twelfth

Caption Champ 4/2/10
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  1. Thanks for posting the thread, I'll be typing up a walkthrough on it after I try another run on a different difficulty (not too much in the way of criticism, but the fun I had on it is worth having another go at it).
  2. Hell, I'd like to go on record and note that I've played several of Twoflower's arcs and they are really quite solid. "An Internship in the Fine Art of Revenge" is an excellent arc, I can't say whether it deserves the award MORE than the other candidates, but I can tell you its great and most certainly deserves notice. Villianous without being zomgevulz, fast paced but still substantial, and the plot doesn't overstay its welcome.
  3. PW - I finished Talos Vice this morning, but I noticed that there's no feedback thread. How do you want the players to respond to it?
  4. Well, Looks like I'm past the deadline, but why not submit it? SCIENCE laughs at puny conceptions of temporal constraints!

    Speaking of laughing...

    CAN YOU WIN THE INTERNET? Arc #85544
  5. Inhuman Resources: At Work With IE Garnered 5 stars on Police Woman's Review Arc! Her vastly detailed constructive criticism will be put to good use, and with some work the arc should be even more awesome.

    Revision buildout will probably take place over a few updates, now that I have my normal machine back.

    In the meantime, I definitely recommend her Arcs:

    67335 Teen Phalanx Forever!
    298290 Papers and Paychecks


    Her BRAND NEW arc (338380 Talos Vice) looks particularly promising!
  6. I started "Talos Vice" this morning before work, but my machine crashed out before finishing the first mish. Looks really great so far. Since I've got a toon whose background includes being a hero in the late 80s, I think this arc will demand a totally 80s costume makeover before I start it again.
  7. It's been a while since the topic has been brought up, so I'm gonna seed this and let the community take over:

    Can we have the MA dev team insert a "Tower Defense" map/mode in MA?

    Tower Defense being, for those who don't know, an endurance challenge of a defendable objective which is constantly beseiged by "endless"* waves of enemies (usually increasing in difficulty). It is up to you (or your team) to protect the Objective for as long as you can.

    I'd understand that this probably wouldn't happen right away, but is it even a reasonable idea? I could see that maybe the MA dev team could design two or three "static" TD missions (varying in difficulty, or theme, or enemies, or alignment) and post them up as Dev-Created content for MA?

    Whaddaya say?

    * And I understand that "endless" might cause some of the dev team to be leery of this for exploit reasons, but I figure if you folks can mock up some TD you could also put in some "safety locks" to prevent exploitation.
  8. I would also like:

    1. The (tiny, outdoor) Sharkhead Scrapyarder shack-camp map from Lorenz Ansaldo's "Find and Kidnap Iron Billy" mission.
    2. The outdoor Grandville map from Regent Korol's "Assist Subverted Spiderlings" mission.
  9. Wow. I know those of us in the Stories & Lore Forums were crying in the darkness for a RedName or a dev to rescue the Mission Architect. There are several stickies in both that forum and the main Mission Architect Discussion forum of several topics which are needing attention from a mechanics standpoint.

    New Dev Choice picks are nice, but at this point we've gotten over the idea of having them. Right now I think the real issue is fixing bugs in the system (and I'm not talking about the eternal farm/story debate) - bad spawns, lost maps, more maps, bad interactions between objectives, etc.

    Actually, Doc Aeon, could you tell us more about the MA dev team? What resources are presently working on what goals, maybe a general idea of priorities?
  10. Is there a 'The Ocho' in-game?

    *ahem* His prior incarnation (Mod8) appears in the MA Arc "The Nanny Filter" by @soul train.

    Also, I nominate the "Loneliest QuarterMaster"* out on Pyramid Isle in the middle of Primeva (Nerva) as the canon "Arbiter Kim".

    Also, "Kim" could be a surname, folks.

    *You know, the one who sells lvl 30 TOs.
  11. Thanks for taking a look at the arc, you were extremely generous in your rating, so I'll do what I can to make sure that the arc is brought up to deserve it. I find it hard to believe I left as many typos in the text as I did, but I'll be changing those ASAP.

    As for your comments:

    Mission One:

    I'll be changing this around, including changing the crawl bar text (no one else has ever found it funny) and the boss encounter (a few tests reproduced your problem; which means it should be changed).

    The contact talks about "Operating as part of a larger team" but I didn't actually see anyone from IE during the mission. .... His comment on the lack of paperwork when dealing with Arachnos is kind of weird? Wouldn't Arachnos want him and the other IE members dead, regardless of paperwork?

    The "larger team" references the reason you're at the landing pad, that you're covering the escape of other IE members (offscreen) by sabotaging the flyers. As for paperwork, the contact means legal jurisprudence that would probably be required in Paragon City when a hero would have been fighting Arachnos. "Dealing with..." in this case meaning "thwarting the schemes of..." Probably should be clearer and I was sort of aware of the clunkiness of the statement. I just couldn't think of a intelligent way of saying, "Boy it's great that we can be fighting Arachnos without the court system and legal oversight! Wheeee!!"

    Mission Two:

    Good points on the objective titles, I'll tailor those. I thought that I had during one of the testing builds, but I noticed that other several changes had reverted when I ran the Arc when it was still a few slots down on your list. Some of these might be left-over uncorrected reversions that I missed.

    I'm fairly certain I have a good amount of room on this arc, so I will try to put in some short clues to repeat the chatbox information on the collection of each of the Scrapyarders. And yes, you're absolutely right about SA's wife, that should give a clue - even if a narration of his reaction.

    ...so it would be understandable that the body bags don't update the objective.

    This is a naughty trick I'm pulling on the player, causing you to expect that the body bags are the real objectives - while the actual objectives are different items. After all, Cage doesn't treat the Scrapyarders like humans when they are alive, why should they dispose of their bodies any differently? Only the Cage employees get anything like a proper burial.

    ...the mission had both Cage Consortium and Arachnos in it, and they didn't seem hostile towards each other.

    Well, considering how reprehensible Cage is in canon, and how much they live on a Laissez-Faire attitude and keeping their heads down, I sort of figured that the remaining Cage guards would keep their mouths shut so as not to draw attention from their Arachnos overseers. Maybe a quick patrol text could insert something to explain this. Also, the clues in the next mission are supposed to suggest that only very particular Cage employees were targeted.

    It's mentioned that Strange Attractor wants to join IE now; while this makes sense, I would've expected more reaction from him resulting from his wife's murder.

    This was a conservation of space issue. There was only so much room in the debriefing to render information. Also, the contact is relaying this information to you second hand. You can imagine that SA's discussion with Mr. Perkins was a little more emotional.

    Mission Three:

    Once I arrive it turns out there's more IE members to rescue than just Pulsar Force; perhaps this should've been mentioned in the briefing?

    It should have been, the briefing mentioned that TWO people used the transportor (i.e. Pulsar Force and Inhansa) when Pulsar Force hijacked Andrew Perkins' authorization codes.

    As for the rest of the comments: yes, yes, yes. I know. This mission was the hardest one to keep the interest of the player as it is just a linked series of Fetches. Yet, I was trying to stuff in a lot of clues in order to bring the plot forward without resorting to an infodump. Everything in the mission and all the chatbox info is generally relevant. Unfortunately, yeah, the issue of backtracking has annoyed everyone (even if I thought it was clever that you didn't know the computers you passed would later be relevant). So, I might have to suck it up and jostle around the spawning points for the sake of convenience.

    During the testing phase of the arc, I found that this mission ran out of steam pretty fast - which meant padding the action with more patrols and two Longbow ambushes. This was intended to reinforce that IE's actions ("heroic" they might be in intent) are not condoned by the authorities in Paragon City - which is less of a plot issue and more something related to the VG's RP Lore, which means that I might be able to dump it since it doesn't contribute to the plot (although I think it's a good atmospheric detail).

    Mission Four:

    Cryopulse is mentioned in the briefing as someone who went ahead of us and we lost contact to her; I kind of think finding her should be one of our initial objectives? Since we know she's here. Instead the initial objectives seem to be to link up with Strange Attractor and Pulsar Force. Why don't we have an objective to rescue the slaves? That is the ultimate goal of this mission, after all.

    This was a judgment call. If you make Cryopulse the first objective, wouldn't that mean that the mission is over now? The contact didn't truly know if she was onboard or not, so he logically could not have asked you to find her. From a metaplot standpoint, of course the player knows that she's on the ship (otherwise why mention her?), but there's no way for the contact to have definitively known it. Also, I needed a way to justify that you didn't start off at the door with your allies and had to rescue them (fog of war & battle confusion being the reason).

    I'll be changing SA's text (again), bowing to your better ear for language. "Acrimony" works much better, as does your alternate rescue text.

    Okay, here's the issue with the allies and objectives:

    1. Each of the allies has a job. Strange Attractor is Control and Defense buffing. Pulsar Force is some Ranged Damage with some Off-Tank potential. Filha De Inhansa is some Ranged Damage/Debuffing, Buff/Heal, and light Control. Cryopulse is straight melee damage and your tank.

    2. There was a lot of testing on this mission, it was the second one I designed because it was the easiest. No clues were necessary to write and it's a rail shooter to the boss. Still, I couldn't control where the allies spawned in specific. I would have liked it to have spawned reliably where you get Ally #1, Ally #2, Ally #3, then Ally #4 all in a tidy chain with no backtracking in order to make sure you got them all.

    When I did it like that, it never worked right. Someone always spawned behind you and most people would just keep plowing "forward" through the mish and come to the EB/AV without one of the allies and be at a disadvantage.

    So, I decided to break up the allies into Ally A1, Ally B1, Ally A2, Ally B2. SA would tell you that he (in the battle confusion) saw Filha and knows where she is, and Pulsar would tell you that he saw Cryopulse further along (thusly confirming that she's actually there, also that he's a noob and can't remember to use people's codenames). And Cryopulse is last because I figured that it was best to have the Tank being as fresh as possible before the EB/AV

    Aside: Lord, people loved to hate on Pulsar Force in the testing teams. I thought he had a cute Silver Agey/Bronze Agey origin story, but man the testers thought he was The Scrappy of the arc. Anyway.

    So, the succinct answer is: MA mechanics. It was the most reliable way to make sure that a solo player would manage to get all the allies and have them with as much health as possible by the time to got to the end.

    Kashira fighting Mako as allies watch with awe (or maybe slow-to-aggro AI...let's say it's awe)

    Actually, it is slow-to-Aggro AI. Those Inhansa and Attractor (OTP!) are your support allies, so I have them set to Defensive so they don't run all over the map and get their butts fragged. Pulsar Force (in the background) and Cryopulse (whom I assume is just offscreen to upper right) are set to aggressive and operating as intended.

    No actual slaves were present during this mission that I could see.

    Correct! I believe the intro pop-up text says that you can hear them pounding to get out from inside the cargo containers. Those empty containers you saw? They used to have slaves in them, which is why Mako is talking about cannibalism in his pre-aggro text.

    Overview:

    I did think it was odd that IE is a villain group...seems pretty heroic.

    This is a metagame issue. IE was founded back when CoV & CoH were still separate games from each other, and the players who founded it wanted to have an anti-heroic, terrorism-for-justice SG for their characters - but were all pretty much redside. So from an morality standpoint, they are sort of heroes, but with very non-heroic methods. It's not really seen here and is something that would be established with a PC who would be recruited into the VG from an RP standpoint (e.g. the RP team would be narrating that the enemy critters were vindictively murdered rather that "defeated" or "arrested").

    I felt that mission 1 seemed rather disconnected from the rest of the arc...

    Yeah, I know. It was important to me during the design stage to have a "first job" mish where the PC is given a basic task before they are entrusted with more important goals (unlike other Arcs where your PC is suddenly and automatically well respected enough to join the Freedom Phalanx or something). Because I knew that the plot was going to develop considerably after that first mission, it was also important to just get it overwith fast (thus the tiny, tiny map). One of the other changes while this arc was on your shortlist for review was to insert the "Souvenir from The Commander" clue - which mentions that the Commander was having a "Meeting with Cage Goons", sort of foreshadowing the rest of the plot.

    I could drop the mish and replace it with something that better establishes IE's outlaw status with respect to the heroic community and such (maybe a mini bank mish to resupply the IE coffers), but that would be a pretty major overhaul in the MA editor (since we can't "overwrite" local files to the published live arc). Otherwise I could unpublish the whole arc and republish it (it has less than ten rated plays), but I'd feel like a cad asking you to rerate it.

    Actually, I'd like your opinion. As far as that first mish: Should I:

    1. Tailor the existing mish on the same map and somehow shoehorn in some dialogue about Cage?

    2. Redesign the mish to be something that highlight's IE's outlaw status in Paragon and reinforce that they are pretty harsh "Robin Hood" meets modern terrorist organization?

    3. Redesign the mish to start something out with Cage and the worker strike entirely? This would be more difficult because I'd have to find a good, short map that wouldn't be repetitive or troublesome. I wish the very small Sharkhead Scrapyarder Camp map was available, but I can't find it.

    4. Leave things as they are?


    As always, thank you so much for the detailed and extraordinarily helpful review and criticism.
  12. Not eligible, but I'd love to have the glory.
  13. Hey, since there's a board to say it now, thanks to all the MA authors (well, the Story Arc Authors anyway) for making some really great content - plenty of lolz and heart-in-throat moments, and lots of ZOMG awesome battles and "hey that was cool" tricks with the MA mechanics, and Oo nice costume design. Thanks to the reviewers for taking time out to comment, proofread, and slog through lots of hours for the benefit of your fellow players.

    ^.^ b
  14. twelfth

    Favorites List

    I know I've played through Azuria's missions, Kalinda's story arc, the Bonefire arc, the Striga story arcs, the Croatoa story arcs, the RWZ story arcs, Westin Phipp's story arc, Seer Marino's story arc, all at least 5 times each.

    Well, starting arcs are starting arcs, and if you're not the type to just jump to a PL/sewer team (or bank farm on redside), then you'll see those arcs alot. But what you've picked here tend to be some of the better arcs that most people will run into without having to jump through a lot of hoops in order to unlock (or will outlevel without ever having seen them). But in the PVE content, you're sort of on a (often branching) rail on who your Toon gets as a contact and the opportunities to play through storylines. I feel like with the AE story arcs, it's more like you're at a bizaar where you have the opportunity to sample literally thousands of vendors and attractions - but you'll never have the time to try it all out.

    I know that I'm rarely replaying a AE Story Arc more than twice because there's simply too much potential content to find on the AE system. I'm frequently coming back here to see what looks good, or just sifting through the (not very helpful) search function to find something interesting. As I've said before, i16's SSK system is opening things up for me so I can take higher toons through lower level arcs and still advance them. So, if I liked it solo on one alt, I might grab some SG/VG-mates to run it on a different (higher or lower) alt. More often than that, it's not to say that the arc doesn't deserve it, but that I feel like there are more opportunities out there that I could be spending my time on.

    As for the purposes of "favorites", I think your criteria is fine and I agree with your analogy with bookmarks and playlists. Unfortunately, I just can't contribute to the list of arcs. :/
  15. Between this and PW's favorites list, I've got a lot of arcs to try out. I was getting a little sparse for recommended arcs and, of course, the searching function is not really helpful.
  16. PW, since I'm next on the list, I wanted to relink to the arc thread since the Arc has a very particular set of goals and usage in mind. Thanks for taking the time to look at it regardless.
  17. Gratz to Bubbawheat, and thanks Cae for putting up with my shenanigans!
  18. Taclobanon is preoccupied with that grand ol' year '85!
  19. If I guess this right, it'll be like having my sweet 16 all over again.

    Actually, my "16 again" birthday was last year.


    EDIT: DANG - a lot of posts since I loaded up...um.
    Where's the Trix? 66!
  20. twelfth

    Can MA be saved?

    I think one of the unsung benefits of the i16 changes to MA (and perhaps the only one)is the fact that SSK is allowing the players to tackle lower-level MA arcs and receive XP for their efforts*

    Previously, I'd be looking on these boards at work & see an arc that sounded interesting in someone's sig, then get back ingame and find out it was out of the range of any active toon I happened to have (particularly low level arcs which commonly have a pretty reasonable degree of quality). Although I could have taken the inf, prestige, and tickets for being exemp'd/mal'd, I felt like there had to be a more level-appropriate arc out there that I could be playing and getting xp on top of it. With the SSK changes, MA is now allowing advancement and rewards without having to make sure you had a toon in the appropriate level range to take full advantage of what was going on. Yes, we can basically get it all: inf, prestige, tickets, story, fun, and XP.

    Sure, maybe not as much XP as before if it was a solely custom-critter mish, but I'm not really noticing the difference just yet. In all honesty, I've been tending to avoid Arcs with "1-54 Custom group" in the description even when it's a 4-5 mish long arc (suggesting its likely NOT a farm).


    * A fact that has got me re-interested in the Ouroboros Flashback system, which does the same thing FYI
  21. Wow. Getting tight in here. Looks like the winner's going to need all the luck they can get to win Taclobanon's art, like 77 rabbit's feet!*

    *12th uses only cruelty-free synthetic rabbittehs feets.
  22. Guess I'll throw a hand in here.
    Cause if I was going to throw anything for Taclobanon, it'd be lucky 7.
    Still, pirates know lots about dice, which means Cashoo knows its even luckier to roll 11.


    Cashoo
    1 2 3 5 6 7 11 12 13 19 20 21 29 33 37 42 44 47 60 65 66 90 98 99


    Taclobanon
    1 2 3 7 10 11 12 13 15 17 27 35 37 42 43 47 52 58 69 72 88 89 96 98
  23. I bugged it yesterday and got a email response from customer service noting that its been logged. I think enough of us did it that its on the radar. Whether it's a priority issue is another thing. I doubt we'll see any changes before the Friday update.
  24. twelfth

    Nintendo Hard

    Oh, by the way, you can revisit most of your frustrations in your handy browser by going to: Virtual NES.