Eva Destruction

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  1. I'm pretty sure he meant something like this:



    No, I don't have the patience to angle them. Welcome to Squaresville, Daddy-o.
  2. I don't think it's ever been there. The Paragon Heroes and Rogue Isles Villains have always been there, and they include many of the Rogues Gallery characters, albeit with rather limited level ranges.
  3. Prestige is not much of an issue. I have over 4 million to play with and everything we need is already paid for. Item limits might be. The Fluorescent lamps have that nice "ladder" effect, with a space between the lamps, plus they have the added benefit of being usable for matching stairs.

    Shoji lamps would be even worse, since you'd need even more of them.

    Vents...when I first read that I thought "WHAAAAT? You can make them horizontal? WHY WASN'T I INFORMED????" but then I realized what you mean. That could be cool...it would use more items but would give a grungier look than lights.
  4. Ok so I'm planning to install some kind of Mysterious Doomsday Device in my Evil Doomy Fortress of Evil Doomy Doom. However I need to be able to access it on multiple levels, which means I need some kind of scaffolding, like that Burkholder guy has for his giant robot.

    Wooden wall platforms look quite nice, but like that Burkholder guy I built my Evil Doomy Fortress inside an active volcano, so there are safety issues. Good minions are hard to find, which means I might have to work on my Doomsday Device myself, and standing on a rickety wooden platform over a lake of lava is right up there on the Supervillain "Stuff not to do" list. Same goes for items that are invisible from the bottom, I wouldn't want to hit my head.

    Rubble looks...odd. It would work for an arcane theme but I want a "construction" type feel. I've racked my brain and come up blank. Any ideas?
  5. Eva Destruction

    Alpha Slot Info

    I've already pencilled in a couple of dates with my old friend the pylon. Now to decide: Spiritual or Musculature? Spiritual or Musculature? Hmmm, tough call.

    The level shift is probably going to suck for keeping Soul Drain fodder alive though.
  6. Eva Destruction

    Ok, seriously...

    Quote:
    Originally Posted by LaserJesus View Post
    If you give a non-required objective plural and singular nav bar text, the singular nav text will display. I've used this trick multiple times. Not for this specifically, mind, but if the required objective is to lead the escort to the glowie, and not click it, then it should work.
    The glowie must be a required objective, otherwise you can't set it as a destination for a required escort. You'll get an error message.
  7. Eva Destruction

    Ok, seriously...

    Quote:
    Originally Posted by Techbot Alpha View Post
    Aurgh...that is some major suck right there. I may just have to do the slightly lamer, clunkier version that is escort the NPC to the door so she can give you the code to the safe. Still works, but it's a little lame.
    In that case, why bother? Just make her a captive and save the player an annoying lead-out.

    Quote:
    I'd love to have access to whatever tools the Devs use on missions, because I'd bet top and bottom dollar I could have most of the Atlas Park contacts totally revamped within the space of a week or two, if I didnt run into speed bumps like this.

    'New Shinies' over Revamp my skit plate...
    You could revamp the Atlas Park contacts using only the mission tools the devs had to work with at the time (so no lead-outs, let alone lead-tos) and they'd still be far more engaging than the non-arcs we get. Add in all the tools currently available in MA, and you could come up with something pretty good.

    Honestly, after having spent the last year and half asking for simple things such as the ability to use standard Lieutenants as "fight a boss" details, I've pretty much given up on ever having anything that isn't new and shiny added to AE.
  8. Eva Destruction

    Ok, seriously...

    No, you can't. You can't even set a required escort to go to a non-required blinky, so you could use chained objective tricks to make it unlikely that the player would activate the blinky. The blinky has to be required, so it'll show up in the nav bar at the start of the mission, and the player has to click it, which means you have to be creative with your interaction text to account for the blinky being clicked before or after the escort reaches it.

    It used to be possible to escort the hostage to a blinky that didn't activate (or appear in the nav bar) until you rescued the hostage. So you didn't know that you needed the guy to help crack the safe until you rescued him and he told you about the safe that only he could crack.

    So I was quite happy when I could use a hostage I had rescued to use a computer for me...performing a task that required specialized knowledge the player character was unlikely to have. It worked fine. A week later I revisited this arc in progress. I got that error message you described. This was back in i17 sometime, and it hasn't been fixed.
  9. Quote:
    Originally Posted by Dalghryn View Post
    Since my level 50 Martial Arts/Super Reflex scrapper is obviously overpowered, can you suggest the AT and level area you're referring to when you talk about balancing your arc? Not that I have time to re-run it, but I may try to make time.
    +0/x1? I hereby suspend your Scrapper card. It will be returned to you when you set your difficulty to something reasonable and come back with a few debt badges to show for it.

    I look forward to having my Kat/DA chewed up by space lizard chicks and creepy floating eyeballs....sometime this week.
  10. Those are some nice looking balconies First Son.

    I've also used Large Banker's Lamps and crystal balls.
  11. Quote:
    Originally Posted by TheHangedMan View Post
    The Vahilzok branched out and became Meat Doctors. What other groups had people move into higher status mobs? Are there Troll Warriors?
    The Trolls are using cheap drugs. The guys who get the good drugs are the Family.

    Another group whose members may move up are the Skyraiders (a Nemesis soldier shows up in one of their missions, and there is the Lockhardt Aerotech connection between the Skyraiders and Nemesis). Canon doesn't state that they do, but they could. Hellions might also graduate to the Warriors.
    Quote:
    What ever happened with that Chosen storyine for COV where some psychic thought you were going to do something important.
    It turned out that doing it would destroy the world, so you don't do it.
    Quote:
    What was up with those possessed scientists in the high level hero zone?
    Read their bios. The CoT are possessing Portal Corps scientists to gain access to portal technology. Apparently it worked, since they're in the Shadow Shard doing Not Good Things. One of the Possessed Scientists shows up in the Faathim TF as well.

    Quote:
    Originally Posted by Olantern View Post
    I'd be up for helping out with a project with such an epic scope. Unfortunately, I'm afraid trying to run it through AE and the fora would result in a lot of back-and-forth and ultimate project collapse as different participants' views of the system clash. (For instance, some feel one should NEVER use archvillains, or NEVER specify anything about the character playing the arc, while others play more fast and loose with those rules. There's also a strong feeling in the AE community that "just for fun" missions don't belong in this game, that everything must be a profoundly characterized, life-changing experience, while others aren't so particular. Personally, I think there are roles for all these things.)
    Archvillains should be used when appropriate. Some people seem to feel that Archvillains MUST be used, and for a project like this, that would be the first thing to go wrong; badly designed, inappropriate and unnecessary AVs would show up for every enemy group that doesn't have one. Even the devs do it, that's why we have Gyrfalcon.

    Specifying anything about the character playing the arc is also a big no-no, since as a canon expansion project it would have to assume you're using the same character you played through the canon arcs with. Which could be anyone.

    I don't know where you got the impression that "just for fun" missions are frowned upon by the AE community (one of the most vocal supporters pretty much publishes nothing but comedy, and some "critically acclaimed" arcs are definitely on the "just for fun" side) unless you've been reading too much into a certain poster who has a habit of stating his personal opinion as absolute fact. What would not belong here is simple "fluff" missions: The Continuing Adventures of Lord Nemesis in the Shadow Shard and such. When you create an arc that claims to tie up a loose plot thread, I expect it to be more or less serious (although a few jokes or a lighthearted tone are certainly fine, as long as they're not at the expense of the story), to be plausible in the context of existing canon, and for the author to have done their research.
  12. Quote:
    Originally Posted by Bad_Dog View Post
    Anyway, if the way arcs are presented is more dynamic, there might actually be a reason to frequent AE. In any case, I just thought I'd throw my idea out there for discussion.
    Arcs on the "featured" list should be examined immediately if they're reported as farms. There wouldn't be as many, so they'd be much easier to monitor than the hundreds of thousands of arcs in the entire system. Smart farmers try to keep their farms off the radar anyway. The dumb ones can just lose arcs slots and come here and cry about it. To steal a line from the market forum, their tears will be delicious.
  13. Quote:
    Originally Posted by Zamuel View Post
    I worry that a wholesale like/dislike system may support farm missions more. Likewise, finishing the first mission before you rate is sorely needed yet may have some of the same problems.
    How so? I'm honestly curious why you think so. It seems to me that finishing the first mission would put farms and actual arcs on a somewhat equal footing...but it would still be easier to "dislike" a farm, due to the fact that farms are designed to be easy to complete. On the other hand, it wouldn't make it any easier to "like" a farm than it is now.

    The problem with simply moving away from stars and to another rating system is that it accomplishes nothing when drive-by griefing is so easy. You can just as easily drive down an arc's like/dislike percentage as you can its star average. It honestly ticks me off quite a bit that there has been no dev comment on this whatsoever. They were wrong. We have absolutely no need to be able to 1-star anything so horrible we can't finish it. It can sit there in 0-rating obscurity forever.
  14. I rarely promote in MA Arc Finder for the same reasons as Venture. Occasionally I'll hit one of my shameless self-promotion macros, if the channel is quiet.

    I will suggest my arcs if someone makes a forum post requesting arcs to play and mine fit the criteria they're looking for.

    It's not that I'm "happy with my lot:" 99 plays total over two published arcs (let's assume that all my ratings represent actual plays. Which they don't.) It's that I don't see it doing much good. And since I dislike promotion, I don't see the point of doing something I don't like for very little payoff.
  15. Quote:
    Originally Posted by StormSurvivor View Post
    Sorry to be off topic, but I was not aware of this. What level range do I need to try and get myself a morality mission on as soon as possible?
    It's the level 20-30 villain Morality mission.

    Quote:
    Originally Posted by Adeon Hawkwood View Post
    DMystic covers one reason, but the other is that it doesn't really fit with the rest of the Malta lore. In the Project World Wide Red arc you go to a huge amount of effort just to track down one of Malta's Directors, the idea that Reichsman can just waltz into our dimension and make contact with a member of the "Council of Leaders" (who presumably outrank the directors) is really hard to believe.
    I think they're supposed to be the same thing. You know, a bunch of guys who were working in intelligence during the cold war. They are old and even with the Eyepatch and Hat of DOOOOMMM and guns held sideways their aim probably sucks by now. Also a bunch of guys who NEVER NEED TO SHOW THEMSELVES, because they can kill you with a phone call. Or if you're a real threat, they'll sic a giant robot on you.

    Really though, I just shrug off any "loose threads" from the Khan and Barracuda TFs as bad writing and/or did not do the research. The whole thing should be done over. And Vanessa De Vore and Countess Crey will take offense at their portrayal in the train wreck that was Khan v 1.0, and erase everyone's memories of the event. It'll be like none of it ever happened.
  16. Quote:
    Originally Posted by Lazarus View Post
    This is about as silly as the argument that the Posi TF and others should not be shortened because it'd take something away from the people who already got the badge when they were long and boring. You know, the people who did those TFs once and said "never again!"
    The badgers dealt with their accomplishments being "taken away" when the more insane badge requirements were reduced. I'm sure the current DC and HoF authors can deal too.
  17. Quote:
    Originally Posted by Obscure Blade View Post
    Another open thread is the Coralax. Why did their goddess Merulina mysteriously fall silent? We really have very limited information about them.
    I think in an interview shortly before the release of i14 one of the devs mentioned that the back story of the Coralax would be told by the players, through AE. That obviously never came about, and it's not really the devs' fault since there aren't a lot of arcs dealing with the Coralax. I've played a LOT of AE, and I haven't played anything that deals with them and their backstory in a serious way.

    Quote:
    Originally Posted by StormSurvivor View Post
    My unfinished story I can't let go is Boomtown. Villains who take Operative Wellman as a contact are sent to Boomtown to destroy building supplies. The thing that bugs me is that the instance is more up to date than the actual zone. I got excited in issue fifteen when we were sent to stop Reichman there, wondering if the builders had made any progress.

    They had not.
    Well of course not, those jerk villains keep trashing all the construction equipment. Now they're blowing up the progress that's already been made in their morality missions too.
  18. Quote:
    Originally Posted by Lazarillo View Post
    Let's speak a bit of Shiva meteors, the Coming Storm, and i19. There's nothing in Praetorian history that suggests the Shivan meteor wouldn't have hit, right? What if, in this case, whatever the Shivans are got "Devoured" by Hamidon (or vice-versa?). That might be an explanation of the creature's radically different appearance and level of success, no?
    It's implied that the Shiva entity has a sentience behind it. So if it didn't hit in Praetoria, or on the Rikti Homeworld, or wherever, it's possibly because it didn't feel like it.

    Quote:
    Originally Posted by warden_de_dios View Post
    thats a bummer, I always thought there was some other Big Bad just off camera. Knowing it's just a Nictus kinda kills the cut scene.
    Nictus all look the same. For all we know that's the Nictus equivalent of Nemesis or Recluse.
    Quote:
    DA needs refreshing. Siding with the COT (who were the ones, apparently, who *bound* "The Sleeper" and are trying to counter-ritual the BP to keep him asleep,) as well as finding out JUST what Tub Ci sent his people into DA to find, would be interesting.
    Tielekku banished the Banished Pantheon, not the CoT. As for the CoT keeping the sleeper bound, well, they also tried to bind Faathim. Whatever reason they have for binding the sleeper, it's probably a nice one, and you probably wouldn't want to help them. Unless of course it's a villain arc where you betray them later.

    Quote:
    I expect I19 will do something similar with the Praetorian invasion plot and the Reichsman/5th Column return plot seems to be done as well.
    The 5th Column return plot was going nicely, until they had to go throw a wrench it in by bringing back the Reichsman. Badly. It could have been done well, creating a schism in the 5th between those who followed Reichsman and those remaining loyal to Requiem, adding to the whole 5th vs. Council plot, leading to many many more opportunities for our characters to punch, shoot, blast, kick, and stab Nazis, but instead it was sadly mishandled. I keep hoping that one day someone will clean up that whole mess. Leading of course to many more opportunities for our characters to punch, shoot, blast, kick, and stab Nazis.
    Quote:
    * The Ouroboros/Letter Writer/Coming Storm plot. That is, assuming the praetorian invasion is NOT the Coming Storm.
    It could be part of it, but it's implied that the Coming Storm isn't just one thing, but a bunch of **** hitting the fan all at once. We are told that when it happens, the heroes will be in no shape to fight it off. The Praetorian invasion could very well be a part of it. Then Rularuu invades. Then Shiva. And the Council or 5th unleash a horde of Mega Mechs on Atlas park (there are multiple wrecked Mega Mechs on the ruined Atlas Park map, so it's canon.) And the Malta reveal their army of Kronos titans to the world. And Calystix awakens the Leviathan, and Black Scorpion has his goons put a giant laser on it's head. It will be awesome.

    Quote:
    * Nemesis plots. Assuming he has a big one, and not just a couple of smaller schemes.
    The RWZ storyline goes all the way back to the Superdyne backstory in the 80s. I'd say it's pretty big. Seriously, give it a rest already. "It's a Nemesis plot" is a cop-out by the devs and a joke to the playerbase. We don't need a bigger one.

    Quote:
    * Rularuu, Darrin Wade is trying to bring him here (unless th CoP deals with that? Not done CoP)
    The CoP deals with getting enough DPS and debuffs on your team to win. That's all. Rularuu are used presumably because they were the toughest enemies in the game at the time. It doesn't delve any further into their lore. It's just a giant lagfest pounding on a bag of HP.
  19. Ok I lied and took a quick look at your build while not quite sober.

    If you slap a full set of Eradication in Dark Consumption, remove two slots from Tough and move the Obliteration to Soul Drain....You will gain some HP, and you can remove the Aegis set in Tough and remain soft-capped to AoE. Then you can slot tough with a generic Res IO and two of those End redux/Res HO thingys or three of those HO thingys, either way you'll end up using less end.
  20. I'll look at your build when I'm sober.

    Here is the build I'm thinking of for i19.

    It's pretty much my current build with Assault and Tactics, and I dropped Focused Acc and took Conserve Power and Physical Perfection instead. In other words, pretty lazy. Also moved the Armageddon set out of Soul Drain into Shield Charge. This will help not kill fodder for AVs and Pylon runs and with Physical Perfection and Conserve power I don't have to worry about the additional end cost on Soul Drain as much. I also finally bit the bullet and slapped a third Membrane in Active Defense, so I can continue to merrily combine all my purples into reds even against the new Praetorian enemies.

    Of course I'm gonna change things up probably once we get concrete details on how the Alpha slot will work, but this is what I'm looking at for now.

    Hero Plan by Mids' Hero Designer 1.81
    http://www.cohplanner.com/

    Click this DataLink to open the build!

    Darkfire Avenger: Level 50 Natural Scrapper
    Primary Power Set: Dark Melee
    Secondary Power Set: Shield Defense
    Power Pool: Leaping
    Power Pool: Leadership
    Power Pool: Speed
    Power Pool: Fighting
    Ancillary Pool: Body Mastery

    Hero Profile:
    Level 1: Smite
    • (A) Crushing Impact - Accuracy/Damage/Endurance
    • (11) Crushing Impact - Accuracy/Damage/Recharge
    • (15) Crushing Impact - Damage/Endurance/Recharge
    • (23) Crushing Impact - Damage/Endurance
    • (23) Crushing Impact - Damage/Recharge
    Level 1: Deflection
    • (A) Luck of the Gambler - Recharge Speed
    • (3) Shield Wall - Defense
    • (3) Shield Wall - Defense/Endurance
    • (9) Shield Wall - Defense/Endurance/Recharge
    Level 2: Battle Agility
    • (A) Luck of the Gambler - Recharge Speed
    • (5) Shield Wall - Defense
    • (5) Shield Wall - Defense/Endurance
    • (7) Shield Wall - Defense/Endurance/Recharge
    Level 4: Shadow Maul
    • (A) Scirocco's Dervish - Accuracy/Damage
    • (11) Scirocco's Dervish - Accuracy/Damage/Endurance
    • (13) Scirocco's Dervish - Damage/Endurance
    • (13) Scirocco's Dervish - Damage/Recharge
    • (17) Scirocco's Dervish - Accuracy/Recharge
    Level 6: Combat Jumping
    • (A) Luck of the Gambler - Recharge Speed
    • (7) Luck of the Gambler - Defense
    • (9) Luck of the Gambler - Defense/Endurance
    Level 8: Siphon Life
    • (A) Hecatomb - Damage
    • (27) HamiO:Nucleolus Exposure
    • (29) Crushing Impact - Damage/Endurance
    • (29) Touch of the Nictus - Healing
    • (31) Touch of the Nictus - Accuracy/Endurance/Heal/HitPoints/Regeneration
    • (37) HamiO:Golgi Exposure
    Level 10: Assault
    • (A) Endurance Reduction IO
    Level 12: Active Defense
    • (A) HamiO:Membrane Exposure
    • (15) HamiO:Membrane Exposure
    • (39) HamiO:Membrane Exposure
    Level 14: Super Jump
    • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range
    • (17) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range/Endurance
    Level 16: Tactics
    • (A) Gaussian's Synchronized Fire-Control - To Hit Buff
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge
    • (45) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
    • (45) Gaussian's Synchronized Fire-Control - Recharge/Endurance
    • (46) Gaussian's Synchronized Fire-Control - To Hit Buff/Endurance
    • (46) Gaussian's Synchronized Fire-Control - Chance for Build Up
    Level 18: Hasten
    • (A) Recharge Reduction IO
    • (19) Recharge Reduction IO
    • (19) Recharge Reduction IO
    Level 20: Dark Consumption
    • (A) Obliteration - Damage
    • (48) Obliteration - Accuracy/Recharge
    • (48) Obliteration - Damage/Recharge
    • (48) Obliteration - Accuracy/Damage/Recharge
    • (50) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (50) Obliteration - Chance for Smashing Damage
    Level 22: Against All Odds
    • (A) Endurance Reduction IO
    Level 24: Phalanx Fighting
    • (A) Luck of the Gambler - Recharge Speed
    Level 26: Soul Drain
    • (A) Obliteration - Damage
    • (31) Obliteration - Accuracy/Recharge
    • (31) Obliteration - Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Recharge
    • (34) Obliteration - Accuracy/Damage/Endurance/Recharge
    • (40) Obliteration - Chance for Smashing Damage
    Level 28: True Grit
    • (A) Numina's Convalescence - Heal/Recharge
    • (39) Numina's Convalescence - Heal/Endurance/Recharge
    • (40) Numina's Convalescence - +Regeneration/+Recovery
    • (40) Numina's Convalescence - Heal/Endurance
    • (43) Numina's Convalescence - Heal
    • (46) Numina's Convalescence - Endurance/Recharge
    Level 30: Kick
    • (A) Knockback Distance IO
    Level 32: Midnight Grasp
    • (A) Hecatomb - Damage/Endurance
    • (33) Hecatomb - Accuracy/Damage/Recharge
    • (33) Hecatomb - Damage/Recharge
    • (33) Hecatomb - Accuracy/Recharge
    • (34) Hecatomb - Chance of Damage(Negative)
    • (37) Crushing Impact - Damage/Endurance/Recharge
    Level 35: Shield Charge
    • (A) Armageddon - Damage
    • (36) Armageddon - Damage/Recharge
    • (36) Armageddon - Accuracy/Recharge
    • (36) Armageddon - Damage/Endurance
    • (37) Armageddon - Chance for Fire Damage
    Level 38: Tough
    • (A) Steadfast Protection - Resistance/+Def 3%
    • (39) HamiO:Ribosome Exposure
    • (50) Gladiator's Armor - TP Protection +3% Def (All)
    Level 41: Weave
    • (A) Red Fortune - Defense/Endurance
    • (42) Red Fortune - Defense/Recharge
    • (42) Red Fortune - Endurance/Recharge
    • (42) Red Fortune - Defense/Endurance/Recharge
    • (43) Red Fortune - Defense
    • (43) Red Fortune - Endurance
    Level 44: Conserve Power
    • (A) Recharge Reduction IO
    Level 47: Physical Perfection
    • (A) Performance Shifter - Chance for +End
    Level 49: Grant Cover
    • (A) Luck of the Gambler - Recharge Speed
    ------------
    Level 1: Brawl
    • (A) Empty
    Level 1: Sprint
    • (A) Empty
    Level 2: Rest
    • (A) Empty
    Level 1: Critical Hit
    Level 0: Ninja Run
    Level 1: Swift
    • (A) Empty
    Level 1: Hurdle
    • (A) Empty
    Level 1: Health
    • (A) Miracle - +Recovery
    Level 1: Stamina
    • (A) Performance Shifter - EndMod
    • (21) Performance Shifter - EndMod/Recharge
    • (21) Performance Shifter - EndMod/Accuracy/Recharge
    • (25) Performance Shifter - Accuracy/Recharge
    • (25) Performance Shifter - EndMod/Accuracy
    • (27) Performance Shifter - Chance for +End


    Code:
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  21. Quote:
    Originally Posted by Coulomb2 View Post

    The only thing I was able to come up with is colors, and that poses a whole host of issues. One, if you want a "faction" color scheme (so to speak), giving minions colors related to "function" negates that. And two, game-play wise bright, obvious colors are really the only ones that would give much of a visual advantage for the typical player. But those also tend to be ugly. The only thing I can think of is to hope that enough new costume options trickle into the editor to make that approach viable.
    They do have a "faction" color scheme, based off the Iron Valkyr's red and silver color scheme (she's loosely based off a character of mine, an Elec/Elec Brute who predates power customization and uses "armored" costumes. Hence red and silver.) I did try to mix it up a bit, with some being darker and some being brighter, but like you said, it's hard to see in a mission, especially on a darker map.

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    One thing you said did seem a bit odd - I also don't have the cyborg pack, but in the editor, I do have access to the cyborg pieces. Or at least I did last I checked - perhaps they changed that?
    No idea. I haven't seen them myself, but then again, I wasn't really looking, I just assumed I didn't have access to them.

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    While all of the 'extras' in the Arachnos base, for example, weren't even things I'd expect to see as listed objectives, I did, for example, expect that there'd be bombs to disarm in the last mission (in fact, I was a little surprised disarming them was optional, although it certainly wasn't hard to come up with an in character reason to not disarm them, so that didn't really bother me).
    The bombs are optional because they are a pain to find, and I want the arc to end with the EB fight, not with a blinky hunt in a three-story map. Also, blinky hunts in a three story map tend to annoy players, especially when the map is full of fire and smoke. They were originally listed in the nav bar, but that led to players assuming they were required and going out of their way to try to find them, and getting annoyed for no reason.

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    Lol. It didn't even occur to me to put a romance tag on it though. But now that you mention it, you're right. I might need to go back and change that. Although I have no idea if what I tag it makes any difference at all.
    I've never figured that out. I tagged it "Romance" because it amused me. It's a villainous arc though, and people kind of expect villain relationships to be somewhat dysfunctional.
  22. Quote:
    Originally Posted by Coulomb2 View Post
    Okay, so it looks like Architect Entertainment has got some potential. At the very least, I got a good work out. But I was pleased with my experience, and the recommendation, so that patron I threw in the closet got to live.
    Well I'm glad you decided to spare him. The guy has great taste.

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    I did kind of think the mission briefings could use a little sprucing up – I recall there being very little color overall. Paragraph structure and writing was just fine, though.
    I admit, I'm a bit old-school in my mission briefings. It's the contact talking. I don't see a reason for the contact's dialogue to look like a pack of Skittles, so I mainly use color for titles and out-of-character warnings to the player (timed missions and EBs). On the other hand, many authors do use color well in their contact dialogue, and it's become common in dev-created missions as well, so the old-fashioned approach might look a little dated and bland these days.
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    Being able to more easily tell them apart would help. I’m not saying they were identical in appearance – just similar enough that the amount of time it took to visually distinguish them is about the same amount of time it takes to mouse over them an eliminate all confusion. In the real world, that’d be a stupid thing to do if there were such a thing as a robotics mastermind - but it’d make the gameplay versus them a bit more fun (in my opinion, obviously).
    Honestly, the appearance of these guys has been giving me the most headaches out of anything in this arc since I gave up on my original lone villain idea and gave you a human contact. There really aren't a lot of costume options that look like robots and not like a guy in a robot suit. I don't have the cyborg pack and using too many clockwork pieces makes them look like, well, clockwork. Furthermore, they're not a villain group per se, they're a very large bunch of Mastermind pets. Let's just say they're still being tweaked and leave it at that.

    I'm glad you found them balanced though, aside from your psi hole.

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    I’d have preferred to see at least a minor mention of the optional objectives in the nav bar. That’s really more a style thing (some authors think it’s important, others think it’s totally unnecessary), but, hey, in case you’re keeping tabs on who prefers it versus who doesn’t, count me in the ‘prefers it’ category.
    If I added in every optional objective the nav bar would fill half your screen. Did you know there's a limit of 25 unique objectives per mission? I didn't, until my last edit of mission 5. I also take the approach that the nav bar represents character knowledge to some extent, and if your character doesn't know it's there, it doesn't go in. Also, with that many objectives, I don't want to make the player think they have to go hunting down, say, 6 bombs in a map that's on fire and full of smoke, and I find the labeling of optional objectives as such to be immersion-breaking.

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    Detonation struck me as in need of a custom model – obviously he should look ‘Freakshow,’ but I was actually a bit disappointed that he was just a regular tank. (Are the super stunners available? I honestly don’t know, but that might be enough variation – well, assuming your response is something other than, ‘no, no, I think a tank is fine.’)
    Could be wabbit, could be. Unfortunately the super stunners aren't available, and I'm not sure they'd be suitable anyway, since if you're going to be handling high explosives on a regular basis I'm not sure you'd want to rig yourself up be shooting off sparks all the time. He's supposed to be pretty smart for a Freak. Sonic tanks don't seem appropriate either. The problem with a custom is this arc is already at 93% file size, I plan on adding another lieutenant to the custom group once Kinetic Melee becomes available, and making a custom Freak to look Freakshow is.....a challenge to say the least.

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    Final Thoughts: I actually found the love story between the two main antagonists to be rather endearing, in a twisted sort of way.
    See, it DOES suit the Romance tag!

    Thank you for the play and the review. By the way, I liked the in-character style you have going here, especially the "stuff I didn't hate." They really need a "no fade" option for Energy Cloak so you can take better pictures...and, you know, actually see your guy.
  23. Quote:
    Originally Posted by Mirai View Post
    I just remembered that I used to solo AVs occasionally, prior to Issue 7.

    The AVs were all at least five levels below me. I let their missions sit in my mission list for a long time. Thankfully we have the AV->EB feature now. The game mechanics have improved a lot, as far as I'm concerned.
    Now that you mention it, I did that quite a bit too. I took on Maestro at -1 or -2 with my MA/Regen and I think a -20 Dr. Vahz with my Ice Blaster (it was an open arc I didn't know I had). I did solo Dr. Vahz at even level at one point with my fully DOd BS/Regen Scrapper that I don't have anymore. So that was my first AV. It took a very long time, and much running around the big central platform waiting for Reconstruction to recharge. That was, of course, before AV regen was buffed.
  24. I guess I'll kick off the nominations.

    Best Lowbie: Talos Vice (#338380)
    Best Heroic/Vigilante: Captain Skylark Shadowfancy and the Tomorrownauts of Today! (#337333)