Arc Reviews


13th_Stranger

 

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Seeing as my question got pruned.

Photonic Savior, Venture, other takers, what's your opinions of arcs that, were they canon, would seriously violate the status quo?

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What exactly do you mean by status quo? Do you mean something akin to what was being discussed before the moderators cleaned house in here?


 

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Photonic Savior, Venture, other takers, what's your opinions of arcs that, were they canon, would seriously violate the status quo?

I wrote one -- #4829, "Chains of Blood".

Mind you, I wrote it in a way that doesn't contradict anything actually said in the game, but expands upon it.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

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Thanks for the review LaserJesus! Couple of points to touch on.

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I didn't see a single custom LT in the group.

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They had to be cut. Originally that mission was filled with nothing but Rularuu eyeballs, which fit the theme of "Infinite eyes" but were ridiculously overpowered. So I cooked up a little custom group to take their place. However, the filesize was REALLY tight at this point, and putting in the customs pushed it up to 105%. So I cut some objectives and clues, but only dented that number. So I just said screw it and removed the lieutenants.

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Unfortunately, the AI concerning nova style powers is really screwed up. I've only ever seen it used properly by custom enemies who are energy blast and dark blast. Every other time I've seen the custom enemies use it immediately as you fight them, meaning that as soon as you get up by them, there's an inferno in your face. The same problem exists with the bosses, who are extreme psychic blast. Psychic blast doesn't have aim, but it still has psychic wail, which can be a real problem for some ATs and powersets. For this reason alone, I would suggest putting the bosses and the Nephalim on hard difficulty for both of their blasts, as it's no fun to charge into a group of enemies and instantly get smashed with a nova. It's also especially bad on the bosses, because on a large team you're going to have multiple psychic blast enemies who will all hit the melee characters with a ton of psychic damage immediately. Goodbye, most tanks, and soon goodbye team.

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I noticed the Seraphim doing this when we ran it last night as part of an event on our server. I'll change it to hard.

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I would suggest changing Hro'Dtohz to a Rikti Priest in the third mission. A Rikti Priest attacking would make a lot of sense, as the job of the Rikti Priests is to ensure that abberant thoughts are crushed. Having one lead the purge of the religious sect would be more appropriate than a general.


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I wanted to do this, but since Rikti Priests only show up during Rikti invasions, they have a level range of 30-30. So using them would mean nerfing players down to level 30 with no real explanation.

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In the last mission, the intro text says that the hole opened over Kings Row, yet the nav bar, mission accept text, and map all say that it is Atlas Park where you are fighting.

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Lack of proofreading on my part. Originally that mission took place on that big outdoor king's row map, but I changed it to fit better with the beginning of part two.

As for lack of closure...well it's really supposed to be one arc that's just been split into three parts. I really don't know what else to tell you here, but I just hope players will recognize that...

Well thank you very much for the detailed review anyway, and I will be implementing some of your suggestions now.


 

Posted

Well, the Nephalim does the nova thing too. I personally have no problem with nova style powers, when they're done properly, that is. :P Unfortunately the custom critter AI is just plain idiotic at times. Same thing with using elude or dull pain as soon as they see someone.

As for the lack of closure, just adding return text would go a long way. I realize it's a three part arc, but not everyone wants to sit down and play three arcs in a row. Return text would at least wrap up the story of the first one somewhat, and set the next one up.

I also was wholly unaware that Rikti Priests were only 30-30. That's a shame.


 

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I would love reviews/comments/criticisms of this:

Name of the Arc: Attack of the Monsters of Legend
Arc #: 82060
Morality: Neutral
Brief Synopsis: Abraham Van Helsing, legendary arch-nemesis of Count Dracula, has been kept alive all these years by gypsy magics, and he's recruited you to help save the world from the reunion of a deadly triumvirate; Count Dracula, Frankenstein's Monster, and the Wolfman. Dracula and Victor Frankenstein have combined their resources to raise Victor's monster and put together a plot to rid the world of costumed heroes and villains once and for all. But was there really a fourth member at the meeting between the Count, Dr. Frankenstein, and the wolfman, as Larry Talbot, his memories seen through the shrouded mystery of his alter ego, hazily recalls? There just might be more to all of this than it seems...

If you're a fan of the old Universal monster movies or just monsters in general, you should enjoy this.


My Mission Architect arcs:

Attack of the Toymenator - Arc # 207874

Attack of the Monsters of Legend - Arc # 82060

Visit Cerulean Shadow's Myspace page!

 

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As for lack of closure...well it's really supposed to be one arc that's just been split into three parts. I really don't know what else to tell you here, but I just hope players will recognize that...


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Having run this arc I think I know what the problem is: the "closure" or "what happens" explanation appears in a clue after you defeat the boss. Lots of people miss those (and I noticed the last sentence in the clue is in dark purple, which is very hard to see against the game background). I would suggest repeating what happened in an end-of-mission popup, or in the contact's return text.


 

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As for lack of closure...well it's really supposed to be one arc that's just been split into three parts. I really don't know what else to tell you here, but I just hope players will recognize that...


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Having run this arc I think I know what the problem is: the "closure" or "what happens" explanation appears in a clue after you defeat the boss. Lots of people miss those (and I noticed the last sentence in the clue is in dark purple, which is very hard to see against the game background). I would suggest repeating what happened in an end-of-mission popup, or in the contact's return text.

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Good idea, will do.


 

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I hope I'm not intruding in this, but if anyone would like to try their hand at my arc:

Arc Name: Bringing A Lord to Power
Arc ID: 2782
Length: Very Long
Mission Count: 5
Morality: Villainous
Description: Blightlord has a new scheme. Whatever it is, the payoff's sure to be worth your while.

Extreme criticism welcome. ^_^


Arc ID: 475246, "Bringing a Lord to Power"

"I'm only a simple man trying to cling to my tomorrow. Every day. By any means necessary."
-Caldwell B. Cladwell

 

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As for lack of closure...well it's really supposed to be one arc that's just been split into three parts. I really don't know what else to tell you here, but I just hope players will recognize that...


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Having run this arc I think I know what the problem is: the "closure" or "what happens" explanation appears in a clue after you defeat the boss. Lots of people miss those (and I noticed the last sentence in the clue is in dark purple, which is very hard to see against the game background). I would suggest repeating what happened in an end-of-mission popup, or in the contact's return text.

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I read the clues for sure. My main point is that the lack of something along the lines of even a "Good job, $name! But we're not finished yet!" in the return dialogue of the last mission just kind of leaves it hanging. Like I said earlier, a lot of people aren't going to sit down and play through all three at once. The separate arcs should be treated like chapters of a novel or episodes of a television show. A sense of closure on the events of the chapter or episode, but with the plot still open for development in the later parts.


 

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As for lack of closure...well it's really supposed to be one arc that's just been split into three parts. I really don't know what else to tell you here, but I just hope players will recognize that...


[/ QUOTE ]

Having run this arc I think I know what the problem is: the "closure" or "what happens" explanation appears in a clue after you defeat the boss. Lots of people miss those (and I noticed the last sentence in the clue is in dark purple, which is very hard to see against the game background). I would suggest repeating what happened in an end-of-mission popup, or in the contact's return text.

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I read the clues for sure. My main point is that the lack of something along the lines of even a "Good job, $name! But we're not finished yet!" in the return dialogue of the last mission just kind of leaves it hanging. Like I said earlier, a lot of people aren't going to sit down and play through all three at once. The separate arcs should be treated like chapters of a novel or episodes of a television show. A sense of closure on the events of the chapter or episode, but with the plot still open for development in the later parts.

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Well...you kind of get put in a minor coma...Kind of hard for your contact to talk to you when your braindead...


 

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Maybe, but the contact could talk to YOU.

"I know you can't hear me, $name, but..."


 

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Given the opening of part two. It would make NO sense at all for your contact to talk to you. For clarifications sake I'm going to spoil it right here. Since part one ends with the destruction of Atlas Park and you getting knocked out cold, part two opens with you in the destroyed atlas park map waking up 3 days later. Now how could you contact talk to you then?


 

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What exactly do you mean by status quo? Do you mean something akin to what was being discussed before the moderators cleaned house in here?

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Not exactly. Stuff like my friend's arc ('fraid I don't remeber the number, it's by @Viseur), which ends with Paragon on its knees. Something that, were it canon, would seriously upset the balance of the game world.

Or Squid's arc. That could be another example.

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Given the opening of part two. It would make NO sense at all for your contact to talk to you. For clarifications sake I'm going to spoil it right here. Since part one ends with the destruction of Atlas Park and you getting knocked out cold, part two opens with you in the destroyed atlas park map waking up 3 days later. Now how could you contact talk to you then?

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Dramatic description of you losing consciousness?


What shall claim a Sky Kings' Ransom?

PPD & Resistance Epic Archetypes

 

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Dramatic description of you losing consciousness?

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Yep, that's what the debriefing is.


 

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I don't really have an issue with arcs that could never be considered canonical due to the events they describe happening in them. In my mind, the mission architect is akin to the old "What if?" stories in silver age comics where they would just have fun telling stories in alternate universes and dreams and such.


 

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I'd appreciate some feedback on my first arc.

Arc Name: Dorks & Dungeons
Arc ID: 148594
Length: Medium
Mission Count: 1
Morality: Heroic
Genre: Humour
Description: When pen and paper role playing goes horrendously wrong.

I've played through it solo on my DB/Will 42 scrapper on challenge level 4 and not died twice, though there were some close calls with the bosses but I think that's appropriate for the difficulty. As such I think the challenge is acceptable. All the enemies are custom made by myself.

This is also a single map arc so if you want a sweeping 4-7 map story arc then don't go for this. It's a quick ~20minute arc that's about having a laugh.


 

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I'd like to see Statesman's Tiny Task Force review since I redid parts of it. (Huh, who knew naming my badguys "Naked Skulls" would get the mission invalidated)

Arc Name: Statesman's Tiny Task Force
Arc ID: 52668
Length: Long (Tiny maps tho)
Mission Count: Five
Morality: Heroic
Genre: Satire/Humor
Description: It's Statesman! GLEE! Oooh oooh oooh! He wants you to do some stuff for him! This is it, baby, you are on your way!


"If you build it, they will run you over with it."-RPG Designers Mantra
Working on: YotZ Legends: Even Heroes Die (First Round Edit)

 

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Arc# 119228, “Hero Therapy! (TM)”
tl;dr: 3 stars. Offenses: overuse of special maps,

Reviewed on: 5/6/2009
Level Range: varies from 5-54, monotonic increasing
Morality: Heroic
Character used: Mother Night/Virtue

The Contact for this one is just called “The Therapist”. He says you've been referred to him by a “Dr. Ichi Budi” due to recurring nightmares from your work as a hero. He proposes a form of dream therapy that allows you to confront your anxieties and defeat them. I believe this is the Kirby school of psychoanalysis.... The acceptance text describes you as being hypnotized, which may not sit well with some of the more serious roleplayers. The level range on this one is all over the place, be prepared for some jumps.

The first mission, which caps at 20, takes place on the Midnighters' Club map. You have to rescue the Therapist, then defeat your high school Librarian. “Don't ask me why”, he says, “it's your dream.” He follows you around as a non-combatant, which means once you rescue him your stealth is blown. Having him follow the player is a cute dramatic device but it's probably not worth it for that reason. The Librarian is a Lieutenant with Mind Control/Sonic Blast, who makes a few insulting comments as you beat her down. You can pick up an ally, “The Steel You Lack”, a Boss-level Broadsword/Sheild, that hardly seems necessary. Thanks to the recent changes to mob powers, the Librarian gets Confuse now, meaning the ally may turn out to be worse than useless. There are also a few Outcasts, Trolls and Vahzilok about; the Therapist explains afterwards that you can expect to see these “echoes” of your past enemies will always be about in the dream sessions, and that now that you've defeated the Librarian she will appear as an ally in future sessions, along with Steel. Some “Little Dream People” custom mobs appear as well, which the Therapist doesn't talk about.

The next “session” takes you to Mother Mayhem's hospital, capped at 29. It's filled with glowies representing “broken promises” and “broken friendships”, all of which are your fault. The primary enemies are the Little Dream People again, with a variety of powers; Freaks, Tsoo, Banished Pantheon and Warriors battle it out with each other. At least one of the glowies appeared to be a trap, springing an ambush of “Little Nightmares”, Dual Blades/Kinetics Minions. Springing the Therapist this time spawns your Vanity, a female Archery/Trick Arrow Boss, guarded by Freaks. Repeated holds and sleeps kept turning off Darkest Night, making this fight a bit of a pain. Fortunately she didn't spawn far away from the Therapist; I'd have hated to have had to grovel all the way back over that map.

The third act, capped at 40, follows the same pattern, calling for you to defeat “an old, painful memory” after finding the Therapist. This one takes place on the “Dark Victory” map from the Statesman TF (Aeon's “trap”), meaning it may be disconcerting to people who haven't done that TF. The triggered Big Bad is a schoolgirl named “Secret Shame”, an Elite Boss (Fire Blast/Fiery Armor) that had the poor graces to spawn at +1. The fight pretty much drained my tray but I took her on the first try, Scourge 4TW. She spawned in the outdoor section of the map, and there is no mention in the briefing that you can leave the building (though the exit is an elevator, so there's a good chance people will stumble on it). Again, this is a very dramatic effect but I'm not sure it's worth the trouble.

The last act, capped at 50, takes you to...the sewers, the Dr. Vahzilok map. (This is four special maps in four missions...too many. It's not at all clear that any of these need this kind of special treatment.) The Therapist tells you on rescue you must go through the Door. Like the previous missions there are various objects (glowies and destroyables) meant to represent various memories, at least one of which was booby-trapped. “The Door” is an Illusion Control/Dark Armor Elite Boss and spawned right next to a “Little Dream Person” Boss with Mind Control, meaning there were two mobs with Confuse powers, and me with two hard-hitting allies. This is not a good combination. I was killed instantly on my first try (Superior Invisibility, never saw it coming) and the second try was a very frustrating fight as I was getting Confused every few seconds.

The Architect set a high bar with this project, but unfortunately it falls short. The arc has zero clues, none at all. In an attempt to keep the powerposing to a minimum all the psychological aspects have to be soft-pedaled to a near-meaningless level. The arc overuses special maps. Using the Therapist as a rescue to trigger the actual objective doesn't really add anything and causes issues for some builds. An attempt at innovation should be rewarded but I felt there were a lot of technical problems in this.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

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overuse of special maps

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I'm curious about this bit here, since one of my arcs ends up using nothing BUT special maps. Do you mean that using unique maps just for the hell of it is bad, but using them for story purposes is fine? Or do you mean that using nothing but special maps period is bad?


 

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Do you mean that using unique maps just for the hell of it is bad, but using them for story purposes is fine?

The latter.

Or do you mean that using nothing but special maps period is bad?

However, if you are using nothing but special maps, you'd better have a gorram good reason for it.


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

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Do you mean that using unique maps just for the hell of it is bad, but using them for story purposes is fine?

The latter.

Or do you mean that using nothing but special maps period is bad?

However, if you are using nothing but special maps, you'd better have a gorram good reason for it.

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Cool, thanks for clarifying.


 

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Throwing one of my arcs into the ring - any and all feedback is appreciated.

Arc Name: Kung Fu on the Loose
Arc ID: 77533
Length: Medium (2 outdoor maps)
Mission Count: two
Morality: Villainous
Genre: Fun
Description: You once again find yourself watching television. The new HD signal looks spectacular. As you reach for the remote control, there is a bright FLASH in front of your eyes . . . Find out what happens next!

Similar in tone to the Television story arcs in CoV. One EB at the end of mission 2. Only custom critters in the missions.


Go Team Venture!

 

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thank you venture for taking the time to play and rewiew my arc. it is greatly appreciated. doing it myself on a small scale i realize what a lot of work it is, especially for the large amount of mediocre to bad arcs out there.

while i disagree with you almost completely with your critique of the story elements and devices that i employ, your analysis of the powers of the enemies deserve a closer look.

what now? should i provide a spirited defense of my piece of work?

oh yeah... one thing... since this is hypnosis/dream therapy i chose the most dreamlike maps available. hence the overuse of unique maps. eh... c'est la vie! or as i like to say more often... et mon cul? c'est du poulet?


global: ridiculous girl
Hero Therapy! (TM) - 119228
welcome to donut world - 1233

 

Posted

Arc Name: Kung Fu on the Loose
Arc ID: 77533

Good Stuff: Very well done custom enemy group with a nice variety. The story arc style was very much like what would come from the Television in regular gameplay. The dialog was also definitely very much what I expected for the type of arc that I was going through.

Bad Stuff: Large number of patrols. Ambush triggered during EB fight in mission two.

I played this two mission arc with my level 50 SS/Invuln Brute on the Villainous notoriety setting. I don't have her "tricked out" with special IO sets or anything spectacular, but she still solos very well.

The mission screen contact dialog was much like what one would get if they did a Television mission. Kudos there. The pop-ups were also very similar. More Kudos. The rather gratuitous amount of patrols all saying the same thing over and over kind of started to kill it for me after getting halfway through the map, but I pushed on.

In mission one, I was enjoying the use of the outdoor map and mangling those same patrols. I had the workaholic badge before the end of the mission. Master Gi was easy enough, making me wonder what demon he made a deal with if he supposedly defeats Xo later in the "movie."

It was on mission two that things got even more interesting, and hairy. I applaud the clever use of stealth for some of the minions. I should have expected it, but it caught me totally by surprise and I like that. Things took a bit of a downturn in the battle against the EB, though. I wasn't too worried at first (I was expecting a nasty brawl), but as he started getting closer and closer to defeat an ambush rolled in! Then, once I'd defeated the boss and turned my targetting elsewhere, he got BACK UP! Not always a big deal if you're used to fighting Freakshow, but when you've got a triggered ambush (or two - I know I had at least 6 guys on my back other than the boss) that's kind of not kosher. Even with a Mu out, I still had to pop Unstoppable and a couple of inspirations.

Overall, I would have rated Kung Fu on the Loose 5 stars had it not been for that one detail. It was clever, cheesy, well-thought out and had some good costuming. *thumbs up*

I suggest taking out the ambush or toning down the boss a bit. A brute can take that heat better than a Corrupter and when your custom mobs can inflict stun/immob/hold yada yada, that starts wandering into the realm of "OMG I can't beat this guy." People who don't have a chance don't vote well.

(I'll take review requests to ease some workload here. If you post here, please also send me a PM to be sure I get the arc ID number.)


SG Leader "Knights of Tir Asleen"

"I am a humanoid... I get really annoyed at the things humans do."

"Shepherd" ID: 135806 - Heroic Morality Story Arc