Feedback from Dr. Aeon


Acyl

 

Posted

I'll throw one of my rarely played arcs in the ring:
131430 Starfare: First Contact

Maybe if one dev sees the bug in mission 4 it might get fixed.


131430 Starfare: First Contact
178774 Tales of Croatoa: A Rose By Any Other Name ( 2009 MA Best In-Canon Arc ) ( 2009 Player Awards - Best Serious Arc )

 

Posted

I will put my arc into the hat for consideration 305214 "Blood Diamonds".




~MR


AE Arc: 305214 Blood Diamonds (Villainous)


Unleashed/Unchained/B.O.S.S.

 

Posted

Please have a look at The Intelevator, arc #252193.

Description: New villains are springing up out of nowhere, sporting home-made costumes inspired by late-night infomercials and recruiting members from other gangs.


 

Posted

I humbly enter my little parody arc:

Enter the Father Hat Gang
ID #21391
Suggested for solo Heroes lvl 14+

Description: Big Guns! Anime School Girls! Jokes Galore!
If you like AzuManga Daioh you'll LOVE "Enter the Father Hat Gang!" (link to poster)


Craft your inventions in AE!!

Play "Crafter's Cafe" - Arc #487283. A 1 mission, NON-COMBAT AE arc with workable invention tables!

 

Posted

as PoliceWoman said, time to get a lottery ticket!

Arc #5909, Amazon-Avatars.

(my other arc may be the better liked, and maybe that's the one I should get played by a Dev. but, Amazon-Avatars might be more likely still be able to be improved, so I could use the feedback from another source.)


I'm a published amateur comic book author: www.ericjohnsoncomics.com
******MA Arcs****
Arc 5909: "Amazon-Avatars"
Arc 6143: "Escalation" (Nominee: Architect Awards, Nominee: Player Awards, and Dev's Choice!)

 

Posted

World Tour of Poker
Arc ID: 69164


 

Posted

I want to play too!
Arc in my sig (number 12647, The Tales of Cimerora, volume 1), please!

Good luck to all!


[COLOR=darkorchid]Nebulhym's AE Arcs: Try them now![/COLOR]
# 12647: Of feathers and fur...[COLOR=yellow]Winner of [B]The American Legion[/B]'s January 2011 AE Author Contest![/COLOR]
# 292389: From Tartarus with love...
# 459592: Interdimensional Headache

 

Posted

Wailers in the Big City
ARC ID 334811


"Steady as a mountain, attack like fire, still as a wood, swift as the wind.
In heaven and earth I alone am to be revered."
- Motto on the war banner of Takeda Shingen (1521-1573)

 

Posted

From the Nadir to the Apex
Arc #6275


Final Straw, DM/Regen Scrapper
Solari, Fire/Fire Blaster
Real Americana, MA/SR Scrapper
Task Force Timmy, Grav/Rad Controller
Astral Paragon, Spines/Regen Scrapper
Mr Drama King, Katana/Regen Scrapper
Psi-Stunner, Psi/Mental Blaster

 

Posted

Arc Number 5624 - The Secret of NutriPaste

Its based on the NutriPaste history plaque in Cap Au Diable.


 

Posted

I would love it if you would play and give feedback on my arc:

In Pursuit of Liberty
ID: 221702
@Gypsy Rose

Thanks


@Gypsy Rose

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

 

Posted

Late entry but still in time.

arc id 9028 The Rise of Evil part one.


 

Posted

Please add this arc for your review consideration:

"Get Max" #41646


 

Posted

You are quickly becoming my favorite Dev! Hope you enjoy it enough to make it a regular thing.

Matchstick Women #3369


 

Posted

Guess I'll throw mine out there, maybe it'll get some more attention:

Soul Apocalypse, #138495


 

Posted

While submitted in the Official contest, here's mine:

Arc Name: Magic, Mystery, and Mayhem
Arc ID: 5299
Faction: Heroic; Custom (With CoT splash in one Mission) Villains and Ally
Creator Global/Forum Name: @Travlr
Difficulty Level: Medium, I'd say. Some amount of Mezz. 2 'Boss' and 1 EB in Missions 3 & 4. I'd pack a extra BF or two...

Synopsis:

You would think being a hero in Paragon City would prepare you for all sorts of Criminals. But robbers dressed like they belong in a Magic Show? Seems that the Midnighters don't think it's so entertaining. Think you have what it takes to match wits with The Mystery Magician?


My overall goal is to try and give the Arc a feel as if it was a regular in-game Arc.

Thank you for the time...


@Travlr (Main) / @Tymers Realm (Test)

Arc 5299: Magic, Mystery, and Mayhem Updated!! 09/15/09

 

Posted

Well, Looks like I'm past the deadline, but why not submit it? SCIENCE laughs at puny conceptions of temporal constraints!

Speaking of laughing...

CAN YOU WIN THE INTERNET? Arc #85544


"...his madness keeps him sane.": My Profile on VirtueVerse
Can You WIN the Internet? MA Arc #85544
Inhuman Resources - At Work with IE #298132
Task Force Mutternacht #349522 <-- 1st AE Challenge

 

Posted

Who Killed Snow Globe: a mini mystery - 185502

Can you solve the mystery of who murdered the editor-in-chief of the City Scoop?


Arc 185502: Who Killed Snow Globe? a mini mystery Put together the clues to solve the case!

Arc 22832: And Hell Hath No Fury (extreme)
Will you be the key to the Knives of Artemis' survival? or the instrument of their destruction?

 

Posted

Arc ID and poster in my sig, would love feed back.

Keep in mind tho, this was meant to be a challenge.

Cheers!


"You wear a mask to hide who you are, I wear a mask to show who I am"

Arc ID 91456: The Zombie Apocalypse Task Force:poster 1, poster 2


CLICK THE ABOVE LINK TO HELP DO YOUR PART TO SAVE C.O.H!!!!!

 

Posted

168760 - A Death in the Gish has gottten universally good reviews.
Lowbie range (sub 20) with no crazy elite bosses or custom mobs.

Cheers for your time!


Questions about the game, either side? /t @Neuronia or @Neuronium, with your queries!
168760: A Death in the Gish. 3 missions, 1-14. Easy to solo.
Infinity Villains
Champion, Pinnacle, Virtue Heroes

 

Posted

Hm, it's hard to work out the time difference with the board adjusting times (badly, sometimes) and all that. So I'll throw the arc and hope it sticks, though I think it's too late!

#1589 , Of Mentors and Legacy.


Players' Choice Awards: Best Dual-Origin Level Range Arc!

It's a new era, the era of the Mission Architect. Can you save the Universe from...

The Invasion of the Bikini-clad Samurai Vampiresses from Outer Space? - Arc ID 61013

 

Posted

Hello everyone!

My number generator worked perfectly (despite some attempts by others here on the forum to sabotage it) and the resulting arc that appeared was...

Knives Reforged by @PennyPA

I'm going to keep the feedback on this arc to a general overview, but I want to start out by saying this feedback isn't just for @PennyPA - this can be helpful for everyone who has posted here on this thread. Designing and writing a good story is by no means easy and most importantly it is always a learning process. There's always something new you can learn about how to improve your storytelling - I include myself in here too!

I'll be breaking this up into two categories - mission design and story design.

Mission Design

1) One thing to always remember is to put in the background for your contact - this doesn't happen automatically. To spruce it up, try to add some bold or italics to the text, like having their name, Arbiter Daos in bold letters followed by the text of their description beneath them. That way when you go to, "Ask about contact" you can give the players some information that also isn't a wall of white text.

2) In that same line, dressing up your mission dialogue can go a long way in increasing the presentation to the player. Adding in a red highlight when you introduce a major enemy group helps, along with highlighting the title of your mission in a different color. You'll also want to avoid paragraphs that are too large - try to keep it to 4 or 5 sentences together at the most to develop a sense of pacing when reading. Putting in colors also helps break up some monotony of a wall of white text.

3) Within the mission itself, try to add more optional goals to make it seem more alive. For example, in PennyPA's arc, the first mission has the villains attacking a Vanguard base. To make it come alive, you can add a patrol in the beginning speaking about various things, or destructible computers scattered around for your villain to destroy. This also helps make the mission feel more "villainous".

If you also add clues to optional objectives when they're scattered around, you'll give players even more incentive to go out of their way to destroy them. This can be an opportunity to give more information about your story to those who might be interested.

When introducing an escort objective, have encounters appear (patrols, etc.) while leading them out. This avoids a potential lull in the story when you're just retracing your steps back out of the mission.

4) Always give some sort of warning to the players that they will be fighting an elite boss in a mission. This ties back in with the second point that was made. You don't necessarily have to spell it out as, "You will fight an elite boss here" as much as you can highlight in red text something like, "The most powerful member of the Knives' cell will be located there."

5) Enemy design. One thing you want to do when creating a custom group is to have your group have a "synergy" with each other. In PennyPA's arc, I like the concept behind the custom group, however having each of them be either Claws/Ninjitsu or Dual Blades/Ninjitsu can lessen the uniqueness of each rank - a lieutenant will be attacking you the same way a minion does, just with more powerful attacks.

There is no one "good" way to create a custom group. But there are some good suggestions. One is to try to keep each enemy unique. You've got a minion who is Claws/Ninjitsu? Check that combination off as done in the group. Especially in this case with ninjitsu, you'll want to limit it to, at most, one enemy in the group, given the powerful critical hit from hide.

From there, it's a matter of balance and making the group work. One possible way is to have your minion ranks be the "attackers" and your lieutenants be buffers/debuffers/healers. Or even the other way around. There's a lot that can be experimented with to make the group interesting and stand out from a gameplay perspective so that they're fun to fight - just be careful on that slippery slope of making them impossible.

6) Try to always set a consistent level range for your arc. If we're dealing with Knives and Malta, I'd say set all your mission parameters to be 40-54. It might seem minor but it goes a long way towards presenting an organized arc and focusing your audience.

Story Design

1) If you include a reference in your story, try to provide an explanation to it. In PennyPA's arc, we have a reference to events that happened in a story given by Arbiter Daos. It would be helpful if the first beginning clue was a quick summary that of the arc, where your villain destroyed a cell of the Knives within Grandville, just to clear out any unclear parts of the story.

2) An inherent issue with villainous missions is creating a motive for a villain to participate in it that still keeps them villainous. A hero story doesn't have this problem, as it's generally accepted that you do want to save the day/person/city/world etc. Many times this issue is skirted over by having the contact offer to pay your villain money for their time - but does that make them a villain or just an amoral mercenary?

One interesting idea which I've seen done in a few arcs is having your villain accept the payment and then betray the contact in the end. In this story arc, it would feel villainous if you found the weapons that Daos wants you to retrieve and had the story move forward that your villain decided to keep it for themselves. It then adds an interesting final conflict of your villain versus Arbiter Daos and ups the character from an Arachnos mercenary to an actual villain.

3) Always try to explain yourself in a story. If you have, "This Knife of Artemis doesn't seem like the many others you defeated before", explain why she doesn't. It doesn't have to be a long explanation, just a short one.

In that same line, when putting in background for your custom enemies, try to put in about 4 or 5 lines of a description. Shorter than that risks the group's description seeming too abrupt - longer than that and you're starting to weave a large tale about enemies that you'll be mowing down left and right. This is just a general guideline, not a hardcore rule, so if you honestly can't think of more than a few lines for a description, just leave it at that.

4) When writing a story, always try to ask yourself, "Why?" for events involved to help make it solid. An example here is Arbiter Daos. Why does he want to stop the Knives? To serve Arachnos? Why does he want to serve Arachnos? To keep the organization together and powerful? Why does he want that? You can see now we're getting into territory that can help make the dialogue in his arc come to life and be more personal.

As well, you want to try to look over the groups you use in an arc and go, "What would they be doing next?" For example, we have in this story that your villain bursts into a Vanguard base to kidnap a prisoner. What would Vanguard do next? You also then have your villain attack Malta. What would Malta do next?

If we included in this story your villain betraying Arbiter Daos, there could be an interesting 5th mission where it's a no holds bar fight against all the groups your villain has angered - Vanguard, Malta, and Arachnos. Perhaps there would even be unlikely assistance from the Knives for inadvertently keeping their organization together.

By keeping the questions of, "Why?" and "What would they do next?" at the forefront when you write a story, you can help deepen it and give the story a point or purpose - avoiding the danger that your arc is just a series of random events that happened that have no impact on anyone involved.


I hope this feedback helps out both @PennyPA and everyone else with their own arcs. As I said before, creating missions and a good story is a constant learning process; there's always something new for everyone to learn, whether it's a new way to present a story in game or a new way to design something.

Now if you'll all excuse me, I think I need to go deal with someone trying to sue me for losing their arm in Architect.


Follow me on my blog or on twitter:
Dr. Aeon's Blog

Dr. Aeon's Twitter

 

Posted

Coulrophobia (Fear of Clowns) Arc ID 1178


Oh you may want to bring some of your clones along. It is very difficulty sensitive, so if your going at it alone make sure you are set appropriately. What's not to love about it......It has mimes........with caltrops! Enjoy!

Edit- Doh! didn't see the entry deadline.


@Mental Maden @Maden Mental
"....you are now tackle free for life."-ShoNuff

 

Posted

Excellent, I already have ideas to make my arc better, based off of this and what I've seen in your arc Doc Thanks!

Edit: isn't it well past the deadline for submissions? Like over 22 hours at this point?