Bubbawheat's weekly reviews!


airhead

 

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Hopefully purchasable story slots will be available soon so I can offer up my time travel related arc as well.


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And they're here! "Of Futures Past" (254599) is up for your perusal.


 

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I think Eclipse Over Paragon (64609) can qualify. Feel free to try that out.

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Played as a level 40 fire/fire brute on challenge level 4, solo. Haven't completed yet as I think I ran into the spawning bug on mission 3. Will finish in the next couple days or so. This arc contracts me to check up on the Council who are close to finding a new source to create their Warwolves. It seems that they have a warehouse full of these pseudo-warwolves who aren't nearly as powerful as their fully realized cousins. There's also crates of some liquid, a scientist hostage named Bruck who wants to help me, and a Council boss. The next mission is a trap, which for a player-obvious trap (empty map with one glowie, even though you can have empty maps now) was relatively well done.

The third mission is a wide open map with fully custom enemies. They looked really well done, especially the Longbow, and were pretty well balanced. They were a challenge, but not overly difficult for my brute. There were also a lot of stuff going on. A lot of varied animations and non-required elements that gave a really good feel to this map. The "bosses" were also well designed to be able to spot easily as well. Unfortunately, I could only find two of the three bosses. I'm not entirely sure if the third didn't spawn, as occasionally happens, or if I just overlooked it before getting logged off. The story is pretty interesting so far, and I'm looking forward to how it ends. I will get back to it soon.

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continued...

I think I've been playing other characters for too long, or spending too much time half-focusing on the game while having movies in the background. This time around I focused on the mission completely and had a blast running through the big outdoor map with a near full fury bar for most of it, and a level up boost in the middle too. Love seeing ticks of 38 damage from my damage aura. I found the first two bosses fairly easily and was starting to worry about finding the final boss, when I found a corner I don't think I had explored last time either before I had to call it a night and there he was.

So from seeing a section of the city full of werecitizens, my contact realizes that the Council are not recruiting, but creating chaos in order to wreak havoc unhindered. But before I can go after the antidote, I have to take out their current supplies before they can use them on other areas. And what do I find laying on the floor but the Puritan (who was an ally with me on the first mission, who I forgot to mention apparently) who has succumbed to the serum himself and is now fighting against me. As I exit, the popup mentions that I'm starting to feel itchy all over. Like you've got stubble all over. That's never a good sign. According to my contact, this Bruck is an intelligent scientist, a master breeder, a formidable soldier, extremely persuasive, and has strong psychic powers. Wow, what a guy! I feel like I should smoke him a kipper.

Oh nice, great surprise boss. And I was just talking about her recently. Geez, and on the day that I forget to take a bunch of screenshots. Another familiar face attacking me, and some information to download before taking down Bruck. He was a bit of a toughie, although I think I could have almost managed it if I hadn't had him run around the room picking up extras lying around. Psychic control attacks, but luckily no confuses. The ambush got me, but it only took one time down (well, two but one was saved by Rise of the Phoenix, so I don't feel it counts). As I return with the data disc I am quickly becoming yet another victim of Bruck's serum, and the contact assures me that they will have an antidote for me as soon as possible, but I should stay away from mirrors for the moment.

Anyway, Great arc, unfortunately purely because of the look of the werewolf heads, this arc came off more like a humor arc than a horror arc (especially Fusionette in the last mission). Also, I'm not sure if this is a good thing or a bad thing, but there seems to be so much buildup for Bruck to the point that he is practically excellent at everything. And while he is a tough battle, he's honestly just another AV after everything is said and done. But I definately enjoyed it greatly.


 

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For the next round of reviews, I'd like to play: updated arcs! If I've played your arc before and given you some feedback on it, whether an actual review, or just plain ol' feedback, and you've updated it significantly since then let me know. I'm in the mood for the familiar right now.

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I know for sure that Trademark Infringement (2220) was one of the first you did for your site back in April. Ii has been greatly improved since then so please give it another spin.


WN

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I definately remember playing it, but I don't know where I put comments for it, unless it was just through the feedback /tell.

Played as a solo level 27 fire/fire tanker on Heroic. Anyway, Miss Manners is the contact and you play a single mission filled with copycats who have captured several random office workers. The mission is mostly just a showcase for the custom mobs which are very well done. Varied, not too overpowered, and able to invoke their inspirations without being full on trademark violations themselves. Copy Cat is an amalgam of a few recognizable superheroes himself and has a couple Captain America's next to him for company. There were also enough customs in the group that I don't think I ever saw any duplicates in any group, and would see new ones almost every floor.

It seemed pretty much like I remembered it, and as I can't find what I originally said about it, I'm not sure how much of a difference there is, but everything seemed well written, all the mobs had fun bios, and it was a quick, fun, one shot mission. Enjoyed it!


 

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I believe you played Celebrity Kidnapping (arc id 1388) on May 23. It's had several revisions since then; same essential plot, but a few more details and extra craziness in the final mission. Feel free to give it another go if you're interested.

I think you played Teen Phalanx Forever (arc id 67335) around June 4 or 5, and you're welcome to play it again, but it hasn't changed too much since then, aside from some fixes required for I15, and an extra custom mob that I threw in since I15 gave me enough space for one.

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Played Celebrity Kidnapping as a level 27 fire/fire tanker with 3 other teammates on challenge level 1. And once again, I remember writing something up for this arc, but I can't seem to find it anywhere. My memory must be completely failing me, or the forum is. One or the other.

The mission arc is pretty much the same as I remember it, Willy Wheeler has got a great job for us. I do all the work, and he gets half the money. Well, 1/3 since he got the Family involved to help start a riot to get Paris Holiday out of the Zig in the first place. Prisoners are gone as a standard enemy group once again, but I thought you did a good job with your custom prisoners. The rest of the front yard was Longbow and PPD. Webnades were a little annoying, but not too bad. Free Paris from the riot (with new, amusing dialog), knock out the paparazzi, and escape.

Next up, it's time to pick up the first half of the money from a warehouse filled with vagabonds. I think I must have been reading too quickly, because I don't remember why I'm fighting all of these bums in this warehouse. Finally, I pick up Paris from the Family, and take them out to get a bigger cut of the pay. But the police come in, along with the paparazzi as well, but it's a simple enough matter to bring Paris to the exit and let her free, and of course I have some harsh words with Willy at the end... with my fists!

I gave it 5 stars before, and it's still the same arc I remember, with some tightening up here and there, and some changes here and there. Though I remember reading Glazius's comment about Unbeleivable Man, and I thought you said you added him in, but I didn't catch him either. Maybe he spawned behind us? I also remember seeing a PoliceWoman cameo up on the scaffolding on the way out and didn't see her this time, though we didn't go up on the same scaffolding either. Anyway, it's still pretty much pitch perfect and the whole team enjoyed it pretty well.


 

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Halfway through A Close Encounter, enjoying it ok so far though it seemed like the enemy groups were larger than they should have been for a group of 3.

For next week, I'm taking a break from requests. I want to do my patron arc on my level 41 fire/fire brute so I can pick a patron pool instead of temp protection, and I'm enjoying discovering arcs on my Time Shifter character. I think I'll use this time to run arcs I've been wanting to play, but I've felt that my review queue should take priority. I'll be hitting up PW and Lazarus's arcs I haven't played yet (though I might save the time travel ones for Time Shifter) as well as Cheshire Cat's Astoria arcs I've heard much good things about, and maybe a few other reviewers that have given my arc a look see that weren't QPQ, but have arcs that need feedback as well. I'll be posting those reviews here and/or in their threads.


 

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I've expanded A Close Encounter ID number 233720. You ran it when it was a single mission and expressed interest in running it again if I expanded on the story. So if you still feel a need for the familiar, I'd appreciate any comments you might have.

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Ok, this one I have the original review for:
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I'd like to submit 103594 - A Close Encounter which is an all level friendly, one mission "sneak and peek" to find 3 objects with an optional hostage situation.

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I played this with a pretty well balanced 5 member PuG on my lvl 38 Trick Arrow/Psi defender. We ploughed through the fairly generic soldier enemies like they were butter. The glowies were pretty standard and didn't really have much information to them. I completely missed the hostage as I think we obliterated the group so quickly I didn't see any text about it. You have the outline for a good mission. I think your soldiers need some work to make them more interesting and a little (I can't believe I'm saying this about someone's custom enemies) more challenging - just don't go overboard. Remember, it takes the developers a long time to design an interesting and well balanced enemy group. If you're going to use a custom group, give the readers a reason why you're fighting soldier group #103594 instead of the Crey or the Council or Arachnos. Give them more story. Add a boss with some dialog as to why these people are after the alien. Good luck!

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Played as a team once again with two other SG-mates on my level 27 fire/fire tanker. The first mission is fairly similar to how I remembered it, though I now realize I forgot to check out the new clues. The custom mobs feel a lot more unique from each other, though it seemed like way too many of them had web grenades. The second mission sends you off somewhere else with more Eagle's Talons and more clues to discover, as well as being a defeat all. There's talk about an Earth for Humans movement opposing these aliens, as well as a mention that the aliens aren't really from outer space, but from another dimension. The third mission reveals a lot more of the aliens first shown in the first mission. Unfortunately the aliens suffer from the same generic problem of the first go around of your mission. They are too similar to each other. I know they're supposed to be aliens and you use different body types and colors, maybe add some auras? Also they were too difficult for our team of three, and still too difficult when I came back solo. Too many heals and too much mez. When a group has 2-3 or more healers, I wasn't able to outdamage their heals quite often. And as a fire tank, I have no immob protection outside of Burn (which I don't currently have) so I'm stuck flailing my arms at the troller aliens standing a safe distance away. So, unfortunately I had to call it quits at that point.


 

Posted

Matchstick Women, #3369, @Bubbawheat

Hi Bubbawheat, this is one of the hardest reviews I've had to do so far. I think you want a truly unique arc, based on your contact and your ending.

It wasn't until the final steps and the souvenir that I felt I understood the mood of this piece. I hope I'm right. I often felt confused. Sometimes it was mildly humorous, or clashing with canon (as opposed to "non-canon"), or even tedious on one map. But really, this is a spooky, fatalistic arc. With a pyrrhic catharsis to provide a heroic, yet sad, ending.

The style uses everyday events (such as a burning flame) with consistent physics that are emotional, not logical (the flame draws you into a mission) - reminds me of Japanese horror. Yet the exposition within the missions is fairly logical, or conventionally confusing, I wonder if it could be as metaphysical as the contact.

So what would I do to evolve this arc, assuming anything I've said so far is even close to the mark? Well, I made a lot of notes during play, and I'm trying now to rework those notes as suggestions leading to the result above. To be continued...

I'm getting on a plane shortly so I'll finish it off tomorrow. Here's hoping I'll turn out to be on the right track.



Arc: 379017: Outbroken See all your old friends in the Outbreak Tutorial sequel!
Arc: Coming Soon: The Incarnate Shadow Shard of Fire and Ice Mender Rednem needs you!
Massively.com opinion poll: Please Help Save CoH!

 

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Arc Outline
The arc has the "Non-Canon Story" keyword. My opinion is that "non-canon" means separate to canon, or contradicts canon with explanation. A story set in outer space, or explained as imaginary, or explained another way, works for me. But in this arc I felt awkward meeting Council-firemen trying to save a burning Arachnos base. I think you could avoid this keyword with some minor changes to avoid clashing with canon.
There are 3 unique maps, but two of them are perfectly suited to this arc.
The arc description mentions a mysterious flame... is that a talking flame, or a past relationship? Initially I presume it's the latter. My motive for doing this arc as a hero is to stop arsonists.

I sent in Bang Galore, level 42 Mace/Willpower tank.

Contact
Okay, my flame is mysterious because it looks like a Rikti computer. This is also an excellent symbol for a flame, unfortunately I've been on a lot of Rikti missions. Perhaps the Ouro flame-in-the-ice would be more neutral (or maybe this really is a Rikti thing). Or even use a Storm Elemental, although those look more electrical (and can't be recolored). It could definitely use a description in the Story Settings for Ask about this contact.

Mission 1
The first mission introduction is poetic. The second paragraph, third sentence doesn't flow from the second - perhaps should end with "... that looks like this building." or other tie-in. Perhaps some punctuation after "look closer" in the introduction too. The red highlighted text seems more like a warning, something I should avoid, rather than looking into flame - I don't suppose you have text space to make it red/orange/red?

Treating it not as a warning, and accepting the mission, I am drawn into the flame. I really like this unconventional approach. But it doesn't put me into the mission without first clicking on the AE room cylinder of light, perhaps the text could cajole me to walk into the fire or somesuch to account for this.

I'm to destroy a bomb in a burning building. Perhaps this ought to be timed? I am amazed (impressed) to find a Council with a fireman backpack waving me down to help put out the fire! Council, in Arachnos base... Perhaps you could recolor your council (add those you need to a separate group then edit) and make them yellow firemen, even give them new names and descriptions. Although the matchstick women ambush does acknowledge the Council are there on their behalf. I guess I was confused that arsonists would bring firemen, I must have missed something in the dialog here.

The Matchstick Women are an interesting look! Striped to look like a matchstick. Perhaps the head could be the color of a match head, red or green. Perhaps you want them only to look like the stick part.
The hydrant water mains, while logical, don't look quite right in the Arachnos setting. Perhaps use something more high tech? Even just a canister, since it just needs to be a water outlet to break open.
The Council guarding the mains could say something. But you'd need to break the objective into more than one, so they don't say stuff too repetitive.
The Pyromaniac's description says they're just along for fun. No explanation as to how they got there, nor why they're labelled as part of the Matchstick Women group. Perhaps could roll more into the grim origins of this group. Why aren't they mutilated? Or if not so closely tied to Matchstick Women, you might make them another group (like Hellions).

I get back, it's indicated that the Arachnos base (now Council base) may not have been their first target. I'm not sure why I find it so hard to pretend these things aren't typical examples of what they're being called.

Incidentally, I get to my mission by staring into the flame. but I wonder what mechanism brings me back? Perhaps I feel a preternatural cold, and I am drawn once more back to the warmth of that mysterious flame?

Mission 2
I rescue Curious Woman. It says "she runs off, ready to take out anything in her way". But she doesn't run off. Instead, am ambush comes and she helps me defeat it. I now have a member of group Potential following me around.
At least Frightened Girl actually does run off.
The outdoors Steel Canyon one is a bit sunny for my liking, and entirely too big. And if you go the way of "canon"-izing this arc you could add civilians and law enforcement.
I meet a fire dancer. Unlike the pyromaniacs, they do come as part of the Women cult. I really like what you've done to reconfigure a carnie for this one!
If you continue to use a city location for this mission, you could have Hellion(s) there, excited by flame-weilding women, but horrified by their mutilations.
The map is so big I must fly off to find any of my remaining targets. I can't beat the lead recruiter alone, since she drains my endurance. So then I have to find Curious again. Tedious. But the eventual battle was close and exciting.

Return message: "What is Emily planning, and what does she want to do with her cult?" In my mind, these two are the same question. She's definitely converting women with potential into mutant or magical firebugs.

Mission 3
Woah, Emily was TOUGH. My damage-per-second sucks too... but I won! With about 2% health and endurance left, and no inspirations. Very cool battle to stretch my tank like that. I wonder if some ATs would need an ally (but I think my tank is weak anyway).

Souvenir's title runs too long. You could put the arc # in the body of the souvenir text.

I guess my advice is just to make it a bit smoother and more consistent, it really does hold together fairly well despite being unconventional. I'd be glad to go through again once you update.

Cheers, airhead



Arc: 379017: Outbroken See all your old friends in the Outbreak Tutorial sequel!
Arc: Coming Soon: The Incarnate Shadow Shard of Fire and Ice Mender Rednem needs you!
Massively.com opinion poll: Please Help Save CoH!

 

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Thanks for the review, the advice sounds pretty solid.

The "look closer" was originally not there at all, and only in the accept text until I realized that other teammates looking in the mission description wouldn't see that part. I like the multi-colored text if I have room for it.

The first mission probably needs the most work, though I enjoy it on its own merit. There are only 4 "on fire" bases to choose from, Arachnos base, Arachnos warehouse, Hellion, and Skulls. I liked the look of the Arachnos the best, but didn't want Arachnos in there. I'm not sure exactly what I want to do with it, but I've gotten enough "Council in an Arachnos base?!" comments to change it to something else.

I chose fire hydrants because they spray water when destroyed. The only other similar mechanic is the giant cauldron... maybe the Croatoa witches? I don't think I have enough room for another custom group.

The pyromaniac's bio should be made a little closer to the Fire Dancer. They're not mutilated because they don't have fire powers of their own. Surprised you didn't mention they are a recolored longbow. It wouldn't surprise me if you didn't realize it though, getting rid of the star patterns does a lot to change their look.

The Matchstick Women are based on my character(s) "Burnt Matchstick" which is why they have black heads instead of red, and Emily's "villain name" and original display name was "Burnt Matchstick". That means I need to add in some references to "burnt matchsticks" somewhere in bios and whatnot.

Curious girl "runs off" because she was originally set as a wandering ally (like quiet girl still is), but I changed her to a following ally so as to be actually helpful, and to actually see her fight.

I've already dropped Emily from an AV to an EB as I've had a couple (but only a couple) comment on the difficulty. I'll keep an eye on it for now.

Hopefully will have time for edits soon, and I'll let you know when they're live!


 

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Last night I decided to grab the wife (figuratively) and play an arc just for fun. It's been awhile since I've done that, and I'm not even a "real" reviewer. You guys (and gals) are underpaid. Anyway, the fun arc I wanted to try was Ctrl - Alt - Reset, and you didn't let me down.

First, I ran it with "The 22nd Century Man," a level 19 Shield/Broadsword scrapper on the heroic setting. 22CM is a time traveler from 2141, so the theme of the arc couldn't have been better if the connection were deliberate. It made for some great RP.

Now, rather than do a mission-by-mission report, I'll pretty much just cut to the chase.

The Bad - Let's see. There were... 1... 2... 3... 4... um... 6 spelling/punctuation errors. My wife's a former English teacher, you see, so if I don't catch them, she will. I know I lined them out in the mission feedback, but just in case you're senile like me, they are:

Mission #1 intro or send off dialogue - "alright" should be two words, "all right." (I'm not really sure where it was. This was a wife-catch because I ignored it, but she insisted. Yes, I know this horse has been beaten to death, but if I don't included it, *I* may be beaten to death.)

Mission #3 - There's a comma splice in the mission intro pop-up. Another wife-catch, and she said there was another one somewhere else, another pop-up, I think. I'd know a comma splice 6 out of ten times if I saw one, really.

Mission #3 - Marx's dialogue has the word "separate" spelled s-e-p-e-r-a-t-e. Yay me! I caught that one.

Mission #4 - Time Shifter's description includes the mis-spelled "monsterous," rather than "monstrous."

Mission #5 - Time Shifter's remains should have the word "hundreds" properly spelled.

As for other "problems," well, I'd include a custom description for the Halo Time Shifters rather than the one that comes with the mob, and... um... well... That's about all the bad stuff I could find.

To make a long story not as long. The arc was extremely well written, with good detail and appropriate clues. It was solid, humorous, and entertaining. The Mission #3 clues were a riot, especially the one with the lyrics. I all but rolled out of my chair.

The only way I can see that you're sitting on a 4 star rating with this, instead of a 5 star rating, is because of minor errors like those I just pointed out. Me, I'm not nearly so picky. Six spelling errors and a missing description do NOT warrant the loss of a star in my book, at least not by themselves. So, without further adieu, I give you...

5 Big Time Looped Stars Out of 5!

Oh, and I think I yammered on quite enough about my arcs during our conversation in tells last night, so I won't belabor all that.

Thanks for a fun evening, Bubbawheat.


The SOLUS Foundation - a Liberty and Pinnacle SG

"The Consequences of War" - Arcs # 227331 and 241496

 

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Thanks for the kind words, though you spent more space pointing out the typos that I fixed shortly after your /tells ;^_^ as well as adding a short bio for the holo shifters which I'd been meaning to do for a while now. I'm glad I put those lyrics in even though they have nothing to do with time loops, they certainly make an impression on most everyone who notices them.

And this must have been my day to come up on everyone's review list.


 

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A Warrior's Journey - The Flower Knight Task Force
Author: PoliceWoman
Arc ID: 260284

Keywords: Challenging, Save the World, Magic
Length: Very Long
Morality: Heroic
Level range: 45-50
Description: Samurai and ninja battle for honor in a faraway realm. But someone has introduced firearms to the land, tilting the balance of power towards the evil Lord Kumo and the Spider Clan. Will you journey there to restore the balance? SFMA, Asian fantasy, L5R, wuxia, dimensional travel. Warning: AVs!


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Played this last night with Cerulean Archer, my level 38 Trick Arrow/Ice Blast defender, or "blastroller" as I like to call her.

I'll start off with some of the things I knew about before taking this arc on:

I knew Lord Recluse was a boss in the final mission and that he spawns an ambush of Band Spiders at 25% health as one of his innate abilities. And because of this, it would be difficult to solo, I also knew that a version of Ghost Widow shows up as well, but people have had an easier time with her than expected.

Undaunted, I pressed on. The first thing I noticed is L5R in the tags section at the end. I'm a big Legend of the Five Rings card game fan, even though I haven't played in a while, but I'm very familiar with all of the clans and hope to recognize something in here.

My contact is Flower Knight and she's excited because she had a very vivid dream and later found out that her dream looks exactly like another dimension that is similar to Feudal Japan. Her security level is too low so she can't go check it out herself, so she calls on me to help. Her voice is very well written throughout the arc, except in one spot which I'll mention later.

I get to the mission and see Spider clan bushis, archers, and shugenja. I'm not very familiar with the Spider Clan in L5R lore as it was fleshed out after I had left the game. All I know is that it is the current evil power, and I believe in the game it's led by Daigotsu. But in this arc, they are led by Lord Kumo (which I believe is Japanese for spider, or at least there is a creature in the card game that is a spider and is named Kumo). There's also a boss (I believe he's optional) that seems like he will end up being minor comic relief (and my guess is later proved to be right). The mobs are designed quite well and the clues in the missions are interesting and varied. I also find Fujineko (the one on the right), a member of the Hawk clan, who I'm supposed to lead to the exit, though she continues to follow me and fight alongside me anyway. The Hawk clan is only a minor clan which I don't know much about, though their coloring is much more reminiscent of the Crane Clan.

For the second mission I'm sought out to find a woman that is referred to as the Oracle of Void, though it feels like there should be a "the" in front of "Void", and there is in one of the clues later on. The Void is one of the five rings, the others are Fire, Water, Wind, and Earth. The oracle of the Wind shows up later, but it would be a nice touch to add the others, though I wouldn't be surprised if there's simply not enough room. I like how this mission is set up, and now that there is the option to have an "Empty" map, I first get the feeling that I might actually just be talking to her, but as I get to the end of her cave, I see that she is beset by minions of Chimera. I free her and take her to the entrance where more of Chimera's minions have showed up. I take them out and she tells me where Chimera's hiding out, time to take him out. I also find a couple clues that hint at a romantic relation. I can't remember if it's clear here, or if it's revealed later, but this romantic relation is with Chimera himself.

The third mission sends me to take out Chimera and find some glowies. It's the graveyard with the deep pit in the middle, and I circle all the way around the outside, and halfway around the inside finding all the glowies and coming face to face with Chimera himself. He's extremely tough for my fragile blastroller, but after several trips to the hospital, and a lot of "luck", I am victorious.

Coming back to Flower Knight, she reveals in a wild panic that the Oracle of the Void has killed herself. But then she immediately calms down and gives me the next mission as if nothing had happened. I look in my clues and find a touching dream I had... at some point in time, unless it refers to the Oracle's dream. I did feel that Flower Knight's reaction was comically over the top, especially when she immediately calms down afterwords. I would recommend either toning down her reaction, or continuing her reaction slightly in the next mission briefing. But we have the information we need, and Flower Knight's coming along, security level be damned!

Onto the final mission where we have four generals to defeat as well as Lord Kumo. Flower Knight is the only listed ally, though I'm sure Fujineko is around here somewhere as well, especially since she's the one I find first. And second up is... I forget the name, but it's this dimension's Ghost Widow. I also notice that at least one of the generals doesn't have a name change: Black Scorpion. Though there is a Scorpion clan in L5R which is a great clan, but has many members on the darker side. Next up I rescue Flower Knight, and then comes the dreaded Lord Recluse, I mean Kumo. Things are tough, but with two allies... wait a minute, Fujineko's off fighting those minions over behind him. Come back here! Flower Knight's getting killed! Bah, too late, and now I'm dead as well. I'm persistant and I make many more tries, with a trayful of purples, and get him down to his Bane summon. But ultimately I have to call it quits. I intend to finish this with a team soon and will finish my review when I do.


 

Posted

Came back with a vengeance... also known as two 40+ scrappers to finish the final mission. This time as we worked our way through the map we found the Oracle of the Wind aka Scirocco first and he killed two of us, but the scrappers made short work of him on my short trip to the hospital. Then we ended up finding several Hawk clan Yojimbos, I suppose they would have been a bit of a help if I had known about them earlier. Just luck of the spawn. Next we take out Gakki-Onna (sp?) aka Ghost Widow - which one of the scrappers apparently had never fought before. He mentioned that she had a funky hold and didn't recognize gw as her acronym. Black Scorpion and General Mako were next, though they were actually custom samurai AV who looked fairly similar to the rest of the Spider Clan. You could possibly have Black Scorpion dressed in the red and black of the Scorpion Clan and have his bio mention that he used to be from the Scorpion Clan (although I realize I forgot to read his bio, so it's possible that it did). And Kumo dropped mere seconds after he dropped his banes. We return to Flower Knight who decides that she wants to stay in their dimension as it feels much more like home and wishes me well.

Very nice arc, I enjoyed it and loved the L5R feel to it though the fan in me wanted to see a little bit more accuracy, though I understand if you're just trying to skirt any possible copyright issues. I agree with what some of the other reviews said that some of the samurai in armor look too similar to each other, but there's not that many options for samurai costumes, so I don't have any advice for you on that front. Also, this problem is seen in a lot of the Praetorian enemy groups, like Chimera, so it's not a huge issue. But as far as I'm concerned, it's another 5 star arc from PoliceWoman!


 

Posted

Arc ID: 60197
Arc Name: Becky's Revenge
Author: @New Age Ronin


Played as a level 42 fire/fire Brute on challenge level 4. My contact is the totally awesome Becky the Tarantula Mistress with spot on funny writing in the descriptions. The concept is that Fusionette called Becky fat and now it's time to get revenge. But a spider's method is not to just go for the straightforward attack. First we have to go to Faultline, both the place and the man: Jim Temblor.

After capturing Jim Temblor and getting in good with some of the other Arachnos who want to check out Fusionette's Nuclear heart. But they were a little bit of a blabbermouth and word got out through ambassador Kur'ekt to the Rikti and they want revenge on Vanguard members Faultline and Fusionette as well. So now I have to reaquire Faultline from the Rikti and take out Fusionette when she comes to the rescue.

All in all, it was great fun, a short arc with lots of good detail and dialog. I really enjoyed this one.


 

Posted

Origin 5th Element - Part 1 Get Max
#41646
@Cain Lightning / 5th Elemental


My contact today is Drake Steel who wants me to rescue his partner Max Savage, to reunite the crimefighting duo of "Savage Steel". Well, techinically, it's represented as a recreation of past events of these established heroes. I ran this as a level 45 fire/fire brute on challenge level 4, solo even though it's recommended for teams.


Some Intercrime thugs.

My first task is to "get some information" from someone named the Pulverizer who is a member of Intercrime, which is a new crime organization filled with some castoffs of the Family, though they have newer technology, and many of them are dressed as ski-mask wearing thugs.


Boneyard

This arc is fairly straightforward, there is a mind control device called a "Mind Swiper" (Swiper, no swiping! Aww man!) and a powerful mentalist who can use this device to its fullest potential to completely control the minds of heroes, including one Max Savage.


The next mission sends me against two more members of Intercrime, who end up not being very loyal after I defeat them. I did quite enjoy the bit of comic relief as Bonfire keeps mentioning that his backup is coming soon, but they don't end up showing up until after he is defeated.

Finally, I have to defeat the mind controlled Max Savage in order to free him of his control - this might be a good choice to have him regain his mind at 1/4 health and run away instead of fully defeating him. Though I guess that would muddle with the mission's fail/success by having him required. Possibly have him in the back and Lustre - the Ill/something final boss - in the front, as her mind control wouldn't necessarily dissapate as soon as she is defeated. And have the "fail" condition be just slightly different from the success dialog as you didn't have to fully defeat him.

I don't understand why the level range of the arc is 50-54 for all three missions. It doesn't seem like there's anything in here to force it up that high, as all of the mobs are custom. There's nothing wrong with it, though it makes it appear to the casual observer to be a farm judging only by the level range.

I enjoyed it fairly well, the bosses were a challenge, but completable for me - not a major complaint because I am at challenge level 4.