Bubbawheat's AE Arcs
Not bad: Interesting concept, lowbie runnable, but needs more work
Subjective Play Experience:
I like seeing new things in the MA. Maybe it's not the first arc that makes use of this concept, but it's the first I have seen, which is good enough for me. What happens is that you are trapped in a time loop, "Groundhog Day" style, and you have to run the same mission over and over again, with variations, until you get yourself out of it.
I ran it with a level 11 brute, and it gave me no trouble, the mobs being of standard Wyvern. I gained almost a level running through the arc.
On to the flaws. As I played through the arc, I got the distinct impression that it was written in a hurry, as if the idea was burning up in the author's mind and he had to set it down as quickly as possible. Then, after doing that, he did not go back and polish the arc. What gave me the impression was not spelling errors (nothing obvious caught my attention), but a lack of details and writing about what was happening on its own merit. Instead, there there was an overwhelmingly strong author presence speaking to me, author to player. I am not sure if this is intended, but it lessened the sense of enjoyment I got from the arc.
Overall, I think this is worth a play. But it is not living up to its potential. More attention paid to the text presented to the player wil improve the flavour of the arc.
"Honesty is for the most part less profitable than dishonesty." -- Plato
Playing Gods (51106) - Heroic Lvl 5-20
What Rough Beast (255143) - Villainous Lvl 40-50
I really enjoyed the concept of this arc! Great choice on the small map; it doesn't take long to explore and find the differences between missions. The second and third acceptance/send-off texts could use something more. I don't really know how to explain it, but for some reason I didn't like Foreshadow referring to them as missions. I jotted down some notes as I played, let me know if you have any questions about them!
First Mission:
The first line by Agent Marx contained a <br> tag.
I enjoyed the ordinary computer. I'm hoping it shows up again as something useful.
Second Mission:
I think the mission acceptance text and the following send-off needs to be changed.
Found the computer again...nothing yet!
Third Mission:
I liked the acceptance text a lot more this time. The send-off text still feels like it needs work.
Ah the computer! I knew it...this time it appeared as a destructible object in the middle of the hallway. A little strange, but I don't think you can change the position much.
Fourth Mission:
Much better acceptance/send-off!
I was suprised not to see Marx anywhere, but he was on lunch, so it was all good. He came back just in time!
The return text had the following sentence that didn't seem complete: "You say the computer mentioned that a boss was holding onto."
Fifth Mission:
Again, I really liked this acceptance/send-off.
I don't remember a second boss. Were there any clues to hint at him?
Loved the computer interaction.
I was worried at first because I didn't see Marx right away...but then I found him and his final text couldn't have been more right! (I did see a spelling error in the objective complete text though, "necissary")
One other suggestion I would like to see, is description text for Marx, and the other boss. It would be really neat to see it change slightly for Marx each mission, or to have the second boss in each mission with no speaking parts, but the description text would let you know he's not just another minion. I really couldn't tell if he was in the first four missions or not.
Overall, this was an enjoyable arc that was lowbie/solo friendly. Thanks!
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Not bad: Interesting concept, lowbie runnable, but needs more work
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Agreed, this is a complete first draft. I wouldn't call it finished, that's why I'm asking for feedback to help tighten it up/add flavor.
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Subjective Play Experience:
I like seeing new things in the MA. Maybe it's not the first arc that makes use of this concept, but it's the first I have seen, which is good enough for me. What happens is that you are trapped in a time loop, "Groundhog Day" style, and you have to run the same mission over and over again, with variations, until you get yourself out of it.
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My second feedback brought my attention to another arc with the same concept. Done a little bit differently with more story to it.
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I ran it with a level 11 brute, and it gave me no trouble, the mobs being of standard Wyvern. I gained almost a level running through the arc.
On to the flaws. As I played through the arc, I got the distinct impression that it was written in a hurry, as if the idea was burning up in the author's mind and he had to set it down as quickly as possible. Then, after doing that, he did not go back and polish the arc. What gave me the impression was not spelling errors (nothing obvious caught my attention), but a lack of details and writing about what was happening on its own merit. Instead, there there was an overwhelmingly strong author presence speaking to me, author to player. I am not sure if this is intended, but it lessened the sense of enjoyment I got from the arc.
Overall, I think this is worth a play. But it is not living up to its potential. More attention paid to the text presented to the player wil improve the flavour of the arc.
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Thanks for the feedback, will make another pass on it sometime soon.
I don't think I have room in the feedback window in-game, so I'll post it here.
Wyvern are mercenaries, but they still have good intentions (working under Manticore and all) so it would be out of place for them to steal artifacts and keep them for themselves. You could probably switch them to Sky Raiders (or Council / Column since they span 1-54) and more or less get the same result.
Since you'll be going through this map 5 times, give it more life by adding more 'useless' mission elements, like a hostage in the beginning that you'll eventually ask for a password to access the terminal, but in return he'll need his valuables back from a crate you overlooked. The powerful artifact can attract other factions to the warehouse, maybe ones you'll side with in the future?
You can also add hints to what you'll be doing in the next mission to give the player a motive instead of outright telling them what they'll do next at the entrance dialogue box. One mission for example can have the boss say on defeat: "Lock down that computer! $name can't know about this!". Guess what the objective of the next mission is?
As Karl above mentioned several times, the writing can be refined. I'm no real writer myself, but I find that if I recite the dialogue I'll easily find what sounds natural, flows well, and what doesn't.
It's going to be a long journey making this arc interesting from mission 1 to 5, especially due to its repetitive theme. My time loop arc, A Tangle in Time has been around since open beta, and I still make changes to this day. I wish you best of luck, and I hope you have fun tweaking this every step of the way.
Updated with a near complete story re-write. Now 4 missions long with bigger changes starting around mission 3, a bit more of a surprise finish, and lots more humor, clues, and dialog. Also a couple easter egg-ish details, let me know if you find them.
Added a few more easter eggs in the (not required) glowie roundup mission. See if you recognize all the references!
Also: What people have been saying about Time Loop:
[Tell] 2009-05-15 06: 48:23 Message From @Tog-2 : Feedback on Architect Mission Time Loop: Good arc overall, a continuity error in Mission three. Patrol says 2 weeks, Marx says 1. Ar the end, it could really use a souvenir to explain it. The bad guy at the end is just sort of there. I can tell a lot of thought went into it, I just can't seem to understand that last fight.
[Tell] 2009-05-15 15: 51:13 Message From @Dot Communist : Feedback on Architect Mission Time Loop: Excellent writing, good use of MA features, five stars. Five stars, good use of MA features, excellent writing. Good use of MA features, excellent writing, five stars.
@Tahlana: Feedback on Architect Mission Time Loop: That was very enjoyable! Great story, well written and designed. I liked the way the warehouse "morphed" as time distorted, the last one with the sepia coloring was perfect. The clues for all the junk were great too (one seemed to have glitched text in the Navigation it read "1 Arifact 11"). [spoiler deleted] His dialog was great. Poor [spoiler deleted].
@Lazorman: Feedback on Architect Mission Time Loop: A lot of fun, well done. Tight story and nice use of humor. I especially liked the red herring goodies and the constant references to the computer. Nice twist at the end with the [spoiler deleted]. There was a minor bug with the Mission 3 objectives text, it listed 11 Artifacts twice. Also the accept text on mission 4 was too big to read it all. 5 stars! Thank you
[Tell] 2009-05-18 17: 01:38 Message From @zehntaur : Feedback on Architect Mission Time Loop: Very fun arc. Couldn't stop playing, had to find out what happened next!
From PieRo:
I really like the arc!
I liked how instead of "accept mission" you had the response make it seem like the player was getting impatient, made me feel a little impatient having to read the same thing over and over, but not in a bad way, because I was experiencing the same thing my character was so it increased the immersion factor.
Also for the glowie mission, it was a little tedious opening the clues window every time I got a clue, perhaps if you had a brief summary of the clue in the chat window or something. And I was a little disappointed I wasn't required to get all the glowies, I kinda wanted to, so I could read the descriptions, but that exit button was to compelling, I wanted to see the ending lol.
The accept text on the mission after the glowies mission is too long and gets cut off. Also when the contact says, I guess you got it down, it insinuated, to me, that he is aware that the player is in a time loop, and is aware that he is repeating the same thing over and over.
Great arc though. It was a nice change of pace from all the other arcs Ive been playing. Good Job!
This is actually my first promotion ever, but if you want to, take a look at 162602 - "The Surge"
Trying to think of a different title for this arc. Suggestions welcome!
Some brainstorm ideas to get the ball rolling:
Let's do the Time Loop Again!
Two More Weeks of Wyvern.
A Shift in Time Saves Nine.
Let's Shift Again, Like We Did Last Summer.
It's Like Deja Vu All Over Again.
Back to the Present!
Just played it. A few comments:
Mission 1: The computer isn't "Mad Scientisty" enough. That comment seemed a little out of place, we aren't dealing with Dr. Aeon.
You have text about the "Evil lab" and "Crazy lab". Labs aren't evil or crazy, they're a place. Maybe an evil scientist in the lab or a crazy lab raid would make more sense.
Agent Marx has "Hey!" before most of his sentences - a little overdone.
Mission 2:
I wouldnt have the computer disappear when clicking it. Why is it not "Mad Scientisy" enough this time around? There needs to be a premise for taking a closer look this time. The patrol is missing until later.
I didnt like having the 2nd computer as a chained objective. Computers usually dont magically appear in an area you've just covered. I'd suggest having two computers in both mission 1 and mission 2.
Mission 3:
The contact should say something like "What do you mean, found it twice?"
Why does the map keep getting bigger? This was never explained in the arc. I could understand if you went back in time a hundred years ago, that maybe the repercussions of your actions might alter architecture - but we're talking minutes or hours - hardly enough time to make that big of a difference.
Now, you have a whole bunch of artifacts - all of them with a separate clue. I'd narrow the clues down to just what advances the story, and change the humorous clues to object feedback. Also maybe narrow down the number of glowies - and make them optional?
The level of humor doesnt seem even throughout the arc. There was a little mild humor in the earlier arcs with Marx's dialog, now I get umpteen funny glowies.
Arachnos equipment clue - "it doesn't look alter-y". I had no clue what that meant.
The computer - why would I rip it up? A villain might do that, but not a hero.
The objectives list was confusing - I think you had the objective for defeat Marx as one of the "Find Item" objectives. I kept clicking glowies and it felt like the list was either not counting down when I got to 2 or got replaced.
Mission 4:
Now I'm on an even bigger map. Again, why is never explained. Go through, find the "Time Shifter" and his "Spawn" companions. Very odd. Why is the villain group called "Devices"?
The device you found clamps onto the villain, they go boom. End of story. Somewhat anti-climactic.
The arc has promise, but could use a bit of polish.
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
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Trying to think of a different title for this arc. Suggestions welcome!
Some brainstorm ideas to get the ball rolling:
Let's do the Time Loop Again!
Two More Weeks of Wyvern.
A Shift in Time Saves Nine.
Let's Shift Again, Like We Did Last Summer.
It's Like Deja Vu All Over Again.
Back to the Present!
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Change one of the agent's names to Agent Freud, and call it "Freudian Time Slip" or "Freudian Slip in Time".
131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )
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Just played it. A few comments:
Mission 1: The computer isn't "Mad Scientisty" enough. That comment seemed a little out of place, we aren't dealing with Dr. Aeon.
You have text about the "Evil lab" and "Crazy lab". Labs aren't evil or crazy, they're a place. Maybe an evil scientist in the lab or a crazy lab raid would make more sense.
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The artifact originally came from a scientist's lab as mentioned in Foreshadow's opening dialog, it most likely did come from an Aeon-type. Also, labs can very well be crazy, I mean, look at what happens in the third and fourth mission. The same type of stuff probably happened at the lab. I'd call that "Crazy". Did change "Evil lab" to "Evil scientist's lab" though.
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Agent Marx has "Hey!" before most of his sentences - a little overdone.
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No one had noticed before, but now that you point it out, I will notice every time I play it. Took some out.
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Mission 2:
I wouldnt have the computer disappear when clicking it. Why is it not "Mad Scientisy" enough this time around? There needs to be a premise for taking a closer look this time. The patrol is missing until later.
I didnt like having the 2nd computer as a chained objective. Computers usually dont magically appear in an area you've just covered. I'd suggest having two computers in both mission 1 and mission 2.
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It's not "mad scientisty" because you've already seen it, and discounted it as the artifact. You're taking a closer look because it's one of the only somewhat notable things in the mission. It disappears because that is the best way for me to use the MA mechanics to tell the story the way I want to tell it. 1. You check the computer, but it's encrypted. 2. You get the code from Marx. 3. You enter the code into the computer. From an immersive point of view, the computer isn't "disappearing" and "reappearing", it's just out of your mind as an objective. If I could make the glowie "re-glow" I would do that instead.
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Mission 3:
The contact should say something like "What do you mean, found it twice?"
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Good point.
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Why does the map keep getting bigger? This was never explained in the arc. I could understand if you went back in time a hundred years ago, that maybe the repercussions of your actions might alter architecture - but we're talking minutes or hours - hardly enough time to make that big of a difference.
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Some is explained in Time Shifter's info text. I added more explanation in the completion text and a new souvenir.
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Now, you have a whole bunch of artifacts - all of them with a separate clue. I'd narrow the clues down to just what advances the story, and change the humorous clues to object feedback. Also maybe narrow down the number of glowies - and make them optional?
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They are optional, they just don't seem optional by the compass text. Evil? Yes, I know it is.
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The level of humor doesnt seem even throughout the arc. There was a little mild humor in the earlier arcs with Marx's dialog, now I get umpteen funny glowies.
Arachnos equipment clue - "it doesn't look alter-y". I had no clue what that meant.
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"it doesn't look time alter-y" - it doesn't look like it would alter time. My possibly bad attempt at Joss Whedon style.
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The computer - why would I rip it up? A villain might do that, but not a hero.
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A hero would when reached to a certain level of frustration caused by repeating the same mission over and over, added with the knowledge that the computer will most likely be unharmed by the next mission, which it is.
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The objectives list was confusing - I think you had the objective for defeat Marx as one of the "Find Item" objectives. I kept clicking glowies and it felt like the list was either not counting down when I got to 2 or got replaced.
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One of the problems with re-editing many times and not always having the chance to double check the changes right away. I had a few with the wrong wording, should be fixed now: # of possible artifacts to search, and only 2 to are needed.
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Mission 4:
Now I'm on an even bigger map. Again, why is never explained. Go through, find the "Time Shifter" and his "Spawn" companions. Very odd. Why is the villain group called "Devices"?
The device you found clamps onto the villain, they go boom. End of story. Somewhat anti-climactic.
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It would be nice if they add "defeat animations" in later iterations. And most of the reactions to the Time Shifter spawn itself have been "WTH?!" which seems like a good enough climax for me. And I changed the group name to "bio-devices" which are mentioned in Time Shifters info, unless that got messed up in a previous edit.
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The arc has promise, but could use a bit of polish.
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Thanks for the constructive criticism, it's actually refreshing to see someone more critical. Thanks for the comments!
I played this arc last night and really did enjoy it. Some of the things mentioned above have already been changed. I liked the time loop concept so, even though the first couple of missions were a bit tedious because of the repetition, it was still a good hook that made me want to continue, just to see what was actually happening.
The changing size of the maps and the regression of the contact's statements gave me the impression that I was actually moving backwards in time, and whatever was going on was affecting the warehouse, making it smaller as 'real' time passed. It would be nice if there was some kind of explanation along those lines, like it wasn't just a time loop, but it was an alteration of time, too.
I thought the glowies were a wee bit over the top. Even though they were a nice touch of humor, I think they could be reduced in number. I felt like I had to click them all to find the right ones and, since the clues associated with them made me chuckle, I felt obliged to do it for that reason as well.
I loved the fact that the enemies were not mega-powered. They were easy enough to be able to move through the arc quickly enough so that having to repeat it wasn't as annoying as it could have been if they were too hard to take down. Very well done.
I gave it 5 stars because it was such a fun story.
No AV/EBs Deal with The Devil's Pawn-207266 Slash DeMento and the Stolen Weapons-100045 Meet the Demon Spawn-151099 Feedback
Changed a few more minor things to help with some notes that PoliceWoman and Venture had.
Marx's dialog is changed, especially his opening dialog so the artifact doesn't go off during your fight, but before it. And Marx is a bit more aware of what's going on throughout.
The Artifact's clue in each mission alludes more to "Time Shifter" so seeing him as a boss in the final mission makes a bit more sense.
The compass text is changed so you're not "Investigating the Disturbance" every time.
Mission 2 is changed so that you have to get the computer first, then it spawns Marx in the back, which shouldn't affect things for most people, and the second computer spawns in the front so it should be near where the first computer was at least.
The first two computers get clues which mention that you completely overlook it the first time which is why you seek to investigate it the second time around.
Added a few more notes in the popups, like that the first artifact is missing when Foreshadow asks for it, and when you find the artifact, you feel pulled back to Foreshadow.
A few other minor changes. Still planning on updating the intro and briefing text to add more changes in each mission, but will probably wait until i15 goes live.
Time Loop on CoH Mission Review - submit a review! Keep me in the top missions!
Back with more of what people are saying about Time Loop!
[Tell] 2009-05-23 17: 38:40 Message From @MikesMind : Feedback on Architect Mission Time Loop: Fantastic. literally best mission i have done on AE. top marks
[Tell] 2009-05-23 17: 40:22 Message From @AmadanDaenaris : Feedback on Architect Mission Time Loop: That was one of the most enjoyable arcs I have every played. Very well written. Very quirky... lots of humour, with the right amount of danger. Very well done.
[Tell] @Hellguard: Feedback on Architect Mission Time Loop: Really enjoyed this arc... nice little mystery and very well written... 5 stars
[Tell] @Alari Azure: Feedback on Architect Mission Time Loop: Fun arc. I thought time was somehow moving backward since the mission sendoff seemed to show that. Excellent puzzle. Even though it was a tad annoying going over the same steps over and over, the hook was good enough to make me want to find out the answer to the puzzle. I liked that the enemies weren't overpowered, too. I'm on a lvl 37 tank, so that could be a factor. I had fun beating all the bosses at the end. 5*
*note: This comment was during a bug I accidentally put in during an edit when I changed the final boss's minions from <devices> to <bio-devices> but forgot to change the boss objective to be surrounded by <bio-devices> instead of <devices> so the final spawn was a bunch of Time Shifters, with an ambush of a bunch of Time Shifters.
[Tell] @Lazarus: Feedback on Architect Mission Time Loop: Let's do the time warp agaaaaaaiiiinnn.
[Tell] 2009-05-23 23: 36:46 Message From @El Condor : Feedback on Architect Mission Time Loop: Cool concept. I was truly disoriented when the looping began (which was a neat revelation). The arc of the story to it's conclusion was interesting and unique. I feel that the details could have had more of a unique touch. Is there a place for more custom minions and lieuts? I realize that the plot you set up handcuffed you in terms of map choice, in-mish events, etc. Nevetheless, cool arc!
[Tell] 2009-05-24 11: 27:11 Message From @MrCaptainMan : Feedback on Architect Mission Time Loop: "Youre looking for sth more mad scientisty' - genius. - just finished mish1. sometimes, you KNOW ur gonna enjoy an arc after one mish. like now. mish2 - hm, two artifacts...ive got them both, havent I? unless fores took the first one off me? FS's briefing for mish3 is nicely done. - your clue drops are not in order, but text golden. - just met the TIme Shifter. Awesome. Finished! great.. cant fault that. short, simple, fun, top banana.
[Tell] 2009-05-25 14: 32:29 Message From @MowDownJoe : Feedback on Architect Mission Time Loop: You got a good sense of humor there. Though I was almost expecting a Groundhog Day reference in there somewhere.
*note: There is a groundhog day reference hidden in one of the mission 3 clues.
[Tell] 2009-05-27 23: 15:57 Message From @Magik13 : Feedback on Architect Mission Time Loop: I loved it - nice excuse to send a hero against wyvern and fairly amusing without being overly repetitive.
[Tell] 2009-05-28 14: 23:09 Message From @PW : Feedback on Architect Mission Time Loop: Fun but some plot holes, changes in mission each loop were strangely inexplicable. will post more on forum, thanks!
Adding my first arc to this thread since the original post got purged.
Arc: 3369 Matchstick Women
Level Range: 23-54 (SO range)
Enemies: Council, "Matchstick Women" - misc. fire/fire customs
Description: You find a mysterious flame that becons your attention and draws you into itself, telling a tale of women arsonists, setting fires, kidnapping women. But what do they want? Follow the flames to the home of their cult and their crazed leader.
tags: *Story Focused [SFMA], clues, souvenir
Matchstick Women on CoH Mission Review - post a review!
And what people are saying about Matchstick Women:
[Tell] 2009-05-19 10: 15:08 Message From @Beanstalk1 : Feedback on Architect Mission Matchstick Women: Good arc. Nice story, well told throughout, custom bad guys were nice, looked good and fought well, a fun arc to play - well done If ya get a chance please try arc 91644
@GlaziusF
Running on a low-40s DB/Fire brute (hereafter lovingly called "Easy Mode") on diff 2. Mission Engineer continues to elude me.
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Have you ever realized that some destructible objects have their targeting center off from their model's center? You will, when you see this contact.
Nice choice though.
Okay! Apparently this thing is fueled by powerful psychoactives. Let's go fight all the boys from the waiting room at Ding-Dang!
Nah, just a normal burning place with normal burning people. Wait, strike that last one.
Here's the hilarious thing - the patrols are rogue faction which means they can target and destroy anything, including the destructible objects. They put out their own fire for me and the mission completes.
(maybe just make them enemy and have the council wonder why they can't touch them or something?)
Questions tend to end in question marks, return text.
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Hmm. Okay. So this is like the Knives of Artemis but instead of killing people it's burning everything.
Yes, probably totally wrong, WORKING ASSUMPTION BACK OFF.
The bosses have notable toggle powers and the captives notable rescue animations so fortunately I can just poing around and find everybody.
Hmm, so the cult leader is pulling a Heaven's Gate on everybody. Alright.
Unfortunately I spring the fightin' captive last. Fortunately it doesn't much matter.
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And now for the denouement. That's French for "when the villain gets it". Except not really. The little thread of a good thing gone wrong that came out in the last mission pops up in this one with a vengeance.
Original Hunch was actually burned, I seem to remember. Perhaps I was wrong about this. Nice book anyway.
But after the fighting's over the little coda at the end is rather disappointing. It wraps up the identify of the contact in a neat little package and that's the end of everything.
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Storyline - ***. The first mission doesn't seem to have much connection with the second and third. It functions as an introduction to the group, loosely, but there's no actual link via clues or otherwise. The third mission feels like a bit of a missed opportunity. If the end boss's "good side" has been helping you out all this time, why not have them show up? Not even as an ally, maybe just as a single-spawn escort-to-entrance that spawns after the end boss goes down.
Design - ****. Again, the first mission has a chance of finishing all on its own if I enter it and then go make a sandwich. That needs to be addressed. The customs are different both in their costuming and in the various auras they put on, which is always a help.
Gameplay - *****. I should technically be abstaining from this since I think I was aware perhaps twice that the enemies were actually trying to damage me (how quaint), and that was with Aim and/or Build Up going off. But as it was, everything went off without a hitch.
Detail - ***. The contact is deliberately written to be wordless, communicating only in pantomime. But the problem with this is that any hints as to its nature don't mean anything until the end. The earlier missions' contact pantomime makes sense once I know the end boss's life story. But I don't know it ahead of time. To put some words into it, why not have some scraps of newspaper dance up into the flames, display prominent headlines, and then burn away?
Overall - ****. Most of this is due to the, I suppose you could say, experimental nature of the contact and the impact it has on the storyline. Everything makes retroactive sense at the end, but I'm wandering in the dark before then.
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)
@GlaziusF
Live feedback from a low 40s DB/fire brute, on diff 2, so bosses is bosses. Mission Engineer draws ever closer.
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Oh boy, mishandled temporal equipment. That never goes that never goes that never goes vergo vergo vergo vergoes wrong.
Hmm. Marx is awfully unconcerned about being beaten on. I wonder if he's out-of-sync with the timestream before he finally acknowledges that I'm beating him into unconsciousness.
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Huh. Uh, what happened to the artifact? I don't know how to interpret Foreshadow's reaction - it isn't until I enter the mission again that I realize it's vanished.
Maybe mention it in an end-of-mission clue or a debrief?
I'm not sure why I fixate on the computer specifically here, but okay, I click it, go fight Marx, come back... and prevent Wyvern from breaking it? I guess come I15 this'll be replaced with a chained click.
Be nice if I got a clue about trying to interact with the computer, then getting pulled out, or "bumping up against the edge of the loop" and replaying the same actions over and over.
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Heh. So this is how it keeps from going stale. W-Space!
Marx's recollection of the event seems to be moving further back into the past. Interesting touch.
It wouldn't hurt to have actual interaction time and text with all the stuff to frob, especially since you're just picking things up blind.
...you know, Steve was still up when I punched out Marx this mission. I could have just said "HEY STEVE!" and there ya go.
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Be nice to get a clue from Steve, who after all this was just another Wyvern boss. Maybe the artifact he was talking about, so I get a picture of what it looks like before it melts down into a closed loop of causality.
Y'all were coexisting just fine, man. In the same warehouse and everything. Maybe like "we must not touch", or "if it comes that close, then..."
Three months? Is that three actual months or did it eat three months from me? And wasn't I coming out just slightly before I went in? Four loops does not really make three months.
Also, how the hell does Foreshadow know what the device is when I never got that information and it's disappeared up its own behind now?
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Storyline - ***. There's never actually a reveal what the device IS until I fight it. And some of the steps in the chain that I repeat don't make sense in that I knew everything I needed to LAST loop and the stuff to interact with was still there. If you've got space (and I don't see why not) use the fourth mission for the reveal (maybe by now Marx is a non-combat ally), have both artifacts "disappear" back to the start of the loop, and then the fifth mission is an outdoor map ("wait, what? This... was a warehouse. Right?") full of hideous monstrosities with Steve and Marx and the computer unaffected by their journey sidewise through time because of exposure to antichronons in the lab or something.
Design: *****. Thoroughly excellent map choice reinforces the idea of the same "boss room" being at the end of an ever-lengthening labyrinth.
Gameplay - *****. Nothing off here, everything was pretty much smooth sailing.
Detail - ****. Marx had a standard description every time I bothered to check. He should be getting tweaked over time as well. Aside from that and a request for actual interaction with the filler glowies in the third mission, no complaints about the detail.
Overall - ****. An interesting concept, but with all the actual explanation crammed up against the very end. It needs to be spread throughout the arc a little more, or the arc needs to not end in the same mission where everything's explained. Either or.
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)
Thanks for the comments. Especially the suggestion about having Marx become an ally. In my last edit, I believe I started to make Marx a bit more sympathetic, and it might be a good idea to play on that, especially for the heroes that play this arc, so it's not quite so bad to beat up on Wyvern.
As for finding you need to beat Steve at the end of the third mission and having a chance that he's still there, I don't really know any good solution to that. I don't want to add him as a chained objective in the third mission, because 3 missions in a row barely feel like a time loop. My current solution is that Marx tells you that you need to get it from Steve, but at this point, nothing has explicitly stated who Steve is. Then at the beginning of the next mission, you're explicitly told who Steve is.
Also, when did you realize that Steve was placed there on purpose, and not just a random boss to fight?
Anyway, there will be a bigger edit, but not until i15 (you're right about the chained collection by the way, as defendables have no clues associated with them currently)
Also, I've finally come up with a new name for this arc that I like besides the completely generic "Time Loop".
Ctrl + Alt + Repeat
Later!
[ QUOTE ]
Also, when did you realize that Steve was placed there on purpose, and not just a random boss to fight?
[/ QUOTE ]
First mission. Wyvern isn't one of those guys that spawns bosses on diff 2; also, what part of I READ EVERYTHING did you not get?
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)
Ctrl + Alt + Repeat was first in the AE search box... for a few hours at least, and it's over 100 plays! A few more of what people are saying about Ctrl + Alt + Repeat and Matchstick Women:
[Tell] 2009-06-01 21: 58:53 Message From @Deadly Twilight : i like your arc so far lol
[Tell] 2009-06-01 22: 27:47 Message From @Deadly Twilight : Feedback on Architect Mission Time Loop: that definitely makes u think your stuck in a time loop
[Tell] @Found Boy: Feedback on Architect Mission Time Loop: This would make a good Twilight Zone episode.
[Tell] 2009-06-03 10: 20:54 Message From @Meddik : Feedback on Architect Mission Time Loop: Awesome. Should be Hall of fame or Dev Choice.
[Tell] 2009-06-07 00: 32:10 Message From @Flaming Debacle : Feedback on Architect Mission Ctrl + Alt + Repeat: Great fun - nice to see an adventure with so much plot and great dialog. I especially liked Marx the last time through when we went after him just for the full clearup.
[Tell] 2009-06-08 22: 26:08 Message From @houtex : Feedback on Architect Mission Ctrl + Alt + Repeat: FUN! Liked it lots, decent story to go with it too.
[Tell] 2009-06-10 05: 21:40 Message From @Samantha Westing : Feedback on Architect Mission Ctrl + Alt + Repeat: Time Shifter failed to spawn 3rd time on last mission. I didn't rate since I had to quit the arc and couldn't finish it. It was a fun arc, though, and quite amusing to play.
[Tell] 2009-06-12 21: 01:56 Message From @Ununnilium : Feedback on Architect Mission Ctrl + Alt + Repeat: Funny, and more importantly, fun. There were some text errors - for example, calling the Time Shifter and the Time Splitter by each other's name a couple times - but that's not enough to prevent me from giving this 5 stars.
[Tell] @MazenBlueBolt: Feedback on Architect Mission Ctrl + Alt + Repeat: Typical COH repetitive...BUT I enjoyed it!
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[Tell] @Lazorman: Feedback on Architect Mission Matchstick Women: Nicely done, very dark and deliciously tragic. Great writing. The contact was well done, I loved how you gave out the missions without any lines of dialogue... such a great macabre atmosphere through the whole arc. Definite 5 stars!
[Tell] @Tahlana: Feedback on Architect Mission Matchstick Women: I enjoyed that, but it was very dark and sad I really liked the mechanics on the first mission. Very well done arc!
Went through with a bigger pass now that i15's gone live.
Marx has become even more sympathetic to the point that he will possibly join you in the last mission if you seek his help. (e.g. he's in the back, though the rest of the objectives are in the front/middle)
The final mission is now empty outside of a few spawns, this ties into the fact that most of the Wyvern in the base have become Time Shifter's minions, there are a couple battles left that gives hope as Wyvern are usually the victors, though unfortunately before most players will reach them.
Steve also has his dialog changed to make him more sympathetic... or just pathetic depending on how you look at it.
Changed some clues earlier in the mission to strengthen the foreshadowing, especially the computer's clues.
Added a story-focused detail in one of the random glowies in mission 3. Still unrequired, just another easter egg for those who pay closer attention.
Been interesting to read through this thread again and see how far this arc has come from when I first started it.
Also, changed the name once again, slightly. Arc is now called "Ctrl + Alt + Reset!" because that's what I kept accidentally referring to it as.
And: more feedback!
[Tell] 2009-06-13 01: 47:40 Message From @Vaergoth : Feedback on Architect Mission Exploring the Architect: Time loop. aka Ctrl + Alt + Repeat: Best arc I've played yet.
[Tell] 2009-06-14 07: 18:03 Message From @Sir Bladestrike : Feedback on Architect Mission Exploring the Architect: Time loop. aka Ctrl + Alt + Repeat: Intriuging I find the story linr a little clumsy maybe a bit of intrigue is needed
[Tell] 2009-06-14 15: 06:58 Message From @Wrong Number : Feedback on Architect Mission Exploring the Architect: Time loop. aka Ctrl + Alt + Repeat: Bubba, this is hardly what I would call a humor arc, but it rocks! Fantastic job. Honestly one of the best I have played. A well deserved 5 stars! My humor review will be posted in a bit. WN
[Tell] @PoptartsNinja: Feedback on Architect Mission Exploring the Architect: Time loop. aka Ctrl + Alt + Repeat: Very, very nice!
[Tell] 2009-06-18 15: 21:55 Message From @Lethal Guardian : Feedback on Architect Mission Exploring the Architect: Time loop. aka Ctrl + Alt + Repeat: Really enjoyed this arc! Thanks for recommending I try it in my forum thread (Pro Payne)! Good job!
[Tell] @Adoniel: Feedback on Architect Mission Ctrl + Alt + Repeat! aka Time Loop: Loved the arc, chief. Great story, clever use of the MA toolkit, -and- a rickroll. A good copy editing pass and it'd be about perfect. One biggie: no critter description on the first two Time Shifter spawns.
[Tell] 2009-06-20 01: 06:30 Message From @Stalemate : Feedback on Architect Mission Ctrl + Alt + Repeat! aka Time Loop: Just... well done.
[Tell] 2009-06-23 23: 06:14 Message From @Tharg : Feedback on Architect Mission Ctrl + Alt + Repeat! aka Time Loop: Great dialog, excellent mission strucutre. I really like the multiple versions of time shifter.
[Tell] 2009-06-25 10: 55:40 Message From @Archdemon : Feedback on Architect Mission Ctrl + Alt + Repeat! aka Time Loop: M3: Lab equipment clue should be "surgeons," giggle at some of the clues, also at Steve's dialogue. holo Time Shifter needs bio. Other than that, all I can say is, cool. Just, cool.
[Tell] 2009-06-27 04: 35:17 Message From @Erastoinen : Feedback on Architect Mission Ctrl + Alt + Repeat! aka Time Loop: Great, fun arc. A little more polish, a little more mind games, and you'll have a solid five-star arc in your hands.
[Tell] 2009-06-27 14: 20:53 Message From @Mind Forever Burning : Feedback on Architect Mission Ctrl + Alt + Repeat! aka Time Loop: I'm reviewing this on the forums (this is KeepDistance) so there's more info there, but this arc left me a bit flat. It's really unclear why the time device becoming sentient got me stuck in a loop, and the other characters in the loop were handled inconsistently (sometimes they remembered me, other times not).
[Tell] @Most Definitely Skary: Feedback on Architect Mission Ctrl + Alt + Repeat! aka Time Loop: The idea with Steve is rather neat. The Holo-Shifters have no description. ...okay, that's a glowie you don't see every day. Still, kinda like it.
[Tell] 2009-07-08 04: 01:19 Message From @JadKni : Feedback on Architect Mission Ctrl + Alt + Reset! aka Time Loop: Awesome arc, definitely one of the best I've played. The small details and jokes enrich it a lot and the finale is interesting.
[Tell] 2009-07-08 04: 32:53 Message From @The Gamaniac : Feedback on Architect Mission Ctrl + Alt + Reset! aka Time Loop: Great story, and nice attention to the details. Fun arc!
PM From Citizen_Razor:
Just some notes that I jotted down when playing through Ctrl - Alt - Repeat!
I played as a Lv17 BroadSword / Regen Scrapper.
Overall an interesting arc. I liked the idea of a sentient time machine that was slowly evolving while trapping everybody in a time loop and leeching off their energy. Somewhat similar to @jjacs A Tangle in Time but with a different ending. Here are some notes that I jotted down when playing.
*notes not included as they are mostly typos/grammatical errors that have been fixed already.
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[Tell] 2009-06-29 16: 45:54 Message From @Lethal Guardian : Feedback on Architect Mission Matchstick Women: Well done story arc! I enjoyed the story and the game play. One tip, although not necessarily 'make or break' - if there's a way to tone down the fire defenses of the bosses, if your character depends mostly on fire damage, those bosses can get a little frustrating, although they're not impossible (e.g. they didn't kill me, and I was happy to see they didn't seem to have healing flames any more...)
[Tell] 2009-06-21 22: 46:45 Message From @jjac : Feedback on Architect Mission Matchstick Women: Oh god, fighting these bosses with a fire melee scrapper was a horrible idea. Still, might want to tone down their skills, take out fiery embrace and healing flames in particular. I can't get through the second boss of mission 2 and I don't think I'll stand a chance against Emily.
[Tell] 2009-06-22 11: 50:38 Message From @Mr Beatdown : Feedback on Architect Mission Matchstick Women: Decent arc. Please read my comments on the Fly-By-Night Arc Review thread.
[Tell] 2009-06-14 23: 11:27 Message From @Archdemon : Feedback on Architect Mission Matchstick Women: M1: bases have feet? pop-up maybe should say "priority" rather than "choice?" Return dialogue "women...it looks scarred..." should be "she" or "woman's face" Choking ms bio should be "a room, Lit ms bio protective..protect: redundant. Bosses with buildup: ouch. Ally is of course dumb and not much help. Emily's bio: "burning their own faces?" I thought she was burning them. Copy of Hunchback was a nice touch...maybe some more optional clues to get more into Emily's head?
[Tell] 2009-06-14 23: 13:25 Message From @Archdemon : The contact though...while it is unique I'm not sure how well it's working. It's all abstract and doesn't really move the story along much...you have to force the player to participate, rather than try to build interest and sympathy
[Tell] 2009-06-14 23: 15:34 Message From @Archdemon : Emily is misguided and psychotic but she needs help. I get the impression she is using the flame to try to get it but my natural reaction is to resist being led along like that.
Also, added the name change over at CoH Mission Review
And deciding to archive my reviews here as well.
edit: with the move to the new boards, all the old links don't work. And as all the reviews are for old versions of my arc, I'm not going to bother searching for them again, but I will keep the list for posterity sake, or whatever.
SteelSky's Review 2 1/2 stars - too repetitive, this is a very early review, tons of changes since then.
Venture's Review 3 stars - JABOSTH, I believe many of his issues have been corrected, though there probably isn't any overarching theme, which doesn't bother me at all.
Keep Distance's 2nd chance review 3 stars - JABOSTH - enjoyed the mechanics, but didn't get a good feel for the story.
PoliceWoman's Review 4 stars - some story elements weren't too clear, but she enjoyed it overall.
Talen Lee 5 stars - compared it to an episode of Buffy, only really good. Mostly final version of the arc.
Matchstick Women
Beach Lifeguard's Review 5+ stars. Oldest review
GahLakTus's Fly by night reviews 3 stars - felt there were plot holes, but good customs.
Police Woman's Review 5 stars. Major downsides: Council in 1st mission (since removed), occasional purple prose in briefings, some unanswered questions.
Canon Fodder review, but short enough to copy/paste:
Overall Rating: 4.5 Stars
@Cain Lightning says:
Visual Pop: I really liked the custom design of the Matchstick Women. The distinct looks of the minions, lieutenants and bosses made the discovery of each of them worth taking the time to stop and admire them. The map selection was good, such as the burning building, which helped reinforce the tone of the story. The power auras were used appropriately, and didn’t detract for the various characters’ appearances. Ditch the Carnie Senschels from the arc, as they aren’t needed. 4.25 Stars
@LAMIKE says:
Fun Factor: The mobs had an interesting and well balanced mix of powers. There were some good mob animations prior to combat. Enabling the sprinkler system valves was clever. I liked the use of the Curious Woman as first as an opponent, then later as an ally. The arc started off a bit easy, but progressively rose in challenge to my satisfaction. 4.5 Stars
@Pankrator says:
Story Flow: Well done! You struck the dark drama chord nicely! As the story unfolded, the creepy feeling increased. I really wanted to put an end to the Matchstick Women, and their evil schemes. The text of the contact was intriguing, and drew me into the story. Great story cohesiveness, spelling and formatting. All the mob/boss info was very informative, and put together the background of the enemy. Not overusing clues was appreciated. 5 Stars
Updated first post, and back with some more feedback:
[Tell] 2009-07-12 18: 53:44 Message From @Draggynn : Feedback on Architect Mission Ctrl + Alt + Reset! aka Time Loop: Very enjoyable, i liked the way the second wyvern boss played into the story, very nice
[Tell] @Dalghryn: Feedback on Architect Mission Ctrl + Alt + Reset! aka Time Loop: Bubbawheat, I'll probably post a short review of sorts on your thread, guilting you into figuring out a way of adding my arc to your queue, but in the mean time... This was absolutely sweet. The character I ran it with is a time traveler, and this just had RP written all over it for my wife and I. I absolutely loved the concept. It was very well-written, concise yet well-detailed. We caught five typoes, and that's the extent of the negative... (continued)
[Tell] @Dalghryn: ...with teh exception of a suggestiion to add custom descriptions to the Holo Time Shifters. The spelling errors are: alright versus all right at the beginning of the first mission (yeah, I know, my wife the English teacher insisted )..
[Tell] @Dalghryn: ...((He says as he typoes his tell to death)... You had a comma splice in the #3 pop up, The Lab Equipment clue has separate spelled "seperate," Marc says, definately instead of definitely, The Time Shter description has monsterous...
[Tell] @Dalghryn: ...instead of monstrous, and the Time Shifter's Remains have hundreds spelled, "hundereds." That's it. Most certainly not enough to rate this any les than 5 Rick Rolled Stars out of 5. Superb!
[Tell] 2009-07-25 15: 50:19 Message From @Jetpack : Feedback on Architect Mission Ctrl + Alt + Reset! aka Time Loop: Mission 1 - Agency Marx diaolgue - may want to consider "It was confiscated it" do you need the 2nd it? Seems odd. Mission 3 - great clues - was the Bozeman the ship in the Philadelphia experiment? Last missio n- you may want to give Marx some dialogue if you lose him, and then reacquire him. Which I did. All in all, very fun arc. Easy 5 stars to award!
[Tell] 2009-07-27 15: 53:08 Message From @Mr Right : Feedback on Architect Mission Ctrl + Alt + Reset! aka Time Loop: The glowie idea in the third mission is cute, but I really don't think that many clues need to be there. It just clutters up the clue tab and obfuscates the story I could normally follow through the clues
[Tell] 2009-07-27 16: 09:25 Message From @Mr Right : I absolutely loved the story arc: Ctrl + Alt + Reset. I gave it five stars, dispite the abundence of Clues in the third mission, and the slight typing error in the final contact text. The Souvenir title could be shorter, but over all good.
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[Tell] 2009-07-14 06: 44:51 Message From @Aehaed : Feedback on Architect Mission Matchstick Women: What a grim and sad story! Some really great, imaginative elements, but some awkwardness getting through it. I'll post a review.
[Tell] 2009-07-19 05: 45:47 Message From @Gypsy Rose : Feedback on Architect Mission Matchstick Women: Loved the fire images. Great customs. Mission 1 entrance pop-up made me smile
@GlaziusF
So for my first formal replay (merc/TA diff 3) I'll just roll a bunch of quick hits up and put most of the details in the stars.
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I'd still like an opening/closing clue (m1/m2) that explains the absence of the artifact.
m2: again with the "you feel yourself being pulled back". Make the compy vanish when its job is done, considering how it vanished once already!
m3: Can I at least get a little interaction time with the objects so I can see what funny names you may or may not have given them? Also could you put Steve up at the middle of the mission this time so it's a given you've encountered him and probably wiped him out? Lastly, the important clues really need to be at the end of the list of random stuff to pick up.
m4: For some reason the map's completely empty this time. I still have to backtrack back a couple rooms to get the boss incarnation of Mr. Time Woogie. And... what? Not even an EB? Just a piddly little destructo object that Marx could wreck in a couple seconds? Wow.
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Storyline - ***. Really not much better. My main beef is the weird "forcing" of my character out of the mission. It'd work better if the stuff just vanished back into the ether. Mysteriously.
Design - ****. I was a little miffed to not actually be able to see what any of the weird stuff I was investigating was, and it didn't seem right for the last mission to be so completely empty. Also ending it all on a destructible really felt like an anticlimax.
Gameplay - ****. The weird little backtracking bit in the last mission sent me all the way to the end before I realized I missed something.
Detail - ****. What was there was pretty solid, but I'd like to see some evolving bug text from Foreshadow to match with the rest of the mission.
Overall - ****. The arc reinforced some minor problems with the first arc, but the newly introduced final fight is a real drag of an anticlimax with an annoying setup.
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)
@GlaziusF
Rereview! High 40s spine/regen scrapper since last time it was way too easy. Still diff 2 though.
I'll do this like I did the last rereview: comments on things in missions that may or may not have changed.
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M1: Ah, new contact. Still pretty much the same "dialogue" here, though. I know exactly what it's supposed to represent now, but if it's supposed to mean anything to someone playing this arc for the first time, I still think going with burning snatches of newspaper headline is the way to roll.
M1: The water mains spray for a good long time after they're destroyed. I don't really need the system text, it's a bit redundant. But I like how you restructured the first mission so it doesn't accidentally complete on its own, anymore.
M1: If I'm supposed to have caught a glimpse of one of the Sisters of Flame here, that seems like a good candidate for an exit clue.
M2: Bad news: diff 2 means bosses EVERYWHERE. Good news: that's a really nice smoke effect on their heads given the fire armor.
M2: Considering a solo hero can find bosses everywhere, a little custom description on the important ones would be a big help.
M2: One of the hostages is called "Pecular". "Peculiar", right? If she's supposed to be the same person from mission to mission why not give her the same name?
M2: In contrast to the quiet girl's system text she's following me around and wrecking things.
M3: When I drop the lit matchstick near the front I get system text "No! The cleansing must go on as planned!" Sounds like dialog that got misdirected.
M3: Are both of the glowies supposed to be in the very first room, too?
M3: You know, I never noticed that obnoxious patterned fabric on the burning couch before.
M3: I think the boss defeat clue should come after the two glowie clues, given that she's guaranteed to be at the end. Clues come in the same order as the objectives are positioned, IIRC.
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Storyline - ***. Not much has changed here, fundamentally. The story's still told largely in pantomime but without the context the pantomime's just a bunch of pretty pictures. I'll reiterate the idea of newspaper clippings/evil journals/childhood crayon drawings burning up in the fire as a means of providing something a bit more substantive.
Design - *****. Call this "6 - 1". One off for stock descriptions of the special bosses on that outdoor map when actual bosses are a real possibility, but the 6 for the smoke effect on the bosses after they "burn out". That was really nice and felt completely natural.
Gameplay - *****. Nothing to complain about here, though do be warned that objectives have a way of falling down that one drop to the science store level in the Royal Overlook map.
Detail - ***. I guess what I'm really expecting here is some sense of why I'm doing the first two missions. Why am I playing firefighter in an abandoned base that's just going to wake up somebody's superpowers anyway? Why am I trying to stop people from being indoctrinated in this cult when ultimately I'm going to cut their supply of napalm Kool-Aid off at the source?
Overall - ****, but a bit higher than it was the last time. Really, I need a sort of definiteness about things that the contact pantomime just isn't giving me right now.
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)
I love the fact that we can completely edit old threads, since I like keeping all my old feedback in one place, but I would like to update the first post to include all of my current arcs. Feel free to post feedback for any or my arcs in this thread.
*newest arc*
Whack a Mole! Incarnate Edition! Lambda Sector #508837
Missions: 1
Alignment: Neutral
Timer: 15 minutes
Level Range: 50+
Description: It's Whack-a-Mole Incarnate style. A new round of moles are out and they're trying to take on the Lambda Sector. Can you score enough points taking out Marauder Mole? BAF and Keyes stages coming soon.
Arc Name: A Clone of Your Own?
Arc ID#: 453091
Enemy Group: Freakshow, Dopplegangers
Missions: 3
Level Range: 30-54
Morality: Villainous
Description: You recieved a Facebook message from... yourself? That can't be right. You followed the trail to the lab of Dr. Mephit, time to get some answers.
Arc Name: Ctrl + Alt + Reset! *Dev's Choice
Arc ID#: 137561
Enemy Group: Wyvern, custom standard
Missions: 4
Level Range: 15-30
Description: Foreshadow has found a temporal disturbance that the Wyvern have unknowingly gotten a hold of, but when you go to retrieve it, you end up getting stuck in a time loop and now you have to rescue yourself, and the entire Wyvern base or have your time sucked away from you forever.
Arc Name: Matchstick Women
Arc ID#: 3369
Enemy Group: Custom - lots of fire attacks
Missions: 4
Level Range: 25+
Description: You stumble across a mysterious flame who doesn't speak, but shows you the tragic story of the leader of a sadistic cult of women arsonists called the Matchstick Women. Follow the smoke to find the source and extinguish this flame before it hurts anyone else.
Arc Name: Whack-A-Mole
Arc ID#: 2711
Enemy Group: Custom - standard Axe/Stone melee boss
Missions: 2
Level Range: 1-50
Description: Come one, come all. Step right up and try your hand at Whack a Mole. Win some tickets! You only have 5 minutes to try for the top score! Where will he pop up next? Don't forget your mallet! (mini-challenge arc with chained mole bosses. Some things will change from time to time as well)