How Will the Latest Patch Affect You?


Aliana Blue

 

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Originally Posted by Venture View Post
I don't think I've spent 60 hours on all my arcs put together. What are people doing?
Writing good arcs.

Oh by the way, Dr. Aeon has finally spoken on the issue.


 

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Uh. Is the issue with allies a new problem?

I'm wondering why they needed to put out a 'stopgap measure' for what seems to me to be how things have been for a year+ rather than wait the 'real soon' when they have the right solution.

Am I off?


 

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I believe that a number of people in this thread are getting a little apocalyptical about AE being ruined forever on this patch, I think people haven't quite seen that this ally nerf is actually an 'exploit stop-solution'.

I heard that phrase stop-solution being mentioned when the custom critter XP nerf came down and a lot of people were angry it happened, I can't recall what exploit lead to that exactly, all I knew was the the stop-solution itself heavily reduced rewards on custom mobs. But my point is, an exploit stop-solution is a very quickly devised and hastily written hotfix to force the exploiters to cut that **** out now, and to have spent any more time to implement a less harsh fix would take too long.

I believe most people who've seen the features of Issue 17 will know that custom mobs will have improved options to properly balance and renew rewards given for custom powers for mobs, and that was the solution to the previous (and first) stop-solution. What you people need to realise is that somewhere down the line, this ally stop-solution is going to get it's 'proper-solution' and then you can have allies that won't punish your legitimate arcs again.

As for will the patch affect me? It doesn't affect me now, but it may affect how many people would play my arcs when I finally get into writing and publishing them of course. It's a real shame that allies got harshly hotfixed all because of exploiters torturing poor defenseless AVs with tons of debuffing and buffing allies.

What I'm hoping is that if a proper solution to the ally stop-solution isn't quickly implemented in Issue 17, that optimistically they might have it in time for Going Rogue/Issue 18, or the very least Issue 19, but I say GR/18 because they might add some new stuff to AE for the expansion and would be the most logical time to add a more sensible solution along with what they already devised.




Also to clarify to some people, it's only for arcs that have more than ONE ally that's affected by this stop-solution. If you have zero or one ally per mission, the rewards /should/ remain the same as before. But there's not been a confirmation of whether things are working as intended.

Edit:

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Originally Posted by Lazarus
Writing good arcs.

Oh by the way, Dr. Aeon has finally spoken on the issue.
Ah nice! A lot can happen when you're writing a post! Good to hear some confirmation on the issue



Home server: Victory
Characters on: Victory & Virtue
My first 50(0)! 18/11/11
@Oneirohero

 

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Oh yeah, that custom power nerf hotfix is a good example of how they implemented a quick solution to avoid exploits, and then amended the fix with a better fix a scant... ... oh, right, they haven't actually fixed that patch, have they?


Here's the thing. If the problem hasn't been so bad it needed fixing in the last 10 months, why jump the gun by 2 months? (Or whatever)


 

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Writing good arcs.
Judging from the reviews I've gotten, evidently so have I.

As for the non-snarky replies:

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How many missions are you using?
Four missions in two arcs, five in the other six, though to be fair two of the missions in "The Christmas We Get" are very short (as in some people have completed act III in less time than it took to load).

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How many details are in the mission?
As many as they need. I don't skimp but I adhere to the "less is more" principle. I don't throw in extra stuff just because there's room. (nav bar: "Click 47 glowies!" player: "DIE IN A FIRE!")

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How many custom critters?
Again, as many as I need, which often is not many.

Breaking down arcs by space used:

Code:
"Blowback" #4643                    68.14%
"Chains of Blood" #4829             80.88%
"Two Households Alike" #126582      99.87%
"Why We Fight" #253990              99.14%
"Splintered Shields" #253991        83.59%
"Psychophage" #283197               99.83%
"The Christmas We Get" #356477      43.86%
"Why We Fight" and "Psychophage" are the two four-mission arcs, FWIW. The latter was written to be deliberately bad and still got a four-star review....

You can tell from these numbers which arcs are high on customs and which rely mainly on stock mobs. Personally I regard heavy use of custom mobs with grave suspicion, as it is a strong positive indicator of an arc with no real story trying to get over on special effects. This is why I'm not optimistic about the coming increase in file space allotments; there is nothing you can do with the extra space but put in more custom mobs. In my not so humble opinion, "Splintered Shields" and "The Christmas We Get" are as good as anything else I've seen in the system and both rely heavily on stock factions. (I could cut the space used by "Shields" significantly if I used stock Malta instead of my custom version, which only appears in one act anyway.)

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How much information does each critter have?
As much as they need, again, which tends towards using the bulk of the field's space.

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How much time is spent fine-tuning the abilities of each critter? Of the enemy groups they compose, where their abilities come together?
Not much, I usually get them right the first time. "Households" probably saw more mob tuning than all the other arcs put together. "Psychophage" has no stock mobs in it at all and it took me less time than any of the others except for "Christmas".

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How many times do you revise missions?
Depends on how badly I screwed up the first time.

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Do you test it for solo play, medium, and large group play?
I usually use my heavily-purpled Scrapper (Claws/SR) while writing, and squishy-test with a Kheldian or a Defender. I don't test balance for groups; groups have no balance to begin with. I only test with Bosses on and AVs off; if it passes with Bosses on it's going to be even easier with them off and if soloists turn AVs on they get what they deserve.

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How much time fine-tuning it so that it's small enough to be published?
Not much, as you can see from the size figures.

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I plan arcs like I used to do MUD zones and their underlying stories: start with laying out the timeline, characters, motivations, interactions behind the scenes.
I know all of this before I start writing, probably due to three decades of trying to stay five minutes ahead of the four to six people across the table.

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Also 'do homework': read up on lore, take a look at the actual zones, search for related canon story arcs and stay consistent with them.
I know the lore cold, pretty much; once in a while I will look up something just to confirm it.

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For me, designing an arc is very much an iterative process. After creating an initial 'rough draft', I build the initial version of each mission and playtest them to death with a variety of characters;
Overthinking. Really, if you can solo it with a squishy, especially one that's under the recommended level and/or not slotted up with sets, ship it. ("Shields" is a 45-54 arc; I cleared it with a 30 Storm/Electric Defender with common IOs.)

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I also interview my more literature-savvy SGmates to see if the story 'works'. After that I add details, side plots, dialogue, etc. I test some more and ask for external testers as well... making huge changes to the story and the arc structure if need be.
I do everything in one pass, running each mission in Test mode to make sure it works before moving on. I don't use external testers.

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Oh by the way, Dr. Aeon has finally spoken on the issue.
I saw, pretty much what I expected. I doubt anything they do is going to please any significant fraction of the authors. I can live with things the way they are, frankly, but then I still think the AE system should have zero rewards.


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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By comparison, I think my work flow for a typical story arc goes something like this:


Daydreaming/idea phase: work effort 2-4hrs, duration 2-90 days
Storyboarding: work 1-2hrs, duration 1 day
First draft (in test mode): work 8-16hrs, duration 2-7 days
Playtesting: work 2-4hrs
--- publication ---
Advertising/promotion: work 1-2hrs, duration forever/until unpublish
Rework & refinement due to player feedback (in "live" mode): work 4-24hrs, duration forever/until unpublish

TOTAL: 18 to 42 hours per arc (average 30 hours).


Some of my arcs require some research, mostly poking around ParagonWiki and Wikipedia for interesting bits of game lore and real life lore. I count this as daydreaming/idea phase.

I don't count doing arc reviews as part of "advertising" budget, as it isn't directly related to one of my story arcs, though it does earn me a lot of plays (especially on my less well-known story arcs), so maybe should be counted.

I've published a total of 10 story arcs on live (8 are still up; 2 have been unpublished). At an average of 30 hours each, I estimate my lifetime total as being 300 hours.

My billable rate would make that quite a sum, but the truth is, I did it because it was fun. I enjoyed the act of creating something that I thought was cool, and that I hoped other players would think was cool too.


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Regarding the original topic, "How will this affect you", the current patch impacts 7 of my 8 currently published arcs. I find that my writing style uses a lot of allies, hostages and battles, to make missions seem more interesting than the average radio mission. The only one of my arcs it does not impact is Attack of the 50 Foot Villain. Ironically, this is my one arc which I've had several players accuse of being a farm.

I don't plan to rework my various story arcs to try and conform to the standard set by the 4/7 patch, as I believe the 4/7 patch is Not Working As Intended and needs to get rolled back or fixed.


@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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What took me 60 hours to do my arc?

1. 5 Custom villains with well done costumes, power choices, full dialogue and descriptions.
2. 1 Custom villain group again with well done costumes, power choices, etc. (5 mobs in all in this group)
3. 3 fully detailed missions with all dialogue and text well written, and thought out. MANY changes here.
4. Interesting encounters that are more than just go kill this guy or go save this guy.
5. Lots of play testing, minor tweak, repeat.
6. Lots of difficulty tweaking.
7. Several rewrites of a few of the missions to get them just right.
8. Oh, and this was my very first experience with the tools - so I had to learn how to use them, and to learn how to use them effectively to pull off things that most arcs don't do.
9. And let's not forget the time I spent advertising in Atlas AE and Atlas Park, and the time trying to get groups together to run it with me (for play testing purposes)
10. Iteration, iteration, iteration. A former boss once told me - You spend 90% of your time on a task in the last 10% of the work to be done.

My 3 mission arc uses about 99% of 100k.

Take mission 1 for instance <SPOILER ALERT>:

You come into the map, and are expected to rescue someone. Toward the back-middle of the map you find a body bag. Upon opening it, you discover the person you were meant to rescue is already dead, and your new objective becomes to locate a deep cover operative (which you are told about in the introduction to the mission). You find him at the rear of the map, being hassled by enemies. You rescue him, and he tells you the person you were meant to rescue left you a message, hidden in plain site. You must now escort him out of the building, and find that message. You find the message, and it spawns the final boss which killed the person you were supposed to rescue. There are ambushes that happen as well at specific moments during these objectives.

As you can see, this isn't a typical go in kill X boss and rescue X person - mission complete. It has been painstakingly set up to spawn objectives in a specific order to make for a good story. Its basically a 4 objective mission, but not all at once. Dialogue and clues are all fully detailed.

Mission 3 uses a great trick to have a boss that gets away, etc.

So you ask what takes me 60 hours to do an AE - there you have it. It's not much different than building content for a game as an actual developer. I speak from experience. It can take a long time to get it just right. But the more comfortable you get with the tools, the quicker it goes.


 

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You come into the map, and are expected to rescue someone. Toward the back-middle of the map you find a body bag. Upon opening it, you discover the person you were meant to rescue is already dead, and your new objective becomes to locate a deep cover operative (which you are told about in the introduction to the mission). You find him at the rear of the map, being hassled by enemies. You rescue him, and he tells you the person you were meant to rescue left you a message, hidden in plain site. You must now escort him out of the building, and find that message. You find the message, and it spawns the final boss which killed the person you were supposed to rescue. There are ambushes that happen as well at specific moments during these objectives.
I hate it already.

Most players really don't want to run over the map four times. Chained objectives are another feature that probably should have been left out. Bad uses outnumber the good by about a factor of 10.


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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Don't be ridiculous. There is no more or less travel time in mission 1 than normal. LOL. You haven't even played it, and you hate it. Too funny. You have no idea what map was used, or how things are placed. You make assumptions without any experience at all. The arc has a 4 star rating, with 22 rates so far, so I must have done something right. I'm not shooting for the moon here, but just trying to make something fun and compelling. Play it before you use strong words like hate to describe it. If you still hate it then, to each his own.

You travel toward the back, killing mobs along the way, then back to the front, as part of an escort mission, but along the way you find another objective and a boss to kill. Simple. The only reason people would run back and forth through the map 4 times, as you say, would be if they deliberately choose to ignore the objectives right in front of their eyes. And that can happen on any mission.

Moving on...

Megajoule, nobody said I was using travel time as content. I don't even know how that would be done, nor why you would assume that is the case. The content is the story, the mobs you kill, the people you save, etc. Travel time is - travel time.

But, if the both of you think travel time in a 1 floor warehouse is excessive, then maybe you should try some other MMOs that aren't so heavily instanced, with instant teleports everywhere you go - like EQ or WoW. Then come talk to me about excessive travel time.


 

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Chained objectives are vital to maintaining a sequence of events, whether in a big outdoor map or to ensure someone doesn't sneak past boss 1, defeat boss 2, and see dialog that assumes you took care of boss 1 first rather than the reverse.


 

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Exactly! Any mission that has a story and dialogue that is tied together needs the ability to have chained objectives. Not all of them do, but chained objectives are very handy.

And on top of that, to say that the majority of AEs that use them are badly done, is like stating the obvious. The majority of ALL AEs are badly done. That's bound to happen when you have thousands of AEs written by people who can't write a story to save their lives, or who have no idea of how to design good encounters, or who don't know how to tweak difficulty settings for monsters, or for that matter who don't have an artistic bone in their bodies when it comes to costuming.

I'm not pointing to any specific AEs, but you gotta expect, regardless of the tools we're given, that the majority of the AEs are just poorly done. Sure, everyone might think they're the greatest writer or whatever, but that doesn't make it true. I'm not trying to be elitist here, just making a point. Not everyone can be a da Vinci, or a Rembrandt. But they CAN have fun doing it, and in the end, that's what I think the best part of the AE system is. Everyone can see what its like to be an MMO content developer (in a very modest way), and have a good time doing it, even if they would never actually be hired by an MMO company.

And to finally get back on topic here - it is sad to see the system being so heavily nerfed, resulting in far fewer users, and the disenfranchisement of competent AE authors.


 

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You haven't even played it, and you hate it. Too funny. You have no idea what map was used, or how things are placed.
You just told us.

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You have no idea what map was used, or how things are placed. You make assumptions without any experience at all.
I've reviewed between 150 and 200 arcs (I've lost count), and played I don't know how many that I didn't review. Do you seriously think you've done something original here? I've seen this kind of thing lots of times. It's a PITA.

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The arc has a 4 star rating, with 22 rates so far, so I must have done something right.
"Blowback" has a 4/85, "Two Households Alike" a 4/66, "Why We Fight" a 4/29, and "Splintered Shields" a 4/38. From a popularity standpoint, all of these arcs are complete failures.

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You travel toward the back, killing mobs along the way, then back to the front, as part of an escort mission, but along the way you find another objective and a boss to kill. Simple.
First off, you lost most people at "escort". In case you haven't figured this out, most players hate escorts with the heat of a thousand suns. Players will zone in and out to recycle their newspaper/scanner lists if it's full of escorts. Second, since you can't trigger two objectives off of one completion, your intermediary objective must trigger the Boss or vice-versa; what happens if the triggered one spawns behind the player? Oops. You'll probably answer "that can't happen" but even if you're careful about map choices and zone placements I'd be willing to bet it sometimes does.

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But, if the both of you think travel time in a 1 floor warehouse is excessive, then maybe you should try some other MMOs that aren't so heavily instanced, with instant teleports everywhere you go - like EQ or WoW.
I played EQ for five years, starting on the day of its release. I soloed a Ranger to 49 before they removed the 40% XP penalty on hybrids and I walked everywhere I could get to without a teleport (except on the few occasions guildmates needed me somewhere fast). As a lowbie, before getting SoW (which for Rangers was 39 back then) I used to run back and forth between Surefall Glade and East Commons, the E'ci market zone, to make and sell bows. I know what long travel times look like, I think City players are spoiled brats when it comes to travel times, and I still think maps with bunches of triggered objectives are more trouble than they are worth.

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Chained objectives are vital to maintaining a sequence of events, whether in a big outdoor map or to ensure someone doesn't sneak past boss 1, defeat boss 2, and see dialog that assumes you took care of boss 1 first rather than the reverse.
No, you write the mission so it doesn't matter if they defeat Boss 1 or Boss 2 first. If Boss 1 absolutely, positively has to snuff it first, put him in the prior mission.

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Exactly! Any mission that has a story and dialogue that is tied together needs the ability to have chained objectives.
Nonsense, and if you can't write your "story and dialogue" without using chained objectives you're not as smart or creative as you think you are.


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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I agree with Venture in this instance.


Blazara Aura LVL 50 Fire/Psi Dom (with 125% recharge)
Flameboxer Aura LVL 50 SS/Fire Brute
Ice 'Em Aura LVL 50 Ice Tank
Darq Widow Fortune LVL 50 Fortunata (200% rech/Night Widow 192.5% rech)--thanks issue 19!

 

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To quote Arbiter Sands:

"Well, adopt, adapt and improve, I suppose. At least it will give me a chance to re-organize things after we clean up."


to TO THE END!
Villains are those who dedicate their lives to causing mayhem. Villians are people from the planet Villia!

 

Posted

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Originally Posted by Venture View Post
Second, since you can't trigger two objectives off of one completion, your intermediary objective must trigger the Boss or vice-versa; what happens if the triggered one spawns behind the player? Oops. You'll probably answer "that can't happen" but even if you're careful about map choices and zone placements I'd be willing to bet it sometimes does.
You can't trigger two objectives off one completion? Since when? Oh wait, you can. You're thinking of ambushes.

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I played EQ for five years, starting on the day of its release. I soloed a Ranger to 49 before they removed the 40% XP penalty on hybrids and I walked everywhere I could get to without a teleport (except on the few occasions guildmates needed me somewhere fast). As a lowbie, before getting SoW (which for Rangers was 39 back then) I used to run back and forth between Surefall Glade and East Commons, the E'ci market zone, to make and sell bows. I know what long travel times look like, I think City players are spoiled brats when it comes to travel times, and I still think maps with bunches of triggered objectives are more trouble than they are worth.
This sounds a lot like one of those "when I was your age we used to walk to school barefoot in the snow uphill both ways" stories. Completely missing the point that playing a game isn't supposed to be a chore or "build character," or something like that, it's supposed to be fun. If a majority of players find it unfun, and removing it won't break the game, remove it.

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No, you write the mission so it doesn't matter if they defeat Boss 1 or Boss 2 first. If Boss 1 absolutely, positively has to snuff it first, put him in the prior mission.
Like the devs do? Making a story that could be condensed into 5 missions take 15 missions instead? Unlike them, we don't have to stretch a limited amount of developer time and resources into keeping the players busy for as long as possible.

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Nonsense, and if you can't write your "story and dialogue" without using chained objectives you're not as smart or creative as you think you are.
Your criteria for a "story" could be fulfilled by adding some text to a string of paper missions. That may fulfill the "story" aspect of arc design, but not the "mission design" aspect. If you can't adapt your writing to the medium, you're not as smart or creative as you think you are.


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 Venture View Post
No, you write the mission so it doesn't matter if they defeat Boss 1 or Boss 2 first. If Boss 1 absolutely, positively has to snuff it first, put him in the prior mission.



Nonsense, and if you can't write your "story and dialogue" without using chained objectives you're not as smart or creative as you think you are.
So chained objectives are always bad? Just by dint of the fact that they're chained objectives?

Isn't splitting the encounters of Boss 1 and Boss 2 into 2 different missions just another way of chaining them?

Do your arcs have no chained objectives in them? It's perplexing to me that you seem to arbitrarily choose certain aspects of the MA to dislike, when they're just mechanics - it would seem to be they can be used well or badly, but they themselves are innocent, surely?

It seems like saying 'special effects shouldn't ever be used in movies. Why? Well, if you have to rely on them for your story, it's a crap story, and thus they themselves are always bad'

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)

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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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Venture likes to say things. Don't mind him.


 

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Frankly I don't understand the need. You lose experience for any damage allies do so having lots of them gets you near nothing in a mission. Also a EB ally and a minion ally are hardly the same thing. Hard to keep minions alive even.

It is unfortunate that some people ruin things for everyone but what you gonna do?

Looks like my Mastermind for a day arc isn't coming back. I made one where you could pick up like 6 minion allies and try and fight an EB (who tended to kill them very quickly given the chance lol)


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You can't please everyone, so lets concentrate on me.

 

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You can't trigger two objectives off one completion? Since when? Oh wait, you can.
When I've tried this in the past I got the circular-objectives warning, but now that you mention it I did do it in "Splintered Shields" and didn't even notice.

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Completely missing the point that playing a game isn't supposed to be a chore or "build character," or something like that, it's supposed to be fun. If a majority of players find it unfun, and removing it won't break the game, remove it.
You mean like how a majority of the players don't like being made to run all over the map multiple times for chained objectives?

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Like the devs do? Making a story that could be condensed into 5 missions take 15 missions instead?
You only get five missions. "Multi-part arcs" fail.

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Your criteria for a "story" could be fulfilled by adding some text to a string of paper missions. That may fulfill the "story" aspect of arc design, but not the "mission design" aspect.
And in my experience, the majority of commentators have spoken against heavy use of chained objectives as a matter of mission design.

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So chained objectives are always bad?
No, but the bad uses far outnumber the good.

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Isn't splitting the encounters of Boss 1 and Boss 2 into 2 different missions just another way of chaining them?
Yes, but it does so in a way that does not require the player to run all over hell's half-acre.

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Do your arcs have no chained objectives in them?
A very few. In each case I was very hesitant about adding them and paid particular attention to feedback. The most egregious use is in the second act of "Splintered Shields": the player arrives at a cargo ship full of Family and a villain (Boss) being attacked by Longbow; when the Boss at the back snuffs it an Arachnos Boss is triggered at the front with a bunch of patrols. You then have to fight your way back out to take him down. No one has objected to it, and most of the time when it's mentioned the feedback has been along the lines of "the fight out is better than the fight in". I could omit the Family and villain and just have the Longbow and Arachnos duking it out when the player arrives, but that would make it pretty much the same as the first act of the arc.

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It's perplexing to me that you seem to arbitrarily choose certain aspects of the MA to dislike, when they're just mechanics - it would seem to be they can be used well or badly, but they themselves are innocent, surely?
If a mechanic promotes more bad storytelling and mission design than good then it's a bad mechanic and serious thought should be given to its exclusion from the system. Yes, this means a few good writers get penalized, but this is why we can't have nice things. If the system promotes the creation of bad arcs then people trying it out will find the bad arcs and conclude AE is not worth their time. Which, by the way, is the most commonly-expressed opinion I hear in chat channels.


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 Venture View Post
When I've tried this in the past I got the circular-objectives warning, but now that you mention it I did do it in "Splintered Shields" and didn't even notice.
That warning is one of those things that pops up sometimes for no reason that anyone has yet been able to deduce.

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You only get five missions. "Multi-part arcs" fail.
Totally agree. And that is one of the reasons having more options is a good thing; you can do in one mission what the devs require three missions to do.

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And in my experience, the majority of commentators have spoken against heavy use of chained objectives as a matter of mission design.
"Heavy" is not synonymous with "any."
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No, but the bad uses far outnumber the good.
Like with everything else.

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A very few. In each case I was very hesitant about adding them and paid particular attention to feedback. The most egregious use is in the second act of "Splintered Shields": the player arrives at a cargo ship full of Family and a villain (Boss) being attacked by Longbow; when the Boss at the back snuffs it an Arachnos Boss is triggered at the front with a bunch of patrols. You then have to fight your way back out to take him down. No one has objected to it, and most of the time when it's mentioned the feedback has been along the lines of "the fight out is better than the fight in". I could omit the Family and villain and just have the Longbow and Arachnos duking it out when the player arrives, but that would make it pretty much the same as the first act of the arc.
So....let me get this straight...first you argue that the ability to use chained objectives is bad, because most people don't know how to use them. Then you present an example of how a chained objective can be used well. (I played the arc in question a very long time ago so I can't comment on your example specifically, but from the description it sounds like a good use.)

How exactly does this support your position?

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If a mechanic promotes more bad storytelling and mission design than good then it's a bad mechanic and serious thought should be given to its exclusion from the system. Yes, this means a few good writers get penalized, but this is why we can't have nice things. If the system promotes the creation of bad arcs then people trying it out will find the bad arcs and conclude AE is not worth their time. Which, by the way, is the most commonly-expressed opinion I hear in chat channels.
The system promotes the creation of bad arcs by the very fact of its existence. A lot of people can't string together a coherent sentence, let alone a whole arc. ANYTHING that allows people to express their opinions or ideas will result in the expression of opinions and ideas that the majority of people find worthless. It doesn't matter what tools you give them, or what tools you take away, people WILL find a way to produce crap.

Stephanie Meyers' great great great.......great grandmother was probably painting sparkly emo vampires on the wall of her cave. She didn't need chained objectives to 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

 

Posted

Quote:
Originally Posted by Venture View Post
in the second act of "Splintered Shields": the player arrives at a cargo ship full of Family and a villain (Boss) being attacked by Longbow; when the Boss at the back snuffs it an Arachnos Boss is triggered at the front with a bunch of patrols. You then have to fight your way back out to take him down. No one has objected to it, and most of the time when it's mentioned the feedback has been along the lines of "the fight out is better than the fight in". I could omit the Family and villain and just have the Longbow and Arachnos duking it out when the player arrives, but that would make it pretty much the same as the first act of the arc.
This is a classic use of chained objectives. Celebrity Kidnapping, which i personally think is a Perfect Arc, also uses a similar mechanic in one of its missions. I haven't played Splintered Shields, but what you've described sounds like an exciting mission, and making the changes you mention in the event of there being no possibility to chain objectives would create a quite different story, it seems, and also i might imagine, one that wasn't as cool.

Quote:

If a mechanic promotes more bad storytelling and mission design than good then it's a bad mechanic and serious thought should be given to its exclusion from the system. Yes, this means a few good writers get penalized, but this is why we can't have nice things. If the system promotes the creation of bad arcs then people trying it out will find the bad arcs and conclude AE is not worth their time. Which, by the way, is the most commonly-expressed opinion I hear in chat channels.
The solution to this is to better advertise the good arcs and to educate people in good use of the mechanics we have, not remove the systems that the better writers can work well with.

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

meh, will it effect arch's that i make

short answer: not really

long answer: why because i write for story so if i dont write here that just means i will spend time else where. but im going to wait until after GR to see what happens.

in the mean time i will post stories on my blog for people to read and else where mainly. this was/is? a way to become a better writer for me if AE becomes to much of a problem i will just writer else where.


sincerly yours:
Bzald of TopTen

 

Posted

The Beating Heart of Astoria has 170 plays and a 4 star average and makes use of chained objectives in nearly every mission.

Captain Skylark Shadowfancy has 50 plays and a 5 star average and makes extremely heavy use of chained objectives and has backtracking in a few missions.

There are no MA features that are automatically bad just by existing. Even defeat all's have a use occasionally.

Also the latest patch will probably kill the exp in several of my arcs; I like to use non-combat allies as scenery. I don't particularly care, though; it's a temporary change and I don't really write arcs with exp in mind.


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.

 

Posted

Quote:
Originally Posted by Venture View Post
The most egregious use is in the second act of "Splintered Shields": the player arrives at a cargo ship full of Family and a villain (Boss) being attacked by Longbow; when the Boss at the back snuffs it an Arachnos Boss is triggered at the front with a bunch of patrols. You then have to fight your way back out to take him down. No one has objected to it, and most of the time when it's mentioned the feedback has been along the lines of "the fight out is better than the fight in". I could omit the Family and villain and just have the Longbow and Arachnos duking it out when the player arrives, but that would make it pretty much the same as the first act of the arc.
I just have to quote this, because it's a spectacular example of Venture being a hypocrite, as usual. His use of chained objectives here? It's the EXACT. SAME. THING. as what he is objecting to in Quantum Phantom's arc.

Venture's mission: Fight your way to the back of a map, complete an objective, and then fight your way back to the front while taking down a boss along the way.

Quantum Phantom's mission: Fight your way to the back of a map, complete an objective, and then fight your way back to the front while taking down a boss along the way.

The only difference is that in Quantum Phantom's mission, there are two glowies to click along the way. Whee. Just thought I'd point that out.


@MuonNeutrino
Student, Gamer, Altaholic, and future Astronomer.

This is what it means to be a tank!