After the War - Arc 453492 (Feedback request)


Ashcraft

 

Posted

Hello all!

Well, I've gone and made my first Arc! It's a three parter (for now) - I'm considering adding a couple more chapters once I have the hang of betrayals and ongoing mission conversations. In the meantime, the arc is fine as it is, and I am looking for feedback.

Arc: Canon-related, Horror themes (Mission 2 is creepy!)
Plot: In the aftermath of the Praetorian/Primal war, the remnants of the Hero Corps have banded together with sympathetic Praetorians who were standed when the Rifts closed, to help rebuild Primal Earth. These missions centre around the Reformers - an active band of scouts and heroes who are looking to rebuild Paragon City. They stumble upon a new enemy, and a dangerous new power source.

Notes: The Arc is set to cap at level 24, allowing low level characters to enjoy the story as it was meant to be played, and higher level players the chance to experience a lowbie arc with a decent range of powers to use.

Each Arc contains a full "party" of allies, which are mission-optional to rescue and use. It is strongly advised to gather at least 2 of these allies if you are soloing these missions.

The arc contains no standard character sets - the entire arc is hand-built, with custom baddies, custom allies and some nifty looking power effects! Each ally has their own personality, and their own background (click on them to find out!) - Also, each mission contains valuable clues which offer more background to the story.

Fight your way from the ruins of Atlas park through to the depths of a twisted cave system, and uncover the threat to the Reformers' efforts in Paragon City!


 

Posted

Hmm, I'm bumping this up to page 1 again. I notice this arc has 0 plays, but the thread has 33 views - Surely someone out there has some feedback for me?


 

Posted

Ahhh. I didn't know that was an in-built feature, I thought it was a bug!! Well, I'll keep the allies in there anyway, they're great flavour for the missions, and they carry part of the story in their text.

I'd suggest rescuing Lightsurge or Tarquin Cross then - LS is a healer/defensive ally, and Tarquin hits like a runaway train.


 

Posted

Ok, gave it a play and here are my notes.

Mission One
-Flying negates Princess nastiness
-The electric aura about the princess help locate them on the map, good thing
-Typo in Empress bio ' The source of teh screaming'
-There are quite a lot of objectives here, almost seems too busy. Personally, I'd cut the princesses down to 3 and the allies down to 2 or 3 in number. This is up to you, ultimately as it's not a big deal either way.

Mission Two
-The map is a little large.
-Return dialog mentions 'Demon Lord' several times in succession. 'Demon' would have been sufficient for the last couple of times.

Mission Three
-Intro dialog says 'Rumor has it' two sentences in a row, sounds awkward.
-Balth should probably be 'defeat boss to complete' instead of 'complete entire encounter'


Overall
-The Reformers are very well done. It might work better if you spread them out between missions instead of having most of them in each mission.
-The 'Author's Note' probably isn't needed beyond the first mission
-No bios for junkyard minions
-No bios for junkyard lieutenants
-Might want to change the color/bold the text of mission title and subtitle just for a better look.


A Guide to Champion Drama
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Ashcraft been published.

 

Posted

Quote:
Originally Posted by Ashcraft View Post
Ok, gave it a play and here are my notes.

Mission One
-Flying negates Princess nastiness
-The electric aura about the princess help locate them on the map, good thing
-Typo in Empress bio ' The source of teh screaming'
-There are quite a lot of objectives here, almost seems too busy. Personally, I'd cut the princesses down to 3 and the allies down to 2 or 3 in number. This is up to you, ultimately as it's not a big deal either way.

Mission Two
-The map is a little large.
-Return dialog mentions 'Demon Lord' several times in succession. 'Demon' would have been sufficient for the last couple of times.

Mission Three
-Intro dialog says 'Rumor has it' two sentences in a row, sounds awkward.
-Balth should probably be 'defeat boss to complete' instead of 'complete entire encounter'


Overall
-The Reformers are very well done. It might work better if you spread them out between missions instead of having most of them in each mission.
-The 'Author's Note' probably isn't needed beyond the first mission
-No bios for junkyard minions
-No bios for junkyard lieutenants
-Might want to change the color/bold the text of mission title and subtitle just for a better look.

Thank you for the review! I'll address a couple of these for clarity. I really appreciate the time you took with this - I was expecting a much harsher assessment for my virgin arc :P

Flying in Mission 1 - The landscape of the ruined Atlas Park is really difficult for a follow ally to navigate, and they get stuck almost every 10 steps. I enabled them to fly not to negate the Princess nastiness, but to ensure that the allies wouldn't constantly drop due to terrain collision.

Map size in mission 2 - I agree with this assessment. I chose the map to give players a solid encounter with the Junkers - this map has a lot of close corners, twisting passageways, and plenty of ambushes/added spawns to create that sense of being overwhelmed by Red Energy fanatics. I'll find a smaller one

There should be bio's for all mobs, enemy and ally - Perhaps an arc bug? Or maybe I missed a critical save :P - I'll check that when I go fix my typos/grammar/sentence structure.

I'm glad you like the Reformers - Each one is based on one of my characters (some now sadly deleted due to being un-soloable :P). Sinistra is my personal favorite, and I plan on making a sub-arc to give her some good background story.

How did you find the custom baddies? My personal verdict is out on them to a degree - I find them soloable in small groups, but they have a habit of "swarming" - and that Red Energy is a total <expletive> when you get a few of them throwing it at you all at once.

Did the Princesses creep you out at all? I tried my best to design them to give a suitable level of ICK-creepiness. I'm considering adding in a couple more archetypes to the mix, throwing a few more minions and leutenants. I am also considering creating an "Acolyte" boss for the Balth encounter.

Again, thank you for the review, I hope you liked the story. You didn't say much about that, so I'm hoping it was passable!

-LS-


 

Posted

Quote:
Originally Posted by Lightsurge View Post

How did you find the custom baddies? My personal verdict is out on them to a degree - I find them soloable in small groups, but they have a habit of "swarming" - and that Red Energy is a total <expletive> when you get a few of them throwing it at you all at once.

Did the Princesses creep you out at all? I tried my best to design them to give a suitable level of ICK-creepiness. I'm considering adding in a couple more archetypes to the mix, throwing a few more minions and leutenants. I am also considering creating an "Acolyte" boss for the Balth encounter.

Again, thank you for the review, I hope you liked the story. You didn't say much about that, so I'm hoping it was passable!

-LS-
The customs were very well balanced. Like you said, I could take them in small groups but I definitely had to pop some insps when I took more than 4-5 of them.

The princesses were really made buy the elec aura. It made their appearance pop out when you saw them.

The story was good, a little rough in parts, but I'm sure that will be smoothed out as you go back and tweak it. The only thing that really stuck out was how short the explanation of Red Energy was. Delving a little deeper into that concept would help out, I think. :-)


A Guide to Champion Drama
My Videos
Ashcraft been published.

 

Posted

Yup, I will be, in chapter 4. Thanks Glad the Princesses had the desired creepiness factor! Did you encounter any in Mission 2 or 3? They shouldn't spawn in there... yet.