ArrowRose

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  1. Due to time constraints, I was not able to play these arcs at this time, but I did select each of them and enter at least one mission of each so I could see all the entries. I plan to play some later when things are less busy.

    Choosing which to vote for was not easy. Some of the groups were visually awesome, some had great themes and bios and some were extremely detailed and very well thought out and themed.

    In the end I chose the following for Best Custom Group:

    2nd Place: Wrong Number's The Wannabes
    3rd Place: Bubbawheat's Matchstick Women
  2. Below are some updates that I made based on player feedback:

    I added the following to help explain early on why your hero is commiting acts of evil without very strong motivation.

    Mission 1 Intro now opens with:
    " It all started when you ran into your old mentor, Captain Courageous. After the obligatory hellos, your discussion turned to your growing sense of frustration with the number of needy people out there that weren't getting any help. He suggested you talk to his friend, Dr. Allura. After months of meeting with her, you find yourself here."

    The end of the mission 1 send off dialog now includes:
    " A part of you wonders why you are doing this, but after your talks with Dr. Allura you have gained a new perspective on things and feel the need to take action."

    The end of the mission 2 send off dialog now includes:
    " Something in the back of your mind is telling you that a true hero would not do this. You wonder about that odd note you found in the vault ... but looking into Angela's eyes, you are inspired with a strange confidence that you are doing the right thing."


    To improve playability and per Bubba's suggestions changed mission 3 so that you do not need to lead Nikki out and changed the small bombs to large bombs in mission 4.

    Also per Bubba's suggestion, I made Mr. Goodman's name a bit less literal. He is now called Mr. Worthington. If any of you who play notice any references to Mr. Goodman, that I missed, let me know.

    I still plan to change Mr. Richman's name as well but I have not decided on his new name yet.

    I would like some input as to whether or not I should add specific names such as Statesman to the list of targets in mission 4.

    Thanks again to all of you for your suggestions and help.
  3. [QUOTE=Bubbawheat;2488675]Next up is an arc with a lot of good in it, from ArrowRose:

    The Greater Good #350877 by @Gypsy Rose

    Bubba, thank you so much for playing my arc and providing comments. I have some questions and comments on your suggestions.

    Quote:
    The Arc as an Arc: As far as the gameplay goes, it's pretty solid, with good details and interesting missions, with good flavor and mechanics on the final mission. Though the last mission does have a few too many of the tiny bombs to find on a medium sized office map.
    Finding the bombs at times annoyed me, but I thought it was because I am very bad at finding glowies. I chose small bombs because I felt they were less obtrusive and thus better for the party atmosphere in the first part of the mission. However, given your comment and my annoyance, I changed them to large bombs.

    Quote:
    I didn't really care for the too-literal names everywhere. If this were a humor arc and played off of them, that would be one thing, but this is a serious arc, I would suggest changing at least 2 out of 3 of the names to something more interesting, you can keep the metaphor, just pick something a little less obvious.
    I think I will change Mr. Goodman and Mr. Richman, but I need some time to decide on what new names I want to use that will retain the metaphor but be less obvious.

    Quote:
    Also, things seemed to flow too easily in the first few missions. There's very little (in my opinion) in the way of convincing on her part, or questioning on my character's part. It made me as a player suspicious from the very start, suspecting some sort of mind control, or other plot device from the beginning. It just seems odd how my character would easily continue on the ever increasing ethically questionable missions, especially with all the crumpled paper clues strewn throughout the missions undermining the contact's credulity. There should be some comment about the notes, at least internally since you find out that the notes come from the contact herself.
    This, as mentioned in my previous posts, is because your character was already somewhat brainwashed. You the actual player of course are not brainwashed, so it is natural that you are suspicious. I am not sure what you mean by your last sentence quoted above.

    I also have a question for you regarding an in game pm you gave me. You suggested that the kidnap mission would be better if either I ended it after Nikki was released or added ambushes. There is an ambush after she is released, but only one. Is there a way to add ambushes after her release that will be staggered in time or by floor? Can multiple ambushes be triggered by the release? If so, I don't see how. Do I chain each ambush on the previous? Would it be better to just end after she is released? I personally don't care for leading people to the door, but is that required storywise for a kidnapping?

    Thanks again, not just for this review, but for all you do for the MA community!
  4. Quote:
    Originally Posted by Tangler View Post
    You can drag the missions around on the top of the gui to change their order.
    Thanks, this is hugely helpful to know. Even if I decide against changing the order here, it would be a great help in test if I wanted to try changes to a specific mission.

    Quote:
    I think part of the problem at least for me, was that there was no particular indication of funny business going on until I rescued Mr Goodman. Until then it feels like your standard player character hijacking, which really is not a good thing to remind players of given how bad they usually turn out.
    I added the following to the intro to mission 1. I am not sure if this was there when you played:

    "It all started when you ran into your old mentor, Captain Courageous. After the obligatory hellos, your discussion turned to your growing sense of frustration with the number of needy people out there that weren't getting any help. He suggested you talk to his friend, Dr. Allura. After months of meeting with her, you find yourself here."

    The following was added the the end of the mission 1 send off dialog:

    "A part of you wonders why you are doing this, but after your talks with Dr. Allura you have gained a new perspective on things and feel the need to take action."


    Quote:
    I would say that it is because most people coming into this game are treating it as a role-playing game.
    I know. I learned this from my first arc when people got so upset with a bit of intended humor that implied that his or her hero was greedy.

    Thanks again for your input and support. Happy Holidays and Happy New Year to you.
  5. Quote:
    Originally Posted by minimalist_NA View Post
    Hi ArrowRose,

    Just got your comment in-game. I'd been occupied the last couple of days getting out of town before the snow hit, then digging out my parents' house up north.

    Anyway, in terms of making non-combat "flavor" encounters, there are three main ways to go about it:

    1.) Which you did, was to have an ally/captive surrounded by a friendly group. The downside is that they stay 'silent' -- their dialog only triggers if under attack by an enemy group (which happened when I ran through it).

    2.) A solo Ally. Make sure to set the enemy group to "single", and set the NPC to "Non Combat" and "Do Nothing" when freed (bug: the NPC may sometimes end up following you anyway, nothing you can do) and fill in the dialogue brackets for:

    Ally Rescued Dialog: This is the one that triggers only when the player gets near the NPC.
    Ally Stranded Dialog
    Ally Reacquired Dialog

    This gives you a chance to make the NPCs' dialog more complex, and has been used to great effect in some arcs (Blight, etc.). In the context of this arc, you might assume that the players will only return to some NPCs (like the ones at the very front of the mission) when they're setting the bombs, so you could set the Reacquired dialog to something like "No! You can't do this to us!", or creepy postmortem taunts from Goodman.

    The Ally Inactive or Ally Active Dialog will trigger as soon as you enter the mission, which might be useful in limited circumstances ("Find me quickly, hero!")

    3.) A Boss. The surrounding group is going to be more scattered and facing away from the boss, though. Still, it works for things like zombie drumming, etc. Set everything to Ally, etc. Fill in the Boss Unaware Dialog. You'll be able to see that dialog when you get close enough to the boss.

    As a final note about the progression of the missions, I do agree with the others that it's probably best to ease the player into the criminal activity -- too many players see "mind control" as a cop-out, but it's easier to accept that their hero is getting involved if the players themselves find the scenario plausible.

    So a more gradual progression might be to make the first mission be the "kidnapping" mission... only the contact assures you that it's to "investigate" Richman and "rescue" anyone he's holding there against their will. Drop in some clues about illegal activities that Richman is profiting from, and leave the daughter un-named (so the player only really suspects that he/she is being involved in a kidnapping from subtle hints in the dialog). With all that, and when the player sees that Richman is working with the Family, they'll be slightly more inclined to trust the contact and go further down the rabbit hole.

    The second mission could be the bank robbery, with the justification that it's to confiscate some dirty money and trace its origins, then re-distribute it to the poor. You might wish to change the enemies here to PPD rather than Longbow, so you can justify it to the player by suggesting that those particular cops are bought off. Same goes for the prison break in M3.

    Finally, unfortunately I missed the last mission debriefing somehow; did it reveal who wrote the notes? Making an encounter with the author more explicit within the mission itself might have more visceral impact as a "snap-back-to-reality" moment, combined with the list of assassination targets,

    Hope this helps!

    (As an aside, sorry you still got hit by the last mission bug on OoP. Going by the comments I'm getting and my own experience, it's rarer than it used to be, but still there.)

    Thanks so much for playing and your comments. The clue as to who wrote the notes comes in the last mission with the writing on the back of Angela's card.

    I will think about all the input I am getting and most likely make some changes over time. Is there any easy way to switch the order of the missions if I decide to do that? For some reason to me robbing the bank was the least of the offenses morally speaking. Kidnapping is more serious as you are invovling a child who could be hurt in the process.

    Also part of my intent was to not give your hero too much justification for his or her actions as missions 1-3 are a test to see just how brainwashed you are.

    I know people hate to have their heroes hi-jacked, which is why I was so upset initially at getting no official feedback. I feel that by its very nature, this arc starts out with a huge strike against it. I wrote it, hoping for official feedback, and as a challenge to myself to step out of my comfort zone. I have read a lot, and when I read books written in the first person, I don't feel that the actions of the narrator are in any way a reflection on me. I know this is a bit different, as you are play your hero and so are more immersed, but I ask that people take it in that same way if that is possible.

    Thanks to all of you who played and gave me comments on this arc and my Liberty arc. I have learned so much from you all.

    I wish all of you a Happy Holidays and a great New Year!
  6. Having accidentally hit upon many of the things that are disliked in MA in my first attempt to create an arc, I am curious to find out what things people really dislike and what annoys people so that if I ever write another, I won't doom it from the start. So here are my questions:

    1. Are there any things that would make it very unlikely for you to give an arc 5 stars no matter how good it might be?

    2. Are there any things that really annoy you in arc and hurt its chances of getting a 5 star rating?

    I'll start with my answers.

    1. If an arc is not marked as challenging and it is nearly impossible to complete on the easiest setting, it is very unlikely I would 5 star rate the arc. This is because I play MA arcs mostly to enjoy the creative story telling and when the arc is incredibly difficult, I can't do this.

    2. Glowie hunts on really large maps frustrate me. This alone would not stop me from rating an arc 5 stars, but if an arc has lots of annoying game play issues, it has less chance of getting 5 stars from me.
  7. I would love for you to try the arc I submitted for Dr. Aeon's challenge:

    The Greater Good - ID 350877

    But remember the way Pro Payne behaves in this arc is in no way a reflecton on you or the actual Pro Payne.


    Hope you enjoy.
  8. Thanks so much for playing and for your comments and for your help with my technical questions while I was creating this arc.

    Below are my responses to your comments:

    Quote:
    Originally Posted by Tangler View Post
    From the very start my hero is told I'll be doing some evil things. I think what you did was a good approach, but the justifications I found to be nebulous. The contact tells me that all that money will be put to good use... but for what exactly, a new orphanage, feeding the homeless, a new dart board in the coffee room? I think you should feed the player more lines as to why exactly this is all justified.
    I will think about this. My concept here is that you are to some degree brainwashed and missions 1 to 3 are tests to see what you will do without lots of justification. If you are willing to do these things just because Angela asks and without lots of justification, then you are ready for induction into the group. The reason for your willingness to do these acts without much justification is hinted at by this: " A part of you wonders why you are doing this, but after your talks with Dr. Allura you have gained a new perspective on things and feel the need to take action."

    Quote:
    I thought "ah okay, I see what's going on" when I read Mr Goodman's bio, and when my hero enthusiastically accepted the next mish I thought that was a neat nod towards that. However my hero reverts back to reluctant acceptance in the final mission, making me think there's a bit of conflict in writing going on here.
    Yes your character did get more enthusiastic for each mission until mission 4 and I did this by intent. This was to show that you were getting sucked in deeper and deeper. The reluctance on your part to accept the last mission was intentional as well. This is because you sense a difference in Angela: "Angela looks a bit distracted but smiles when she sees you." Sensing this difference sets off a warning signal and something in the back of your mind makes you hesitate in taking the final step in joining this group.

    Quote:
    I'm not sure if this was intentional or not, but all the naming and caricaturisation of the characters gave a distinct children story vibe to me, similar to your In Pursuit of Liberty arc.
    It is not intentionally a child story vibe, but I think I see what you mean. The names were chosen to have meaning and perhaps that is what you mean. As Angela Goodheart (Angelic with a good heart). Mr. Richman is rich. Mr. Goodman is good. OK maybe not.

    Quote:
    The moment I entered the final mission, I was greeted by members doing the zombie dance to the drums. This gave a really good atmosphere and confirmation that this group is a really creepy cult. Though as I entered further into the map, it looks like you were just experimenting with different animations. It went from "Oh wow, this is going to be a cool final mish" to "okay... it looks like an office party now". I say scrap the eating, drinking, and especially the gambling(?) and run with the creepy cult drums and other subtle rituals.
    I did intentionally choose to place the zombie dance with drums at the front because of the atmosphere it set. I was however not experimenting with animations but rather trying to create a party atmosphere. There is unaware dialog for all to create a bit of humor/atmosphere but it doesn't show. The idea was these brainwashed heroes are enjoying a party and even at the end when all hell breaks loose they continue beating drums, eating and drinking tea. As pointed out earlier unfortunately at times some join in the fight. I would love other opinions on this as to whether it would be better to have them all playing zombie drums.

    Quote:
    Mr Goodman being super strength seems like an odd choice, wouldn't it make more sense for him to be a mentalist?
    This is a very good point. I wanted to be sure the arc was not too hard. I made the mistake in my Liberty Arc of initially including some very hated powers and when people find the play frustrating it hurts the enjoyment of the arc. I will test him as a mentalist and see how hard that is, but per the story you are 100% right that he should have mind control powers. Edit: I tested this and made the change as it seems to be OK.

    Thanks again.
  9. Happy Holidays to you as well.

    Thanks for all you have done for MA.
  10. Thanks so much for playing and commenting. Sadly I have no pretzels, so I had to settle for coffee (I know - no salt) but it keeps me awake.

    My responses to your comments follow and they will definately contain spoilers.

    Quote:
    Originally Posted by PapaSlade View Post
    1.) The introduction does a nice job of trying to give the player a justification for believing in your contact. I just don't think it is enough. Telling me I know a person who knows this person feels much different than running Levantera's arc and getting introduced to Serpent Drummer, for example. There is just more of a relationship built that lends to the trust you are trying to instill for your contact.
    I have only 8 more characters left in the intro text so I am not sure there is much I can do here to make it clearer. If you or anyone has any specific minor wording changes that would help, that would be great. The idea here is that you ran into your old mentor and he referred you to a friend of his, Dr. Allura. You met with her for several months and she sent you to meet Angela. The implication was that the Dr. had been brainwashing you. Your desire to help the poor made you a subject. After subjects are identified and "treated" by Dr. Allura, they come to Angela to be tested on mildy evil tasks before they are allowed to officially join The Greater Good.

    Quote:
    2.) We need to know more about Mr. Richman. All the information on him is just too vague. Billionaire rich, some sort of a connection to the Family...go steal his money and kidnap his daughter. I am not saying my hero is above robbing from the rich to give to the poor. Errol Flynn's Robin Hood is one of my favorite movies, but it was well established that Prince John and the Sheriff of Nottingham were bad dudes. Mr. Richman? Not so much. Is he a slum lord? drug dealer? maybe he sells conflict diamonds or beats baby seals and sells their pelts. Just give me something to work with and I will happily run off and rob the guy. Good guys will do bad things to bad guys as long as they can justify in their heads that the bad guy deserved it or there was no other way. Ok, to wordy, I will move on.
    I need to think on where to put more info on him that would best suit the arc. Again opinions are welcome. My concept for this arc was firstly that there be a double meaning as to how it fit the challenge. In the first 3 missions, you are literally doing evil for "The Greater Good" and in the last mission you actually do evil for the greater good. Along with this concept, I intentionally chose names that were generic and symbolic. The names include Angela Goodheart, Mr. Richman, and Mr. Goodman. Sorry I digressed. The idea behind Mr. Richman is that he is just a generic rich man. He may have ties to family but he does nothing particulary wrong. His sin is that he is rich and this makes him a target for the Greater Good. The fact that you would act against him without specific reasons is a test to see how much you are willing to do and how deeply controlled you are.

    Quote:
    3.) Mr. Goodman could use some attention as well. I think he has potential as a character but needs to be deeper. A hint as to his true goals or a little history on him somewhere. You appear to be going for a cult leader status in Mr. Goodman. As is, he is a bit of cardboard cut out bad guy, but could be much more.
    In a way he was intended to be a cardboard cut out bad guy, but I think you are right here. My first arc had this same flaw. I need some time to think about what more I want to say about him and where it is best placed. His bio which is currently cryptic by intent.
    My concept here is that he is greedy and quite the opposite of the good man he appears to be. He brainwashes heroes to serve his needs and make himself rich.

    Quote:
    4.) The mind control thing, how does our plucky contact get out from under Mr. Goodman's control and if she never does, than who is leaving the notes? Especially if there is no cure or way to reverse the mind control as the file on the computer states.
    The contact is not fully controlled and never was. While writing the arc, I read a lot about brainwashing and a process which involves taking away your identity, breaking you down and then building you back up to act in a new way (the way the controller desires). The study by Robert Jay Lifton that is mentioned in the Project Robin Hood file specifically caught my interest. Angela is fighting the control and when she meets you she sees a way out. She is definately the writer of the notes. There may be a cure, but at the time of mission 4, neither you or she believe that there is. In my souvenir I state that you believed at the time there was no other option then the action you chose to take.

    Quote:
    5.) Where is the last mission?!?!? The opportunity to really push the envelope on how far you can push a hero is in the list of assassination targets that Mr. Goodman has on him. How far will the hero go to stop those assassinations? Who are the targets. What if Mr. Goodman is trying to off his competition and they are all murdering scum? Are they actually worth saving if you have to hurt/kill another hero to do it? Is it evil to not stop the murder of a murderer? I think the gold to be mined in this arc is in the mission you have yet to write.
    The last mission is in an office where a party is being held in your honor. You pose a very interesting point here. While I was at work yesterday I was thinking that I should add names to the target list Statesman, Ms. Liberty etc. Now I am unsure. The point you raise here makes me think. I would specifically like opinions from you and anyone else who plays on whether making the targets COH heroes or evil competitors would make the arc stronger. I am leaning towards the heroes at the moment.

    Quote:
    Last thing and this is really my only serious problem with the story. I do not understand why half the greater good was fighting on my side and the rest wanted to kill me in the last mission. No clue what so ever what was going on there especially when they fight Mr. Goodman's mob with me. That goes back to the whole brainwash/mind control issue and how are they not under the bad guys control?
    This is a mechanics issue. To give the flavor of a party, I placed various Greater Good members in the mission using the release captive objective. So that the surrounding group of party goers does not attack you as you innocently walk through the party, I made them allies. I even gave them unaware dialog to help add a party flavor, but this seems to be a bug because they say nothing unless attacked. After you meet Mr. Goodman and start committing your true evil deed, you are attacked by ambushes. This is by intent. Unfortunately, if these ambushes occur near the party goers, they will be attacked and will fight back. I would prefer that this not happen, but for the sake of the story one could argue that these heroes are less controlled and when they see you being attacked something in their heroic nature causes them to jump to your defense.


    Thanks again so much for playing and for your input.
  11. Arc Name: The Greater Good
    Arc ID: # 350877
    Morality: Hero
    Creator: @Gypsy Rose
    Difficulty Level: 45-54
    Enemies: Paragon Police, Longbow, Family, Custom Group
    Synopsis: What is good? What is evil? Would you perform an act of evil for the greater good? Play this arc and search within yourself for answers. Author's Note: This arc is a work of fiction. Any resemblance between your hero as portrayed in this arc and your actual hero is purely coincidental.
    Length: 4 missions - the first map is very small - total play time should be less than one hour

    After much thought, I decided to create a thread for this arc in the hopes that I could get some feedback. I thought of giving up on this arc and perhaps MA altogether, but I am not a quitter and so I decided to try a feedback thread.

    The arc was written specifically for the challenge, and in my opinion in order to meet the requirements of the challenge, your hero had to be hijacked. Based on feedback I received on my other arc I realize that people hate this. So I ask that if you are fall into this category and can never truly like an arc that does this, don't play. See my note above regarding this.

    Any and all comments aside from "you hijacked my hero" or "my hero would never do that!" are welcomed.

    A special thanks to minimalist for playing my arc and helping me decide to give this a go.
  12. Quote:
    Originally Posted by PapaSlade View Post
    There needs to be some sort of system to acknowledge an entry was received and played. I completely understand that Dr. Aeon may not have time to write and post a full review of every entry, but a simple "Hi, just played your entry." might be enough to set people's minds at ease that they didn't waste their time and they at least had a chance. No matter how slim that chance may have been.
    This is a great idea. I had assumed that all arcs played would be rated and the increase in play count would tell us that our arc had been played, but the more I thought about this, the more I realized that this would make Dr. Aeon's job even harder. I often have a hard time deciding whether to rate an arc 4 or 5 stars, so asking him to decide on each arc he plays would take up more time.

    A general "I played your entry" would be great. Then we could look at the feedback he writes when he announces the winner and apply it to our own arcs as appropriate.
  13. Quote:
    Originally Posted by minimalist_NA View Post
    Thanks everyone, and thanks to Dr. Aeon! I'm pleased and grateful beyond words.

    That arc was quite a bear to do (especially the first mission, which probably took up 75% of the time alone), but I'd always wanted to do something like that, and the idea had been sitting in my head for a long, lone time.

    One thing the Doc said in the top post amused me; I was always afraid that making Dr. Aeon himself the contact would be construed as 'kissing up', but really, I couldn't think of anyone else who would have fit. Maybe Vernon von Grun, but he's a mad biologist. Not enough hard science there, BAH!

    Anyway, it's funny that one issue was a lack of choice -- I always thought the lack of a choice would kind of sink my entry. I think some people might object to how it currently turns out, and I think there's a way to make the other possible decision justifiable. At the moment, though, there was no room to include it (99.99%); I think I might use one of my spare slots to do a 'trial version' of the last mission, and if it goes over well, I'll incorporate it into the arc proper once we get the size limit raised to 200k.

    Anyway, thanks again, everyone, and I look forward to playing through the other entries I haven't tried yet! This contest had some great stuff going on.

    Now I just need to decide on a yellow title...
    Congrats! In my sadness at getting no feedback I left that out - sorry.

    If you really plan to play any other entries, I would love if you would play mine. See if you can guess which arc from my signature was my entry
  14. I am fairly sure that I submitted mine properly and it also apparently was not played or rated.

    I had no expectations of winning, but it is extremely discouraging to spend a month working on something and receive no feedback at all. Official feedback was the reason I entered and I feel like I wasted a month of my spare time. I would much rather receive negative feedback than no feedback, so I can use it to do better. At the moment I am thinking of giving up on MA altogether.

    I think there should be an official proceedure to acknowledge that your entry was accepted. Also each entered arc should be played and rated. If there is not enough time then perhaps the winner announcement should be delayed.

    I do appreciate that attention is being given to MA and though super the Dr. is only one person, but if he doesn't have enough time to play and rate, perhaps there should be a cut off number of arcs and you should be notified that yours did not make the cut.
  15. Perhaps you might consider a contest for authors who have no Dev's choice arcs, have not won any official COH arc contests and have not won your Player's Choice contest.

    This criteria would be easy to verify and would give us a chance to encourage and support authors who have not been "winners" before.
  16. A Penny For Your Thoughts
    ARC ID: 348691
    Author: @Frija

    Reason: This was a great story, with great use of mechanics, that was tons of fun to play. One of my all time favorite arcs!
  17. Quote:
    Originally Posted by Tangler View Post
    A Penny For Your Thoughts
    Author: @Frija
    ID: 348691
    Tags: Non-Canon, Drama
    Morality: Heroic (obviously )

    Desc: As all of the city's Clockwork suddenly fall inert, Penelope Yin has a bad feeling as to the fate of her reluctantly accepted guardian brain-in-a-jar, the Clockwork King. A speculative short-arc on the Clockwork King.

    This is my first (published) attempt at a drama piece, and my first try doing something like this with established characters, so I'm doubly interested in what do people think. I won't be submitting this arc till it gets closer to the deadline, so all feedback will be considered to improving this arc before the final 'cut'.

    I may just be naively hopeful here, but if anyone does play it I'd also really appreciate it if you could post here with your general thoughts, as well as answering a few questions I am interested in knowing:

    1) Should there be more combat, or do you think it has enough?

    2) Did you find the final mission too easy/hard/just right?

    3) Should the time limit be shortened/extended/leave it as it is?

    4) Did you think a convincing argument was made for picking either choices?

    5) And just for fun, which choice did you make?
    I am not sure that this arc meets the criteria for the contest, but I absolutely loved it. It is one of my overall favorite arcs and I definately think it should be a dev's choice.

    Now to answer your questions:

    1) I think there is plenty of combat.

    2) I think the difficulty of the final mission is fine, if it had more time.

    3) For me the final mission did not have enough time if a player chooses the optional objectives. I played this arc 3 times today just so I could make the choice that I wanted. The first time I played, I wasted time because I thought I had to destroy the spikes and by the time I had compeleted the optional objectives, I did not have time to complete the final objective. The second time I played, my mistake caused me to not complete as I chose. On time 3, I used my best level 50 and I completed it with 8 minutes to spare. I strongly feel you need more than 15 minutes or much clearer directions as to what needs to be done.

    4) Yes I think an argument could be made for either choice.

    5) I chose the option that involved completing the optional objectives because I am an optimist deep down and I almost never give up on people.
  18. This was really a challenge and at the same time fun. I submitted:

    The Greater Good
    ID: 350877
    Author: @Gypsy Rose
  19. Custom Group: The Anti Liberty League
    Found in: In Pursuit of Liberty (ID 344916) - They apear in all missions but are featured in 2 and 5

    Description: These followers of MAL are twisted souls who will do anything in their power to ensure that the citizens of Paragon are not able to live out their lives enjoying freedom and liberty.

    Keywords:

    Themed: Because each pursued his or her dark side which led them to become Followers, all bear the same chest and cape symbol and all fight for the same evil cause.

    Balanced: Thanks to changes I made due to input from many reviewers.


    MAL: Master Al, also known as MAL or the MASTER is the mastermind behind the Anti Liberty League. He is pure evil and will stop at nothing to destroy freedom and liberty in Paragon. Albert Hawkenstien, started out life as a child genius who was constantly mocked for not fitting in. He felt powerless, and out of control, and he hated feeling that way. First, he used his intelligence to create his bots. He loved the feeling of control that gave him. As he grew older, he recruited his Followers, and became a true MASTER. Finally, he had the control he so badly wanted.


    Fern Fatale: This evil villainess is one of MAL's greatest allies and possesses amazing plant-like powers. She is the leader of The Evil Garden Dwellers, and is an elite covert member of the Anti Liberty League.


    Fearsome Follower: Fearsome Followers have a strange ability to inspire fear in all they meet. As children, they were bullies who pursued the feeling of power they got from making the weak fear them. These bullies are recruited, and after extensive training they become Fearsome Followers.


    The Feline Follower: Feline Followers have cat-like powers and are in many ways more feline than human. They are selected from girls who pursue all things feline with a passion and who exhibit that certain cat-like aloofness that sets them apart from their peers. They are implanted with deadly sharp claws, and after extensive training they become Feline Followers. They are especially deadly because their cat-like looks distract many of their male adversaries.


    Fatal Follower: Fatal Followers are skilled in all forms of combat. The darkest of souls are chosen from youths who devote their energy to pursuing martial arts championships. This darkness is focused, and after extensive training they become Fatal Followers.


    Fiery Follower: Fiery Followers have fire powers and a fiery passion to kill. They are selected from children who have a fascination with fire, and who constantly pursue new ways to start them. These pyromaniacs are recruited and given extraordinary abilities to control and start fires. After extensive training, they become Fiery Followers.



    Frozen Follower: Frozen Followers have mysterious ice control powers. They are selected from girls who are exceptionally selfish and cold-hearted. This cold-hearted selfishness is channeled into a hatred of the forces of good. These females are instilled with deadly ice powers that almost, but not quite match the coldness of their hearts. After extensive training, they become Frozen Followers.


    The evil villains in action!

    Author's NOTE: I want to thank all those who reviewed my initial version of this arc. I made many changes based on all the feedback I was given and republished it with a new arc number. The most notable update is that I changed my contact from Ms. Liberty to a custom Mendor. If anyone replays this arc, I would love feedback on whether the new contact works better.

    Special thanks to Wrong Number for answering my endless questions as to how to get images posted on the forum!
  20. I would love for you to play and give feedback on my arc:

    Name: In Pursuit of Liberty
    Arc ID: 344916
    Creator Global Name: @Gypsy Rose

    NOTE: I have 2 arcs with this name. If I am lucky enough to get picked, please play the new one with the arc ID posted above.

    Thanks
  21. I have a few questions. Will you play the arc when it is submitted or wait until the deadline to play all? Once submitted to you, can an arc be changed based on feedback from other players?

    Thanks.
  22. Is there any possibility that an additional arc slot could be awarded as a vet reward?
  23. Quote:
    Originally Posted by ArrowRose View Post
    I would love it if you would play my arc:

    In Pursuit of Liberty - 344916
    @Gypsy Rose

    Thanks
    I have created a new version of the arc that I originally posted in your thread. My original contact was Ms. Liberty who I chose for obvious reasons. However some reviewers were bothered by the fact that they felt my portrayal of her was not true to cannon. So, I created a new version of my arc with a very different contact and tweaked it based on some suggestions made by various board reviewers.

    That is my long way of saying, I would love it if you would play the new version of my arc instead. The new ID is 344916.

    Thanks so much
  24. Congrats to all the winners and a huge thanks to Bubba!
  25. My last vote is Best use of Mechanics:

    First Place: Macguffin Delivery Service #1567 @Lazarus
    Second Place: The Next War on Drugs #245042 @arachnodragon


    Thanks so much to Bubbawheat for setting this up and for all of you who helped select the finalists. This was an awesome idea! I played some amazing arcs and had so much fun.