Lowbie Arc Reviews by an Altaholic Couple


airhead

 

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(I swear I fixed all the spelling errors but I guess I either missed some or it didn't take).

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This has to be a hidden "feature" of the MA. I can't even tell you how many times I've fixed something just to have it automagically reappear.


 

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If you republish your arc ... you need to wait until you see the message "So-and-so has been republished" *then* refresh the search list before you make any more edits.

If you don't do that, and you make more changes ... you'll be editing from your original, unedited version. So any changes you originally made will be lost in the second round.

Let's put it this way.

You have a published mission. Let's call it Mission A.

You spot a few errors. You edit it and republish it. Now let's call it Mission A1.

However, if you don't refresh the search list, then it's still showing Mission A. So if you spot some more errors and make some more edits, you're still editing from Mission A, not from Mission A1. Therefore all of the changes that were in Mission A1 will be lost.

Yes, it's annoying.


Play my MA arcs!

Tracking Down Jack Ketch - ArcID #2701
Cat War! - ArcID #2788

 

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If you republish your arc ... you need to wait until you see the message "So-and-so has been republished" *then* refresh the search list before you make any more edits.

If you don't do that, and you make more changes ... you'll be editing from your original, unedited version. So any changes you originally made will be lost in the second round.

Let's put it this way.

You have a published mission. Let's call it Mission A.

You spot a few errors. You edit it and republish it. Now let's call it Mission A1.

However, if you don't refresh the search list, then it's still showing Mission A. So if you spot some more errors and make some more edits, you're still editing from Mission A, not from Mission A1. Therefore all of the changes that were in Mission A1 will be lost.

Yes, it's annoying.

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I made over an hour worth of changes when the MA glitch'd up and added spaces to the color tags, rendering all tags visible. After reloading the map, it did exactly what you said, resetting all the changes I made. Luckily I had most of the big changes saved in google docs so I just cut and pasted over. It's all the small changes I made that I'm sure I missed on the second edit. Soooo frustrating.


 

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Well, it's good to see somebody doing lowbies. None of my missions are designed for characters over 30... yet.

2180 is workable with lowbies of any level.
1874 is for anybody who can handle Tsoo.
5073 is designed for 20-30 villains. Villain 30-40 Carnies are fightable in that range, has been my experience. But it's currently experiencing some weirdness - I've received reports of the Carnie mission not actually spawning anything for 30-40 villains to fight, though I haven't managed to reproduce it.


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)

 

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Well, it's good to see somebody doing lowbies. None of my missions are designed for characters over 30... yet.

2180 is workable with lowbies of any level.
1874 is for anybody who can handle Tsoo.
5073 is designed for 20-30 villains. Villain 30-40 Carnies are fightable in that range, has been my experience. But it's currently experiencing some weirdness - I've received reports of the Carnie mission not actually spawning anything for 30-40 villains to fight, though I haven't managed to reproduce it.

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Glazius, you should know that we've played all of yours and loved them. Honestly, Bricked Electronics is one of my very favorite lowbie arcs, and I've actually played it multiple times on this recent crop of lowbies. (One time in a full team of baby goons even. That made the last mission really hectic.)

So you don't get no stinkin' reviews. Your arcs have already gotten 5 Star ratings from both of us!


 

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Well here are a couple for your next batch. I don't see any of these taking over an hour to complete.
* "All Consuming" (#261148) is levels 20-25 and heavily features the Banished Pantheon.
* "The Amulet of J'gara" (#1709) is levels 25-33 and is split between Circle of Thorns, Tautha de Dannan, Fir Bolg, and a custom group of my design.

All my other arcs are level 35+.

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All Consuming, arc ID: #261148

Rated 4 stars.

Played solo with level 28 WM/Shield Brute. Scaled down to level 25 which is good for easiest diff. Almost too easy but that's fine, means a lowbie or squishy would be able to handle it.

This map is loads of fun to play but had a few minor story, finishing issues that might need to be address for this to be a true 5 star arc.

Clue 1, map 1, Sky Raider says "We knew that this ship was involved in smuggling so we decided to raid it en route from the Rogue Isles."

This seems to conflict with Clue 2, map 1: "...the Sky Raiders had smuggled out of Bloody Bay."

We find out who actually is doing the smuggling later so the second clue might need a slight adjustment.

I was confused about the canon regarding shivans and how they relate to the husks but I think that was cleared up to some extent later on, at least to the point were it seems like a moot point by the end. May want to customize some of the mob descriptions just to make it relate more directly to your story. But that's just a suggestion, the original descriptions will work with the story.

Map 2: One of the glowies says "You examine look inside" which is just a minor error.

Map3: Clue is awkwardly worded "O'Malley was looking at it when he looked at her and she just stared into his eyes." This along with the map 4 accept:

"Now we have some more injured officers and she's vanished into the fog.

"It gets worse though, everyone's heard about the incident... and word about the... being involved got out. Now we have... heading into Dark Astoria as well and I don't know how helpful they will be."

Not sure if you want to change this but if you say all this out load it sounds really awkward and I think it can be smoothed out. There's a lot of 'and's that are connecting sentences that have different subjects. There's also a comma that might want to be a period or a semi colon. Maybe break up some of the sentences. Reword how you want it. Just to make it sound more smooth and free flowing.

Map 4 was loads of fun and really did it's job to drive home "the plot thickens!"

Map 5, BP spawned minion zombies to cast on the husks. This wasn't a big deal and doesn't effect the rating but would be a nice fine tune to create some custom caster BP shamans just for the husks.

I'm also not sure if I missed it but it was a little muddy exactly how the shivans are connected with the husks and what the objects actually do. Do they make shivans? Do the husks make shivans? Also I don't think the issue with the Sky Raiders was ever cleared up even though the dialog mentions looking into it in the beginning.

This story/plot is good enough to carry this story even with the little holes but you could easily get this to sparkling perfect 5 star arc by fine tuning and buff job on the story.

Great job man! You make good arcs!


 

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2180 is workable with lowbies of any level.


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5 stars. Highly recommended.

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1874 is for anybody who can handle Tsoo.


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5 stars. Highly recommended.

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5073 is designed for 20-30 villains.

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5 stars. Highly recommended.

What more do you want?

I believe we played all of these arcs with lowbies arond level 10 and didn't have issues with them, even the scaling up.


 

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"All Consuming" is what happens when I skip the days/weeks of testing and revising, instead writing an arc in a single afternoon and then sending it up the flagpole to see who salutes.

I wrote and published it on Sunday afternoon, then revised it on Monday night. What you played is only the 2nd draft really, so it's expected to have some errors and plot holes.

The Banished Pantheon is not an easy group to write for. While the lack of in-game lore does leave a lot of empty canvas, it also places a greater burden on the author who tries to flesh them out. Sometimes you have to make some big leaps and risk making assumptions that could turn out to be totally wrong in the future.

Anyhow, it is known that the Banished Pantheon study superpowered beings. Their chief god Lughebu demands it of them and they are often looking for powerful beings to sacrifice in their continuing attempt to awaken the sleeping god who lies buried beneath Moth Cemetery in Dark Astoria.

Now the Shivans are another form of undead, so the idea for this arc was that the Pantheon was studying how to control the Shivans for their own uses and even empower their own zombies with the same abilities. However that was not enough for the story, so I decided that the next idea they got was to use these creatures to tap into the vast power of Shiva and use it to awaken the sleeping god. That is why it becomes to critical to stop the ritual at the end.

And yes, I did make it so that one of the powers of the Corrupted Husks is to turn the dead into Shivans. That is the explanation for what happened with the crew of the cargo ship. Originally it was the Sky Raiders doing the smuggling but that made little sense, so I changed it to that they decided to hijack the ship and instead released the Corrupted Husk onboard and created that whole mess. If it were not for them then this whole Pantheon plot may have not been discovered until it was too late.


 

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londerwost:
Thanks for the Review...

When I first put it together it was at Max space (before I15). I managed to add in the Boss to fight (The Dentist) before then, at a suggestion of a previous reviewer. I was going for someone who would go after Kids trick or treating.

Since I15 I haven't had the time to clean up some of the dialog to add in about the Dentist and the Hesling (the Witch Hunters).

I also have plans for one more custom group... If I can make it work right.. Want a group of Trick or Treaters who don't attack and just wander... Need to see if MA will let me do that.

Halloween Night is next on my List to add some more cleanups too (just spend time the other night I was on cleaning up my other arc)


anachrodragon:
See above on the Contact Intro Dialog - I'll look at adding more to it to spruce it up.. Now that I gained a ton of room from I14 --> I15 (went from 99% to 75% filled with the issue change). I have some ideas as to the Intro and Send off text to add + another whole group (if it works right).

"pirate elite bosses" I didn't think the Helsing Big boss guy was at Elite - that is weird I'll check that out. Considering The Dentist was an EB (I think I did him as one) that should be scaling down to Boss level for single/small groups.

There might be some Emoticons in the Text hard to remember

As for the Grammar/Spelling Issue I'll look for that thanks!


Take Care,
BinkDeBook
Virtue: CaptainMayhem-50 Inv/SS Tank; NaomiArmitage-50 DM/Inv Scrap; Captn Randomizer-50 MC/Kin Cntrller; Murky Thecat-50 Claws/SR Scrap; Professor Junk-50 Bots/Traps MM; +Others Arc Id #77311, #227436

 

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Want a group of Trick or Treaters who don't attack and just wander... Need to see if MA will let me do that.

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Just put them in a patrol and set it to "Ally".


 

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The Next War on Drugs
Arc ID: 245042
Levels: AutoSK to 18-20 but completely playable by lower
Length: 5 missions (most are short). 45 min
Description: Street crime and drug trafficking are on the rise in Paragon City, and Back Alley Brawler wants your help to fight back. Learn about the history of the War on Drugs and investigate new threats. (More story than XP. Short quick missions, for lowbie/teen heroes. AutoSK)

Notes: For those who don't mind a lot of story in their story arcs. It's admittedly text heavy, but I hope I've somewhat made up for it by making the missions quick.

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4-starred. Some comments:

Mission 1: The Troll dialogue seems a little low key. That's me being nitpicky though.

Mission 2: I'm not sure that Security Guards are a good pick to be watching over the warehouse and mission objective. Why not the Skulls? They seem appropriately low tier and in line.

Mission 3: I liked this one. I've been pondering how to do an ally-filled mission for a while, and I think this has given me a few ideas. Also, I won't ever again complain about the amount of text that ends up in my own arcs.

Thanks for putting me in the queue.


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

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The Next War on Drugs
Arc ID: 245042
Levels: AutoSK to 18-20 but completely playable by lower
Length: 5 missions (most are short). 45 min
Description: Street crime and drug trafficking are on the rise in Paragon City, and Back Alley Brawler wants your help to fight back. Learn about the history of the War on Drugs and investigate new threats. (More story than XP. Short quick missions, for lowbie/teen heroes. AutoSK)

Notes: For those who don't mind a lot of story in their story arcs. It's admittedly text heavy, but I hope I've somewhat made up for it by making the missions quick.

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4-starred. Some comments:

Mission 1: The Troll dialogue seems a little low key. That's me being nitpicky though.

Mission 2: I'm not sure that Security Guards are a good pick to be watching over the warehouse and mission objective. Why not the Skulls? They seem appropriately low tier and in line.

Mission 3: I liked this one. I've been pondering how to do an ally-filled mission for a while, and I think this has given me a few ideas. Also, I won't ever again complain about the amount of text that ends up in my own arcs.

Thanks for putting me in the queue.

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Thanks for playing it. I appreciate the feedback.

I think the Trolls are influenced by my first arc, where I've got a mission full of dumb Trolls with dumb dialog. I should really revisit this one and give them more aggressive dialog.

Yeah, the security guards. I'm not 100% happy with them either. I'd considered Skulls but I'm kind of stuck in that I don't want to vary the level range so much that it's annoying for people. Skulls cap out at 14, Supa Trolls are like 19, the Family I wanted to use seem to come in at 20.

The other thing I've considered in that mission is, instead of using a body bag, use like a barrel or something, and say it contains the guy's head. At least then it would make more sense that the security guards don't even know what's in the warehouse.

I'm glad you liked mission 3. I knew I was taking a risk with that, but decided to go for it anyway.

The main thing, above all else, that I was concerned about while writing this, was if the dialog suited Back Alley Brawler. I don't think anyone's had an issue with that so far, so if I did alright on that account, then I'm happy.

Thanks again for the feedback. I'll play yours tomorrow night.


 

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Feel free to try my arc, the Arc ID is in my signature, it's level 1-14 story arc.

All feedback welcome

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This is for: A proper heist, Arc ID: 82059

First I have to apologize for not having a long review. I was making some notes, and lost them due to computer issues, and also it's late and I'm falling asleep.

I liked this arc. It's exactly what it's advertised as: a simple arc for lowbies. I could easily see playing this on a brand new villain as a break from the usual Mercy Island fare.

I do remeber a couple of things I thought I'd point out (minor stuff, doesn't figure into the rating)

In mission 2 the nav bar is redundant with the objective. They both say "Save Sammy".

Also the souvenir says "coins" when I think you meant "coin"

Overall, it was a short sweet arc, with a simplistic, yet consistent story.

Rating: 4 Stars


 

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hehe thanks for the review

Glad you liked it, will sort out the Coins instead of Coins thing soon. It is meant to be a 'starting arc' as in you can do it straight out of arriving in Mercy, glad keeping it short, sweet and simple worked for you.


 

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Want a group of Trick or Treaters who don't attack and just wander... Need to see if MA will let me do that.

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Just put them in a patrol and set it to "Ally".

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If there an Ally they won't attack me - but will attack all the rest of the enemies right?

Also I couldn't find anything other then The Dentist as a EB.. all the rest of the customs are at Boss or below - not sure how you saw an EB of the Hesling.

I've got some ideas as to how to make the text tell people about the Witches and Hesling around - and why there are there (and probably about the Dentist as well) - just need to find time and write it up.


Take Care,
BinkDeBook
Virtue: CaptainMayhem-50 Inv/SS Tank; NaomiArmitage-50 DM/Inv Scrap; Captn Randomizer-50 MC/Kin Cntrller; Murky Thecat-50 Claws/SR Scrap; Professor Junk-50 Bots/Traps MM; +Others Arc Id #77311, #227436

 

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As I said in my comment, here is my feedback on The Next War on Drugs.

Mission 1: I blew up the van full of explosives? Shouldnt' I keep the Trolls from setting it off? You are right, that joke was a crime. And again, beating on explosives, blowing them up to keep the Trolls from blowing them up?

Mission 3: Instead of a massive construction effort in IP, you could say the massive construction effort in North Steel City. Or if you don't want to reference that, Skyway might work better. There are all kinds of construction works there, but I don't really remember seening any in IP. I understand, Family = IP, but maybe they are trying to branch out to other city areas?

Nice use of chaining objectives. But why is the mission set for level 15?

Mission 5: Ran into a problem finding the 3rd clue. It spawned inside one of the trucks in the loading dock. Unfortunately, while that truck is open in some maps, in Lou's Garage it is closed. I could hear the glowie, but couldn't see it. Fortunately there was a small crack at the bottom of the truck door where I could just barely click the glowie. I would guess this map will disappear for that kind of thing to be fixed.

Pretty good story, with some nice use of MA techniques to move the story. One of my pet peeves is jumping around in levels. Why the level jump to 15 in mission 3 and 20-22 in mission 5? The jumps were small, and I didn't count off for them, but they didn't seem necessary.

I did think of a twist to your story that you may like, or not. If you have the contruction projec in Skyway, the Trolls blowing stuff up serves a double purpose. They distract the PPD and they aer destroying buildings, which will need to be re-built. Or they are taking out construcktion sites of non-Family companies, which will hurt those companies and give the Family a leg up. Just a thought.

All in all, a fun story, with some different stuff going on.
Rating: ****


Justice Blues, Tech/Tank, Inv/SS
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Fighting The Future Trilogy
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Want a group of Trick or Treaters who don't attack and just wander... Need to see if MA will let me do that.

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Just put them in a patrol and set it to "Ally".

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If there an Ally they won't attack me - but will attack all the rest of the enemies right?

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That's what Ally means. "Rogue" is the setting on which they will attack EVERYTHING.


 

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If the two of you have a little longer time to play, please check out my arc! It's designed as a missing 20-29 TF that involves the Family and the Skulls, two groups I love that seem to have been shafted on developer content. (Skulls are custom enemies that should act just like real Skulls!)

Arc Title: The Superadine Revolution

Arc ID#: 262739

Description: No longer content just to push Superadine and commit petty crimes, the Skulls are attempting to steal control of the entire Superadine operation from the leaders of the Family. The combination of the dark magic of the Skulls and the pure strain of Superadine would make them incredibly powerful...

Author: @SpaceNut
Alignment: Heroic, levels 20-29
Length: Approx 1 hour (5 missions)
Difficulty Level: Moderate (Elite bosses in 2 missions, but otherwise soloable)
Enemies: Family, "Skulls"



...I forgot what experience means.

 

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As I said in my comment, here is my feedback on The Next War on Drugs.

Mission 1: I blew up the van full of explosives? Shouldnt' I keep the Trolls from setting it off? You are right, that joke was a crime. And again, beating on explosives, blowing them up to keep the Trolls from blowing them up?

Mission 3: Instead of a massive construction effort in IP, you could say the massive construction effort in North Steel City. Or if you don't want to reference that, Skyway might work better. There are all kinds of construction works there, but I don't really remember seening any in IP. I understand, Family = IP, but maybe they are trying to branch out to other city areas?

Nice use of chaining objectives. But why is the mission set for level 15?

Mission 5: Ran into a problem finding the 3rd clue. It spawned inside one of the trucks in the loading dock. Unfortunately, while that truck is open in some maps, in Lou's Garage it is closed. I could hear the glowie, but couldn't see it. Fortunately there was a small crack at the bottom of the truck door where I could just barely click the glowie. I would guess this map will disappear for that kind of thing to be fixed.

Pretty good story, with some nice use of MA techniques to move the story. One of my pet peeves is jumping around in levels. Why the level jump to 15 in mission 3 and 20-22 in mission 5? The jumps were small, and I didn't count off for them, but they didn't seem necessary.

I did think of a twist to your story that you may like, or not. If you have the contruction projec in Skyway, the Trolls blowing stuff up serves a double purpose. They distract the PPD and they aer destroying buildings, which will need to be re-built. Or they are taking out construcktion sites of non-Family companies, which will hurt those companies and give the Family a leg up. Just a thought.

All in all, a fun story, with some different stuff going on.
Rating: ****

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Thanks for the feedback. The level range stuff is partially due to my laziness. Mission 3 is set to level 15 because that's the level were we still see a lot of plain clothes cops and detectives. It made more sense than a bunch of SWAT officers, which comprise the 20ish PPD. I should really go back and take the ones I want and add them to a custom group and force the level to 20. I've just been lazy.

Actually I'm thinking I might just make everything a flat level 20. It seems to be the level at which the groups I've picked overlap. I really would have made it a lower level arc, but I wanted the Independence Port type Family for the end, not the "Marcone" family of the Rogue Isles.

That really sucks about the Lou's Garage map. I hope they don't wind up removing the map though. Argh...

On your story twist idea, I orginally just went with IP because if I'd gone with other lower level zones (even ones that had construction), I'm sure I would have gotten a lot of comments like "but there are no Family in X zone". I figured IP was safe due to the Family presence. I like your ideas though, so I might use some of them if I wind up doing a sequel. This was originally envisioned as a two part story. As you've no doubt noticed, it sort of begs for continuation, but I want to get this first part nailed down so I'm happy with it before I even consider a sequel.


 

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Here is the updated queue:

These are first up: (Thanks for playing my arc and giving feedback!)

TheDeepBlue's arcs 1402, 61866, 2260
Justice_Blues' Low level trilogy (I think he's revising it?)
BE Prologue: Gangs United, arc# 250480

Hopefully before we go on vacation, if not when we get back:

City of Ho Ho Ho, or A Claus in Paragon, arc ID: 18775
Captain Dynamic, the Great, Faces the Great Face, arc ID: 190069
All Consuming, arc ID: #261148

Probably after our fabulous SD Comic Con vacation:

Teen Phalanx Forever!, arc ID: 67335
Lockdown, arc# 250142
Big Trouble Kings Row Style! Arc ID: 259924
The Superadine Revolution: 262739
ZAGMUK Act One: The Herald #266123


 

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I played
Poi, Demonology, and Everything I Learned From Hellions
Arc ID: 164235

Mission 1: Maybe I'm just reading too much into it. But the "If it's for Ms. Liberty" thing in the accept text made me feel like I was accepting it because I think she's so pretty. Which could be weird if I were using a female. But then maybe you ment it as a doing it for a hero who you respect kinda thing, which might not work too well with the whole "She's too young to be a leader" thing she has going. Not saying it needs to be changed, just something to think about.

I just wanna say. I hate outdoor maps... a lot. But I'll forgive it since there isn't much any other way to imitate a street hunt mission in the MA. But I gotta say, it looks a little weird seeing an alter sitting on the street corner, maybe you might wanna think about binding that clue to a different objective?

Mission 2: Feels a little odd with Ms. Liberty being so worried about Hellions. Even weirder that she felt Statesman needed to be called in. Even if they're going to blow up a building, I find it hard to see her wanting to drag the Phalanx into a battle with the Hellions. Maybe having her want you to contact Longbow would make a little more sense. After all, they're her own private army.

Nice to see a map that I almost forgot existed. But Ms. Liberty getting beat by Hellions feels even more unbelievable then some of the previous dialogue and it's really the only thing that feels out of place in this mission. Maybe give the Hellions a custom enemy as a "Mercenary" that's their to take care of heroes for them? Or maybe something like a 5th Column Krieger, they go from 1-54 and it even says in their description that they work as mercenaries. Just need something, to explain away that problem because it just feels out of place for a high ranking signature character to have trouble with Hellions.

Overall Rating: 4 Stars. Would be 5 if some things didn't just feel so out of place. But it's definately nice to have something different to do at the pre 10 levels.


 

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I played
Poi, Demonology, and Everything I Learned From Hellions
Arc ID: 164235

Mission 1: Maybe I'm just reading too much into it. But the "If it's for Ms. Liberty" thing in the accept text made me feel like I was accepting it because I think she's so pretty. Which could be weird if I were using a female. But then maybe you ment it as a doing it for a hero who you respect kinda thing, which might not work too well with the whole "She's too young to be a leader" thing she has going. Not saying it needs to be changed, just something to think about.

I just wanna say. I hate outdoor maps... a lot. But I'll forgive it since there isn't much any other way to imitate a street hunt mission in the MA. But I gotta say, it looks a little weird seeing an alter sitting on the street corner, maybe you might wanna think about binding that clue to a different objective?

Mission 2: Feels a little odd with Ms. Liberty being so worried about Hellions. Even weirder that she felt Statesman needed to be called in. Even if they're going to blow up a building, I find it hard to see her wanting to drag the Phalanx into a battle with the Hellions. Maybe having her want you to contact Longbow would make a little more sense. After all, they're her own private army.

Nice to see a map that I almost forgot existed. But Ms. Liberty getting beat by Hellions feels even more unbelievable then some of the previous dialogue and it's really the only thing that feels out of place in this mission. Maybe give the Hellions a custom enemy as a "Mercenary" that's their to take care of heroes for them? Or maybe something like a 5th Column Krieger, they go from 1-54 and it even says in their description that they work as mercenaries. Just need something, to explain away that problem because it just feels out of place for a high ranking signature character to have trouble with Hellions.

Overall Rating: 4 Stars. Would be 5 if some things didn't just feel so out of place. But it's definately nice to have something different to do at the pre 10 levels.

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Thanks for playing one of our arcs! I do sympathize with your feelings on outdoor missions, but sometimes there's just no getting around them.

I can't speak for Londer, but I believe there is intentional absurdity in this arc, designed to poke some fun at the sense that low level heroes may be treated a bit like kindergartners in the normal game content. Level disparity in and of itself is kind of a weird thing for the superhero genre, although it makes sense from a MMO mechanics standpoint, of course.

I also went ahead and bumped your arc up in the queue. I'll try to play it this weekend.


 

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I can't speak for Londer, but I believe there is intentional absurdity in this arc, designed to poke some fun at the sense that low level heroes may be treated a bit like kindergartners in the normal game content. Level disparity in and of itself is kind of a weird thing for the superhero genre, although it makes sense from a MMO mechanics standpoint, of course.


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This. Pretty much I want this to be as simplistic as possible, yet interesting, or funny enough, for a hero fresh out of Outbreak to enjoy. My requirements for this was to have one group of non-custom mobs. Hellions seemed like the easiest and even then I was torn about putting fire damage on the boss.

I appreciate you taking the time to play and review my arc. I don't think there's anything that I can change from the review without having someone say it seems weird the other way. It's a quirky arc that will probably never reach 5 star status but I'm okay with that.

Thanks for playing it and I'm totally stoked with the rating you gave it!

EDIT: Plus all the Longbow were hanging out in Kings Row camping The Paladin.


 

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I have a couple of lowbie arcs. They're both pretty long-ish, about 2 hours each, so I'll certainly understand if you don't have the time to play either one of them. But I thought I'd toss them into the ring anyway, so to speak.

The Horsemen Chronicles (Part 1), #195149
The Wolfpack Chronicles (Part 1), #242869

They're kinda "mirror" stories of each other. Horsemen is heroic, Wolfpack is villainous.


Play my MA arcs!

Tracking Down Jack Ketch - ArcID #2701
Cat War! - ArcID #2788

 

Posted

I just ran through Poi again. It's changed in many subtle ways since my review, but the biggest change is the souvenir, which ties up the remaining loose ends.

It's an interesting switch to have villains defeated by their own incompetence! I now suspect Ms. Liberty may have had a hangover, or ate the wrong prawns, rather than getting poisoned by this lot. Nice story.

Cheers, airhead



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