The_Cheshire_Cat

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  1. Quote:
    Originally Posted by Tangler View Post
    Out of curiosity, are you actually typing out those quips while in the middle of a fight?

    Oh, and I don't think I could have gotten past the shotgun blast of memes to ever rate LOLBAT all that highly sadly.
    I don't know why people keep saying this. Only the contact dialogue is written in memes, the clues and NPC dialogue are all normal, and the deluge of memes is played off as being just as stupid as it sounds.
  2. She needs eyes that change colour depending on her mood.

    Also, butterfly wings.
  3. (This is a repost to fix the number in the title)

    A long arc with an appropriately long title!

    MARVEL at the world of tomorrow through the eyes of yesterday!
    JOIN the elite ranks of the universe's greatest adventureres, the Tomorrownauts!
    GASP at the horror of their arch-nemesis, the vile Baron Doomsday!
    LEAVE GOOD FEEDBACK when you finish running it so I can fix any mistakes I made!

    All this, AND MORE, await you in:

    Captain Skylark Shadowfancy and the Tomorrownauts of Today
    ~in~
    "The Doomsday Device"

    ID #337333


    So, some notes about this arc:

    -It is LONG, and it's challenging. The maps are all very large, some have multiple paths, and some of them use objective chaining in such a way as to force you to backtrack. There are also some AVs and Extreme bosses towards the end of the arc, so you may wish to turn your settings to minimum or run it with a good soloer/team. *Edit* that said, I was able to run it solo on my blaster with default settings (+0,+0,No boss,No AV), not dying and not having to buy any inspirations (And I don't have any fancy IO sets or anything), so it's quite doable solo with "Less than ideal" soloers if you turn your difficulty down.

    -It's VERY text heavy, but not in the way you might think. Well, it's pretty text heavy in the obvious way too, but the point I was trying to make is there's a LOT of hidden detail in this arc - optional objectives, unlisted objectives, I also used text fields that are normally more or less ignored (Or at least left pretty sparse). None of the "Missable" stuff is really required to understand the storyline, but there's a lot of extra detail in there for people with the time and inclination to go looking for it.

    -Mechanically this is by far my most complex arc. I used almost EVERYTHING in this one - so be prepared to see some stuff happen you might not be used to.

    Anyway, that's about all for now. If you like the arc, leave a post in this thread to let me know what you thought! Or, if you didn't like it, let me know what you think I should fix!

    *Oh, PS: Don't run it on a Kheldian. Just... trust me on this one.
  4. I didn't have any problems with bugs in the missions making them impossible to complete, so it's probably just a stealth thing.
  5. Update to Astoria in D minor:

    Radically changed the "Still busy" text for each mission for extra creepiness.

    *Edit for clarity*

    Before each "Still Busy" dialogue was mostly pretty filler "The Radio emits nothing but static" or "Have you found her yet?" Now each mission has a unique still busy dialogue (That I don't want to spoil but it's pretty easy to figure out the pattern).
  6. Quote:
    Originally Posted by Tangler View Post
    [SPOILERS AND RANT AHEAD] Seriously, helping your contact attain absolute power to right 'wrongs' is a freakin' villain origin, and PC betrayal is very, very hard to do well, but the absolute worst thing you could do is to turn someone's character into a wall-banging moron in order to make it work. What's that contact? You want me to get you unlimited power AND indestructability? Sure let me just blindly accept, I mean, what could possibly go wrong? [/SPOILERS AND RANT].
    I just read "I accept" as "I accept, with the knowledge that I will likely have to set you on fire at a later date"
  7. I've never played this arc, but hooray for there being at least 1 redname that's aware this forum exists!

    Hopefully this is a sign that we'll be getting dev's choices a lot more frequently now.
  8. Quote:
    Originally Posted by Shagster View Post
    True. 4 stars seems to be a point things gravitate towards.
    Although, I'm very impressed by a few good arcs that seem to hold that 5-star rating (Seems I always see PW's Teen Phalanx Forever at the top of the non-hall-of-fame pile, and good for her, well deserved)

    Sometimes, I wonder if the rating system should calculate the mean, median, and mode of all the ratings so far, and use the highest.
    I don't know if that's really necessary, but one thing that would be nice is if authors could see the rating breakdown of their arcs. If an arc has a 3-4 star average because it gets a lot of 5s and 4s and has only a couple 1s dragging it down that's no big deal, but if most of the ratings are in the 3s and 4s then you know there's room for improvement.
  9. Quote:
    Originally Posted by Shagster View Post
    Posting a lot about this arc, mostly because a little inspiring by "Escalation" just hitting 200 plays! Yay! (still stuck solidly at 4 stars, so I guess that verdict is in from the general MA playerbase)
    Everything is stuck at 4 stars after a certain number of plays, don't feel too discouraged about it :P

    4 stars and 200+ plays generally means "Most people rated 5 stars and a few jerks who rated 1 are dragging down the average"
  10. To be honest, I wasn't very impressed with the guest arcs. I thought Scott Kurtz's was the best, but the others were kind of... Eh.

    Bill Willingham's was well written but REALLY predictable, and the Rooster Teeth ones I just found lame.

    I think the trouble is a lot of players have become pretty skilled with the system, so compared to them the guest arcs just seemed kind of... Amateurish.
  11. A quick one before nominations close, seconding the nomination of:

    Forget the Rose, Send Me the Thorns #8925 @Hydrophidian

    For best short arc.

    *Edit*

    Also seconding:

    Escalation #6143 @FemFury

    For best SO level arc
  12. I'd appreciate a review of my newest arc "Captain Skylark Shadowfancy and the Tomorrownauts of Today!", #337333. It's a send up/loving tribute to 1930's pulp space opera with a bit of lovecraft thrown into the mix. It's somewhat of a challenge arc as well, so there are some extreme bosses and AVs towards the end (The link to the thread is in my sig).

    Alternatively I wouldn't object to more plays of Astoria in D Minor, that one's definitely more emotional than Tomorrownauts, but it doesn't deal with emotions people typically LIKE. I'd prefer a review of the former though (Since I've already gotten lots of feedback on D Minor but nobody has run Tomorrownauts yet - though if you like one and WANT to play the other, I'm not going to object :P).

    Spoilers for either are fine, D Minor is already spoiled to hell and back in its thread and in PoliceWoman's thread, nobody has run Tomorrownauts yet but it's not like the plot is particularly twisty anyway (Both arcs are more about mood than plot).
  13. Just a quick note to head off any confusion: yes, the number in the title is wrong, 337333 is the correct one. I pmed the mods about it so hopefully they can fix it.
  14. Johnny's Hell is nice, it would also be nice to see the last map used in the Cap SF though.
  15. A long arc with an appropriately long title!

    MARVEL at the world of tomorrow through the eyes of yesterday!
    JOIN the elite ranks of the universe's greatest adventureres, the Tomorrownauts!
    GASP at the horror of their arch-nemesis, the vile Baron Doomsday!
    LEAVE GOOD FEEDBACK when you finish running it so I can fix any mistakes I made!

    All this, AND MORE, await you in:

    Captain Skylark Shadowfancy and the Tomorrownauts of Today
    ~in~
    "The Doomsday Device"

    ID #337333


    So, some notes about this arc:

    -It is LONG, and it's challenging. The maps are all very large, some have multiple paths, and some of them use objective chaining in such a way as to force you to backtrack. There are also some AVs and Extreme bosses towards the end of the arc, so you may wish to turn your settings to minimum or run it with a good soloer/team. *Edit* that said, I was able to run it solo on my blaster with default settings (+0,+0,No boss,No AV), not dying and not having to buy any inspirations (And I don't have any fancy IO sets or anything), so it's quite doable solo with "Less than ideal" soloers if you turn your difficulty down.

    -It's VERY text heavy, but not in the way you might think. Well, it's pretty text heavy in the obvious way too, but the point I was trying to make is there's a LOT of hidden detail in this arc - optional objectives, unlisted objectives, I also used text fields that are normally more or less ignored (Or at least left pretty sparse). None of the "Missable" stuff is really required to understand the storyline, but there's a lot of extra detail in there for people with the time and inclination to go looking for it.

    -Mechanically this is by far my most complex arc. I used almost EVERYTHING in this one - so be prepared to see some stuff happen you might not be used to.

    Anyway, that's about all for now. If you like the arc, leave a post in this thread to let me know what you thought! Or, if you didn't like it, let me know what you think I should fix!

    *Oh, PS: Don't run it on a Kheldian. Just... trust me on this one.
  16. Quote:
    Originally Posted by PoliceWoman View Post
    I wanted to submit A Warrior's Journey - The Flower Knight Task Force for non-canon story arc, but after reading the rules carefully, I don't think it is actually non-canon according to the official rules, since it uses both canonical CoH characters and alternate dimensional versions of canonical CoH characters. So I ended up submitting it for canon story arc, which might or might not make sense, since it's a very Elseworlds sort of story. The whole canon/non-canon classification kinda boggles me; I seem to write story arcs that straddle the line. We'll see what the judges think, I guess.
    I submitted D Minor for "in-canon", because it has Banished Pantheon in Dark Astoria, and mentions Mot, and that is the total extent of the canon that exists in game for that zone, so I could do basically anything and still have it be "in-canon".

    I'd say the Flower Knight TF does actually qualify pretty well for in-canon, because it does feature a canon character as your primary contact and even though none of the stuff you do is based off any in-canon world, it doesn't CONFLICT with canon either. It's all perfectly plausible given the whole portal corp setup.
  17. I submitted Astoria in D Minor for "in-canon". My screenshots suck, though. Well, one of them is pretty good. But the rest suck.
  18. Quote:
    Originally Posted by PoliceWoman View Post
    You could perhaps hand-pick 4 (or however many) distinct "civilian" models to use, and attach the clue and the "Rescue Haley" trigger to the exact one you want. This would screen out undesirable random models and give you more control over the clue and trigger, but it's possible a player may find your "key" civilian before freeing all the others; not sure how much of a problem that is, though. You can try to place the important civilian in the "back" of the mission to mitigate that some.
    I'd thought of doing that, but decided against it, because I wanted the escort for Haley to be the absolute last thing the player does (Okay, it's possible to miss glowies and have to go hunter for them, but if I could link the objective to only trigger when BOTH were done, I would).

    Quote:
    Originally Posted by PoliceWoman View Post
    That's cool. I noticed their dialog but I confess I didn't try to fight any of them; the BP were resistant to my defender's psy damage, causing me to stealth (with steamy mist) a lot to avoid unnecessary fighting.
    I honestly don't blame you for that, I've tested this arc on my mind/psi dom and found it very painful :P. I tried to make sure none of the "Extra" dialogue was required to understand the main plot (i.e. there's no missable objectives that give you more insight into Schism, Irine, Haley or Event Horizon), so that even if someone misses all of it, they won't be TOO lost in the main story.

    Quote:
    Originally Posted by PoliceWoman View Post
    I seriously considered quitting the arc when it looked like I was going to be forced to kill the civilians. I'm not sure why I no longer was thinking that we were "arresting" things; probably influenced by the mood. I ultimately decided to try it to see what would happen, but made up my mind that if Event Horizon #2 made me do something even worse, I would quit at that point.
    I threw in a lot of references to "Killing" zombies and other things early in the arc to get the player into this mindset, I'm glad to see it worked :P

    Quote:
    Originally Posted by PoliceWoman View Post
    I actually missed this. Can you make it a little more clear? Knowing the appearances of the Great Herald and Great Clown had more meaning would've made a big difference to me. I regret not getting a better look at their costumes. Are they undead versions of the Haley and Schism costumes? If not, maybe they should be?
    Most people seem to catch Schism, the trouble with Haley is a lot of people seem to mistake her for Irine when she shows up as the Great Herald. I think it's because her costume is purple, which just happens to match Irine's outfit. Bit of history: Originally Irine was your contact instead of the radio, and she just used a standard contact graphic. Someone made the suggestion that having Irine still show up as the contact was weird after the 3rd mission and that it might work better for the contact to be a payphone or a radio that you use to communicate with her. I agreed, and added Irine as the first objective in the first mission - but this was long after I'd already designed Haley in the 4th mission and didn't realize the resemblance when I picked Amanda Vines' model. I don't want to change it now because someone made the comment that it was a good model choice because of the headset (Tying in with the radio), which was TOTALLY accidental on my part but an excellent point by the reviewer, so now I really like that model for her.

    I could edit the Great Herald's model to be pink instead of purple, to match Haley more closely... but there's just something not scary about pink.

    Quote:
    Originally Posted by PoliceWoman View Post
    I did get this impression from what he was saying. I would've liked some closure to this plot thread, to know what really happened. This is perhaps a pet peeve of mine; I like to know what is happening, why I'm doing what I'm doing, why the bad guy is doing what he's doing, etc. It sounds like maybe your vision is that these should remain open questions, so the player never really knows for sure.
    Pretty much, yeah. Essentially we'll have to agree to disagree on this point - even if it hurts your opinion of the arc, the feeling you've gotten from it is EXACTLY the feeling I was trying to evoke. I've gotten a lot of comments about how the arc sticks in people's heads after they finish, and I think it's because of the lack of closure; psychologically, "Closure" means when your brain files something away because it feels that it's done with it. You don't FORGET that thing, but you don't think about it too much. Lacking closure causes that thing to stick in the front of your mind and keep bugging you because something just feels wrong about it - apparently lacking closure is a technique some advertisers use to get people to remember their ads more.

    Quote:
    Originally Posted by PoliceWoman View Post
    I did like the plot synopsis you gave in your reply; it helped improve my understanding of what happened. I do think it would be better if you could get more of that from the story itself; perhaps I missed some of this by not killing the optional bosses, and/or perhaps you could add some clues to optional glowies to expose the player to more of the back story. (In general while stealthing I'll skip fights that aren't needed, but probably will nab glowies even if they aren't needed.)
    I think there's one optional glowie, but everyone seems to miss it because it's in mission 4, and who can find anything in mission 4? The main reason I don't have very many is I just couldn't think of good ones to find - plus in mission 3 the fact that you need to find a glowie on an already huge map would be even more annoying if there were a bunch of "red herring" glowies so you couldn't even find it via the noise it makes. This is probably the best idea though - I think mission 1 and 2 would probably be good spots to work these details in.

    Quote:
    Originally Posted by PoliceWoman View Post
    I think this is a cool idea; I'd lean towards using writing, dialog and clues to convey the notion that "You've gone insane" rather than fill text boxes with gibberish or mess with the UI. I'd include the player "in" on the idea she is insane, rather than present the player with random symbols and hope the player draws this conclusion. Your mileage may vary, though.
    This is another point where we'll just have to agree to disagree - I think the best way to really draw the player into the story is for them to feel and experience everything EXACTLY as their character sees it. If the player was "in" on the idea that their character had gone insane, they would understand the situation too well to really feel that same confusion that the character would be. Again, it's meant to be open to interpretation - the synopsis I posted is just MY interpretation (Granted, I am the author of the arc), but that doesn't necessarily mean that if someone takes it differently it makes them "wrong".

    Anyway, I think I've taken up enough of your thread :P thanks once again for the review, I'm actually very satisfied with the reaction it got from you.
  19. PoliceWoman posted a review of Astoria in D Minor in her thread. Spoiler Alert: She gave it 4 stars.

    Also, for those of you who might be interested, in my reply to her review I gave a big interpretation of a lot of the plot elements that I've never discussed before. So like, if you REALLY love this arc for some reason, it might be an interesting read.
  20. Thanks for the review! A few points I'd like to respond to.

    Quote:
    Originally Posted by PoliceWoman View Post
    Mission 1
    Briefing: Nicely formatted and good introductory text that helps set the mood. "Irine" seems a strange name though; did you maybe mean "Irene" or "Irina"? "She stops suddenly" should perhaps have a period (or other punctuation) after it. "Romero street" should perhaps be "Romero Street" (note capitalization).
    ...No matter how many people run this they always find more typos. I swear they multiply like bacteria when I'm not looking. Also, "Irine" is how I thought the name is actually spelled, so that's stupid on my part. "Irene" is probably what I was going for. I think I'm probably going to leave that as-is just because it's used so many times through the arc that I'd rather not miss one and have it flip back and forth. I guess think of it as some weird esoteric spelling, like "Geoff".

    Quote:
    Originally Posted by PoliceWoman View Post
    Found Irine Benson pretty quickly; she was in the WSPDR News faction (probably left over from renaming Amanda Vines) but probably shouldn't be. I like the "Haley's Photograph" clue that she gave me.
    You mentioned this a few times and I'm glad you did; this is actually a relic from pre-I16 when you couldn't change faction titles without designing a whole new custom faction, which I didn't want to do since I would have had like, 8 by the end of it. I'd totally forgotten you can just change their factions in the objective text now, so I've gone through and fixed all those.

    Quote:
    Originally Posted by PoliceWoman View Post
    Irine promptly left after being rescued, but the mission didn't end, despite the mission being titled "Find Irine" (which I've now done).
    Basically the way I was going with mission titles is they're the reason while you're in the building in the first place; you don't really know what's going to happen while you're in there and I don't want the titles to give away that anything else WILL happen, so I left them tied to the first objective.

    Quote:
    Originally Posted by PoliceWoman View Post
    Deeper in the mission I found Event Horizon, a hero being guarded by Council. Hmm, what are Council doing here? Weird. Fighting the zombies guarding him, I suddenly remembered that Banished Pantheon are horribly psy resistant. Doh. It takes me about 8 blasts to kill a minion. This was a poor choice on my part (for bringing psy damage into a Banished Pantheon arc).
    The Council are kind of there as a MacGuffin to explain why Event Horizon and Schism are there (It's not well explained really, but they're meant to be partners). However, I kind of got an idea based on a later comment you made in mission 4 on a good place to re-use them.

    Quote:
    Originally Posted by PoliceWoman View Post
    Maybe a business card would make more sense. Event Horizon says Schism is eccentric but does not explain why he thinks Schism can help find a girl that neither of them has ever heard of. I suggest maybe he should say a little about why Schism can help here?
    I added a line to the end of mission clue Event Horizon gives you explaining that Schism is looking for survivors, so he might have seen Haley.

    Quote:
    Originally Posted by PoliceWoman View Post
    His costume makes him look rather villainous, like maybe a Hellion; not sure if that's your intent.

    Schism does mention "Sometimes I find survivors" and asks me to rescue some people, which makes more sense for why I need to find 7 survivors now. Maybe "7 Survivors to Find" should be triggered from rescuing Schism?
    He's meant to be the kind of "Grr, Grimdark eeeeevil antihero" type people seem enamoured with. My goal with him was basically to take that concept and run it to the logical conclusion (Sure, he's good at slicing up monsters, but sometimes he gets monsters and people confused...). Also, the objective is another relic of pre-I16 when you couldn't link collections in a mission chain (Actually that might even be I15... I don't change objectives a lot). I've fixed it so they trigger after rescuing Schism rather than being present from the beginning.

    Quote:
    Originally Posted by PoliceWoman View Post
    I found several glowy body bags labeled "Find Survivors" that, when clicked, satisfies a "Survivor to Find" objective. This doesn't quite make sense; I think the body should perhaps be labeled "Body" instead, and the fact that it gives me the clue "Dead Civilian" makes it clear that this unfortunate fellow is not, in fact, a "survivor". Perhaps "7 Survivors to Find" should be "7 Refugees to Find" or something similar.
    A lot of people comment on this, my reasoning is basically, they WERE survivors, you just got to them too late. It's meant to kind of tie in to Schism's dialogue about how he sometimes finds survivors after the Pantheon, and so much blood... it's subtle, but that's not a mis-phrasing on his part. It's meant to imply what he does to them. The body bags are meant to be an indication of that.

    Quote:
    Originally Posted by PoliceWoman View Post
    I found a live survivor and freed him; Schism is a big help with my DPS problem while doing so. The hostage gives me the "I saw a little girl..." clue.

    Rescued a man in a brown suit who was in the "Diplomat" faction; probably because he uses the American Diplomat model. He should probably be just a Civilian.

    A bit later I found a guy in a blue uniform named "Civilian" but in the "Soldier" faction, which is contradictory. He should perhaps be in the Civilian group and use a less militant model.

    After rescuing him I suddenly have "Find Haley!" as objective; I think this was triggered by rescuing the soldier but I'm not sure. I didn't get a clue at the time; maybe I should, though -- currently I'm wondering why has this objective suddenly appeared?
    A quick explanation of this: The survivors are picked at random from the "Civilians" default group, the trouble is the game uses that as a catchall for every random NPC you ever meet in a mission, so they've got stuff in there like Tsoo tattoo artists, General Z, Big McLargeHuge from the TV missions, etc. Sometimes it can be a little mood-spoiling but I didn't want to have the player rescue 3 identical NPCs, and likewise I didn't want the player to get the "Rescue Haley" objective until they'd rescued the last of the NPCs (So separate objectives with different models is also out).

    That's also why you got the objective after rescuing the soldier - the trouble is the way the game works with multiples of the same objective is it gives out the clue after completing the FIRST one, but chains objectives off the LAST one. I'd really like it if the clue came after rescuing the last guy, but I can't seem to get it to do that at the moment.

    Quote:
    Originally Posted by PoliceWoman View Post
    Although the mission is titled "Rescue Haley" I soon find a body bag labeled "Haley" that gives me the "Haley's Body" clue. It seems a bit of a leap to immediately assume Schism is responsible, but I guess it works since I lost sight of both of them at the same time and he's known to be unstable.
    Some people have mentioned it's a leap, but actually originally that line wasn't there until I got a lot of complaints saying "How did I know it was Schism?" when the objective pops up. It's not my favorite solution but I ran out of room in the clue to go into more detail.

    Quote:
    Originally Posted by PoliceWoman View Post
    This map seemed huge considering there's really only 2 things to do on it, but the map fits the Astoria theme. The various static mask spawns help give it some color; though, they don't really seem to be connected to the plot with Haley (unless I missed it). I would've thought maybe Haley's death should've fed them energy, or woken them up or something?
    I wanted to use that map SOMEWHERE in this arc because the graveyard is such a big part of Astoria, and also because of the next mission where you go down inside the graveyard where Mot is buried. Originally most of those flavour mobs weren't there but I added them in because the map seemed WAY too boring with just the two objectives. There's actually quite a bit of detail in the "optional" objectives - they give you more dialog if you attack them. Basically, they don't much care about Haley or Schism, they're mostly there doing their own thing and only really care about you if you get in their way. I'll add more to this later - I want to get through my responses first before I go into detail about the plot.

    Quote:
    Originally Posted by PoliceWoman View Post
    Debriefing: pretty nice writing of Irine's response. I'd suggest changing "wanders off into the fog" to "wanders away from the fallen radio" though, since talking over the radio, I wouldn't see her wandering into the fog.
    I've gotten this response before, and to be honest, it is more accurate that way, but I felt like the line "wanders off into the fog" is more evocative of what's actually happening. Again, more on this later.

    Quote:
    Originally Posted by PoliceWoman View Post
    Second part of briefing: the text here (just "Go down") seems very abrupt and terse compared to the rest of the writing. Perhaps it should be a little more descriptive.
    I'm guessing you write these stream-of-consciousness style, as later you seem to resign to the fact that this mission is not the type of thing to really explain anything :P

    Quote:
    Originally Posted by PoliceWoman View Post
    I don't really understand much of his dialog and how it connects to the story thus far. He either had a Tuatha de Danaan (in the "Heralds" faction; different than the "Great Herald" faction, but maybe should be the same) ambush or with him (hard to say due to poor visibility). The Tuatha had the normal Tuatha description, may want to change it if it's meant to represent something else.
    To be honest, the Tuatha were kind of thrown in as I wanted something "Monster-ish". I got an idea from your comments though and replaced them with something that ties better into the arc. I am somewhat annoyed that "Worship" is not an option for enemy group starting animations, but oh well.

    Quote:
    Originally Posted by PoliceWoman View Post
    A little later I hear (paraphrased)

    [NPC] Rotting Husk: ҸҦЂҨЋҜЏЮѾ҂ҖҒҸҦЂҨЋѾ҂ҖҒҸЉѪѺ ѺЉЉ??
    [NPC] Coralax Green Hybrid: Î*νακείμενοχωρίςνόημαγιατ

    So the zombie and the Coralax are speaking the same language? That's weird. Exploring the mission further, I never do find the Coralax.
    They spawn off in a side room as a battle and it usually finishes before anyone ever finds it. I've also found it odd how the text never copies/pastes from CoH correctly, I guess it's just a weirdness of the font they use. As a note though - they actually AREN'T speaking the same language. It's gibberish either way when you translate it, but the Coralax are speaking with Greek characters, and the Pantheon and mission intro are... I think it's Cyrillic. I'm not 100% sure though.

    Quote:
    Originally Posted by PoliceWoman View Post
    The phone isn't clicky, but it has some interesting dialog, and destroying it satisfies the garbled mission objective and gave me the "Phone Conversation" clue where Event Horizon expositions about the dead god Mot buried beneath Dark Astoria.
    There's actually no phone clicky option, but the destructable version works too in my opinion, since I can have it spit out dialogue while you destroy it.

    Quote:
    Originally Posted by PoliceWoman View Post
    Mission objective is also "Meet Event Horizon". I'd suggest you reword either the mission title or the objective in order to avoid repetition.
    Done. And I also changed the other two objectives because your comments gave me a great idea about a pun on "You've crossed Event Horizon".

    Quote:
    Originally Posted by PoliceWoman View Post
    Looking back at the morality of this arc, it's labeled "Heroic". As a hero, should I attack the civilians? Probably not. But...there is no mechanical way to not do so other than quit the story arc.
    This is intentional. Originally this mission was very different, and it was actually possible to avoid fighting the civilians entirely. At first I thought people were being very clever about that, but after a while I realized it kind of defeated the point of this mission if you don't HAVE to take any of them out. Event Horizon's line about being "Puppets" is meant to indicate the fact that despite the illusion of free will, the game constraints prevent you from doing or not doing anything the author of the arc doesn't want - short of just quitting and not finishing the story, anyway.

    Quote:
    Originally Posted by PoliceWoman View Post
    There is an extraneous space at the end of Event Horizon's name. But freeing him gives me a "Find Event Horizon again" objective, so perhaps this extra space is some sort of trickery to allow Event Horizon to appear multiple times in this mission.
    That's why it's like that, yeah. Old MA trick. It's not noticeable on the model but it shows up in the chatlogs.

    Quote:
    Originally Posted by PoliceWoman View Post
    While exploring I heard some people and zombies say:

    [NPC] Dry Chamber: Urrrrr......
    [NPC] Civilian Mace: Get ready! They're coming!
    [NPC] Dry Chamber: Hold the barricades! Don't let them get to the children!
    [NPC] Civilian Mace: Barhah!

    I *think* the third and fourth lines are mixed up and the zombie should say "Barhah!" and the civilian should say "Hold the barricades". Though what's happening here is sufficiently surreal that I could be wrong.
    It's intentional :P

    Quote:
    Originally Posted by PoliceWoman View Post
    Debriefing: insane babbling from .. Haley? possessed Haley? Not sure. "inacosmbliss" maybe should be "inacosmicbliss". There are three spaces in between various words in the insane rant that doesn't match the formatting of the rest of the text, which is devoid of spaces; not sure if this is deliberate or a typo.
    It's a typo. Most people don't even TRY to read that so I'm not surprised it took this long for anyone to spot it. However the text is currently sitting at 1001/1000 so I can't actually fix it. We'll call it she's just talking really really fast.

    Quote:
    Originally Posted by PoliceWoman View Post
    Event Horizon's final fight is okay, but I feel like it could maybe be better if it brought more closure to some of the loose threads. Among these are: what really happened to Haley, what it means to be killing the "civilians" in mission 5, and maybe what is motivating Event Horizon to do this anyway?

    Also, what was the deal with the unusually small zombies in mission 1 anyway? I never saw them again and I had totally expected to find out that someone was reanimating small children or something equally awful.
    A lot of people seem to miss this, and I don't really blame them but it is kind of subtle, but the Great Herald is Haley reincarnated (Likewise the Great Clown is Schism, but most people seem to catch that). So technically you did kill her, but she got better. Also, mission 5 is meant to be filled with "Civilians", not just the ones guarding Event Horizon... if they weren't there then I'm going to need to go back and try to bug fix that. But essentially, the implication of Event Horizon's final dialogue is maybe you WERE killing civilians the whole time you were mowing down BP... or maybe you weren't. It's meant to be open to interpretation - I think the horror lies in the uncertainty; that people end up coming away thinking they MIGHT have done something horrible, but they just aren't sure.

    Quote:
    Originally Posted by PoliceWoman View Post
    Anyway, the arc was a thought-provoking experience. After much indecision, I ended up rating it 4 stars.
    I'm actually very happy with the "I couldn't tell how I felt about it, but I ended up liking it" response (You aren't the only person to have said it). I think if people were too sure about this arc I'd have to change it until they weren't - it's meant to be as far from straightforward as possible, and I completely expected mixed reactions from the moment I published it.

    Anyway, I just wanted to post a quick summary of the lesser emphasized elements of the plot, and maybe get some advice about how to work these in better, or if I should just leave them as-is (Since they're more setting elements than plot elements).

    Okay, the very, very general plot is you're wandering around Dark Astoria for... whatever reason (Maybe you're farming magic salvage!) and you find the radio, which leads you to Irine and Event Horizon and gets you embroiled in a plot which is pretty simple "Rescue the survivors" until it all goes nuts in mission 4 and 5. That's basically the driving force behind the story, but I added in a lot of optional and somewhat hidden elements to reward people with more insight into the setting if they take the time to look around (Or if they stumble on it by accident - which I admit is far more likely).

    Here's what's going on in Astoria (According to my story, obviously non-canon): The fog came first and trapped a lot of people inside Astoria. At first there were no BP, the fog rolled in and that was it. People then started disappearing in the fog, but still no BP. Later, the BP came in and started digging up the graveyard, raising the dead and clearly looking for something - they believe that their gods are buried in Astoria. Once the BP took over, that's when the hazard gates went up, trapping anyone who hadn't already left inside - this includes the Council, who when you meet them are in the process of trying to evacuate a base - Event Horizon was sent into Astoria with Schism to investigate the Council and try to figure out what they're doing there, but upon meeting survivors, he decides to assign Schism to finding them while he continues looking into the Council. The Council find him, and realizing they can use his hero ID to get through the hazard gates, try to kill him and take it.

    This is the point where the player arrives on the scene, and I'm going to skip over the basic plot elements since they're pretty obvious and instead focus on the tertiary elements like the BP and Mot.

    Essentially, what's going on is that the fog is Mot. Mot, being a cannibal god, covers the area in the fog and pretty much starts "Digesting" it all. Given that he's still buried however, he can only extend his influence as far as Astoria - so he brings in the BP, deceiving them into thinking that it's THEIR gods that are buried there, to free him from his prison. In mission 3 there are several lines of dialogue that allude to this, including a captive ranting BP shaman yelling that they're all being deceived, and the masks which yell "Rambetu, Lughebu!" (Two of the BP gods) when they aggro you say "No... Mot..." when they die. I tried to imply that the BP are terrified of Mot and would leave him buried if they realized that he was there, but most of them don't realize it, and those that do go insane (Well... MORE insane). They're afraid of him because Mot, being a cannibal god, is pretty keen on eating THEIR gods as well as everything else (The original biblical source for Mot has Mot threatening to devour Ba'al and also devouring his brothers).

    So... that brings us to mission 4. I went with a kind of "Too deep" concept here, going with the Lovecraftian idea that exposure to an ancient god is too much for a human mind to withstand, so it drives them insane. This is basically what happens to the player in mission 4 - the mobs start speaking gibberish, objects which clearly don't belong there start appearing, and the UI in general just goes "Screw this, you're on your own buddy" and leaves you to Mot's whims. Mission 4 is designed to be crazy and confusing because it's the point when the player character goes insane, whether or not they realize it.

    Mission 5 is an extension of that - You aren't as close to Mot as in the mausoleum so you regain some of your facilities, but things are still just... off. Civilians replace the BP, lines of dialogue are shared between both (Suggesting that what you're fighting could be civilians that look like BP, or BP that look like civilians, or maybe a little of both). It's meant to make you start to question the things you did prior to mission 4, which I see it did, so that's good :P. A pretty recurring theme in fiction when someone goes insane is that they claim they've "seen the truth", and I wanted the player to start feeling that in mission 5 maybe they've figured out what's REALLY been going on - except they haven't, because they're insane.

    By the time you get the souvenir, the "Insanity" bit has essentially worn off, but you still get left with this whole uncertainty about what's actually happened.

    At least, that's my interpretation of it. I left the conclusion of the arc very open and vague because I wanted to let people draw their own conclusions about what they'd experienced.

    Anyway, I'm terrified of how long this post is going to be now, so in summary:
    Thanks for the review! I really appreciate your feedback and already I've made a bunch of changes in response to some of the issues you had in the arc.
  21. Quote:
    Originally Posted by PoliceWoman View Post
    I actually was trying to connect the missions together with a variety of threads...the whole guns vs samurai thing, the recurring appearances of Jinkenzo, Chimera's obsession. Plus I tried to have each mission give clues that logically lead to the next. But your mileage may vary.
    I think I meant more of a thematic link but it's hard to say since it was a while ago when I ran the arc and I don't really remember what I meant at the time :P

    Actually, now that I think about it, something that might really make the arc interesting is if you went into the "Guns vs. Samurai" thing a bit more. Historically, as soon as guns were invented the whole "Samurai" thing basically up and died as everyone raced to get more firearms. I think it would be a great theme in the arc if you represented it as kind of "The end of an era", maybe have the "Good" side start taking up firearms of their own in order to stay competitive, push the idea that even though you fought off the invaders the world is going to be changed forever, etc.

    ...Or maybe you did some of that stuff already. Like I said, I ran it a while ago so just ignore me if I'm being redundant with what you already wrote :3
  22. Quote:
    Originally Posted by Freem View Post
    This is like making a World Cup but only US players can compete.
    You mean like the World Series?
  23. Well since I imagine everyone else is doing it, I submitted Astoria in D Minor for the "Best in-canon arc" (I consider it to be an in-canon arc, since Astoria has so little canon anyway and everything I reference in the arc is based on what little there is).

    I also made a few minor edits to the arc to fix up some patch problems and added in some extra dialogue that occurred to me while I was running through it to gather screenshots.

    *Edit*, oh I also threw in some bosses from PPD to fill out the custom group in the last mission for exp purposes. I'm not 100% sure if it worked right or not since obviously I never get boss spawns when I do solo tests (And I can't survive that far with the dif cranked up to the point where I do get them). If anyone runs through as a team, let me know if the SWAT Grenadiers are spawning in mission 5 or not.
  24. It probably has to do with various contest legality issues (Since they're giving out actual physical prizes to the winners). Notice all the bits about "Excluding such and such states", most likely those are also locations where you aren't allowed to run that sort of contest.
  25. A bit of a jump from the last arc, but my arc "Astoria in D Minor" is a 20-29 arc, info is in my signature.