LaserJesus' Crucible of Unforgiving Criticism


Aisynia

 

Posted

Quote:
Originally Posted by LaserJesus View Post
The Malleus Mundi event occurred around Halloween of 2004. It was the game story for the first Halloween event.
Again, I appreciate all your comments and suggestions but this one unfortunately I couldn't seem to get around. When I made the arc, I kept notes about the story to keep my timeline straight. It took me an hour of looking for the notebook they were in and another in searching the CoH universe for how my notes made it possible. (What? I keep poor notes. Lay off me. :P) Now I remember why it was possible (Drumroll please):

The Ritki war started in 2002

The cabal has existed in CoH since 1588. They had been in Croatoa since 1604. (Give or take a year or two.)

There you go. The Cabal predated the Ritki war. The storylines do mention the Malleus Mundi event happening in 2004 but it didn't free ALL the creatures you see in Croatoa. It only really points to the Fir Bolg being freed. (As mentioned in Kelly's storyline)

The Cabal, Tuatha the Red Caps are natives to this dimension. You see, the cabal has been fighting the Red Caps (with the aid of the bound Tuatha) for centuries after they destroyed their original settlement in Ireland (Roanoke). The Cabal fled across the sea in hopes of escaping the Red Caps. However the Red Caps did follow them and slaughtered all their men. For the last 400 years they took delight in the Cabal's suffering while keeping them trapped in Croatoa. (Katie Hannon arc... I wonder how many people actually read that one. lol)

When the Banished Patheon casted the Malleus Mundi in 2004 (you were right on that one) and it did free the Fir Bolg which was an unintended result. However it was one that the Witches were more than happy to use to their advantage. Hence their union against the common foe of the Red Caps.

So that piece of my story was still 100% accurate. Heh. Maybe I should throw a footnote about this in there and get rid of that coffee piece after all. Now if only I could explain Sally....


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

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Originally Posted by TigerKnight View Post
Again, I appreciate all your comments and suggestions but this one unfortunately I couldn't seem to get around. When I made the arc, I kept notes about the story to keep my timeline straight. It took me an hour of looking for the notebook they were in and another in searching the CoH universe for how my notes made it possible. (What? I keep poor notes. Lay off me. :P) Now I remember why it was possible (Drumroll please):

The Ritki war started in 2002

The cabal has existed in CoH since 1588. They had been in Croatoa since 1604. (Give or take a year or two.)

There you go. The Cabal predated the Ritki war. The storylines do mention the Malleus Mundi event happening in 2004 but it didn't free ALL the creatures you see in Croatoa. It only really points to the Fir Bolg being freed. (As mentioned in Kelly's storyline)

The Cabal, Tuatha the Red Caps are natives to this dimension. You see, the cabal has been fighting the Red Caps (with the aid of the bound Tuatha) for centuries after they destroyed their original settlement in Ireland (Roanoke). The Cabal fled across the sea in hopes of escaping the Red Caps. However the Red Caps did follow them and slaughtered all their men. For the last 400 years they took delight in the Cabal's suffering while keeping them trapped in Croatoa. (Katie Hannon arc... I wonder how many people actually read that one. lol)

When the Banished Patheon casted the Malleus Mundi in 2004 (you were right on that one) and it did free the Fir Bolg which was an unintended result. However it was one that the Witches were more than happy to use to their advantage. Hence their union against the common foe of the Red Caps.

So that piece of my story was still 100% accurate. Heh. Maybe I should throw a footnote about this in there and get rid of that coffee piece after all. Now if only I could explain Sally....
Still incorrect. First off, Roanoke isn't even in Ireland. Roanoke was an early American colony that mysteriously disappeared, with the only clue being the word "Croatoa" carved on a tree.

http://en.wikipedia.org/wiki/Roanoke_Colony

The Cabal are from the Roanoke Colony. The Fir Bolg and Tuatha De Dannan are both from Ireland, where they were mortal enemies. The Red Caps followed them across the sea, and trapped all of them in the spirit realm. If you'll notice from the article, Roanoke Colony was located in what is now North Carolina, which is totally not Rhode Island where Paragon City and Salamanca are located.

http://paragonwiki.com/wiki/Katie_Hannon_Task_Force

The Malleus Mundi event weakened the barriers of the spirit world, allowing all sorts of monsters to run free around the time of Halloween, including the Fir Bolg who were previously still trapped in the spirit realm. As you'll note from the article I posted earlier, while the chaos was eventually contained in Paragon City, Salamanca did not work out so well. The barriers that separate the physical world from the spirit realm were weak enough for the Cabal, the Fir Bolg, and the Tuatha De Dannan to break loose. The Red Caps of course, hate this, and are now trying to do the same thing to Salamanca as they did to Roanoke, and trap it in the spirit realm.

http://paragonwiki.com/wiki/Buck_Salinger

Note the clue 'Walter Daschle's' story that he specifically states that Croatoa is a separate place from Salamanca altogether.

So sorry, that piece of your story is 100% inaccurate.

Also, what? What's that about taking out the coffee? That was fine and added a nice bit of flavor to the arc. You can assume that most heroes are living creatures that work incredibly late hours and may want a cup of coffee every once in a while.


 

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However, there's a problem with the Circle of Thorns groups that goes throughout the whole arc. For some reason the author decided to make a few custom groups of CoT instead of just using the standard ones. The problem with this, are the Earth Thorn Casters. Now, I *may* be wrong, but my understanding is that all of the thorn casters are split up into multiple instances, some with control powers, and some without, and the ones with the control powers can only show up once in a group. When you make a custom group, this limitation no longer exists, so you can run into groups where you're getting hit with a few quicksands, which have a pretty hefty hit to defense as well as the slows. (For future reference to anyone reading this, that happens with Malta Sappers as well. Please, do not put Malta Sappers into custom groups.)
Experienced this with a few arcs with different enemy groups and I believe I know what the problem is. Some enemies have "1 per spawn" rules for a specific mob while others have it for a specific power. Only one Sapper, CoT only casts one Quicksand patch or only one ghost uses the -to hit aura, Family only summons one Singularity, etc. Custom picked groups break these spawning rules which can have results ranging from an interesting challenge to freakishly hard. It's the only thing preventing me from using Sappers in a future arc since I'd like to have them within reason.


 

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Originally Posted by TigerKnight View Post

Really, the difficulty really hits the way this arc is being reviewed.



See now, I don't see how there were that many mechanical issues that I can really fix when difficulty dominates what you were fighting. Like in Policewoman's review, she felt the third mission was too easy. You feel it was way too hard. Do you know what I changed in that mission between the two reviews? I added some dialog to Akarist's mob. THAT WAS IT! The only difference between your opinion of the mission and hers is your difficulty. Maybe I should put a "Play at this difficulty" in the header? Any other suggestions out there?
I find it maddening when I get comments about my arcs relating to how difficult a certain part is without an accompanying explanation of what difficulty they were played at.

I don't know for sure, but i suspect that putting 'Please play at X difficulty' in the description will only net you a minority of players who will change their difficulties (if they need to), as people are generally lazy (the trip to a Field Analyst can be too much trouble to go to) and also think they know better than a MAuthor how an arc should be approached. As V said in another thread, "I wouldn't change my difficulty settings for my mother".

The general view from those that play an arc at a different setting from the main setting that its tested at is that an arc should be balanced to cater for EVERY difficulty; I'm no expert at the MA, but I suspect that this is extremely difficult if not impossible in some cases, especially where Customs are involved.

Until we can gate our arcs to only allow access for toons set at our required difficulty levels, we have to put up with negative reactions from players who don't want to meet us half way.

Putting a warning/request in your descriptions, if you have space, IMO can only be a good thing, as there are some players who will take heed and alter their difficulties before playing your arc. I'm one of these people, for example. I view doing this as akin to ensuring I've got a good source of light, a handy glass of wine and no loud noises distracting me before I relax in my easy chair with a good book on a sunday afternoon. If my neighbour chooses to read the same book standing up by the light of a Zippo whilst his children have a Who Can Scream The Loudest competition in the same room, then I won't be surprised if his reaction to the book is not as positive as mine, even if the novelist has not explicitly written 'please read this in a well-lit, quiet place for best effect' on the cover.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

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Originally Posted by Zamuel View Post
Experienced this with a few arcs with different enemy groups and I believe I know what the problem is. Some enemies have "1 per spawn" rules for a specific mob while others have it for a specific power. Only one Sapper, CoT only casts one Quicksand patch or only one ghost uses the -to hit aura, Family only summons one Singularity, etc. Custom picked groups break these spawning rules which can have results ranging from an interesting challenge to freakishly hard. It's the only thing preventing me from using Sappers in a future arc since I'd like to have them within reason.
Considering there are 3 instances of Earth Thorn Casters listed in the MA interface, only one of which with Quicksand, I think it's safe to guess that they work in the same manner as Malta Sappers, where only one quicksand user can spawn in a group at a time. Obviously, custom groups can not be made to have these "baked in" rules, and need to be built carefully.

Quote:
Originally Posted by MrCaptainMan
The general view from those that play an arc at a different setting from the main setting that its tested at is that an arc should be balanced to cater for EVERY difficulty; I'm no expert at the MA, but I suspect that this is extremely difficult if not impossible in some cases, especially where Customs are involved.
I just want to state that I am not of that opinion personally, despite what I said about your arc. I don't want to discourage trying different things. However, you can't please anyone all the time.

I also want to point out that where your arc's last mission is ill suited to higher difficulties because of a larger volume of enemies on an already large map that must all be defeated and not due to it becoming significantly harder, Tiger Knight's arc is ill suited to higher difficulties because of an honest-to-god bug and some oddities with how custom groups work. Both of these issues were wholly unintended and can be fixed. A warning isn't necessary at all for his arc after the problems are fixed, either. You aren't forced to fight anything stronger than a boss, and nothing too rough regardless.


 

Posted

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Originally Posted by LaserJesus View Post
I just want to state that I am not of that opinion personally, despite what I said about your arc. I don't want to discourage trying different things. However, you can't please anyone all the time.

I also want to point out that where your arc's last mission is ill suited to higher difficulties because of a larger volume of enemies on an already large map that must all be defeated and not due to it becoming significantly harder, Tiger Knight's arc is ill suited to higher difficulties because of an honest-to-god bug and some oddities with how custom groups work. Both of these issues were wholly unintended and can be fixed. A warning isn't necessary at all for his arc after the problems are fixed, either. You aren't forced to fight anything stronger than a boss, and nothing too rough regardless.
Fair point, LJ, and I see your point about the last mission of my arc specifically. It's a good example of what happens when a player plays it at a higher difficulty than +0 x1. There's nothing i can do about that, is there, apart from put an entreaty in my description.

Eco.


MArcs:

The Echo, Arc ID 1688 (5mish, easy, drama)
The Audition, Arc ID 221240 (6 mish, complex mech, comedy)
Storming Citadel, Arc ID 379488 (lowbie, 1mish, 10-min timed)

Quote:
Originally Posted by Samuel_Tow View Post
[The Incarnate System is] Jack Emmert all over again, only this time it's not "1 hero = 3 white minions" it's "1 hero = 3 white rocks."

 

Posted

If you're looking for stuff to do, LJ, Backwards Day and Malta: Impossible are out there, in addition to all the other arcs. Though they're both higher-level so any pistols character you might have made won't be much good at them.

Unless you only do one per author, in which case, please ignore.


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 LaserJesus View Post

Note the clue 'Walter Daschle's' story that he specifically states that Croatoa is a separate place from Salamanca altogether.

So sorry, that piece of your story is 100% inaccurate.

Also, what? What's that about taking out the coffee? That was fine and added a nice bit of flavor to the arc. You can assume that most heroes are living creatures that work incredibly late hours and may want a cup of coffee every once in a while.
ugh.... ok, I concede. You win.

Although you liked the coffee part? OMG ROLMFAO

I loved the part but most people use that as their "My character would never do such a thing" jumping off point. We need an official group of play testers.

Ok, so then the only part that really seemed too much was the comforting War Witch part?


Edit: I've begun to go over your suggestions and the Blade Princes can't be added in as epic bosses. They are listed as bosses in MA. Not much of a red player (Well, not that extensive anyway) I never faced them red side and saw them as "CoT demon...throw it in" and they never spawned for me so I never really noticed anything wrong. They have been removed.


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

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Originally Posted by TigerKnight View Post
Edit: I've begun to go over your suggestions and the Blade Princes can't be added in as epic bosses. They are listed as bosses in MA. Not much of a red player (Well, not that extensive anyway) I never faced them red side and saw them as "CoT demon...throw it in" and they never spawned for me so I never really noticed anything wrong. They have been removed.
A similar problem exists with the Minotaurs in the Cimeroan factions. They are listed as bosses and spawn that often but are coded as EBs. Quite annoying but I figured it was WAI.


 

Posted

That's okay. I'm wasn't too committed with them anyway. At least the silver lining in this is the whole review thing sparked up a couple of changes in the arc. A few minor rewrites here and there based on some of the stuff here. Some were kinda pre-existing ideas that I had considered but never really implemented. I took the arc down for a bit of work on it for now and hopefully I'll get it back up by the weekend.


The petition link to Save CoH:
http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

I'd love some critique on my arc. I actually made it a fair while back when Architect was first introduced, but recently cleaned it up a tad and republished it.

Arc Title: Tea Time
Arc ID: 382636
Morality: Neutral
Range: 1-54
Length: 3 missions
Synopsis: A group of rather dapper gentlemen have decided to do the worst crime possible: Attempt to control tea time for both villains and heroes alike! If they are not stopped rather fast-like, this could spell the end of (tea) time itself!


 

Posted

Oh. I'm rather disappointed now. I thought it was a "Laser Crucible of Unforgiving Criticism", but now I see it's just a plain old Crucible of Unforgiving Criticism it seems a bit boring. Ah well, I suppose I should submit my arc regardless I'm looking forward to the unforgiving criticism, [mumble]but it doesn't have lasers...[/mumble]

Arc Name: Look Closer
Arc ID: 382760
Faction: Heroic
Creator Global/Forum Name: @Beyond Reach
Synopsis: 12/9/04. Paragon City suffers still from the Rikti attacks 3 years ago, many remain homeless, cowering from innumerable threats. This is the story of one such individual who lived in the darkest depths of Paragon, and through him how the populace's ignorance almost lead to their destruction.
Estimated Time to Play: Very Long (there is also a great deal of text to be read)
Notes: LOOK CLOSER! Things are far from as simple as they appear. And in your review, please give your opinion on how you felt about the antagonist at the end.



Bad Voodoo by @Beyond Reach. Arc ID #373659. Level 20-24. Mr. Bocor has fallen victim to a group of hooded vigilantes who have been plaguing Port Oakes, interfering with illegal operations and pacifying villain's powers. He demands that revenge is taken on these miscreants and his powers are returned! You look like just the villain for the job. Challenging.

 

Posted

Recently came back to City of Heroes after a year or so away, revamped my Epic Trilogy (cue dramatic music), which are set in a fantasy world. (Arc IDs in my sig)

I've soloed it with a 20s dual sword/willpower brute (and a 30s fire/dark scrapper) at: bosses yes, level +0, x2 difficulty.

I'd appreciate reviews and commentary, thank you!


 

Posted

Dhahabu Kingdom and the Indelible Curse of Hate
Arc ID: 367872
Author: @Zamuel
Rating: 5 stars

Short Version
An arc that has quite possibly the best title I've ever read and a really great aesthetic that eventually won me over completely despite some major and minor issues with difficulty.

Plot Synopsis
Queen Auri of the Dhahabu Kingdom from an alternate Earth has sent a message through dimensions asking for your help to save her people from a curse that is causing people to become filled with insane rage.

Story
The plot itself is good enough and makes sense; the overall arc of the story doesn't do anything mind-blowing, but does what it sets out to do. However, the style of the whole thing is great. I love the alternate Earth the arc is set in. None of this was explicitly stated, but this Earth's society seems to have evolved in such a manner that ancient African cultures remained dominant. Everyone you'll see has dark skin tones and are dressed like they're either from an Egypt-esque society or an ancient African tribe. The nerd in me started thinking of scenarios where this Earth gets more direct sunlight than Primal Earth, making it so the genetic mutation that caused people's skin to get lighter in areas further north of the equator never happened; the kingdoms of Africa never fell out of power and eventually took Europe and China's place as the societies that ended up conquering and colonizing much of the world, and more. Again, all of that is rampant speculation, and I think it's a good thing. There's really not a good way to lay out all this kind of stuff in an MA arc and have it not feel like I'm having exposition crammed down my throat. Plus, speculation is fun.


Then again, that's not necessarily a BAD thing...

The world's technology level seems to be a fantasy 1700s level; I don't want to say steampunk because it definitely is not that aesthetic; with magic being more common. The author uses custom enemies and recolored standard enemies to great effect to achieve the style, and the names of the enemies and their descriptions and just the whole thing in general is just really immersive and just plain cool. Only real hitches in the recolored enemies are due to limitations of the system (Arachnoid arms apparently don't inherit the skin color, the contact headshot in the window doesn't inherit the colors) or one very specific case where a dark-skinned Steel Strongman had dark red pants in low lighting, and well, from a far distance this occurred:


Okay, I am REALLY glad they invented pants. Though, that's not really much better.

Did I mention the title? God dammit, I really love that title.

Only typos that stuck out enough for me to notice and remember were a couple instances of missing punctuation in the accept text. Just stuff like periods missing on the end. However, speaking of that, at first I was confused why the accept text was also included in the send-off text but then I realized that it's there so a team can see it. The accept text is your character saying something, all pretty generic stuff that any hero would reasonably say like "Alright, I'll help you" or "Maybe Spider King Anansi has something to do with it." (Again, great names. Makes everything seem really awesome and pulpy.) A team wouldn't get to see that otherwise, so that's a pretty awesome touch. I wish I had the room to steal that for all of my arcs, but I have a bad habit of running up against the character limit. However, the Drakule arcs all have a bit of room, and some of that accept text is pretty funny...

Mission three was really light on the text. Two clues, like one or two things of system text, ambush dialogue, that's pretty much it. It feels like space might be an issue here, and there used to be things that got cut out. However the mission feels really dry, especially since the map spawns empty; as it should. System text on all of the glowies and dialogue for the boss would make it feel far more polished. Some of Queen Auri's dialogue could use some punching up as well. It's not bad, but she could use some more characterization. Right now she doesn't quite feel like a unique character with a unique personality.

Mechanics
All of the missions are relatively short with great map choices for all of them. Well, the third one was too easy, since it takes place in an abandoned mine, which CoH has about a thousand of. However, some of the custom enemies and custom groups are a recipe for aggravation. The first mission doesn't really have issues. None of those enemies are really bad in any manner. However, the second mission has a minion with web grenades, a minion with poison that has weaken, an LT with kinetics, and to top it off, one of the Arachnoid EBs as the mission's boss. That last one isn't really something I think should be changed, since it is a standard enemy (albeit an annoying one with all the regen) but the minions with web grenade and poison, though thematically appropriate, can easily get really damn annoying. Thankfully I was an SR scrapper so it never became an issue to me as I was dodging them, but someone with no defense who's playing on a big team or with higher difficulty settings is going to have some real issues with the constant heals, debuffs, and web grenade spam.

Mission 3's only enemies were a single renamed BP spirit mask and custom enemies that spawn as an ambush horde if you steal the sacred treasure from the treasure chests. You're warned not to do it by Queen Auri, and it gives you a long timer to change your mind, but due diligence and all that. The ambush is an all lieutenant group of gravity control/regen guys who had the reflections fly. Their gravity and regen are custom with some of their standard powers missing, but with some higher level powers that make them pretty beefy. Granted, they'd give out reduced XP anyway for being an all LT group, but fighting a tough enemy and not getting any rewards for it was a bit of a letdown. That's pretty nitpicky though, since you don't have to fight them all, but still. Something to think about.


Wait, did they throw one of their chests of sacred treasure at me? They don't revere it at all, they're just being dicks at this point.

Fourth mission has a custom group of all recolored enemies. The obvious choice, the Banished Pantheon Shaman shows up finally, but only Storm Shamans. The other LT is a recolored Steel Strongman, which will also drop some heavy -tohit on you. I'd suggest swapping out for an Avalanche Shaman instead. Still fits with the Corrupted Shaman's idea that they're nature shamans that have been magically compelled to do the villain's bidding and makes the -tohit less awful. The villain himself is Dark Blast/Willpower, willpower set to custom. He seems to just have the toggles, the autos, and strength of will. Unsure of whether he has the status protection or not. He does have blackstar, which I think is fine, since blackstar actually gets used at 25% health like a proper nuke tier 9, and at this high level I expect EBs and AVs to throw out some nukes every once in a bit.


Seriously man, I'm trying to do a thing here. Stop stealing my thunder.

Last mission also has issues. The only lieutenant in the custom group is mind control and has confuse. That will blast right through any positional defenses (like mine) and confuse on a lieutenant is pretty rough. Not a lot of people resist that, and there's going to be a lot of that flying around. The final EB in the arc is also way rough. Looks like he's dual blades/willpower, with what seems like every power but the self rez, thank god. This means he puts out tons of damage and has a ridiculous regen rate due to higher hit points from the first auto, +regen from the second, and then really dumb amounts of regen from rise to the challenge. He ate through both of the boss level allies you can optionally summon in the mission with no effort, and killed me a couple times thanks to his high amount of attacks and blinding feint and his mind control allies ignoring my defense. Had to bust out the archmage/geas combo on him to finally take him out. He should definitely be toned down. Rise to the challenge needs to go, and I'd take out blinding feint as well.

Final Thoughts
Despite some areas with the potential for some real headaches, this arc won me over with pure style. With some tightening up of the difficulty this arc would definitely be one of the best arcs I've played in MA. Good work.


 

Posted

I have extensively revamped my trilogy. It is back in the 'looking for feedback' category. Thanks!


 

Posted

Very glad you enjoyed the arc and the title fluctuated a bit in my head before the final published version. Mission 3 has always been a bit of difficulty in design since it is supposed to be the "quiet" mission but that causes it's own sets of problems. The Gravity Control ambush was a bit unique in that it was an attempt to make a "wrong choice" group that could actually be a hinderance for melee without being an instant kill for squishies.

I removed Rise to the Challenge from the final EB. The thing with the mission 4 and 5 end bosses is that I had gotten used to teams curb stomping them in their original forms when testing that I started to slowly buff them and their encounters. Problem there is that I didn't account for how it might affect some soloists. Mission 4 is probably fine but I may need to scale back mission 5 a tad.


 

Posted

OK, here goes:

* Arc Title: 7662 - The Labors of Rustam: The Cold and the Dark
* Arc ID: 54293
* Player Faction: Neutral
* Enemy Factions: Circle of Thorns, Snakes, Banished Pantheon, Rularuu, Devouring Earth, "Romans", Hydra, Winter Horde
* Creator Global ID: @Swami Monsoon
* Difficulty Level: Moderate > Hard (Ramps up in later missions, last mission is multi-AV nasty) Stock mobs, custom bosses
* Recommended Team Size: 1-8, Level 45-50
* Typical duration: 1 - 1.5 hours (5-mission arc)
* Arc Synopsis: You've received a message from Mender Mobius. Ouroboros operatives have detected a disturbance in the time stream. The date is approximately 650 B.C. The location is Ancient Persia...

-Emphasis on occult enemies, reason why becomes clear as plot unfolds...
-Obligatory attempt at world conquest but with lots of extra vileness thrown in (even Villains will derive a lot of satisfaction from beating these guys down)
-Hints at even greater Lovecraft/Dr. Strange type horrors...
-NPC hero (guess who) in every mission. Just be aware that NPC AI has been pretty sketchy in MA missions. When he's paying attention, however, he hits like a bus.
-You may need the help on the last mission. Did I mention the multiple AV's?
-Be sure to read clues/souvenirs/other mission text
-Warning: Contains cave maps. (For spooky atmosphere and because there are few outdoor maps that are not in an obviously modern setting) (Note for Smurphy: ...but they are all pretty linear, except for perhaps the last one.)
-Management is not responsible for harm to CoX canon or Persian mythology.

* Arc Title: 7662 - The Labors of Rustam II: Rustam and Sohrab
* Arc ID: 59243
* Player Faction: Neutral
* Enemy Factions: Devouring Earth, Warriors of Turan (custom group: think swords and sorcery)
* Creator Global ID: @Swami Monsoon
* Difficulty Level: Hard
* Recommended Team Size: 4-8, Level 45-50
* Typical duration: < 1 hour (single mission)
* Arc Synopsis: You've received a message from Mender Mobius. There's been another disturbance in the time stream. The Cold and the Dark are up to new mischief...

-One big outdoor mission (took up 89% of arc memory)
-Tough but perhaps not quite as nasty as last mission of previous arc
-2 AV's, numerous EB's
-Diverse, fairly tough custom faction
-Your favorite hero is back.
-May take a while solo. (Hint: find the hero first.)
-Ends in a cliffhanger.

* Arc Title: 7662 - The Labors of Rustam III: The Longest Day
* Arc ID: 78130
* Player Faction: Neutral
* Enemy Factions: Circle of Thorns, Banished Pantheon, Rularuu, Devouring Earth, Winter Horde, Undead Column (custom group: think decaying Nazis)
* Creator Global ID: @Swami Monsoon
* Difficulty Level: Hard
* Recommended Team Size: 1-8, Level 45-50
* Typical duration: 1 hour (3-mission arc)
* Arc Synopsis: After their efforts to alter the past are foiled, the fiends of the Cold and the Dark strike back in the present. In a daring raid, they attempt to kidnap the world's leading experts on time travel...

-Hectic, crowded missions, each with at least one AV or multiple EB's (and the same ally)
-Many of the same foes, now in a modern setting
-Ends with a twist.


Picture Jack Emmert in front of a mirror on patch day, holding a tinfoil Goa'uld
hand-device and shouting, "You dare question ME?! Kneel before your God!"
-An anonymous GDN victim