Do you feel like AE stories are better now?
I think at the beginning, everyone was making missions to test out the new shiny features. Now a lot of people have moved back to just playing the game instead of creating MA missions, barring farm missions of course.
Also, now that there's not a ton of badges that require people to play your arcs, getting publicity isn't something that's incredibly important to people unless they're actively trying to make a good arc and get feedback on it. And even if someone is trying to get hall of fame, the only bonus from getting it is another arc slot, so only people who like writing stories care.
I will say, I have definitely seen a LOT less build up/rage and such. Far less missions filled to the brim with extreme AVs and such too.
So, to summarize, the only people actively making story missions nowadays are people who care about stories and making fun missions, and those people are usually trying to get better at doing so.
Partly it's what Bubba said: If an author whose work I have enjoyed it the past has published a new arc, I will probably play it before something that comes up in a random search. The random search feature itself has improved, as I can now avoid the Extreme/Extreme AV...or avoid AVs totally if my character isn't suited to fighting them. Many arcs that people just published and never touched again are invalid now, leaving us with arcs that have had at least some attention paid to them. The "all my friends voted for me" 5-star arcs have been downrated through either honest ratings or griefers, possibly driving a certain kind of author away from MA.
We have some more options now to tell stories the way we want to. Every custom critter you replace with a recolored standard mob gives you room for a few flavor objectives, or a bit of dialogue that makes the story better. Every recolored standard mob you can add to your custom group can give them more variety, make them more interesting to fight, or make them better balanced. We can have consistent level ranges without resorting to tricks. Empty maps, fade-in blinkies, and chained blinkies are nice too.
Oh and let's not forget that if an author is also an MA player (and from what I have seen many of them are) they have probably encountered many many of the things on the "what not to do" list and now know exactly why you shouldn't do it.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
I think it's a combination of the improved search tools allowing us to avoid the bad arcs more easily and a lot of the authors who were making bad arcs have moved on.
Definitively! You just need to play most of the Dev's Choice arc which almost exclusively come from closed beta when people were just learning the tools available and compare them to any of the "hot" arc" discussed here. Also, the 1000's of "make an arc with my favorite character set to extreme to try this new MA stuff out" have stopped. I just wish there was a way to clear out the 10,000 of thousands of these test type arcs.
WN
Check out one of my most recent arcs:
457506 - A Very Special Episode - An abandoned TV, a missing kid's TV show host and more
416951 - The Ms. Manners Task Force - More wacky villains, Wannabes. things in poor taste
or one of my other arcs including two 2010 Player's Choice Winners and an2009 Official AE Awards Nominee for Best Original Story
I don't know about all of you but my arcs have always been good. Yep. Not like I went back and made sweeping changes after publishing no matter how "done" I thought they were at the time.
Captain Skylark Shadowfancy and the Tomorrownauts of Today. Arc ID: 337333 - Signal:Noise, where is everybody? Arc ID: 341194
@The Cheshire Cat - Isn't it enough to know I ruined a pony making a gift for you?
12 second horror stories - a writing experiment.
I will say, I have definitely seen a LOT less build up/rage and such. Far less missions filled to the brim with extreme AVs and such too. |
The more I think up ways to re-do my story-arc so that I can broaden the scope, tell more of the story and get the player more immersed and involved, the more disappointed I become because AE does not support my ideas by offering the tools I need to accomplish my goals.
Further more, since the Devs allowed double-XP in AE, and I16 will implement a new Difficulty Settings system and a "new" auto-SK feature will be introduced, I see these changes as a sign that the game is evolving into a faster level-grinder game where the content you blow through is meaningless anyway.
The stories themselves, may be better, but as long as just one person can immerse in them, the team leader, and as long as people urge the team onwards into the next group of enemies, stories will play a backseat role to blowing through the levels, which to me means this isn't an MMORPG, but simply an MMO, just like all the others, and that's definitely not what I thought the Devs were trying for.
Save Ms. Liberty (#5349) � Augmenting Peacebringers � The Umbra Illuminati
AE stories?
What AE stories?
It's filled with farm missions. I can't see any stories!
Characters!:
Pinny - Scrapper
Shadewing - Defender
@Pinny
Further more, since the Devs allowed double-XP in AE, and I16 will implement a new Difficulty Settings system and a "new" auto-SK feature will be introduced, I see these changes as a sign that the game is evolving into a faster level-grinder game where the content you blow through is meaningless anyway. The stories themselves, may be better, but as long as just one person can immerse in them, the team leader, and as long as people urge the team onwards into the next group of enemies, stories will play a backseat role to blowing through the levels, which to me means this isn't an MMORPG, but simply an MMO, just like all the others, and that's definitely not what I thought the Devs were trying for. |
Rather than playing up their strengths they're instead trying to cater more to the lowest common denominator in yet another attempt to expand their playerbase in a way that will just as likely drive more long-timers away instead. One can wonder if that is their plan.
I can't say that I've found ANY of the AE stuff to be much fun. New or old, none of the "stories" I've come across have interested me. The Devs Choice arcs I've played have let me down big time. Maybe it's because a lot of the ones I've played are non-canon, or maybe they aren't my "cup of tea".
Either way, the only reason I even bother with AE anymore is if I need some salvage. I gather up enough tickets to buy what I need and move back to the "good old" regular content for my fun.
I've actually done more Ouroboros stuff since the AE came out than I have since it was introduced back in what, i11? I thought that the AE would be really great, and while it is fun at times, I guess it's just not for me.
Losing faith in humanity, one person at a time.
Further more, since the Devs allowed double-XP in AE, and I16 will implement a new Difficulty Settings system and a "new" auto-SK feature will be introduced, I see these changes as a sign that the game is evolving into a faster level-grinder game where the content you blow through is meaningless anyway. |
Double XP is for two or three weekends a year. I16's new difficulty system will cause those PuGs that set themselves to Invincible(because it's the "best" xp) despite repeated deaths to set themselves to Invincible +1 (which must be even better xp than Invincible, right?) and level even slower. The only people who will actually level faster with higher difficulty settings are a fairly small subset of power-gamers. The auto-SK feature will actually cause most PLing to be slower, as you won't be able to SK someone to 45 for optimum XP (I'm sure a small subset of hardcore PLers will be able to take advantage of it. Again, they're a minority).
The stories themselves, may be better, but as long as just one person can immerse in them, the team leader, and as long as people urge the team onwards into the next group of enemies, stories will play a backseat role to blowing through the levels, which to me means this isn't an MMORPG, but simply an MMO, just like all the others, and that's definitely not what I thought the Devs were trying for. |
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Now if only they'd announce a "Don't have to see other people's 'creative' power colors" setting as well.
Eva Destruction AR/Fire/Munitions Blaster
Darkfire Avenger DM/SD/Body Scrapper
Arc ID#161629 Freaks, Geeks, and Men in Black
Arc ID#431270 Until the End of the World
Well, to be honest, I'm now more into using AE for powerleveling and getting Influence/Infamy than ever before, and I think the reason for this is my growing frustration with the shortcomings of the tool-set AE provides. The more I think up ways to re-do my story-arc so that I can broaden the scope, tell more of the story and get the player more immersed and involved, the more disappointed I become because AE does not support my ideas by offering the tools I need to accomplish my goals. Further more, since the Devs allowed double-XP in AE, and I16 will implement a new Difficulty Settings system and a "new" auto-SK feature will be introduced, I see these changes as a sign that the game is evolving into a faster level-grinder game where the content you blow through is meaningless anyway. The stories themselves, may be better, but as long as just one person can immerse in them, the team leader, and as long as people urge the team onwards into the next group of enemies, stories will play a backseat role to blowing through the levels, which to me means this isn't an MMORPG, but simply an MMO, just like all the others, and that's definitely not what I thought the Devs were trying for. |
Stand UP.
FIGHT BACK!
I tend to think that arcs have gotten better. In fact, the majority of the arcs that are listed as having 4.0 ratings or better in the Rotten CoHmatoes Project thread are almost all better than the majority of the Dev's Choice arcs. That isn't meant as a slam on most of the Dev Choices, but as a commentary on how people have learned to use the tools and how some of those tools have improved. Heck, even most of the arcs listed in that thread have been improved considerably as a result of feedback.
While it's very true that the powers-that-be could still stand a wake up call on improvements, and that there are quite a few limitations still to be overcome, many of the arcs that are rated consistently with 4's and 5's (and in many cases 3's) in this forum are better than much of the developer created material.
So, yes, I think they're getting better.
The SOLUS Foundation - a Liberty and Pinnacle SG
"The Consequences of War" - Arcs # 227331 and 241496
Went through this fifteen years ago with the release of a program called Forgotten Realms - Unlimited Adventures. That was a game creator from SSI, patterned after the old "Gold Box" AD&D based games like "Pool of Radiance" and "Curse of the Azure Bonds", and that were played using essentially the same engine.
Those games varied in quality, but every one of them was a long, fairly tedious, maguffin driven dungeon crawl filled with random combats for the sake of combat. When the first designs were made, they tended to resemble the officially released commercial games.
Eventually, the creator base tightened them up considerably, with faster paced storytelling and far less routine combat. The best of the fan-made games were both briefer and faster paced than the style of the original games.
There does seem to be a tendency towards brevity and faster pace fairly clearly expressed as a preference of the player base that's interested in stories. Flavor text is important. Identical events should not repeat much.
<《 New Colchis / Guides / Mission Architect 》>
"At what point do we say, 'You're mucking with our myths'?" - Harlan Ellison
Yeah, I can say it does get tiring to see all the farm arcs in MA. You guys should totally play my story arc instead (located in my sig), it's meant to be fun, rather than profitable (not that it isn't profitable, I mean, it gives out a decent number of tickets, it's not like you don't get anthing for playing and stuff, it's just not designed to be ultra-profitable)! I'd compare it to something like Bionic Commando (NES), where the story isn't so much what drives it as the content itself (did that even make sense?).
Go play it, I don't even have one playthrough yet (after three days!)! I'm reduced to just plugging myself in every thread that's even tangentially related to the theme of my arc, that's how bad it is. Maybe it's the farmers scaring everyone away from AE that are killing my arc. Yeah, that makes my post relevant, I guess.
[B]The Once and Future Official Minister of Awesome[/B]
[I]And don't you forget it.[/I]
[URL="http://paragonunleashed.proboards.com/index.cgi"][IMG]http://gamefacelive.com/bre/joker.png[/IMG][/URL]
Went through this fifteen years ago with the release of a program called Forgotten Realms - Unlimited Adventures. That was a game creator from SSI, patterned after the old "Gold Box" AD&D based games like "Pool of Radiance" and "Curse of the Azure Bonds", and that were played using essentially the same engine.
Those games varied in quality, but every one of them was a long, fairly tedious, maguffin driven dungeon crawl filled with random combats for the sake of combat. When the first designs were made, they tended to resemble the officially released commercial games. Eventually, the creator base tightened them up considerably, with faster paced storytelling and far less routine combat. The best of the fan-made games were both briefer and faster paced than the style of the original games. There does seem to be a tendency towards brevity and faster pace fairly clearly expressed as a preference of the player base that's interested in stories. Flavor text is important. Identical events should not repeat much. |
I disagree with pretty much every thing in this post. I liked the older AD&D cmptr games, as well as ones like Fallout 2. I liked the random combat (As long as it was not like every few feet moved.), and I liked the stories.
Then the diablo rpGs started coming out on the computers, and this pulled the FPS crowd over to the cmptr RPG side. These diablo babies started hitting these older cmptr RPGs, because they had already blasted through what was available. They wined and cried about the games being tedious and slow paced (Because they were story driven.). Eventually what were story driven game sets, turned into leveling based game sets.
Most of the players who want the faster pace have no real interest in the stories, they just want to level. Unfortunately for some of us this is the larger player base. The older cmptr RPGs became, maybe not less popular, but a whole lot more trouble to create, and have pretty much went the way of the dinosaurs. In fact, the table top versions have also become more level driven and less story.
Now for the Ops question.
I think that the AE is a pain in the *** to use. It is easy to build farms and rp lite mission/arcs with the AE. Try to tell a story with this tool and things become a whole lot more difficult.
This game has always been kind of clumsy mechanically (Accuracy system and MOB AI for example.), but not till I started using the AE did I realize how FUBR the mechanics of this game really are. NWN a 3D multi player cmptr RPG that came out over a decade before this game, has better game mechanics and a hells of a lot better dungeon/mission creator.
With the NWN tool, I can build and set triggers pretty much anyplace. I can set specific MOBs at specific places. I can expect the MOBs to actually use all of the abilities I give them. None of these are doable or actually happen within CoHv. Im constantly having to go back in and tweak the mission or MOB to get the story to flow the way I want it to, or to even happen at times.
I have no interest in creating a rp lite level driven farm. Im trying to tell a visual story with the AE, and this is very difficult to do. I believe that the AE is the same tool that the Devs are using to create their missions/arcs, and I can see why many of the missions/arcs are so flat. I feel sorry for them that they have had to deal with this system for the past five years.
The whole point of my soapbox is that the farms and rp lite misions/arcs are easy to build, so they would be the first ones built, and the ones built by the player base who have no real interest in telling a story (A large number.). This makes for a lot of fairly worthless missions/arcs (To me.), at the start of the AE, and more story driven missions/arcs being created and edited, now that the AE is a little older.
I've found myself rating more five star arcs in the past two weeks than I did in the first two months of player arcs. I know there are several reasons for this, at least where myself is concerned.
1. In the realm of so many reviewers leaving good feedback on what people like seeing, architects are getting better at putting things in that we want and keeping things out that we don't want. And use all that feedback to rewrite, and improve their arcs to something much better than the first drafts when this all started.
2. Architects have gotten used to all of the tools available, and know many more ways to use them smartly and effectively.
3. As a player, I've learned to weed through the arcs better, play arcs from architects I've liked in the past, or play arcs that have already gotten good reviews from other sources.
How do you feel like your experience has changed from when the Mission Architect was first introduced?