Feedback from Dr. Aeon


Acyl

 

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Originally Posted by Obsidius View Post
Edit: isn't it well past the deadline for submissions? Like over 22 hours at this point?
It's never too late! He's going to pick ME, dammit!


 

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When he's already posted the review, I think that's considered "Too late" :P

(He said he was only doing one)


Astoria in D Minor, a horror arc. Arc ID: 41565 - The Beating Heart of Astoria: A Play in Five Acts. Arc ID: 170547 - Ignition of the Machine, a story with robots. Arc ID: 318983
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.

 

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Originally Posted by The_Cheshire_Cat View Post
When he's already posted the review, I think that's considered "Too late" :P

(He said he was only doing one)
Never.

Too.

LATE.


 

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Originally Posted by Dr. Aeon View Post
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.
This.

THIS.

You should listen to Dr. Aeon guys. He assured me personally that Nutripaste is not made out of people.


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

 

Posted

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Originally Posted by Dr. Aeon View Post
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.
I don't agree with this part. One of the big advantages of the Architect is that the missions in an arc don't have to be the same level. So if you want to have the first mission be lower level while the second mission is 10 levels higher, you can do that.

I don't see why varied level ranges makes an arc disorganized.


 

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Originally Posted by The_Cheshire_Cat View Post
When he's already posted the review, I think that's considered "Too late" :P

(He said he was only doing one)
I don't think that's the review of the specific arc, just general advice. I believe the specific review comes later. But once he announced the arc, it is definitely "too late"


 

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Originally Posted by Eva Destruction View Post
This.

THIS.

You should listen to Dr. Aeon guys. He assured me personally that Nutripaste is not made out of people.
It's not? Then why the hell am I eating it then?


 

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Originally Posted by Haggard4Life View Post
I don't agree with this part. One of the big advantages of the Architect is that the missions in an arc don't have to be the same level. So if you want to have the first mission be lower level while the second mission is 10 levels higher, you can do that.

I don't see why varied level ranges makes an arc disorganized.
Because it looks half-***** and people don't like suddenly losing powers or being put up against foes outside their range (for example: Malta when you aren't even high enough for SOs).


 

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Originally Posted by Haggard4Life View Post
I don't agree with this part. One of the big advantages of the Architect is that the missions in an arc don't have to be the same level. So if you want to have the first mission be lower level while the second mission is 10 levels higher, you can do that.

I don't see why varied level ranges makes an arc disorganized.
a) It is extremely unlikely that a story that has the player fight (e.g.) Hellions, then Praetorians, then Vahzilok, is going to make any kind of real sense. There are few or no narrative connections between factions of wildly disparate level. Most of the time the reason for mixing and matching in this fashion is contrived. (N.B. this does not apply to such things as the canon mission with both Malta and Skulls, because the Skulls in that case are grey-cons meant as window dressing.)

b) Players are generally of the point of view that levels matter, i.e. a character that has earned his way into content like the STF or RWZ arcs where he is fighting to literally save the world should not suddenly find himself in serious danger from street gangs. Plot devices intended to explain such again tend to be contrived.

c) Despite the lable, the typical all-custom faction is not suitable for levels 1-54. Most custom mobs will make life very unfun for anyone below SO level at least. This is particularly egregious when one finds arcs labeled entirely as 1-54 with Extreme AV warnings.

d) The arc is as hard as its hardest part. A consistent level range is honest about the arcs difficulty.

Take your pick, I got more....


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

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Thank You..

Now when will I be able to make level 50 Tsoo.. I just hate the fact I cant make these...


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

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Originally Posted by Airhammer View Post
Thank You..

Now when will I be able to make level 50 Tsoo.. I just hate the fact I cant make these...
The costume creator has tabi boots, yakuza tattoos, baggy pants, robes, those conical hats (can't think of the name). Give your guys some katanas and such and just call them Tsoo.


 

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Originally Posted by Venture View Post
a) It is extremely unlikely that a story that has the player fight (e.g.) Hellions, then Praetorians, then Vahzilok, is going to make any kind of real sense. There are few or no narrative connections between factions of wildly disparate level. Most of the time the reason for mixing and matching in this fashion is contrived.
Contrived? That seems pretty unfair. There are a lot of creative people out there who might just make a good story out of such an idea.

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b) Players are generally of the point of view that levels matter, i.e. a character that has earned his way into content like the STF or RWZ arcs where he is fighting to literally save the world should not suddenly find himself in serious danger from street gangs. Plot devices intended to explain such again tend to be contrived.
Why does that have to be the case in AE arcs? Not only is your character in a virtual non-canon story, but levels don't matter that much because you shift to the level of that mission. If an arc has an inconsistent level range, you're free to drop it if you want.

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c) Despite the lable, the typical all-custom faction is not suitable for levels 1-54. Most custom mobs will make life very unfun for anyone below SO level at least. This is particularly egregious when one finds arcs labeled entirely as 1-54 with Extreme AV warnings.
This point I come the closest to agreeing with. When I'm playing AE arcs with a low level character, I search for arcs in my level range and usually avoid arcs with EBs or AVs (unless the description sounds interesting).

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d) The arc is as hard as its hardest part. A consistent level range is honest about the arcs difficulty.
Then the author can make sure any change in the level range is not too difficult for low level characters. Maybe they can make a custom version of Malta without Sappers or include an Ally in that mission.

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Originally Posted by Eva Destruction View Post
"because you can do that" is not a good reason to do anything.
I'm in full agreement that you shouldn't do something just because you can. But it's a tool we Architect writers have so why can't someone come up with a good way to use that tool in their story? I don't like the idea of limitations on our creativity.


 

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I'm in full agreement that you shouldn't do something just because you can. But it's a tool we Architect writers have so why can't someone come up with a good way to use that tool in their story? I don't like the idea of limitations on our creativity.
It can be argued that anything could theoretically be a good idea if implemented properly. However, I can't think of any way and you haven't provided any examples. So unless someone has a really good idea of how to use it, making it a consistent level range is just being nice to the player. And even if someone does have a really good idea of how to use it, then they should still think twice about it, since what seems like a good idea to them might not be a good idea in everyone else's mind.

Besides, nobody is limiting your creativity. You can still run out and make an arc that has level ranges going from 1-5 to 20-21 to 1-40. However, it doesn't mean that anyone will like it.


 

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"Consistent mission level" is a rule that can be broken, you just have to think carefully about how you're breaking it and why. There's a great arc out there which makes use of level scaling to show that your character is gradually weakening. Also, you could make an arc where the first mission is a "prologue" or a later mission is a "flashback" to when you were a newbie hero, which contains a vital clue to the mystery you're trying to solve.




Character index

 

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Originally Posted by Dr. Aeon View Post
Hello everyone!

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.
Dr. Aeon,

Thank you very much for playing my arc.

Most appreciative for your time and comments, and learned a lot!

I will get to work on the arc again.

PennyPA


 

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Originally Posted by Dr. Aeon View Post
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.
This one is my favorite suggestion.

Keep up the good work, Dr Aeon!


@PW - Police Woman (50 AR/dev blaster on Liberty)
TALOS - PW war journal - alternate contact tree using MA story arcs
=VICE= "Give me Liberty, or give me debt!"

 

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Originally Posted by Dr. Aeon View Post
My number generator worked perfectly (despite some attempts by others here on the forum to sabotage it)
Sorry about that.


 

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-grumbles-

Why is it I always spot the cool things like this AFTER they've finished?
Current status: Unamused


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Originally Posted by Zwillinger View Post
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
Quote:
Originally Posted by Captain_Photon View Post
NOTE: The Incarnate System is basically farming for IOs on a larger scale, and with more obtrusive lore.

 

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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.
That reminds me, my attorneys will be in touch....


Current Blog Post: "Why I am an Atheist..."
"And I say now these kittens, they do not get trained/As we did in the days when Victoria reigned!" -- T. S. Eliot, "Gus, the Theatre Cat"

 

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Originally Posted by PennyPA View Post
Dr. Aeon,

Thank you very much for playing my arc.

Most appreciative for your time and comments, and learned a lot!

I will get to work on the arc again.

PennyPA
Just out of curiosity, Penny, what is the file size percentage on your arc?


.
Check... and Mate (poster) - Arc ID# 15095 (comments)
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Originally Posted by Haggard4Life View Post
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Originally Posted by Venture
a) It is extremely unlikely that a story that has the player fight (e.g.) Hellions, then Praetorians, then Vahzilok, is going to make any kind of real sense. There are few or no narrative connections between factions of wildly disparate level. Most of the time the reason for mixing and matching in this fashion is contrived.
Contrived? That seems pretty unfair. There are a lot of creative people out there who might just make a good story out of such an idea.
There are very few people out there who can make a good story out of such an idea. Statistical probability dictates that you are probably not one of them.

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b) Players are generally of the point of view that levels matter, i.e. a character that has earned his way into content like the STF or RWZ arcs where he is fighting to literally save the world should not suddenly find himself in serious danger from street gangs. Plot devices intended to explain such again tend to be contrived.
Why does that have to be the case in AE arcs? Not only is your character in a virtual non-canon story, but levels don't matter that much because you shift to the level of that mission. If an arc has an inconsistent level range, you're free to drop it if you want.
So it doesn't matter that my level 50 is suddenly dropped down to level 20, because I'll still have all my powers and set bonuses I have at 50 right? Oh and you know that "canon related" tag? Yeah, just because it's a virtual world doesn't mean the "real" world rules don't always apply.

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d) The arc is as hard as its hardest part. A consistent level range is honest about the arcs difficulty.
Then the author can make sure any change in the level range is not too difficult for low level characters. Maybe they can make a custom version of Malta without Sappers or include an Ally in that mission.
Higher level enemy damage, HP, resistances and secondary effects are balanced for characters of those levels. Council Empire are pretty wussy at 50...now try fighting them with a sidekicked level 10 and see how wussy they are.
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Originally Posted by Eva Destruction
"because you can do that" is not a good reason to do anything.
I'm in full agreement that you shouldn't do something just because you can. But it's a tool we Architect writers have so why can't someone come up with a good way to use that tool in their story? I don't like the idea of limitations on our creativity.
Someone did. It's called "Teen Phalanx Forever!" and it uses varying level ranges to mirror the ranges of the Freedom Phalanx task forces. If you can use varying level ranges as effectively, more power to you. Again, statistical probability says don't push your luck.

There will always be limitations to your creativity when you're publishing something for public consumption. Of course you can just ignore them, but don't be surprised when nobody plays your arc, and those that do rate it poorly. If you want unlimited creativity, you can have as many local arcs as you want.


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

 

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Someone did. It's called "Teen Phalanx Forever!" and it uses varying level ranges to mirror the ranges of the Freedom Phalanx task forces. If you can use varying level ranges as effectively, more power to you. Again, statistical probability says don't push your luck.
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There will always be limitations to your creativity when you're publishing something for public consumption. Of course you can just ignore them, but don't be surprised when nobody plays your arc, and those that do rate it poorly. If you want unlimited creativity, you can have as many local arcs as you want.
I just made an arc where you can fight every Safeguard Hero and Mayhem Villain in the game and it ranges from around level 9 all the way up to 54, just because I thought it would be fun, and there are lots of mobs that are placed lower than design intent, like fighting Reflections at level 10, and so on. Of the arcs I've made it is my favorite and I've had no trouble so far soloing it on any of my toons. While having a consistent level range might be good advice for writing an arc that will be of the same type as what the Dev's do, some of us like the MA specifically because it allows us to do crazy stuff that the Devs never would. I don't think we are even that small of a minority either.


 

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Well, if you eventually get around to it...

#60092
Supa Rumble in the Park

It's originally designed for a team, and preferably level 38 or higher, so there is an EB is almost every mission with an AV at the end. The old difficulty allows you to fight bosses-turned-into-lieutenants and EBs-turned-into-bosses, and AVs-turned-into-EBs in MA, but I'm not quite sure how the new difficulty affects MA, so be prepared.


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Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller

 

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Originally Posted by AngryRedHerring View Post
Just out of curiosity, Penny, what is the file size percentage on your arc?

Can't recall specific number, but in the 80's.