LaserJesus' Crucible of Unforgiving Criticism


Aisynia

 

Posted

Ouch.

I think I'll remove Rage, although the mental image of you freaking out and hitting everything in your insp tray as fast as you can does amuse me somewhat.

Edit:
I reread everything, fixed a few mistakes. Rewrote most of the final mission's dialogue to remove that "shopping list" that was there. Removed Rage from the Super Soldier.

I kept Simms as a Galaxy Archon but added a bit to his description mentioning that he resists the brainwashing with experimental Peacebringer drugs.


 

Posted

The Superadine Revolution
Arc ID: 262739
Author: @SpaceNut
Rating: 3 stars

Short Version
A good plot except for one part that stuck in my craw, and a few objective choices that have the potential to really annoy some people.

Plot Synopsis
Work with a Family informant to defuse a brewing gang war between the Skulls and the Family over the Superadine trade.

Story
For the most part, I didn't have an issue with the plot. However, where does the contact get off by threatening me? For starters, I'm not aware of how the gang war is my fault, as it was clearly in the works from the beginning judging by the clues I find, and as I'm currently working to stop the entire thing, and putting quite a few Skulls and Family members in jail in the process, I'm not sure the FBSA really would care. A Family goon's word isn't very good, either. This is how I imagine it going down:

Family goon: "Yeah, I have information that Phantom Protector just started a gang war with the Skulls!"
FBSA: "Really? What's your name, and what evidence do you have?"
Family goon: "Well, my nickname is The Snitch, and while Phantom Protector was following a lead I gave him about a Superadine operation, the Skulls started trying to take over the Family!"
FBSA: *click* "@#$@ing prank calls."

I can't think of a single superhero that would take that kind of crap from a mob flunky. As soon as he threatened to betray Batman, that goon would be dangling over a building so fast that he'd get whiplash.

I don't have a problem with working with a Family snitch who's willing to sell out his organization. That's perfectly reasonable. In fact, I don't even see a need for him to threaten me. Any superhero worth their salt would stop a gang war or takeover as soon as they learned about it. I should have cracked him on the side of the head with the hilt of my sword just for suggesting that I wouldn't.

However, the writing was very technically proficient. I didn't spot any typos or egregious spelling and grammar errors. Doesn't mean there aren't any typos, but I certainly didn't spot any.

Mechanics
The custom skull enemies were pretty well put together. Mostly Mace and Axe, for Sluggers, Slammers, and Choppers, and the LTs were obviously Assault Rifle. The Bone Daddies may pose a threat if they hit you with Soul Drain, but that's the way Bone Daddies have always been.

The custom Elite Boss Skull leaders were more or less the same as the Bone Daddies, but with Dark Miasma as a secondary. From what I could tell, they just had the heal and the hold powers, so nothing too overpowering there.

However, a couple of the missions are defeat all, and the last mission requires you to backtrack to find clues after you rescue a captive. The defeat alls were only a minor inconvenience to me, as the maps were of reasonable size, but I can see a lot of players screaming bloody murder at the thought of having to clear a map. The backtracking in the last mission was a bigger annoyance, as the captive spawns in the back, and the clues spawned in the front. It'd probably be best just to have the clues also spawn in the back.

Final Thoughts
The experience wasn't an unpleasant one on the whole, but really, being threatened by a Family goon who probably has multiple warrants out for his arrest really annoyed me.


 

Posted

Thanks for the feedback!

I've been going over the story trying to figure out how to make it flow past the first mission without having the Family basically begging for help, but came up empty. If you have ideas on how to improve that, I'd love to hear them.

Glad you liked the custom skulls!

I might get rid of the defeat all in the 3rd mish, but I do want to keep the one in the second mish. I made sure to avoid anything larger than medium maps for the defeat alls.

And damn it, I thought I had fixed the glowies in the last mission to spawn at the back. When did you run the mission? If you ran it tonight, then my fix didn't stick or something extra annoying like that. If you ran it earlier but just now posted the review, then it should be fixed. I ran it after changing the location of the objectives and the two glowies spawned in the back room after rescuing the boss in the same room, which is what I intend to have happen.

Edit: I think I've figured out why this may be bugging, but I most likely won't get the chance to fix it until August. I've made a note, though.



...I forgot what experience means.

 

Posted

Considering that the contact is a spineless snitch, him asking me to stop the Skulls even though he's probably selling out some of the Family in the process just to save his own hide is well within character for him. Hell, you could even have him turn states if you wanted.

Yeah, I ran this the same night I posted the review, so the glowies are in the front in the current version. Sometimes the spawn locations are counter intuitive. I've found plenty of maps where Middle is the actual Back for glowies. It's a common problem on lab maps, and one of my friends had the same problem on an office map.

If you feel the need to keep the defeat alls, do it. The comment wasn't so much of a criticism as it was a warning to you that some people hate defeat alls so much that they'll one star you just for having one, and a warning to anyone who is reading this that it has defeat alls, so they should avoid playing it if defeat alls annoy them that much.


 

Posted

Hey there, LaserJesus. Having an arc reviewed would be awesome. Are you looking for folks to play one of yours in advance? I'm afraid I missed your original thread and information on such, if you are.

If you don't mind reviewing yet another arc, have a look at this one!

Title: City of Ho Ho Ho, or A Claus in Paragon
Arc ID: 18775
CreatorÂ’s Global Name: @Tubbius
Faction: Heroic
Difficulty Level: Played thoroughly on Difficulty 1. Easy to Medium. Mission sets experience level to 5-20, as you're facing Outcasts and Trolls.
Synopsis: See signature, below! A hero claiming to be Santa Claus needs help being a proper hero in Paragon City!
Story Type: Slightly humorous, easy-going origin story.
Mission Count: 3
Features: a trio of fun NPC's, some very likely unique glowies, and a souvenir that actually ties to the story.


I'm out of signature space! Arcs by Tubbius of Justice are HERE: http://boards.cityofheroes.com/showthread.php?t=218177

 

Posted

[ QUOTE ]
Considering that the contact is a spineless snitch, him asking me to stop the Skulls even though he's probably selling out some of the Family in the process just to save his own hide is well within character for him. Hell, you could even have him turn states if you wanted.

Yeah, I ran this the same night I posted the review, so the glowies are in the front in the current version. Sometimes the spawn locations are counter intuitive. I've found plenty of maps where Middle is the actual Back for glowies. It's a common problem on lab maps, and one of my friends had the same problem on an office map.

If you feel the need to keep the defeat alls, do it. The comment wasn't so much of a criticism as it was a warning to you that some people hate defeat alls so much that they'll one star you just for having one, and a warning to anyone who is reading this that it has defeat alls, so they should avoid playing it if defeat alls annoy them that much.

[/ QUOTE ]

I may do quite a bit of rewriting on my vacation regarding the contact dialogue. My biggest issue is that I wanted to avoid the typical hero-contact relationship of "Something bad is happening! You have to save me/us/them/the city/the world!" and have the hero be somewhat forced to help the Family put the Skulls in their place.

I fixed the glowies a couple nights ago, but I just realized that I have the last map as a random office, which means the glowies are spawning essentially at random, depending on how the map is bugged. Once I get back from vacation I'll pick a map and make sure the glowies always spawn where I want them.



...I forgot what experience means.

 

Posted

[ QUOTE ]

Hey there, LaserJesus. Having an arc reviewed would be awesome. Are you looking for folks to play one of yours in advance? I'm afraid I missed your original thread and information on such, if you are.

[/ QUOTE ]
I don't require people to play my missions, but feel free to do so anyway!


 

Posted

Hey LJ, feel like returning the favor? Any of my current three, Dream Paper (1874), Bricked Electronics (2180), or The Bravuran Jobs (5073) would be greatly appreciated!

..unless you did 'em in an old dead thread, then never mind.


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)

 

Posted

Quote:
Originally Posted by Tubbius View Post
Still there, LJ?
I took a little break to work on my arc, and then the forums went down, then double XP weekend happened.

Reviews will begin again shortly.


 

Posted

In Pursuit of Liberty
Arc ID: 221702
Author: @Gypsy Rose
Rating: 2 stars

Short Version
A whimsical tongue in cheek story that was marred by overpowered allies and annoying enemies.

Plot Synopsis
Travel through time to repeatedly rescue a girl who is nearly as bad as Fusionette when it comes to being kidnapped to ensure that she fulfills her destiny to become a hero.

Story
The plot has an underlying humor to it that I like. It's obvious that the story doesn't take itself seriously, and the ridiculous things that happen in it are fine in my eyes for that reason. However, the comedic energy doesn't hold up completely throughout. Comedy is not an easy thing to do, so there's no real quick fix solution. The only real thing that I can suggest outright is to increase the volume of humor. Whether the jokes will work or not, however, is a subjective thing and also a tricky one.

Mechanics
Practically every custom ally is set to extreme something, or has a custom power selection that has extreme powers. They're also mostly Elite Bosses, including an Elite Boss level Statesman. Even a character that isn't great at soloing doesn't need help that's as powerful as that. A Boss with custom power selections to give them a couple extra attacks and powers for survivability is sufficient. Statesman should also probably be the Boss version. As it stands, he's hitting enemies for 900+ damage.

The custom group was fine, except for two things. Fearsome Stare and Rain of Fire. Fear is something that most people do not resist, and it carries a hefty to-hit debuff with it. Not to mention the long duration. Putting it on anything less than a boss is too much, since running into one in every other spawn, or getting unlucky and having multiple ones show up is murderous.

The Rain of Fire is bad because it causes the allies (and by extension, pets) to run like a madman in a random direction, aggroing everything they get near. On the last mission (which is on an outdoor map) I rescued Liberty Rose (who is a required objective) and in the very next fight a minion dropped Rain of Fire on me. Liberty Rose bolted past 3 other groups, past a fence, where she aggroed more groups, and then lost sight of me. This caused the things she had aggroed to turn on me. Now I was facing down about 5 of the aforementioned LTs with Fearsome Stare. As you can imagine, I was a very unhappy camper.

Also, what's up with the Devoured Pyrisses who randomly spawn in the third mission? Elite Bosses just standing around with no explanation as to why is not really a good thing, especially Devoured Pyriss, as she's a rather specific EB for a specific arc. Without her name or bio changed, it's kind of like having a bunch of Madames of Mystery standing around.

Final Thoughts
I wanted to like the arc, but the mechanical problems killed it for me. By the end I was just far too frustrated by it.


 

Posted

Quote:
Originally Posted by LaserJesus View Post
In Pursuit of Liberty
Arc ID: 221702
Author: @Gypsy Rose


Short Version
A whimsical tongue in cheek story that was marred by overpowered allies and annoying enemies.
Naturally I didn't care for the rating in the context of how many one mission arcs with no plot and almost no text are 4 and 5 stars, but WOW thank you for getting that is was "A whimsical tongue in cheek story". That made my day!


Quote:
Originally Posted by LaserJesus View Post
Story
The plot has an underlying humor to it that I like. It's obvious that the story doesn't take itself seriously, and the ridiculous things that happen in it are fine in my eyes for that reason. However, the comedic energy doesn't hold up completely throughout. Comedy is not an easy thing to do, so there's no real quick fix solution. The only real thing that I can suggest outright is to increase the volume of humor. Whether the jokes will work or not, however, is a subjective thing and also a tricky one.
Again I am so glad you saw this. I have no room for more humor or more anything, as I am sitting at 99.45 space. However, my next arc, if I get the guts to create one, will be clearly humor based.

Quote:
Originally Posted by LaserJesus View Post
Mechanics
Practically every custom ally is set to extreme something, or has a custom power selection that has extreme powers. They're also mostly Elite Bosses, including an Elite Boss level Statesman. Even a character that isn't great at soloing doesn't need help that's as powerful as that. A Boss with custom power selections to give them a couple extra attacks and powers for survivability is sufficient. Statesman should also probably be the Boss version. As it stands, he's hitting enemies for 900+ damage.
The reason that Liberty and Statesman are so overpowered is due to who they are in the arc. If either by chance died, the arc and its "whimsical" nature would be ruined. Most really strong players I have seen play, don't use the allies, even Liberty they free last. Also watching such an overpowered Statesman fight is really kind of humorous and fitting with the nature of the arc.

Quote:
Originally Posted by LaserJesus View Post
The custom group was fine, except for two things. Fearsome Stare and Rain of Fire. Fear is something that most people do not resist, and it carries a hefty to-hit debuff with it. Not to mention the long duration. Putting it on anything less than a boss is too much, since running into one in every other spawn, or getting unlucky and having multiple ones show up is murderous.

The Rain of Fire is bad because it causes the allies (and by extension, pets) to run like a madman in a random direction, aggroing everything they get near. On the last mission (which is on an outdoor map) I rescued Liberty Rose (who is a required objective) and in the very next fight a minion dropped Rain of Fire on me. Liberty Rose bolted past 3 other groups, past a fence, where she aggroed more groups, and then lost sight of me. This caused the things she had aggroed to turn on me. Now I was facing down about 5 of the aforementioned LTs with Fearsome Stare. As you can imagine, I was a very unhappy camper.

Also, what's up with the Devoured Pyrisses who randomly spawn in the third mission? Elite Bosses just standing around with no explanation as to why is not really a good thing, especially Devoured Pyriss, as she's a rather specific EB for a specific arc. Without her name or bio changed, it's kind of like having a bunch of Madames of Mystery standing around.
The Fearsome Followers were actually added to the group by request and already toned down a lot. Also a Fearsome Follower with no Fear would be like Spiderman without his spider powers. I can definitately ditch the Rain of Fire. I wondered why Liberty acted like a raving lunatic at times. Also I will look into your Dev Pyrisses comment. I put them there for the look of the future, and generally when I have run that mission, I have just completed the required objectives, and so I never had any issues with them.


Again thanks for your detailed review and your grasp of the intent of my arc.


@Gypsy Rose

In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest

 

Posted

Quote:
Originally Posted by ArrowRose View Post
Naturally I didn't care for the rating in the context of how many one mission arcs with no plot and almost no text are 4 and 5 stars
Well, I'm not reviewing those, you see. Such missions would definitely get a 1 star from me if they did. The low rating was mainly for frustration factor. The last mission really did me in on that front.

Quote:
The reason that Liberty and Statesman are so overpowered is due to who they are in the arc. If either by chance died, the arc and it's "whimsical" nature would be ruined. Most really strong players I have seen play, don't use the allies, even Liberty they free last. Also watching such an overpowered Statesman fight is really kind of humorous and fitting with the nature of the arc.
I have an arc that has a Boss level Manticore in it as an ally, and he easily survives a protracted fight with an EB that summons thugs and ambushes. A Boss level Statesman would still have quite the survivability, but not as much ridiculous damage. The same would go for the custom allies. I realize that defensive toggles love to drop when allies are rescued, but they still benefit from auto powers. Liberty Rose and Agent Liberty are both Willpower, if I recall, meaning that they benefit from the increased hit points, inherent resistance to all kinds of damage, and increased regen rate.

Agent Liberty even managed to die somehow during the last fight, presumably from drawing extra aggro, and rezzed herself. You could easily do the same for Liberty Rose, if her not dying is your main concern. Besides, her "dying" isn't really dying, if you take into account the medical transporter. In the last mission she's become a registered hero, and thus would have access to that. Besides, it's not so much their survivability that is the issue. I have no problem if allies are popping all kinds of tier 9 powers and self rezzing. It's mainly the high level of damage output. The allies had quite a lot of high damage powers, and both Agent Liberty and Liberty Rose had a build up power. Even one of the allies can make the player feel like they're not needed.

As far as saving them last, in doing my reviews I try to make sure that I'm seeing everything, including how powerful an ally is. Simply a matter of being thorough and seeing what people playing the mission could experience.

Quote:
The Fearsome Followers were actually added to the group by request and already toned down a lot. Also a Fearsome Follower with no Fear would be like Spiderman without his spider powers.
I understand completely, but as I'm an example of, they can get incredibly frustrating. It's not so much the fact that there is an enemy with a fear power, it's the fact that I ran into a lot of them, especially on the outdoor map where it can be hard sometimes not to aggro another group. Making them Boss rank would mean that they would show up very rarely, making it so the fear power doesn't show up enough to get aggravating, and yet keeping the enemy still in the arc and intact.

Quote:
Also I will look into your Dev Pyrisses comment. I put them there for the look of the future, and generally when I have run that mission, I have just completed the required objectives, and so I never had any issues with them.
That wasn't so much of a negative point, just a note about a particular point that made me scratch my head.

All that said, I'm coming up on the end of my queue, and I've been thinking about going back and playing the arcs that I've reviewed and posting an updated rating and a quick notation of the changes and how I feel about them. Nothing too detailed, more of an addendum to my previous review. As I look at this as both a place to give constructive feedback as well as a review, it seems good to give a new take on things that have been updated. A 2 or 3 star may have moved up in rank, and if it has become better, than people reading my review thread should know.


 

Posted

The Fracturing of Time
Arc ID: 171031
Author: @Tahlana
Rating: 3 stars

Short Version
An arc that uses some non-conventional usage of the Mission Architect to tell its story, with good custom enemies and interesting use of standard ones. The only problem is a glaring plot hole in the story.

Plot Synopsis
An alien race's plan to save their race from conquerors turns into a threat to the entire universe. It's up to you to save all of existence.

Story
The story is surreal. I like surreal. The way the story is told is different. I like different. I like seeing the Mission Architect used to tell stories outside of the norm.

However, there's a few problems. The first one I ran into was the device the Kydrosi plan to use to save their race from extinction. First, why would they build a device that they themselves cannot use? Second, why doesn't it affect anyone inside of the building it's housed in? It's never explained why they need an outsider to activate it, or why everyone inside is immune to its effects.

Considering that it turns all of the Kydrosi into energy beings outside of space/time, the latter is a handwave to explain why the allies inside of the mission don't magically disappear when you activate it. However, it's not explained why it doesn't affect them in the context of the story. It just says that it won't affect them. Same with the requirement of the outsider. It's simply a plot device to explain why I need to do it at all. Unfortunately, it's not explained in the context of the story, and frankly, I can't think of an explanation that would make any sense. The story would be better served if the reason why I am needed is because the conquerors have taken over the lab, and no one can activate it as they have all been taken hostage or are being murdered.

The second is the sudden time jump in the second mission. I understand that it's supposed to show that I've been separated from the normal flow of time by being in another plane of existence, but it didn't really end up portraying that effectively to me.

First, since the player can't really have any meaningful dialogue, suddenly being jaunted from time and having the player character's memories being somehow from before the events of the Kydrosi is entirely on the player to imagine.

Second, if I don't remember this mysterious shadow man at all, what reason do I have to enter a yawning Void of Doom at his command?

Third, the time/memory jaunting is only used at that point, meaning that it really is not necessary to the story. Considering the problems it can cause, and since I had these problems others might as well, it's probably doing more harm than good.

The last plot hole, and this really is the big one for me, is a spoiler of a reveal later in the arc. So if anyone reading this review wants to play the arc and not have an important plot reveal spoiled, skip the next part.




The contact is a fragment of myself created by my trip into the Shadow Void, and always has been. It was not a Kydrosi Scientist at the beginning like it claimed. The story says as much, and the souvenir confirmed it. Considering that I activated the device which caused the Kydrosi to become fragmented and attempt to destroy all of reality, and that this is what caused me to enter the Shadow Void, and that me entering the Shadow Void is what caused this fragment to exist outside of space/time, and the fragment is what initially brought me there to activate the device in the first place, then none of the events of the arc should have happened.

Even if we throw out the intrinsic paradox of having to cause the near apocalypse before the near apocalypse can begin, the problem still exists that the fragment of myself knows exactly what caused the near apocalypse, and yet brings me to the Kydrosi homeworld specifically to cause it.

Considering that using the device causes them to become mere fragments of themselves that seek only destruction that cannot be saved, and in the end will be destroyed when I save reality, then the best possible thing to do is nothing. Let them be destroyed by the conquering aliens. The Kydrosi are doomed, no matter what. The contact knows all of this, as he experienced it first hand. Yet he still brings me to the planet to cause this whole mess, for no reason other than to cause it. Thanks to this flaw, the entire arc is rendered nonsensical.




Spoiler's over. You can start reading again. Like I said, I love some of the things you've done here, and I give you points for trying for something out of the ordinary. It's a noble cause. It's also a very difficult one.

Mechanics
All in all, the custom enemies are pretty well done. They definitely look like classic Sci-Fi aliens. Their powers are pretty well balanced. Nothing is too incredibly powerful, though the bosses in the 4th mission that use ice powers could prove nasty to some. Those slows can stack up pretty high on someone without resistance to them.

I love the use of the Storm Elementals in the 4th mission. Very nice touch. Seriously. This mission is my favorite part of the arc. Even though I gave it a 3-star rating (which isn't a black mark from me, by the way), this mission is reason enough to play this arc. It's hands down the best non-standard enemy group that I have seen in an AE mission. It will definitely be a huge mind trip for anyone who hasn't seen Storm Elementals before. Considering that they're only in one mission for Villains and hardly anyone goes to the Shadow Shard, I imagine that's a lot of players.

A couple little technical glitches. The boss in the third mission said $Name and $Heshe instead of my name and the proper gender. I'm not sure if capitalization matters for $name, but it definitely does for $heshe/$HeShe. In order for it to be capitalized and work properly, you need to use the latter. You may as well switch it to $name instead of $Name at the same time, as even $name will sub in my name exactly as I've spelled it.

The other one is that the destructible objects described their destruction as dialogue. I imagine you meant to do that, but it's pretty odd. The system text would be a far better place for that.

Final Thoughts
I really like what you've done with crafting the experience of the arc with both the dialogue and the mission settings. Without any plot holes, this would have been a 5, easy. Without the last one I mentioned, this'd be a 4. However, that last one was just way too much for me. Perhaps some others won't care as much as I do that the story makes sense logically, but I personally just couldn't get past it.


 

Posted

Quote:
Originally Posted by LaserJesus View Post
All that said, I'm coming up on the end of my queue, and I've been thinking about going back and playing the arcs that I've reviewed and posting an updated rating and a quick notation of the changes and how I feel about them. Nothing too detailed, more of an addendum to my previous review. As I look at this as both a place to give constructive feedback as well as a review, it seems good to give a new take on things that have been updated. A 2 or 3 star may have moved up in rank, and if it has become better, than people reading my review thread should know.
Thank you so much for all of your input. You gave me some really good things to consider. I have already removed Rain of Fire. I am curious as to what level you played on. When I play arcs I generally am set on the easiest setting, so I can appreciate the story. Honestly, I have also for the most part tested my arc on that setting, and since adding a 2nd Lt. to my customs, I don't see too many of the much dreaded Fearsomes. I am afraid that if I make them a boss, people playing on the lowest difficulty level won't see them at all.


@Gypsy Rose

In Pursuit of Liberty - 344916
The Vigilante - 395861
Suppression - 374481 - Winner of The American Legion's February 2011 AE Author Contest

 

Posted

I played at level 50, on difficulty 4. This was with my Scrapper. I've played him on difficulty 4 since the difficulty settings were introduced, so it's a proper baseline for him as far as challenges go. If I ever happen to be required to play at a low level with him, I generally turn it down to difficulty 2, since I prefer to fight things at their proper rank.

In addition to difficulty 4 being the proper level of challenge for my high level Scrapper, it's also good to see how things ramp up if a character does happen to run through at a higher difficulty setting.

As for the boss issue, if I ever have a custom boss as part of an enemy group, I tend to drop in at least one of each in one of my missions as a non-required boss spawn, so it will be seen, and if a character can't defeat it, they can just skip past it.


 

Posted

Hey LJ. Not wanting to be a pain--furthest thing from it, honestly!--but I was wondering if my City of Ho Ho Ho, 18775, could fit in your queue anywhere? Thanks!


I'm out of signature space! Arcs by Tubbius of Justice are HERE: http://boards.cityofheroes.com/showthread.php?t=218177

 

Posted

Not sure if you're still taking requests, but I would appreciate a review of my arc: #158813: The Computer Loves You.


 

Posted

I'm still accepting reviews, and yes, your arc is on my list Tubbius. Sometimes I get really sporadic with my reviews. Real life and all, you know the drill.


 

Posted

Quote:
Originally Posted by LaserJesus View Post
The Fracturing of Time
Arc ID: 171031
Author: @Tahlana
Rating: 3 stars
Thanks for taking the time to play and review the arc! I appreciate it but I have a few questions...

Quote:
Originally Posted by LaserJesus View Post
First, why would they build a device that they themselves cannot use?
This can't really be explained entirely without techno-bable. The idea was that the race being transcended couldn't be the ones to initiate that action, thus they required an "outsider". If I have enough room (the arc is 99.89% full) I may add another line about this to clarify.

Quote:
Originally Posted by LaserJesus View Post
The second is the sudden time jump in the second mission. I understand that it's supposed to show that I've been separated from the normal flow of time by being in another plane of existence, but it didn't really end up portraying that effectively to me.
I'm not sure what you are referring to here, there is no "time jump" or time travel or really any significant passage of time between the missions. I'm curious what gave you this impression? What wasn't portrayed well for you?

Quote:
Originally Posted by LaserJesus View Post
First, since the player can't really have any meaningful dialogue, suddenly being jaunted from time and having the player character's memories being somehow from before the events of the Kydrosi is entirely on the player to imagine.

Second, if I don't remember this mysterious shadow man at all, what reason do I have to enter a yawning Void of Doom at his command?

Third, the time/memory jaunting is only used at that point, meaning that it really is not necessary to the story. Considering the problems it can cause, and since I had these problems others might as well, it's probably doing more harm than good.
I'm very confused by this. The missions in the arc are a linear progression of events, there are no time or memory distortions. Can you clarify what gave you this impression or what you meant by this?

Quote:
Originally Posted by LaserJesus View Post
The contact is a fragment of myself created by my trip into the Shadow Void, and always has been. It was not a Kydrosi Scientist at the beginning like it claimed.
I'm curious what gave you the idea that the contact was a Kyrdosi scientist? This is never stated and I never had any intention of implying it.

Quote:
Originally Posted by LaserJesus View Post
The contact is a fragment of myself created by my trip into the Shadow Void, and always has been. It was not a Kydrosi Scientist at the beginning like it claimed. The story says as much, and the souvenir confirmed it. Considering that I activated the device which caused the Kydrosi to become fragmented and attempt to destroy all of reality, and that this is what caused me to enter the Shadow Void, and that me entering the Shadow Void is what caused this fragment to exist outside of space/time, and the fragment is what initially brought me there to activate the device in the first place, then none of the events of the arc should have happened.

Even if we throw out the intrinsic paradox of having to cause the near apocalypse before the near apocalypse can begin, the problem still exists that the fragment of myself knows exactly what caused the near apocalypse, and yet brings me to the Kydrosi homeworld specifically to cause it.

Considering that using the device causes them to become mere fragments of themselves that seek only destruction that cannot be saved, and in the end will be destroyed when I save reality, then the best possible thing to do is nothing. Let them be destroyed by the conquering aliens. The Kydrosi are doomed, no matter what. The contact knows all of this, as he experienced it first hand. Yet he still brings me to the planet to cause this whole mess, for no reason other than to cause it. Thanks to this flaw, the entire arc is rendered nonsensical.
Basically the contact (the Fractured One) is just a fragment of you and is (as you become in mission 4) unstuck in time and unable to veer away from its predestined course. The paradox of the Fractured One's existence is intentional and very deliberately written. It's something that different people can think about and interpret differently and in their own way.

Quote:
Originally Posted by LaserJesus View Post
The boss in the third mission said $Name and $Heshe instead of my name and the proper gender.
The variables aren't sensitive to capitalization, rather this is because you attacked the group while out of range of the boss, or the boss was unable to target you. Both can happen in AE and the regular game, there isn't anything that I can do to fix that. Ask the Devs.

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Originally Posted by LaserJesus View Post
The other one is that the destructible objects described their destruction as dialogue. I imagine you meant to do that, but it's pretty odd. The system text would be a far better place for that.
This is a style choice. System text only shows up for one person, is often missed or ignored and it can scroll past before the encounter is over. This way it's more likely to be seen and more than one player can see it!


 

Posted

Quote:
Originally Posted by Tahlana View Post
This can't really be explained entirely without techno-bable. The idea was that the race being transcended couldn't be the ones to initiate that action, thus they required an "outsider". If I have enough room (the arc is 99.89% full) I may add another line about this to clarify.
Technobabble is important in situations like this. Without a proper explanation as to why it has to be done, it's instantly recognizable as a handwave purely for plot purposes, to give the player a reason for having to be there. Of course, even when it is explained properly, it's still a handwave. However, it will be a handwave that makes sense.


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I'm not sure what you are referring to here, there is no "time jump" or time travel or really any significant passage of time between the missions. I'm curious what gave you this impression? What wasn't portrayed well for you?
Reading through it again, I see that I created the time jump/memory hole scenario in my head to have it make sense. Reading through it again with the knowledge that such a thing wasn't your intention, it now doesn't make any sense.

Quote:
Originally Posted by Fractured One, Intro text, 2nd mission
"Something has gone wrong, Phantom Protector. Terribly, terribly wrong. The Kyrdosi are in the Void Shadow now, but all is not well. I cannot see what has happened to them and so I must ask you to go there and seek the fate of the Kyrdosi. I cannot send you fully into the Void Shadow, for no physical being can exist there, but I can send you to the edge, the border between your Time and the Void."
Quote:
Originally Posted by Fractured One, Sendoff text, 2nd mission
For an instant you think you recognize the burning figure before you. You are considering asking him who he is when he seems to read your thoughts and reply. "You cannot yet know who I am, for though I exist in the Void Shadow outside of time, for you I do not yet exist at all. The Void Shadow is like that. It is a strange place, like a dark bridge that links realities and times." "Now go! Seek the Kyrdosi and save them if you can."
The line "for you I do not yet exist at all" gave me the impression that I'd been sent back in time, and somehow my memories were sent back as well. After all, I just talked to this guy. I should recognize him as the guy I just talked to, and he exists in a sense due to the fact that he's interacting with me.

However, if that wasn't your intention to give a time jump effect, then all this merely means is that in this arc, my character apparently shoots first, and asks questions later, so to speak. A mysterious man pops up and says "Save these aliens" and I apparently don't think to ask him who he is until after saving the aliens goes horribly wrong. That, to me, is even worse than a poorly executed time jump/memory hole scenario.

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I'm curious what gave you the idea that the contact was a Kyrdosi scientist? This is never stated and I never had any intention of implying it.
You did not implicitly state it, true. However, it was heavily implied whether you intended it or not. If a strange, half-real, black-and-white fire man shows up and tells me that I am needed on an alien planet to save their entire race, I'm probably going to assume that he's one of them. There's also the souvenir.

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Originally Posted by Souvenir
The residents of that world, in order to survive their planet's death, transcended to another state of existence in the Void Shadow, a place outside of Time. They sought your aid in this transition, as only an Outsider could survive the process.
It states that the Kyrdosi sought my aid. Except, it was the Fractured One, who was later revealed to be a fragment of me. This implies that the Fractured One was masquerading as a Kyrdosi to get me to go to the planet to save them.

Also, here's another case of the transcendence device not making sense. It's stated in one of the clues that all of the Kyrdosi inside the building were not transformed by the device. Unless the device is made out of some kind of poison that only effects Kyrdosi, they would survive the process of turning it on.

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Basically the contact (the Fractured One) is just a fragment of you and is (as you become in mission 4) unstuck in time and unable to veer away from its predestined course. The paradox of the Fractured One's existence is intentional and very deliberately written. It's something that different people can think about and interpret differently and in their own way.
I fully understand that. This isn't a case of me not getting what you're going for. In my review I even stated that the problem isn't even that it's a paradox. The problem is that the Fractured One is a total moron. He complains about being trapped in his state, when he perpetuates his own existence for all time.

For him, the best course of action would be to do absolutely nothing, and never bring me to the Kyrdosi planet in the first place. Since the Kyrdosi will die no matter what I do, then it's better to just let them blow up with their planet instead of activating their device that will cause them to become crazy universe destroying monsters. That will make it so the player character won't have to fracture themselves to get into the void shadow to stop them, and the Fractured One will never have come into existence.

Again, this is not a case of me saying that time paradoxes suck. This is a case of the contact's motivations making no sense.

Quote:
The variables aren't sensitive to capitalization, rather this is because you attacked the group while out of range of the boss, or the boss was unable to target you. Both can happen in AE and the regular game, there isn't anything that I can do to fix that. Ask the Devs.
I'm fully aware of the fact that they'll sometimes just plain not say it properly. However, the proper way to use $heshe at the beginning of a sentence is $HeShe. Ask the devs. Or, just go look at the Architect Entertainment Instructor.


 

Posted

Defying Fate
Arc ID: 110866
Author: @Getsumei Kitsune
Rating: 3 stars

Short Version
A short arc that should be solo friendly for characters of every level, but didn't really leave a strong impression on me.

Plot Synopsis
Save the life of a young genetic engineer from the evil machinations of the corporation she works for.

Story
The plot itself makes sense. Evil head of genetic corporation makes deal with a demon to gain super powers and wishes to use genetically engineered supersoldiers to rule the earth. Standard stuff. However, it's kind of bare bones. All of the missions are really short, with only a couple of clues that don't contain much information. There aren't any patrols to spruce up the missions with dialogue, either. That would especially be nice in the first mission, where there's council for no real reason. A patrol talking about why they're in the abandoned lab would be nice.

I was also disappointed that there weren't any bio-roids in the last mission, as the threat of them was more or less what started the arc.

Mechanics
Like I said in the short review, the arc is solo friendly for all levels. Unfortunately, in one part it's a little TOO solo friendly. The custom demon in the second mission is a lieutenant, and its bio states that it's a powerful demon. I killed it so fast that I didn't even see what its powersets were, and I had to go check my NPC tab to read its dialogue, which consisted of it bragging about how much more powerful it was than me. I know I'm a level 50 scrapper, meaning that I'm a killing machine, but this guy should really be a boss. On heroic, he'll scale back down to a lieutenant anyhow, and he won't leave people like me scratching their head at how this guy is considered any kind of powerful.

The other thing is the ally in the last mission. Does it really need to be extreme on both powersets? I know assault rifle and devices don't really have anything super spectacular that one shots enemies all the time, but it seems like it's more than necessary, as you never fight anything stronger than a boss in the mission.

Final Thoughts
This isn't a bad arc by any means, and I wouldn't suggest against playing it. However, the arc could be made far better with some extra stuff to flesh it out some more.


 

Posted

I would really appreciate some feedback on my story arc entitled:
Oh No, not zombies AGAIN?!?
It has been played by a few friends and one other to my knowledge. I think it might need some tweaks but is definitely playable.
There is a sequel in the works but I am having trouble plotting atm.
Danke,
Cabin Boy


FNORD

 

Posted

City of Ho Ho Ho, Or A Claus in Paragon
Arc ID: 18775
Author: @Tubbius
Rating: 4 stars

Short Version
A mix of good old fashioned Christmas Special ridiculousness and an uncertainty over the Tubbius Claus character's mental state made this mission have a certain charm.

Plot Synopsis
Tubbius Claus is a hero who claims to be Santa Claus, and he needs your help protecting his list from naughty criminals!

Story
While I never laughed out loud, I had a definite feeling of amusement throughout the arc. That may, of course, be because I imagined Tubbius' dialogue being read in the South Park Santa Claus voice. However, it's got the classic Miracle on 34th Street angle of Santa seeming to be an insane person, which definitely helps. The main villain continues the insanity by holding a grudge against Santa because he never had a good Christmas in his childhood, and taking it out on an old man who works at City Hall who may or may not even BE Santa.

The missions could use a little more sprucing up, though. I love the Outcasts and Trolls being mad at Santa for not getting presents. A patrol or two with dialogue of that nature would add some spice to the missions and keep that joke up.

Mechanics
The arc is perfect for low level characters. You fight Outcasts and Trolls, with 2 custom bosses, neither of which have anything powerful. Tubbius as an ally doesn't get in the way too much, mostly dropping a couple control powers here and there and healing you when your life gets low.

It's a real shame there's no Christmas present option for glowies in the MA. Even better would have been Christmas present defendable objects. Having to save Christmas presents from naughty Outcasts would have been brilliant.

Final Thoughts
A charming arc that's lowbie friendly. Definitely a good one to play, especially if you're in the Christmas spirit.