Eva Destruction

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  1. Some outdoor maps have this problem. IIRC, it's the ones with the orange box entrance.
  2. Quote:
    Originally Posted by Supafunkadunka View Post
    I would argue that 99% of all science fiction and fantasy that's out there is - to some extant - hackneyed or riddled with logical flaws. That doesn't mean it is without merit or cannot be entertaining. Sci-Fi and fantasy depend on a certain amount of suspension of disbelief in order to work in the first place. There's no such thing as magic or fire-breathing dragons or fiery space explosions or transforming alien robots but we just accept these things because it's part of the fun of the story.
    99% of science fiction and fantasy out there sucks.

    Quote:
    There are bad time travel stories - no doubt - but there isn't anything inherant about the notion of time travel that precludes a good story being written. There are tons of time travel books and movies I can think of off the top of my head which I enjoyed immensely. Did they have a few leaps of logic? Of course they did. Did they take historic liberties? Sure, sometimes. Did this make them bad stories? Not in the least.
    There are far more time travel stories that are bad. Once you introduce time travel, it becomes a cop-out for writers who can't come up with a better idea. The very concept encourages inconsistency, and makes for an easy "you can do anything you want because at the end of the episode everything will go back to normal." It's cheap, and it's meaningless.

    It is especially cheap in the context of an MMO, where status quo is god, to throw in some time travel rather than to write a good story set in the here and now of the game world with a definite conclusion that doesn't disrupt said status quo.

    Quote:
    Also, if you are going to set Harlan Ellison as the standard by which our writing needs to live up to, then you, me and everyone else here should stop writing immediately. The very best of our work here pales in comparison to absent-minded napkin scribbling of any number of professional writers. That's why they are full-time authors and we are playing superhero games on the Interwebs.
    If you want to aspire to mediocrity, that's your prerogative. Just because you're not as good a writer as some professionals, doesn't mean you shouldn't try to be.
  3. Quote:
    Originally Posted by Lazarus View Post
    In addition to that, I'd like to be able to disable some spawns in rooms that are already overly crowded to begin with. The new 4XP/SRSLY System has had some unintended fallout where just being on 2x Heroes/Villains can lead to running into massive spawns of enemies right at the front door of a mission. Some rooms just don't need that many spawn points in them!
    On the other hand, there are situations where you might want all of the available spawn points in an "overpopulated" room to be filled.

    And before people start throwing around words like "exploit," and "farming," keep in mind that it's fairly easy to hit your aggro cap of enemies on every spawn just by cranking yourself up to x8.
  4. The old Hami raids were boring and laggy and involved a lot of waiting around doing nothing by those of us who wanted to be considerate and show up early, while everyone tried to drag more controllers and empaths into the raid, broadcast spam, people not listening to the leaders, "Total Focus is a hold!" and a massive lag spike as the population of the Hive shot up just as the last few mitos were going down. And that was on Champion. I went to a grand total of one raid on Freedom, it was a total mess.

    The new Hami raids are boring and laggy and involve a lot of waiting around doing nothing by those of us who want to guarantee ourselves a spot in the raid, but with less broadcast spam and mooching, and the raid itself goes a lot faster. Now that I think about it, I have the Architect commlink to keep myself amused for that hour spent waiting....I think I should raid more.
  5. Friendlies won't fight friendlies unless there's some weird interaction going on between the groups you're using, and patrol dialogue triggers when it triggers regardless of what else is going on, so I don't see how the two would interact negatively.
  6. Quote:
    Originally Posted by Dr. Aeon View Post
    On our end regarding specific placement, that's something where the mission designers request the world designers to set the specific location on the map where they want that a specific spawn. Allowing Architect to do this would be difficult for several reasons. The first is that we'd have to come up with a map editing program to allow players to get into the map to move the spawns around to where they want it. Another concern on our end would be exploitation, where players could place specific spawns on a specific map to pose the least amount of challenge - spawns where the enemies are trapped in a part of the map, etc.
    Wow, that is way beyond the level of control I'd ever expect the devs to even be considering thinking about giving us. I'd be happy with simply having all the existing spawn points numbered and being able to choose to place my boss at Boss 1, Boss 2, Any Detail 1, etc. Any improvement on the ill-defined and often-buggy "Front," "Middle" and "Back."

    Edit: doh, beaten to the punch.
  7. Quote:
    Originally Posted by Sumericon View Post
    Some of the finer points could use some polish. The chained events in the final mission have been problematic with the way they spawn. Perhaps changing the map itself will be just what it needs to fall in line.
    The actual problem was that the captive that triggered them spawned in the very back room with the EB.

    Quote:
    When you're ready for it, Act Two runs in level range 16-20. No AV, but there are EBs. Drop a line if you want some help, I'll be happy to run it with you.
    Act 2 and 3 are on my list, for when I reach those levels. I didn't have any problems with the EBs in this arc (downgraded to bosses on my diff setting), even the ones I fought without the allies' help; a purple, a red, maybe a breakfree, spam Divine Avalanche, and EBs tend to die pretty easily. Although if I ever do an experiment like this again I will implement a rule of "No Madness Mages before I have my mez protection."
  8. Ever since I got my first character to 2 billion, I've re-evaluated my definition of "rich." Now, for a toon to be rich, they have to be able to afford all the stuff I want them to have. One character can be considered comfortably well-off with 100 mil, but that Scrapper who I want a Gladiator's Armor unique for is still too poor at 1 bil.

    As for liquid assets, inf is so easy to earn now that I really don't care anymore. The only reason I don't have more than I do is because I get lazy or bored.
  9. As long as the map is set to Empty, you can set them to be friendly bosses with the surrounding enemy group also set to Empty. They will be undefeatable so they can't give clues, but you get a lot of space for "Unaware" dialogue, which won't trigger until the player gets relatively close. Use a linear map with the blinky at the back so the player has to go past all of the bosses and trigger their dialogue. Then you could sum up their dialogue in an end of mission clue, which also allows quite a bit of space.
  10. Quote:
    Originally Posted by Coulomb2 View Post
    Summers has sonic powers.
    Actually, it never occured to me that the player would assume the heroes in the first mission were all of the ones that had been "harvested" - still that does strike me as a reasonable assumption; I haven't decided for sure, but there is a chance I'll add another one in there to explain the sonic powers.
    I just found it odd that all the super-Eidolons had some variant on powers I found in refrigerators in the first mission, but the Sonics came out of nowhere.

    ****
    ZAGMUK Act One: The Herald
    #266123

    This is the start of another multi-parter. Magical war, sinister cult, ancient power...whatever happened to brainless gang members bent on mutual eradication?

    The contact this time is Paco Sanchez, who sends me out to find a missing hero named Sharuu. He sends me into a Hellion warehouse, where I'm expecting a bunch of brainless gang members, but instead I find...the Circle of Thorns. A few dead Hellions and a frightened Hellion prisoner later, I find the Circle leader, which gives me a new objective: defeat the Inquisitor. There's ominous dialogue throughout, with talk of "the Master" and clues that indicates the Hellions are involved in more than their usual lame demon-worship. I do find out that Sharuu is still alive, and yay, Ding! DO time.

    Through a fortuitous coincidence, Sharuu's girlfriend knows where he is. I'm not sure how she knows, or how Paco knows that Sharuu is in need of medical assistance, but there's a Circle ritual involved, so I'd better hurry. Turns out there are other "hostages" in here...although hostages might not be the right word, since it implies their lives will be negotiated for. I free them, but I don't find out what the Circle wanted them for.

    Sharuu is recovering in the hospital but isn't quite coherent yet, so I go off to beat some answers out of the Hellion leader who wasn't in the first warehouse. Right off, I encounter a mysterious stranger...who knows who I am, spouts some mystic stuff about "our paths align here," but isn't very forthcoming with any actual useful information. Also, he has Gale, which is annoying. There's some nice dialogue from the Hellions in here, and some clues as to the greater plot...it's all very mystical, and very mysterious right now.

    The defeat of their leader puts the Hellions out of the picture, but Sharuu still isn't being much help...no one can make heads or tails of any of the clues I found...time to head to the source and beat up the Master. This adds a new wrinkle: someone, or something, called the Emissary. From where, we don't know, but he/she/it is creepy and inhuman and talks gibberish. Strange things talking gibberish are never good. The patrol dialogue in here is again ominous and generally not-good.

    Yep, not good. I return to Paco and find out that everything has gone to hell. The clues I found have been made sense of, Sharuu has woken up, and bad stuff is going to happen, like, today, unless I stop it. The map choice here is a bit odd...why would the Circle ritual be happening in a brightly lit office building? For that matter, I find out about the rituals from a captive...but there are no hapless captives involved in the rituals themselves. And, I have to backtrack to stop the rituals, which is rather immersion-breaking.

    This whole final mission feels a bit anti-climatic. I am told after the fact that what I did was a big deal, I prevented a great and ancient...something from entering the world, and I did solve the mystery of the missing hero, but none of this happened within the mission itself.

    Overall I think this arc could use more clues; a lot of stuff I discover within the mission, some of which pops up chained objectives, comes from dialogue, which gets mixed in with patrol dialogue quite frequently. Some of the boss and captive dialogue could use some expansion in clues. Also, more clues (definitely one from Sharuu, and some indication of what the rituals actually entailed) and maybe a few more objectives in the final mission would give it more of an "end of Part 1" feel, rather than just a "to be continued..." This seems to be the intent here, but the execution isn't quite there.

    There's one other thing that bugged me; one of the Circle patrols has dialogue that claims what they're dealing with is "older than Oranbega," but the clues I find are ancient Mesopotamian. Oranbega predates Babylon and Sumer and pretty much all of known human civilization by about 10,000 years. Now this dialogue may be deliberate, but without followup, it looks like a canon slip-up.

    A rather ominous tone was built up and maintained throughout the arc, up until the last mission with its sub-optimal choice of map. Great use of dialogue to this effect. There's a sense of "we're small fish in a big, dangerous ocean" here, both in the case of the NPCs, and to an extent, the enemies. It works as an epic tale told through the eyes of small players, who only get a glimpse of the real scope of events. What doesn't work is the implication that THIS IS BIGGER than we think. As part of something bigger, yes. As something bigger in and of itself, no, not so much. And as a small part of something bigger, there's enough of a hook for Part 2 that this particular small part could use a more definite ending.
  11. I'm probably Chaotic Neutral/Chaotic Good.

    My characters? Most of my heroes are Chaotic Good, with a few who are Neutral Good. My villains are either Chaotic Neutral, Neutral Evil, or Chaotic Evil. The Chaotic Evil ones have a reason behind what they do though, not just mindless rip tear smash maim kill destroy. One of them is a priestess of a Chaotic Evil deity. One is a demon (always Chaotic Evil, even the cocktail waitresses). One of them was created and programmed for the express purpose of destroying and killing, but she is sentient, and likes smashing...although it does raise some questions as to whether she actually has the option to make a moral choice. Dawn Apocalypse just thinks she's better than you. One of them wears Paragon of Vice as her badge title for a reason. One is kinda nuts. Now that I think about it...I have a lot of Chaotic Evil villains. I'm not big on the rather simplistic "Chaotic Evil just wants to destroy everything" mentality.
  12. There is a Standard enemy group called "Empty." It makes there be no bad guys except the ones you specifically place.
  13. My main, Eva Destruction, currently has five clones, two evil counterparts from other dimensions (with another coming in Going Rogue) an extradimensional counterpart of a clone, and an android based on her. I also have Eva's future husband, my very first male toon.

    I made all the clones mostly because I dislike most of the available faces, and before they added all the new hairstyles I didn't have many of those to choose from either.

    My husband and I have a lot of characters with interconnected backstories, but none that are actually romantically involved. We do have a lot of characters who hate each other and make each other's lives miserable though
  14. What are the things an arc absolutely MUST have/MAY NOT have in order to be considered for Dev's Choice? We know only that arcs must be flagged "Final" and AVs (and I would assume timed missions) must have a warning in the mission briefing. Any other requirements?
  15. Is there any chance of the ratings system being overhauled to prevent 1-star griefing, or, better still, a revamp of the search function to prevent the giant mass of very good 4-starred arcs from languishing in obscurity, while the Dev's Choice and Guest Author arcs hog the front page forever?
  16. *sits*
    Oooh, this couch is comfy.

    Are there any plans in the works to allow more control over objective placement than simply "front," "middle" and "back," with most of the map being marked "middle" including, on some maps, spots in front of the "front" point and behind the "back" points, no control at all on outdoor maps, mini-maps that show more spawn points than the map actually allows, "middle" and "back" collection points reversed on so many tilesets, some maps that claim to allow objective placement but don't, and other headaches too numerous to mention?

    So I guess this is actually a two-fold question: Can we have more control over spawn placement, and if not, can we iron out the bugs in the options we currently have?

    *pulls out mini-vac and vacuums any stray hairs and skin cells from Aeon's couch*
  17. Combat escorts will keep up through stealth usually, while non-combat escorts, except for the Warburg guys, generally won't. At least that's been my experience.

    And last I checked the stealth IOs can still be placed in Prestige sprints. I always use those for my stealth IOs, makes me see-through but I trail pretty colors. Since they're uniques anyway I don't see any reason for that to change.
  18. I don't think you ever could. Even if you give them no attacks, they will have one. I did play a mission a few days ago where the enemies had Build Up and nothing else though, so I guess you have to give them one power, then choose a defensive secondary like Regen on Standard, with no visible effects.
  19. Populate the map entirely with boss spawns, and set their animations to "unconscious."
  20. The Lazarus Project
    #124906

    The premise is that new heroes are disappearing, and it's all a Vahzilok plot. My contact is Detective Freitag. He informs me that all the heroes were investigating a particular sewer junction; this is why I never join sewer teams. He wants someone to find them and find out who sent them there, someone with a little more experience...although the arc is level 1-20 and so is suitable for a brand new hero.

    I enter the sewer, and of course it's Vahzilok. The nav bar says I have 4 hero remains to find, and one hero to rescue...how do I know they're dead? Perhaps it should say "5 heroes to find" instead. I find them all right...stuffed into refrigerators. The clues are nicely done, and from that I get the impression that the Vahz are trying to build a better Eidolon. They just haven't ironed out all the kinks yet. I'm also a little bit concerned that they were keeping a Katana Scrapper's brain on ice....

    While I was in there, I learn that heroes were sent by a Dr Summers...a doctor with a spotless record of course. I am now sent to bring her in. Freitag's warning about the private security sounds a little contrived here. Some more nice clues, proving her connection to the Vahz and explaining why she's involved with them. Turns out she's not the only one either.

    Freitag tells me the location where she was supposed to meet with the Vahz was in her records, but I didn't find it...maybe add another clue where I find it, or have the location come from the interrogation of Dr. Summers. Some of the dialogue in here is a little odd, coming from the Vahz zombies who are stupid and will stand there doing nothing while I destroy stuff that is supposedly important. And much to my chagrin, I discover that whatever problems they were having in creating a better Eidolon, they've been worked out enough to build one that shoots fire.

    Hmm, I am told I found three recovery tanks, but I only found two. I fought one Lazarus Eidolon, and that means there are still two out there. I find out another disturbing little tidbit about Dr. Summers, and then I find that the Vahz are breaking her out of the police station. I guess she hasn't paid them yet. She's long gone, but there are still police officers to rescue, and another of the Uber-Eidolons to beat up. Ugh, did he have to be mind control? Mesmerise and Dominate are eminently spammable. His "she's already being taken back to the lair" attack dialogue also smacks a bit of "let me tell you our evil plan before I kill you."

    The chain-mezzer is disillusioned and bitter after his defeat, and all too willing to turn on his former associates. Now it's time to shut down the Lazarus project.


    Well ONE of us is gonna have to go change.

    I find out what the last two dead heroes were used for, but where did Dr Summers get sonic powers? All the other Lazarus Eidolon powers have been foreshadowed. And I never did find out why they couldn't do Energy powers. Maybe a clue somewhere should explain that.

    Aside from those nagging loose ends, the story is well-done. There's some good writing in the clues, and the investigative tone makes the player character central to taking down the Vahzilok plot. The plot itself is rather disturbing, especially as the arc progresses and the true depths Dr. Summers is willing to sink to in her desperation become evident. On the downside, the contact dialogue is a bit flat; I realize most heroside contacts are about as interesting as watching paint dry, but a little personality won't kill him. The other little nit comes in the first mission, where it is assumed that the player character is more powerful than the newbies who are going missing, but the arc starts at level 1. Perhaps consider artificially setting the range to 5-20.

    Edit: And Freitag needs a bio.
  21. I had this problem too with my hybrid custom group. How I got around it: I put the customs into a different base group ("All Custom Characters"), then added them to the hybrid group in the custom group editor.

    I made them back in May, and the group hasn't had any problems since.
  22. Looks like we can add the "Smooth caves" set to the list of maps with reversed "back" and "middle" spawn locations. Also, according to someone (sorry, can't remember who) on the MA Arc Finder channel, the Longbow set also has this problem (not surprising since they're basically reskinned tech maps).

    Another problem I ran into using a "smooth cave" map, not sure if it's exclusive to them: The count for "Boss" objectives counted "any detail" spawn points, but did not go down if I used those points for captives or allies. For example, if the map had 6 "boss" points and 6 "any detail" points it would allow 12 bosses....but if I filled 3 of the "any" points with captives, the editor still said I could place 12 bosses.
  23. Eva Destruction

    One A Day

    Quote:
    Originally Posted by Tangler View Post
    Yes, yes, all of it - yes.

    My first real attempt at MA was an arc about Malta (which is in serious need of an update now actually...), as Malta are just so downplayed in the high level content, despite just how badass they are both conceptually and execution. No hero is going to bat an eyelash if you tell them they'll be fighting Nemesis (unless that's a nervous twitch caused by the thought of a Nemesis plot), but you whisper the word 'sapper' to a willpower tank and just watch him pee his pants.
    If you have decent defense, you're much better off fighting Malta than Nemesis, at higher difficulties.

    I think a lot of the stigma around fighting Malta is a holdover from years ago, before Sappers were nerfed repeatedly and when the FOTMs were powersets that were particularly vulnerable to them. Whisper the word "Sapper" to a soft-capped /shields or /SR Scrapper (or Willpower tank for that matter) and watch him charge in screaming.
  24. Eva Destruction

    One A Day

    Thank you for the review.

    Quote:
    Originally Posted by Sister_Twelve View Post
    - The were a few times when dialogue seemed just a bit stilted. The Paragon Protector's bit in mission 4, for example. My understanding of PPs has always been that even if they aren't, they tend to regard themselves as heroes and actual heroes as anarchistic vigilantes. His line was a bit too "I'm evil" for my tastes. Crushification's dialogue was similarly stilted in a different sort of way. I think you can clean these up and make it a stronger arc.
    The PP is actually a random Crey boss. It has to be, because of the break in Crey mobs at 45, and I didn't want to throw a PP Elite at a level 40. I'll have a look at his dialogue, some euphemisms might be in order.

    Teh Crushifier is actually a reference to Star Control 3, which so far one person has gotten. I've never been entirely happy with some of his lines though, so they might bear a look-over.

    Quote:
    - Played it with my widow at 2/+2/Boss/No AV. I can't remember if there was an EB or an AV reduced to an EB, but there are plenty of named bosses of various factions littered throughout. The factions are pretty much all that they claim to be. If you can handle the listed factions, you can handle the arc with no issues.
    Nothing bigger than a boss. There is one custom boss but he's actually easier than some of the standard bosses. I wrote this arc before the Great Badge Yank of '09, when I was still working on badges with my Blaster...and I'd had my fill of AVs and EBs at that point.

    Malta is one of those groups that doesn't need AVs. The real "villain" behind them is a philosophy, not a person. They are far scarier when their leaders are just a bunch of faceless shadowy figures in a conference room somewhere. AVs are so prevalent in this game that they've become somewhat of a joke; giant sacks of hit points that are immediately curbstomped by any half-decent team, go to the Zig, then escape again when they're needed for another arc. Malta's leaders don't try to kill you with super powers that you can counter with your own super powers. They kill you with a phone call. They smear your reputation, kill your loved ones or turn them against you, destroy your life and everything you hold dear, and finally show up in the middle of the night and "disappear" you. And even though you're a powerful hero who has saved the world countless times and beaten up all the other Big Bads, it won't matter. You will never win, because as long as that way of thinking exists, the Malta Group will exist. And that is why I love them as adversaries.