The_Cheshire_Cat

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  1. When he's already posted the review, I think that's considered "Too late" :P

    (He said he was only doing one)
  2. It looks like Astoria in D Minor has made it into the finalists for the "Best Canon Arc" for the official AE awards. Now I'll have to play the other two arcs in the category to see what my competition is like :P
  3. Some changes made based on feedback so far:

    -Reworded some objectives in a few maps to make it more clear what you're looking for and where you're supposed to go.
    -Changed the maps in missions 2 and 3 from "Large" to "Medium" maps - the number of objectives didn't quite justify the use of such huge maps.
    -Changed around some required objectives, and made some previously required objectives optional, to reduce backtracking - now the most that you should have to do is front to back -> back to front to clear every mission (Which was my original intention, I didn't mean for people to have to run back and forth several times in a single mission - I was just going for a "Double dip" approach to map usage). Note that a couple of the maps are still non-linear, so you may miss an objective if you don't explore one of the paths.
    -Removed a pointless objective chain from mission 3 - it was optional in the first place and the joke wasn't even funny.

    Hopefully this should help to alleviate "It took me 2 hours!" somewhat - it will probably still take a while to finish, but my aim was like, an hour tops.
  4. Quote:
    Originally Posted by Aisynia View Post
    These problems are fixed. It was a bug. For some reason, you had the AVs downgrading to EBs and then spawning in your groups. She set all of them to no longer spawn normally (shouldn't have to but she did).

    Should be fixed.
    I think it's a bug with custom groups. I had an EB spawning in patrols when I was testing Tomorrownauts, despite the fact that his group had a full minion/LT/Boss set to spawn from. Seems like you HAVE to manually set "Don't auto-spawn" if you want it not to auto-spawn them, even EBs/AVs who aren't supposed to auto-spawn anyway.
  5. Quote:
    Originally Posted by FredrikSvanberg View Post
    I agree, there is nothing particular tying these missions together, except the contact and the character. Of course anyone could do them - anyone could do any mission. I don't see how that's a problem really... To defend my lack of story, I'll say that this arc is really more of a showcase of some of the methods Arachnos uses to maintain control over a chaotic environment like Mercy Island. In all honesty there is just as much story tying together Kalinda's or Burke's low-level missions in the real game, i.e. not much.
    I figured that's the feeling you were going for, and you really did nail the feeling (I honestly did feel this could have been a dev made arc), but the thing is just because the devs did it doesn't necessarily mean it's GOOD. That's one reason I usually find leveling an alt so tedious; the low level arcs are mostly pretty dull. You can still tell a decent story in the scaled down levels, you just have to know how to write a good small story - I don't expect some big epic building up to a giant AV fight at the end (Actually I would have complained if there was an AV in such a low level arc).

    Quote:
    I really didn't think I needed to spell out the references to the other missions since everyone ought to have played the low-level missions at least a dozen times by now, but I did put in a bit of an explanation for what the arc is about in the souvenir. I'm not sure if you noticed.
    I'll be honest, I forgot to check the souvenir when I finished. That's my bad, I'll give it a read next time I'm on. In my defense, it was a very long day when I reviewed the arc (I literally had to read an entire novel).

    Quote:
    Thanks for the review, you were much faster than I had expected. I didn't even have time to work on the mission I dislike the most (number 3). I agree with you that it is a bit confusing and frankly I'm thinking about getting rid of it. I might work in a bit of a narrative tying this all together just to please those who are expecting such from an MA arc, and then that mission is almost certainly going to be cut.
    Don't cut mission 3! That's the best one! Well, not "Best" maybe, but it's got the most interesting mechanics - it's worth keeping just because of that.

    I was thinking on it today about some story seeds you could maybe work with on this arc, and the idea that stuck in my head was the box from mission 3 - it's the perfect Macguffin to center an arc around - it doesn't even matter what's inside (Hell you could do it like the briefcase in Pulp Fiction, where you NEVER find out what's inside).

    The idea I had was basically, move mission 3 to the first spot, and mission 1 to the last spot. Mission 3 could open as "You're a destined now, prove you're worth it" (Since this is meant to follow up the VEAT 1-5 arc, right?) and have you take out the insane destined in that mission. When you get back, you bring the box with you noting his interest in it, Kalinda looks inside and something about it sparks her interest. The thing that works about a Macguffin idea like that is that it's the perfect excuse to bring in all the other groups you end up fighting in the arc - EVERYONE wants the box. The reason why I said "Move the first mission to the end" is because you could then end the story with even Arachnos rushing to take it, and Kalinda orders you to destroy it to prevent a rival faction getting their hands on it (Bonus points: Instead of destroying it you keep it for yourself without telling anyone - I always got the impression the VEATs weren't meant to be particularly "Loyal").

    I can't tell you how to write your story, obviously, but I just wanted to put an idea out there to hopefully get the wheels in motion - There's potential in this arc to be a real top tier story arc, which is so rare with lowbie ones.
  6. Well I've GOT to get in on this:

    Astoria in D Minor
    #41565


    ѺᗥϡϟᐝЉЉᙰᔒѪՁᓁᕰᓿᐷҦЂҨᖅЋҜӅᐰᖚԃЏᒈᑸᕔᙋЮѨѮѾ҂ҊҖҒҎҸᘟѺ
    ᗥϡϟᐝЉᙰᔒѪՁᓁᕰᓿᐷҦЂҨᖅЋҜӅᐰᖚԃЏᒈᑸᕔᙋЮѨѮѾ҂ҊҖҒҎҸԆԶᑓԆ

    ...Pay no attention to that. It's certainly not a command in an ancient tongue to subconsciously rig the random generator to play my arc. I only know how to do that in PERL.
  7. Quote:
    Originally Posted by Aisynia View Post
    I have never had so much trouble taking criticism before. Criticism is what I consider part of my job, I'm very open to it.

    But any time I get less than a 4 star on TMIT, I get my feelings hurt.

    It's pretty obvious to me now that I put a little bit too much of my heart into this one. Once this official contest is over (which I am not winning) I am going to unpublish.
    There's no need to unpublish - just make it better. If you care that much about it, you should want to make it the best arc it can possibly be.

    There's a reason why I still make regular changes to Astoria in D Minor despite the fact that I thought it was "Done" when I published it way back... whenever the hell I published it.
  8. Quote:
    Originally Posted by Tangler View Post
    Thanks for the review. This is the second time someone mentioned the gf spawn oddity, is there a known fix for this?
    Someone mentioned in another thread (I think it was mine? Might have been your thread though) that it's a bug caused by the level ranges of spawns. The Hellion GFs are amusing but not exactly vital to the mission so really you could probably just use the standard Hellion group until the bug is fixed.
  9. The Tangled Weave
    ID: 338575
    Author: Operative Tracks
    (I believe his global is @FrederikSvanberg. I hope they revert the names thing at some point, it bugs me).

    No real "Before I start" comments on this one, so...

    In Progress Thoughts

    Mission 1:

    -The intro dialogue is very quick and to the point - nothing wrong with that, but it means you've probably got the space to throw in a bit of formatting to make it more visually striking.
    -Hey! Arachnos are actually FRIENDLY to me while I'm working to them for once. Considering how my VEAT's outfit looks identical to the Bane Spider LTs (Which I copied the colours of exactly), she sure gets attacked a lot by them.
    -I'm a bit confused here - am I being mistaken for the traitor or am I ACTUALLY the traitor? I know this is meant to be a substitute VEAT arc, which would suggest the latter (Because of the rather command-chain defying things you do when you start as a VEAT), but some of the dialogue seems to suggest that the hostile mobs are trying to set me up (Or Jenkins, but they change their mind when they see me). Maybe it will make more sense in the debriefing.
    -Ah, okay, it was an inter-departmental misunderstanding. Oh that Arachnos Bureaucracy.

    Mission 2:
    -Now I'm off to kill snakes - seems a bit disconnected from the first mission but judging by the title of the arc I'm assuming everything will tie together at some point
    -Whoop, misread the intro text. Snakes are on my side - I'm fighting Legacy Chain.
    -Blarg, defeat all. The mission map isn't too big or confusing, and it makes sense given the context of the mission, but just fair warning that some people are going to shriek in terror and 1 star as soon as they see the words in the nav bar.
    -Hmm - that was it? This mission seemed kind of dull - maybe it will play into the plot later, I obviously can't make that call at this point, but even if it does, not a lot seems to actually happen.

    Mission 3:
    -Taking down a rogue... well I guess everyone is "Rogue" in CoV, but taking down a "Crazy" Destined One now.
    -Nice use of allied boss spawns for "Dead" RIPs - I'd had the idea to do this before but never came up with a situation in an arc that needed it.
    -"Find a cardboard box" is kind of a weird objective - I guess that ties into the warning about the glowie bug mentioned in the intro dialogue so the player knows what to look for, but it kind of comes off as "What's so special about a cardboard box?"
    -Ah, I thought the map was bugged - turns out you have to go inside the building. You might want to make this more explicit in the intro dialogue - I was ready to give up and mark the arc as bugged until I thought to try the doors on the buildings - either that or pick a different map.
    -Nice use of mechanics on this mission - though a question, is the box a required objective or all you need to do is lead the captive out? If it's meant to be "Optional", you might want to just drop the Navbar text for it entirely and let the NPC dialogue clue the player over to it. And if it's NOT optional, there's the potential for some weirdness if the player leads the escort out first and then opens the box. (P.S. I just dragged the escort over to the truck anyway - though I'm assuming the "Mission failed" dialogue is probably pretty similar to the "Mission success" one in this case).

    Mission 4:
    -I'm starting to get the unfortunate feeling that nothing is going to end up tying these missions together, which is too bad because so far they've all had a very polished feeling - but a string of disconnected missions is just a string of disconnected missions and ends up not being very interesting. I'll comment on this more in my summary.
    -Another defeat all - again justified by the story, but again some people are just going to hate this by default.
    -Nice custom mob here - though given how people make characters, she's probably no more out of place in Paragon than she is in the Rogue Isles

    Mission 5:
    -"Encouraging" some scientists to work for Arachnos now.
    -Hydra! A bit out of place in the Rogue Isles, but I'm assuming they aren't actually Hydra but are instead some sort of "Science gone wrong" creation - you could maybe drop them into a custom group and give them custom names and descriptions to be more fitting.
    -I just scoured the whole map with the escort in tow, trying to find "Recruit the last scientist" to bring them both to the exit at once, only to realize "Oh wait, that's probably referring to the guy I've got following me..." Everyone makes mistakes, right? That said, it doesn't strike me as particularly necessary to make him an escort - there's no ambushes or backspawns so all you really end up doing is walking him to the door. I suppose it's meant to differentiate him from the one that runs off on his own, but maybe throw in a boss that spawns in the front or something to give the player something to run into.
    -Aaaaand it's over.

    Summary

    This arc ended up disappointing me - it's always the pretty ones that break your heart I suppose. The missions are all solidly designed, the mechanics are used in very clever and creative ways, and while the contact dialogue is a bit dry and to the point, the NPC dialogue is well written enough that even though each person only makes one appearance, they're all characterful enough that they don't feel thrown in. Hell I didn't even spot any typos which has got to be a first.

    The part I find disappointing though, is the fact that there's no story. I hate to rip off Venture's thing, but this is a perfect example of "Just a bunch of stuff that happens" (I promise I won't get all tropey in my reviews). It's like the contact just has an errand list she needs done and you happen to be around when she gets down to the next item - it all raises the question of "Well I suppose this stuff is all important Arachnos business, but why send me specifically on all of them? Anyone could do this." There's nothing tying the player to the contact or the missions, and there's nothing tying the missions together.

    What this arc is currently is a great skeleton of an arc - it's got an amazing level of polish for so having had so few people run it, but without a story it's not a real "Story arc". At the moment, I'd say it's a 3 star arc - it would be a 2 if not for the aforementioned brilliant level of polish and creative mechanics, which make it interesting as a demonstration of what you can do with the MA if nothing else, but I could see this arc easily being a 4 or even 5 star arc if the story has the same level of polish and presentation as the mission design - but without a story it's not there yet. I honestly can't make any specific recommendations to tie the missions together, since they're all so different from each other and there is literally nothing there right now to build on, but given that you don't use any clues and the contact dialogue is all very short, you've got lots of room to insert whatever story you think would make it all fit - and I look forward to giving it a run once you've done that.

    *Quick Edit* I just want to mention that based on the description you offered, it sounds like each mission is meant to be a reference to a current in-game mission or story arc - which is clever but not made very explicit at ALL (I don't even know which one most of them are meant to tie into). Even with that, the arc still needs its own narrative arc - any good story arc should still be interesting when viewed in isolation.
  10. Quote:
    Originally Posted by minimalist_NA View Post
    Thanks for the kind words! I got a real kick out of writing it, and it always makes me happy when other people enjoy playing it.

    I don't know why the MA now lists the local character name (Cartesian Duelist, my DB/WP brute), rather than my global handle (@minimalist) as the author, though. I didn't see any specific mention of the change in the patch notes, so I assume it's just a bug, accidentally reverting back to the way it used to be back in Issue 13 beta.

    Anyway, thanks again, and I'm glad you enjoyed it so much!
    Yeah I've noticed that on my arcs too (Listing "firanima" as the author).

    I'm hoping it's a bug and not a design change, I liked it better when they listed globals.
  11. Quote:
    Originally Posted by PoliceWoman View Post
    This is on my list of arcs I want to play "for fun", too [after I work through my current "owed" queue]. I like the pulp adventure sound of it.
    I have a feeling you'll probably like this one a lot better than Astoria in D Minor - it's meant to be a lot more of a "Fun" arc.
  12. A *Bump* because I've still only had one person play this arc. SOMEONE must be interested!
  13. Quick non-solicited review on an arc I liked quite a lot:

    One Million Eyes
    ID: 71933
    Author: @minimalist
    (Currently listed in-game as authored by Cartesian Duelist)

    No stream of consciousness on this one since it's just a mini-review.

    Summary:

    5 stars. This is a perfect example of what constitutes a "5 star" arc to me - it takes a very smart premise, combines it with great writing and formatting, and it actually made me CARE about where the story went. It also achieves the very difficult balancing act of being both comedy and drama, so while I don't recommend attempting that if you don't have the chops for it, this is a good example of how to do it.

    Now, I don't know the Crey backstory too well, so I'm not sure how well this story arc's version of Countess Crey meshes with the canonical version, but from a self-contained perspective it makes her very interesting. The clues are a bit blunt about how you're supposed to feel about her, but they're well-written enough and they aren't the ONLY source you get on her personality, more of a summary of what you've already seen. The contact writing is also very funny, perfectly capturing the feel of the whole "Social Networking" community in a couple thousand letters.

    Really, my only gripe is that the connection between Malta and Crey isn't too well explained within the story - there's some brief mention of how they connected but it's still kind of vague by the end. It's a small dark spot on an otherwise excellent arc though, and not enough to make me want to award it less points.

    To be honest, while each individual element is well done and they blend together excellently, it's the FEEL of this arc that makes me want to award it 5 stars, and that's usually the only thing that makes me give out 5s - 5 star arcs, to me, have that special, intangible quality that makes you want to tell other people "You have to play this arc".
  14. I honestly didn't notice that the minions were that bad - but I was running on default difficulty with a blaster so they tended to drop before they could really do much to me. I didn't really like the arc though, I found a lot of the humour kind of lame.
  15. Also, I would like to note that if you feel your arc still needs work, don't submit it for review. I know you want to get early in the queue but I expect that when you're confident enough in your arc to submit it for review, you're happy with the level of polish you've put into it - "Obviously needs work done" is a good way to lose stars so if YOU feel that the arc still needs work, how do you think I'm going to feel?

    *Edit* That said, if you submitted an arc you thought was done but spot a major, arc-breaking bug, just post here and I'll bump it down the queue to give you time to fix it.
  16. The Descender
    ID: 339222
    Author: @Mr Squid


    Just a quick note looking at the mission summary: There are some level range issues. If this makes sense in the context of the story, okay, but there's usually not a good reason for that. Might want to fix that up.

    Thoughts as I go along

    Mission 1:

    -Mako is missing a contact description - you could probably just copy/paste his canon description in here unless you want something specific to the story.
    -This is just a quick style note, but usually the titles in the NavBar look better without periods.
    -Ow! These mobs hurt! Though it might be because I'm on my blaster. If it gets too painful I'll swap to my scrapper.
    -Custom group comment: Am I supposed to know who the Virtea are by this point? If not, ignore this, but if so you might want to explain it somewhere. The power mix is good but visually there isn't a lot to distinguish the different minion types - maybe change their colours up a bit to make it easier to spot the "High threat" targets at a glance.
    -This map is AWFULLY big for only one objective - I guess it fits the setting but there's probably a smaller choice that would still work. Or maybe throw in some more objectives to get some use out of all that space.

    Mission 2:
    -Yeah, based on how the Virtea are being discussed, there should probably be some clue in the first mission that gives a very brief introduction to them - how does my character even know what they're called to describe them to Mako? They yell "For the Virtea" but there's no indication that they're talking about themselves.
    -Objective text needs rewording here - "9 Find some info on the Virtea" should be something like "9 more pieces of info to find on the Virtea".... Also ditch the period in the "Required" objective so they'll automatically consolidate and read "10 more pieces of info to find" rather than "Find some info on the Virtea., 9 Find some info on the Virtea"
    -Sort of the opposite problem of the last mission - I found 5 glowies in the same room on this one (One of which was the required one so I didn't even have to go past halfway in the map). You could probably halve the number of "Red Herring" glowies in the mission.

    Mission 3:
    -So I have my own private army of fish people who think I'm a god, eh? This is getting interesting.
    -I'm not usually a fan of throwing in an AV this early in an arc, but at least it's somewhat mitigated by giving me 3 boss allies to help.
    -Private army of fish people is good, but awakening the Leviathan is probably a bad thing. I mean yeah, the world isn't great but I kind of live here.

    Mission 4:
    -Ew, 3 shaper clones? Calystix is one of the most pain in the *** AVs to fight, and finding the Khan on a map this huge is a pain as well.
    -Consider maybe changing the Khan's /regen to something else - the AI is REALLY stupid with fast healing and tends to pop it on the first enemy it spots, rather than saving it for when it actually needs it.
    -As I figured would happen, the Khan got dropped by the 2nd Shaper, leaving me to solo the last one. I managed to get him with liberal inspiration use but they're still a pain.

    Mission 5:
    -Ah, okay I get the level range thing now - though given that everything else levels up with me, I don't actually feel any more powerful - suggestion: Use the "Ramp up" or "Back-loaded" level range options to have the mission start with some weakling mobs for you to beat up.
    -It's nice that at least the premise runs to its logical conclusion - it would be silly NOT to end the arc without me wiping out the Rogue Isles.

    Summary

    Originally I was looking at giving this arc a 2 but it ended up better towards the end so I bumped it up to a 3. It's not a bad arc, it's just really rough - it's got the potential for 4 stars with some easy cleanup - some formatting issues with objectives and some odd choices for objectives but those are easy things to fix. I'd also suggest changing the contact to something other than Captain Mako since you stop talking to him around the end of mission 2, so something relevant to the entire arc might make more sense.

    One thing I think could make the arc more interesting is if you played up the theme of the fact that your character is being a "False Prophet". The shapers comment on this a bit but what you could do is have an objective where you need to silence some Virtea who claim maybe you aren't their savior - that would feel more "Villainous" in my mind. If you wanted to get really subversive you could also have to silence some alternate people claiming to be "Descenders" after they hear about what's happened to you - sparking a whole holy war for your own personal ambition.

    Mission 4 in its current incarnation just feels unnecessary - it's a giant map with a couple EBs and an ally but it doesn't really move the plot forward any - the EBs could easily be replaced with standard Coralax bosses in mission 3 (Which would help fill that map up some as well) with the same or similar dialogue.

    Note: While I was running this the author took down the arc and had difficulty republishing it - he's since republished after having read my review of the version I ran, so the arc that's now live isn't the arc I reviewed exactly. I'm leaving the review up because even if it no longer applies to the arc in question design principles and ideas are always helpful - if I have the time I may give it another run for a re-review.
  17. The Rikti Accession
    ID: 278757
    Author: @Mekkanos


    Just a random note: Accession is kind of a weird word. Maybe it will make more sense by the time I finish the arc, but maybe another word might be more fitting?

    Thoughts as I go along

    Mission 1:

    -It's kind of funny that the contact description describes them as "Fairly open-minded" but they spend the M1 intro blasting all the new ideas of the Restructurists. Though I suppose "Open-minded" is relative.
    -Good setup of the premise, by the way. The contact is a bit wordy but it's always safer to assume that the player doesn't know anything about the Rikti rather than assuming they already know all the lore and risking them being totally lost if they don't.
    -Good custom for the "Heretic". Normally I would say you could just use a customized standard Rikti, but I'm assuming based on the description that they look "off" on purpose.

    Mission 2:
    -The map choice is fitting for this one but the objectives are pretty vague - there's Vanguard Soldiers all over the place so it's not clear that you're meant to find a named one. The Scientist also spawned in right in the middle of the guns, so while I managed to find him that objective probably would have completed itself if I was on foot instead of flying.
    -Rhodes dialogue in the clue is well-characterized - though it seems to heavily imply that I'm going to have to fight him later. If not, well then it's fine, but if so you might want to re-word it so it doesn't telegraph it QUITE so much.
    -Just a slight comment on the premise of the arc: Human/Rikti hybrids are nothing new to the Rikti - putting aside the Rikti backstory for the moment, there's still the Lost. Maybe put more emphasis on the fact that they're SUPERhuman/Rikti hybrids rather than just the standard kind that makes them so different?

    Mission 3:
    -Just a comment on the contact writing: It's a bit dry. That's in character for a Rikti but it does make it kind of dull to read the huge amounts of text it throws at you - editing it down some might help speed up the pacing of the arc a bit.

    Mission 4:
    -Tk'Lankah seems to have forgotten she has a mark 3 translator.
    -Hro'Drotz ended up spawning right next to the Rikti computer, so he wasn't particularly "Optional". However he wasn't really much of a problem with the ally and inspirations. He doesn't really seem like he NEEDS to be in the mission at all, other than you felt that the arc needed an AV (It doesn't, really).
    -Aaaand I called it.

    Mission 5:
    -Tk'Lankah being disconnected takes away some of the drama from this mission - I'd say she SHOULD be connected. It would make the "Help him or stop him" choice a bit more conflicted for the player because they actually know a character that would be affected by it.
    -Good use of the fleeing mechanic for giving the player a choice - the map size is kind of large and with all the battles going on it's possible for Rhodes to be killed by an NPC before he makes it out though (For the record I just rooted him and took him out).

    Summary:

    My overall score on this one is sort of a 3.5 which I rounded up to a 4 (I don't always round up, BTW. It's just closer to a 4 than a 3 for me). The arc was well written and the themes were solid, although somewhat understated (There's a lot of potential for an interesting examination of the merits of the traditionalist vs. restructurist viewpoints, and contrasting that against the conservative viewpoint of Sgt. Rhodes with a Liberal viewpoint character who doesn't exist in the arc in its current form).

    The reason I call it a 3.5 instead of a straight 4 is because while technically solid, I found the arc a bit dull. There wasn't a lot of real dramatic tension going on since there aren't very many characters to really give the story a more "Human" impact. It kind of suffers from the usual problem of a typical "Save the World" plot in that yeah, saving the world is important... but it doesn't really make me CARE. People just aren't capable of really feeling the impact of something on that huge a scale so you need to get them attached to something more local, like a particularly likable or interesting character (Or a particularly detestable character as the villain), if you want them to really feel the importance of what they're doing. There were also some pacing issues as I mentioned in my thoughts as I ran it, the contact has a LOT to say but says it all in a very "Expository" fashion, which gets the info across but doesn't really draw the reader into the story at all.
  18. Votes for epic level arcs:

    1st Place: One Million Eyes, #71933
    2nd Place: A Warrior's Journey: the Flower Knight Task Force, #260285
  19. Quote:
    Originally Posted by Mr_Mud View Post
    Fair play. I didn't set out to reinvent the wheel, was always planned to be a fun, quick, suitably villainous arc with a decent (in my mind) story.
    Yeah, there's nothing wrong with that. Personally I think people should shoot for the moon every time they write something, but I understand how that's a lot of work and sometimes people want to just write a quick little fun story. I'm really reserving 5 star rates for arcs that would make me tell other people "You absolutely HAVE to play this arc."

    That said, I have no problem pointing at your arc and saying "This is what a good arc should look like."
  20. Quote:
    Originally Posted by airhead View Post
    That's golden. How is that pronounced?

    "Corr, Shagster's got a nice Arcie."
    I'd think like "Archies". It's like the Oscars but with more freckles.
  21. Quote:
    Originally Posted by ReclusesPhantom View Post
    Feel free to try any of the arcs in my signature. They're pretty challenging, but I managed to solo them on my Katana/Willpower Scrapper.
    I haven't added your arcs to the queue since if you're going to give me more than one arc to choose from I'd appreciate a bit of description about what they're about, so I could choose the one that interests me most rather than just picking one at random.
  22. Mercytown: The One With All The Fish
    ID: 6017
    Author: @Frija


    Man, you guys already have like 300 plays, do you REALLY still need reviews? Ah well, gives me something to do.

    Thoughts as I go along:

    Mission 1:

    -Good characterization on the contact, it could use a bit more formatting though - at least the title and subtitle could stand to be set to a different colour than white.
    -This is totally unrelated to your arc but I just have to say I love that I still get to keep powers at +5 levels above my exemp level. Lowbie arcs used to be so painful.
    -Maybe reword the objective for this one - I took down about 10 Coralax before finding the "Specimen". What was wrong with those ones exactly?

    Mission 2:
    -Is it the cyborg marshmallows or the 3rd term thing that was controversial? I never understand you Americans.

    Mission 3:
    -I like the intro popup for this one.
    -The mission seemed to spawn a hell of a lot more Hellion Girlfriends for me than actual Hellions - are they both in the same group or all the Hellions manually placed spawns? It might be a good idea to consolidate the Hellions into the Hellion Rave group so the spawns are a bit more varied.
    -The different Squealers are good to keep this mission interesting.

    Mission 4:
    -Somehow I managed to rescue Henry without even seeing him. So I can't comment on his model since I don't even know if he was custom or not.
    -There seems to be an awful lot of journals unaccounted for considering the ones you do find seem to describe events in relatively close succession.
    -Since the book is meant to be driving people insane, this map might get a bit more atmosphere if you threw in a couple of hellion vs. hellion battles, representing the crazy ones turning on the sane ones.

    Mission 5:
    -I'm going to be disappointed now if I don't run into a squad of Russians looking to get their submarine back.
    -The Leviathan caves might be a better choice for this map than the Cimerora caves - Though I'm not 100% if those are an option or not so if they don't even exist just ignore this.
    -It seems kind of a waste to have VV have a custom model in the 2nd mission and then just end up as a standard coralax minion in the last. Instead of having her be one of the mobs guarding Henry, maybe make her into a unique boss spawn with a "Coralized" version of her look from mission 2? It would make her a bit more interesting.
    -A "<br>" shows up in the text when you destroy the altar. You can't use formatting in those fields, not even line breaks.
    -The bombs can probably be set to "Fades in" (I'm assuming this was made before that was an option) since you're meant to be planting them.
    -The bombs and acid barrel, and final boss, and altar ALL spawned in the same room. Maybe that's just a really, really odd coincidence, but if they're all set to "Back", consider maybe setting the bombs to "Any" to spread them out a bit more.
    -There weren't any Russians! You should put some in as the payoff to the "Don't ask where I got the submarine" line from the intro.
    -The reference to "Chinatown" doesn't really fit the tone of the arc, to be honest. It's a villain arc so I'm not really expected to care about the fate of the Veidts anyway.

    Summary

    I was kind of on the fence about the rating on this one, on the one hand it was technically strong and the contact writing was well done, but on the other hand it just struck me as being kind of... dull. I ended up giving it 3 stars but it could be 4 with some work (Or even 5 but you'd have to REALLY change the tone for me to want to give it 5 stars and that's probably more work than it's worth - I'm just one reviewer out of 300+ raters).

    I think the main trouble is the arc is kind of inconsistent about what kind of arc it wants to be. On the one hand it's got obvious comedy elements with the contact dialogue and some of the clues, but on the other hand it seems to be going for a sort of cosmic horror approach with the book and the Coralax. The trouble is these two elements don't mesh very well - you can't really do serious horror if you keep cracking jokes, and likewise the comedy ends up being hurt when the arc tries to take a more serious direction.

    Based on what I felt running the arc I think the comedic direction is probably the one to go with this one, and it probably wouldn't take too much work to take it there: For the people going "Insane", you could crank up their crazy to 11 until it just becomes a parody of elder god inspired madness, and with a bit more characterization the Veidts could be funny as well (Just a thought, but could have Henry be a sort of clueless archeologist type who doesn't really realize the danger of the book he dug up but casually notes that everyone working with him keeps having horrible "accidents"). These are just some random thoughts, you don't really have to do those things exactly, but I think it would help the arc if you picked either straight horror or straight comedy rather than trying to straddle them both.
  23. Of Sound Body and Mind
    ID: 13107
    Author: Uppercut


    I've run this one in the past but it was a while ago so I'm giving it another go.

    Thoughts as I go along:

    Mission 1:

    -The line "Most likely, Frank didn't either." seems almost like it implies "Adult onset shiv-in-the-gut" or "The kind of cancer that comes from lead poisoning in the back of the head". I think it would be funnier to leave out the line about hating doctors and just leave that kind of in the air (Or maybe I'm the only one that finds prison brutality funny...).
    -Good writing on the contact and very good use of formatting. A lot of people seem to forget they can colour text and end up having very dull looking contact dialogue, or they have the opposite problem and create a garish mess of colour everywhere. This one lies nicely in the middle of using colour to highlight important text but not going overboard.
    -Good job on Knuckles, he matches the Freak look dead on - though that raises the question of why not just use one of the standard freak mobs. Still, being a short arc I suppose space isn't really an issue so customs probably aren't a big deal.

    Mission 2:
    -You could probably use standard family for Goodfella's goons, they look identical. Goodfella himself is fine as a custom though, since he stands out nicely with the "Huge" model.
    -Vegas and his mobs have a nice uniform look to them - very 70's.
    -See the comment about Goodfella for Snakeeyes - you could just use custom recoloured family for his goons and it would probably work the same.
    -I suppose I'm starting to sound anti-custom mob at this point, so I should just clarify that none of these are really a PROBLEM, it's just that with standard mob groups they're already balanced for you, while customs are always kind of hit or miss. This goes back to my "Everything needs a good reason" thing.
    -The pacing is well done so far. The missions are just big enough to accommodate their objectives without feeling too large or too small. This is a point a lot of people seem to have trouble with.

    Mission 3:
    -I suppose having Henry betray you was inevitable, but it does seem a little bit stupid for him to do - you've already proven that you can handle a freak armed with the fists no problem, as well as the leaders of every rival gang, so why would a lawyer pose a threat to you? I guess the arc needed a final boss but it still seems somewhat thrown in.

    Summary

    This was a good arc to start my review thread on since I think it's a solid example of what I consider a 4 star arc.

    The contact is well written and consistent (Up until that end bit, anyway), good use of formatting and custom bosses, though the custom groups to go with them strike me as a bit unnecessary except for Vegas's (Since you can't really recolour family into a zombie mobster very well), and the arc, while short, was entertaining enough to hold my attention. It didn't make me go "Wow, that arc was INCREDIBLE", but it's a very good example of what I think should be the "standard" for arc design.

    I kind of wish I had more to say, but I guess the one problem with starting on a "standard" arc is there's not really too much to comment on. It's solid both technically and artistically, and while it would probably outstay its welcome if it ran longer, it works well as a short arc.
  24. I've been running a ton of MA arcs lately for more or less no reason, so I figured hey, I might as well start posting reviews. I'd like some attention for my own arcs, but really I'm not desperate (Astoria in D Minor is my big one and it's already pretty well known with 250+ rates), so this isn't a QPQ required thread but if you give feedback on any of my arcs then it's a good way to get yourself bumped up the queue. Ignition of the Machine and Captain Skylark etc. especially could use some feedback (My other two arcs are marked "Final" so while I do still change them occasionally I'm already pretty happy with how they are).

    If you do plan to run my arcs, for some reason they all got tagged as being made by "Firanima" instead of my global (Firanima is the character I use to edit MA arcs - apparently they've changed how authors are registered recently), so if you have trouble finding them just use the numbers in my signature instead of trying to search my global.

    Anyway, review related stuff:

    -There will be spoilers in these reviews. If you don't want your arc spoiled don't request a review, and if you don't want an arc spoiled for you, don't read the review.

    -I'm a harsh rater but a lenient critic - I don't much care if you tell me what I'm thinking, I don't care if you take my character away from me, I don't care if I'm not the central character in the story - So long as there's a good REASON for any of those things to be done. I consider an arc "good" if it seems to accomplish what it set out to do, rather than whether I personally like it - that said if I absolutely loathe an arc don't expect me to rate it too highly just because you claim "Oh well it was meant to be obscenely difficult."

    -"For a good reason" is pretty much my design mantra. If you throw in AVs all over the place I'm going to ask "Why didn't you use EBs or bosses instead?" If you add in a ton of one-shot characters that don't really add anything interesting to the plot, I'm going to ask why they're there at all (One-shot characters aren't a sin in and of themselves, it's just they have to make an impression in their one appearance or they really aren't meaningful). If you use a custom group that story-wise represents a faction of an existing villain group, I'm going to ask why you didn't just customize that particular villain group.

    -I will most likely write reviews in Stream of Consciousness mode, but with a summary of thoughts at the end. I'm not a particularly amusing writers so I'll try to write my reviews in a mostly educational format - they aren't really meant as recommendations for players so much as for authors - obviously they'll be most useful to the author of the relevant arc, but I'll try to discuss general design principles relevant to each one (Note that I'm not a designer, nor do I have any formal education in design, so take my information for what it's worth. I just read a lot of information and like to think I've got a good eye for that sort of thing).

    -I'm planning to run a lot of these on default difficulty with my fire/fire/fire blaster since I care more about story than about difficulty. That said, if the arc is meant to be a challenge arc, say so when you post it and I'll give it a run on my scrapper at +1,x1,+bosses. If I still can't do it on my scrapper, expect comments about it being too difficult (I won't complain about difficulty if I run it on my blaster though - I'm running a blaster, I already KNOW I'm gonna die). I'm running the arcs solo so don't request team arcs and then complain that I tried to solo them - because I just TOLD you I'm going to solo them.

    -I have a soft spot for psychological horror and mindscrew stories - I'll try not to play favorites but I like what I like. That said, there aren't many horror stories I've played in MA that I really feel have been done well, and a poorly done horror story is a good way to lose points, so trying to pander might backfire on you.

    -On the other side, I've got a pet peeve for origin stories. I won't say they're ALL bad, it's just, you have to sell me your character; don't expect me to be interested in your character just because the story is about them, you still have to make them interesting. A good example of a well done origin story are the Turg Fiction arcs (Which I don't think are strictly an origin story since I don't know if that's actually one of his characters - but they're written in a similar fashion to most origin stories).

    -Oh yeah, I also really suck at remembering to take screenshots, so the reviews will be mainly text.

    Ratings breakdown (Note: I'm not going to assign star ratings to arcs anymore - I think they distract from the reason I'm doing these reviews. That said I'll leave the old ones up for "Legacy" purposes):

    5 stars (1 awarded so far) - This arc blew me away. Don't expect me to award this too often.
    4 stars (2 awarded so far) - This arc was really good. If I think an arc is very well done but not quite "Something special", it gets 4 stars.
    3 stars (5 awarded so far) - Average/Good but with issues. A 3 star rating could be a potential 4 if the arc just needs cleaning up. A note about what I mean by "Average" - a lot of arcs are bad. Like, really really bad. So "Average" doesn't mean "Average compared to every arc on the MA". It means "What the average for MA arcs SHOULD be". It's not "great", but don't take it as "Your arc is no better than most of the crap on the MA." That's what 1 star means.
    2 stars (0 awarded so far) - Below average/Good Potential but needs a lot of work. 2 stars means some serious re-writes are needed but the arc isn't quite a lost cause. See the "3 stars" description for what I mean by "Average". If you put obvious effort into your arc, even if it's a mess and needs a lot of work done, you get 2 stars as a minimum.
    1 star (0 awarded so far) - I hated hated hated hated hated hated hated this arc. I won't give this one out a lot either - it's reserved for arcs that scream "You basically put no effort into this" or "You really need to work on the fundamentals of writing and design".

    Review Queue:
    Loyalty to an Emperor I: Proving Your Worth - 341671
    City of Ho Ho Ho, or A Claus in Paragon? - 18775
    Task Force Mutternacht - 349522

    Anyway, feel free to request arcs for review - though please request them in this thread because I often don't notice I've gotten a PM until several days later. I might occasionally run a review of a non-requested arc but only if something struck me as an exceptional example of a good arc (I won't tear apart a bad arc if it's not requested because that's just mean really - that said, by requesting an arc you make yourself fair game).
  25. Votes for best short arc:

    First: Forget the Rose, Send me the thorns

    Second: Celebrity Kidnapping