th wall breaking that was part of the original ending). It might not be pulp sci-fi but it's very much pulpy horror, so I think it still fits. I was also tempted to throw "This is NOT what you were expecting by 'flesh palace'" in the opening popup but I don't think I had enough characters left to fit it. It does strike as a bit of tone whiplash, I'll agree there, but I still kind of like the mission and it is important to the plot (Revealing the watchers). Doomsday also shows up in mission 4 as an optional objective, just because I felt like he should be in every mission - it's played off as a joke by the time he shows up in mission 4 since you've defeated him so many times (And yes, he is meant to run away at 75% health, hence why he spawns next to the door). This mission probably COULD use some re-writes, but I like the customs I used in it so I'll probably stick with the basic concept.

    -The Big Boss watcher is actually meant to spawn solo, but he seemed to REFUSE to do so when I set his surrounding group to "Empty" (Instead always spawning with a Nictus escort). I gave him a Rularuu group instead just so his helpers would fit thematically until I could get it to work properly.

    -The messed up objective in mission 3 is just a quick joke related to the system text it gives when you use the bio-neural interface (And the captain comments on it when you get back) - the needle goes directly into your brain and downloads the information, and doing so tends to mess up your speech centre for a few hours (That's also why the clue has the weird "Level up!" text).

    *Edit*

    Also whoops, she's not supposed to have the longbow description in the 4th mission - I guess I forgot to change it to the "Tomorrownaut" version when I added her.
  10. Matchstick Women
    ID: 3369
    Author: @Bubbawheat


    Running this one on my brute again, both because since /elec got a self heal she's actually ENJOYABLE to play now, and also because fire mobs were mentioned, which probably means fire armour, and those are just a pain with my fire blaster.

    In Progress

    Mission 1:

    -This is a pretty minor nitpick but I've found the compass text always looks better without a period, so "Stop the fire from spreading." should be "Stop the fire from spreading".
    -Likewise, "Destroy the bomb!" looks funny with the comma following it - exclamation marks are fine when there's only one objective, but with multiple objectives the commas between them look weird. As far as I can tell you can't seem to guarantee what order the objectives will be listed on the compass, either, so you can't really force it to be the very last one.
    -It's kind of odd that you DESTROY the bomb - wouldn't disarming it make more sense?
    -Nice use of the fire hydrants - the water spray when they're destroyed actually kind of looks like a sprinkler going off.

    Mission 2:
    -Good custom group design, by the way. Varied powersets are always better than "Fire blast on everything". One issue though, is aside from the healers (Which have the green hands), it's difficult to tell the other types apart. Maybe a bit of variation in the costumes? (I noticed that there is some, but it tends to be drowned out by the various fire effects, and the overall basic costume design uses the same pattern).
    -The phrasing in the clue when you rescue the "Peculiar woman" is a bit odd. "It doesn't matter I feel powerful, I want to help!" is kind of unclear about what it's supposed to mean; should be be "It doesn't matter, I feel powerful; I want to help!"? Or "It doesn't matter that I feel powerful, I want to help!" (Which is a bit of a weird thing to say, so I'm assuming the former).
    -Typo in the boss clue: "ot" instead of "of"
    -The burnt match has an individual compass objective: "Stop the Matchstick Collector" - maybe you reversed them by accident?

    Mission 3:
    -Nothing in particular struck me in this one, so er... good use of the face options for Emily's scars.

    Summary

    It's hard to summarize my thoughts on this one. I thought it was an okay arc, but not great. It was well written, and decently designed, but not particularly interesting. I understand it's hard to have a big plot in a short arc, and I do appreciate that it wasn't stretched out into 5 missions since that would have been tedious. Still, I feel like the plot could have been better; my issue is that the story never really grabbed me - I'll fully admit to being a tough audience, but I really didn't care about most of the people in the arc one way or another - I didn't hate Emily, nor did I feel pity for her, she was just kind of... the "end boss". The clues in mission 3 gave some insight into her, but I felt like they kind of came too late in the story - what I would suggest here is maybe take some of those clues out of mission 3 and spread them around in missions 1 and 2, so that Emily's character is built up over the course of the arc rather than just fully given to you at the very end.

    The contact is an interesting idea, but I'm not sure how much it really adds to the story - there's no real explanation by the end about what it's supposed to be, which would be okay if there were some hints at it during the arc, but there's none of that either - the contact is just kind of... there. A good contact is really key to grabbing someone's attention, because they're going to be the person that gets the most characterization (Or in the case of "Object" contacts, the most text) in the arc. The contact fits the arc thematically, but just seems totally disconnected from the story other than being "The thing that tells you what to do next". There's potential to spin it into something more interesting though, say a fragment of Emily's personality (Perhaps herself before the accident, realizing the monster she's become and trying to stop herself), or maybe something related to the "Peculiar Woman", who shows up twice but really doesn't have any impact on the story.

    Design-wise the arc is actually quite good - aside from the occasional difficulty in telling the different types apart, the custom group is nicely balanced, and I didn't find the arc too easy or too difficult running as an elec/elec brute on +0/x3/bosses/noAV. The 2nd map is a bit big, but I've used that map before in pretty much the same way so I supposed I don't have any right to complain about that - my one suggestion would be maybe give the bosses an animation that makes them more visible (Like one of the "casting" ones), since on my difficulty I was getting bosses in normal groups as well, so it was very hard to tell at a glance which groups had the "Named" bosses and which were just normal spawns. The captives were easy enough to find, although because I've used this map before I kind of knew which corners the game likes to tuck them into - some people who haven't tested this map to death might get frustrated trying to find them all. Still, most outdoor maps have the same problem, and this one is at least nice and open so it's easy to look around and see most of the spawns, so it's probably the best available option.
  11. This isn't in the OP, so I figured I'd post it here:

    I'd like to see the ability to have multiple objectives required to spawn an objective, rather than how it is currently where you have to pick exactly one.

    Example:
    -You start the mission with an objective: "Find Object X"
    -Completing that spawns two objectives: "Find Object Y" and "Defeat Boss Z"
    -After finishing BOTH of those objectives, an objective "Defeat the Final Boss" spawns.

    Another random feature that I think would be neat is for allies/Escorts to have "Response" text - basically just have them say something when you complete an objective. It'd be the same as how betrayals work now, only they wouldn't turn hostile. Ideally, you would be able to give a particular ally/Escort as many responses as you want, rather than just limiting them to commenting on only one objective completion.
  12. Some changes I've made in the last few edits:

    -Added Banished Pantheon to maps 3 and 4 (Map 3 was previously just empty, map 4 had [Happy Friendly People], which is what I will use to refer to those mobs until I've had a few more than 2 people having played my arc)

    -Reduced the number of mobs in mission 5, but boosted their spawn difficulty to "Medium" so the map wouldn't start feeling really empty. I'm not really sure if that will solve the problem people are having with this last map though - I really can't do what I want to do on that mission without making it a "Defeat all" (In a sense). If I could use a smaller map I would, but there's only 2 graveyard maps, and the other one is bigger.
  13. I can't write novels. Any time I have a story idea, I'm finished by page 6.

    I can't help it if I'm just so darned efficient.
  14. I'd say given the level of the arc, leave it as a Boss/EB. As a general rule, TO range = boss max, DO range = EB max. It's not a hard and fast rule, obviously, but I find that pre-SOs, AV/EBs are really rough to throw at someone (And so, so overused - not every arc HAS to end with an AV fight! ...Or start with one. Or have one every single mission. You get where I'm going with this).

    *Edit* Also, "Too easy" complaints typically mean someone's just running on too low difficulty. "Too hard" there's only so much someone can do to make it easier.
  15. The_Cheshire_Cat

    NOT Sour Grapes

    Plus, I don't think director's cuts are eligible for Oscars? I don't recall one ever being nominated.
  16. Quote:
    Originally Posted by Sister_Twelve View Post
    Additionally, I don't know if anyone else has had this issue, but when using the 'republish' function, I've found that I have to repeat this sequence of actions before any changes in the publish arc will appear:

    a.) Republish after making changes -> Click Edit -> Observe that the changes I made are NOT there -> Exit out of MA -> Go back into MA -> Click Edit and Wait for a bit -> Observe that now the changes are there.

    For some reason, the first time I try to edit my published arc again after using the 'Republish' function, the edits I just made are not there and it reverts to the form it was in prior to starting work for the session. It's only after I exit and go back in that those changes will appear. Since it exits you out of your arc when you click 'Republish' anyway, (I've yet to figure out what the difference between 'Republish' and 'Republish and Exit' actually is), you would think the changes would already be there.

    There have been instances where I lost a couple of hours of work because of this, especially on those occasions where, say, I did lots of editing to mission 2, 'republished', then went back in and didn't look at mission 2 and started my edits for mission 3.
    It takes time to upload the changes you made to the server, so if you save then jump right back in, it downloads the version currently on the server, i.e. the one that's not updated yet, and then if you edit that and save it, it will throw it in the queue after the one you edited before, so it will overwrite it and negate any previous changes you made. If you turn on "Architect Entertainment" in one of the chat windows, it will post a message when you republish telling you when the arc has been updated (And thus when the changes will appear when you look to edit it).
  17. The_Cheshire_Cat

    NOT Sour Grapes

    Quote:
    Originally Posted by Zamuel View Post
    I sort of disagree with this idea or at least on the specific date. While it would seem like a filter would be needed, it may wind up blocking some good arcs that didn't get submitted the first time around or got some heavy fixes since then. Also, MA will no longer be the new shiny so there is less of a worry about being flooded with submissions.
    It's kind of a complicated issue for that - on the one hand, most arcs constantly evolve, so the arc someone wrote last year will probably be a lot better by the time the next awards rolls around. On the other hand, if someone already got nominated, but didn't win, they might be tempted to submit the same arc again, and if they get nominated AGAIN, it would be kind of a shame to see a lot of the same arcs.

    Also MA is kind of already no longer the new shiny :P. Most of the people still using it are the people who really love it, unlike at release where EVERYONE was using it (Suppose that's kind of a double edged sword - on the one hand, the average quality of arcs goes up when the only people making them are the ones who really care, but on the other hand it's a lot harder to get anyone to PLAY those arcs).
  18. The_Cheshire_Cat

    NOT Sour Grapes

    I've gotten a few more plays on Astoria in D Minor, but I think most of those were because of the player's choice nomination rather than the official one.

    Though it's entirely possible people are playing and not rating. I wish there was some way to tell that.
  19. Hm, save your live file locally and check out the custom critter data. It's possible that it might be loading in more customs than you're using, depending on how you organize your custom groups. Then all you'd need to do to fix it is change up your custom groups some.

    It is possible that you're at 100% just because of text though - there's a LOT of text in the arc.
  20. Backwards Day
    ID: 329000
    Author: @GlaziusF


    Sorry about the slowness in getting to this, between school, writing my own arc, and general "I don't feel like using my brain today" feelings I haven't been very keen on writing reviews. That said, my queue is pretty short and it is still open, so if anyone wants some critical feedback on an arc, post here and I'll add you, and get around to reviewing it EVENTUALLY.

    Also, for something related to the arc, I'm running this on my brute instead of my usual blaster. No, the review will not be in-character, and we can all be thankful for that.

    In Progress

    Mission 1:

    -Just a note here: I'm never a big fan of using ((OOC: SOMETHING IMPORTANT)) in contact dialogue - it breaks immersion and there's almost always a way to spin it so that the contact can give you that information in character. In this case it's tricky because of the nature of the contact (I already know what this arc is about because I read PW's review before you posted it here), but even then I don't think it's impossible to fit in "Speak to me again, I have more to say" somewhere. Additionally, the "Clue numbering" thing probably doesn't have to be pointed out at all; not everyone does it but it's pretty intuitive so it's not like people are going to complain about "What's with the 'M3' in my clues?"
    -It is kind of odd that Maros gives you the pendant to start and you go "Well, better go to the cave and get that pendant!" anyway.
    -Found the pendant in the first pile I checked, but I'm running around the rest of the cave anyway just to see if there are any other optional clues
    -It's a nice touch that each pile of rubble gives a different system text response when you search it.
    -Well, okay, not ALL of them have different text. But there's at least a bit of variation.
    -Found some slag piles left from what seems like it was a battle. From the NPC dialogue I guess they were fighting DE?
    -There's quite a lot of extra "Stuff" in this mission - if they all get followed up on later, that's quite a few plot threads for an already kind of confusing arc, and if they don't, the cave isn't really large enough to require so many "Flavour" objectives.

    Mission 2:
    -Oddly enough, my brute being a speedster, catching artillery shells for scrap actually IS pretty reasonable.
    -Well, at least the stuff from last mission is being followed up on, so that's better than just being random one-off stuff.

    Mission 3:
    -Well now that the mission briefings are synced up the plot will be a bit easier to follow - though with my memory I'm going to forget the briefings for 4 and 5 by the time I get to those missions.
    -At this point one thing that's been bugging me is that there isn't really a lot of motivation to actually help Maros other than "Diviner Maros is weird and interesting".
    -Hmm, I found the required NPC near the front of the mission, rendering the rest of the map kind of redundant. Is he set to spawn to "any" or "middle"? Maybe he should be set to "Back" instead.
    -Sgt. Jack has a typo on his dialogue: "5 years ago, you've have been no match"

    Mission 4:
    -Hmm, didn't really have any thoughts on this one. I guess I should say SOMETHING... The impostor foresight bit was clever, I thought.

    Mission 5
    -The Maros fakes get a bit repeditive - maybe set them to separate objectives and give them different dialogue? I gather the repetition might be intentional, but it's not like it's hard to spot the fakes anyway (What with them attacking me as soon as I get close)
    -Hmm, a thought that struck me, maybe the note in the first mission about blue text being optional should go in the mission 5 briefing, as this is the first time there actually IS an optional objective, and since that's something that would normally go at the beginning of the arc, it ties into the "Backwards" premise as well.

    Summary:

    Overall I liked this arc - it was pretty confusing, but intentionally so, and the yellow text helped make it clear what I was supposed to be doing in each individual mission, so there was never a moment where I was just doing "Defeat all" because I had no idea what I was actually SUPPOSED to be doing (Though I did continue to clear some missions to check for optional objectives after finding the required ones very early on - if I wasn't writing a review I wouldn't have done that but I wanted to be thorough).

    There are a few weak spots I think - the side characters are entertaining enough to be decent one-shots, but it's still kind of disappointing that they disappear by the end of the arc - one of them makes sense, but the others just... don't show up anymore. I think a great way to bring them back would be to have them be the summoned allies in the final mission rather than the alternate Maroses (Marii?); it would provide some closure rather than just having them drop out of the story (If you felt like you needed to justify it being them, you could have Maros claim that he reached into your "recent past" for allies or something).

    There also isn't a lot of in-character motivation in the arc - basically the only reason to run it is to see it to the end. Your character does get a magic pendant, except it's only really useful for the particular situation where you happen to acquire it. There's also the ethereal "Ultimate Knowledge", but that's only mentioned near the end of the arc and it's not the kind of thing that's going to motivate a fair number of people. It kind of suffers from the typical "Predestination" time-travel storyline where the only reason you do things is because you're "Supposed to" or "Have already done them". Since you HAVEN'T already done them, and not everyone takes warnings like "It will unravel the timeline!" particularly seriously (If time is that fragile it would have broken AGES ago with all the time travel people seem to be doing), there isn't a lot of reason for a character to think "I don't need this headache" and go knock over a bank instead.

    Those are just a couple nitpicks though, overall the arc feels very polished and the story is interesting and well written enough that I wanted to see it through to the end.
  21. I just published another arc that would be fairly suited for halloween, Signal:Noise, ID #341194.

    Note that it's still a bit rough around the edges since it's brand new, but I would appreciate any feedback on it! (The link to the thread is in my signature).
  22. Quote:
    Originally Posted by Dalghryn View Post
    Yeah, you did open a can of worms, but eventually *somebody* had to do something with the elephant in the room, and it's too late to close the barn door once the cows get out, so no sense crying over spilt milk.
    Man, I guess the cat's out of the bag now then, huh?
  23. Quote:
    Originally Posted by ReclusesPhantom View Post
    Mission OneOne thing I will say about the first mission is that the statue looked a bit out of place. I have to hand it to you, even though I thought it wouldn't be as creepy as Astoria in D Minor, the fact that the Memories just popped up when I turned around made me jump, I will admit.

    The intro dialog is a bit disappointing and bland, but the return dialog is much more interesting!
    The intro is meant to be kind of dull on purpose - it's meant to set up the arc as being kind of "Plain" (In fact it's an almost identical premise as Astoria in D Minor - which was on purpose. It makes it more jarring when the mission ends and suddenly changes the context).

    The statue is really just decoration, I can probably change it to another object that would be more fitting. It's only there because the level felt "Empty" (And not the kind of empty I intended).

    Quote:
    Mission Three

    At this stage, the inactive NPC's have lost their eeriness and make the missions seem a bit, well I wouldn't say boring, because the drive of the story keeps it interesting, but more uneventful.
    Also.. Why are there inactive objectives?
    Yeah I kind of overused them, I think what I'm going to do is remove them from mission 3 and 4 and replace them with BaniPan (Leaving them in mission 5 though since they work there). Originally they were only going to be in mission 2 but I saw them and went "Man these are really creepy, I should use them EVERYWHERE!"

    The inactive objectives are linked to other optional objectives - I meant to disable that before I published but I guess I forgot to, I'll get that fixed.

    Quote:
    Mission Four

    The character design seems.. I don't know how to describe it. Was the clown paint really necessary?
    No, not really. I can't remember why I did that.

    Anyway, thanks for the feedback! The first bits of feedback are always the most valuable because before you show your arc to anyone else, it's really hard to say whether or not the stuff you did will actually "work".
  24. Some bugs I've noticed (This are finicky and really only show up if you're trying to do some really advanced stuff in the MA, so they probably don't affect too many people but it would be nice to see them fixed anyway):

    -Allies set to "Do Nothing" or "Wander" will follow the player if the player runs out of range, then runs back and "Rescues" them again. They should continue to follow the behaviour they're set to rather than defaulting to follow after the first time. Something additional that would be nice is if allies set to "Do Nothing" would continue to loop their animation after being rescued - currently if they have a "Looping" animation, they'll keep doing it as normal before being rescued, but afterwards they'll go through one cycle and then reset to the default animation - despite the fact that they're still just standing there (And it's not like you could exploit this for exp since hostile/betrayal allies don't give any exp).

    -This isn't so much a bug as a design decision (And part if it might be a bug, but it's kind of a good bug so please don't fix it or you'll break half my arcs :P) - The way the text input fields in the MA seem to work is they just stop letting you enter data when you hit the character cap, but you can still use right-clicking to enter formatting and break the cap. The arc still publishes fine because it seems that for publishing purposes, only visible characters are counted towards the character limit on specific text fields - that's the good part, don't fix that (And it's not that the count itself is broken, because the arc WILL be invalidated if you use more visible characters than the cap allows - so again, please leave this as-is, it's a really nice feature for people like me who use heavy formatting)! The part that I think should be fixed is that since publishing ignores formatting when it comes to the 1000 character limit on text fields (1000 is just an example number), editing those fields should ignore formatting as well; so that if we do "Break the cap" with text formatting, we can still edit the text without having to erase all the formatting first to bring it down below the cap.

    -This is a weird one, but escorts/mobs set to "Pacifist" AI behavior (i.e. they can be damaged, but can't fight back) will charge into melee range with enemy mobs - as if they're trying to attack them but since their AI doesn't allow them to use any powers, they don't. For escorts it actually makes them a real pain to keep alive, and for mobs (Okay so you can't set mobs to pacifist, but you can make a hostile escort/ally and set them to that), it's just kind of weird. I've got a two-fold suggestion for this one:
    #1) Mobs set to "Pacifist" should treat all other mobs as "Untargetable", so they'll still follow their AI behaviour of following the player but won't charge at enemy mobs like they've got some kind of death wish.
    #2) As a corollary, they should also have their fleeing behaviour disabled so that they won't immediately start running away because they're being attacked and can't fight back.
  25. I've been kind of going nuts with writing lately (I've got ANOTHER idea for a story idea after this one). This one just kind of, I don't know, flowed out of me; I managed to do pretty much the whole thing in two days, though I haven't gotten any feedback on it so I'd really like to hear what people think (Especially since I wrote it so fast - I'm sure there are errors somewhere).

    It's another Dark Astoria story, and in keeping with my tradition with those I don't want to say too much about it until a fair number of people have played it (This thread is fine for spoilers, I just don't want to put any in the OP).

    Signal:Noise
    #341194
    Author: Amplitude
    (@The Cheshire Cat once they fix that)

    Dark Astoria seems like it's been completely abandoned - as if everyone just up and left in the middle of whatever they were doing. But there must be SOMEONE still around out there - and they might need your help. WARNING: You will not get much exp from this arc.

    (Description copy/pasted from in-game)

    Tags: Horror, solo-friendly

    Also, it says "Very Long", but this arc could actually be finished quite quickly - you'll realize why once you start playing it. I would suggest pacing it a bit just for the effect, though.

    Anyway, let me know what you think when you play it!