Bubbawheat's weekly reviews!
Alright, I think that gives me a good week's worth of arcs. Submissions for this week are closed, hope to have these reviews done before next Fri.
Also, next week's theme will be experimental contacts. No submissions yet please, I'm just jotting it down here so I don't forget.
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Ready for some more arcs! This week-ish type thing:
humorous arcs. Give me some good, funny arcs. Bizarre, satire, parody, what have you.
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I believe you've already run through Celebrity Kidnapping, which has some parody elements in it. Don't let me stop you from doing it again though.
Teen Phalanx Forever! has a lot of jokes and pop culture in it, which has gotten people to label it a comedy (though my original concept was "teen melodrama"). It would be a good match for your 12 blaster, but also works quite well for a 50 who exemps down.
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I would agree to call this more comedy than melodrama. Lots of inside jokes, and little social drama. And apparently while I wasn't looking, my lvl 12 blaster got PL'd to 20... that or I just forgot about my last playsession with her. First off, let me say that I had a lot of fun playing this arc, I enjoyed all the in-jokes, and the mechanics of it, and I rated it 5 stars. That said, this will be a bit more critical of a review where I go over some of the things that could be looked at closer. Not necessarily problems, just things that could be better from my personal point of view.
One of the things I noticed in all the missions that bugs me a little personally is a cluttered nav bar. I always prefer multiple rescues et. al. to be combined so it's "4 Teen Phalanx members to meet" instead of "Meet Citadel XP, Meet Manticora, etc." And when it's down to the last one, use the singular to add their name. Also, throughout the missions, rescuing the same teammates over and over started to get repetitive. The dialog was enjoyable, but it felt like I was just rescuing the same four people over and over. A couple things to mention that I've seen in other arcs that I've liked: Having the "hostage" in an empowered animation and the "captors" in a captured-type animation. This allows for some slight variation, and feels like you're not bailing them out at every step and turn, that they can actually handle themselves once in a while. Another option is to change out more of the allies in each mission. I'm pretty sure Cora skips out one mission, but you could have a rotating 2-3 in each mission. Running on heroic with all those allies, I didn't die once (well, I did once, but it was before any rescues in one mission)
Also, another option which I thought was a really good idea, though you might have to wait until i15 to make sure it works the way you want it to is to have a desk or computer glowie in the mission which you use to contact one of the Teen Phalanx for backup (spawns a non-guarded ally nearby). That way teams, or solo players that don't need as much assistance can also choose to have fewer allies.
One other minor thing to mention. During the monitor duty (liked the use of the timed mission here) mission, the lockers are optional and even though it's fairly safe to assume most people will click on them, I started rescuing allies before looking through the lockers so it was odd to read the dialog "Hey, who went through my stuff" before I looked through her stuff and "Hey, who ate my ham sandwich" before I ate the ham sandwich. Random note - I loved all the BAB name calling jokes.
Anyway, I absolutely enjoyed it and hope you find my comments useful.
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Sorry it took so long, my other projects have been getting the better of me.
Played as a lvl 50 MA/SR scrapper solo on challenge level 3. Ozma of Oz is the contact, good looking character. First up, she warns you about Ojo and his companions mentioning something of a distraction, then you end up going to a building with a bunch of Dominatrix's minions. They have downloaded The Marvelous Land of Oz by L. Frank Baum and have captured a scientist. In the final room, I find Special Agent Gale, who shortly runs away to the nearby elevators, and Dominatrix.
When I get back to Ozma, I find that she is fading away, the Praetorians are messing with her timeline and I now need to go back and rescue her when she was hidden in the form of a young boy. This is an oranbegan map (not a terribly annoying one) with minions from the invasion army of Oz. The custom enemies are very well done with great costumes that fit perfectly in the Oz mythos, and they were not too challenging either. Though none of them (of the couple that I checked) had any custom descriptions, which might help on some of those not quite as familiar with the Land of Oz. I liked the look of the soldiers, but I didn't recognize the name of their group.
Overall, I thought it was a pretty good arc. I liked the writing, I enjoyed fighting the Praetorian enemies, which I haven't had a lot of experience with, I think I've only fought less than half of them so far, and hadn't seen Dominatrix or Antimatter's minions. The missions were pretty well layed out, although the third mission didn't seem necessary as an essential repeat of the first mission. It was late, and I probably missed out on a few things, but I enjoyed it!
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I ran out of room that's why there's no description on the custom enemies aside from the named bosses and ally's when the next issue hits it looks like we'll get more space freed up which will help.
As for the group name that was a little bit of a concession to space as well, originally there were two groups, "The Army of the Revolt" which was the actual name of Jinjur's army in the book and "Praetorian Oz" for the group in the final mission. The Praetorian Army would have had men instead of women (the Army of the Revolt was all female), the Army of the Revolt wouldn't have had flying Monkeys and the Acolyte would be different too... it looks like when the next issue comes out we have a bit more room to play with, so hopefully I can fit all that in.
Thanks for the review, I'm suprised you think the third mission is un-neccesary, first off it let you destroy the Time Machine which was stolen in the first mission, and secondly it provided a segue into the final mission by having Anti-matter spill the beans. I really think it does need to stay. Also, wanted to cement Gale's apperance once more before she ditched her agent suit for her Empress costume.
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One of the things I noticed in all the missions that bugs me a little personally is a cluttered nav bar. I always prefer multiple rescues et. al. to be combined so it's "4 Teen Phalanx members to meet" instead of "Meet Citadel XP, Meet Manticora, etc." And when it's down to the last one, use the singular to add their name.
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This would be nice if it worked.
But it doesn't work.
The singular for a "disparate plural" objective is... I think either the first or last one that appears in the mission window?
Regardless, it's fixed, and therefore not guaranteed to actually match the single objective that's really left.
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)
Yeah, the singular in that case will default to the first objective of its type.
"If I had Force powers, vacuum or not my cape/clothes/hair would always be blowing in the Dramatic Wind." - Tenzhi
Characters
Either your brute or your scrapper might enjoy "Jerk Hackers!" (162482)
It is a 1-54 arc, but I'd hesitate to take any blaster on a custom character focussed arc.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Thanks a bunch for giving Teen Phalanx Forever! a try!
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I always prefer multiple rescues et. al. to be combined so it's "4 Teen Phalanx members to meet" instead of "Meet Citadel XP, Meet Manticora, etc." And when it's down to the last one, use the singular to add their name.
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I hear you on this; my missions admittedly have long laundry lists as objectives. I did consider accumulating them all into "4 teammates to meet", but I ended up listing them individually mostly as a stylistic touch. Seeing their names up there reinforces that they are individual people with names, and recurring characters which I hope the player will remember in the next mission -- unlike the "4 hostages to rescue" in mission 1 and "2 hostages to rescue" in mission 2, who are bit characters that don't appear again after being rescued.
I also intentionally shift from "Meet Kid Valkyrie" (full name) to "Link up with Val" (nickname) in later missions, in an attempt to symbolize that the player gets to know her teammates better in later missions.
Anyway, I agree the nav tool is rather cluttered this way, but I feel that using their names and eventually nicknames here helps make the characters of the teammates more memorable. Building up the teammates as "real" seeming people was an important design goal for me.
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throughout the missions, rescuing the same teammates over and over started to get repetitive. The dialog was enjoyable, but it felt like I was just rescuing the same four people over and over. ... you could have a rotating 2-3 in each mission.
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Well, this is a valid comment; you do end up meeting the same 4 people each mission (except mission 3). I could cut down to fewer allies per mission, and you're not the first to suggest it. But I'm hesitant to do so; I was really trying to go for the idea that you're on this 5 player team (if you're a soloer anyway) who mostly works together but has some internal drama. The fact that Cora and XP never show up to help in mission 3 is meant to be something of a clue as to their fate; something that would be lost if some characters were missing in earlier missions, too.
Also, with 4 supporting characters, I really wanted them to be recognizably different characters, and not Ally_001, Ally_002, etc. Every Ally only gets 2 lines per mission, and maybe a Clue, so there is really very limited dialog each of them gets; yet I wanted to make the player feel like they each had their own personality. So I'd be loathe to remove any of the Teen appearances, for fear of losing character-building scenes.
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Having the "hostage" in an empowered animation and the "captors" in a captured-type animation. This allows for some slight variation, and feels like you're not bailing them out at every step and turn, that they can actually handle themselves once in a while.
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I actually was trying for this; in the earlier missions when you run into the Teen Phalanx, I tried to give most of them animations that made it look like they were fighting. In the last mission, I tried to give the two active characters "fighting" animations, and the two captured characters "captured" animations. This must not have come across well though; are there particular appearances that you'd suggest I change the animations for?
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One other minor thing to mention. During the monitor duty (liked the use of the timed mission here) mission, the lockers are optional and even though it's fairly safe to assume most people will click on them, I started rescuing allies before looking through the lockers so it was odd to read the dialog "Hey, who went through my stuff" before I looked through her stuff and "Hey, who ate my ham sandwich" before I ate the ham sandwich.
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That does make sense. I kinda thought that people would either click on all the lockers, then the monitor computer (in which case I imagined the embarrassed teen player hero maybe going, "Uhh, I have no idea who was in your underwear drawer! And I didn't eat your sandwich! It was like that when I got here!") .. or else ignore the lockers and just click on the monitor computer, in which case the player would assume the Freaks did something offpanel.
I could maybe drop the dialog that refers to messing with Val and BABy's stuff, but it works and is funny the great majority of the time, so I'm leaning towards keeping it.
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Random note - I loved all the BAB name calling jokes.
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Haha, glad you liked that BABy trying to be cool, but flying off the handle because people keep disrespecting him, was something I tried to make sort of a recurring theme.
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Anyway, I absolutely enjoyed it and hope you find my comments useful.
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Thanks much! Glad you had fun!
@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"
The higher level characters might enjoy this (maybe the lower too, but I can't vouch for that difficulty-wise.) But I defy to to find another arc with this many Uzbek Lowland Gorillas.
Arc Name: Ashley Porter and the Gorilla War
Arc ID: 130809
Faction: Uzbek Lowland Gorillas, Abwehr Section 2, the Blackhorse Squadron, and the Red Army! Plus a mystery villain!
Creator Global/Forum Name: suedenim
Level Range: Intended for any
Suitable for Heroes and/or Villain types who still don't like National Socialists.
Soloable?: Should be. There's an EB in the final mission.
Length: 4 missions, none especially long.
Difficulty Level: Easy to Moderate. If you're clever, you can get various warring factions to fight each other and make your job easier. Last mission intended to be challenging, but not ludicrously so.
Synopsis:
An adaptation of the classic 1938 film Ashley Porter and the Gorilla War (see also: Ashley Porter Diamond Anniversary Special.)
Ashley Porter, the famed Western heroine, has stabled her trusty black mare, Shadow, for the duration of the war, as she leads an all-girl aviation commando team, the Blackhorse Squadron. And "Lady Blackhorse" needs your help, because the Uzbek Lowland Gorillas are revolting!
(No, no, not like the fellas in the Spanish Civil War. The big primates.)
All-out military action in the classic Ashley Porter style, featuring the Blackhorse Squadron, the sinister Germans of Abwehr Section 2, the Red Army, and Uzbek Gorilla Partisans!
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I know you have played both Death to Disco! and Trademark Infringement. Trademark has been updated quite a bit since you originally played it and being a 1 mission arc it is a fast play. I reccomend your 40 or 50 for it.
I do not think you have given Have a Blap, Blap, Blappy Day Kids a spin yet and it is what I would call a dramady. I would recommend your 40 or 50 for this one also.
WN
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Played as a lvl 46 TA/Psi defender on heroic: Challenge level 1. The contact is the TV and I felt the contact dialog was very well written, using television shows that suddenly talk to your character. You're on a mission to rescue Blappy, kids TV show host who's gone missing shortly before his television show comes on. Not another Nemesis Plot! But of course it only starts there, and that comment is also echoed in the return dialog. Next up is a villain recruiting warehouse with all sorts of varied patrols running around. Snakes, Arachnos, Nemesis, Freaks, and a custom group led by Junkyard Dog here with some dog-like minions, who all look pretty much the same. There might be some differences, but besides the name I had a hard time telling them apart.
You're also there to rescue Bright Angel, Blappy's sidekick, or rival TV personality. I wasn't sure based on her several appearances and slight name variations in the clues and descriptions. First I thought she was Blappy's sidekick and resented it, but in her final description it seems like she started out as a host on her own and everyone thought she was Blappy's sidekick or something. And now she wants revenge. It all has a slight Death to Smoochy feel to it, but the plot seems a little too scattered. Also, each mission has random Bosses from this custom group with no apparent ties to anything that I could tell, as well as a self-insertion. Wrong Number has a pretty funny description, but has no tie to the story that I could tell.
It could use a bit more humor with maybe a few more patrols with some extra dialog, or maybe some collections with clues helping tell what the real story is. I got the gist of it, but the details seem awfully scattered to me. But for the most part, it was pretty fun to play.
Thanks a lot for the review of Have a Blap, Blap, Blappy Day Kids! Bubba. Glad you liked it.
You are supposed to be questioning Bright Angel's loyality so that is how is should be. The origin/dialog of one of the bosses in the last mish reveals all and should make any lingering questions in this area clear
Wrong Number is the leader of the Injustice Legion, the group who runs through out the arc. I will go back and make sure that is clearer. Also, she is the trigger that spawns the final arc AV.
As for the overall story, it really is suppose to leave you questioning who was right/wrong and good/evil with some strong suspicions pointing at one person in perticular.
Thanks again!
WN
Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste
or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story
Just a quick question mostly for those who have arcs in my queue. In my Time Shifter in character review thread I've started to enjoy taking screenshots of things like collections and custom bosses with hopefully interesting poses. I was wondering if that would be a good fit for this thread as well. I'm less likely to take shots of non-custom enemies, or any timed missions that I'm running short on. But if you would like them taken, let me know. And for the others, I might end up taking some if I feel like it.
Sure, screenshots are always good!
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Arc Name: Chris Jenkins: Attorney at Law
Arc ID: 204942
Faction: Heroic
Difficulty: Levels 1-14 (Hellions)
Playtime: Short, 1 map
Synopsis: A gang of Hellions was seen moving into Chris Jenkins' law offices. You need to stop them in this humor-oriented mission. Intended for solo play.
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Played as a lvl 12 Shield/Mace Tanker at Challenge Level 1 (now my go-to lowbie as I realize my blaster is lvl 20). First up I meet Officer Blankenship who tells me to retrieve some files and save Chris Jenkins "not necessarily in that order of priority". Liking it already. Get in, hear a funny patrol, apparently the Hellions have decided to file some frivolous lawsuits.
The nav bar is uncustomized, a pet peeve of mine, but easy to fix. Also, no mention of Chris Jenkins yet. You know he's there, there's not really a reason to have him spawn later. In short order, I find the files, beat up some Hellions, and save Chris Jenkins (perfect hostage pose too). Oh, apparently there's still one more file to find.
Overall, pretty simple mechanics. There are lots of very funny dialog and clues. Great inclusion of my character, especially with the return text. I really enjoyed it. Short, simple, and funny.
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Sure, screenshots are always good!
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The most fun part for me is finding the right emote to interact with the object in the most appropriate way. And not always the one you would expect.
Glad you enjoyed it. It was my first MA arc so I didn't get into tinkering with the deeper aspects of it. The nav bar though is, as you said, easily fixable so I'll have to patch that up next time I'm at an AE console.
Updated to add:
-- Fixed Nav Bar entries. No more "1 data files to locate"
-- Added text to the various interaction/collect phases (beginning, interrupt, etc)
-- Added a souvenir!
I played the Chris Jenkins arc on my little axer earlier tonight and I agree. It was a fun lowbie arc. I loved the clues, including one that speaks about the player. I thought that was a great little touch of humor.
No AV/EBs Deal with The Devil's Pawn-207266 Slash DeMento and the Stolen Weapons-100045 Meet the Demon Spawn-151099 Feedback
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For your L12 Blaster:
#189439
The Fireside Poet
L1-14
5 missions, but a fast run
Mostly Skulls with 1 custom Boss at the end
Thanks,
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Ran with my lvl 12 Shield/Mace Tanker on Challenge level 1. I really enjoyed this arc, it could use a little improving and had a few errors, minor ones sent through feedback. But worth mentioning that I rated it 5 stars. I talk to the Officer and he gives me the case. It starts out with a simple break-in with the Skulls, but instead of a rescue, it becomes a salvage operation when I find something greusome in the trash. The description in the first couple missions were a little greusome, I don't remember if there's a warning in the description, but you should make a note if you haven't. I'm not going to go into too many details because it's rather late. But the mystery is pretty well laid out with a good hook in the first mission with an early twist and a good setup of the antagonist. The second mission has a bit of comic relief to ease the tension. The third mission is a good rising action, adding a new plot arc with some help from the police. The fourth mission had a couple too many objects in my opinion, I think it rings clear enough with 2-4. And the final mission wraps everything up nicely story-wise. Although from a mission-design standpoint, it seems a little flat. I couldn't offer any suggestions to improve based on the current story though.
As far as suggestions, I really liked the poetry references, although they were very scattered. Four of the names were: Wordsworth, Eliot, Whitman, and Dayton (once or twice Drayton). D(r)ayton is not a very well known poet compared to the other three. At least I'd never heard of either one of them. Also you start out with direct quotes from poetry from Elizabeth Barrett Browning and one of Shakespeare's Sonnets, but that drops off later. I would like to see a couple more quotes thrown in, although I think you might want to do a bit more research and tie in the poetry quotes with the names you're using in the arc as well. Although I really loved the writing of the Fireside Poet when you start quoting him directly, it's very well written.
I absolutely enjoyed this arc. It was tremendously well written, had a distinct voice, a great mystery, and some interesting characters. It's right up with "The Missing" as one of the best mystery arcs I've played so far. period. 5 stars.
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For your L12 Blaster:
#189439
The Fireside Poet
L1-14
5 missions, but a fast run
Mostly Skulls with 1 custom Boss at the end
Thanks,
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Ran with my lvl 12 Shield/Mace Tanker on Challenge level 1. I really enjoyed this arc, it could use a little improving and had a few errors, minor ones sent through feedback. But worth mentioning that I rated it 5 stars. It starts out with a simple break-in with the Skulls, but instead of a rescue, it becomes a salvage operation. The description in the first couple missions were a little greusome, I don't remember if there's a warning in the description, but you should make a note if you haven't. I'm not going to go into too many details because it's rather late. But the mystery is pretty well laid out with a good hook in the first mission with an early twist and a good setup of the antagonist. The second mission has a bit of comic relief to ease the tension. The third mission is a good rising action, adding a new plot arc. The fourth mission had a couple too many objects in my opinion, I think it rings clear enough with 2-4. And the final mission wraps everything up nicely story-wise. Although from a mission-design standpoint, it seems a little flat. I couldn't offer any suggestions to improve based on the current story though.
As far as suggestions, I really liked the poetry references, although they were very scattered. Four of the names were: Wordsworth, Eliot, Whitman, and Dayton (once or twice Drayton). D(r)ayton is not a very well known poet compared to the other three. At least I'd never heard of either one of them. Also you start out with direct quotes from poetry from Elizabeth Barrett Browning and one of Shakespeare's Sonnets, but that drops off later. I would like to see a couple more quotes thrown in, although I think you might want to do a bit more research and tie in the poetry quotes with the names you're using in the arc as well. Although I really loved the writing of the Fireside Poet when you start quoting him directly, it's very well written.
I absolutely enjoyed this arc. It was tremendously well written, had a distinct voice, a great mystery, and some interesting characters. It's right up with "The Missing" as one of the best mystery arcs I've played so far. period. 5 stars.
*took a few screenshots, will edit in some links tomorrow or so.
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Thanks for all the kind words. I'm glad you enjoyed it
To address a couple of your points:
- When selecting names for the characters, several popped into my head but I completely locked-up when trying to think of a name for the second victim. A quick google later and I found Drayton. Definitely not as known as the others, but it was a good-sounding name so I decided to go with it. I may change it.
- Fixed the Drayton-Dayton oops-es.
- The intro to the arc mentions "Horror, sadness, and revenge." You're the first person to mention that I should add more about the violent nature of the arc's events in the intro. Good suggestion, thank you.
- I htink the reason that the clickies in mission 3 feel like a lot is because the player knows what's going on after the first one. Being a hero though, I figured that the character would be compelled to check all of them "just in case". I've gotten this remark a few times though, so I guess I need to balance motivation with game-play a bit more. I've dropped the total number to 4, each with a 3 second interaction time instead of 4.
- I agree about mission 5 in that it's much more straight forward than the others (well, except for mission 2 maybe). But the story just evolved that way. At that point you know everything about Poet's plans so there aren't anymore twists to be had.
Thanks for the review, and being my 50th play
Added the screenshots to the Fireside Poet review.
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Well, Dream Paper (1874) and Bricked Electronics (2180) are both supposed to be appropriate for 10-20 heroes, and I'd love some feedback from a blaster.
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went with Bricked Electronics on my level 13 elec/energy blaster, originally solo on heroic picked up a teammate on mission 3 who I think DC'd instead of quit so I got stuck with more spawns on the rest of the arc. The contact is a mutant with an interesting power of being able to "speak" to electronic devices that have a past to them. A little out there, but I'll run with it for now. There's a "ghost" in this cell phone and he'd like me to go to the pawn shop and get more information about where it came from. You enter the shop and you hear jetpacks - "you're pretty sure this place doesn't sell jetpacks." - love that line. Jetpacks mean goldbrickers, and there's also a bulletin board with a bunch of stuff on it that ends up taking quite a while to cobble together. And a couple crates of junk to fish through.
Next I'm sent to the warehouse where the phones were refurbished. There's a mix of clockwork and clockwork-like mobs. Now, this may be because I tend to play late at night and missed something, but now that I think back, I'm a little confused as to what all was going on with the clockwork. There were points where the custom clockwork and clockwork were fighting each other, but there's also mention that some of the minions were made from clockwork parts. If they're all one group, why are they fighting each other (and a bug is always a possibility with MA), and if it's clockwork vs. custom group, what were the clockwork doing there? To finish off this mission, I pick up some brand spanking new looking refurbished phones and the one who refurbished them.
Mission 3 sends me off to fight some council, which was where I picked up a level 9 tanker which I sidekicked to help out. Though she kept running off on her own and at level 9, was not experienced/powerful enough to handle herself and kept getting herself and myself killed. About 2/3 of the way through the mission she dropped out of sight. I thought she quit, but I believe she actually DC'd because my spawns didn't get any smaller afterwards, which made things quite a bit tougher for me. Especially since this map has a jail (though we were able to walk through a hole in the jail door 3 times). The ambush hurt, but I managed to destroy the three parts of nerve gas before they could be combined. The new tech girl apologizes since she thought every hero would have a cloaking device and it shouldn't have been a problem.
Mission 4 is back to the goldbrickers, to one of their bases to find out what their plans are. There's three laptops with coded information, and a white board with more coded information. There's also a couple "presents" from tech girl in the form of custom-clockwork allies - optional, and the way the map is set up I would imagine the allies would be avoidable if unwanted, which is a plus for some people.
Finally the bane of many people's existance, a timed mission. And all the clues and code all adds up to a bank job more or less. I can't comment on this mission too much because there were about 5-6 goldbrickers in the open room just after the entryway that killed me, and killed me, and killed me, and when I finally freed my ally I was able to pick up the pace significantly, but it was too late and only just barely made it to the vault room entrance before time ran out. Again, I attribute most of this to the teammate which I apparently shouldn't have even picked up in the first place.
But I digress. I feel like I'm sounding pretty harsh, and maybe I am being harsh, but don't get me wrong. Most of my complaints are due to the unforseen difficulty increase. The writing is excellent, though there is a LOT of it. This is very noticable between missions - reading through a long debriefing of the previous mission, a long briefing of the next mission, and a long sendoff text. It has a good voice to the character and it's pretty top notch, but there's just a lot of it. This is absolutely a well done arc, and I am definately nit-picking here since it's hard to write about the stuff that's done good because all I have to say is "it's done good" Enjoyed it, will check out more from you another time, preferably when I have time to read
Final queue for this week, will hopefully get to it today or tomorrow.
Daytime Divas #94504
As for Jerk Hackers, and Ashley Porter and the Gorilla War, which were submitted after my cutoff, they both sound like fun. I will keep them in mind, but I will probably end up giving some detailed in-game feedback when I get the chance to run them. I might write up a review if I feel up to it.
Submissions now open for next week: Creative contacts.
Examples include Kiss Hello Goodbye whose contact dialog is mostly inner monologue and the actual contact is just someone you are talking to. Also, my own Matchstick Women's contact is a flame where you see images in the flame describing the story to you. Also things like a desk where the contact dialog is actually your journal where you're typing up notes about a heist you're about to go on.
Or. You can suggest an arc for one of my characters of the moment, just please let me know if it's not keeping with this week's theme.
Cerulean Strike: level 14 elec/energy blaster.
Snowe Cloudburst: level 36 storm/dark defender.
Burnt Matchstick: level 18 fire/thermal controller.
Burnt Matchstick: level 27 fire/fire tank.
This one could probably fall under the category of creative contact.
Arc Name: Pirate's Quest: A Tale of Sound and Fury
Arc ID: 217930
Morality: Heroic
Factions: Almost all of them ( I kid you not ), Custom
Difficulty Level: Moderate to Hard. Mission 4 has EB/AV.
Synopsis : In your private residence., you discover an old chest with a treasure map inside. Worried about who left it, and the possible disclosure of your secret identity, you resolve to get to the bottom of the mystery.
( Keywords: Pirate, Humor, Comedy )
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 )
Creative contacts, eh? Might as well submit:
Arc Name: MacGuffin Delivery Service
Arc ID: 1567
Morality: Villainous
Level Range: 35-40
Factions: Tsoo, Family, Carnies, CoT, Freakshow, Council, PPD
Difficulty Level: Easy to Moderate, lots of Bosses but no EBs at all.
Synopsis : A routine late-night pawn shop robbery turns into a major ordeal when you pick up a mysterious little statue that everyone seems to want for themselves. You don't know what it does, why it's so important, or why you can't seem to just get rid of it.
I can't remember if you've run this one before. You'll know what I mean by creative contact when you start it.
while it is lower on my appreciation list of my two posted arcs you might be interested in my welcome to donut world arc for creative contacts. it will not be appearant at first, but you will understand. the cumtoms have been reworked and the maps have been moved around. so i will need any feedback you can give me.
but then again, my favorite arc, hero therapy, also has what i feel is a fairly different approach with the contact since he is not only a contact, but an active though passive participant too.
i guess what i am saying is take you pick... the links and info are posted in my signature.
thanks!
RG
global: ridiculous girl
Hero Therapy! (TM) - 119228
welcome to donut world - 1233
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Ready for some more arcs! This week-ish type thing:
humorous arcs. Give me some good, funny arcs. Bizarre, satire, parody, what have you. Or, if you have any arc that's a good fit for one of my characters of interest this week.
Current characters of interest:
Burnt Matchstick 40 fire/fire brute
Burnt Matchstick 12 fire/fire blaster
Wyndine 50 MA/SR scrapper
Tundra Spider 10 Wolf Spider
[/ QUOTE ]
I know you have played both Death to Disco! and Trademark Infringement. Trademark has been updated quite a bit since you originally played it and being a 1 mission arc it is a fast play. I reccomend your 40 or 50 for it.
I do not think you have given Have a Blap, Blap, Blappy Day Kids a spin yet and it is what I would call a dramady. I would recommend your 40 or 50 for this one also.
WN
Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste
or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story