Feedback Wanted


AwesomusPrime

 

Posted

Arc 1285: Training Day

I've started to get a bit of feedback online for this arc, and so I've done some tweaking to try and meet those critiques with whom I agree and to improve my arc. At this point I'm kind of curious if the difficulty of the entire affair scales as well as I'd hoped. Particularly mission 4.

Previously it had been mentioned that mission 4 does not fit into the narrative, and that it was too difficult. The previous version saw a single, more diverse enemy group on the main stage, and had each of it's destructible objects guarded by bosses. In addition the mission features two optional AV/EBs.

I thinned the heard of the main group be including patrols of a related but weaker group, and reduced the capabilities and number of the bosses.

In addition there has been some very limited comment about the appropriateness of the characterization of the allies in mission 2.

I wonder if anyone could be so kind as to play through the arc and let me know what you think about where it stands now and how you would see changes.

To give you a synopsis of the story: [Taken directly from the MA] When one of Det. Morgan's men is taken hostage by an arms dealer turned mad scientist, a new threat to humanity emerges from the aftermath in the form of a new and dangerous weapon wielded by a madman with the powers of a deity.

NOTE: I do know there is a forum below for pimping arcs, however this is not to promote the arc but to ask for help with it. I do plan to 'pimp' it down there when I consider it to be finished. Also if you're worried about the arc stinking, which it still may, it has a rating of 5 stars with 5 plays currently.


 

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Also when I edit this arc on character A, it says 78% of the max size, so I fill it. Then when I'm on character B, it says my size Is 110%, so I trim it.

In this way it seems I would be able to make this arc as large as I please by switching back and forth... sup wit that?

Also as soon as the player enters the floor on which there is any npc with dialogue, the dialogue is spoken. Both active and inactive simultaneously no matter how far away the npc is. Is this something I'm doing?


 

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Also as soon as the player enters the floor on which there is any npc with dialogue, the dialogue is spoken. Both active and inactive simultaneously no matter how far away the npc is. Is this something I'm doing?

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Is it an ally with a Single setting for the surrounding enemy? If so, it's because the ally event is activated immediately, because the surrounding enemy group doesn't exist -- IE, is already defeated. I had a problem with this as well, and ended up having to add an easy enemy group in order to solve it.

I just got home from work, so I'll test out your mission in a few minutes and try to come up with some feedback.


 

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One such entity is explainable like that, but it also happens with patrols and battles.


 

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One such entity is explainable like that, but it also happens with patrols and battles.

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Assuming the patrols and battles have no conditions before initiating, the inactive dialogue may be set to fly as soon as the patrol/battle begins. You can consider it a bug, or perhaps a feature that they should have added a setting for.

I've found problems in my own missions where the inactive dialogue for bosses won't launch until the boss begins attacking. It's a little depressing.


 

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In my mission it's the opposite, inactive and active dialogue occur simultaneously as soon as you come into visual range of the entity.

My only concern is that people are mentioning these bugs as negative elements in their feedback and I don't know how to alter them...


 

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In my mission it's the opposite, inactive and active dialogue occur simultaneously as soon as you come into visual range of the entity.

My only concern is that people are mentioning these bugs as negative elements in their feedback and I don't know how to alter them...

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Yeah, I'm seeing that in the first mission. If it's becoming an issue, I'd suggest picking either one dialogue, or the other. Or even none at all. They're just patrols after all. But, it's up to you.


 

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Ouch... Mapservered at the end of the second mission...


 

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Figured out why it was showing different filesizes, everytime I edited from character A it was stripping the robot villain group down to one critter... fixing now, but I'm going to lose some of the cultist stuff I just added to the early portion...


 

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Just finished the arc.

There were some bits of dialogue that waved yellow flags, just like you thought. Mostly the censoried cursing. While censoring makes the actual word itself disappear, it still leaves the same impression as if you'd not censored it at all. If you can rephrase those lines in a way that gives the same effect without relying on the curses, and possibly even makes the situation seem comical, then you'd be in business.

I'd say the same for all the talk of "killing," though it's not quite as big an issue. It tends to steer strictly towards a more mature audience, when you could be using terms or phrases that aim more towards a middle ground.

Other than that, I'd advise you to run through your text, and do some spellchecking. The Alpha Men had no character descriptions to them, so you may also wanna add one in.

As for the arc itself? I enjoyed it. The story was different and well structured, the missions offered a good variety without being too difficult, and the custom characters were unique rather than copies of already used enemies.

A 5-star rating well earned. Was there anything else in particular you wanted feedback on for this arc?


 

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No, sounds good. I had overlooked the Alpha Men, although now that I fixed the bug stopping the rest of that enemy group from spawning I'm sitting at 124% lol...

I got some work to do. Thanks for the play and the rating.


 

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No problem. Good luck getting the mission size down. I know what a pain in the thumb that is...


 

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I was able to add a minion and an LT from the original group and trim the rest, and considering the mix I have I don't think that will negatively affect the outcome.