Arc Reviews 2: The Knockoff
I thought you had me on ignore, man. Kinda... childish to ignore me, then complain about what I say.
Ah well, moving on.
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That single line PM unleashed a half-page torrent of personal invective on your part, with you calling me "bitchy", "uppity", and "massively self-important" (among other things).
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Well, you've done a fine job countering that assessment in this post.
My characters at Virtueverse
Faces of the City
Arc #12034 - To Live In Infamy
Rating: ****
Concept is sometimes a fickle, monstrous creature that can intrude on the fun. Players start to slavishly devote their time to serving the concept without ever pausing to ask themselves would this idea be fun? Yeah, to all those amongst you thinking it's a great twist to have the contact back-stab the player, because that's never been done before, or those who want to touch on that the AE is a virtual reality system, or so on and so forth, most of the time these concepts never go beyond that. They're established in the author's mind, so the plot arc itself is merely bolting stuff around it to get to that point, rather than
Now, when I was, say, ten, I assumed this what good writers do; they visualise something neat, or imagine a great bit of dialgue, then they hammer the whole story around it to make sure that that thing can be said or seen. If you want to see the kind of crap that gets made when this is your ideal of Good Writing, well, here, gorge yourself full on it.
It's not enough to have a good idea, you have to have a good story. An idea is only a place to start from. When you have everything built as an idea delivery vehicle, you can't lean on the strength of the idea to carry it - you have to make sure every thing that connects to that idea, that delivers it, is as well-constructed and well-conceived as the idea itself. For without that, it is merely gaudy trappings on a lone idea, wasting the potential the story has. There are many such stories, many of them even in the game lore*.
This arc is not one of those arcs.
I suppose I shouldn't put the ratings at the top for this kind of setup. It ruins the dramatic tension if I start setting up an arc as being arsebiscuits in my opening, to draw the mind's eye to What Not To Do then dash those thoughts upon the rocks only to remember that I told you guys way up where that the arc's a four-star. I plow on, undaunted, because let's face it, there's more important things than my ill-executed dramatic tension. Like lint.
The arc is a premise I, surprisingly, haven't seen done a dozen times. The idea is simple enough; the contact wants something and knows of you as someone who might do them. The arc even gives you a clear point to 'break' the plotline and leave it alone, as you've 'done your bit' - at that point, to continue in the plotline, the character makes the decision to continue. This is good, this is useful. This is a way to make sure that the movement of the plot, the direction, is not simply, You are a mercenary who does what he's told. In this case, you have some professionalism - some standards - if you want to continue. If you take the money and run, well, that's exactly what you do, and that is a completely reasonable way for the story to end.
The theme, which I suppose I should stop avoiding mention is Revenge. The arc doesn't shy from the word 'kill,' either, which is a pleasant change and one I hope the GMs don't crack down on when they feel they've run out of important badge farms to nuke. The scheme makes sense, your motivation is made quite clear, and it's made known that you are the person doing things. There's a custom enemy faction that while they weren't explained, did give me a desire to know more and weren't seemingly heavily overpowered. I am reluctant to try the arc again on a dominator, though; I did it on an (almost entirely) Un-IO'd bane Spider, and found the arc very doable on a moderate difficulty.
It was a fun arc. It definitely needs some polish - at times, the dialogue feels like it's filling in to a word-count, and leaves an NPC saying things just for the sake of saying things, and there are other points where the compass text - the bane of mission architect arcs everywhere - gets weird. It's still a good arc, a very good arc, and by keeping itself to a level range, it makes the work feel appropriate to that level range. There's no jumping from rescuing schoolchildren in an abandoned warehouse who got lost, to rescuing planets from marauding spacejunk. It is, in essence, a well-positioned plot, with a good direction, and a good idea behind it, all supported with good map choices and good NPCs. There's a loose end or two, but in this case they served to make me curious about what would come next, what would be seen later from this same contact - they didn't leave me with an unsatisfied sense that I'd somehow missed something that was bloody important.
Give the arc your time, and read everything carefully. The minor formatting errors and a few unavoidable irritations (How long before Tar Patch expires, come on already) are not enough to dull this otherwise brilliant arc. A bit of spit and polish away from being a clear five. Like a good arc in a comic book, I wanted to see what happened and was glad to see it from the side I saw it.
* I'm of the opinion that 'It was a nemesis plot' is in fact, a fine example of this, where the idea of a super-clever, super-genius, super-villain was itself the point, and nobody ever bothered to pause and go: Wait, can we pull that off?
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By and large I'm not in this for challenge. I'm looking for story, for narrative, and for character.
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When I saw this comment I thought you may like my arc. If you're not taking submissions let me know and I will remove this post. Thank you.
Arc Name: Creepy Crawlers
Arc ID: 82553
Faction: Heroic
Creator Global/Forum Name: Gromar
Difficulty Level: Lv: 41 - 52. Solo friendly;some ATs may have a tough time with the custom group; due to the map used large teams aren't recommended.
Synopsis: "This episode of Paragon Theater is a horror story. Watch it ALONE or with a few friends. (The emphasis is on story and atmosphere.)"
Keywords: story, ghost story, horror
Number of missions: 1
Estimated Time to Play: 1 hour at most.
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Arc #12034 - To Live In Infamy
Rating: ****
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Hehe, I think you like this a little bit more than I do. I'm still working on polishing it up quite a bit, as I think it needs a lot of it.
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It's not enough to have a good idea, you have to have a good story. An idea is only a place to start from.
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As I like to think of it, you have to a plot, not just a premise. There is a difference, and it's a big one (and it drives me crazy that so few people properly understand it).
Here's a premise I've been kicking around in my head for a while:
A college dropout gets ahold of a time machine, and instead of using it to correct egregious errors in history, he jumps back to when gas is $0.25 a gallon and jumps forward to when HD widescreen TVs are $100. He uses temporal bargain hunting to avoid getting an actual job.
It's an premise, but it's not a plot. There's no problem to solve, there's no conflict. It's an idea, but nothing more. I can't actually do anything with it yet (if anyone can, please do; I think it's too cool an idea to just leave lying in my head).
Similarly, with arcs, you can start with an idea, but if you don't have a plot, you don't have an arc (you have one mission at best). There must be a problem to resolve, some sort of conflict that happens before you have a story.
Okay, /soapbox.
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There's a custom enemy faction that while they weren't explained, did give me a desire to know more and weren't seemingly heavily overpowered. I am reluctant to try the arc again on a dominator, though; I did it on an (almost entirely) Un-IO'd bane Spider, and found the arc very doable on a moderate difficulty.
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As you may have figured out, this arc is one in a chain. Actually, it's the second "chapter" in what will eventually be a five-part ur-arc (if we get Prisoners back so the first arc is valid again, and if I get off my [censored] and get the next few working to my satisfaction). But, one of my standing design principles in writing the chapters is that each one (outside probably the last) should stand strongly enough of its own. The feeling that this is ultimately satisfying but there's more you want to know is exactly what I'm going for, so I'm really glad that's what you got.
(And if you want heavily overpowered, you should have fought them back when the minions used Claws. Thanks to the stacking defense debuffs, my Willpower tank lasted about 10 seconds. The dominator shouldn't have any problems with them, as none of them has any sort of mez protection beyond the rank inherent.)
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at times, the dialogue feels like it's filling in to a word-count, and leaves an NPC saying things just for the sake of saying things
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Hmm, is there anywhere in particular that jumps to mind? I wanted most of the NPC text to work towards characterizing the hero team (assuming that's where you're talking), but if it's breaking the flow, it's not important enough to keep.
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there are other points where the compass text - the bane of mission architect arcs everywhere - gets weird.
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Grr, I could have sworn I tweaked that. I'll keep fighting with it.
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keeping itself to a level range, it makes the work feel appropriate to that level range.
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That's a major pet peeve of mine I keep running into with Architect arcs. It's extremely flow-breaking to jump around from combat range to combat range, and if it's not properly explained, it stabs immersion right through the heart.
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Like a good arc in a comic book, I wanted to see what happened and was glad to see it from the side I saw it.
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Awesome, then the arc did everything it was supposed to do. Thanks for playing it, and I'm overjoyed that you liked it.
We'll always have Paragon.
*writes down #12034, moderately curious to T_L's complaints about DD*
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
My main complaints about Dominic Deegan are better summarised by others. Check out this amusing analysis.
I Will Dance On Your Grave (Arc 92630)
SFMA - story focused mission arc
horror, voodoo, necromancy
Lvl 1-50, no EBs or AVs, soloable, 5 missions
Of late, the review pace has slowed, as I'm sure you've noticed. This is for two reasons. The first is that my life has stepped up some stuff - Branches are being Shut Down, records are being tidied up and people are preparing to flee to greener pastures, leaving me holding the bag. A pet passed on, and his replacement pair are having a hard time being accepted by our senior pet. My birthday's coming up, my family want to see me more, and an early birthday present of a Nintendo DS has left me caught up in a sea of OBJECTIONS and HEEEEEEEEEEEELP. Anyway.
The other reason though is that I've been playing fewer arcs! After D-38 hit 50, I decided to start looking into playing my lower-level villains - Ideally, my Bane Spider and my Crab Spider. And you know what I found? For the most part, arcs aren't being very carefully controlled for level-range.
Now, think about the game canon. How many game missions can you do, at level 50, that behave and scale down to level 1? You can't do your origin arc after about level 10. You can't stop the Clockwork after about level 22 - because you dealt with them. You can't run around punking Malta Gunslingers at level 12, to go in the other direction.
The game uses level scaling to represent heroes who pursue a variety of ends. In some cases, it doesn't work well - after all, comic books notoriously scale ridiculous pairings together, often in the name of popularity. Deadpool and Wolverine work fine alongside one another, but Wolverine and the Silver Surfer aren't even on the same page for the style of power they're dealing with.
So when I start a level 40-50 arc that features Malta, and I'm told to investigate a building that's been robbed, I wonder why. I'm a 40+ hero here. I'm a one-man army in a warzone. I've had a chance to oppose a giant robot in its construction, I've travelled back in time to the origin of power, I've duelled with demigods on the steps of their own pantheons, and I've yes, beaten up signature heroes. Why am I going to check out a robbery? Isn't that the kind of thing for lower-level guys to do?
The same problem arises in level jumping. I recently did an arc that I really enjoyed, which I found exasperating because of its unlevelled nature. I know Safeguards and Mayhems scale up to 50, but for the most part, they're some of the most incongruous parts of the game; A level 40+ Villain should have a moonbase or a doom fortress or something like that, and should not be taking regular infusions of dosh from a different country's well-protected banks. That's just stupid. Even in the late 30s, bank heists beggar the imagination; why would I go to a heavily-traffiked area of the hero community and rob a bank when there are, in theory, banks here I could do it with? Well, to curry favour with an oddly identical mindset that perpetuates through all my brokers. Whatever, maybe Stella The Mouth has a fetish for destruction as well as his obvious fetish for crossdressing.
If an arc changes my level throughout it, it reminds me that my level isn't really important. It reminds me of that fourth wall and it breaks immersion. If the scope of an arc at the level range it's at is inappropriate, it does the same thing. Is there a hard-and-fast rule for when something becomes inappropriate? Not really. Is there a general feel? Yeah, and you can see it in the enemy groups.
From 1-10, you're dealing with street gangs, petty crooks and minor drug dealers. From 11-20 you start getting more serious, dealing with threats to peoples' lives and livelihoods. You can get involved in organised crime families, to start dealing with people with support networks and special powers. 21-30 is about when the 'normal' stuff ends - you start seeing ghosts commonly, you fight werewolves and vampires and hordes of zombies. You can face down Manticore's personal buttbuddy group, or butt heads against the coralax. These groups have a certain scope of power and then, reflect that in how they both rise in importance and then fade.
There is of course some weirdness. The council, thorns, and longbow extend from 1-54, and in Longbow's case, they barely ever change. You get stronger nullifiers at the high end and that's pretty much it. I think this is more of a bad design decision than anything else. Try to find a heroic group you can fight, and the list is basically Legacy Chain (15-30), Wyvern (15-30), and Longbow (1-54). What the hell?
Anyway. This has had me thinking and wanting to offer this advice as I assemble more reviews: Make sure the scope of what you're dealing with is appropriate to the types of heroes who have to solve it. If I'm fighting pushers and penny-ante thugs, it's probably 1-10. If I'm fighting drug cartels, probably 11-20. If I'm beating down the ghost of the first man to die of the drug, who is possessing every member of the cartel to try and spread his soul's influence, 21-30. If I'm doing all this in space, 31-40. And if I'm doing this on fire it's probably 41-50.
I'm only slightly kidding.
I really oughta frame that post.
What shall claim a Sky Kings' Ransom?
PPD & Resistance Epic Archetypes
Hrm. That post doesn't fit in my sig.
Story Arcs I created:
Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!
Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!
Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!
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4336 - No Honour Among Thieves
Rating: ***
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Well I've updated it with some technical fixes based on your review and others. I've also added some custom Sky Raiders into the mix for a little diversity.
Feel free to play it again, alternatively I've got a hammer and a nail right here.
I played it. I can't remember what I rated it at the moment but I remember thinking that those custom Sky Raiders looked really good. Some of them had me fooled right up until they pulled out shields and rocket boots, and even then I had to double check. As for the story it seemed a little thin but I don't remember anything really bad about it. Oh and yes, Chalmers was very entertaining.
Winner of Players' Choice Best Villainous Arc 2010: Fear and Loathing on Striga; ID #350522
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I played it. I can't remember what I rated it at the moment but I remember thinking that those custom Sky Raiders looked really good. Some of them had me fooled right up until they pulled out shields and rocket boots, and even then I had to double check. As for the story it seemed a little thin but I don't remember anything really bad about it. Oh and yes, Chalmers was very entertaining.
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Glad you had fun. Yeah the story's not terribly strong, I was also working on player autonomy and mechanics (which is difficult). Think of it as "action" genre.
Hiya! I would appreciate an honest review. So thank you in advance!
Arc Name: The Nine Unknown Men, Book I
Arc ID: 132865
Creator Global Name: @jammasterj
Morality: Neutral
Difficulty Level: Can be soloed. The final boss--*snicker*--is pretty tough. But, still, only a boss.
Synopsis: A British billionaire is being held captive on his boat by what look to be Secret Service agents. When you assault the boat, you find a conspiracy that will test your strength and patriotism.
Estimated Time To Play: Two missions. The first is on a cargo ship; the second, a small office.
Enemy Groups: The Secret Service and some surprise guests. Hehe.
Here's another...
Arc Name: Pacify the Ladies
ID: 131696
Faction: Neutral
Creator: @jammasterj
Length: One mission. Atlas Park map
Enemies: Custom: The Ladies (a bunch of crazed girls with baseball bats and what not.)
Difficulty: Pretty hard. All bosses.
Suggested Level: 45+
Estimated Playtime: 30 min
Description: "A new Wii game, marketed towards women, has just been released. A game about a female martial arts master gone rogue, "Booty Ka, the Fist" is a huge success. Women throughout the city are playing it. But something is happening. It seems as if the game is controlling the women somehow..."
Basically, you run around Atlas Park trying to pacify all the enraged women. Give it a shot. I know you'll like it!
I would also like to submit my crap for review. Hopefully I will learn something and not have a tantrum upon finding out my arc was not 'all that.'
Arc Name: Gamble for Oakes
ARC ID: ID 103878
Morality: Villainous
Difficulty Level: Intended for Levels 6-12. There is a Rocks Fall moment in 3rd mission. There is an EB in the 4th mission.
Synopsis: Everyone puts their plans to take over Port Oakes into motion, and the thirty xanatos gambit pileup results. You're here to smash that pileup aside with your giant monster truck of brute force.
Estimated Time to Play: Two Hours
Enemy Groups: Council, Family, Skulls, Hellions
Thank you in advance.
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My main complaints about Dominic Deegan are better summarised by others. Check out this amusing analysis.
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I think you misspelled "bile-spewing troll" there.
Character index
15976 - Glory Days
Rating: ****
I'm beginning to think I should make a compilation of threads about arcs that people should play, just to steal from them. When I was more active in the modding community for various video games, I was always impressed with some of the changes people made, not because they made the game fun but because they used the game in unexpected ways, like changing the genre wholesale, or adding an element to the game mechanisms that had previously been completely neglected. I remember a beloved quake patch that turned Quake from a side-scrolling shooter into a brutal pit-fight against monsters, where you could fight them for upgrades to your very self. I thought that that was brilliant even if, in hindsight, it was prodigiously easy.
I think it's things like this that show me that I perhaps overvalue ingenuity. Sometimes arcs will latch on and give me something in them that I really enjoy and appreciate, even if the arc as a whole has things in it that I wouldn't generally see as a good thing. This meandering trip down memory lane of a sad boy who can still remember Quake mods from 1995 but didn't learn about World War 2 until he'd left school brings us sharply back as a framing device to this arc. Not coincidentally, the entire reason I use that phrase is because that's what this arc has - a framing device.
Now, let's get the warning bells ringing good and loud from the outset: You're tasked with talking to X, and every mission you do happens to feature X except the last one. The mission arc culminates with a bank job, which can be very down-scope for some people. I imagine as a level 50 hero this would be quite the anticlimax. The mission arc features enemies used before and enemies that are not exceptionally interesting barring for a custom NPC boss. The mission features a custom NPC boss who may or may not be a massive pain in the [censored]. I don't know - I wiped the floor with him using Operative Gallows, a level 31 Bane Spider. Clues aren't really used, and finally, the arc's level ranges are pretty much completely untouched.
Okay? Yes, I know these are things I've railed against in the past, but this arc uses them well, or at least, not conspicuously. For a start, the NPC is useful, but not overwhelming. He can't do everything without me. Indeed, without my help, it would probably be a long, hard mission for the guy. The groups being boring is secondary to the plot at large, because this really isn't an arc where you're trying to go over every detail. Clues aren't used because they're totally unnecessary. The plot is like a...
You know what it is? This is like a clip show. This is like the episode of Spiderman where he relates about Uncle Ben, three or four short story-lets from his past that let him focus on the task at hand. It's that framing mechanism that I love in this arc.
The stuff that's bad in this arc is generally inoffensively bad. Dialogue isn't bad enough to be memorable at being bad. Characterisation is memorable enough that I can describe the characters easily but not so nuanced that I really felt affection for them. The characters really heeded the advice in Ocean's Eleven: 'He has to like you, then forget you, the second you leave his sight.'
The one sticking point of the (minor) flaws with this arc is that the level range is mostly unheeded. For once I found myself in an arc where I was hoping for something to play with the level range; low-level when you start out, medium level as it progresses, high at the obvious point, and your 'real' level when you finish. Given the scope of such things, though, I'm not sure how appropriate that could be - after all, 'back then' most of the high-level threats didn't exist. Malta, Longbow, Rularuu... not even Arachnos really existed in those days. Certainly not any of our usable, handy enemy-bandwidth groups. I could even imagine a way to do it.
Anyway. The arc is fun; it's well-put together, it's well-written and if you like the kind of story, it works well as an arc that's part of a career. There is too much writing in the mission architect that seems to assume it's either the most important thing you've been presented with, or that your hero is somehow bouncing from crisis to crisis. This piece presented to me a much more workday option for a hero. Someone who does some detecting when they're not just kicking faces in. Someone who has to stop bank jobs, who understands hostage situations. Somehow, when the stakes are shy of 'The entire planet' there's a lot more ability to connect to them.
Run it. It's good.
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Run it. It's good.
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As in "neither great nor poor"? *chuckle*
Well, I'm glad you liked it enough to give it four stars. Would you believe it started out, back in open beta on Test, with a chance remark to a friend? "We should do something to show the new players how much fun we used to have punching Nazis." Now that I14's gone live, and with the hints about I15... let's just say that seems to be adequately covered.
After I came up with the framing device, it turned into a flashback to each of the eras of the modern Heroic Age - Pulp, Golden and Silver, to use the comics terminology - and ending in the present day. The enemy groups were chosen to fit their times (including the 1960s Arachnos, with their goofy James Bond/Super Sentai spider costumes); I didn't concern myself much with a progression through level ranges, and if anything (as I've said on another thread) I wanted it wide open so that people could play it at any level and get xp. And while a bank job might seem like a rather pedestrian conclusion to the whole affair, it also was the most logical way I could think to end it. Safeguard missions cover the whole 5-50 range, right?
I'm glad that you didn't find the final villain overwhelming; I had some concerns about that during testing. (He's basically an EB version of a Mu.) I'm sorry you didn't find the dialogue and characters more memorable, though. I definitely tried to not make the ally too good, even though it's nominally his story you're experiencing. And yes, I did try to emulate the feel of the existing heroic arcs. If you're already bored to tears with those... well, I hope you will still find something to enjoy in this one.
Thanks for taking the time to look this one over.
My characters at Virtueverse
Faces of the City
I actually think that the heroic arcs offer the right frame for things, but most of the content used to fill those frames suffers from a lot of flaws.
I'll submit my two arcs for review
Arc Name: Brass Reaver: Part 1
Arc ID: 16952
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need them solo.
Synopsis: A Fake Reaver has shown up and started framing the villain Project Reaver. Your job is to investigate the Nemesis plot behind all this and find out what Project Reaver might really be.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Carnies, Custom, Nemesis, Reflections
Arc Name: Brass Reaver: Part 2
Arc ID: 59456
Faction: Neutral
Creator Global/Forum Name: @Turbo-Ski
Difficulty Level: Easy (Hard optional), EB/AVs are present but you are given EB/AV allies to help take them down if you need their help solo.
Synopsis: Continues where part 1 left off as you (or your team) journey into Nemesis Sol's dimension following a vengeful Project Reaver.
Estimated Time To Play: 5 missions - 45 to 60 minutes
Enemy Groups: Custom, Nemesis, Rikti
Submitted for review:
Arc Name: Time Loop (might change it later to some variation)
Arc ID: 137561
Missions: 5 (all short)
Level Range: 15-30
Enemy Group: Wyvern
Difficulty: Easy
Description: You are stuck in a time loop, repeating the same mission over and over, how can you get out of it?
Arc Name: The Lost Choir: Chapter One: The Old Testament.
Arc ID: 123675
Factions: Tuatha, Rikti, Rularuu, Custom group.
Creator Global/Forum Name: @MrSquid
Difficulty Level: Moderate. Contains 2 AV's, but a fair amount of help for them too
Synopsis: This is essentially a combination of Christian Mythos and the classic "cosmic horror" story. The first part is probably the most slow paced, with a lot of unanswered questions.
Arc Name: The Lost Choir: Part Two: The New Testament.
Arc ID: 136959
Factions: Ritki, Custom Group.
Creator Global/Forum Name: @MrSquid
Difficulty Level: Moderate-easy. Only one AV this time around, and once again, I give you help with him.
Synopsis: Part two is much faster paced then part one, and most of the questions brought up in part one are answered.
Arc Name: The Lost Choir: Chapter Three: Apocrypha.
Arc ID: 141011
Factions: A bunch, mostly customs.
Creator Global/Forum Name: @MrSquid
Difficulty Level: Hard. One AV, but its a doozy. I still give you plenty of help though.
Synopsis: Part 3 is only one mission long, mainly being the climactic final boss fight.
First things first, if you are going to review these, PLEASE review them as a single arc and not as three separate ones.
These ones took a LONG time to write. I went through several false starts and revisons before I finally hit upon a version I liked. Still kind of wish I could have made part 3 into the five mission epic I wanted it to be (I didnt because of the lack of shadow shard outdoor maps in the MA), but seeing as how the single mission of part 3 takes up ninety two percent of the available file space, I think I had few options. Still, I am very pleased with how this arc turned out.
Do you really want to go there, Talen_Lee?
You didn't even get half-way through the second mission of my arc before you decided to dump it. I'd be fine with that, but then you PMed me with everything I did wrong--on an arc that you didn't bother to finish. You "predicted that missions 3-4 would be just repetitions on the theme" when, by your own admission, you hadn't even gotten half-way through the second mission. If I were in your shoes, I would not have said anything at all about an arc I did not actually finish. Not in public and not in private.
But the reason you're on ignore has nothing to do with your uninformed opinion about my arc. You are on ignore, at least for the moment, because I was nothing but polite to you in those PMs. I said "I'd be too mortified to even comment on something I hadn't bothered to finish". That single line PM unleashed a half-page torrent of personal invective on your part, with you calling me "bitchy", "uppity", and "massively self-important" (among other things). Why should I--or anyone else, for that matter--leave myself open to another tirade like that one? I put you on ignore simply because I saw absolutely no value in continuing this discussion, and I figured you would let it drop. However, rather than simply let the matter drop after that--like a civilized person--you decided to make it public and said that you would "post more shortly".
So be it.
40062: The World's Worst PUG
84008: Jenkins's Guide to Super-Villainy
230187: The Hero of Kings Row
No H8 - 08.04.10
@Circuit Boy - Moderator - Pride global chat channel