Mission Arc Critiquing Thread
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Many of my missions because of the defaul mobs I was useing ended up not being worth any XP and got alot of complaints they weren't worth doing. These mobs have allso been replaced with custom critters.
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So customs are worth more XP than normal mobs?
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Many of my missions because of the defaul mobs I was useing ended up not being worth any XP and got alot of complaints they weren't worth doing. These mobs have allso been replaced with custom critters.
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So customs are worth more XP than normal mobs?
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Perhaps I didn't exsplain that right.
The problem was that I was useing Legacy Chain and Hellions which max out at a spicific level meaning that you would have to be EXed down to that level or they'd be grey to you. Grey con mobs aren't worth any XP.
Basically the standard Legacy Chain would give the same XP as my custom versions but only if you're under level 36 I think it was. So anyone abouve that would be EXed down and not recive any XP.
Placeing custom critters into missions which are anywhere between 1-54 allows all levels to earn XP from them.
Sence you still get XP as a side kick I'd much rather have my missions set too high for lower players that will get auto SKed than be set too low for hier players. So basically all my missions are set to spawn in the 50-54 level range that way everyone gets XP insted of just everyone below 30.
The simple way to put it. Custom mobs aren't worth more XP they just don't have level caps set on them. Standard groups have level caps which can't be changed.
Arc Name: Enter the Taskmaker
Arc ID: 243882
Levels: 40-50
Author global: @Tiger Knight
Difficulty: Medium/ Hard There is an EB and 2 Bosses. Arc is mostly for 40+ toons so SKing up might prove too difficult for lowbes.
Overview: You been out of the Zig for awhile and have made a name for yourself in the Rogue Isles. So much so that Arachnos has really begun to take na interest in you. They send someone out to train you in how to be the best villain you can be. Think you can make the grade? (Minor comedy related)
The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes
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Arc Name: Enter the Taskmaker
Arc ID: 243882
Levels: 40-50
Author global: @Tiger Knight
Difficulty: Medium/ Hard There is an EB and 2 Bosses. Arc is mostly for 40+ toons so SKing up might prove too difficult for lowbes.
Overview: You been out of the Zig for awhile and have made a name for yourself in the Rogue Isles. So much so that Arachnos has really begun to take na interest in you. They send someone out to train you in how to be the best villain you can be. Think you can make the grade? (Minor comedy related)
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Soloed on a level 50 EM/Elec brute.
Right from the start there was something that didn't sit right with me about the story, and the fact that this is a level 40-50 arc. The contact seems to presume that the character is fairly new at this villain thing, and needs to be taught some things. This would be fine on a lowbie mission, for say a level 5 character, but when I'm playing my IOed up bad[censored] level 50 I find myself incredulous. I mean it's kind of hard to suspend my disbelief and accept that my brute wants to be taught to be streetwise, when privately I already feel like "streetwise" is his middle name. Sorry if this sounds overly harsh. I don't think the story is bad, I just think it's unsuitable for a high level, well developed, character.
Mission 1: Nice map choice and good flow playing through it. I liked this mission.
Mission 2: I'll be honest. I almost quit playing the arc right here. My major pet peeve is that I hate "kill all" missions. I rarely ever see any story necessity for them, and if you absolutely must do it, then please do it on a tiny map. By tiny I mean really small, like one or two rooms.
Mission 3: My brute wanted to tell the contact to shove it, but decided to humor him even though theres no earthly reason he should do so (basically the player has no motivation to continue dealing with this guy who's obviously trying to piss them off). My brute wasn't pleased about having to lead the kidnap victim out though. He doesn't much like backtracking, especially through longish maps.
Mission 4: The custom mobs are cool, and so is their dialog. 13 bombs seems excessive though, you could probably cut it down to half that. When you get down to a single objective, it just says "Explosives". Also noted that the nav bar just said "Manticore" rather than "Defeat Manticore" or something. Manticore himself was not a problem.
Mission 5: The EBs were fine, but why did it have to be a blue cave?...
Overall: The writing was good, and the story flowed well. I'm glad it ended the way it did. However, there is a severe problem with motivation. Why would a high level caracter give a damn about this guy, let alone play along with his abuse? Also there are a lot of attributions about the player character's state of mind and even background. That is bound to rub some people's character concepts the wrong way. I also noted a lack of clues. That being said, a lot of the other detail was pretty good (dialog, interract text, etc...)
Personally, if it were me, I'd rework it for lowbie villains and try to provide some tempting motivation.
Rating: ***
I'm surprised you didn't ask for a review of your arc, Anachrodragon. Did you want one? I'll gladly provide.
(I'm still trying to play by this thread's original rules, so I only want to review an arc by someone who already reviewed someone else's.)
I'd absolutely love a review of my arc. I just wasn't sure about the "keep five posts between critiques" rule. I wanted to give more people time to review the recent arcs before I asked for a review of my own.
But hey, since you've played it already, by all means review away!
Well I'll review it since I wanna be reviewed
Arc 245042 - The Next War on Drugs - Heroic, crime, investigative
I ran it on setting 4 on my Ill/Rad troller.
Overall I really liked it. I'm putting it on my list of good lowbie arcs (wishing I could have a favorites function). I'm a fan of all natural arcs and gangs and stuff and the arc had a nice mix of natural gang types using standard critters.
Mission 1: Good mission, good that you dont need to lead the guy out and good you aren't required to stop the crimes (options are good). With trolls, great start for lowbie teams to level up.
Mission 2: another good one, pretty straightforward with a slight twist. Security guards providing another nice lowbie friendly fight.
Mission 3:Your pop-up says it all. Isn't that the PPD's job? I didn't like having a mission with nothing to fight. It was certainly different to see only friendly faces in a mission but I'm not playing the game to go glowie hunting. That being said it is a fairly quick and painless endeavor. Especially with a team.
Mission 4: Things are getting a little more challenging (as they should) with the Tsoo. Who make a good gang. With 2 bosses this is good difficulty progression. Nice small map.
Mission 5: Fun map, fight the family (naturally). Good mission, good challenge level for lowbies.
The Story: The overall layout was very well done good use of text color changes.
The story was pretty fun! Like I say I dig gang/natural arcs. There was a whole lot to read that's for sure, a bit too much for my personal tastes. And in the end I was left feeling like this was a "Part 1" or something. Perhaps you have another in the works?
I got the impression you filled in absolutely every text field as well as pop-ups. While a lot if it is very funny(I marked comedy as one of the attributes), it seemed a bit much to me. Options are good as I say but not so you can take all of them
I will probably be running this with lowbie buds, seemed like it'd be great for teams level 1-20!
Play my arc!! #246604
Mecha Mutiny: Quatrexin's Quandary
Fight all your favorite CoH robots and more!
No harder than a regular storyarc.
Recommended for levels 22-33 to have fun and level up!
All critiques are welcome! I really think if I ever get a shot at Dev's choice it's this one. So I'm looking for all types of feedback. As far as playability I am very pleased with it atm. Writing I probably could use some work but it's a fun story.
I know reviewers generally solo arcs and mine is great solo but really shines on teams. It's robot madness!
My arc is set at level 33 so bring anything under that to get xp while you review.
Review of Black Rose - ID 77448
First I love the arc name! I wonder why lol.
Seriously I really like the arc name and how the mission names follow through with the dark theme.
My overall comments are that the arc has a nice story that kept me wanting to play. There are nice costum villians and the dark theme is carried through the plot, the mission names and the villians.
Mission 1: Darkness Rising
Good use of NPC dialog. I would suggest adding a bit more to Epine's bio.
Mission 2: Shadows Fall
Like Epines hero group name and here his bio is good. I liked Vicent and what that added to the plot. The mission exit pop-up made me smile.
Mission 3: Shadow Flame
Is Epine French or perhaps you are? He said come here in French in this mission but spoke English elsewhere. His bio said he grew up in FL. I would either change this dialog to english or work into the bio that he is French. His hero name is French and I love it!
Mission 4: Soja's End
This mission was fun but hard. I soloed the rest on my level 18 WS but got help from this mission after dying a few times and the hands of the Death Hound. I loved that concept!
Overall I really liked this mission. It deserves a much better rating than it has. More people should play!
Rose
@Gypsy Rose
In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest
Arc Name: In Pursuit of Liberty
Arc ID: 221702
Faction: Custom
Creator Global/Forum Name: Gypsy Rose
Difficulty Level: Can be fairly easy on heroic but a challenge at higher settings. Can be soloed.
Synopsis: Liberty Rose Jones was an ordinary child or was she? Help Liberty find her true destiny if you dare.
This mission gives the origin of a hero. I tried to include humor with the plot that unravels as you play. The clues provide plot details.
Estimated Time to Play: About 1 hour.
It is so hard to get people to play missions so thanks for this thread. It is a great idea.
I am really looking forward to getting feedback.
@Gypsy Rose
In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest
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Arc Name: In Pursuit of Liberty
Arc ID: 221702
Faction: Custom
Creator Global/Forum Name: Gypsy Rose
Difficulty Level: Can be fairly easy on heroic but a challenge at higher settings. Can be soloed.
Synopsis: Liberty Rose Jones was an ordinary child or was she? Help Liberty find her true destiny if you dare.
This mission gives the origin of a hero. I tried to include humor with the plot that unravels as you play. The clues provide plot details.
Estimated Time to Play: About 1 hour.
It is so hard to get people to play missions so thanks for this thread. It is a great idea.
I am really looking forward to getting feedback.
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The intro and end text for the various missions feels kind of sparse. And somewhat condescending, especially for high level heroes.
You NavBar clues only have names "Stateman" "Liberty Rose" "MAL". You should really enter the text telling people what about those goals. "Free Statesman" "Find Liberty Rose" "Defeat MAL".
The Family felt kind of forced into the arc. You may have wanted to tie the arc more closely into canon, since you were adding a bit to someone's lineage, but if you wanted that, you should really have went all the way. Maybe a scheme by the 5th or the Council to prevent the addition of another member of that family to the roster, rather than the Anti Liberty customs.
Your customs seemed to be fairly nice, although I am not certain how balanced they are. I ran it on a fairly IOed tank, so am not sure how a solo squishy would fair. I am just not sure how much you really needed them in the arc. Nice descriptions on them though.
Most people, including me, are not all that fond of glowie hunts on outdoor maps, so 2 in a row was kind of irritating, especially the one on the Eden map. It looks fabulous, but you may want to consider a smaller outdoor map, with less hiding places. Some stories can certainly require using the extraordinary maps in the game, but others don't. The Family patrol in that map felt especially out of place. I am very glad you didn't have a Defeat All on any of the outside maps.
Over all, a decent arc. It just felt like it needed tightened up in some areas and fleshed out a bit in others.
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My latest arc:
Title: Future's End
ID: 255895
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Mirror Spirit has contacted you again. It is time to finish off the Future Skulls, and she thinks she know how. Can you stop the Future's End? Follow up to Future Skulls, 4727. and Simple Times, 70801. [SFMA/LBMA]
Feedback welcomed in the Fighting the Future Trilogy thread.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Arc Name: In Pursuit of Liberty
Arc ID: 221702
Faction: Custom
Creator Global/Forum Name: Gypsy Rose
Difficulty Level: Can be fairly easy on heroic but a challenge at higher settings. Can be soloed.
Synopsis: Liberty Rose Jones was an ordinary child or was she? Help Liberty find her true destiny if you dare.
This mission gives the origin of a hero. I tried to include humor with the plot that unravels as you play. The clues provide plot details.
Estimated Time to Play: About 1 hour.
It is so hard to get people to play missions so thanks for this thread. It is a great idea.
I am really looking forward to getting feedback.
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The intro and end text for the various missions feels kind of sparse. And somewhat condescending, especially for high level heroes.
You NavBar clues only have names "Stateman" "Liberty Rose" "MAL". You should really enter the text telling people what about those goals. "Free Statesman" "Find Liberty Rose" "Defeat MAL".
The Family felt kind of forced into the arc. You may have wanted to tie the arc more closely into canon, since you were adding a bit to someone's lineage, but if you wanted that, you should really have went all the way. Maybe a scheme by the 5th or the Council to prevent the addition of another member of that family to the roster, rather than the Anti Liberty customs.
Your customs seemed to be fairly nice, although I am not certain how balanced they are. I ran it on a fairly IOed tank, so am not sure how a solo squishy would fair. I am just not sure how much you really needed them in the arc. Nice descriptions on them though.
Most people, including me, are not all that fond of glowie hunts on outdoor maps, so 2 in a row was kind of irritating, especially the one on the Eden map. It looks fabulous, but you may want to consider a smaller outdoor map, with less hiding places. Some stories can certainly require using the extraordinary maps in the game, but others don't. The Family patrol in that map felt especially out of place. I am very glad you didn't have a Defeat All on any of the outside maps.
Over all, a decent arc. It just felt like it needed tightened up in some areas and fleshed out a bit in others.
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My latest arc:
Title: Future's End
ID: 255895
Levels: 5-14
Keywords: Solo Friendly, Canon Related, Save The World
Description: Mirror Spirit has contacted you again. It is time to finish off the Future Skulls, and she thinks she know how. Can you stop the Future's End? Follow up to Future Skulls, 4727. and Simple Times, 70801. [SFMA/LBMA]
Feedback welcomed in the Fighting the Future Trilogy thread.
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Thank you so much for the feedback!
You said "The intro and end text for the various missions feels kind of sparse. And somewhat condescending, especially for high level heroes."
This was my attempt at humor and not meant at all to be condescending. I have found some intros and wrap ups way too long and loose my interest. I would love an example of one you think is good so I can better understand what you mean.
You say "You NavBar clues only have names "Stateman" "Liberty Rose" "MAL". You should really enter the text telling people what about those goals. "Free Statesman" "Find Liberty Rose" "Defeat MAL". - Good advice I will address this.
You said "The Family felt kind of forced into the arc". This connection was explained I thought in the first mission as statesmen I believe took down Family and Al was tied in to MAL but as to them everywhere I completely agree. I used them to auto level to 45 since when I team we waste so much time matching up SKs. I heard there is now a way to set the mission level but I can't figure out how. If anyone knows how I would love to do that and remove them from all but mission 1.
You said "Most people, including me, are not all that fond of glowie hunts on outdoor maps, so 2 in a row was kind of irritating, especially the one on the Eden map. It looks fabulous, but you may want to consider a smaller outdoor map, with less hiding places. " WOW I so agree with that. I cant find it half the time. I was sucked in by the beauty of the map. I will change it most definately!
Thanks again. So much. When I get a chance I will play one of yours.
@Gypsy Rose
In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest
Humor is very subjective. There are some good humor arcs in the AE, but it is hard to make it widely appealing. I obviously didn't find your openings funny, but that doesn't mean others won't.
You can set the mission levels on the first page of each mission, under Mission Parameters. There are dropdowns there for the low and high levels of the missions.
I'm glad you found the feedback useful. I always feel it is important to listen to the feedback, but make up your own mind about what you are doing.
In my arcs, I tend to have quite a bit of information, in the intro text, clues, patrol dialogues, etc. I think the dialogues are important for immersion, and they can help with the story. I like using the intro & mission complete text to set up & summarize what has been happening in the story so far. So when I do a story arc, I tend to expect the same sort of thing.
But not everybody does, and there is not really any reason to change things like that if they are doing what you want as a writer. And since your arc was at a 4 star when I ran it, there are obviously people that think what you have written is pretty good.
Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Arc Name: In Pursuit of Liberty
Arc ID: 221702
Faction: Custom
Creator Global/Forum Name: Gypsy Rose
Difficulty Level: Can be fairly easy on heroic but a challenge at higher settings. Can be soloed.
Synopsis: Liberty Rose Jones was an ordinary child or was she? Help Liberty find her true destiny if you dare.
This mission gives the origin of a hero. I tried to include humor with the plot that unravels as you play. The clues provide plot details.
Estimated Time to Play: About 1 hour.
It is so hard to get people to play missions so thanks for this thread. It is a great idea.
I am really looking forward to getting feedback.
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Reviewer Comment:
The intro and end text for the various missions feels kind of sparse. And somewhat condescending, especially for high level heroes.
My Response:
This was my attempt at humor and not meant at all to be condescending. I have found some intros and wrap ups way too long and loose my interest. I would love an example of one you think is good so I can better understand what you mean.
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The review on my arc was very helpful. The reviewer made many good suggestions which I will definately implement.
The only feedback which surpized me was the part quoted above since I would never ever intend to be condescending.
So ... If any of you have time I would really appreciate it if you could take my arc and read the opening dialog including the 3rd part where you go back with out entering.
I would love feedback from others as to if they agree it is condescending and or find it funny. What I was trying to do was be light hearted in my npc intro to keep people interested. But overall the arc is intended as a story and not a comedy. I worked very hard on it. It took me about a month to create. The last thing I want is to put off or offend people before they even play.
I am not asking you to play or to rate just give feed back on NPC dialog before I change it I would like more feedback. You could post here of send a tell to @Gypsy Rose.
Thanks so much.
@Gypsy Rose
In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest
I'm back after a tempory forced leave from the game due to lack of being able to pay to keep the account open.
Anyway, I've reviewed a couple different story archs now and still haven't recived a review for one of mine.
I got ya covered Rial
I played Lord Imperial's Origin
First some spelling errors I caught:
M1 Stranger: hideing = hiding
M1 return dialog: thoughs = those
soon after that(not sure where): exsplore = explore
M5 the doctor: giveing=giving
Oh and in the opening I would go ahead and spell out four instead of the numeral, would just look better imho.
that's all I saw but I wasn't looking out for sp errors
I played with a level 50 Ill/Rad on level 3 diff so I was doing EBs
Playability:
Mission 1: I enjoyed the Flying Dutchmen, at first I was annoyed by rezing minions but then figured ok, more rewards kinda like Freaks, and they went down fairly easy. I think you're missing an opportunity there tho to make some pirate talk. Who doesn't like piratespeak? The Stranger was pretty cool looking but I think could be cooler with some color changes imho. The Eb was fun but if it was set for an AV I would consider it a bit much for an opening mission. (The arc in general is suffering from too many AVs. As I played it it was fun, I honestly would make at least some naturally EBs)
Mission 2: to me this felt like a repeat of M1 but inside.
Mission 3:I don't think you should bother explaining why the arc is neutral, I knew what I was getting into when I signed up. The Legacy and CoT seem like natural enemys, good change of pace. I actually don't mind circle maps but I really don't like portal rooms. I think you have too many ally groups on the map. Circle seemed to be dominating the fights too, I didn't really feel like they needed help. In my run I ran into Imperial before Shark mage so mage's dialog diddn't make sense. Not sure how you could remedy that on a map like that.
Mission 4:I had fun with it but again I think AVs are a mistake, and might feel a bit tedius on teams. Granted you do get help (except mallard wouldnt stop trying to destroy the meteor). I believe when you have so many Ally AV types and enemy the mission feels a little too much like you aren't really needed so much. As EBs I had fun with it.
Mission 5: Same as M4 but indoors. Suffers even more from overpowered allys. Again, with EB allys none of the enemy groups were remotely challenging except the other EBs
Story: I'm honestly not much of a story critic. I tried to follow but got lost and was wishing I could go back and re-check who was who in which timeline. I found the arc confusing and generally not my kinda story so I gave up trying but perhaps someone else could comment on the story. I liked the custom group and I liked the stranger. The allies I thought were just ok. Good use of standard villains.
I gave you 4 stars in game. If I had run it on a team with AVs I probably would have found it a little tedius and given you a 3.
I hope my comments and opinions are helpful Rial
If anyone could I would love comments on my arc. I really think It shines but would love feedback as I know there is still polishing to do (especially writing). It really shouldn't be too hard so go ahead and get xp on it while you review . Level 33 and under for xp. It really shines on teams but I realize most reviewers solo.
I'm out, write on writers!
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Mission 1: I enjoyed the Flying Dutchmen, at first I was annoyed by rezing minions but then figured ok, more rewards kinda like Freaks, and they went down fairly easy. I think you're missing an opportunity there tho to make some pirate talk. Who doesn't like piratespeak? The Stranger was pretty cool looking but I think could be cooler with some color changes imho. The Eb was fun but if it was set for an AV I would consider it a bit much for an opening mission. (The arc in general is suffering from too many AVs. As I played it it was fun, I honestly would make at least some naturally EBs)
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Did you happen to notice that the coloring for the Stranger was simular to Mallardman's costume? He's ment to be an anchient ancestor so he's related to Mallardman, Neptune, and Lord Imperial.
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Mission 3:I don't think you should bother explaining why the arc is neutral, I knew what I was getting into when I signed up. The Legacy and CoT seem like natural enemys, good change of pace. I actually don't mind circle maps but I really don't like portal rooms. I think you have too many ally groups on the map. Circle seemed to be dominating the fights too, I didn't really feel like they needed help. In my run I ran into Imperial before Shark mage so mage's dialog diddn't make sense. Not sure how you could remedy that on a map like that.
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I belive I actully had the map set the random. The map I really want to use isn't avalible. It's the crystal map from the end of the Ice Mistral TF.
There's a few cases I've notices where dialog doesn't make sence if you find people out of order even in normal missions. Not really anything I can do to fix it.
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Mission 4:I had fun with it but again I think AVs are a mistake, and might feel a bit tedius on teams. Granted you do get help (except mallard wouldnt stop trying to destroy the meteor). I believe when you have so many Ally AV types and enemy the mission feels a little too much like you aren't really needed so much. As EBs I had fun with it.
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It's mostly set that way so that anyone can solo it but it should still be fun for teams too.
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Story: I'm honestly not much of a story critic. I tried to follow but got lost and was wishing I could go back and re-check who was who in which timeline. I found the arc confusing and generally not my kinda story so I gave up trying but perhaps someone else could comment on the story. I liked the custom group and I liked the stranger. The allies I thought were just ok. Good use of standard villains.
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The problems with the story is that it was originally wrighten as a 6 episode series for YouTube and it got condenced into 2 episodes per story arch so any confusion should be cleared up by finishing the other 2 story archs.
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I gave you 4 stars in game. If I had run it on a team with AVs I probably would have found it a little tedius and given you a 3.
I hope my comments and opinions are helpful Rial
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Thanks for the 4 stars, when I have a chance I'll see about fixing some of the spelling errors.
Oh and in regards to your comment about adding more pirate talk. I like the sugestion but not really sure how to go about doing that. Care to elaberate on that one.
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Here
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I ment how can I add to the exsisting dialog not how can I talk like a pirate. :P
Oh lol well if you really wanted to you could make patrols with dialog but I was mostly joking
I played #246604
Mecha Mutiny: Quatrexin's Quandary
I loved the arc name and your mission titles. I really loved the contact. He looks so cool. I suggest that you add a custom bio for him.
Mission 1:
Great intro dialogue - especially "obviously epic problem"
Nice touch having SG name in dialogue.
I really loved the dialogue from your contact when you return and you aren't yet done. It was so funny to me that I laughed.
Challenging and fun to play mission'
In the wrap up - did u mean to say "the Clockwork King"
Mission 2:
another nice intro and lol the busy dialog
I loved the ClockWork Maiden
Typo in exit pop up mission 2 - says findingd
I Like the mystery - what is Edison? Kept my interest.
Mission 3:
Love the royal guard.
I admit it - I stealthed this as i was solo on an illusion/emp. Loved the villians. That royal guard really scared me .
Mission 4:
LOL again i loved the still busy dialog. You had me fooled since mission 3's wasn't funny.
Loved the gadgets
Dr Aeon's rescue dialogue was funny.
Mission 5:
The mystery of Edison is revealed.
The still busy pop-up got me again.
All that looking forward to meeting Ed and he killed me. Where are his manners
Overall impression:
I really enjoyed this arc. It was fun to play, had some nice custom characters and I loved the humor!
@Gypsy Rose
In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest
Please review my arc:
@Gypsy Rose
In Pursuit of Liberty - 221702
I have changed it a lot based on forum feedback and I hope it is improved.
@Gypsy Rose
In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest
Thanks Rose!
I'm honored to be on your must play list.
I'm making some additions to the arc right now based on citizen's and your review. There are a lot of custom descriptions I want to make.
Stay tuned for a more epic parralel story from the Vanguards point of view!
Just played through Attack of the Tinkers Toys! First of all, I really enjoyed the custom enemies, everything from the look to the names, Commando Joe being my favorite. Quick question, though: what was up with the Punks? They kept spawning, seemingly out of nowhere, and didn't fit the villain theme.
I noticed a little typo in the mission contact's dialogue after mission 2. He says "pin in on him" instead of "pin it on him." Nothing major.
My only real critique is that the final boss was way hard. I died twice (as a tanker) because he immediately drained all my endurance and chain held me while he and his minions beat on me. I used an entire tray of inspirations (this is at level 34) and still couldn't win. On the third try, he didn't hold me at all, allowing me to defeat him.
The story was engaging, though, and I also liked the use of the little sidekick. I would recommend this story to someone else.
Here's my first foray into AE mission construction. It'd make me happy if you'd check it out and leave me some feedback.
Title: Solidarity Forever: The Paragon City Sidekick's Union
by @Exploding Lad
Arc ID: 260117
Help Exploding Lad figure out who's undermining the sidekick tradition!
The arc is only three missions long with some simple custom enemies and works for levels 1-54. It's supposed to be a little funny/goofy but solidly superhero. Let me know how it works for you.
OK so like 2 days after the launch of issue 15 and I've finnally finished tweeking my missions... I think...
I've made some major changes to my missions which I have tested and some minor changes which I haven't tested yet. The minor changes was just altering costumes on a few custom characters and fixing mission text so it's really not going to effect the playability of the story arch.
Because issue 15 created more space for customs and removed the Prisoners I have made several major improvements. Many of my missions because of the defaul mobs I was useing ended up not being worth any XP and got alot of complaints they weren't worth doing. These mobs have allso been replaced with custom critters.
I'm just going to give you an overview of what to exspect.
Lord Imperial's Origin
Mission 1 and 2: The Flying Dutchman
These guys have actully been made much easier than they were pre Issue 15. I've removed alot of their defencive capabilitys makeing them much easier to kill however there are 2 things you should still watch out for.
Minion Death Beards now have the ability to rez. This makes them harder than before but it's worth it for the second kill XP.
LT. Swabby still have Stealth which as much as I'd like to I can't remove. Be carefull not to aggro too many of these. I've allso discovered that Perception powers either from Leadership or the Arachnos sets can help you to see these guys.
Mission 3: Legacy Chain
These are not the normal Legacy Chain, sence they max out around 30 the would be grey in my missions which are all set to 50-54. (You will be auto SKed to 50 if you're lower level.) These custom Legacy Chain consist of...
Minion Tellus of Earth who has both stone and plant controll.
LT. Inferno of Flame who has fire controll and thermal radiation. These guys can buff and heal others so take them out first.
Boss Storming of Rain who has Ice controll and storm summoning.
These originally had pets with them but that made them nearly impossible to kill so I've removed all their pet summoning abilitys.
Mission 4 and 5: Circle of Thorns
Not costume so no need to worry.
Lord Imperial's Girl Trouble
Mission 1: Infernal Demon
Not Custom so no need to worry.
Mission 2 and 3: Goth Soul Gang
Mission 2 originally had Hellions in it which I never wanted anyway. Mission 3 had Prisoners which no longer exsist and both have been replaced with the Goth Soul Gang.
Minion Arsonist and LT. Enforcer both use Thugs but they're only able to summon Punks/Arsonist. Be sure to target the main Arsonist summoner not the pet version.
Boss Bruiser has no pets and may appear as a LT. named Dorian the Strong in mission 3 depending on how many people you have on team and your difficulty level.
Mission 4 and 5: Midnight Squad
Just like the legacy chain this version of the Midnight Squad is a custom group. The actual Midnight Squad and the Tsoo use to be in these missions but are too low for a level 50 mission.
Minion Genin has Martial Arts and Archery.
LT. Jounin has Dual Blades and Ninjitsu which means they can hide. Be carefull not to aggro too many of them.
Boss Oni has Fire Blast and Thermal Radiation, basically a Fire Corrupter.
Lord Imperial vs. Lord Vestereo.
Mission 1 and 2: Nothing custom to report.
Mission 3: Legacy Chain
As well as haveing the custom Legacy Chain as mentioned abouve I've allso added a new AV/EB to this mission. You still have 2 AV/EB allys helping you so shouldn't be a problem.
Masked Magician has Necromancy and Illusion Controll allowing him to summon both Zombies and Ghosts.
Mission 4 and 5: Nothing custom to report.
As well as the new stuff listed abouve here are the old Custom characters...
HONOR
Imperial (Or Lord Imperial, DDD)
Mallardman (Primal Earth, Martial Arts/Willpower)
Mallardman (Mythical Earth, Bubbles/Energy Blast)
Neptune (Martial Arts/Storm Summoning)
The Stranger (Assult Riffle/Martial Arts)
Legacy Chain/Vestereo's Army
Lord Merlin (or Merlin he falls under both groups depending on weather or not he's a zombie yet, DDD)
Lord Vestereo (DDD or Necromancy/Dark MM depending on how far you are into his story arch)
Vestereo 1 (Robotics/Devices)
The Flying Dutchman/Circle of Thorns/Vestereo's Army
Captain Davy Jones/Shark Mage/Admiral Shark (Assult Riffle/Bubbles as Capt. Jones and Mage or Soilder/Bubbles as Admiral Shark)
The Flying Dutchman
Minions: Death Beard (Claws/Regen) and Matey (Katana/Super Reflex)
LT.: Swabby (Katana/Nijitsu)
Boss: Buccaner (Named Buccaner First Mate Jack, Katana/Invuln)
Midnight Squad
Mr. Beast (Ninja/Trick Arrow)
Mrs. Beast (Ninja/Trick Arrow)
Goth Soul Gang
Demon (Thugs/Pain Dominaton)
Cameron the Lovely (Thugs/Poison)