Let the rest of us read the story!
Wait until the leader accepts the mission. Then hit the "Mission" tab in your navigation compass. Look for the "More" button in the window that pops up when you hit the "Mission" tab.
Clicking this button will enable you to read the contact dialogue.
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(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon
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Wait until the leader accepts the mission. Then hit the "Mission" tab in your navigation compass. Look for the "More" button in the window that pops up when you hit the "Mission" tab.
Clicking this button will enable you to read the contact dialogue.
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This needs to be stickied somewhere and/or listed in the Arc tutorials. I've heard of this issue being brought up before but the remedy wasn't known then.
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Wait until the leader accepts the mission. Then hit the "Mission" tab in your navigation compass. Look for the "More" button in the window that pops up when you hit the "Mission" tab.
Clicking this button will enable you to read the contact dialogue.
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This needs to be stickied somewhere and/or listed in the Arc tutorials. I've herad of this issue being brought up before but the remedy wasn't known then.
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The interface for this still needs to be better. The window non-leaders get to read the text in is too small and buggy. It also doesn't show all the contact dialogue.
It needs to be better.
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Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
It's also not available until you enter the mission. So you have to wait for the leader to read, and then they have to wait for everybody else to read.
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You can read the mission briefing in the nav window, it is true, but only the leader can ever read the debriefing.
I keep my debriefings very short, and instead add the mission exit popup which contains a short explanation of how the mission you just left was significant for the story. Everybody has to at least look at that box, if only to click it away.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
I tend to use the next-mission briefing to reiterate what just happened in the debriefing. In addition to helping solve the team-reading problems, players sometimes click through screens too fast, so the reiteration helps make sure they don't inadvertently miss plot points.
And for a while things were cold,
They were scared down in their holes
The forest that once was green
Was colored black by those killing machines
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It's also not available until you enter the mission. So you have to wait for the leader to read, and then they have to wait for everybody else to read.
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If you open your mission window before entering the mission, you can select it (I don't know why it isn't set as active already) and read the dialog.
Problem is that you still can't read the Mission Debriefings, which often have a lot of information as well.
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It's also not available until you enter the mission. So you have to wait for the leader to read, and then they have to wait for everybody else to read.
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It's available as soon as the leader accepts the mission. I read the briefing before I go into the mission when I am on a team.
I try to arrange the mission debriefing as ascii porn so that only the mission leader gets to see it.
Just my way of trying to reward people who serve as team leaders.
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Problem is that you still can't read the Mission Debriefings, which often have a lot of information as well.
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Definitely needs to be fixed. I usually put as much into the debriefings as I do the intro or sendoff.
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I agree that the other members of the team should be able to see the Mission briefing and send-off text.
It his how to facilitate this that is the question.
I think you can get some of the info by clicking on the little info/red-explosion button next to the mission name on the nav window, but a lot of players don't know that it even does anything.
It only really bothers me, when Im testing a arc. Because I want a friend to proofread everything, and he cant since its not published.
So I have to actually publish it, let him proofread it, then go back and edit.
It only really bothers me, when Im testing a arc. ....So I have to actually publish it, let him proofread it, then go back and edit.
Yup, I have to do the same thing. Sort of annoying, but that is how the regular mission text works out in normal PVE content. Only the team leader ever finds out how the debriefing went. I think changing it might require some large reprogramming of how the mission interface actually operates. In PVE, I find this most annoying on SF/TF's I haven't run yet.
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Although there are workarounds, as described above, some official method of pushing the mission story text to the entire team would do more for the storyline aspect of the game, making the story clearer even for beginners and people who didn't realize they could see it, and therefore seems like a good idea.
If we are to die, let us die like men. -- Patrick Cleburne
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The rule is that they must be loved. --Jayne Fynes-Clinton, Death of an Abandoned Dog
You know, now that I think of it, I guess "the rest of the story" is what is served by actually having Arc Souvenirs that summarize the plotline of the arc. Of course, I usually ignore them in the regular content, so I often forget to see if an MA Arc has them. Does everyone get a copy of the souvenir or just the Team Leader?
"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
Inhuman Resources - At Work with IE #298132
Task Force Mutternacht #349522 <-- 1st AE Challenge
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Problem is that you still can't read the Mission Debriefings, which often have a lot of information as well.
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Definitely needs to be fixed. I usually put as much into the debriefings as I do the intro or sendoff.
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I'm in the same boat - depending on the story (for intricate SFMAs); I need all the text space I can get. (But I DO make paragrahs and don't just present a 'Wall of Text')
I've taken to summarizing the mission briefing (and the previous mission's debriefing) in the mission entry popup so non-team leaders can see it. Since I obviously can't fit all the text in there, it necessarily needs to be somewhat devoid of the flavor, but I've learned to use that to my advantage, providing "Architect Entertainment Commentary" when possible to add humor and insight to stories.
From what I'm told, it's been very popular with folks who play my MArcs on teams.
The Scrappers' Guide to Dark Melee | Kheldian Binds and Strategies
Mission clues.
Lots of space and allow for some major recapping and everyone gets to read them.
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It only really bothers me, when Im testing a arc. Because I want a friend to proofread everything, and he cant since its not published.
So I have to actually publish it, let him proofread it, then go back and edit.
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Start test arc.
Invite your friend.
Leave the team.
(optional) Get your friend to invite you back.
Now he can proofread.
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I agree completely with the OP.
Why am I as an Arc Creator going to waste all this time coming up with good Dialogue/Story, when nobody is going to read it but the Leader of a Team?
If MA was created for the Soloist, the system works fine; on this point.
For a Team, nobody knows what the heck is going on but the Leader.
I have read the posts about Mission/Detail Clues Backfilling, but why should I have to tell the story twice? I want to use my Clues to further fill in the Story, not re-tell it from the beginning.
When I run an MA Arc on a team where I am not the leader, I Rate it on the Mission playability alone. I have likely shortchanged some good Arcs because I could not read the Dialogue.
There needs to be a way for Team members to read the Story if they so choose, but only allowing the Leader to Progress the Story.
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I was just thinking about this myself , There should be a way of reading the story of missions and AE arcs . Since the biggining of me playing this game I solo for the stories and team for xp and to level. =/
<QR>
Although you can see (part, no debriefing) this by clicking the mission icon in the nav bar, you still cant see the clues that tend to be loaded with information, and as noted, no one gets to see anything until the mission is accepted forcing the team to go through double waits.
This is why I hate doing TFs. Cant enjoy the thing, most end up playing like a random bunch of stuff that happens.
I don't know if this belongs in this forum or the Suggestions forum, but I'd like to see something fundamental changed about the MA. To me good MArcs are story driven, but it drives me crazy that only the team leader gets to know what the story is.
Last night I was on a team that appeared to be chasing a character called Red Nova through time. In one mission we were fighting samurais and in another mission we were fighting WW I or II soldiers. It seemed interesting, but since the contact wouldn't tell me what the heck was going on, I couldn't tell whether it was an epic time travel story, or a disjointed jumble of missions designed by someone who liked making custom critters. With no info I might as well have been running a radio mission in Kings Row.
If I am missing some obvious method of getting the story, can someone fill me in?
(Sometimes, I wish there could be a Dev thumbs up button for quality posts, because you pretty much nailed it.) -- Ghost Falcon