Mission Arc Critiquing Thread


Adelie

 

Posted

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I think people are missing the point of posting a critic of a mission arc, THEN posting an arc to be reviewed. Not just jump in and dump an arc.

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Yes, and it also tends to result in people who follow the rules being skipped, or at least it does for me.


 

Posted

Hey all, I just finished making this [u]first chapter[u] of my AE Arc. It has a bit of a serious undertone, so there's very little humor in it (you are saving the world from total annihilation afterall lol), but it should play well for most people and be quite fun and entertaining. It's built mainly around "solo" or "small team" players, so it's [u]perfect[u] for those who enjoy testing and trying out AE Missions with their spare time!


The missions can be a bit tough at times, but it's nothing a few inspirations can't handle anyways


I hope you ENJOY!


[u]AE Mission:[u]

Arch Name: Enter The Dark Lord
Arc ID: 138568
Faction: Custom, Family, Vanguard Shield
Creator Global/Forum Name: Global: @Dark Master , Forum: DarkMaster
Dificulty Level: Moderate/Hard
Synopsis: It's time to find out if the Dark Lord is a friend or foe. You've been sent to him by your last mentor because you need his assistance in fighting a common threat and foe. If the legends of him are true, he could either be a great ally...or an even greater enemy...
Length: Long
Missions: 5
Estimated Time to Play: 30-45 Minutes (or less)
Genere: Action/Adventure/Drama


***NOTE: If you have any further questions about the arc feel free to let me know! You can hit me up with a PM here or send me an Arc Comment in-game! Thanks!***


 

Posted

[ QUOTE ]



And here's my newest arc:
Arc Name: Ashley Porter and the Gorilla War
Arc ID: 130809
Faction: Heroic (or, perhaps, anti-fascist villains in 1941.)
Creator Global/Forum Name: suedenim
Difficulty Level: Medium. Not intended to be super-difficult, but be warned, there is an Elite Boss at the end.
Tags: [SFMA][HRMA][MWMA]
Synopsis:
An adaptation of the classic 1938 film Ashley Porter and the Gorilla War (see also: Ashley Porter Diamond Anniversary Special.)






[/ QUOTE ]pretty good, i sent this as a comment but gonna say it again, dialog was a bit long and end boss was VERY tough, good otherwise

Arc Name: Put an End to the S.P.E.C.
Arc ID: 140220
Faction: Arachnos, 1970's Arachnos, custom enemies
Creator Global/Forum Name: @PownUnoobs
Difficulty Level: This works at any difficulty depending on the toon
Synopsis: Instead of doing an origin for my character Lord Porkluse, I decided to have you fight his creators instead. You will join Agent Steve in his quest to bring them down.
Estimated Time to Play: 30+ depending on the toon(s)

just finished working this arc out....enjoy
also, if any qualms you have with it are bugs, please wait to rate me till it can be fixed, but if it bites, rate me down

edit: i ran yours because you followed the rules when no recent posters had, and yours hadn't been tackled


 

Posted

[ QUOTE ]
[ QUOTE ]



And here's my newest arc:
Arc Name: Ashley Porter and the Gorilla War
Arc ID: 130809
Faction: Heroic (or, perhaps, anti-fascist villains in 1941.)
Creator Global/Forum Name: suedenim
Difficulty Level: Medium. Not intended to be super-difficult, but be warned, there is an Elite Boss at the end.
Tags: [SFMA][HRMA][MWMA]
Synopsis:
An adaptation of the classic 1938 film Ashley Porter and the Gorilla War (see also: Ashley Porter Diamond Anniversary Special.)






[/ QUOTE ]pretty good, i sent this as a comment but gonna say it again, dialog was a bit long and end boss was VERY tough, good otherwise

Arc Name: Put an End to the S.P.E.C.
Arc ID: 140220
Faction: Arachnos, 1970's Arachnos, custom enemies
Creator Global/Forum Name: @PownUnoobs
Difficulty Level: This works at any difficulty depending on the toon
Synopsis: Instead of doing an origin for my character Lord Porkluse, I decided to have you fight his creators instead. You will join Agent Steve in his quest to bring them down.
Estimated Time to Play: 30+ depending on the toon(s)

just finished working this arc out....enjoy
also, if any qualms you have with it are bugs, please wait to rate me till it can be fixed, but if it bites, rate me down

edit: i ran yours because you followed the rules when no recent posters had, and yours hadn't been tackled

[/ QUOTE ]


I think a review is supposed to be a little more in depth, but maybe that's just me.

Ok since you're all sticklers for the rules and the fact I got a 2 star because I made my final map a little too big and the person was too impatient to complete my mission I'll give a basic review of your missions. Thankfully I was a Night Widow with Super Speed and Stealth because I wanted to get this mission over with.

Mission 1: *** stars

I understand what you were trying to do with oroboros time-travel by making me de-level. It have to say this was one of the more enjoyable missions because other than the malefactor I wasn't as annoyed as I was with 2-4

Mission 2: ** stars

Ok, this was a bug, but the final computer was stuck behind a wall. The real problem I had with this is the whole "leave no witnesses" it's a small map so it wasn't a huge deal, but it seems like for a Heroic quest you wouldn't want to wipe out everyone in sight.


Mission 3: * stars

These aren't the canisters you're looking for. Again annoying and horrible, the PPD drones die way to quickly to be of any help. Thankfully I have superspeed and Stealth, I would not want to fight through all those enemies looking for a canister only to find it's the wrong one. The "SPECS" looked al lthe same which I thought needs some work, maybe like at least 2 versions that look kinda different. It left a lot to be desired when a bunch of little SPECS came after me.

Mission: 0 stars

Huge map, annoying amount of objectives. You made the same mistake as me by choosing this map and putting in a rescue target. I gave up when I realised when I foguht the boss and realised this was jsut gonig to get more-and-more annoying.

I understand you were trying for comedy with this but the dialogue needs some work as well "My machines are destoryed! I'm Mad!" Really?

Overall it seems like you were trying not to make a chuckle or a serious game but a mission that was what annoying it about. And if that was your mission than be glad sir, because you succeeded.

Overall: ** stars

Other Notes:
I can understand what you were trying to do with this and some tricks were exactly how I did them in my arc. However it still needs a bit of work not to be a pain to play.

I'll repost my mission again, I hope you're as brutally honest with mine as I was with this one.

[ QUOTE ]

Might as well post mine, nobody will play it but if anyone does I would like to know so I know to do more stories

Legacy of a Dragon Chapter 1: A Demon's Maid
Arc ID: 138053
Morality: Neutral
Length: Long

This is ment to be played with a group however on challenge difficulty 1 it can be soloable with some cleverness


[/ QUOTE ]


 

Posted

[ QUOTE ]
Might as well post mine, nobody will play it but if anyone does I would like to know so I know to do more stories

Legacy of a Dragon Chapter 1: A Demon's Maid
Arc ID: 138053
Morality: Neutral
Length: Long

This is ment to be played with a group however on challenge difficulty 1 it can be soloable with some cleverness

[/ QUOTE ]

As usual, I wrote this as I played, so if I sound like I'm contradicting myself, that's because things changed in the mission:

Character: Level 30 Claws / SR Scrapper. Mostly basic IOs and a SOs. Solo, on difficulty 2.

Mission One Text: "A group of Knight", need to plural Knights, and add a space between "Contained" and "with", same paragraph. Need a comma after "very weak compaired to her captors". "Go to the caves in the far east of this place" should be a sentence, and I believe "east" should be capitalized. Mission pop up needs to be broken up into two sentences. Check all the minions for misspellings. The return text also feels a little light.

Mission One Play: Good map choise, as far as ease of play goes. And the enemies are fairly engaging and just difficult enough, at least as minions. The clue could be a bit... better. It doesn't have to go into details, but you could elaborate on it, add in what she says, or at least a comment that links the clue to what you did to earn it.

Mission One Overview: Over all a standard "search and rescue". I'll reserve commenting on how the text feels thin in case you're holding back to prevent giving away suprises in future missions. But still, the text feels a bit light.

Mission One Score: 2

Mission Two Text: "I am too weak to fight them" sentence could stand to be split up as it feels wordy. "They are traveling my a cargo boat", "They are traveling by a cargo boat"?

Mission Two Play: I'm sent to find a Knight General, but I find a Necromancer? I'd try and name the Necro as "Knight General" as a boss name. Not a big fan of the cargo ship, but I'm grateful it's not a defeat all. Still, cargo ship doesn't feel right for the mission, to be honest.

Mission Two Overview: I question the use of the cargo ship, and the mission felt slow. Not much plot reveled, and while I get why I did this mission, I don't feel much attachment to it.

Mission Two Score: 3

Mission Three Text: Several typos in the opening text, might want to read through it to double check. "Kill Paladin Cross"? I'm not going to argue it, but maybe change it to "Defeat"? Instead of "I better find this Paladin Cross fast", make it "You better find..." as opening text is usually read as if someone is telling you this, from a third person, not first. The clue "Letter from Bolog": "dimention's" should be "dimension's". Also, "quick wit"? Quick wit defeated the Master's kind? Extra return in "This slumber lasted". Too many typos to properly list in that clue.

Mission Three Play: The Master's avatars might need to be boosted a bit, as they fall pretty fast. Maybe give them some support characters? Also, they're under the classification of "Knights", shouldn't they be called something else? Like "Avatars"? I see the need for friends. The EB is one shotting me (hitting me so I'm down to one HP) as a Scrapper. Took quite a few tries (and MANY insps) to take him down. It might not be above question to add a few rescuable allies in the form of Avatars.

Mission Three Overview: Over all the mission was very basic. Go in, beat up the boss, leave. I'm not advocating the need for it to be a Defeat All. Far from it. However, it might be nice for some side goals to shed light on the background / story. Even reading all the clues and text and dialog, I feel like I'm missing a lot of background.

Mission Three Score: 2

Mission Four Text: So wait, they can get me in, but not any others of the army "waiting outside the doors"? Cloning lab? I don't mind turns in the plot, but dayum, I think I got whiplash. In my [censored]. Mission acceptence text has a typo, "wont" is missing an apostrophe.

Mission Four Play: Arachnos Lab? The map doesn't fit the theme. I'd almost think the Superadine Lab map the Skulls use in a low level Hero mission would be better. :P So many questions unanswered. The mission feels very unfinished.

Mission Four Overview: Falinia, a Necromancer, okay. An EB who decimates entire spawns alone? Might be a bit much, in my opinion. But, I'll admit this one felt much more involved. Rescue the hostage, click a glowie, then the main enemy spawns and you finish that off, along with some battles along the way. Very nicely done there.

Mission Four Score: 3


Story Arc Overview: I must say, I leave the arc feeling very.. "meh". I never learned enough a bout the contact, his attraction to the Falinia person, the mysterious "Master", or even really the Knights. There was a small blurb in the clues, and the souvenir gives a weird summery. In fact, I'd really use the space provided for the Souvenir and give a summery of events, THEN go into the "find out next time, same Bat-Time, same Bat-Channel!" speech about what I do and don't know. And spend more time talking about what I do know, not what I don't know. What I don't know about the Arc could probably fill a book. Or two. So I get that these questions will be answered next time but... I was given a conclusion of sorts in this story, and it was very unfulfilling. It only felt like a place to stop, not even a cliff hanger proper, or the end of an episode. Very "Meh..."

Story Arc Score: Normally I round up, but this time, I can't bring myself to really give a three. I already feel like I'm rounding up on the individual missions. I'm afraid I'll have to give this arc a fairly bland...

Two out of Five.


Edit: Jeez, and once more I forget. I could stand to have a review or so done again. Since the edits, I have gotten positive feedback, but no hard critiquing. I need someone heartless and thorough.

[ QUOTE ]

Arc Name: The Clockwork Crusade
Arc ID: 126073
Faction: Arachnos, Vahzilok, Council, Clockwork
Creator Global/Forum Name: @YanYan
Difficulty Level: Easy to Moderate, designed to be solo able by any AT
Mission Levels: 1-20
Synopsis: Hero Corps has asked you for some unique help. Seems the Clockwork are making some strange attacks against other villains. They've asked you to 'assist' them under cover.
Estimated Time to Play: 30 Minutes to an Hour.


[/ QUOTE ]


 

Posted

Thank you. I am probably going to scrap this mission. I am not a typist by any standards, so it's good to have somone with a fresh pair of eyes look over it.

I tried giving more to it but I hit the memory cap. this kind-of annoyed me.

I have no idea why the Avatars were under "knights". I think that's a bug they wouldn't show up and attack the knights if the were under the same class. They also were supposed to fall really fast. That's why you're there to help. If you go around helping them out you can get some support for when you pull Cross in to them.

Somone complained about mission 4 being too hard to find Falinia, the map fit but it was also too large so I changed it to the Widow's Tower in order to make it more linear.

Thank you very much for your help, this mission was also my very frirst mission I ever created in the Architect, so I will probably delete it or totally remake it to make the seperate missions more like Chapter 4.


 

Posted

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I think people are missing the point of posting a critic of a mission arc, THEN posting an arc to be reviewed. Not just jump in and dump an arc.

[/ QUOTE ]

Yes, and it also tends to result in people who follow the rules being skipped, or at least it does for me.

[/ QUOTE ]

I guess we're talking into the wind. Several arcs posted since this message without prior reviews being done. I believe I'm done with this thread.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

If possible, I'd love some feedback on a mission.

Rise and Fall of the Iron General
Arc ID: 142200
Faction: Custom Enemy
Creator Global Name: @fra diavlo
Difficulty Level: Soloable
Morality: Heroic
Description: Arachnos has recently developed a new faction, the Arachnos Robotics Corps, under the command of the archvillain known as the Iron General.
Mission Count: 4

Thanks


 

Posted

well balkoth, gonna say thanks for the review. I've looked at my arc and some of the things you said definitely have merit to them. Others, though, kinda leave me scratching my head. So i'm going to adjust it based on the feedback that does make sense and hopefully it'll turn out better


 

Posted

I've tried reviewing a few arcs in this thread but it's often frustrating cause they mostly require teams to complete them when none is to be found. I'm nearly convinced that it's pointless to post mine anyway since I've gotten people who I've played it with that range from loving it to saying that it's impossible to complete even though I've done it with full teams, just me and one other player, and completed it solo many times on various alts.

Then I see comments like this from serious reviewers just trying to help and I'm floored:

[ QUOTE ]
11) In all the time I've played on blue side, I've never run into the "PPD Awakened". If this is something encountered only on red side, I'd avoid using on a blue side mission.


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See cause that seems to me to be the whole point of the MA. Why bother with it if you can't provide Heroes and Villains things they ordinarily don't get much or any chance to run into?

This is why I don't like the rating system and am half convinced it's just better to create things that amuse myself and to heck with what anybody else thinks.


 

Posted

[ QUOTE ]
If possible, I'd love some feedback on a mission.

Rise and Fall of the Iron General
Arc ID: 142200
Faction: Custom Enemy
Creator Global Name: @fra diavlo
Difficulty Level: Soloable
Morality: Heroic
Description: Arachnos has recently developed a new faction, the Arachnos Robotics Corps, under the command of the archvillain known as the Iron General.
Mission Count: 4

Thanks

[/ QUOTE ]

Ran this with my Level 39 Robot/Traps mastermind (Yes, I realize it's 'Heroic'; but hey, my Villians need Exp too - so he 'crossed over' to do this one 'good deed'. )

Technical Side:
-----------------
The Custom Group was nice/well done; and all members had custom 'bio' info entered for them.

I thought the Map selections also fit well.

I honestly thought the 'final fight' of Mission 3 The fight was VERY easy (imo); I was surprised when the mission completed and had to scroll back over my chat window to notice I had both observed anbd defeated the 'Mystery Supplier'.

I also caught some typos (but I don't downgrade unless stuff like this is rampant in the mission - but it wasn't):

Mission 4 Final Objective: Investigate Computer - There's a typo on the text from the resulting Ambush NPCs:

"Lancer Surgeon: We can't let them escape with those fil"
'fil' = files?

Misson 4 General Defeated clue entitled: Just An Automation - The Iron General was not a cyborg like he appeared to be, but actua;;y (I assume 'actually' was what you meant?) a Nemesis automaton- 100 (did you mean 100%) pure robot.

End of Technical portion.

Story and Presentation (and this is ALL my own opinion, so keep that in mind as I AM NOT trying to tell you how or what to write, just what stood out to me):
-----------------------------------------
Overall the plot isn't bad; nothing that really stood out, but this is a comic book MMO and this was definitely your average comic book type story. In a nutshell:

A new faction of Arachnos has aeisen and has broken away from Lord Recluse. The leader of this new faction is named "The Iron General" and Longbow needs you to rescue one of their operatives who went in to find out about this new group. As the story progresses, you discover the new group is being supplied by Lord Nemesis; and while the bio for the "Iron General" says he was built by Arachnos to infiltrate the Lord Nemesis grou; in the end, it turns out to be A Nemesis Plot(tm); and the "Iron General" was in fact constructed by Lord Memesis to infiltrate the Arachnos group.

I did have some issues with the Mission Contact dialog as presented:

The Accept Mission text for Mission 3 reads: "Crash the Meeting"; yet no meeting is mentioned yet by the contact in the on screen text until AFTER the mission is accepted by the player. The autjhor might consider some mention of this meeting one the firdst screen, and then go into a little more detail on the second screen.

End of Mission 3 - No mention of me capturing a/the Nemesis Agent until I spoke with the Contact. It is in the mentioned in the end of mission clue; but might want to have it also stated in the 'defeat' text for the MOB inside the mission; and/or mention in the text somewhere that you want the supplier capture if possible, etc. Basically, it wasn't very clear that I had actually bothered to capture and drag the guy back to Longbow to be interrogated; as opposed to just defeating him 'normally'.

Mission 4 start - The entire mission text for the Longbow Contact offering you the mission reads: "Facing the Spider" with the accept text stating 'Stop the General'. Once the mission is accepted you then get a mission briefing of sorts and also get told that the Longbow Techs were able to get things from the Nemesis automation's memory (something that the Clue from the end of mission 3 already states.

The author might want to consider reworking that a bit so that the player at least feels tne contact wants to tell him something about the final mission before the player accepts it.

Final Comments:
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Again, the overall plot/story presented isn't bad (although I personally am not a bit fan of the It's All A Nemesis Polt plot twist myself (imo very cliche within CoX itself); but the plot is definitely servicable and the Custom group fits what the author is presenting. I do have a issues with how the story is present (Contact Text and Clue wise for the 3rd and 4th missions); but if that were cleaned up a bit; I'd be inclined to rate this one a bit higher.

But, my overall rating as the Arc stands now: ** (2 stars)

So, with a review done; I submit my own MA Arc for review; and honestly welcome any and all comment/critique on it from those who are willing:

Title:Is it Live or is it Memory-X?
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Story Arc ID: 70210
Author’s Global Chat Handle: @Armsman
Length: Very Long (5 missions)
Alignment: Heroic
Type: Story-Focused
Groups: 5th Column, Crey, Custom Group
Has: Bosses; AV (Scales to EB based on team size/difficulty setting).

Story Description: The 5th Column is building a device to control the world. Can you save the world from TOTAL DOMINATION?! (Hey it worked to get my Villians and Vigilantes pen and paper RPG group interested back in the day.)

Designer Notes: The Arc can actually be soloed by most Scrapper (Level 50 MA/SR), Tank (Level 41 SS/INV) and MasterMind (Level 39 Robot/Traps) builds. My level 41 Gravity/Force Field Controller made it through mission 3 solo with no issues, but starting getting defeats in mission 4; so if you’re a support class or a blaster, you probably need a team-mate. This arc is actually based on an adventure I ran players through in the “Villians & Vigilantes” pen and paper RPG a number of years back. I was surprised at how much of the original ‘flavor’ I was able to keep in adapting it to fit in the CoX universe. There was only really one element I couldn’t include due to MA limitations.


 

Posted

[ QUOTE ]
Title:Is it Live or is it Memory-X?
--------------------------------------
Story Arc ID: 70210
Author’s Global Chat Handle: @Armsman
Length: Very Long (5 missions)
Alignment: Heroic
Type: Story-Focused
Groups: 5th Column, Crey, Custom Group
Has: Bosses; AV (Scales to EB based on team size/difficulty setting).

Story Description: The 5th Column is building a device to control the world. Can you save the world from TOTAL DOMINATION?! (Hey it worked to get my Villians and Vigilantes pen and paper RPG group interested back in the day.)

Designer Notes: The Arc can actually be soloed by most Scrapper (Level 50 MA/SR), Tank (Level 41 SS/INV) and MasterMind (Level 39 Robot/Traps) builds. My level 41 Gravity/Force Field Controller made it through mission 3 solo with no issues, but starting getting defeats in mission 4; so if you’re a support class or a blaster, you probably need a team-mate. This arc is actually based on an adventure I ran players through in the “Villians & Vigilantes” pen and paper RPG a number of years back. I was surprised at how much of the original ‘flavor’ I was able to keep in adapting it to fit in the CoX universe. There was only really one element I couldn’t include due to MA limitations.

[/ QUOTE ]
To start with, I think you should be classifying this as a "Task Force" - it felt long enough to qualify, with its map sizes and chaining objectives in each mission adding to the length. If you want it more of a story arc than a task force feel, you might want to reduce the map sizes or objectives.

Text issues: You have way too many ; throughout your mission text. Almost all of them can be replaced just with ,'s. I personally don't like the coloring of keywords, but you kept it consistent so that's a matter of style preference. Not in the mission dialogue, but the "Wolfpack robot" enemy should have "robot" be capitalized to match other enemies.

Three things on the first mission: The possibility of the boss escaping was unexpected, and I actually failed the first time because he just snuck out. If a mission can be failed by that, it should probably be mentioned. Second, the boss' unaware dialogue sounded more rikti than a computer, with the way you did your phrasing. Its combat and death phrases were much better. Finally, its fail dialogue references a flash drive, but its success doesn't - it seems like the success should mention finding it as well.

In the second mission intro you have the line, "The data indicates they" and you probably want to replace they with "the 5th column" because they haven't been named yet in that paragraph.

The 3rd mission intro still says "(Part 2)"

Finally, the constant chaining and shifting of objectives was disorienting (On all missions), and I often didn't figure out until later what was going on or why it happened. The AV in 4 was especially confusing, as there was no direct mention of it in the followup text or anything and there should have been something -- I figured out what was going on with it, but it seemed really odd to me that nobody talked directly about it.

Overall, it's well done, but felt really long and a bit confusing to me on the objective shifts. Most of that is just style preferences for me, the dialogue shifts that you might be able to do to help make the event causes clearer should just need minor reworks of things and not total overhauls.

Edit: A final note. In the later missions with multiple bosses (Especially mission 4, I think) you have a lot of dialogue that occurs on activation. Since every copy of the boss says this, it gets pretty spammy -- you might consider splitting them into single enemies with duplicate names for talking so most are silent, or just removing that initial dialogue. Or you could just leave it if you're fine with it, that was just one last thing I thought of that had seemed a bit unusual.

------------------------------------------------

Now, I have an arc for people to take a look at

Vectors of Infection
Arc ID: 141338
Faction: Custom
Creator Global: Binary10
Difficulty: Medium, the last two missions each have an AV but allies are provided to assist.
Morality: Heroic
Description: A plague has broken out that is turning people into zombies! Nobody can figure out how it's being transmitted to new cases, and the situation is growing desperate as the infection count rises.
Duration: 5 missions, about an hour of play.

The arc is meant to tell a story more than to be a real challenge, and as long as your character is decently effective the provided allies will pull you through the tougher fights.


 

Posted

I had to review this one just because the name grabbed me. Sounded very Lovecraftian and I was not disappointed. I don't know if you've reviewed any arcs for this thread but if not and you want to the info for mine is at the bottom of this post.

Terrors of Old (Arc ID: 124746) is a long arc with 4 missions. There are no AVs or EBs and the bosses are just tough enough to make it challenging without being overwhelming. You could probably do it solo but I did it with a team that was nearly full (started with 7 but ended up with only 4 cause some had to drop out before the very last mission due to real life concerns).

I really loved the custom group and how they are so varied in powers and costumes but still maintain a group theme. My favorite Hell Hound is probably the one who summons the zombies cause that is just freakin' cool.

The choice of maps were excellent and beautiful too and I don't usually like cave or CoT maps but you picked ones that were gorgeous/and or I'd never seen before even if they were a little hard to navigate (especially the 3rd map-which also the coolest looking one). I wouldn't change them for anything.

The stories was very well done and there weren't even any typos that I noticed! (this alone almost earns you a 5 star in my book). You did a good job of building the tension until the final climax. The various dialog bits and descriptions of things like the altar at the end were also deftly done. The contact is one suave customer who was very good at revealing needed info without blabbing on forever.

Really the only negative thing I can say about the arc, if it is a negative, was that it's listed as being neutral when it's clearly meant only for heroes (and you do feel very heroic by the end). I don't think most villains would be that interested in saving the world unless it's more clearly spelled out how they could profit directly from it, but that's just my opinion. I was also hoping for a detailed souvenir clue, maybe a Hell Hound helmet?

5 stars for this excellent arc and that's not just because I'm sick of all the mindless farms out there.
_____________________________________________
My arc number is 115015 and the name is Alternate Realities. It's a 5 mission arc with many ambushes, an EB, and 2 AVs, but also lots of allies to help out with the AVs and such. Most of the ambushes can be trigged so they are optional since they only happen after the mission is done but you really are probably gonna want a team to do it unless you have a really uber Melee toon.

Basically it's my attempt to pack in a bunch of elements from the Mayhem and Safeguard and regular bank missions in one arc but with some twists thrown along with a story that has a choose your own ending designed for villains or heroes.


 

Posted

[ QUOTE ]

A really cool review of my arc.


[/ QUOTE ]

Wow...

Thank you for that glowing review.

Let me touch on a couple things you mentioned:

I listed it as neutral because the arc is the beginning of the story. This is, in my vision, a possible world crisis story line. The glimpse you get at the end of the arc is a hint to the scope of the threat. I'm currently working on the next installment of the story which I hope to have published in the next week or so.

I also checked the version you ran and found that, for some reason, it dropped the souvenir clue. I've fixed that and republished the story so hopefully it doesn't get dropped again.

I've added your arc to my list of arcs to run and review. Thanks again for playing my arc and the great review. I'm really happy you had fun during it.


 

Posted

Now, I have an arc for people to take a look at

Vectors of Infection
Arc ID: 141338
Faction: Custom
Creator Global: Binary10
Difficulty: Medium, the last two missions each have an AV but allies are provided to assist.
Morality: Heroic
Description: A plague has broken out that is turning people into zombies! Nobody can figure out how it's being transmitted to new cases, and the situation is growing desperate as the infection count rises.
Duration: 5 missions, about an hour of play.

The arc is meant to tell a story more than to be a real challenge, and as long as your character is decently effective the provided allies will pull you through the tougher fights.
_______________________________________

I really enjoyed this arc over all. I decided to run it in heroic mode--all the better to enjoy the story line, read clues, bios, etc.--and I'm glad that I did. I ran it with my lvl 50 ice/ice blaster and some of the customs do mad endurance draining.

The story was fun, and there was an interesting twist at the end of mish 4. Loved that.

Okay, on to the mish by mish commentary:

The mission one/arc set up was basically good, but I did wonder who "we" are (Longbow, obviously from the contact, but more information would be good here). I found it a bit confusing that there were "a few" Longbow in there to rescue; I wasn't sure how many there were or if I needed to rescue them all (I didn't). The same is true of the glowies; there were a LOT of them, but luckily, I got the one I needed on my first try and simply ignored the others (I wasn't on my badger). I also found it curious in the mission one end text where the contact enthuses about how "all were apprehended." They weren't. It wasn't a kill all, and I left most of them. Small stuff, though, the customs are fun and well-balanced.

In mission 2, I was again confused when I rescued the hostage who turned out to be an ally not a "rescue and lead out" per se as had been implied by the contact (and thank God for that, hate leading them out), and he mentions the head researcher. I assumed that meant that I had to find and kill her, but there was no directive or clue telling me so. Not a biggie, again, though, as I think this was a defeat all (should have written that down, but didn't).

The hostage/ally was very squishy and was immediately killed by a lieut who conned blue. Granted, I was taking notes at the time, but that struck me as peculiar. It didn't ultimately matter, though, because he wasn't needed to complete the mission. I also got a giggle out of the zombies in neatly tucked-in sweater vests. hehe

Mission 3 was probably my favorite--excellent work on the NPC dialogue in this mish. It kept me smiling the whole time I was in there. And the map choice was good for a defeat all (small and with no trackbacks).

Mission 4 made me groan when I saw it was an outdoor map with multiple objectives, but that's my personal taste and has nothing to do with the arc or story. The map fit the story beautifully, and the EB was fun. I ended up ditching the ally because like all allies in outdoor maps that don't need to be cleared, he got on my nerves by running into mobs we didn't need and generally being a pain. Again, this is down to my personal preference, he fit the story line (and was easy to ditch, hehe). As I said, the end of this mish provided a great story line twist that I hadn't seen coming.

The final mish map may be too large for the objectives it contains, but it went quickly and the EB was a blast! He killed the allies very very quickly and gave me a good run for my money (as it were).

My only complaint story-wise was that it didn't seem to end; I wasn't sure if all that work had solved the problem, and I felt a bit cheated by that. The writing was error-free, though, from what I could tell, and I gave the arc 5 stars. Its minor little problems were more mine than with the story or customs.

_____________________________________________

And now mine:

Title: Frozen Earth
Arc ID#: 57928
Faction: Freakshow, Winter Horde, Customs
Creator Global: @Tahliah
Difficulty: Medium. There are two EB/AVs, but there's an ally to help. It's not good for lower levels and on high difficulties may pose problems for some ATs.
Morality: Heroic
Description: The planet is in danger of being frozen solid; only you can save the day (and the earth).
Duration: 3 missions; the first two are quick and on smallish maps. About an hour or so of play.


 

Posted

[ QUOTE ]
[ QUOTE ]
Title:Is it Live or is it Memory-X?
--------------------------------------
Story Arc ID: 70210
Author’s Global Chat Handle: @Armsman
Length: Very Long (5 missions)
Alignment: Heroic
Type: Story-Focused
Groups: 5th Column, Crey, Custom Group
Has: Bosses; AV (Scales to EB based on team size/difficulty setting).

Story Description: The 5th Column is building a device to control the world. Can you save the world from TOTAL DOMINATION?! (Hey it worked to get my Villians and Vigilantes pen and paper RPG group interested back in the day.)

Designer Notes: The Arc can actually be soloed by most Scrapper (Level 50 MA/SR), Tank (Level 41 SS/INV) and MasterMind (Level 39 Robot/Traps) builds. My level 41 Gravity/Force Field Controller made it through mission 3 solo with no issues, but starting getting defeats in mission 4; so if you’re a support class or a blaster, you probably need a team-mate. This arc is actually based on an adventure I ran players through in the “Villians & Vigilantes” pen and paper RPG a number of years back. I was surprised at how much of the original ‘flavor’ I was able to keep in adapting it to fit in the CoX universe. There was only really one element I couldn’t include due to MA limitations.

[/ QUOTE ]
To start with, I think you should be classifying this as a "Task Force" - it felt long enough to qualify, with its map sizes and chaining objectives in each mission adding to the length. If you want it more of a story arc than a task force feel, you might want to reduce the map sizes or objectives.

Text issues: You have way too many ; throughout your mission text. Almost all of them can be replaced just with ,'s. I personally don't like the coloring of keywords, but you kept it consistent so that's a matter of style preference. Not in the mission dialogue, but the "Wolfpack robot" enemy should have "robot" be capitalized to match other enemies.

Three things on the first mission: The possibility of the boss escaping was unexpected, and I actually failed the first time because he just snuck out. If a mission can be failed by that, it should probably be mentioned. Second, the boss' unaware dialogue sounded more rikti than a computer, with the way you did your phrasing. Its combat and death phrases were much better. Finally, its fail dialogue references a flash drive, but its success doesn't - it seems like the success should mention finding it as well.

In the second mission intro you have the line, "The data indicates they" and you probably want to replace they with "the 5th column" because they haven't been named yet in that paragraph.

The 3rd mission intro still says "(Part 2)"

Finally, the constant chaining and shifting of objectives was disorienting (On all missions), and I often didn't figure out until later what was going on or why it happened. The AV in 4 was especially confusing, as there was no direct mention of it in the followup text or anything and there should have been something -- I figured out what was going on with it, but it seemed really odd to me that nobody talked directly about it.

Overall, it's well done, but felt really long and a bit confusing to me on the objective shifts. Most of that is just style preferences for me, the dialogue shifts that you might be able to do to help make the event causes clearer should just need minor reworks of things and not total overhauls.

Edit: A final note. In the later missions with multiple bosses (Especially mission 4, I think) you have a lot of dialogue that occurs on activation. Since every copy of the boss says this, it gets pretty spammy -- you might consider splitting them into single enemies with duplicate names for talking so most are silent, or just removing that initial dialogue. Or you could just leave it if you're fine with it, that was just one last thing I thought of that had seemed a bit unusual.

------------------------------------------------

Now, I have an arc for people to take a look at

Vectors of Infection
Arc ID: 141338
Faction: Custom
Creator Global: Binary10
Difficulty: Medium, the last two missions each have an AV but allies are provided to assist.
Morality: Heroic
Description: A plague has broken out that is turning people into zombies! Nobody can figure out how it's being transmitted to new cases, and the situation is growing desperate as the infection count rises.
Duration: 5 missions, about an hour of play.

The arc is meant to tell a story more than to be a real challenge, and as long as your character is decently effective the provided allies will pull you through the tougher fights.

[/ QUOTE ]

Thanks very much for the review. As for an AV in mission 4 - It's probably due to the size of your Team and difficulty setting, because the only place the AV is specifically called to appear is Mission 5. I did read about the trick of seperating out the AV's so they won't accidentily appear; but when I tried that in first designing the mission, it put me over the size limit in a major way, so I had to keep the AV in the main group; but if you're willing and can rember your Team make up and difficulty settings; I'd like to know as I will probably be redoing the custom group a bit once the current build on the Test server goes live; but I would also like to see if I can tweak anything else to be certain that the AV doesn't appear prior to Mission 5.


 

Posted

My pleasure. The whole team really seemed to enjoy it. I may have had the same problem with Souvenir clues as you until I realized that you have to have it on the first mish of the arc which is kind of frustrating cause you then have to word it carefully to avoid giving away too much.


 

Posted

[ QUOTE ]
Title: Frozen Earth
Arc ID#: 57928
Faction: Freakshow, Winter Horde, Customs
Creator Global: @Tahliah
Difficulty: Medium. There are two EB/AVs, but there's an ally to help. It's not good for lower levels and on high difficulties may pose problems for some ATs.
Morality: Heroic
Description: The planet is in danger of being frozen solid; only you can save the day (and the earth).
Duration: 3 missions; the first two are quick and on smallish maps. About an hour or so of play.

[/ QUOTE ]

A cute little arc, it reminded me of one of those old-rankin and bass christmas specials. My major complaint though, was that the story was a little too complex for its own good. Like did we really need all that stuff about Nemesis? I think not. If I were you, I would axe nemesis and the freakshow from the plot and just focus on your customs.

Speaking of customs, I thought they were...alright. For an ice themed villaingroup they honestly had a wide array of powers. Why not just give them all ice-themed powers and be done with it? Plus there were no decriptions for them.

I gave it three stars, but clean up the plot and give the customs some more polish and that could easily go up.

Time for mine:

[ QUOTE ]
Arc Name: The Lost Choir: Chapter One: The Old Testament.
Arc ID: 123675
Factions: Tuatha, Rikti, Rularuu, Custom group.
Creator Global/Forum Name: @MrSquid
Difficulty Level: Moderate. Contains 2 AV's, but a fair amount of help for them too
Synopsis: This is essentially a combination of Christian Mythos and the classic "cosmic horror" story. The first part is probably the most slow paced, with a lot of unanswered questions.
Level Range: Intended for 45+, but you could get away with 30 plus


Arc Name: The Lost Choir: Part Two: The New Testament.
Arc ID: 136959
Factions: Ritki, Custom Group.
Creator Global/Forum Name: @MrSquid
Difficulty Level: Moderate-easy. Only one AV this time around, and once again, I give you help with him.
Synopsis: Part two is much faster paced then part one, and most of the questions brought up in part one are answered.
Level Range: Intended for 45+, but you could get away with 30 plus


Arc Name: The Lost Choir: Chapter Three: Apocrypha.
Arc ID: 141011
Factions: A bunch, mostly customs.
Creator Global/Forum Name: @MrSquid
Difficulty Level: Hard. One AV, but its a doozy. I still give you plenty of help though.
Synopsis: Part 3 is only one mission long, mainly being the climactic final boss fight.
Level Range: Intended for 45+, but you could get away with 30 plus


[/ QUOTE ]

All three of those arcs compose one story, so if you are going to give them a look, please play all three in order.


 

Posted

[ QUOTE ]
Yes, and it also tends to result in people who follow the rules being skipped, or at least it does for me.

[/ QUOTE ]

I went back over the last few days postings and pulled out arcs that were missed (unless, of course, I missed someone's review of said arc) or that got a one-line review (which, no offense intended to those who did it, not a proper review).

[ QUOTE ]
Arc Name: Ashley Porter and the Gorilla War
Arc ID: 130809
Faction: Heroic (or, perhaps, anti-fascist villains in 1941.)
Creator Global/Forum Name: suedenim
Difficulty Level: Medium. Not intended to be super-difficult, but be warned, there is an Elite Boss at the end.
Tags: [SFMA][HRMA][MWMA]
Synopsis:
An adaptation of the classic 1938 film Ashley Porter and the Gorilla War (see also: Ashley Porter Diamond Anniversary Special.)

Ashley Porter, the famed Western heroine, has stabled her trusty black mare, Shadow, for the duration of the war, as she leads an all-girl aviation commando team, the Blackhorse Squadron. And "Lady Blackhorse" needs your help, because the Uzbek Lowland Gorillas are revolting!

(No, no, not like the fellas in the Spanish Civil War. The big primates.)

All-out military action in the classic Ashley Porter style, featuring the Blackhorse Squadron, the sinister Germans of Abwehr Section 2, the Red Army, and Uzbek Gorilla Partisans!

[/ QUOTE ]

I tried to play this arc. I ended up quitting without rating it when mission 4 told me I might need a team. Up to that point it had been, quite frankly, a grind for me. Good story, but I did not like the missions. Someone else needs to review this. I will post some observations I made, though.

I liked the story, and the npc dialogues were well done. This one in the first mission confused me a little though:

Monique Dutourd: Que vous êtes tres courageux, to fact the finest swordswoman in all France!

I'm assuming that's supposed to be "to face"? Given her scripting and description, I did get a hilarious screenshot after she was defeated, though. Ragdoll physics is so much fun.

In mission 2 the second paragraph of the opening dialogue talks about the "normally peaceful lowland guerrillas", I'm sure that one was supposed to say "gorillas".

Another problem was the lack of description text on all but the Boss NPCs. To me, a 5-star arc should have all the details filled in.

I did not much care for the initiation test that was the basis of mission 1. To me, that would have been better suited to a small, linear map rather than an outdoor map. It gave me the feel of a "run around and kill things for no real reason" mission.

Mission 2 was another outdoor map, but I loved the large number of patrols running around. Since I actually hate those outdoor maps, I ended up turning on stealth and flying, and I really enjoyed watching the three factions running into each other and getting into fights all the time. You do have to fly around to appreciate that though.

Mission 3 was, for me, terrible. Your choice of using only the 5th column lt's ended up making every spawn a knockback fest - Get shot, get knocked back, grenade throw follow-up, get knocked back, run up and kick me, get knocked down - and when three of them are doing it to you at the same time you're watching most of the fight from the ground.

Yes, I could and did beat them, but, to me, it was more of a grind than fun.

Since I didn't finish it, I won't rate it, but maybe something of the above will be of use to the author.


@Doctor Gemini

Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.

 

Posted

This one from Hercules also got lost. I can't review it myself as rampant alt-itis has kept me from having a level 50.

[ QUOTE ]
I made a major change to chapter 4 of my arc and unpublished/republished, if someone could critique, I'd appreciate it:

131430 The Starfare Chronicles: First Contact
Factions: Custom, Rikti
Difficulty: Medium to Difficult depending on build ( Recommend bringing plenty of inspirations if soloing ). Designed for level 50. Has an EB/AV at the end.
Length: 5 chapters
Synopsis:
The League of Starfaring Races ( or Starfare for short ) normally doesn't contact backwater worlds such as ours. That is about to change, as their unrelenting enemy, the Zrak 'Tah, have shown an unusual interest in Earth. Starfare has sent a Special Ops force to investigate the matter....

[/ QUOTE ]


@Doctor Gemini

Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.

 

Posted

This is the last of the "lost" arcs I could find from the last couple days

[ QUOTE ]

Arc Name: The Clockwork Crusade
Arc ID: 126073
Faction: Arachnos, Vahzilok, Council, Clockwork
Creator Global/Forum Name: @YanYan
Difficulty Level: Easy to Moderate, designed to be solo able by any AT
Mission Levels: 1-20
Synopsis: Hero Corps has asked you for some unique help. Seems the Clockwork are making some strange attacks against other villains. They've asked you to 'assist' them under cover.
Estimated Time to Play: 30 Minutes to an Hour.


[/ QUOTE ]

Rating: 5 stars
Played through with: Dr. James Druid, L11 Storm/Ice Defender

Overall I liked the whole story. I don't think the Clockwork bribing a hero to help them really fits in with canon, but, no reason it has to. Thoroughly enjoyed it.

Mission 1: uh oh....a defeat all. There is just never a good reason for a defeat all mission. Luckily, it's mitigated by using an arachnos base with no real hiding places. Enjoyed it. The one Con on that mission is the clue at the end. I wouldn't put words in the character's mouth, but phrase the clue more generically.

For example. "Working with criminals, like the Clockwork, isn't normally your style." I would change that to read something more like "may not be your style".

Mission 2: I like having clickies in a mission that are not required objectives. However, if you're going to have more than one I would give them separate clues. Otherwise it just seems like why bother clicking any after the first.

On the return success dialog the following seems to be a typo...
"This shouldn't really be suprising since Clockwork can make robots out of scrap and an apparent disregard for physics."

suprising = surprising, which I didn't even notice until I pasted the sentence into here and the spell checker flagged it...lol. I'm not sure what that sentence is supposed to be saying. Is it "with an apparent disregard"?

Mission 3: ack! Defeat all!! In an office map! Nooooooooo!
More non-required, clue giving clickies. Good idea but, IMO, needs better execution. Same advice as in Mission 1, though. I think there were 4 or 5 of them in this mission and again, after the 1st, there was no point.

Mission 4: Good job on the custom bosses. I thought they fit in with the clockwork well. I did not get the mission intro dialogue, though. I thought the contact was breaking down or being assaulted, but, didn't see why that would be from the mission.

----------------------------------------------------------------
My arc was made for my own enjoyment. If someone wants to review it go right ahead, I wouldn't give criticism if I couldn't take it in return

[ QUOTE ]

Arc Name: Welcome to M.A.G.I.
Arc ID: 120957
Faction: Hellions, Circle of Thorns, Hydra, Coralax
Creator Global/Forum Name: @Doctor Gemini
Difficulty Level: Easy to Moderate, designed for beginning characters as an alternative to the first M.A.G.I. missions. The final mission does contain an Boss (or EB if you have your difficulty up), which is the most difficult part of the mission.
Mission Levels: 1-10
Synopsis: At Hero Registration, you heard the jokes about Azuria losing artifact after artifact. You go to get your first mission only to find out she's lost the whole vault! Is their a traitor in M.A.G.I? Low-level and solo friendly. SFMA.
Estimated Time to Play: 1 to 2 hours.


[/ QUOTE ]


@Doctor Gemini

Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.

 

Posted

[ QUOTE ]
[ QUOTE ]
Arc Name: Ashley Porter and the Gorilla War
Arc ID: 130809
Faction: Heroic (or, perhaps, anti-fascist villains in 1941.)
Creator Global/Forum Name: suedenim
Difficulty Level: Medium. Not intended to be super-difficult, but be warned, there is an Elite Boss at the end.
Tags: [SFMA][HRMA][MWMA]
Synopsis:
An adaptation of the classic 1938 film Ashley Porter and the Gorilla War (see also: Ashley Porter Diamond Anniversary Special.)

Ashley Porter, the famed Western heroine, has stabled her trusty black mare, Shadow, for the duration of the war, as she leads an all-girl aviation commando team, the Blackhorse Squadron. And "Lady Blackhorse" needs your help, because the Uzbek Lowland Gorillas are revolting!

(No, no, not like the fellas in the Spanish Civil War. The big primates.)

All-out military action in the classic Ashley Porter style, featuring the Blackhorse Squadron, the sinister Germans of Abwehr Section 2, the Red Army, and Uzbek Gorilla Partisans!

[/ QUOTE ]

I tried to play this arc. I ended up quitting without rating it when mission 4 told me I might need a team. Up to that point it had been, quite frankly, a grind for me. Good story, but I did not like the missions. Someone else needs to review this. I will post some observations I made, though.


[/ QUOTE ]

Thanks for the feedback. I *may* have oversold the difficulty of the last mission. It just has an Elite Boss, and I may have erred on the side of caution, in that all EBs are supposed to be fairly tough to solo. You do have help from Ashley Porter herself in the mission.

[ QUOTE ]

I liked the story, and the npc dialogues were well done. This one in the first mission confused me a little though:

Monique Dutourd: Que vous êtes tres courageux, to fact the finest swordswoman in all France!

I'm assuming that's supposed to be "to face"? Given her scripting and description, I did get a hilarious screenshot after she was defeated, though. Ragdoll physics is so much fun.

In mission 2 the second paragraph of the opening dialogue talks about the "normally peaceful lowland guerrillas", I'm sure that one was supposed to say "gorillas".


[/ QUOTE ]

Dangit. Yes, you're absolutely correct on both counts, and this is yet another example of why everybody needs a proofreader/editor, even if they think they don't.

I'd love to see that screenshot, btw, if you put it up on imageshack or something....

[ QUOTE ]

Another problem was the lack of description text on all but the Boss NPCs. To me, a 5-star arc should have all the details filled in.


[/ QUOTE ]

Yeah, I agree in principle, but I was *right* up against the file size limit. Which I still don't quite get - is disk space *that* huge a consideration, or is it some other factor?

[ QUOTE ]

I did not much care for the initiation test that was the basis of mission 1. To me, that would have been better suited to a small, linear map rather than an outdoor map. It gave me the feel of a "run around and kill things for no real reason" mission.


[/ QUOTE ]

That seems to be the general consensus. I figured it being a relatively small outdoor map with lots of water, along with the "click to end the mission" glowie, would reduce the annoyance factor. Also, I discovered that there were spawning bugs if I tried to have all the Bosses out at the same time.

[ QUOTE ]

Mission 2 was another outdoor map, but I loved the large number of patrols running around. Since I actually hate those outdoor maps, I ended up turning on stealth and flying, and I really enjoyed watching the three factions running into each other and getting into fights all the time. You do have to fly around to appreciate that though.


[/ QUOTE ]

That's the feel I was aiming for, a big, crazy, four-sided battle.

[ QUOTE ]

Mission 3 was, for me, terrible. Your choice of using only the 5th column lt's ended up making every spawn a knockback fest - Get shot, get knocked back, grenade throw follow-up, get knocked back, run up and kick me, get knocked down - and when three of them are doing it to you at the same time you're watching most of the fight from the ground.

Yes, I could and did beat them, but, to me, it was more of a grind than fun.


[/ QUOTE ]

Hmm, that I didn't expect, I tend to think of the 5th Column "foot soldier" types as one of the easier mook-level opponent groups. Maybe I just have characters who resist knockback well, and don't notice it much? (Was knockback toned down for the equivalent Council guys?)

There are also, as in the 2nd mission, a bunch of Gorilla and Blackhorse patrols and battles to wear down the Germans, but I ratcheted those down a touch after early feedback that they hardly left anything for the players to do....

[ QUOTE ]

Since I didn't finish it, I won't rate it, but maybe something of the above will be of use to the author.

[/ QUOTE ]

Thanks, I do appreciate the feedback!


 

Posted

[ QUOTE ]
I *may* have oversold the difficulty of the last mission. It just has an Elite Boss, and I may have erred on the side of caution, in that all EBs are supposed to be fairly tough to solo. You do have help from Ashley Porter herself in the mission.


[/ QUOTE ]

I don't think you oversold it, the warning was good to have in, IMO. I figured the warning was due to an EB, and I don't worry much about soloing EBs with most ATs, it was more a case of facing an EB and expecting more of those knockback heavy 5th column guys, that I really did not want to take on while fighting an EB.

I expect if I'd brought a KB resistant toon I probably would not have even noticed any problem with the 5th column guys.

Don't have anywhere to post screenshots online yet. I'll have to do that one day soon.


@Doctor Gemini

Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.

 

Posted

[ QUOTE ]
[ QUOTE ]
I *may* have oversold the difficulty of the last mission. It just has an Elite Boss, and I may have erred on the side of caution, in that all EBs are supposed to be fairly tough to solo. You do have help from Ashley Porter herself in the mission.


[/ QUOTE ]

I don't think you oversold it, the warning was good to have in, IMO. I figured the warning was due to an EB, and I don't worry much about soloing EBs with most ATs, it was more a case of facing an EB and expecting more of those knockback heavy 5th column guys, that I really did not want to take on while fighting an EB.

I expect if I'd brought a KB resistant toon I probably would not have even noticed any problem with the 5th column guys.

Don't have anywhere to post screenshots online yet. I'll have to do that one day soon.

[/ QUOTE ]

The Germans actually are out of the picture in the final mission, all either captured or slinking off to lick their wounds after the gorilla guerilla debacle - it's just mind-controlled Gorillas and a Lobster Man from Mars.

I might change the warning dialogue to something like "Reckon you might want to bring along some extra help, but, heck, I ignore that kind of advice most of the time, and things usually work out OK."


 

Posted

[ QUOTE ]
I might change the warning dialogue to something like "Reckon you might want to bring along some extra help, but, heck, I ignore that kind of advice most of the time, and things usually work out OK."

[/ QUOTE ]

heheheh...I like that.


@Doctor Gemini

Arc #271637 - Welcome to M.A.G.I. - An alternative first story arc for magic origin heroes. At Hero Registration you heard the jokes about Azuria always losing things. When she loses the entire M.A.G.I. vault, you are chosen to find it.