I'll review and rate
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Pug hell was nice. The defeat all didn't scare me :P. Bullet Train was cool.
Arc 163005 - Rescue The Cabana Bois
This one is short and to the point. It has Cabana Bois, The Order Of The Bikini, cars wired to explode, coffins, and Tyrant. Enjoy it!
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I love short arcs that I can sneak in before I call it a night...Level 50 Katana/Regen.
Mission 1: What do Cabana Bois, The Order of the Bikini, Coffins, Wired Cars and Tyrant have in common? Nothing. There are about a dozen words of text and a totally random mission. Strangely enough, I was motivated to finish it because I was closing in on enough tickets for a gold roll. Sadly, I fell just short. Still, I was hoping for something, maybe a mission complete clue. Maybe some closing dialogue from the contact. I got: 'Thanks.' I would have thought this was just a farm mission, but the custom group was a little too tough for that to make sense.
If you just gave me something.....this could have gotten as high as 2 stars, maybe even a three if you could weave a good short story, but as it stands.....1 star. Really sorry.
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Level 50 Katana/Regen...
Mission 1: Manticore is our contact for part 2 of this story, taking over from Synapse. I gave part one 5 stars, and I am looking forward to this one. Lord Cosmic is the head honcho. He has 12 generals below him, each of which has a bunch of soldiers. We are closing in on one of the generals and will be sent to Faultline. The mission was a good one. The dusty old lab created a nice atmosphere for the mission and the custom group just looks great, which is now expected from this author. The mission had a number of objectives, and I had to clear the map to do it. It was a little lengthy, but I think it worked fine. The clues were intriguing. As for the story, it is moving along nicely. The general wasn't there but we found out why she left: top secret orders to report somewhere just before we showed up.
Mission 2: In part one of this arc, Synapse sends me to save Manticore. This time, Manticore sends me in to save Synapse, who was tracking the general to a warehouse. Another fun mission here with back to back EB's, but with the help of Synapse the main bad guy was very easy. The other one was a fair challenge. We also find out that Sister Psyche is a prisoner (or reminded from part one?) and we have her location.
Mission 3: We are going in for SP and I am warned General Guinevere will be there, the ultimate challenge in this arc. Manticore advises he will meet me in there. I actually go after the general alone, just to test her out. She was very tough, and it took a few inspirations to finally defeat her. I then rescued Manticore and we found Sister P and rescued her. The story wraps up with Manticore telling me that the enemy finally finds the human resistance as a threat, and that the war against them has only now begun....which screams part 3, 4, 5 and 6.
Overall, this was a great second effort by the author. The sequel can never live up to the original, but this came pretty close. Despite being only 3 missions, they were lengthy but managed to keep them interesting throughout. Sometimes long missions can be a real drain. Not in this case. We have another well done custom group, but by the third mission I was starting to tire of them. If there is a downside to the arc, it is he feeling of the story not being really epic in scope. Basically, it is check one place, check another, save a couple heroes, defeat a couple EB's. It seems like a great segway from Part 1 into a much more epic Part 3 - where perhaps we deal the enemy some real damage. In this arc, we defeated 1 of 12 generals, that hardly puts a dent in them.
Probably a 4.5 star arc, but I'll round up to 5 tonight.
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Thanks for the feedback Beach_Lifeguard, glad to hear you liked the 2nd installment
I'm already working on the 3rd Part, and you can be sure I'll post here when I'm finished with it!
Supplemental Galactic Protectorate Fanfic
I'd appreciate if you gave these a once over, but I understand if you could not.
Misc. Adventure
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ID#163527-Rise of the Silver Dragon Society-(Long)
Long ago in the Mystical land of Zu there lived people of extraodinary Kung Fu Prowess. The Steel Crane Society, The Silver Dragon Society and The Black Dragon Society. Come join in a mystical fight for the Peace and Honor of Mankind!--Kung fu theater.
Mythological
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ID#154022-Fallen Angel-Risen Pariah-(medium)
The war between Good and Evil is not as clear as one may want to believe. One man's hero is another man's villain. It's all a matter of perspective. Take the war between Angels and Demons for instance. You may be surprised at just how unclear things can truly be after all.--A Face Off kind of adventure.
If nothing else,
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Name: The Roots of Domestic Terror
Arc#: 103955
Morality: definitely Villainous
Difficulty: easy-medium
Levels: 1-54
Enemies: Custom Group called Gregg's Guerillas, and all-natural powers military unit
Plot: You meet a being who hates humans and wants your help in creating as much terror and chaos as possible. In order to inflict the most damage, you'll need to get some serious weaponry. Fortunately, a suspected terrorist is currently in FBI custody awaiting trial. If only you could gain access to him....
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Lvl 50 Kat/Reg Scrapper (turned evil for this arc)
Mission 1: We have a domestic terrorist going to trial. Our job is to kidnap him from the feds, find out where he is keeping his stash of bombs and then dispose of him. Good villainy fun! The mission was fun as well. The custom group looked pretty decent - they were an array of US armed forces, they were a bit overdone for me, but not too bad.
Mission 2: Now we get really evil. The bombs we took from the prisoner in mission 1 are to be set up around the building were the US and Russia are meeting to discuss disarming their nuclear weapons with the explicit goal of killing everyone inside. The mission consisted of setting 6 bombs and stealing 3 painting for no other reason than the fact that they were there. The custom group seems overpowered, particularly the lieutenants. I didn't have much problem with a scrapper, but I can see people having some issues with them.
Mission 3: The bombs only half destroyed the building. there are some diplomats that survived. I am told to go in and get them, bring them outside and execute them for the world to see. Hard core. The mission has you 'rescue' 3 hostages and take them back out to the door, where you execute them on tv. I don't know why they wouldnt have 10000 guys there to stop you after the first one, but....
Obviously this is a controversial arc and very much NOT for everybody. I personally have no problem with pretty much any story line. The problem with it for me was that is was a little far-fetched. We are helping a demon contact kill human, for his pleasure and for a little profit for me. certainly there are better ways to make a few bucks...let the demon do his own dirty work. I wavered between a 3 and 4 for most of the arc as I was playing, but by the end I think it is a solid 4. The missions were to the point and pretty fun despite a little overpowered enemy action.
4 stars
edited to add: I also meant to say, as a drawback...the arc is more evil than villainy (if that makes sense to you) for my tastes.
If you have time, I'd like you to try Rider's Ribs Restaurant Rescue #163967. I changed some things from when I originally published it so that it flows a little better. The first mission is much smaller than I'd like but I lack a better map since it is the only one I could find with a restaurant in it at all.
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Mythological
-----------
ID#154022-Fallen Angel-Risen Pariah-(medium)
The war between Good and Evil is not as clear as one may want to believe. One man's hero is another man's villain. It's all a matter of perspective. Take the war between Angels and Demons for instance. You may be surprised at just how unclear things can truly be after all.--A Face Off kind of adventure.
[/ QUOTE ]
Short ones get to skip up in my queue.
Lvl 50 Kat/Regen Scrapper
Mission 1: Interesting start. We are told my our contact that the bad between good and evil, represented by angels and demons, must be eternal, for if one side wins, then the world will be unbalanced. Anywho, we need to recover a stone from a site. This stone will allow us to actually see the angels and demons. The mission is short and sweet, with a seldom used map, which is nice. The boss and the custom group is simple, yet fits the theme of the arc.
Mission 2: I am now sent to a field of battle and asked to defeat the leaders of the two sides. Well, they turned out to be extremely difficult and I had to give up after a couple of tries of not even putting a dent in one of them before getting destroyed. I think both times I got about 3 attacks in before I was planted.
I was thinking 4 star up until the EB's at the end, but their difficulty made me downgrade to a 3 star rating.
I do think you have the beginning of a good story here. I would like to see this expanded upon, into a longer arc perhaps? There is clearly a pretty good story waiting to be told using this premise.
I'll give your other arc a shot at some point too.
Thanks for the review on my "Roots of Domestic Terror". I'm pretty happy with how this arc turned out, and I'm hoping to get some feedback on it to make it better. The over-powered enemies is something I'm having a tough time with on all my arcs. Dial them down a little, the missions get easy and boring, Dial them up a little and it's suddenly an ordeal. I was working on another arc tonight and, when testing, got my level 50 Tanker 2 shot by the Boss! That's going to need some work!
The violence in this arc is something that interested me the most, as I wanted to see if I could bring "TV violence" into CoH and not have it be too much. I used "24" as my guide (TV-14). It's interesting that, on my first run-through on this arc, I was a little disturbed by the violence myself. I realized that, had I flipped the arc around, and you were the hero trying to stop these events, no one would think twice about it. (I actually considered this as a companion arc at one point.) In fact, it would be no different than a typical newspaper mission. As you say, doing it this way is much more contriversial. I guess things we typically see on TV seem much more violent when incorporated into CoH, especially if there's not a hero to swoop in and save the day.
I remember the Developers got some grief when CoV came out for not making the game villainous enough. I now see the fine line they were treading, and why they went with the "you're working for bad guys and fighting other bad guys" instead of "go to town, beat some old ladies over the head, and steal their money" kind of thing.
Thanks again for the review, and I'm glad you enjoyed playing it. Again, I like the way this one turned out, so I'll definitely take your advice of the enemy powers.
Please try my arcs:
Arc# 63910 "Why Do Bad Girls Like Bad Boys?" (length=Long, levels 40+)
Arc# 401500 "How to Be a Successful Professional Criminal" (length=Very Long, levels 1-10)
Submitting my arc for review:
Arc ID 64859
Name: The Calling of the Cult.
Creator: @Misho
Morality: Neutral
5 Missions long, Maps 1-2-4 are small, map 3 and 5 are medium.
Length according to MA descriptor: Very Long.
Aprox. Length from previous players' runs: Not so long.
Custom Group.
EB/AV included.
Party recommended altho' not needed.
Really hoping you can get around to play my arc, will be waiting on reviews either here on as a response to my post, for which you can use the link to find it.
As an advise, read every clue, help window green chat enemy conversation, still busy and even the souvenir.
Thanks in advance
Thanks for the review. That was my first arc. I learned from it. It was mainly made for my sg and I ran out of memory making it, but now I know better. I'll be sure to give it some work to bring out the story more and to lessen the pain from too much power in the bosses.
Again, thanks.
Remember,
I have handed off arc #111486 by @DLancer to parkin. You can find his review here: http://boards.cityofheroes.com/showflat....;gonew=1#UNREAD
Thanks parkin
And after 3 weeks, the 3rd installment is complete
Arc Name: The Galactic Protectorate - 03
Arc ID#: 173452
Details: An alternate-reality Sister Psyche asks for your help to continue the fight against the Galactic Protectorate
Techncial Details: A little different once again, still no "Defeat All" missions, but a couple EBs and an AV at the end. It's very soloable - maybe TOO soloable, at least in my tests it seemed easier than the previous Arcs. Anyway, that's why I'd like some outside feedback, whenever you're ready
Supplemental Galactic Protectorate Fanfic
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I'd appreciate it if you would take a look at Arc 8121, Rapp'Mas'Ta's War. I've had a lot of friends look at it, but you know...fresh eyes, huh? It IS solo-friendly, and I enjoyed writing it. Hope you have fun!
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Finally getting to this one with a Lvl 37 DB/Regen Scrapper.
Mission 1: Dark Watcher informs me that the Rikti are targeting very specific areas of the RI. We are being sent in to an area the Rikti have just finished destroying. The mission has a mix of Ritki and Wailers., but the only objective is to defeat a standard Ritki boss. He went down easily. All of the wailers say the same thing, you might want to vary up their dialogue a bit. Also, from the opening dialogue it seemed like the Ritki came in an destroyed the area and we are being sent in to see what is going on, so I was thinking there would be no Ritki in there. Might want to just clean up the dialogue a bit. The clue at the end says there is an altered energy pistol....
Mission 2: Dark Watcher is now sending us to a scientist to help us figure out how the pistol has been altered, which hopefully gives us a clue as to what the Ritki are up to. The scientist was being captured by the Freakshow (not sure why) but we rescued him and he told us the pistol was modified with sonic attacks, but done imperfectly, which is why it is broken.
Mission 3: We find out why the Freaks were involved and are now sent to fight the Ritki as they attack a Freakshow Noise Tank hideout. Mission title indicates it is a kill all. Not a great mpa to use with a kill all, there are a lot of obstacles for them to hide. Also having patrols on a kill all can be a bit tough too. Luckily, I had no problems clearing the map, but many people hate the kill all for almost any situation. Anyhow, The Ritki were trying to incorporate Freak noise tech into their weapons, we stopped them and now have to chase down the leader.
Mission 4: We need to defeat the leader and destroy all of their tech equipment and plans for incorporating sonic technology. They also took a Noise Tank, and it seems optional that we rescue him. This last mission was a little more tedious than fun. There were 15 glowies to click (and they should have been destructibles probably if you go by the story line). The big bad at the end was a heavy EB.
Overall this was a good mission for beating up Ritki and Freaks, which everyone loves to do, right? The kill all on that map and the final mission dragged things down a bit. to me the missions became a bit too tedious. Also, the story itself was OK. It made sense, there was nothing ridiculous about it - however, it just never grabbed me and made me think, wow, what a cool story. This was wavering between a 3 and a 4 rating. The last two missions and the story bumped it down to a 3 for me.
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Seek out my arc, called:
The Misfits of Vengeance, currently ARC ID 114085 (but keeps changing as I update). It's a 5-mish arc intended as a task force proposal for the Rikti War Zone (co-op) about a few misfits of NPC groups who band together and pull other dissenters from their groups together to get revenge and take over the world. So, in theory, something from every NPC group would be represented (though it would be easier to do that if all NPCs were capable of being seen at level 50). It features 7 custom arch-villains, so I'd suggest taking a full team for full effect. Great story (in my possibly-biased opinion). I'd dearly like to know what you think.
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Level 50 Katana/Regen Scrapper.
I could not get this arc to start. Must be a problem due to a patch. I message the author in game as well and will remove it from my list. If the error is corrected, I will add you back up towards the top of the list.
I'll throw my arc in here... Sounds like fun
Name: Of Dice and Dens
Alignment: Heroic (Neutral to, if you like)
Number: 151634
Creator's Global: @dionon
Genre: Story Driven, Semi-Serious, Satire
Difficulty: 3/5 maybe 4
Oddities: 2 Elite Bosses, 1 Timed Mission
Description: When the roleplayers of Paragon City go missing, and iconic creatures of roleplaying appear all over Paragon, is magic trying to take back the world, or is there a new super villain waiting in the wings?
A tounge in cheek story arc spanning 5 chapters. Part 1 of a trilogy making a super arc that spans a whopping 15 chapters.
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I don't have time to run any of these until after work.. but I'll run one or two then. Wanted to submit an arc of mine while I'm here also.
Arc Name: Fallen Angel: Crossing Over
Arc ID: 111352
Length: Very Long (5 missions)
Morality: Villainous
by @twiig
Description: Arachnos is seeking out potential Heroes to convert and join them. They're new target is an Angel, but not for long.
Anyone willing to rip it apart, feel free. It's the only way to improve it.
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Here we go, Level 50 Kat/Regen Scrap......
Mission 1: Interesting premises giving the recent Going Rogue announcement. Operative Parks tells me they are trying to get certain heroes to go rogue, and Angel Irene is on his list. I am to go and make friends with her and deliver her a letter.
The mission was a croatoa map against Red Caps. I do have a huge issue with the mission though...the 2 bosses do not spawn until you 'rescue' Irene. there is no reason for this story-wise and it sucks to methodically go through a map, only to have to go over it a second time to find new spawns.
Mission 2: I am enjoying the story so far. The letter from mission 1 says that if Irene would like to go rogue, she should clear out a longbow base as a sign of her willingness. We are going to be sent there to meet up with Irene as well as get some information on power alteration that the longbow are working on. The mission is a defeat all against Longbow in a Longbow base. The defeat all was fine because it fit into the story and it was an easy, linear, map to clear. The ally is overpowered though - didn't notice it too much in Mission 1, but here it is very noticable.
Mission 3: As we were ready to transport Irene to the RI, the Phalanx picked her up and sent her to the Zig. We are going to break her out. The mission is against PPD and you have to break Irene out of jail and lead her back. Good mission.
Mission 4: The plot gets a little complicated to go over here, but the story is still really, really good, and I can't wait to see how it all plays out. Basically, Irene is going to get into one of the machines to get her powers back and go from Angel Irene to Seraph Irene. Longbow is onto us so we have to make sure Irene completes the transformation and then destroy all evidence. The mission was great. After protecting the chamber, Irene comes out and helps you wipe out the Longbow. I'm not sure why you had us lead her back to the entrance, because she would be more than capable of doing that herself.
Mission 5: Longbow is giving themselves additional super powers with this device and we are to destroy it. Positron will be there to stop Irene and I. Great final mission, althought the Longbow Boss was a whole lot tougher to defeat than the EB Positron.
Overall this was a really terrific story arc. I had a couple big issues, (1) the spawns after you rescue Irene in mission 1. (2) Having to lead her out in mission 4. (3) The ally is overpowered (though nice to have against Posi). This is a 4.5 star arc. With improvements on the above it would be a high 5 star arc. I'll still round up to 5 stars. Excellent story, mostly fun mission. Great job.
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I'll throw my arc in here... Sounds like fun
Name: Of Dice and Dens
Alignment: Heroic (Neutral to, if you like)
Number: 151634
Creator's Global: @dionon
Genre: Story Driven, Semi-Serious, Satire
Difficulty: 3/5 maybe 4
Oddities: 2 Elite Bosses, 1 Timed Mission
Description: When the roleplayers of Paragon City go missing, and iconic creatures of roleplaying appear all over Paragon, is magic trying to take back the world, or is there a new super villain waiting in the wings?
A tounge in cheek story arc spanning 5 chapters. Part 1 of a trilogy making a super arc that spans a whopping 15 chapters.
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15 chapters?! Wow, that is epic.
...and you are a fellow Nutmegger!
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Just posted this last night, and hoping to get some feedback to do better next time. Thanks
Arc Name: The Magic of Longbow
ID: 128646
Faction: Villian
Creator: @SkitchNM
Length: 4 missions, short and mediums
Enemies: Custom (Longbow Mystics) and Circle of Thorns
Difficulty: The Longbow Mystics are elemental based so they can get a bit tricky, and you get a powerful ally for the last boss (ally help is optional). No elite bosses or archvillains.
Suggested Level: 40+
Estimated Playtime: About an hour
Description: A new branch of Longbows have emerged, all armed with magical powers. These Longbows will lead to massive death and destruction around the Islands unless someone stops them.
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This is actually arc #171570. 50 Kat/Regen Scrap.
Mission 1: My contact, Dell-Fie, tells me I will be a famous hero until my untimely death. The Longbow mystics are creating the ultimate police force, but Dell thinks they have been infiltrated by Arachnos. This supposedly will set off a chain reaction of events. How does he know all this??? Anyway, we are sent to a base to search files for a "Starla Knight." The mission is a short one against Arachnos and one glowie to find. This Starla has infiltrated Longbow, but it is quite a jump at this point to go from that to 'the Rogue Isles will be destroyed.'
Mission 2: Next up is Circle of Thorns. That is where the Longbow mystics are drawing their power. The story is a little muddled at this point, IMO. The mission is Oranbaga against CoT. The final boss's defense was ridiculously overpowered. It took forever to whittle him down. For a serious story, the clues and dialogue are a little too jokey.
Mission 3: We must destroy the 4 shires, one for each element so that the mystics cannot create new mystics. Pretty simple mission - destroy 4 shrines. the custom longbows really shined through in this mission though!
Mission 4: We are off to defeat Starla now. The battle was pretty easy with Baphomet as an ally.
Overall I would have to say the story needs a lot of work. The missions were decent enough, but nothing special. The custom longbow looked very nice and had good powers, appropriate for the story. The best I can give this arc is 3 stars though. The story makes it hover close to being downgraded to 2 stars.
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I'll throw my arc in here... Sounds like fun
Name: Of Dice and Dens
Alignment: Heroic (Neutral to, if you like)
Number: 151634
Creator's Global: @dionon
Genre: Story Driven, Semi-Serious, Satire
Difficulty: 3/5 maybe 4
Oddities: 2 Elite Bosses, 1 Timed Mission
Description: When the roleplayers of Paragon City go missing, and iconic creatures of roleplaying appear all over Paragon, is magic trying to take back the world, or is there a new super villain waiting in the wings?
A tounge in cheek story arc spanning 5 chapters. Part 1 of a trilogy making a super arc that spans a whopping 15 chapters.
[/ QUOTE ]
15 chapters?! Wow, that is epic.
...and you are a fellow Nutmegger!
[/ QUOTE ]
Don't quite know the term (sorries) but I love a good yarn, and having the ability to do so in an online game for others to enjoy was a dream come true for me... I just wish we could buy more slots... there are so many stories that I want to tell, but I can't because of the limit.
Oh well...
Quick note.... I noticed you didn't get a reference to something... You were wondering how this "Dell-Fie" in your last review knew things.... I have a feeling that the author was referencing the Greek Oracle "Oracle at Delphi" If I'm right... that means the contact had the ability to see the future...
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I'll throw my arc in here... Sounds like fun
Name: Of Dice and Dens
Alignment: Heroic (Neutral to, if you like)
Number: 151634
Creator's Global: @dionon
Genre: Story Driven, Semi-Serious, Satire
Difficulty: 3/5 maybe 4
Oddities: 2 Elite Bosses, 1 Timed Mission
Description: When the roleplayers of Paragon City go missing, and iconic creatures of roleplaying appear all over Paragon, is magic trying to take back the world, or is there a new super villain waiting in the wings?
A tounge in cheek story arc spanning 5 chapters. Part 1 of a trilogy making a super arc that spans a whopping 15 chapters.
[/ QUOTE ]
15 chapters?! Wow, that is epic.
...and you are a fellow Nutmegger!
[/ QUOTE ]
Don't quite know the term (sorries) but I love a good yarn, and having the ability to do so in an online game for others to enjoy was a dream come true for me... I just wish we could buy more slots... there are so many stories that I want to tell, but I can't because of the limit.
Oh well...
[/ QUOTE ]
Nutmegger = somebody from Connecticut.
Haha, yep, I'm from CT... Torrington to be exact... Saddly I've never heard that be used to describe a CT resident... I've always used Connecticut Yankee.... (I'm not originally from CT, I lived in NY till I was 16, so I'm not all CTized lol)
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If you get the chance...
Arc Name: Magic, Mystery, and Mayhem
Arc ID: 5299
Faction: Heroic; Custom (With CoT splash in one Mission) Villains and Ally
Creator Global/Forum Name: @Travlr / MrTymer
Difficulty Level: Medium, I'd say. Some amount of Mezz. 2 'Boss' and 1 EB in Missions 3 & 4. Soloable for most ATs, though I'd pack a extra BF or two...
Synopsis:
You would think being a hero in Paragon City would prepare you for all sorts of Criminals. But robbers dreesed like they belong in a Magic Show? Seems that the Midnighters don't think it's so entertaining. Think you have what it takes to match wits with The Mystery Magician?
Estimated Time to Play: I'd say about a hour
Link to More Details or Feedback:
Link to thread in Story & Lore forum. Feedback is welcomed. I know the Arc can be tough on the lower levels, but please give it a try.
Thank you for the time...
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Level 50 Katana/Regen Scrapper.
Mission 1: The Midnight Club has discovered a rash of thefts. Magical Antiques are being stolen. Our contact has singled out one particular antique that she thinks the thieves might go after, so she asks us to check on it. This was a really fun mission. The custom group was very nice. I like magicians and this group looked great, as did the custom boss. Interesting clues. Nice start to the arc.
Mission 2: It seems these mystery magicians are after turn of the century artifacts, particularly those of the great magician Bombardi, so we are being sent to a museum display of similar items. Another very good mission against this custom group. A variety of objectives. The ally came out of nowhere and didn't seem to fit in the story. He was way overpowered as well.
Mission 3: The boss we defeated in Mission 2 was a magician who recently came to Paragon City as part of her tour. It coincides with the robberies. We are sent to check out the nightclub where she last performed. We find notes in the dressing room and then the Mystery Magician appears, but he escapes with just a tiny sliver of health left!!!
Mission 4: The notes revealed the hideout of the mystery magician and we are off to face him once more. Good final mission, but unless I was hallucinating, I thought there were two of each boss, including the Mystery Magician, who spawned as a boss and an EB.
Overall I had a lot of fun playing this arc. The story had its week spots though. We never find out much about the custom group, and in particular their leader. We don't find out exactly why they were after the artifacts. Normally this would push the rating down to a 4 or even 3, but I enjoyed the missions so much (especially after I ditched the ally), that I am giving this arc a 5 star rating.
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And after 3 weeks, the 3rd installment is complete
Arc Name: The Galactic Protectorate - 03
Arc ID#: 173452
Details: An alternate-reality Sister Psyche asks for your help to continue the fight against the Galactic Protectorate
Techncial Details: A little different once again, still no "Defeat All" missions, but a couple EBs and an AV at the end. It's very soloable - maybe TOO soloable, at least in my tests it seemed easier than the previous Arcs. Anyway, that's why I'd like some outside feedback, whenever you're ready
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This number leads to an arc called: here fido
Your arc is actually number #174352, Mirror. You might want to correct that if you are posting it everywhere.
[ QUOTE ]
If you get the chance...
Arc Name: Magic, Mystery, and Mayhem
Arc ID: 5299
Faction: Heroic; Custom (With CoT splash in one Mission) Villains and Ally
Creator Global/Forum Name: @Travlr / MrTymer
Difficulty Level: Medium, I'd say. Some amount of Mezz. 2 'Boss' and 1 EB in Missions 3 & 4. Soloable for most ATs, though I'd pack a extra BF or two...
Synopsis:
You would think being a hero in Paragon City would prepare you for all sorts of Criminals. But robbers dreesed like they belong in a Magic Show? Seems that the Midnighters don't think it's so entertaining. Think you have what it takes to match wits with The Mystery Magician?
Estimated Time to Play: I'd say about a hour
Link to More Details or Feedback:
Link to thread in Story & Lore forum. Feedback is welcomed. I know the Arc can be tough on the lower levels, but please give it a try.
Thank you for the time...
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First off, Thank you for the review.
Comments are in-line...
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Level 50 Katana/Regen Scrapper.
Mission 1: The Midnight Club has discovered a rash of thefts. Magical Antiques are being stolen. Our contact has singled out one particular antique that she thinks the thieves might go after, so she asks us to check on it. This was a really fun mission. The custom group was very nice. I like magicians and this group looked great, as did the custom boss. Interesting clues. Nice start to the arc.
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Thank you. Your one of the few to comment postitively on the overall look of the Villain group. I forgot to ask you where the glowie was located. Like I mentioned in my reply to Venture's review, I've had issues of it popping up in several different places that sometimes seem odd.
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Mission 2: It seems these mystery magicians are after turn of the century artifacts, particularly those of the great magician Bombardi, so we are being sent to a museum display of similar items. Another very good mission against this custom group. A variety of objectives. The ally came out of nowhere and didn't seem to fit in the story. He was way overpowered as well.
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As to Bowen's "Overpowered", blame the nature of the system. To be able to have Transfusion from Kinetics, I need it on Hard. That also gives him SB, which is a PITA personally. He's built as a 'Boss', which for a solo-Heroic 1, should con him as a Lt. most times.
Your the first to comment about Bowen "not fitting" into the Arc. I've got an idea about that, but we'll have to see...
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Mission 3: The boss we defeated in Mission 2 was a magician who recently came to Paragon City as part of her tour. It coincides with the robberies. We are sent to check out the nightclub where she last performed. We find notes in the dressing room and then the Mystery Magician appears, but he escapes with just a tiny sliver of health left!!!
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Now my question is: Did you actually beat him, or did he escape?
Venture got what I was intending, so that's why the question.
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Mission 4: The notes revealed the hideout of the mystery magician and we are off to face him once more. Good final mission, but unless I was hallucinating, I thought there were two of each boss, including the Mystery Magician, who spawned as a boss and an EB.
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You were not. After you defeat MM the first time, 2, non-required, 'Boss' spawns trigger. Those, and Radiant Glinda (which is required) are more or less 'speed bumps' before facing MM for the final time.
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Overall I had a lot of fun playing this arc. The story had its week spots though. We never find out much about the custom group, and in particular their leader. We don't find out exactly why they were after the artifacts. Normally this would push the rating down to a 4 or even 3, but I enjoyed the missions so much (especially after I ditched the ally), that I am giving this arc a 5 star rating.
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I'm glad you enjoyed yourself running the Arc. I tried to pace it enough to be a challenge, but not a complete grind.
Yea, your not the first to mention about the story issues. I think I have some ideas about that, so we'll see...
Again, thank you for the review.
Thank you for the time...
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5 stars and can't wait for the next installment. I hope you will PM me when it is up so I don't miss it.
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You wanted to know, so here it is!
Arc Name: The Galactic Protectorate - 02
Arc ID#: 117281
Technnical Details: A little different this time around, there are still no "Defeat All" missions, but there are EBs and an AV at the end. However, I've added allies for each map with an EB or an AV, and I've been able to finish it in my tests solo, so there's shouldn't be a problem. However, I know I could improve it with some outside feedback, so whenever you're ready, I'd appreciate any advice on my Arc you can give!
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Level 50 Katana/Regen...
Mission 1: Manticore is our contact for part 2 of this story, taking over from Synapse. I gave part one 5 stars, and I am looking forward to this one. Lord Cosmic is the head honcho. He has 12 generals below him, each of which has a bunch of soldiers. We are closing in on one of the generals and will be sent to Faultline. The mission was a good one. The dusty old lab created a nice atmosphere for the mission and the custom group just looks great, which is now expected from this author. The mission had a number of objectives, and I had to clear the map to do it. It was a little lengthy, but I think it worked fine. The clues were intriguing. As for the story, it is moving along nicely. The general wasn't there but we found out why she left: top secret orders to report somewhere just before we showed up.
Mission 2: In part one of this arc, Synapse sends me to save Manticore. This time, Manticore sends me in to save Synapse, who was tracking the general to a warehouse. Another fun mission here with back to back EB's, but with the help of Synapse the main bad guy was very easy. The other one was a fair challenge. We also find out that Sister Psyche is a prisoner (or reminded from part one?) and we have her location.
Mission 3: We are going in for SP and I am warned General Guinevere will be there, the ultimate challenge in this arc. Manticore advises he will meet me in there. I actually go after the general alone, just to test her out. She was very tough, and it took a few inspirations to finally defeat her. I then rescued Manticore and we found Sister P and rescued her. The story wraps up with Manticore telling me that the enemy finally finds the human resistance as a threat, and that the war against them has only now begun....which screams part 3, 4, 5 and 6.
Overall, this was a great second effort by the author. The sequel can never live up to the original, but this came pretty close. Despite being only 3 missions, they were lengthy but managed to keep them interesting throughout. Sometimes long missions can be a real drain. Not in this case. We have another well done custom group, but by the third mission I was starting to tire of them. If there is a downside to the arc, it is he feeling of the story not being really epic in scope. Basically, it is check one place, check another, save a couple heroes, defeat a couple EB's. It seems like a great segway from Part 1 into a much more epic Part 3 - where perhaps we deal the enemy some real damage. In this arc, we defeated 1 of 12 generals, that hardly puts a dent in them.
Probably a 4.5 star arc, but I'll round up to 5 tonight.