Arc Reviews 3: The Final Dimension


Alexander81793

 

Posted

Ok, Venture and Talen Lee are doing it. And, while I am nowhere near as active as they are on the forums (and am unlikely to even be as active as they are doing reviews), I must admit... I like doing reviews. Critiquing writing is genuinely enjoyable to me, as much as I loathe to admit it as a writer.

A little background on why you might take my reviews seriously: I've been writing for years, I've got a BA in creative writing, I've had fiction published, I've been parts of various critiquing groups for several years as well, and I've actually been paid money to write fiction for a non-CoH MMO.

A guideline of what I generally hate in CoH missions:

Kill alls, unless there is a damn good reason for them. Kill alls on outdoor maps or large maps get my teeth grinding. I hate hate hate them with the fiery passion of a million exploding suns in love.

Long maps. I hate these too. If you have one or two objectives, give me a short map. Don't put a long map in just because. It's annoying and I just want to kill you for doing it.

Bad writing. This encompasses a lot of things that have been covered in Talen and Venture's posts, such as Mary Sueism, the Idiot Ball, and other things. I can't list them all, because the list is very long.

Typos and grammar errors. I can forgive some minor ones. Heck, there are words I struggle to spell, even though I know I can't spell them and have tried to remember the proper spelling hundreds of times. But if it's rampant or something blatant, then it'll definitely hurt you.

I also tend to focus on the things I dislike in reviews rather than pointing out what I liked. This somewhat mirrors my experience having my own writing workshopped. If you tell me something was done well, that means I can leave it as is, thus I can usually forget about the comment. If you tell me something was done poorly, that means I need to go in and fix it, thus I have to remember it.

If, after reading all of that, you're still here and would like me to review your arc, I ask that you do the following things.

Post your arc's name, the arc's ID number, your global handle, and the level range appropriate for the arc (I like running these for XP).

My schedule is very random, but I'm aiming at doing at least 15 reviews a week (assuming I get that many requests). I ask nothing of you in return, but would totally appreciate it if you ran my own arcs and gave them honest ratings (you rating my arcs will not impact how I view yours). You can see my current published arcs in my signature.


 

Posted

As per usual, I want my arcs reviewed. 1684, 1992, and 2595. Review any one of them.


Issue 16 made me feel like this.
Warning: This poster likes to play Devil's Advocate.

 

Posted

Well, most of mine are "very long", though I MOSTLY stay away from large maps and kill alls unless there's a good reason (And if it's a kill all, it's only on a small map like a bank or jewelry store) I have 2 accounts. @DK242 and @DK242-B

Arcs: (Feel free to review whichever you choose.)

Name: Secret Origins(Tech): The Snake Women of Epsilon V
ID: 42221
Level: 1 - 5

Name: The Internet is for Crime
ID: 53385
Level: 30+

Name: Witches and Warriors
ID: 53006
Level: 41+

Name: Win the 2009 Freak-Lympics
ID: 2150
Level: 40+

Name: Ninja Crimewave
ID: 2142
Level: 30+ (You can get XP from level 1 and up, but there are EBs, so not recommended)


 

Posted

Arc 58363
Author @Cavatina
Arcname: Nuclear in 90 - The Fusionette Task Force
Level range 1-14

Description: Fusionette's fellow members of the Nuclear 90 go mysteriously missing while investigating Hellion raids on warehouses in Atlas, she needs you to help her find them!


Want comedy and lighthearted action? Between levels 1-14? Try Nuclear in 90 - The Fusionette Task Force!

Arc ID 58363!

 

Posted

I could use some feedback on my arc "Heaven's Not Enough" (15831). It does make use of a single long map, but aside from that, it shouldn't be too bad.


 

Posted

Savage War
Arc ID: 59152
Global @Aracade
Recomended level. 30's

I think the lowest max is 34 on the second mission but don't quote me on that because I should be sleep right now resulting in fuzzy sickly memory.


 

Posted

Name: If you teach a man to make a fish
ID: 38226
Handle: @Heronator
Level: 20-30 (20-24 will get bumped up to 25 for the second mission).


 

Posted

Hm, looks like you wouldn't much enjoy my Rikti arc then. However, I could definetely use this sort of feedback for "Hunting the Dark Dragon", especially with regard to if the different aspects of story represented tie into one another well or not.


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

Characters

 

Posted

I'm looking to get my arc reviewed:
[ QUOTE ]
Arc Name: The Stream of Time
Arc ID: #40738
Faction: Neutral
Creator Global/Forum Name: @Silent Spy
Difficulty Level: Lvs40-50. Mid-Hard Difficulty.
Recommended Team Size: Could be done solo, but its more fun with friends.
Synopsis: Anomalies have been detected coming from the past in the stream of time!
Estimated Time to Play: 45-60 mins

[/ QUOTE ]


50s: Silent Spy - MA/Regen Scrapper | Tinkerhell - SS/Inv Brute | Extrasensory - Psi/Men Blaster | Ana Cruz - DP/PD Corruptor | Sara Thunderbird - Elec/Elec Scrapper | Pinstrike - Spines/SR Scrapper | Cold Feet - Cold/Cold Blaster
@Silent Spy, Champion Server

 

Posted

Arc Name: Dream Paper
Arc ID: 1874
Faction/Level Range: Lost, Tsoo, Trolls (heroic alignment) -- 10-20 stuff.
Creator Global/Forum Name: @GlaziusF/GlaziusF
Synopsis: The Lost are breaking into the cheapest apartments in the city. Finding out why will lead you up a scanty trail of evidence to a disquieting conclusion.

Arc Name: Bricked Electronics
Arc ID: 2180
Faction/Level Range: Goldbrickers, Council, Custom Group (heroic alignment) -- 1-20 stuff, probably best for 6+
Creator Global/Forum Name: @GlaziusF/GlaziusF
Synopsis: Mark Freeman finds a ghost in a machine. Trailing it will lead you through the scrap heaps of Skyway City to stop a grievous heist.

Arc Name: The Bravuran Jobs
Arc ID: 5073
Faction/Level Range: Wyvern, Legacy Chain, Carnival of Shadows, Custom Group (villainous alignment) -- 20-30 stuff, though it'll kick you higher for the Carnie mission you could handle villain carnies at 20.
Creator Global/Forum Name: @GlaziusF/GlaziusF
Synopsis: The tiny sovereignty of Bravura arose in the wake of the Rikti War. It claims an ancient ruling dynasty, but it's an open secret its holdings are products of military conquest. Sounds like your kind of place. And even better, they're looking for freelancers.


Up with the overworld! Up with exploration! | Want a review of your arc?

My arcs: Dream Paper (ID: 1874) | Bricked Electronics (ID: 2180) | The Bravuran Jobs (ID: 5073) | Backwards Day (ID: 329000) | Operation Fair Trade (ID: 391172)

 

Posted


Name: "Every Rose..."
Arc ID #: 17702
Forum Handle: Kitsune9tails
Level Range: 1-10 (Villainous)

This is designed as an alternate starting arc for new villains who want to work for the Circle of Thorns, rather than Arachnos.


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!

 

Posted

I would like to toss in "Brass Reaver" part 1 and 2 (16952 & 59456) for review.
handle: @turbo-ski
prefer lvl: 40-50


 

Posted

I'll throw mine in:

Of mentors and Legacy.
Arc ID: 1589
Heroic, 5 missions. Levels 35-50.
EDIT: Blah, forgot the global: @Aliana Blue

One caveat, the third map is an outdoors one without many objectives, which I believe is something you mentioned about not liking (long maps and such), but it's so damnably appropriate I can't bring myself to change it unless it really annoys people (I'd likely change the mobs too if I change the map). Also, this third map may actually be harder at 35 than 40, due to the mobs available in that range (depends how you manage acc debuffs I guess).

I've had so far very few but positive scores (sitting at 5 stars, had good feedback overall). There's 2 AVs, you get help for them, and as far as balance goes, for what I've seen some ATs may have more difficulty than others with the final fight, but it's nowhere near a meatgrindy pwnage by said AVs. This latter point is one I'd really like to hear thoughts/comments on - tried it with 4 chars - DM/Iv scrapper, Inv/EM tank, Ill/Rad troller, Ice/Fire blapper . and managed every time, but that doesn't necessarily mean anything


Players' Choice Awards: Best Dual-Origin Level Range Arc!

It's a new era, the era of the Mission Architect. Can you save the Universe from...

The Invasion of the Bikini-clad Samurai Vampiresses from Outer Space? - Arc ID 61013

 

Posted

Name: The Descender
ID: 33034
Morality: Villainous. If your not comfortable with world domination, steer clear.
Length: Very Long, around an hour to two hours, depending on team makeup and build.
Difficulty: Moderate. Plenty of AV's, but plenty of help with them. One of the few arcs that is actually easier solo, due to the difference between AV's and EB's. (And it makes a better story solo)
Groups: Coralax, Arachnos, Circle of Thorns, Custom Group (The Virtea)
Mission 1: Unique cave map. Collection , battle, patrol.
Mission 2: Small Oranbega map. Collection , Boss , defensible object.
Mission 3: Unique cave map. AV's (2 of them) , Ally (3 boss class) , Allied patrol, Battle.
Mission 4: Unique outdoor map. AV's (3 of them) , Ally (Elite boss class) , battles (Just shy of a HUNDRED of them!).
Mission 5: Unique Arachnos map. Collection (times five, each one spawns an AV) , AV's (five of them), Four allies (1 EB class, 3 boss class), Allied Patrols.


 

Posted

DELETED DUE TO OVERPROMOTION



"City of Heroes. April 27, 2004 - August 31, 2012. Obliterated not with a weapon of mass destruction, not by an all-powerful supervillain... but by a cold-hearted and cowardly corporate suck-up."

 

Posted

Try mine
"Everybody Was Kung Fu Fighting"
arc#2517
short & fun 1 mish


ARC # 2517 "Everybody Was Kung Fu Fighting"
ARC# 102898 "The Great Sewer Rescue"

 

Posted

It'd be great if you could take a look at mine; the feedback I have gotten has all been in regards to the technical side, without much advice for the story itself.

Arc # 45525 - Effrego Quartus Parietis
Levels 1-50, but I'd suggest at least lvl 20 or so.
It shows up as a Long arc but I didn't use any particularly large maps, so it shouldn't be TOO long.
Global - @Wintermutant


 

Posted

Ok, so this thread filled a bit faster than I'd expected. But I'm getting started on the reviews exactly right now!

Also, if you don't do what I ask in regards to posting your arc info (arc's name, the arc's ID number, your global handle, and the level range appropriate for the arc), I'm not gonna run it, because I'm kinda a [censored] like that. But no, seriously, telling me those things helps me figure out an appropriate character to run it with, so I will put yours at the bottom of the queue if I don't get that info.


 

Posted

[ QUOTE ]
Name: Witches and Warriors
ID: 53006
Level: 41+

[/ QUOTE ]

3 out of 5 stars

Ok. First thing, and something that seems to be coming up on a LOT of the MA Arcs I've played...

The narrative in the contact text. I don't know why, but it really annoys me. It doesn't mesh well with how things are presented in CoX and in MMOs in general. I'm not reading a book here, I'm supposed to be talking to a person. I walk up to the contact and it's named "A flickering hologram". I can already determine there's something wrong here, you don't need to then have a narrative tell me. And having the narration tell me how my character things, what his reactions are, and the like annoys me as well. Let the players decide what their characters are going to do.

Anyway, on to the arc...

The contact is a malfunctioning hologram who spits out crazy anti-Hero and anti-AE stuff and tells you its going to create a world for you to show you his point. A technician comes over to work on the hologram, but lets you go into the mission anyway despite the malfunction.

In the first mission, you come across a DB/Nin hostage named Jack who tells you that he and his friends were using AE to run their D&D campaign (more or less), but someone altered the game world and kidnapped his friends. He asks you for help. You also have to rescue several villagers in the world, defeat a Cyclops (the Cimeroan EB), and find a way to get into a Labyrinth so you can go save Jack's friends.

I'm not quite sure why you need to rescue the villagers, there's no clear reason for the objective. One of them is armed, though he serves little purpose. I suppose he's there to help fight the Cyclops, but I don't think he's necessary. Especially with Nin bugged like it is doing double damage on every hit.

I think it'd be better if the Labrynth objectives only spawned after Jack tells you he needs help. It makes more narrative sense than having them there at the beginning, before you know the reason you need to find them. I'm also not sure if the villager rescues are necessary to the plot very much.

In the second mission, the hologram suddenly changes how it talks to become more like a bad D&D villain, and tells you to enter the maze and get the Witchbane. Of course, I promptly did so.

The enemies are a nice mix of "monstrous" villains all put together in a custom group. Mostly, I ran into Rularuu Brutes and Vampyri, but there were some others as well. They fit well thematically with the idea of a labyrinth, so nice job there. And, of course, you find a Minotaur (the Cimeroan EB) in the middle, who is one of the mission objectives.

There's also at least one ally on the map that you can rescue, who again seems to exist solely for the purpose of helping you fight the EB. I'm one of the types who doesn't like this in missions. If there's no storyline reason for an ally to be there, don't put them in. Between inspirations, turning down the mission difficulty, or finding a friend to help, you should be able to overcome any challenge in a mission. Adding an ally is a lazy way of "reducing" the difficulty, when really allies are so buggy, half the time they just stand there doing nothing, and the other half get lost because I move to fast for them to keep up.

But I defeat the Minotaur without his help, find the Witchbane in a chest and head out.

The hologram continues to malfunction and I'm told once again that there's a flurry of people trying to fix it. This time, it tells me to come fight the witch and that, even with the Witchbane, I will fail. Like I said, typical D&D style bad-guy talk.

Inside, I find the outdoor woods map populated by Minions of the Forest Witch, which appear to be a mix of Red Caps, Tuatha, and Werewolves. I have to destroy 4 altars and rescue two of Jack's friends from before. One is Zeinab, who appears to have the Fire and Electricity blast sets, but has the annoying habit of running into melee to attack (she's probably set to melee over ranged), which is bad as she stands next to the altars and takes a huge chunk of damage from them when they explode. The second kid is Deshawn the Ranger, naturally an Archery guy (didn't see his second power set, though Trick Arrow or Dual Blades would make the most sense).

Anyway, once that's done, you fight the Forest Witch, a custom EB with Thorns/Something (killed her too fast to notice) that surprisingly lacks any description in her info. Anyway, you kill her, she vows her sisters will avenge her, and out I go.

Next up, I have to defeat the Swamp Witch. She's in the witch cave map. Her minions are Hydra Men, Winter Horde, and Storm Elementals. I gotta say, this group makes the least sense together. I'm not sure how Winter Horde and Storm Elementals equates to swamps, but I suppose there's not a lot to choose from with that theme.

I once more must free two children (Kaitlyn the Paladin, a BS/Shield scrapper, and Tamiko the cleric, who never used any powers but whom I assume is an Empath, maybe with Mace to attack, but I didn't see).

There are also numerous tablets scattered around. I have to find the correct one and decipher it, which essentially means click on all of them until I find the correct one. I finally do, which summons the Swamp Witch, a custom Rad/Rad EB who I took down with little problem.

I go out, find out the machines are about to stop working, and accept the mission before they do. In I go to fight the Witch Queen. Her minions appear to all be CoT Reflections from the Shadow Shard. I have to rescue all 5 kids again, which seems a tad odd to me, as I didn't realize I wasn't rescuing them permanently in the previous missions.

But it did confirm that the cleric is Mace/Emp, while learning the Ranger is an Archery/Plant.

One problem is that the Assassin doesn't have any approach text, and since he stays in hide most of the time, it's difficult to spot him if you're just running past. His rescue text also has a slight typo (te instead of the).

Anyway, with all the kids rescued, I have to admit, it does feel like a real D&D group. They look good and they fight properly for the most part. It's a nice touch, I think, and one of the high points in the arc.

After you get them, you go face to face with the Witch Queen, a Necro/Dark MM EB. With all the help you have from the kids, she was painless to take down. After you beat her, a new challenger appears: Chaos Fact.

It seems he spawns at the front of the mission, which means running all the way back through a LONG Oranbega map, which is kinda annoying. Especially with 5 allies in tow. I eventually just left them behind.

You fight Chaos Fact, an ElecMelee/Elec Blast EB whose bio says he can control any electronic device (explaining how he messed with the holograms) and is quite insane, believing that life is just a random series of events (really? That's what makes him crazy? That sounds... well, like a fairly standard view of life). As you beat him up, he proclaims that "None of this matters" and that nothing happens for a reason.

With him beaten, you leave, having rescued the kids, and then are forced to sign an NDA by the AE lawyers, who obviously don't want it getting out that some super villain took over their machine and trapped a bunch of kids inside.


On one hand, there was nothing really WRONG with the arc, aside from a few small niggling things... But there wasn't really anything strong with it either. I think the general idea (a bunch of kids get stuck inside a the AE and are forced to play as their D&D characters against an insane villain) is a good concept. It's just that the execution is a little lacking.

I never really got any sense of Chaos Fact's motives. Aside from the very first mission introduction and the last mission's meeting with him, he's absent from the arc, meaning you don't really get to engage with his personality. He's done something bad by trapping the kids, obviously, but he doesn't seem to actually do anything BAD to them. Why he's doing this is never explained, though I guess it's supposed to be "because he's insane" which I never like as a motivation for a bad guy.

I think the arc could definitely be improved by being reworked somewhat. You can still have a bunch of kids inside a game getting trapped by a Villain, but I think the villain needs to be more present in the world. Have him interact with the character more. Have the various witches and their minions shout out crazy things. Introduce more of a sense of danger to the kids if you fail.

And get rid of the whole "the device is malfunctioning and AE techs are scrambling around trying to fix it" thing. It wasn't really that interesting and more or less distracted from the overall arc. Have the contact be Chaos Fact himself, who taunts you, as he's a hologram and has taken over the terminal to mess with you. Give him more of a motivation for why he's doing this.

Fixing those things would definitely bump it up to a 4 and, if done really well, even a 5 rating.


 

Posted

[ QUOTE ]
[ QUOTE ]
Name: Witches and Warriors
ID: 53006
Level: 41+

[/ QUOTE ]

3 out of 5 stars

Ok. First thing, and something that seems to be coming up on a LOT of the MA Arcs I've played...

[trimmed to avoid gigantic quote]

Fixing those things would definitely bump it up to a 4 and, if done really well, even a 5 rating.

[/ QUOTE ]

Thanks for the feedback. The Swamp witches minions is an error actually, thanks for spotting it. The ice/storm guys are left over from when she was the Storm Witch, but that mission was basically identical to the forest one...find glowies on an outdoor map and fight the witch, so I changed it. Must have forgotten to change her personal spawn to the correct minions though.

I had actually toyed with Chaos Fact being the hologram, but I was amused by the idea of the hologram just being broken. Still, it might be better to have more interaction with him.

I will say, though, that having narrative in the contact box is just something we're going to have to get used to. As long as the system is so limited -no changing contacts, no going to see other contacts in the game world, then this is going to happen, because it's the best workaround available.

The reason for all of the things happening in the "game world" -rescuing the villagers, etc.- is because that's the way it was set up before Chaos Fact took it over. Not sure on removing the allies though, as some ATs would definitely have a hard time with the first two fights, since the Cyclops and Mino won't scale down like custom EBs do...with the MA, I'm finding a lot of people just drop the arc when they get stuck rather than taking the time to work through it.

Anyhow, I'll look at some of your suggestions, thanks.


 

Posted

[ QUOTE ]
Arc 58363
Author @Cavatina
Arcname: Nuclear in 90 - The Fusionette Task Force
Level range 1-14

[/ QUOTE ]

3 out of 5 stars

Ok, so the much hated Fusionette has noticed that some of her fellow Nuclear 90 have gone missing and, because of her Vanguard duties, asks you to go look for them for her. I'm sent to the warehouse they've all vanished from and am warned about the Hellions being there.

You go in and find Molecular Mandy (whose name reminds me of the "Moleculo" skit from SNL that Conan O'Brien did many years ago, but I digress). She's a Rad/Rad boss who wasn't too tough more my exemped down BS/SR scrapped, but might prove challenging to a natural 14 because of the debuffs. She's one of the Nuclear 90 but is working with the Hellions for some reason.

One of her lines in the middle of fighting you seems to indicate something is up with her, as she cuts off a comment to suddenly make a stereotypical villain taunt. Her last line implies she teleported away when you beat her.

You go back to Fusionette, who is very confused. What's more, another of the Nuclear 90, Neutrino Nick, has been spotted robbing a MAGI vault. You're sent to stop him and are given a device that'll reroute their Medicom teleporter to the Vanguard base.

You go in, fine more Hellions, and fight Neutrino Nick, who ends up being a Fire melee/Fire Armor boss. I have to say, the name doesn't really fit (why not Fission Frank? Or something else nucleary that might have something to do with heat, as opposed to neutrinos). Anyway, you beat him and an amulet falls off him. He tells you that the amulet was controlling his mind, making him do evil.

Third mission briefing, and we have the intrusive *emote* in the middle of Fusionette's speech to tell us she has to look down at a paper to see what Lady Grey said the amulets were. You are given a divining rod to track down the other Nuclear 90 who were wearing the amulets and save them.

I go in and get three objectives: Save Jim Temblor, Radioactive Reimi, and Electron Elly. I'm already sick of the alliterative names on the Nuclear 90. Anyway, you save old Faultline from some Hellions, then "save" Reimi (Energy/FF) and Elly (Elec blast/something else) by beating them up.

Anyway, you learn from them that a Hellion named Immolation Ken (really? That's his name? It's... pretty awful. It's not a pun or reference that I can see, and WHY does everyone have their real first name as part of their hero/villain name?) is behind everything.

You go to take down Ken and save Mandy. You're told that Ken is an EB and that you might need a Break Free to fight him. This is obviously OOC stuff, as it's separated from the narrative, but it's not in a different color or anything and could be worked into the narrative easily enough.

Anyway, you go in, beat up Mandy, and fight Ken, a Fire Blast/Fire Control EB (I fought him as a Boss on Heroic because exemped down I had only two attacks) who provided a decent challenge. He has a rather uninspired costume of jeans and a shirt with a logo on it. You beat him and then he says he'll "get me" for this.

And then you go back to Fusionette for the wrap up... which is about two sentences and says virtually nothing about what just happened and offers no sense of conclusion to anything. It's pretty much the equivalent of "Thank you" at the end of some particularly old video games.

In all, I was again fairly disappointed by this. The idea is good enough, that someone is kidnapping the Nuclear 90 and it's up to you to find out why and put a stop to it. The execution is just lacking.

A big problem is the Fusionette character. I can't remember too well how she acts in canon missions, but here she's presented as an airhead teenager who just talks about the mall and things like that. She's annoying and totally fails to create any tension with the missions, because she's constantly using the modern-day equivalent of valley girl talk and acting like a spoiled teenager rather than a hero whose friends are being kidnapped and turned evil.

Secondly, there is a very large lack of closure to any of the missions. You beat someone and then never hear what happens to them, you're just thanked by Fusionette and sent on to the next task. It sucks the emotional investment out of it.

Add on the utterly uninspired names for the characters involved and as a whole, the story tends to fall a little flat. It gets 3 stars more for the good idea than anything else, because it could clearly be built on with a decent reworking.

And finally, there are a lot of punctuation, grammar, and capitalization errors in the text. I don't think I went more than two or three sentences without coming across a missing apostrophe, a misplaced comma or period, or a Word that was randomly capitalized in the middle of a sentence. It needs a good proofreading to fix all that stuff.


 

Posted

[ QUOTE ]
I had actually toyed with Chaos Fact being the hologram, but I was amused by the idea of the hologram just being broken. Still, it might be better to have more interaction with him.

[/ QUOTE ]

That could work, though I'd still like Chaos Fact's voice coming through more often than it does. Right now, like I said, there's little interaction with him, so everything he does is rather distant from the player.

[ QUOTE ]
I will say, though, that having narrative in the contact box is just something we're going to have to get used to. As long as the system is so limited -no changing contacts, no going to see other contacts in the game world, then this is going to happen, because it's the best workaround available.

[/ QUOTE ]

Well, I don't think it's ever needed. The only thing in your arc that it was used for was mentioning the AE techs checking it out... Which as I said, didn't add anything to the story for me. It's fine if it's in clues and the like, but in the actual contact dialogue box, I've never found a situation where it adds anything to the story or missions.

[ QUOTE ]
The reason for all of the things happening in the "game world" -rescuing the villagers, etc.- is because that's the way it was set up before Chaos Fact took it over.

[/ QUOTE ]

That's fine. You can actually play with that though. Have Chaos Fact twist the terms of the game without changing it too much. Have some of the villagers turn on you and attack. Or have them act as mouthpieces for CF. Or something like that.

[ QUOTE ]
Not sure on removing the allies though, as some ATs would definitely have a hard time with the first two fights, since the Cyclops and Mino won't scale down like custom EBs do...with the MA, I'm finding a lot of people just drop the arc when they get stuck rather than taking the time to work through it.

[/ QUOTE ]

Well, you don't need to remove them, just make them important to the plot. Jack was fine in the first one (albeit a little overpowered because of the /Nin, though that's not your fault). But just having allies there "just because" is jarring narratively. There's no reason one of the kids couldn't be in the second mission as an ally.


 

Posted

I suppose I'll give this a shot while the thread's still relatively new. I'd like you to try my own arc. So far, public response has been fairly good to it and it even made Dev's Choice on Test. However, it lost that status on Live, so I'm not sure if it was overlooked or simply wasn't good enough. Anyway, here's my arc. I hope you enjoy it!

Title: Blitzkrieg
Arc ID: 3416
CreatorÂ’s Global Name: @Mekkanos
Suggested Level Range: 45-50 (Although I suppose you could do it from 41-50, too, but you'll be bumped up to 45 for the last mission)


My arcs:

Title: Blitzkrieg
Arc ID: 3416

Title: Soldiers of Fortune
Arc ID: 4431

Title: The Rikti Accession
Arc ID: 278757

 

Posted

I thought I had submitted to this thread, but I didn't.

Training Day
Arc 1285
Global @Awesomus Prime
Level Range 20-50
About 45 minutes tops.