Pro Payne: From 1 to 50 in M.A. (suggest arcs!)
Captain Dynamic, the Great, Faces the Great Face (Arc ID#190069, 5 stars)
... After dealing with C.D.'s horribly mangled MA arc... |
I updated the arc on I16 Test, then copied the changes to my Live version. Then I went on a family vacation for two weeks. Meanwhile, something was broken with the Escort objective on Live: If you have an escort set to "Single" (ie. standalone) it will autocomplete. On the other hand, if there are enemies guarding the escort, you have to defeat the enemies, then take the escort to the exit. Now, that doesn't make sense to me, an unguarded escort should still need to reach the exit (that's how it worked before I16), so I've logged it as a bug. Meanwhile, I've put some guards on the escort. The guards don't entirely make sense being there, but they're better than nothing, and hopefully the bug will be resolved soon.
The escort is otherwise just there to hopefully provide some clues as to what is going on. The mission wouldn't have completed so quickly and you would have needed to get past the truck. That is always possible with some trying. Someone actually used /stuck to get past it - creative, perhaps valid for a simulation of a mangled arc, but not necessary. Just think of Fonzie and the shark. If you're ever bored and have three minutes, you could try just the first mission again to meet Mindy.
I apologize for the bug, but thanks again for giving my arc a go, and the great review.
Arc: 379017: Outbroken See all your old friends in the Outbreak Tutorial sequel!
Arc: Coming Soon: The Incarnate Shadow Shard of Fire and Ice Mender Rednem needs you!
Massively.com opinion poll: Please Help Save CoH!
Okay! Time for a Pro Payne update!
Late this week was a momentous event for Pro Payne and his 1 to 50 in MA project. While finishing up Eva Destruction's Freaks, Geeks, and Men in Black arc, he finally hit level 40! So he's finally on the home stretch to 50 - albeit a home stretch that is likely to take him just as long to cover as it did to get to 40 in the first place.
Reminder: The actual in-game rating I give arcs is 1 star higher than what I report here. In the current system anything less than a 5 star rating in game is a de-facto condemnation of an arc. I speak from experience: I have two arcs that currently have a five star rating - both tend to get anywhere from 1 to 3 plays per day. I have five arcs that are four star ratings. In the last two months, one has gotten a single play. It has gotten to the point where if giving an arc I thought was worth 3 stars my 'in game' 4 star rating, and that rating causes it to go from 5 stars to 4, I'll go ahead an give it five stars in game instead. And I do want people to know that, for me, a 3 star arc is one that would otherwise be good, except for the fact that it has a flaw that actually noticeably affected my ability to enjoy the arc. I make this standing offer to authors of those arcs that I rated 3 stars (4 stars in game) - if you fix the flaw, I will make at least looking at enough of the arc to see if I can upgrade it to 4 stars (5 stars in game) a priority. That offer stands until the Devs do something to fix the rating system so that the average player (not just those of us on this forum) are at least encouraged to give 3 and 4 star arcs a try on a fairly regular basis. I don't know what that something is ... but as I've said before, I don't like the idea of being the one condemning an arc to utter obscurity. (And, if I play an arc that has no plays yet, I boost its rating by 2 stars, rather than just 1: it would literally have to have normally scored a 2 or lower rating before I'd be willing to start it off with a 4 star rating ... and the same offer stands: fix the flaws, and I'll upgrade the rating).
And now, onto the next set of reviews. I think I have time for three, but we'll see. So here we go.
Whack A Mole! (ID#2711, 4 stars)
The day came, a few weeks ago, where Pro Payne just needed to blow off some steam. So when a Carnival Barker offered a 5 minute game of whack a mole, Pro Payne agreed. Of course, this wasn't just your mama's what a mole - this was the super-hero version. Pro Payne found himself in a (deserted) bank, with five minutes to hunt down a 'Mole' and defeat it. That caused the next 'Mole' to pop up somewhere else, and so forth, with each 'whacking' earning 1,000 points. Defeat all five before the timer runs out, and you get a prize - which turned out to be a 'bonus round' of Whack a Mole (in the 'inside the dam' map), where you had 10 minutes to whack 5 more Moles - including the last Mole, who was a far more powerful 'paragon among Moles' if you will, seeking revenge for the brutal whacking you unleashed on his bretherin. Pro Payne actually got the high score on both games, and then, after getting that little bit of R&R out of the way, moved on to the next story (which was The Daybreak Patrol Needs Help!).
Pros: I can some this up in three words: I had fun. I mean, what a neat little concept - and it was done well (although I do have a few suggestions, below). And thanks to the rather low time requirements, the arc lends itself very well to replay. I haven't done so yet, but this arc definitely goes on my 'something to do for a quick diversion' list - and not just for Pro Payne. I, for one, want to see what happens if I fail the time trial (so don't tell me) - which will gel perfectly with me actually taking the time to real the Mole descriptions a little more carefully.
Cons: So why not five stars? (Well, five in game, but not officially) In this case it's the 'if there's hardly anything to grade, then what I do see ends up counting more.' This is such a neat little concept that I do have some suggestions that I think could move the arc from great to perfect. Once, consider actually making your current score part of the current mission objective line - that'll make it a lot more visible, and improve the feel that you're playing a good old-fashioned 'for points' style game. And more garishness! By that I mean consider making those mission objectives colorful (or even mess around with their size or boldness) - that'll also help with the 'carnival feel.' On a lesser note - I think a bit more variety in the Moles (appearance-wise, not powerset wise: I thought the powersets were well done given the need to quickly defeat these guys) might improve the comic value. Finally, if you get to wanting to make more tweaks to this arc - perhaps a few 'bonus' things after mission complete: no idea what they might be, but I did like the ambush of mini-moles at the very end, and perhaps some additional garnishes (heh, maybe even changed out or rotated in and out from time to time) could be fun too (like having a few 'prize boxes' spawn in after the mission complete, guarded by the little mini moles that give out humorous clues, or have you spending your points for garish carnie prizes, or something ... just brainstorming here).
Shortly after whacking some moles, Pro Payne received an urgent message. He was needed to rescue a group of heroes called the 'Daybreak Patrol' - who were having a pretty unique problem.
The Daybreak Patrol Needs Help! (ID#321834, 3 stars*)
*If I am remembering correctly, this arc was sitting at 0 plays, so I gave it 5 stars in game, in the hope that it would get the ball rolling - or at least not discourage others from giving the arc a chance.
The Daybreak Patrol is a group of heroes associated with the PPD (or that at least work closely with them) who derive their powers from suits of powered armor. The suits can be computer controlled - and therein lay the problem. Their onboard computers had been infected by a virus that was giving some outside agency control over the suits, with the members of the Patrol trapped inside. Pro Payne's task was two-fold: find and defeat the members of the Patrol so that the anti-virus could be uploaded to their armor, download and destroy all copies of the virus on the lab computers where the Daybreak Patrol had been 'kidnapped' to (the agency responsible had also had the armors 'report' to some labs for further study/modification/reverse engineering). Perhaps not surprisingly, it turned out that Crey had engineered the virus in an 'industrial-espionage-esque' attempt to steal their secrets for themselves. They had even managed to insert one last 'sleeper program' in the viral code that the anti-virus I was using didn't clear, and, using it, had the armors 'report' to a predetermined location in a last-ditch effort to secure them for shipping out of the country. Pro Payne again rounded up the armors, and defeated the ringleader of the operation - who was apparently Countess Crey (or someone who looked very much like her and had all her powers).
Pros: The mission design was fairly good overall - the missions were fairly direct, without excessive numbers of objectives, and, although it did use 'chains' of objectives, they were handled just fine and didn't get annoying or otherwise detract from the gameplay. That made the overall pacing of most of the missions good. Put simply, the gameplay itself was good: I didn't get bored playing the missions, the story (mostly) made sense to me, and was presented in chunks at about the right pace to keep me engaged. Also, the Daybreak Patrol were pretty well done as well - very reasonable power choices, and their costumes looked like what the story suggested: power armor.
Cons: First and foremost, this arc really needed some dedicated proofreading: typos, grammar errors, and some pretty awkward phrasing in places; some additional formatting on the mission briefing and debriefing text wouldn't hurt, but that certainly wasn't a deal breaker. In mission though, you might want to limit boss dialog that implies the boss is handily defeating the player (as was the case with that really big tank-like armor): this one really is just a minor nit (at least for me), but it did seem a bit silly that big tank-guy was telling me how slim my chances were of victory and how likely my defeat was while I was busy mopping the floor with him. Okay, on to some other observations: I did notice some places where I thought the placing of mission objectives could be tweaked a bit (in either the first or second mission, almost every objective seemed to be in the same room - a bit of spreading the less critical objectives to the middle and front parts of the map: or, if the placement is a bug, it might be helpful to try out some other maps to see if the objectives get placed in a more staggered manner). The fact that the last mission was an outdoor mission didn't quite make sense to me - it seemed more like if Crey was intent on smuggling this stuff out, that they'd be taking pains to not be as 'out in the open' as an outdoor urban map is - an abandoned or normal warehouse is one option, although even an outdoor map that suggests more 'outskirts of the city' would be better? And the Freakshow ambushing me in the last mission because they felt cheated seemed odd - I got the impression the Freakshow were hired by Crey at the beginning of the story, and nowhere did I get the feel Crey was later trying to cut them out of the deal, which is why it seemed odd that they were acting like they weren't getting a cut of the reward (perhaps just making it very clear that they're just flat out turning on Crey and betraying their contract just 'cause they feel like it would work better). Finally, I would recommend either just flat out making the mastermind of the whole thing quite obviously Countess Crey (rather than using the C.C. model but renaming it "Armor Thief" and giving it a new description) - or have a logical underling be the one directing the operation (such as Hopkins, or create another custom character). Oh and here's a bit a technical feedback - perhaps try it out in a 'test' version of your arc and see if you like it: instead of having the armors 'packed in crates' in the last mission, why not have them as rescuable allies (that stay non-combat, or just run away once you rescue them with a 'returning to base' dialog) - it would work for most of the armors, since all but one show no skin, so it's perfectly believable they'd be able to walk around under remote control.
This arc certainly has potential, but this time around I did feel like some pretty significant polish was needed. But make no mistake - the arc was still very playable, and I did have a good time playing it, in spite of the feeling that it needed some more work.
Sadly, I truly am out of time for today ... which is a shame because I did want to get to "The Superadyne Revolution" today (so that I could reward Space Nut's extreme patience with me with a very positive review for an arc that I thought was very well done) - but I'm going to ask for his indulgence for a bit longer.
On the schedule:
Next Wednesday: A review for The Superadyne Revolution.
Next Friday: Reviews for The Rikti Accession and The Glory of Moment.
And still to come in the coming weeks: Reviews for Too Many Bunnygirls, AE's Premium Quality Mission, Day Job Hell, and Freaks, Geeks, and Men In Black.
Next on the list to play (and then add to the review list): The Sleeping Star, followed by (a somewhat staggered playing of) the Galactic Protectorate arcs.
Until next week! (And again, apologies to Space Nut - I promise the review of your arc is next)
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
Thanks for the comments on Whack A Mole. I haven't tried it again recently, but with all the chained bosses, I had previously had a lot of problems getting the nav bar text to work right (It would only show the name of the first mole throughout the whole mission). I think it's actually fixed now (I currently have it say things like "There's another one behind you!" etc.) And I have been thinking about adding a bit more like extra costumes for the moles since I have plenty of room, as well as varying the dialog every couple weeks or so to get some repeated playthroughs. My favorite line currently is the shakespeare quote, I like to think it kind of comes out of nowhere. I'll think about adding something at the end. The problem is I don't think I want it to be required, but if it's not required then it won't show up in the navbar. I guess maybe it could be optional throughout. Thanks again!
The Daybreak Patrol Needs Help! (ID#321834, 3 stars*)
*If I am remembering correctly, this arc was sitting at 0 plays, so I gave it 5 stars in game, in the hope that it would get the ball rolling - or at least not discourage others from giving the arc a chance. |
Pro Payne again rounded up the armors, and defeated the ringleader of the operation - who was apparently Countess Crey (or someone who looked very much like her and had all her powers).
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Pros: The mission design was fairly good overall - the missions were fairly direct, without excessive numbers of objectives, and, although it did use 'chains' of objectives, they were handled just fine and didn't get annoying or otherwise detract from the gameplay. That made the overall pacing of most of the missions good. Put simply, the gameplay itself was good: I didn't get bored playing the missions, the story (mostly) made sense to me, and was presented in chunks at about the right pace to keep me engaged. Also, the Daybreak Patrol were pretty well done as well - very reasonable power choices, and their costumes looked like what the story suggested: power armor.
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The Daybreak Patrol is actually my supergroup and while I didn't copy anyones costumes exactly we did all go for the powered armor look so if I wasn't able to capture that then I really wasn't doing my job at all
Cons: First and foremost, this arc really needed some dedicated proofreading: typos, grammar errors, and some pretty awkward phrasing in places; some additional formatting on the mission briefing and debriefing text wouldn't hurt, but that certainly wasn't a deal breaker.
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In mission though, you might want to limit boss dialog that implies the boss is handily defeating the player (as was the case with that really big tank-like armor): this one really is just a minor nit (at least for me), but it did seem a bit silly that big tank-guy was telling me how slim my chances were of victory and how likely my defeat was while I was busy mopping the floor with him.
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Okay, on to some other observations: I did notice some places where I thought the placing of mission objectives could be tweaked a bit (in either the first or second mission, almost every objective seemed to be in the same room - a bit of spreading the less critical objectives to the middle and front parts of the map: or, if the placement is a bug, it might be helpful to try out some other maps to see if the objectives get placed in a more staggered manner).
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The fact that the last mission was an outdoor mission didn't quite make sense to me - it seemed more like if Crey was intent on smuggling this stuff out, that they'd be taking pains to not be as 'out in the open' as an outdoor urban map is - an abandoned or normal warehouse is one option, although even an outdoor map that suggests more 'outskirts of the city' would be better?
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And the Freakshow ambushing me in the last mission because they felt cheated seemed odd - I got the impression the Freakshow were hired by Crey at the beginning of the story, and nowhere did I get the feel Crey was later trying to cut them out of the deal, which is why it seemed odd that they were acting like they weren't getting a cut of the reward (perhaps just making it very clear that they're just flat out turning on Crey and betraying their contract just 'cause they feel like it would work better).
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Finally, I would recommend either just flat out making the mastermind of the whole thing quite obviously Countess Crey (rather than using the C.C. model but renaming it "Armor Thief" and giving it a new description) - or have a logical underling be the one directing the operation (such as Hopkins, or create another custom character).
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Oh and here's a bit a technical feedback - perhaps try it out in a 'test' version of your arc and see if you like it: instead of having the armors 'packed in crates' in the last mission, why not have them as rescuable allies (that stay non-combat, or just run away once you rescue them with a 'returning to base' dialog) - it would work for most of the armors, since all but one show no skin, so it's perfectly believable they'd be able to walk around under remote control.
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This arc certainly has potential, but this time around I did feel like some pretty significant polish was needed. But make no mistake - the arc was still very playable, and I did have a good time playing it, in spite of the feeling that it needed some more work.
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I must admit, I agree with each and every point you made. I have a reason I did as I did for a few of them (as mentioned above) but still, you are spot on.
I basically wrote that one night when I was tired of levelling and couldn't sleep. I figured I would putz around and see what making an AE arc was all about. If I had planned on making an arc I think I could have avoided at least a few of the problems. If I did it when I wasn't half asleep, maybe a few more. However, I think the number 1 thing I need to do before writing my next one (or even fixing this one) is find a good mission writing tutorial/guide (I assume there is one around somewhere) and giving it a read to see just what can and can't be done and how...
I REALLY appreciate your review. AE isn't my main focus at all so it may be a while before I get around to fixing the problems but I tend to have a blind spot for my own errors so this is going to be a great guide on what to fix/modify once I do get to it.
Thank you.
In Pursuit of Liberty (Arc ID#221702, 3 stars)
A relative of Ms. Liberty - Liberty Rose - (her niece?; the exact relationship was a detail that I don't remember) is 'destined' to become a great hero, and, in the process, also stop a very dangerous threat that could spell doom for the future of Paragon City. But she needs a mentor of sorts to help her at very key points in her career. It started with Pro Payne being sent back in time to rescue her after she'd been kidnapped by the Family. In doing so, Pro Payne is introduced to the 'Liberty League' (a supergroup dedicated to fighting for liberty) and the 'Anti-Liberty League' - a villainous organization lead by the mysterious 'MAL', and dedicated to opposing the Liberty League. MAL is very intent on destroying all that is good and just, and will ultimately usher in a very dark future for Paragon City if he is not stopped. But to stop MAL, Pro Payne must first acquire a costume for Liberty Rose (from the aforementioned dark future), the Swords Liberty Rose will use as her signature weapon, and then actually help Liberty Rose in her ultimate confrontation with MAL and his Anti-Liberty league. Thankfully, with Pro Payne's help, MAL is beaten, the future saved, and Liberty Rose goes on to great things. Pros: The story is billed as a 'light hearted fairy tale', and the author does a very good job of presenting it as such. Much like the first arc of today's reviews, the story is 'cute' and, in my opinion, did a good job of hitting the kind of campy, over-the-top story telling I typically associate with fairy tales. The plot isn't overly complex (not bad given it's a time travel story), and the custom faction is very, very well done. In fact, I think they deserve special mention: I was impressed with nearly all aspects of them: visually they were very well designed, had good descriptions that fit the overall theme of the arc, and, in spite of having a fairly wide variety of powers, were still well balanced... Cons: ...which is why it was such a pity that they were barely worth any experience - the XP hit was so large (37.5% normal) that they just didn't feel worth fighting. That was, for me, actually one of the largest technical flaws in the arc, and one of the rare times I've rated something down for the amount of 'reward' it gives: and the only reason I did so is because it is a problem that can be fairly easily fixed by the author. The issue is that the bosses in the anti-liberty league are intended as unique characters, so they are set to not spawn 'normally' - which leaves the faction without anything that could serve as a 'default' boss, setting the already "nerfed" XP for custom mobs (which I *can't* fault the author for, and wouldn't grade down for) to half what it would normally be. Combine this with the fact that the first mission is against level 40+ family (which are themselves only worth about one-third the normal amount of XP), and the appearance of several boss-class allies that do a very good job of sucking up the already meager rewards, and what you've got is an arc where the rewards are so low that it gets pretty hard to ignore. That alone might have been enough to give the arc an 'official' 4-star rating (i.e. 5 stars online), but there were a few aspects to the story itself that also took just enough away that I felt the arc needed some work, and ended up with me giving it 3 stars (4 in game). First, I really wanted to see MAL developed more in the arc - there's more of a story there than is actually in the arc - until you get to the very end, where you just get nearly all of MAL's origin and back story all at once (in his description). Given that Liberty's story is developed through the arc step-by-step, I think perhaps developing MAL's story in a more step-by-step fashion throughout the arc would improve the story. Also, MAL's appearance and defeat in the last mission raised an issue for me: I actually stumbled across MAL and beat him long before finding Liberty - or the other two Liberty League allies. In effect, it felt like I robbed Liberty of her destiny - I defeated MAL for her, without her having any chance to help at all! Feedback: For this arc, I do actually have some specific suggestions that I hope will help the author out. One, you may want to actually consider treating the first mission like an Oroborous flashback, complete with Ms. Liberty even warning you that because you are going nine years into the past, you might experience some temporal scaling. You can then cap that particular mission at level 29, and use the level 20-29 Family, which are worth full XP, rather than the dismal amount the 40+ Family are. Yeah, the whole XP thing is the dev's fault (well, really, the farmers' fault) - but at least there's a workaround, for now! Also, the Anti-Liberty leave really needs a boss that is set to spawn in: either a 'generic' version of one of the unique bosses, OR, you might consider making one of the minions or lieutenants in the existing group a boss (in particular, the Fatal Followers, or the Dark Followers - or whatever those dark guys were called - seem like good canditates, but any will do). To a lesser extent, you might want to consider making the allies lieutenants as well: a lieutenant is still reasonably hard to actually defeat when facing enemy minions, but doesn't have the overwhelming combat presence of a boss (which even from a story standpoint gets troublesome - if the members of the Liberty league are so powerful they can likely clear the map on their own, then why exactly is my help so important?) Finally, I think the story would be served much better if you set MAL to spawn after rescuing Liberty Rose in the last mission - at least that way it's much more likely that she'll be there to participate in that fight, which makes more sense, story-wise. A few other tidbits to help too: I did find myself wondering why MAL and his forces were in that big graveyard? Adding some mission objectives giving them a climactic master plan that needs foiling would also give the arc a stronger ending! (Imagine it: MAL and his forces have littered the graveyard with machines and crates of chemicals and nanites that, when released, will "infect" the dead, causing them to rise as an army of bio-mechanical zombies under MAL's control, that will spread through Paragon City! Or something like that - something to make that moment in time the 'fulcrum point' where Liberty Rose saves the city from disaster.) Alright, that's all the time I've got for today. For Friday, I intend to post reviews of "Whack A Mole" and "The Daybreak Patrol Needs Help" (and, time permitting, "The Superadyne Revolution"). Until then! |
I am sorry that you were hit by the XP nerf . I was actually afraid to touch the arc unless I had a major flaw unconvered because I thought editing and republishing would trigger a nerf.
I am so full on space there isn't much I can do, but I can definately make the dreaded Fearsomes a boss. They are already hated by some more than MAL.
Thanks for playing and for your detailed input.
@Gypsy Rose
In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest
I am sorry that you were hit by the XP nerf . I was actually afraid to touch the arc unless I had a major flaw unconvered because I thought editing and republishing would trigger a nerf.
I am so full on space there isn't much I can do, but I can definately make the dreaded Fearsomes a boss. They are already hated by some more than MAL. Thanks for playing and for your detailed input. |
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
Okay, and now for a short Pro Payne update.
Pro Payne is still closed for submissions, and will probably remain so for a few more weeks, until I've completed the reviews on my list. In the interest of progress, I can play through 4-6 arcs a week, but I typically only have time to post 2-3 reviews, so every so often I'm going to need to put submissions on hold long enough to "catch back up."
As always, whatever rating I've given the arc here, it is given one extra star in game. And now on to today's review.
The Superadine Revolution (ID#262739, 5 stars)
Pro Payne was contacted by a Family informant he knew called "Tommy the Snitch." Tommy had been told by his bosses in the Family to keep an eye out for unusual activity and, in addition to letting his bosses know, had also slipped the information to me: there was an awful lot of Skull activity in a particular warehouse that might be worth investigating. So Pro Payne checked it out, and found that a family boss named Sal "Wiseguy" Blundetto was hooking the Skulls up with the 'pure' version of superadine (the kind the Family normally keeps for its own use, versus the 'impure' stuff it often gives to the Skulls to sell to the Trolls). What, at first, appeared to be an isolated case of a member of the Family trying to pad his ill-gotten profits began to show evidence of a larger conspiracy at work: other Family bosses were brokering deals with the Skulls to funnel them pure superadine, and there was even evidence that some of these Family bosses were seeking induction into the Skulls gang: literally seeing the chance for more power and a greatly improved cash flow if the Skulls were able to take over the superadine trade. The Skulls, for their part, were getting far more powerful by taking the pure doses of superadine - powerful enough to be a real threat to the Family loyalists.
It came as no surprise to Pro Payne that the Petrovic brothers themselves - "Marrow Snap" and "Marrow Drinker" were the driving forces behind the takeover attempt, and they had set their sights quite high. Not only were they going to ensure the Skulls were at the top of the superadine drug trade, rather than the middlemen, they were also going to do their best to strike a fatal blow against the Family itself. Whatever new opportunities for criminal enterprise taking out the Family would have afforded the Skulls, Pro Payne was not about to let it happen. As the Skulls made their takeover bid, Pro Payne hit the very same warehouses they were hitting - arresting both the Skulls and their Family collaborators. After facing and defeating Marrow Snap himself, Pro Payne quickly learned that Marrow Drinker was making his final move against the Don himself in Striga Island. When Pro Payne arrived at the Don's offices, the Family loyalists were no happier to see him than the Skulls - Pro Payne had to battle his way through both Family and Skulls, and face and defeat Marrow Drinker to put a final end to the Skulls' threat.
There was no doubt that without Pro Payne's help the Skulls would have been in a much more powerful position then before - but it was also very clear that they were nowhere near as close to shutting down the Family as they may have thought. The Don was already long gone, having taken just about every important record with him that could have been used to build a criminal case against the Family (not really Pro Payne's goal, but it would have been a useful bonus). Of course, with their plot defeated, and their leaders once again in prison, the Skulls, far from being the new masters of the superadine trade, were beaten back to their former status as little more than a common street gang trolling the streets of King's Row.
Pros: The most obvious is the story - it is a very well done story that kept me interested the whole time: I was always eager to see what was going to happen next. The author did a very good job of creating higher level versions of the Skulls, and giving a solid "in game" reason for them to be more powerful than they were back when you were fighting them in the streets of King's Row. Furthermore, I don't claim to be an expert in spotting subtle plot holes or discrepancies, and so when I run across a story where I don't see anything glaring, and I'm not finding myself thinking "hey, this part could have been done better," that's a success in my book. Finally, I think the author did a very good job of tying an original story in with the game canon, which also gets high marks from me.
Cons: There were only two things, and both count as 'nitpicks.' One (and the larger of the two) - right after the first mission, Tommy seems to be hinting that he's going to attempt to blackmail me if I don't continue to help investigate what's going on with the skulls. It just struck me as very out of place for two reasons: first, I wasn't entirely sure how I was going to be pinned to starting a turf war - at least I think that's what he was suggesting. Granted, I'm not saying that, if this were real life, and I popped into a warehouse, and proceeded to beat the tar out of all of the criminals within (who happened to belong to different gangs) that it wouldn't probably start a war between the gangs, and get me in a lot of trouble for engaging in vigilante justice - but in the fictional world of CoH, my heroes do that kind of thing all the time, and law enforcement doesn't seem to care (presumably because then *they'd* have to fight all the super powered criminals), so why this time would be different didn't make much sense to me. But also, Tommy was clearly using this as 'motivation' to get me to keep helping him, yet I needed no just motivation - I had no trouble thinking if my hero stumbled across what appeared to be shady deals between the Family and the Skulls that might possibly be leading to a turf war, that he'd do everything in his power to get to the bottom of it, and put a stop to it. But neither observation really led to a break in immersion - it just make me think Tommy was kind of clueless. The second 'nit' is a true 'nit' indeed: I *believe* the Gunners and the Buckshots were using the same gun (or their guns were very similar), which, given the overall similarities of their powers (since they're both effectively AR custom mobs), seemed to basically make them the same mob with different names (although I did recognize that the Buckshots did seem to have the buckshot power, and the Gunners didn't) - but I did find myself thinking, what if the Gunners had been given a supply of Tommy Guns as per their dealings with the Family? If it's possible to do that, it might do a good job of making the two mobs a bit more distinct.
Great arc!
On Friday, I'll post the next update, along with reviews for The Rikti Accession and (unless I just run out of time) the Glory of Moment.
Still on the list of reviews for later weeks: Clive_Dark_5's arcs, Freaks, Geeks, and Men In Black, The Sleeping Star, and the arcs of the Galactic Protectorate series.
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
If I might suggest, MA 101857, "A Ghost Story....."
Suggested level range is 45 - 50.
It is VERY storycentric.
Engaging from start to finish!
It has both established villan groups and customs critters as well.
Explores some well known cannon of the COH/COV mythos.
The Family, Archranos, (to name a few) EB's and some well known AV's!
Can be completed as a team but is solo friendly.
Either way way it can be done in about an hour.
It has been getting RAVE reviews but I still welcome any and all feedback. (Both good and bad)
Thank you for your time and I hope you give it a try and enjoy!
From the slums of the Rogue Isles to the highest levels of Arachnos. A tragic love, unforgivable betrayal, a web of lies & a truth long buried is uncovered! The untold story of how a Night Widow named Belladonna Vetrano came to be the Ghost-Widow & the man she loved then died for.
MA:101857
Joe,
You may want to consider re-submitting this when I'm open again for submissions - I will attempt to compile a list of people that have suggested arcs while I'm 'closed' (and catching up on the current list of reviews), but some are sure to get missed (I'm far from perfect) and the rest will probably be at the end of whatever my next queue is: I don't want to be unfair to whomever (if anyone) is holding off making suggestions specifically because I'm not open.
(At the moment, based on the number of reviews I seem to be able to do per week, it looks like I'll have all the reviews posted in about 3 to 4 weeks, and will be again open for suggestions.)
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
Today's update will only have one review. Unfortunately real life got in the way this time - the day's work took far longer than I anticipated. Furthermore, I fear I must confess that selfishness plays a role as well: I want to take full advantage of double XP weekend, which I can only do by playing the game rather than writing about it. So I regret that my review of "The Glory of Moment" will be moved to Wednesday, so that I'm not tempted to unduly rush when writing its review.
As always, the rating I give an arc in game is one star higher than my official rating. That's a moot point with today's review, though.
The Rikti Accession (ID#278757, 5 stars)
Pro Payne honestly doesn't remember if he's ever done anything with the Vanguard before, but evidently his name had come up on at least one of their lists, because he was contacted by a Rikti diplomat named C'Kelkah. She claimed that the Vanguard had recommended him for a sensitive mission she could not entrust to her fellow Traditionalists. Thought patterns that could only be described as those of a dangerous heretic were infecting the Rikti mental network, and their source was a Restructurist base. Pro Payne, not a huge fan of the Rikti faction intent on wiping out all of humanity and claiming the planet for their own, agreed. Not only did he find the heretic - said heretic was awfully odd looking for a Rikti - considerably thinner and less imposing looking than the standard Rikti, the heretic was no pushover. Thankfully, Pro Payne prevailed. C'Kelkah, however, had a dire warning: the strange Rikti was just the first of a new Restructurist program aimed at giving Rikti meta-human abilities, that they may better counter Earth's heroes and villains.
Thus far, the Rikti were little more than powerful mutants with advanced technology, some of whom had very highly developed mental powers. So, in a sense, they're all already meta-humans, just with a rather limited scope in terms of abilities - but arguing terminology struck Pro Payne as counterproductive. The bottom line was that the Rikti were about to gain a lot more options at whatever the Rikti equivalent of character creation was. The thought of a whole new breed of Rikti capable of the wide array of innate talents displayed by Earth's metahuman population was daunting - Pro Payne vowed to help C'Kelkah put an end to the threat.
Pro Payne, occasionally with the aid of Vanguard agents (including one Kenneth Rhodes), Pro Payne hit more than one Rikti base, seeking clues as to the origin of the Meta-Rikti, all the while fighting off increasing numbers of their kind: the program to produce them was clearly paying off even as Pro Payne sought to shut them down. The breakthrough came with the rescue of the first Meta-Rikti, a scientist named Tk'Lankah. Tk'Lankah was actually the product of a program to try to block the mutations that turn human embryos into Rikti. The program was only partially successful (evidently) - since Tk'Lankah didn't exactly look human - still the process had apparently taught the Rikti scientists something they really didn't need to know: that splicing meta-human genes into templates based on Tk'Lankah's "more human" DNA could create a new breed of Rikti with a far more 'interesting' array of abilities than was the norm.
Of course, the hitch was these new Meta-Rikti were in constant pain, and quite insane - and leaking the equivalent of mental pollution into the Rikti's mental network. Not that Hro'Drohtz, who had okayed the project, really seemed to care.
Pro Payne's response? Hit every base associated with the project and erase or destroy all research he could find. Oh, and beat up Hro'Drohtz just for good measure. Before Pro Payne could rest on the laurels of success, however, he learned that his old pal Kenneth Rhodes was concerned that the project never be allowed to be restarted. So 'ol Kenneth was going to do something (he doesn't really remember exactly what it was - but he thinks it involved magic). In any case, it was really, really bad (sorry, I don't actually remember the specifics, but it did sound pretty atrocious at the time, and certainly would have resulted in lots of innocents dying, something most heroes just don't really like). Even Lady Gray didn't approve, and Pro Payne was sent to stop Kenneth, which he did (even though Kenneth was pleading to be allowed to finish his plan - but Pro Payne's just not that big a fan of genocide). With the threat of the Meta-Rikti put down, at least for the time being, Pro Payne accepted C'Kelkah's thanks, and moved on to his next adventure...
Pros: As indicated by my 5 star rating, there was a lot I liked about this arc. In spite of a few minor plot issues, the story overall I really enjoyed, and the pacing and mission design were, in general, quite good. The writing was pretty solid, and the custom Rikti struck me as well done - they really did look to me like some sort of derivative of the Rikti.
Cons: For this arc, I had two (and a half) suggestions that I thought would improve the arc (although, clearly, I already thought it was a very well done arc). First, the Vanguard are such an overwhelmingly powerful faction that just about any battle between them and the Rikti results in a sound Vanguard victory before I can get there. I'd recommend at the very least just making sure that every battle between those two factions has the Rikti set to as hard as possible and the Vanguard set to as easy as possible. That, coupled with judicious use of Rikti patrols in missions with Vanguard battles *might* make the results of missions that highlight engagements between the two factions far less one-sided. Nowhere was this more obvious than the mission where I helped repel a Rikti attack on the Vanguard base: trying to weight the battles between the Vanguard and the Rikti very heavily in favor of the Rikti might very well be the only thing between the mission feeling like a desperate battle to repel a Rikti assault and the player heading to the outskirts of the map to capture a 'flagged' mob because the Vanguard are too preoccupied with rolling on the floor laughing at how utterly they just mopped the floor with a so-called Rikti invasion force. Second - and understand that this is really more a nitpick - perhaps placing emphasis on the Meta-Rikti program really being an attempt to unlock and restore to the Rikti the abilities that the mutagenic process that makes a human into a Rikti must (apparently) lock away. The Rikti *are* mutated humans (as the arc points out), so it seems odd that the program is trying to splice Rikti and human DNA, since Rikti DNA is just modified human DNA. It just makes more sense to me that somehow the Riktification process tends to 'lock away' most powers seen in meta-humans, and that by attempting to partially block the Riktification process, the Rikti have found a way to 'unlock' these abilities while still retaining a semblance of the abilities the Riktification process grants in the first place. Wow, I hope that made sense. And finally (and most minor overall) - I did sort of think that if more interaction with Kenneth Rhodes could be worked into the arc, it would increase the impact in the last mission of having to choose between letting him complete his plan, and arresting him. As it stands, the fact that I meet him once, and then he just sort of 'gets there first' and acts in the background did kind of make it not that hard to choose to put a stop to his plan.
Again, the suggestions are just things I thought might further improve the arc - frankly this many are pretty rare in an arc I liked enough to give five stars, so feel free to take them with a grain of salt.
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
With double XP weekend out of the way, once again Pro Payne resumes the fight for truth, justice, and level 50 in M.A. So, without further ado, today's review:
The Glory of Moment (Arc ID#328789, 4 stars, 5 in game)
Today, Pro Payne was contacted by Crimson with a troubling offer. Word in the intel world was that a notorious Malta agent, the shapeshifter Moment, was involved in a Malta operation that was about to go down. Whatever the operation was, Crimson was not about to let it be carried out, and so he solicited Pro Payne for a pre-emptive strike against a Malta base in Warburg. Pro Payne's goal: collect intelligence on what the operation was, and where Moment could be found. While Pro Payne's heroic nature didn't allow him to fully approve of a pre-emptive strike, in this case Pro Payne agreed with Crimson that such a strike might be necessary to prevent whatever the Malta group had in mind.
The Warburg base was well guarded, but Pro Payne found the information he was looking for, and defeated the base commander just for good measure. The news was not good, though - apparently Moment had infiltrated a Longbow base, and rumors of a recent defection by a hero to Arachnos had made Longbow especially paranoid - they had no intention of allowing Pro Payne to just explore their base at a whim. While he tried to keep Longbow casualties to a minimum, it was quickly clear that Moment was not exactly laying low: the agents in the base were remarking that the base commander, "Moe Monty," was behaving rather erratically. Suspecting Agent Monty was really Moment, Pro Payne confronted the Longbow Ballista. His hunch was correct: Moe Monty was Moment, and although the villain tried to escape, Pro Payne was well prepared for a confrontation with the shape-shifting Malta agent, and was successful in capturing him. But the news was not good: after defeating Moment, Pro Payne found evidence the agent was funneling data about the Longbow's Ballista armor to the Malta group.
That Moment escaped from the infirmary came as no surprise - and that Crimson used it as an excuse to have Pro Payne put down Moment for good was also not a surprise. Pro Payne tracked moment to a seagoing vessel - while searching the ship for Moment, he learned the truth: the Malta agent wasn't really a shapeshifter per se. Or, at least moment of Moment's documented forms were not really the result of shapeshifting: Moment was one of a small group of Nicti that had been pursuing other organizations to work with, feeling the Council were not proving to be allies adequate to their long term goals. Most of Moment's forms were simply bodies the Nictus has possessed. Pro Payne put a final end to it: he destroyed the shadow cyst crystal that likely served as Moment's home, and then faced and defeated Moment himself - now truly shapeshifted into his Black Dwarf form. With no where for the Nictus to flee upon defeat, Moment expired.
There was but one thing left to do: the Malta group was launching a "test run" of their new "Hyperion-class" battle armor, based on Longbow's ballista design. Their target was an Arachnos base, and their goal was to obtain materials and manufacturing capability to make more suits of the battle armor - possibly the precursor to a full scale invasion of the Rogue isles. Although the Arachnos within the base were certainly not friendly, Pro Payne's goal was to destroy the Hyperion prototypes, which he did. While it's doubtful the loss of the prototypes has totally removed Malta's ability to make more of the armor should the necessary resources become available, it was at least a major setback.
Pro Payne never relishes having to kill (and yes, the fact that he knows he's just 'role playing' these stories in the virtual environment of A.E. does help), and was eager to move on to other things.
Pros: A neat twist on Moment's true nature and origin, I liked the story, and thought the arc and the missions were well done. While I do think that the story does take some liberties with the canon, the truth is I think the author did a good job of keeping the twists and turns small enough to be easy to accept - put another way, even though my gut instinct is that if I really dug in, and put more effort than I'm willing to carefully researching the game's canon, I could probably find some conflicts with the author's version of things (the most obvious examples being the specifics regarding the Nictus life forms - I *think* shadow cysts store unbound nicti, so it would make perfect sense that Moment would need one between 'possessions', but I was always under the impression that the black dwarf or dark nova forms were - somehow - only available to a merged nictus; even though they are shapeshifted forms, the nictus still needs a real body to actually shapeshift). The bottom line is they are little details of which I'm not at all certain, which is why this is a "pro" of the arc - it struck me as a very good job of taking (perhaps) some minor liberties with canon in a very inoffensive way (and yes, it's just my opinion, but when you are using established characters in established groups with official backstory, you are certainly interacting with the game's canon).
Cons: Difficulty, plain and simple. Yes, the author warned me about the difficulty level of the arc, although I do think the arc itself could do a better job of warning you when very challenging fights were impending. But to me, the biggest issue with the difficulty was actually the question of "is the difficulty a necessary part of the story - is it adding to the story?" In this case there were very specific examples where I thought the author's point could be made, yet the arc didn't need the challenge level that it has. One worth considering is the possibility that Lt. Moe Monty doesn't *have* to be a Ballista - sure the base has research into the armor, but that doesn't necessarily mean Lt. Monty actually needs to be one; I honestly think he'd work just as well as a Warden - certainly not a deal breaker, but something worth considering to make the arc more accessible to more soloers (and yes, I did keep him from escaping, so none of these observations reflect any personal frustration at being defeated - I actually won all of the fights with the Ballistae, and did feel like I'd been defeated an excessive number of times, although it did feel a bit border line in the last mission). When I first played the arc, I believe there were five 'Malta Ballistae' in the last mission (the Hyperion armors); again, just a case where my only quibble was quantity, not concept: personally I think the story would work just as well if Malta only had one or two prototypes. I did check today, and either I was wrong about the number of Hyperions (there were only three in the last mission), so either that was the author responding to my online feedback, or I just have a bad memory. But I will say that three is certainly better than five.
Giving this arc five stars online was easy - the real struggle was exactly what to "officially" rate it. I really agonized between 'just shy of five' and 'just barely five' - the story is solid, and, in my opinion, only needs just a few tweaks here and there (perhaps a few more clues - I wonder if Moment would work a little better story wise if he shows up as an unbound nictus, although I don't know if those are even available in MA), as does the difficulty (I'd still recommend some minor tweaks downward, but that truly is a matter of personal taste). It's just my opinion, but it was just enough to bring my official rating in slightly under five, but again, I did enjoy the story and the arc. Well done!
Next time: Freaks, Geeks, and Men In Black!
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
One worth considering is the possibility that Lt. Moe Monty doesn't *have* to be a Ballista - sure the base has research into the armor, but that doesn't necessarily mean Lt. Monty actually needs to be one |
As for Moment being Nicti... that came about from a vague memory of a post on the old boards that might not be accurate. Something along the lines of a poster asking when we're getting a real shapeshifting AT (this was after Issue 3), when Khelds were introduced), and ol' Jack Emmert just pointed to Kheldians and said "There's your shapeshifting AT." Anyway, Khelds and Nicti retain memories of any forms they once possessed, so I figured it couldn't be that much of a stretch to have him assume that form outside of a body, even if in actuality, he couldn't survive very long without a body anyway.
Also, there were technical limitations that forced me to keep Moment's true form a Black Dwarf... mainly, the fact that Unbound Nictus can NEVER be selected in MA. Hell, at one point, Moment was supposed to summon a Nicti ambush at certain health levels. However, choosing "Nictus" as your ambush group really only gives you an ambush full of Void Hunters. Not wanting my ambush to be ignorable by 12 ATs and brutal to 2, I dropped the ambush altogether.
Also, there were technical limitations that forced me to keep Moment's true form a Black Dwarf... mainly, the fact that Unbound Nictus can NEVER be selected in MA. Hell, at one point, Moment was supposed to summon a Nicti ambush at certain health levels. However, choosing "Nictus" as your ambush group really only gives you an ambush full of Void Hunters. Not wanting my ambush to be ignorable by 12 ATs and brutal to 2, I dropped the ambush altogether.
|
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
Thanks for playing my arc and I apologize for taking so long to respond! I've been rather busy. Glad you liked it! Let me address the problems you brought up...
First, the Vanguard are such an overwhelmingly powerful faction that just about any battle between them and the Rikti results in a sound Vanguard victory before I can get there. I'd recommend at the very least just making sure that every battle between those two factions has the Rikti set to as hard as possible and the Vanguard set to as easy as possible. That, coupled with judicious use of Rikti patrols in missions with Vanguard battles *might* make the results of missions that highlight engagements between the two factions far less one-sided. Nowhere was this more obvious than the mission where I helped repel a Rikti attack on the Vanguard base: trying to weight the battles between the Vanguard and the Rikti very heavily in favor of the Rikti might very well be the only thing between the mission feeling like a desperate battle to repel a Rikti assault and the player heading to the outskirts of the map to capture a 'flagged' mob because the Vanguard are too preoccupied with rolling on the floor laughing at how utterly they just mopped the floor with a so-called Rikti invasion force. |
Second - and understand that this is really more a nitpick - perhaps placing emphasis on the Meta-Rikti program really being an attempt to unlock and restore to the Rikti the abilities that the mutagenic process that makes a human into a Rikti must (apparently) lock away. The Rikti *are* mutated humans (as the arc points out), so it seems odd that the program is trying to splice Rikti and human DNA, since Rikti DNA is just modified human DNA. It just makes more sense to me that somehow the Riktification process tends to 'lock away' most powers seen in meta-humans, and that by attempting to partially block the Riktification process, the Rikti have found a way to 'unlock' these abilities while still retaining a semblance of the abilities the Riktification process grants in the first place. Wow, I hope that made sense. |
And finally (and most minor overall) - I did sort of think that if more interaction with Kenneth Rhodes could be worked into the arc, it would increase the impact in the last mission of having to choose between letting him complete his plan, and arresting him. As it stands, the fact that I meet him once, and then he just sort of 'gets there first' and acts in the background did kind of make it not that hard to choose to put a stop to his plan. |
Anyway, thanks again! Good luck getting the rest of the way to 50!
EDIT: MowDownJoe, have you tried making a custom group made exclusively of the Dwarf and Nova bosses and naming the group "Nictus"? That may make things a little too difficult, but you could also include Council Galaxy Lts. and minions to even things out, I suppose. Lanaru Elementals might work as well, if you're looking for the puffball look that the Unbound Nictus have.
My arcs:
Title: Blitzkrieg
Arc ID: 3416
Title: Soldiers of Fortune
Arc ID: 4431
Title: The Rikti Accession
Arc ID: 278757
To MoeDownJoe: A valid point, although Id like to add that if Monty was a Warden, and had escaped, I would have automatically assumed hed escaped with whatever information he was looking for, even if I didnt know exactly what that information was, or how hed obtained it; a mission failure popup and Crimsons mission failure briefing could possibly fill in those holes. But important to that point is the fact that I automatically assumed that Malta had enough information to construction variants of the Ballista armor by the last mission, regardless of whether or not they had the prototype Moment was wearing. Im certainly willing to concede not everyone playing the arc might have assumed that or figured that out. And its funny that Aliana_Blue mentioned trying to re-color and rename the Lanaruu elementals I was thinking exactly the same thing as I was reading your response.
To Mekkanos: No problem I am very familiar with time on hand being much too short to be able to write any sort of sensible response. I also understand the pain of having an arc filled out to 99% - even if you think the feedback would improve the arc if implemented, you just dont have room to implement it (and I certainly dont operate under the assumption that my feedback is ever useful sure I offer it to try and be helpful, but implied in that is that it is the sole discretion of the author to determine whether or not the feedback can actually improve the arc; my idea of an improvement could easily be someone elses idea of something that would need to be nitpicked.)
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
Let's say (just for the sake of argument - this isn't real in the least) that the 66 month veteran reward was the ability to, once every three months (i.e. once per vet. reward cycle), choose an M.A. arc and instant promote it to Hall of Fame status. In that hypothetical world, the subject of today's review would be this cycle's choice.
Freaks, Geeks, and Men in Black (Arc ID#161629, 5 stars. VERY 5 stars)
Pro Payne was shocked to be approached by a member of the Freakshow (a juicer actually) asking for help. He need not have been worried, for his contact-to-be was actually a reformed salesfreak who desperately needed help: the pawn shop where he worked was under attack by "ninja chicks", and he really needed a sympathetic hero to save his reformed salesfreak friends, who were just trying to turn their lives around. Pro Payne was suspicious, but agreed to help. Unfortunately, his hesitation may have been rather poor judgement: the ninja chicks were the deadly assassins of the Knives of Artemis, and they had already murdered two of the reformed Freakshow. One remained unaccounted for (other than the contact): a "Pete" (the Pwnzinator) had skipped work a bit early to go meet a girl he was into (named Kat) at a nearby dance club. Fortunately, Pro Payne got to Pete's computer before the Knives managed to erase it - evidently Pete and some (as yet unidentified online 'friend' named Target242) were really into conspiracy theories. The fact that the Knives appeared to be here to kill the reformed Freaks and "destroy the evidence" suggested at least one of the wild theories Pete and Target had been discussing might not be so wild after all...
Off to the club, where both the Freakshow and the Knives were searching for Pete and Kat. Fending both off, Pro Payne was able to save the two, defeating a Freakshow boss called 'Teh Crushifier' (who Pro Payne was very amused to see talked like the K'tang from Star Control 3; it was rather a sad thing to have to beat such a gem of a Freak down).
Editor's Note: Pro Payne is recounting this tale from a few weeks ago; he remembers he got a clue that lead him to a warehouse at a particular address - he wants to say he got it off of Teh Crushifier, but he really doesn't remember. Pro Payne next investigated a warehouse where Pete the Pwnzinator and Kat (who had now taken on the hero identity of Darkfire Avenger) had gone to further unravel the conspiracy the Knives were trying to hide. It was no great surprise that he found the Knives' partner in crime, the sinister Malta Operatives, there, and Kat and Pwn in serious need of rescue. But Kat and Pwn were certainly onto something: Pro Payne also found the ambassador from West Libertalia (no idea - can never remember that country's name), Keyes, who was anything but friendly. There was good reason for that: he was actually a Malta imposter using some sort of advanced holographic disguise technology. Thankfully, Pro Payne found the real Keyes (also being held by the Malta) and (unfortunately) the remains of some of his entourage.
Now things were falling into place: Ambassador Keyes' pro-metahuman agenda (what he saw as the best way to combat the massive problems his country was facing with the proliferation of villainous groups like the Sky Raiders) had run him afoul of the Malta group, who believed that Libertalia should be solving its problems without metahuman help (guess whose help they *should* be depending on, in Malta's view); Malta's plan was have Keyes' agenda do a complete about face using an imposter in place of the real thing (who, of course, would never go along with the plan).
Pro Payne needed to stop the plan. Step One: Malta was getting the holographic technology from Crey, so put an end to that particular deal. Pro Payne accomplished this with the help of none other than Target242, who turned out to be a disgruntled Crey employee, angered that his holographic technology (the very same the Malta were making a deal for) was being used to further nefarious ends. Guided to the Crey lab where the deal was taking place (again, by Target), Pro Payne arrested everyone involved before the Malta could get their hands on more of the holographic projectors. But there was a distressing wrinkle - two of the projectors had already been delivered to the Malta group. While one of them was the projector Pro Payne had gotten off of the impostor Keyes, the other was unaccounted for - and the Malta operatives Pro Payne was fighting off kept referring to the initiation a backup plan called Operation Requim, now that Pro Payne was doing a great job of spoiling their original scheme.
So, step two: stop Operation Requim, a direct attempt to assassinate Ambassador Alwani himself (I believe Alwani is West Libertalia's head ambassador from at least one other 'official arc' - one of the Sky Raider arcs I think. Presumably Keyes is a target as well, although he hadn't yet arrived as the Operation was beginning) in Steel Canyon, before he can give a speech supporting Keyes' goals, as a major, last-ditch blow to the efforts of U.S. Metahumans to establish a helpful relationship with West Libertalia. Pro Payne rounded up Pwnzinator, Darkfire Avenger, and Target (all intent on helping defeat the conspirators), and together they stopped the assassination attempt, rescuing Alwani from harm (and defeating the Malta assassin, who was using the holographic device to pose as a Longbow 'Officer Chavez' - who I took to be in charge of security.)
The conspiracy was foiled, Pro Payne had the thanks of the West Libertalian government, and three new heroes had gotten their first taste of a life of crime fighting. Not bad for a day's work.
Pros: This is a great arc! Great pacing, very entertaining story, wonderful characterization. It does what it does very well. Enough said! It is worth mentioning that when the arc was recommended, the author had some trepidation about the difficulty level (in part due to the fact Firey Aura is one of the weakest defensive sets); however, I didn't have any real problems - the most difficult fights (and the closest I came to defeat) were the ambushes that involved sappers (which had a tendency to fly up into the rafters before the ambush even reached me, and proceed to drain me dry while I desperately tried to search out where they were). They were a challenge for sure, but I can't really complain about difficulty in an arc where I didn't even die once (well, if I did, I don't remember it, so, at the very least, it wasn't more excessive than I'm used to).
Cons: Only one: in an arc this well done, you want more - more clues, more details, etc, to further flesh out the story. That's about it.
Very, very well done!
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
Wow, thanks. Glad you liked it. Yes, Alwani and West Libertalia are both from the "Mysterious General Z" arc, and Keyes initially started out as the American Diplomat (the guy whose idea of diplomacy is to pull out a submachine gun) from that arc, but ended up morphing quite a bit.
And after about 60 plays, somebody finally caught the K'tang reference. My work here is done.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Time for another Pro Payne update!
First, disclaimer: Pro Payne is still closed to suggestions as I work on getting the reviews posted. I've got 7 more reviews to post; at what appears to be my average rate of 2.5 per week, I estimate that in 3 weeks I'll be ready to open the thread back up to another round of suggestions - so be thinking about which arcs you'd like Pro Payne to play!
Pro Payne fairly recently reached level 41, a milestone in the sense that, in terms of time investment, he's about at the halfway point in his journey to level 50 using A.E. content. His main "in AE" build is 'filled out' with I.O.'s (and has been since the late 30s), and he's slowly working on sets to replace the generic I.O.'s, but it does look like he's on track to be "totally IO'ed out" at about the same time most of my other characters would be. His alternate "out of AE" build (used only for his 'paper mission' and 'safeguard' runs, to simulate the fact that he doesn't have access to his fire powers - or anything overtly 'super') is mostly decked out in SO's; so AE rewards have certainly been sufficient to ensure that I've been able to keep two builds decked out with enhancements for nearly all of his career.
Over the weekend, however, I'm sad to say that "tragedy" struck (I'm over-stating it, so don't be too worried). I was doing quick tests of a mission, and forgot to open up my Clues between logging on and finishing an arc - so I triggered the "wipe out all of my A.E. souvenirs" bug. This is a very frustrating bug that I wish the developers would actually correct. Why is this important? Well, I use the souvenirs to help jog my memory when posting the "review stories" for this thread. Fortunately, I thought to start taking better notes about two weeks ago, so as to improve the reviews I post here (I hope), but the next three arcs that are up for a review were from before I was taking more detailed notes.
So, my apologies to Clave_Dark_5; these are not really up to par, in my opinion, but I'll do my best!
Too Many Bunnygirls! (Arc ID#101165, 5 stars)
The time had come for Pro Payne to give back to the system that had given him so much. The proliferation of missions revolving around the infamous 'bunny girls' had just gotten out of hand, and Pro Payne vowed to get to the bottom of the endless tide of bunny girls, and put an end to it.
The first step was to rescue some victims that had been captured, seduced, enthralled, or otherwise rendered helpless in the presence of a horde of bunny girls - hopefully he could find clues as to where the proliferation of bunny girls was originating, and do something about it. Pro Payne went down the bunny hole to bravely face the threat, and 'rescued' a large number of 'helpless' civilians. One civilian, in particular, was troubling: apparently this civilian was in the final stages of being transformed into a bunny girl (by some as yet undetermined agency), and was in the process of being indoctrinated into the sisterhood. From the encounter Pro Payne learned of a fiendish device - a bunny girl ray - that could transform the innocent into the ... uh ... bunnies, providing an endless supply of bunny girls to population a near infinite supply of truly awful bunny girl arcs in M.A.
Pro Payne had additional motivation to find and destroy the bunny girl ray: a tabloid photographer had managed to snap a shot of him that (with some editing) could prove rather embarrassing - adding Pro Payne to the long list of heroes whose careers had been ruined by bunny girl related scandals.
Fortunately, the encounters in the rabbit hole gave Pro Payne an idea where to go next: the bunny ray was being held in a lab. Once there, Pro Payne could seek out more clues, and destroy the ray. Which is exactly what he did, and in the process learned of the ultimate source of the bunny girl invasion: an evil scientist who happened to be the head of the very tabloid that had made its name ruining hero careers with compromising bunny girl photos! The fiend!
The scientist (herself the victim of an early, prototype version of her bunny transformation process) needed to be stopped before she could invent yet another bunny ray. That Pro Payne would be able to set fire to the offices of the tabloid was just a bonus (if your stock and trade is printed on something flammable, it is often best not to try to blackmail someone with fire powers). Needless to say, the tabloid was shut down permanently, and the world made safe from the proliferation of bunny girls!
Pros: The author does a lot right in this arc: the humor is understated and (IMO) rather clever - the staff of the tabloid really stands out, with some very funny descriptions (and powers that do a good job of fitting their profiles). Humor arcs can get rather 'draggy' - many jokes just aren't meant to be dragged out too long: and this arc felt just the right length to do what it intended. It was just long enough to tell the (funny) story, but not so long the humor got old. Of course, the arc (like so many arcs recommended by the serious authors on this forum), showed a high degree of polish - always a plus. And, of course, most important: I really did genuinely find the arc both fun to play, and very amusing. Well done!
Cons: I only remember one - the basic concept of the bunny girls being "all alike" makes sense in the context of the arc, and looks good in principle, but the reality is that it does make fighting the custom group (which factors into all missions in the arc) start to get a little dull (just a little) by the end of the arc. My main recommendation was for more variety in the appearance of the minions in the arc - although I think I remember reading elsewhere that the author had gotten similar comments in other reviews (after I played this arc) and had already made a few changes. But I may be misremembering.
Next was... (and remember that some of these details may be pretty far off since I'm going by memory)
AE's Premium Quality Mission: "Guaranteed Qualityyyy Loading Error" (Arc ID#143476, 4 stars, 5 stars given in game)
To recover from the silliness of the bunny girls, Pro Payne decided on a foray into some more serious M.A. arcs - and ran across one designed to simulate the invasion of a Rikti base. Pro Payne's AE rep loaded in the mission parameters and...
...thus began a nightmare of broken mission scripts and endless bugs. In effect, every attempt to get the mission working just seemed to break things even further (even when Pro Payne was sent on alternate missions to keep him occupied and try to investigate the problem) while the AE staff tried to iron out the bugs. Ultimately, Pro Payne had to fix the problem himself, while rescuing the AE staff assigned to work on the problem from a plethora of bugs that had started to infest the system.
He didn't get his money back, but at least he got a lot of Architect tickets redeemable for cool prizes!
Pros: Certainly the arc has its moments - and some of the dialog is actually quite funny. From a technical standpoint, the arc is polished and well done: as I mentioned before when reviewing arcs that are making fun of buggy programs, it can be a challenge to make an arc fun to play (and fairly easy to progress through) and still give the impression nothing is working as intended. This arc does a good job of making that happen: I do honestly thing the author accomplished what he set out to accomplish in this arc, and that's worth at least 4 stars (for arcs that are better written and better executed than the 'typical' CoH/CoV newspaper mission, which is my standard for 3 stars).
Cons: Humor is so subjective, and this time around the humor didn't work as well for me, probably for several reasons. One, I've already played through a couple of arcs that play up this concept; this arc didn't really add anything fresh to that (although, to be very fair, it didn't really do anything worse than the other arcs did either) - that's not so much the author's fault, but it doesn't change the fact that it keeps this arc from standing out as much as his other two. Related to that, and really what I saw as the biggest 'subjective humor related' issue with this arc, is the much more specific bent of the arc's humor. I'd argue that legions of bunny girls or (from the arc I'll review on Friday) the crummy origins of a villain (stemming from his really crappy first Day Job) are considerably more 'general' sources of humor than what is essentially an IT nightmare. While the 'customer service' aspects of the joke worked for me, the debugging and programming aspects of it didn't work as well (since that isn't where my expertise lies).
In short, the humor of the first arc (and, it turns out, the third) was IMO aimed at a broader audience, but this arc struck me as a bit more narrow. I thought it did what it did well, but in this case I did feel like I wasn't really the audience the arc's humor was aimed at.
Okay, that's it for today! Next time: Day Job Hell: A Villain's First Day Job! (which, as I hinted at above, is a very well done arc - it ended up being my favorate of the three!)
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
Over the weekend, however, I'm sad to say that "tragedy" struck (I'm over-stating it, so don't be too worried). I was doing quick tests of a mission, and forgot to open up my Clues between logging on and finishing an arc - so I triggered the "wipe out all of my A.E. souvenirs" bug. This is a very frustrating bug that I wish the developers would actually correct. Why is this important? Well, I use the souvenirs to help jog my memory when posting the "review stories" for this thread. Fortunately, I thought to start taking better notes about two weeks ago, so as to improve the reviews I post here (I hope), but the next three arcs that are up for a review were from before I was taking more detailed notes.
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"The Hamidon is a what what of what?" - Brian the mission guy.
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
I was doing quick tests of a mission, and forgot to open up my Clues between logging on and finishing an arc - so I triggered the "wipe out all of my A.E. souvenirs" bug. This is a very frustrating bug that I wish the developers would actually correct. Why is this important? Well, I use the souvenirs to help jog my memory when posting the "review stories" for this thread. Fortunately, I thought to start taking better notes about two weeks ago, so as to improve the reviews I post here (I hope), but the next three arcs that are up for a review were from before I was taking more detailed notes.
So, my apologies to Clive_Dark_5; these are not really up to par, in my opinion, but I'll do my best! |
I have a problem with you getting my name wrong!
Too Many Bunnygirls! (Arc ID#101165, 5 stars)
Cons: I only remember one - the basic concept of the bunny girls being "all alike" makes sense in the context of the arc, and looks good in principle, but the reality is that it does make fighting the custom group (which factors into all missions in the arc) start to get a little dull (just a little) by the end of the arc. My main recommendation was for more variety in the appearance of the minions in the arc - although I think I remember reading elsewhere that the author had gotten similar comments in other reviews (after I played this arc) and had already made a few changes. But I may be misremembering. |
AE's Premium Quality Mission: "Guaranteed Qualityyyy Loading Error" (Arc ID#143476, 4 stars, 5 stars given in game)
Pros: I do honestly thing the author accomplished what he set out to accomplish in this arc... |
Cons: ...I've already played through a couple of arcs that play up this concept; this arc didn't really add anything fresh to that (although, to be very fair, it didn't really do anything worse than the other arcs did either) - that's not so much the author's fault, but it doesn't change the fact that it keeps this arc from standing out as much as his other two.
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Thanks for the kind words and good advice!
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
Reminder: Submissions are closed until I get through the current round of reviews (6 more to go after this one); then they'll be opened again! Also, I'm using Pro Payne to play through as many of the players' choice arc noms as possible so that I can cast 'informed' votes - those arcs, like the random searches I've played between the Galactic Protectorate arcs, will get listed here for posterity (a rating, along with a few sentences summarizing my thoughts), but won't get full reviews.
Current Status: About one "bubble" away from level 42.
Pro Payne wanted a change of pace, so he reached into his tights (who knew they had pockets) and pulled out a small container. Within was a goatee (fake, obviously) and some spirit gum with which to apply said artificial facial hair. And thus Pro Payne became Evil Pro Payne!
Of course, Evil Pro Payne needed a place to start his (very fictitious) villainous career...
Day Job Hell: A Villain's First Day Job (Arc ID#322480, 5 stars)
Not known for his villainy, Evil Pro Payne needed to start at the bottom - and you just can't get any more 'at the bottom' than working for Fats Squalor, director of the Mercy Island Sewer works. On the up side, Fats offered E.P.P. some badges for his efforts, which worked surprisingly well, given that he's got a depressingly small number of badges ever since the great "badge stripping" of '09.
Anyway, Fats directed Pro Payne (just imagine the 'Evil' in front of his name from now on) to plant a series of tunnels with some time release Snake-B-Gone. Evidently, the Snakes were using it as their toilet, and the poisons would discourage them from coming back. While he was at it, Pro Payne was also to collect (and clear out) some of the Snake Guano, which had a rather distressing tendency to animate into poison spitting Guano Monsters. While in the tunnels Pro Payne ran across Jim - fellow employee of Fats and an 'old friend', albeit one that just plain lacked Pro Payne's drive to rise to the top of the villainous food chain.
Ugh. Shouldn't have thought about food while cleaning a guano infested snake toilet-cave. But what's this? Pro Payne found a lock box with money and receipts from a jewelry store robbery (apparently Fats forgot about it down here). Wow! A bonus pay day *and* potential blackmail material all in one. It almost made cleaning up Snake Guano worthwhile. And in another interesting turn of events, he also found what appeared to be an ancient Urn or Vase: Pro Payne figured he'd better keep that one to himself.
After finishing the job, Pro Payne is rewarded with his 'badge' from Fats. This badge is a rather aggravating turn of events, as what essentially amount to a piece of paper with 'Poo Cleaner' written on it does not a badge make (Note: No, I don't think this was what the badge actually was, but I do remember it being something equally lame - which of course, was exactly the point of the story).
Next, Fats sent Pro Payne into the sewers to clear them of a growing infestation of Sewer Tuatha de Dannan. Yes, STD's were running rampant in the sewers, and it fell to Pro Payne to clear them out. While in the sewers Pro Payne ran across another 'friend' (a villain wanna be named Ronster), found yet more evidence that Fats had multiple questionable criminal enterprises going on the side, and even 'rescued' a Tuatha chief being threatened by the Clockwork, whom he proceeded to beat out an explanation of what exactly that Urn he'd been hanging onto did. Interesting... at least in principle, since none of the clues actually said what the urn did, just that Pro Payne now knew what it did.
After exiting the sewers, Pro Payne was awarded another 'badge.' Pro Payne thought he was completely justified in complaining to Fats about the remarkably low production quality of these new badges, and was rewarded by being fired. Given, however, that Fats had already been talking at length about a retirement party (or some sort of party) he was throwing for the sewer workers, Pro Payne started to formulate an idea for revenge.
Step One: trash Fats' office, and see what else I could find there that could be used as incriminating evidence to present to Longbow, while, of course, pocketing as much of the ill gotten gains resulting from Fats' numerous attempts to cut corners in his administration of the sewers. After all, any good villain needs start up funds, right?
Step Two: crash Fats' party, beat the tar out of the old boss, complete the set up, and let Jim and Ronster take the fall while Pro Payne makes off with all the loot. That, it turns out, is where the Urn would come in handy - after executing his dastardly scheme, he used the Urn to teleport away to safety, just as the massive Longbow raid on the party began.
The end result? Pro Payne made out like a bandit, and Fats, Jim, and Ronster get to lounge in jail. As word of Pro Payne's revenge/double-cross scheme spreads through Mercy Island, rumors that Pro Payne is the next up and coming villain to be watching start circulating.
By this time the spirit gum is getting a little crusty (it's kind of old), and the fake goatee is starting to itch, so Evil Pro Payne removes it, becoming heroic Pro Payne once again. Perhaps some day soon it will be time to see what Evil Pro Payne's next scheme is...
...but in the mean time, it looks like a helpless little girl is running up to Pro Payne with an unmistakable 'I need to ask a hero for help...' look in her eyes. (Wednesday: a review of A Sleeping Star.)
Pros: Excellent mission design. Clever use of re-purposed standard mobs. Wonderful writing on the clues and the mob descriptions. Excellent use of humor, and a very engaging plot that does a wonderful job of keeping the player the center of the action. Excellent mission pacing and good choice of maps. The bottom line: this is a very, very good villain arc, and well worth playing! Opinion is always subjective (yes, I know, profound), but I did think this was hands down Clave_Dark_5's best arc of the three I played.
Cons: I could only think of a few things that would (possibly) make an already solid arc even better. It's a very minor nit, but the 'perfectionist' in me wanted some explanation as to why snake guano animates into guano monsters (apologies: that may have been in the arc and just forgotten, but I'll mention it *just in case*) - at least beyond something that amounts to 'that's just what snake guano does'; I dunno - maybe a CoT artifact that is known to cause inanimate stuff to animate or something. To be perfectly fair, though, the obvious undercurrent of humor in the arc does, IMO, make the player more willing to forgive very, very minor missing details, so it isn't a big issue (and, again, there may have been an explanation and in the last few weeks I just forgot what it was). Second - and just a little more important - it did bother me a little when the Tuatha Chief explained what the Urn did, but that didn't actually come with any clue that actually told me (the player) what the Urn did. I'm not a big fan of feeling like my character knows something that I don't, especially when an integral part of the plot involves my character acting on that knowledge. If there was one thing I'd change about the arc, that would be my first priority. (And I'm positive this isn't a case of me just forgetting about the clue - at least when I played the arc, the lack of any actual indication of what the urn did until the last mission really stuck out in my mind, which is why I mention it here)
And now, time for Pro Payne to get back to those Players' Choice arcs!
Cheers, until next Wednesday!
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)
More kind words again, thank you! I did have a lot of fun plotting this arc and I think it comes through the best of the three in many ways, yes. And now for the inevitable follow-ups...
Cons:It's a very minor nit, but the 'perfectionist' in me wanted some explanation as to why snake guano animates into guano monsters (apologies: that may have been in the arc and just forgotten, but I'll mention it *just in case*) - at least beyond something that amounts to 'that's just what snake guano does'; I dunno - maybe a CoT artifact that is known to cause inanimate stuff to animate or something. To be perfectly fair, though, the obvious undercurrent of humor in the arc does, IMO, make the player more willing to forgive very, very minor missing details, so it isn't a big issue (and, again, there may have been an explanation and in the last few weeks I just forgot what it was).
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Second - and just a little more important - it did bother me a little when the Tuatha Chief explained what the Urn did, but that didn't actually come with any clue that actually told me (the player) what the Urn did. I'm not a big fan of feeling like my character knows something that I don't, especially when an integral part of the plot involves my character acting on that knowledge.
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But just telling the players "go in and follow your nav box" would have too blind an alley to send them down, so I unfortunately end up giving away too much in the mission send-off for that last mission, which sort of leaves the urn hung out to dry in comparison to the other objectives. I'm looking to revisit the arc and try some rewriting to fix this so that more of the final mission tasks give an ah-ha pay-off; obviously some balancing to achieve this effect is needed.
Does that make sense? I hope so. :P I don't suppose fixing that would help with you not liking your toon "knowing something you don't" though.
Thanks for the thoughtful feedback again and thanks for giving it a whirl.
Thanks for the review! I'm glad to hear you enjoyed the arc after the initial 'issues' with the timed missions were worked out (I messed up on that one, but it's my first arc... live and learn ).
A minor note about the assassins -- they (Ubijtsa) are set as normal bosses and should show up as part of regular spawn groups; I think you need to have a group size of 2+ (3+?) to make sure you see 'em. They used to have a ninjutsu secondary, but when my test group ran through the arc for the first time, I figured that it might not be such a good idea (crane kick from stealth for 3/4 of the tank's hp, followed up by a restealth a few seconds later... ow), so they're boring MA/SR scrappers now.
thanks again,
-- Z.
M.A. Arcs
Intended for high level play: The Primus Trilogy (Arc #s 10931, 283821, 283825), "Freakshow U" (Arc #189073), Purification (Arc #352381, Dev's Choice! )
Intended for low level play: "Learning the Ropes" (Arc #100304), "Cracking Skulls" (Arc #115935), "The Lazarus Project" (Arc #124906)