Mission Arc Critiquing Thread


Adelie

 

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Would love to get folk's take on ARC 3361 "Heroism is Good Business"...

... and yes, I've the same problem with the Crey that was already noted.

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Im just about to start it. Will report back via an Edit of this Post.

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Right, overall, an interesting enough storyline,nice to see sb working with the normal villain groups instead of focusing on custom Vampire Elvis presleys and whatnot.

Here are the notes i jotted down as i played through it:

I played it on a lvl 50 En/En Blaster, Science Origin.

Contact’s face is a bit dark because of the lighting in the AE room. Not much you can do about that, but I didn’t realize she had a gold tiara on until I saw the boxout pic of her in the info window.

‘Give me a briefing on&nbs”

‘They’re all supposed to be locked up..’ – who, the hard drives, the research stations or the Crey? Might need some clarity here.

Colorizing for the attention-span impaired is good.

Patrol dialogue has Sname in it in the chat window (I think this is a bug, not your error?). I personally don’t like the ‘Copy “Weapons Free”, locked and loaded’ etc stuff, but that’s totally subjective.

O’ Conner’s bio has small typo – ‘Crey hopes in increase the power of their battle armors.’ – ‘..hopes for an increase…’ perhaps?

Mission 2

‘Don’t’w worry Dr parker Ive got your back on this.&nb’

Dr Dibblys guards has ‘Forget the spaz! Get the $type' in the chat bar and in the speech bubbles.

Gamma Prime – maybe some reason for him and his mission complete req to suddenly appear might be added (especially considering the actual reason he’s there) – I means some reason why the player has to defeat him . Also, his bio has <br><br> in it, as well as the ‘increase in’ typo. His dialogue’s all in CAPS, but the players name isn’t, which jars a little.

Both scientists have exactly the same dialogue upon release. A little differentiation, even rephrasing one of their sentences (it IS amusing line) would be nice imo.

The contact giggling at the debrief of mission 2 – I must have missed sth, because I didn’t know what was so funny. She’s talking about Dibbly, and the rescue of dibbly was a bit cluttered I felt. Lost of dialogue all at the same time and an ambush straight away, also with dialogue. I didn’t have time to take it all in.

Mission 3

‘Yeah, I’m in. Tell me where these goons are test’ – incomplete?

LOL interesting surprise guest there. His ‘left behind’ dialogue has ‘you’re the Science $type, I’m just the guy with the…’ – I wont spoil it lol.


Hmm…Is Blood Ninja invisible? I flew around stealthed till I saw his ‘Understood. To get the device, $name will have to go through me.’ Line (note error), but I couldn’t see him anywhere. I’m still in the mission. I’ve had a good fly round for quite a while now. Covered the whole map.

I’ll post what I’ve got so far anyway, and add more if I find Blood Ninja.

EDIT - Ah, yep, he's a Stalker isnt he? I flew around for a while longer, then decided to kill all and see if he spawned. He ASes me just after I'd had a fight with a few Crey, so i was low on HP and he was able to one shot me.

The ally is horribly annoying because he doesnt have a travel power, so you have to forever go back and babysit him along.

After the really very easy ride so far, Blood Ninja is a shock, anfd not a pleasant one for me I'm afraid. She killed me again and I hosped, ate an entire trays worth of inspirs and then defeated her. But i didn't enjoy that mission at all.

I felt the last mission was the weakest. Only 2 objectives, really, and one of those was annoying rather than cool. Toons with +per will have a totally different experience, though., of course, but i hate stealthed mobs, hence my personal feelings there

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

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Arc Name: Trademark Infringement
Arc ID: 12544
Creator Global Name: @Wrong Number
Difficulty Level: Easy-Medium

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First off, great mission. Funny idea, good implementation, and just the right length to keep the gag from wearing out its welcome. There's only a couple mechanical issues I see people having with it:

1) The custom characters are great, but I can see them being a little much for low-level PCs; especially since several of them have holds. Maybe you should add a suggested level range to the mission description?

2) However, the catgirls are just plain nasty for random minions, which is just an effect of Ninjutsu being bugged. Maybe they should have another secondary, at least until the devs fix /Nin? (Disregard if they're supposed to be nasty, I'm assuming otherwise since it seems like more of a "fun gag" mission than a "buster of balls" mission.)

And since we're on the subject of humorous missions:

Arc Name: Science is a Harsh Mistress!
Arc ID: 15415
Creator Global Name: @Chyron HR
Difficulty Level: Medium

Synopsis: Operative Grillo needs help wrangling some mad scientists! Are you a bad enough dude to battle verminous Fabreoids, interdimensional invaders, and the world's nuttiest professors? (A humorous mission with a few twists.)


 

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Hey, don't forget me.


 

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I'll probably run yours sometime today.


 

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Forgot to post my thread for a crit!

Here it is:

Arc Name: The Echo
Arc ID: 18188
Faction: Heroic
Creator Global/Forum Name: MrCaptainMan
Difficulty Level: Easy
Synopsis: A simple rescue reveals a deeper mystery involving a face from the past and a possible plot to destroy the world. Story-heavy 5-mission arc, narrative told mostly via clues. The last mission especially is very story intensive (and until

Also includes one new custom group, the Crey Librarians! They shouldn't cause too much of a problem, and hopefully they'll amuse too.

I recommend doing this solo or in a duo. Some story elements are conveyed through the debriefing, so not all team members will be able to get the whole story.

In the last mission especially, pay attention to the clues.

HAve fun, and be firm but fair with your crits!

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

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Hey, don't forget me.

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Well, since you asked.

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Arc Name: The Portal Bandits
Arc ID: 16994
Faction: Nagan Hegemony, Crey, Rikti
Creator Global Name: @Lazarus
Difficulty Level: Medium-Hard

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1) In the first mission, you have a lot of objectives. You might want to consider paring them down to, say, "3 clues to find" instead of having "rescue scientist", "search crate" "examine computer" flooding the bar.

2) It seems strange to have a high-tech samurai being a Portal Corp contact. Especially when he's asking you to do hero work instead of doing it himself. I guess he's an actual character of yours making a cameo?

3) Lots of custom mobs and optional objectives for da badgin'. I will keep an eye out for it on live.

4) In the second mission I saw Paragon Protectors fighting the other Crey mobs. You might want to take a look at the settings on the battles.

5) You build up a collection of redundant clues to the effect of "The Nagans are stealing portal tech" over the course of the arc. They could be consolidated a bit without losing the effect of the story.

6) The helpers are a nice addition, but they could stand to be toned down a level (especially now that Elite Bosses don't downgrade to lieutenants anymore). They were pretty much steamrolling the missions for me. Of course, they're optional, so I guess people can ditch them if they want, but then you have to go back and get them if you want help with the AV.

Bonus 7) On reflection, does Viki what's-her-face in the third mission really have to be an AV? I'll be honest here, I don't think a standard supervillain you fight in the middle of the arc should outclass the player that badly.


 

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1) In the first mission, you have a lot of objectives. You might want to consider paring them down to, say, "3 clues to find" instead of having "rescue scientist", "search crate" "examine computer" flooding the bar.

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I've removed the crate and left the computer with the objective "Find Clues". The individual clues for mission one have been rolled into a single end of mission clue. I altered the NPC flavor text to include some of what the clues would have told you at the moments they were being given.

Now the first mission only requires you to find that clue and defeat the AV. Idea is that defeating her causes the Nagans to retreat.

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2) It seems strange to have a high-tech samurai being a Portal Corp contact. Especially when he's asking you to do hero work instead of doing it himself. I guess he's an actual character of yours making a cameo?

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If the Devs add the "Ask About This Contact" button to MA contacts, you'd see that he does have a backstory. Right now you have to wait until you meet him in mission 4 and read his info.

On that note, every AV in the arc is a cameo character.

I've also added more text in his briefings to explain why he is not doing things himself. For example, in the 3rd mission he tells you to go after Vikki while he goes to question Anna, little does he know she's over at Vikki's already.

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3) Lots of custom mobs and optional objectives for da badgin'. I will keep an eye out for it on live.

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Actually unintentional. I didn't even know about those badges when I made the arc. I just like adding lots of details and I designed the arc around the custom faction, which was modeled after Naga Obscura.

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4) In the second mission I saw Paragon Protectors fighting the other Crey mobs. You might want to take a look at the settings on the battles.

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I saw that for the first time today. I've gone and created a custom Crey group with only the 35+ critters in it, so that issue is gone.

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5) You build up a collection of redundant clues to the effect of "The Nagans are stealing portal tech" over the course of the arc. They could be consolidated a bit without losing the effect of the story.

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Clues have been consolidated now.

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6) The helpers are a nice addition, but they could stand to be toned down a level (especially now that Elite Bosses don't downgrade to lieutenants anymore). They were pretty much steamrolling the missions for me. Of course, they're optional, so I guess people can ditch them if they want, but then you have to go back and get them if you want help with the AV.

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Not going to happen. Some have to be AV to make sure they have necessary Status Resistances, otherwise issues occurred where some allies ended up getting KB'ed to death. Also cuts an issue where they were dying too easily with large team spawns.

And they're optional anyway. If you don't want to use them, it's not hard to skip past or ditch them if you did pick them up.

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Bonus 7) On reflection, does Viki what's-her-face in the third mission really have to be an AV? I'll be honest here, I don't think a standard supervillain you fight in the middle of the arc should outclass the player that badly.

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You have a AV at the beginning of the arc and you're surprised to find one in the middle? This is more to address issues with her being too easy for teams. If she's too hard to solo as a EB, that's what Anna is there for and I have yet to see her not help.

====================

Anyway, it helps a LOT if people include in their reviews what Archetype and powers they were, what difficulty they played the arc on, and if they were solo or with a team (of what size?) Otherwise it's hard to adjust difficulty issues if you have no idea what people are taking up against your characters.


 

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"Adventures of the Space Marines"
Arc ID: 17421
Length: Very Long (5 Missions. Estimated 45 minutes- 1 hours)
Morality: Neutral
Plot: The evil Alkanis Empire lead by the space tyrant, Emperess Dominia, has invaded the planet Phobos and subjugated the peace-loving Simizams. Its up to the Space Marines, valiant protectors of the galaxy, to liberate the Simizams and thwart the Emperess's malevolent ambitions! Are -you- tough enough to hang with the space marines?
Author: @Epoch6 (Test Server), @Flying Carcass (Live Servers)

"Adventures of the Space Marines" (video preview).


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All in all, a very decent arc. Some critical stuff:

- the Alkanis lieutenants have no description of their own.

- a few typos here and there still.

- same as from HighTreason:
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--The c4 goal just says "1 c4" flesh this out more... 1 c4 to do what with?

--When I interact with the c4, there is no text telling me what I'm doing and no messages about it sent to chat either.

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Some cosmetic suggestions:

- C-4 stands for Composition 4 and is designated 'C-4'. c4 is a type of engine. You should probably change this.

- the US Marines' battlecry is 'oorah'. The US Army's is 'huah'. merging the two is...a fickle thing. I suggest you go with one or the other.

- much flavor could be added to these missions in the form of pre- and post-mission popups. For instance, after setting the C-4 in the tunnels, the mission exit popup could say 'As you duck for cover, the Captain primes the detonator.' Popups are very useful for establishing setting and mood, and while they should not be overused, can give the player additional information that would take the contact a lot more text to get across.

-this:
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--Don't assume the character is from Earth. The contact at the beginning says something like "You're from Urth? Never heard of it" There are lots of alien characters in this game and you've just ruined immersion for every one of them.

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I played this arc with a Drokar who's only ben on Terra for a couple of months. I really doubt he'd say he 'was from Earth'. Now, if you're going for a 'classic human sci-fi setting' where the hero is 'the intrepid Earthling swept out into space', then it fits perfectly. Otherwise, however, it's very immersion-breaking.

- the same applies for descriptions relating to the Space Marines. You say the Alkanis Empire is the only force around that can stand up to them. I find this also seriously breaks immersion since by now we have a ton of alien species people have made in the critter creator. I haven't personally, an I don't know if I'm planning to, but I still feel this statement should at least be changed to a 'that they know of' tone.

Other than that, solid arc. Was a lot of fun.

Now then, here's my new arc up for critique:

"This Is War, Part I - the Revenge of Hro'Dthoz"
Arc ID: 16012
Length: 'Very Long' (5 Missions, but most can be completed rather quickly)
Morality: Neutral
Plot: Need I say it?
Author: @Acid Zero

And for anyone who should like, my first arc:

"Welcome to Architect Entertainment"
Arc ID: 13220
Length: Long (4 Missions)
Morality: Neutral
Plot: Dr. Aeon welcomes you and wants to show off his newest creation. Of course, it's Dr. Aeon. With him around, something funky always happens.
Author: @Acid Zero


"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi

Characters

 

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Arc: 'Small Fears'
Arc ID: 6528
Length: Medium
Missions: 3 (nothing major- medium is a fairly accurate description)

Description: No matter how happy your childhood, there are always a few corners of darkness, little pockets of black fear that every child knows. And now those shadows are expanding. Something is clawing out of the lost childhood of Paragon. Are you ready? Ready to confront the forgotten fears of the nursery?

((It's a horror-themed arc; I really have no idea why that popped out of my brain, but it did; feel free to absolutely savage it, since horror is way outside my normal purview, and it's open to question whether or not I have the faintest clue what I'm doing with it :/))

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Definetely better than its last installments, even getting mildly creepy. Mission objective text is way wordy and would be much better placed in clues and contact dialogue, but it's without a doubt getting better.

Mother Mayhem suddenly coming back after just being beaten down in another universe is also a little...loosely plausible. It'd be much better if she showed up with either another Praetorian at her side or at least a bunch of her group.


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I agree. I had alot of fun playing this arc though.

lemme give this a try.

Arc: Dark Dreams
ID: 18436
Length: Medium
Missions: 2
Descriptions: A frantic 911 call about shadowy monsters invading an office building during thier annual Father/Son Day sets off a story of where these strange monsters came from and why they are so interested in a young boy named Seth McNiel.

(First attempt at an arc. Tried to make it solo friendly)


 

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lemme give this a try.

Arc: Dark Dreams
ID: 18436
Length: Medium
Missions: 2
Descriptions: A frantic 911 call about shadowy monsters invading an office building during thier annual Father/Son Day sets off a story of where these strange monsters came from and why they are so interested in a young boy named Seth McNiel.

(First attempt at an arc. Tried to make it solo friendly)

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Trying to run this right now with a mid-level scrapper. Will post a write up once I'm done.

<font class="small">Code:[/color]<hr /><pre> REVIEW BELOW </pre><hr />

Alrighty, that was actually tough for my scrapper, but it was a good challenge. Ran into some things you might want to fix or add to:

Mission 1:
Maybe add a clue to the rescue of Thunderhead. I always like to know how people get caught. Replace Thunderhead with another "helper." He kept using gale, blowing the little baddies all over. Annoying if you are melee. That's about it for that one.

Mission 2:
Infernia is using Seth's model and powers. Instead of getting a fire-shooting helper I get a boy that brawls everything and then dies. Seth's bio has a typo: Who should be whose. Shadow Beast is mean, but that's probably a good thing. Thank you for not giving him dark's heal. =)

Overall I liked the custom mobs and your choice of maps. This arc had a good feel to it. Just needs some debugging.

//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\//\\

Also, still would like some feedback on Arc 13886
The last mission has been fixed up. Was having trouble with circular dependencies, but Leandro helped get that squared away so objectives now pop in the proper order.


 

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Birth of a Fossil
Arc ID: 18632
Length: Very Long
Morality: Heroic
Plot: A long time ago... Dragons ruled the world. No one knows what happened to them. Now, a fossil of one of the greatest has been found. Who shall claim it's power? Be the hero that caused the birth of the villain Fossil Dragon!
Author: @PartyClown

I've just completed my very first arc and I'd like some comments on story, difficulty and writing, especially syntax as I tend to use some french ones. I'd also need some technical testing if possible.

Thanks in advance! Hope you like it and have fun!

P.S. Terribly sorry about the circle maps but it was fitting story-wise!


 

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Adding my arc to the list:

Arc Name: The Summoning
Arc ID: 18411
Faction: Heroic
Creator Global\Forum Name: On Test &amp; Live\@theexiled:Forum\ @the_exiled
Difficulty Level: 1-54
Synopsis: Investigate disturbances going on in the magical community. Solo-able at CL 3; suggest a team of two at CL 4 &amp; 5
Estimated Time to Complete: 1.5 hours

My first story. Feedback always appreciated.


 

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Remember guys, the rule in this thread is that you put your arc up for review after reviewing the arc before you.


 

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Also, still would like some feedback on Arc 13886
The last mission has been fixed up. Was having trouble with circular dependencies, but Leandro helped get that squared away so objectives now pop in the proper order.

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- Second mission pop-up, 'farmers could loose all they own'- got an extra 'o' there, should be 'lose'

- Second mission, 'protect the boxes'- basically decided 'bugger it' after dying to the third ambush on the friggin' box. I don't need everything in the area spontaneously deciding I have to die for trying to protect the bloody box. Especially since they were merrily trying to kill one another a few seconds ago. Just... no. You really, really don't need multiple ambushes on all five of those boxes. It's either murderous or a tedious annoyance, depending on how they catch you (and... five boxes? Why?)

Will try again later.

EDIT- Okay, just one ambush per box. Still doesn't make any bloody sense, still annoying, but I guess the mutant rudolph attack was just an add, not an ambush the first two times.

- Okay, what the hell? Enough ambushes? I don't need... what, three ambushes?.. while I'm trying to fight the EB. Argh. Sorry, that was just an annoying fight.

- Mission three- Legion is a *nasty* fight. I had to call in help, and even then it was dicey. Rage and KO Blow can halve a Tank's health in one shot, so you can imagine what it was doing to my squishy...

So, overall:

The writing's actually pretty good, although the occasional lapses into California Valley girl are a bit odd for a kid who's supposedly grown up in Rhode Island.

The mechanics waver between 'infuriating' and 'why am I even bothering?', though- you're way too ambush-happy, and the EBs are aggravating at best; bear in mind that a lot of people are going to be soloing at this stage, and throwing up a brick wall on every mission won't go over that well.

Overall, I'd say tone it down a little- since you're auto-exemplared down, a lot of characters won't have their full arsenal anyways, and running into enemies like Legion who can goal-kick your head in all of three shots when you can't even hit elude... well, may as well either quit or looooooooooad up on the inspirations (I used most of my tray on the first two fights, along with Eye of the Magus, so Legion was a very unpleasant surprise).


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

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Test MA ARC: ID#13886 The Magical Miss Fitz

Just tried this one.

The dialogue is great. Had me grinning by the second sentence and chuckling by the end.

I only made it partially thru the first mission as I was running solo and this is made for teams (and CLEARLY states so).

The first mish is nice and short. The only thing that had me wondering was why the hostages just stood there after being rescued? I thought they usually ran off.

Going to try and bring a team the next time I run this one. It's got me interested how the rest of the story unfolds.

@Stormy_Defender: Took your advice and switched out Thunderhead for something close, but less annoying. Also changed a few other things.


 

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The hostages not running off is a bug- if you make it so you have to lead them out, they'll thank you for rescuing them... and then follow you around for the rest of the mission &gt;.O

Random aside, Dumok... when you agreed with DeviousMe's criticisms... uh..? I've already changed a bunch of that. Any chance you could be a little more specific and/or offer your own ideas?

EDIT- May as well toss another review in here, don't have much else to do tonight...

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Birth of a Fossil
Arc ID: 18632
Length: Very Long
Morality: Heroic
Plot: A long time ago... Dragons ruled the world. No one knows what happened to them. Now, a fossil of one of the greatest has been found. Who shall claim it's power? Be the hero that caused the birth of the villain Fossil Dragon!
Author: @PartyClown

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Heh... Rick Dare, the lady's lizard.

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Rick Dare is a capable hero but he always seems to get in problems over his head, I'm sure he'll appreciate your assisstance.

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Would read more naturally as "... is a capable hero, but he always seems to get into problems over his head. I'm sure he'll..."

You've got some bleedover- the first-mission "Rick Dare" is the final boss, "Fossil Dragon". He's got the right bio, but the wrong name, form and powers. Although it was kind of funny to watch the EB rip all the CoT to shreds.

Uhm...

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Once you rescued the archeologist, she told you: "Rick Dare came to us screaming happily but then the mages barged in here and asked us where the fossil was! We didn't know what they were talking about! We thought Rick Dare would defeat them but he was already gone!"

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... I'm not even sure what you're trying to say there :/

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Thank you for saving the archeologists. I already spoke to Rick Dare and he explained what happened, looks like we have some important work ahead of us!

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Try "... and he explained what happened. Looks like we have some important..." You have a bit of a fondness for run-on sentences.

- Second mission sendoff- got some extra words ("I will send I will then send")

The level spread is a bit uneven- going from 33 to 50 to 33 again is kind of odd (kept trying to use powers I didn't have)

A Traitor's Story- "will take control of it's power!"- no apostrophe, should just be 'its'.

Also, if the 'traitor' is going to claim that they never suspected who he really was... are you gonna tell us, or no?

You might want to make it a little clearer from the clues that we're supposed to vaporize the fossil-box; I thought it was a mistake, and a glowie had been mixed up with a destructible object.

The dragon's name in the clue is almost illegible- dark purple against dark grey is not the most readable of combos. Also, the clue says 'ofr an unknown time', and the "it's" shouldn't have that apostrophe (fun little factoid- the only time 'its' has an apostrophe is when it's an abbreviation for 'it is'. Otherwise, even the posessive is just 'its'. Yes, English is a ludicrous language with next to no rules and breaks what few it does have with impressive frequency)

You've got some loose HTML tags in Fossil Dragon's bio (mostly 'br' ones).

So, overall:

I'd say this is a pretty solid arc (aside from the occasional bug); everything was constructed well, and the final boss, while not overwhelming, was a decent fight. It felt pretty much like a 'day in the life' for a hero- a small adventure that could fit nicely into canon.

The level fluctuations were weird, and I wasn't sure why they were present- you might want to look into that. Other than that and the bugs that I listed above, not bad, not bad at all!

FURTHER EDIT:
H'okeh, my turn! Going for a twofer, here- one is an arc that's been tested once, found wanting, and hopefully fixed :/

Arc Name: "Small Fears"
Arc ID: #7108
Creator Global Name: @Experiment DBWP (@Wall of Knight on live)
Difficulty Level: Moderate- there are a couple of EBs involved.
Synopsis: No matter how happy your childhood, there are always a few corners of darkness, little pockets of black fear that every child knows. And now those shadows are expanding. Something is clawing out of the lost childhood of Paragon. Are you ready to confront the fears of the nursery? (tough to solo)

(If you've already run this... I wouldn't worry about it too much- things have changed, but the general feel should be about the same.)

Arc Name: How to Survive a Robot Uprising
Arc ID: #18226
Creator Global Name: @Experiment DBWP (@Wall of Knight on live)
Difficulty Level: Fairly Tough. It's doable, there are allies scattered throughout, but it's not easy.
Synopsis: Something strange is happening with the AIs of Paragon City; DATA has asked you to look into it. Your natural first stop, Citadel, got nothing. Until you noticed that you had a new message on your service... from Citadel! telling you to visit a certain warehouse in Steel Canyon... (solo-UNfriendly)


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

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Test MA ARC: ID#13886 The Magical Miss Fitz

Just tried this one.

The dialogue is great. Had me grinning by the second sentence and chuckling by the end.

I only made it partially thru the first mission as I was running solo and this is made for teams (and CLEARLY states so).

The first mish is nice and short. The only thing that had me wondering was why the hostages just stood there after being rescued? I thought they usually ran off.

Going to try and bring a team the next time I run this one. It's got me interested how the rest of the story unfolds.

@Stormy_Defender: Took your advice and switched out Thunderhead for something close, but less annoying. Also changed a few other things.

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@dumok

Thanks for the review. =)
I have no idea what is wrong with the silly civilians in mission 1. I've noticed in other missions that hostages will both run or not run off when rescued and I can't find a setting to make them do so. Maybe it is a pathing issue with the outdoor map?

Sorry you couldn't make it through the first mission. You're not alone in that. You are the first to take a villain AT in so it is good to get feedback. Though I really thought an MM wouldn't have that much trouble. They always seem to blow me up in PvP. Was Hoarathos running on you? He seemed to like doing that against my defenders when I'd debuff his accuracy. Anyway, I generally like to think my stormy is pretty sad when it comes to EB fights so I tend to figure that if I can get through the missions with her then most people can. I should reassess that, I suppose. I have pondered dropping the demons down to EB level so they'd be bosses for soloist, but having run the arc with a team, I can honestly say it is far more chaotically entertaining and weakening the demons would take away from that. It's sorta the curse of MA, as I think most people will be playing arcs solo but I wanted this to be a fun and short little challenge along the lines of Katie Hannon.

To the question you posed in your PM regarding whether it was supposed to be First or Frost. It is meant to be "first demon". I didn't want the nature of a demon to be revealed until you got to it. So they are listed First, Second, Last in the nav window. But now the cat is out of the bag. The horror.

[ QUOTE ]
- Second mission pop-up, 'farmers could loose all they own'- got an extra 'o' there, should be 'lose'

- Second mission, 'protect the boxes'- basically decided 'bugger it' after dying to the third ambush on the friggin' box. I don't need everything in the area spontaneously deciding I have to die for trying to protect the bloody box. Especially since they were merrily trying to kill one another a few seconds ago. Just... no. You really, really don't need multiple ambushes on all five of those boxes. It's either murderous or a tedious annoyance, depending on how they catch you (and... five boxes? Why?)

Will try again later.

EDIT- Okay, just one ambush per box. Still doesn't make any bloody sense, still annoying, but I guess the mutant rudolph attack was just an add, not an ambush the first two times.

- Okay, what the hell? Enough ambushes? I don't need... what, three ambushes?.. while I'm trying to fight the EB. Argh. Sorry, that was just an annoying fight.

[/ QUOTE ]

TeChameleon

Trust me. There are no ambushes set on the boxes. There are patrols, battles, a boss, and items to save. The only two ambushes set on that mission are with the demon and those are cacophan, one easy, the second medium--I will scale those both down to easy. I will note that I occasionally get pumpkins ambush attacking as well when I clear some of the boxes. I hadn't actually thought about it until you brought it up here as I just figured I was aggroing nearby firbolgs. But it might be a bug with that map(?)whatever it is I'm buggin it as it isn't supposed to be happening (also, boxes are optional, they just aren't labeled as such. You can go straight to the AV and take her out if you like. The boxes are there more to boost ticket rewards after completion. I will change that and flag it in the nav bar as optional).

edit: Also adding in some helpers that will appear mid-fight in that second mission. Hopefully they'll absorb some of the impact from the ambush spawns.

[ QUOTE ]
- Mission three- Legion is a *nasty* fight. I had to call in help, and even then it was dicey. Rage and KO Blow can halve a Tank's health in one shot, so you can imagine what it was doing to my squishy...

So, overall:

The writing's actually pretty good, although the occasional lapses into California Valley girl are a bit odd for a kid who's supposedly grown up in Rhode Island.

[/ QUOTE ]
She is just supposed to sound dingy. Valley Girl is kinda universally known as dingy so that's what I went with. Also, I don't know how dingy girls in Rhode Island talk. I'll have to visit someday and take notes.

[ QUOTE ]
The mechanics waver between 'infuriating' and 'why am I even bothering?', though- you're way too ambush-happy, and the EBs are aggravating at best; bear in mind that a lot of people are going to be soloing at this stage, and throwing up a brick wall on every mission won't go over that well.

Overall, I'd say tone it down a little- since you're auto-exemplared down, a lot of characters won't have their full arsenal anyways, and running into enemies like Legion who can goal-kick your head in all of three shots when you can't even hit elude... well, may as well either quit or looooooooooad up on the inspirations (I used most of my tray on the first two fights, along with Eye of the Magus, so Legion was a very unpleasant surprise).

[/ QUOTE ]
Per your thoughts I dropped Legion down to Hard/Hard. He'd been Extreme/Hard and I hadn't thought it that much overkill on my playthroughs with my various characters. But I suppose they are all mostly all IOed/Purpled out so I should factor that in what players would normally have in that level range.

Thanks for the excellent feedback. Will be doing some tweaking to make it a little more tolerable for soloist without hopefully wrecking it for a team.


 

Posted

QR - Nobody going to crit my Mission? I did follow the rules.

I'll do another review while I wait, I guess. I'm just about to start

"Welcome to Architect Entertainment"
Arc ID: 13220
Length: Long (4 Missions)
Morality: Neutral
Plot: Dr. Aeon welcomes you and wants to show off his newest creation. Of course, it's Dr. Aeon. With him around, something funky always happens.
Author: @Acid Zero


-------------------------------------------------
Right, I soloed this on my 50 En/En Blaster. Took me about 40mins altogether I think.

Mission 1.

Your Dr Aeon Dialogue is great. Really really good. I think you’ve nailed him, tbh.

30 secs into the first mission, when I saw the first ‘minyen’, I grinned wide and said ‘Awesome!’ They look great and the concept is nicer too.

Mission 3

More goodness here, though I got a little confused (not much, finished the mission easy enough). Were there more objectives before the Aeon rescue? I liked the extra objective after you got A to the exit, but I might have been annoyed with it if I’d decied to take him with me all the way and then have had to retrace my steps once again.

Mission 3.

By now, my opinion could have been summed up as follows:”Awesome, fun, simple, fast, not too challenging arc. IMO, EVERYTHING that CoH should be when it’s done well.” – That unfortunately isn’t my final opinion, but I just want to say that during mission three I was thinking the arc was that good.

Mission 3 itself is indeed simple, fun, and nicely designed. The incursions objective was nice, and their number just right imo. One small irritation was that I wasn’t immediately sure where they were (I stealthed my way through the mobs on the way to the end rescue), but as the map was fairly small and straightforward this wasn’t a huge problem.

Mission 4

Here’s where it went a bit to pot I’m afraid. The drones were a welcome assistance, and fit wonderfully with the story. It was quite cool to have two silent assistants too. However, they both disappeared before I reached the end, I’m not sure what happened to them As they don’t have any dialogue, its not as easy to know you’ve left them behind as with speaking allies.

Before I got to the EB, I encountered a serious difficulty with fighting more than 3 mobs at once. I originally thought that the different coloured ones had different powerset combos, but in Mission 4 I only seemed to encounter elec/FF ones. The saps combined with the KB was horribly irritating after a while. And then the EB fight was fairly annoying too, for the same reason. You DO state in the briefing, to be fair, that the player may need a team, but for solo players without end drain protection or KB protection, it could be a turn-off.

After the EB wasted me, I went to the insp saleswoman, ate loads of everything and with a lucky AoE kd power, got the EB in a corner and defeated him without too much difficulty that time.

Victory! I grinned in satisfaction, ready to read the Boss defeat clue, then frowned in anger as an ambush attacked me. I really think there’s no need at all for that ambush, dude. It totally got up my nose. The exit button is up, so I didn’t have to fight them, but I like to stay in the mission after I’ve completed it and read any clues I’ve got before I leave. Others of course may like the extra action.

So, overall, brilliant fun. Simple, like I said, but I can’t fault your dialogue or most of the mission design. I recommend it without reservation, even with the annoyances I suffered, as some of those were due to my build.

Faults and quibbles – Some more individual bios for the different custom mobs would have been nice.

Less sapping and KB, maybe (although the powersets DO go with the concept of the mobs, so I’m not sure what else you could do.

NO to the final ambush!

EDIT - i just wnt to say too that the custom mobs looked really good. perfect fit for their concept, the auras were lovely.
-------------------------------------------------

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

Sorry, Eco- I must not have seen it.

And Stormy, I apologize for the tone of my review- it was late, and I was cranky, but had to stay up or risk throwing my whole schedule off, which leaves me off-kilter for weeks &gt;.&lt;

So yeah... came off grumpier than I probably should have, and certainly more so than your arc deserved. My comments on the mechanics still mostly stand though... and if you didn't set any ambush on the boxes, where were they coming from? Because I was keeping a sharp eye out for 'em by the fourth box, and I saw them come motoring in from halfway across the map (three Fir Bolg minions each time).

Like I said, the writing overall was quite solid- I enjoyed it, although I kept expecting Miss Fitz to betray you &gt;.&gt;


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

QR - I thought I'd have a go at 'How to Survive a Robot Uprising too, while I'm here (I like this thread ), but after seeing what the first mission holds, I think it's not for a 50 en/en blaster to solo lol. Purples everywhere!

Eco.

EDIT: I didnt rate it, I hasten to add. And it does say Solo-UN freindly in the briefing, so not a criticism. Great title, though!


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

[ QUOTE ]
Sorry, Eco- I must not have seen it.

And Stormy, I apologize for the tone of my review- it was late, and I was cranky, but had to stay up or risk throwing my whole schedule off, which leaves me off-kilter for weeks &gt;.&lt;

So yeah... came off grumpier than I probably should have, and certainly more so than your arc deserved. My comments on the mechanics still mostly stand though... and if you didn't set any ambush on the boxes, where were they coming from? Because I was keeping a sharp eye out for 'em by the fourth box, and I saw them come motoring in from halfway across the map (three Fir Bolg minions each time).

Like I said, the writing overall was quite solid- I enjoyed it, although I kept expecting Miss Fitz to betray you &gt;.&gt;

[/ QUOTE ]
Heh, no worries. It was solid criticism in my opinion. I'd rather get told what is wrong than what is right. Helps get things fixed.

As for the ambushes with the boxes it has to be a bug. I just reran the arc after doing a few fixes and the firbolg still come charging in once I start working to save a box. I have nothing in my mission structure related to ambushes on those boxes. I really wonder if there's something occurring with coding in the map. War Witch is the one that could swoop in and say if the map causes ambushes, I suspect. I'm going to experiment a little with that mission and swap maps out and see if that is indeed the case.


Edit: well nuts. Swapped to another map and I get the box ambush. =\
Am I missing a setting someplace that is causing this?

If I can't get the ambushes to vanish should I just swap the protect to a glowy that you click to "save?" it would still be optional. That map is too big to send people running around on for glowies while keeping it fun.


 

Posted

Heh... believe it or not, Eco, that's exactly what I soloed it on to test it out (although I stealthed until I found the helper, who's an EB... oh, and I've got precisely zero purples on this guy). There are helpers scattered about- you need to watch the text, and I just realized I forgot to tell you about them in one of the missions, but they're around

[ QUOTE ]
Arc Name: The Echo
Arc ID: 18188
Faction: Heroic
Creator Global/Forum Name: MrCaptainMan
Difficulty Level: Easy
Synopsis: A simple rescue reveals a deeper mystery involving a face from the past and a possible plot to destroy the world. Story-heavy 5-mission arc, narrative told mostly via clues. The last mission especially is very story intensive (and until

[/ QUOTE ]
Hmm... okay, so far so good.

Freaks are always fun to bludgeon. Dialogue is snappy... can almost hear the contact smirking as he sends you to beat the Crey senseless.

- The librarians are great, and tougher than you might think- the support from the lieutenants makes them much more durable. Fun little brawl, although I can tell you were thinking like a Blaster, heh... if you can hover and zap 'em a good one, they're much less threatening.

And like I said, the archivists so need a handlebar mustache.

- Third mission... oyyyy. This isn't really your fault- past level 45, there's no such thing as any Crey that's not a Tank. It's incredibly annoying, since they take forever to kill &gt;.&lt;

- the clues thus far have all been wonderfully awful- my favourite thus far is the Mother Superiour (Habitual criminals. Argh, my brain!)

- Typo- "The Lifesavers Deeds"- missing apostrophe (Lifesavers'), also 'the codes yeild'- should be 'yield'.

- Oooh, subtle Discworld reference (Five exclamation marks!) I like!

- Uhm... 'all the evidence points to him having turned'? His name on the lease, his super-name being used to hire Freaks to save someone, and his super-name being put on a Crey document..? That's really not a whole lot of evidence...

- Puns... breaking... brain...

- First glowie wasn't, for some reason (the tech-box thing). Odd bug.

- "Now it's just landfill" is kind of an odd way of putting it- I get the meaning, but it's a useage that I'm not familiar with.

- Shakesperean Freak = the purest of awesome. That was great! "Look, I gotta guard a crate, I'm gonna better myself while I do it, OK? ..To be or not to be..." ROFL!

- "Guard this crate, but not too hard." HAH!

- Okay, dialogue is gold.

- Associating map points with the Freak bosses would make the final mission much easier- the map is big enough that having to roam all over the place is a bit... meh. And having to travel the full length of the map multiple times to try and find where one guy spawned in is just annoying.

- Uh... exactly how mangled was the French that Sans Direct was spouting supposed to be (to the car? &gt;.&gt? Also, the final thing should be "Alors! J'ai mal a ma tete!" (i.e. 'my head hurts')

- A Gaelic Freakshow..? (or Welsh, or something...)

- Oooookay... Montieth's story? Say hello to my little friend, Mr. Mood Whiplash. Seriously, the difference in tone is staggering.

- Definitely put in guideposts for the spawning bosses- it's hard to be immersed in the narrative when I'm flying all over this bloody huge tub trying to find what obscure corner the boss ahs stuffed himself into.

- ACK!- I lost the ending text- apparently I moved too far away from the contact, and it auto-closed. Didn't even get to read all of it

So, overall:

Great writing, although the ending is kind of a 'wait, what the hell just happened?' moment- having everything be Looney Tunes-level gloriously silly for the first four missions, and then hitting that in the final mission is... uhm... honestly, I spent most of Montieth's story waiting for the punchline that would turn that horrifyingly depressing story funny.

Overall, a fun, swift arc, and the Freakshow are just great. Montieth, on the other hand, is, uh... it's like finding a case of this in the middle of a Silly Symphonies episode while the mayhem and hilarity unfolds all around. It hits a really, really jarring note. I'm still not entirely sure how I feel about it.

Oops- one other thing: some indication that you need to read the clues as things went on in the final mission would be a huge help (like adding Boss Defeat Text that said something like "The loudspeaker activates (check clues)". I seriously would have had no idea why I was running around beating up random Freak Tanks if you hadn't mentioned the clues before you logged off.


"A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head." Seven Habits of Highly Effective Pirates

MA Arcs: #12285, "Small Fears", #106553, "Trollbane", #12669, "How to Survive a Robot Uprising"

 

Posted

Hm, seems you ran into some game bugs there, then. The incursions spawning all over the place is pretty random - sometimes, they'll do as told and hit 'back', being all there to simulate the 'ambushed by bosses' feeling, sometimes they'll say 'who cares?' and go wherever the heck they want.

Not sure how you ran into only blues in the last mission. I gave the Virus a ton of different spawnable entities, so I guess the RNG just wasn't liking your guts, haha. Sorry.

The Drones I can tell you exactly what happened - the elevator ate them. It happens sometimes; bug in ally AI.

As for the 'final ambush'...that's supposed to show up when the AV (yeah, it's scaled down to EB, but originally AV) hits 25% health, and usually arrives within 5-10 seconds. I guess they just got lost somewhere (like the ambushes in the ITF) and didn't get to you until the thing they were supposed to save from you was already dead.


"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi

Characters

 

Posted

[ QUOTE ]

Sorry you couldn't make it through the first mission. You're not alone in that. You are the first to take a villain AT in so it is good to get feedback. Though I really thought an MM wouldn't have that much trouble. They always seem to blow me up in PvP. Was Hoarathos running on you? He seemed to like doing that against my defenders when I'd debuff his accuracy. Anyway, I generally like to think my stormy is pretty sad when it comes to EB fights so I tend to figure that if I can get through the missions with her then most people can. I should reassess that, I suppose.

[/ QUOTE ]

Well, the reason Hoarathos gave me so much trouble is because I'm an idiot.
I logged in today and happened to check my challenge rating.... and it's on Relentless (5).
Like I said, I'm an idiot.

Going to go at it again tonight on lowest setting.

@Teh Chameleon: I really liked the concept and the critters fit. The only thing I found "off" was that the "Mean Girl" and "Bully" seemed to spawn alot and only as singles.

Maybe have a boss critter named "Big Bully" mixed in with the normal Lt. "Bullys".

I think I need to start playing arcs twice. Once on Heroic, once on another setting just in case there ARE bosses like that but I'm just not seeing them because of challenge rating.

I really like the atmosphere of the Green Fog Office map. Is there one that's like that in atmosphere but not green and watery. I know the hellions one is on fire but not exactly what I was looking for.

I ramble alot.


 

Posted

[ QUOTE ]

[ QUOTE ]
Arc Name: The Echo
Arc ID: 18188
Faction: Heroic
Creator Global/Forum Name: MrCaptainMan
Difficulty Level: Easy
Synopsis: A simple rescue reveals a deeper mystery involving a face from the past and a possible plot to destroy the world. Story-heavy 5-mission arc, narrative told mostly via clues. The last mission especially is very story intensive (and until

[/ QUOTE ]
Hmm... okay, so far so good.

Freaks are always fun to bludgeon. Dialogue is snappy... can almost hear the contact smirking as he sends you to beat the Crey senseless.

- The librarians are great, and tougher than you might think- the support from the lieutenants makes them much more durable. Fun little brawl, although I can tell you were thinking like a Blaster, heh... if you can hover and zap 'em a good one, they're much less threatening.

And like I said, the archivists so need a handlebar mustache.

- Third mission... oyyyy. This isn't really your fault- past level 45, there's no such thing as any Crey that's not a Tank. It's incredibly annoying, since they take forever to kill &gt;.&lt;



[/ QUOTE ]

Hm. Noted. I stealthed them on my blaster, mostly, and with BU+the En melee attacks, they weren't very problematic. I should have tested them on my defender, maybe

[ QUOTE ]


- the clues thus far have all been wonderfully awful- my favourite thus far is the Mother Superiour (Habitual criminals. Argh, my brain!)

- Typo- "The Lifesavers Deeds"- missing apostrophe (Lifesavers'), also 'the codes yeild'- should be 'yield'.




[/ QUOTE ]

How embarrassing, typos! lol after about a zillion edits and re-reads, ..ah well, that's what this thread's for i guess!

[ QUOTE ]



- Oooh, subtle Discworld reference (Five exclamation marks!) I like!

- Uhm... 'all the evidence points to him having turned'? His name on the lease, his super-name being used to hire Freaks to save someone, and his super-name being put on a Crey document..? That's really not a whole lot of evidence...



[/ QUOTE ]

Well there IS the note from him before that point, of course. Plus I'm at the absolute limit of text in this (trying to shoehorn it all into the text limits had me pulling my hair out ), and i needed to set him up as the bad guy before the end mission of course, whilst also wording it so that it's not absolutely stating hes a villain. Plus I see the contact as not hugely intellectual, tbh.

[ QUOTE ]

- Puns... breaking... brain...

- First glowie wasn't, for some reason (the tech-box thing). Odd bug.

- "Now it's just landfill" is kind of an odd way of putting it- I get the meaning, but it's a useage that I'm not familiar with.




[/ QUOTE ]

Ah, possibly British English colloquialism, I guess. Might change that. What would the US eng equivalent be?

[ QUOTE ]

- Shakesperean Freak = the purest of awesome. That was great! "Look, I gotta guard a crate, I'm gonna better myself while I do it, OK? ..To be or not to be..." ROFL!

- "Guard this crate, but not too hard." HAH!

- Okay, dialogue is gold.



[/ QUOTE ]

Thanks very much. That's great to hear.

[ QUOTE ]


- Associating map points with the Freak bosses would make the final mission much easier- the map is big enough that having to roam all over the place is a bit... meh. And having to travel the full length of the map multiple times to try and find where one guy spawned in is just annoying.




[/ QUOTE ]

I spent lots of tests rearranging the front, middle, back Boss spawn points. I also tried out a good few other maps too, but that was the best of a bad bunch for the amount of bosses I had to deal with. The fact that there's so many of them didnt help, but the clue character limit of 300 chars forced me to use so many. The monologue was cut down numerous times as well in an attempt to reduce the number of bosses in the last mission. As it is, the first 6 or so should spawn in that first big room, then the second 6 or so in the middle two rooms and the final 6 in the last room. Unfortunately, there are more than 19 spawn points in that map, so there are a few random spawns in the ship at the mission start - this messes up the chain of spawns sometimes. I'll try to think of some way to lampsgade that the player should search the first room thoroughly until he's sure there are no more spawns in it, but I'm sure you can see how that's gonna be a little hard.

[ QUOTE ]


- Uh... exactly how mangled was the French that Sans Direct was spouting supposed to be (to the car? &gt;.&gt? Also, the final thing should be "Alors! J'ai mal a ma tete!" (i.e. 'my head hurts')



[/ QUOTE ]

Lol I wanted anyone who could speak French to be wincing at Sans Direct's dialogue. The same goes for Twp Twp (Stupid Stupid in Welsh) - his 'welsh' dialogue is excruciating, and his defeat line is 'I'm really tired now!'

[ QUOTE ]


- A Gaelic Freakshow..? (or Welsh, or something...)

- Oooookay... Montieth's story? Say hello to my little friend, Mr. Mood Whiplash. Seriously, the difference in tone is staggering.



[/ QUOTE ]

I thought long and hard about that last mission. I wasn't sure to put the Freaks humourous dialogue in it or not. As it was before I did, the monologue starts out sort of mysterious and gets more ane more, well, you've heard it so you know. My Sg-mate played it wiothout any Freak dialogue, and pace of fight,clue,fight,clue etc seemed to work ok. At the end she said she cried (which made me rather pleased, I must say!). It's a shame you missed the end debrief, becasue the contact explains some more info. Among it is that 'He must have been relying on the fact that in this business, you capes often hit first and investigate later, eh?'. All the way through, it seems like a normal enough amusing superheroish freak bashathon, and then as you say, the mood changes...somewhat. Over on the MA chat board there was a debate about dark veil stories in the MA, and though i don't think there should be any Saw-like baby-slicing stuff written, i think there is room for more...drama?

I also think that people can sort of multi-task, which is why I put the Freak funny stuff in. The Freakshow ARE funny, I think. What they've done to themselves is appalling, too, and i am penciling out a serious Freak arc at the moment, but they are also classic cartoony supervillains too. CoH CAn do hammy moustache-twirling, and it can also do stuff that makes you go 'aww' - and lol I think its possible to have both in the same mission, sometimes!

[ QUOTE ]


- Definitely put in guideposts for the spawning bosses- it's hard to be immersed in the narrative when I'm flying all over this bloody huge tub trying to find what obscure corner the boss ahs stuffed himself into.



[/ QUOTE ]

I'll have a look and see what i can do. ther might be space in the chatbox somewhere - It should help those that read the chatbar if no-one else

[ QUOTE ]


- ACK!- I lost the ending text- apparently I moved too far away from the contact, and it auto-closed. Didn't even get to read all of it

So, overall:

Great writing, although the ending is kind of a 'wait, what the hell just happened?' moment- having everything be Looney Tunes-level gloriously silly for the first four missions, and then hitting that in the final mission is... uhm... honestly, I spent most of Montieth's story waiting for the punchline that would turn that horrifyingly depressing story funny.



[/ QUOTE ]

Did you notice that the nav instruction in the last mission was 'Foil The Monitor's Plan' - and of course, you don't. I wanted to have a 'Mission Fail' right there, tbh, but the engine doesnt allow it (Plus it might have been too much of a downer lol).

[ QUOTE ]


Overall, a fun, swift arc, and the Freakshow are just great. Montieth, on the other hand, is, uh... it's like finding a case of this in the middle of a Silly Symphonies episode while the mayhem and hilarity unfolds all around. It hits a really, really jarring note. I'm still not entirely sure how I feel about it.



[/ QUOTE ]

That last sentence makes me quite pleased, tbh. I made ya think, eh?

[ QUOTE ]

Oops- one other thing: some indication that you need to read the clues as things went on in the final mission would be a huge help (like adding Boss Defeat Text that said something like "The loudspeaker activates (check clues)". I seriously would have had no idea why I was running around beating up random Freak Tanks if you hadn't mentioned the clues before you logged off.

[/ QUOTE ]

Yes, I will get on this, it's been mentioned before.

Thanks v much for playing it. It's lovely to finally get some feedback, and very helpful feedback it was too.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."