-
Posts
2387 -
Joined
-
Quote:Yes, yes, a thousand times yes. I would much rather be able to see right in the search what PoliceWoman or WrongNumber recommends than whatever lousy picks that the Devs made months ago. At least their lists would be likely to update on a somewhat frequent basis. Also if I play a good arc it is likely that the author may have similar tastes and I'd like to know what his favorites are.3. Yes they should add more Dev's choice arcs. However, ultimately I think they should take the focus off Dev's choice, and put a lot more tools in our hands. Giving us "favorites" and "recommended" lists we could share with each other would make the MA a lot less Dev focused and more community focused... as well as allow us to highlight arcs we enjoy to our groups of friends.
Another really good feature would be similar to Amazon.com with a "people who liked this arc also liked..." list that would be presented to you when you complete the arc. That would make a lot more sense to have than that big search tags window that doesn't do anything. (WTF is it there for anyways?) -
-
Quote:To give an example of a story-based reason, I have a custom group of just BP Shamans that is used in "All Consuming" for a few parts where I didn't want any zombies around. To spoil the plot a bit, in an early mission the player fights through a warehouse full of Warriors to find the person who is paying them to guard the warehouse and the clients that person is dealing with at the time. At the end of the mission is a custom boss who is having a conversation with some Banished Pantheon.In answer to the first thing: There are often reasons for an author to create an enemy group, usually for limited use, that is missing a rank due to file size constraints.
Now, since we don't have a Conversation Detail like non-AE arcs do, I have little control over the makeup of this group. It would make little sense to find the boss negotiating with a zombie or a Spirit Mask who somehow got to a warehouse in Talos Island with anyone noticing them. The best solution was a custom group of only Shamans set to be the group surrounding the boss, as I cannot go the other way because the game would not let me select a Shaman as the boss because only customs are allowed to be anything but boss rank when used as a boss detail.
Quote:I believe the patch notes say that the minion/lieut/boss xp nerf excludes defeat boss encounters, which this would fall into. The same with my Whack a Mole arc, though I haven't tested it yet. -
Quote:So you're saying that your "Chains of Blood" arc not change at all if you completed removed the Circle of Thorns from it? That "Blowback" would not be affected at all if you replaced Malta with Rularru?[b]
The story is never about the group. If it is, it's almost certainly not even a story...just a bunch of stuff that happened.
After all, you claim that the group is irrelevant to the story. -
-
Quote:I think I need an insulin shot.And... getting straight in here are the latest two cutes :O
First up is Basilisk's controller Dark Basilisk:
and then... Coolio Wolfus. Coolio wanted a split character showing his heroes wolf side. So I, er, made this:
I liked it so much I had to make a wallpaper from it too: Coolio wallpaper -
Quote:How many friggin' times does this have to be said before the "it's all about story and rewards shouldn't matter" crowd get it through their thick skulls?It is also being used by people who care about content as well as advancing their character. I have said this before and I will say it again: The two are not mutually exclusive. People who don't care about content can go level off papers or the same Dev-created arcs they've played 15 times already. People who do care about content need new avenues of progression, or they will get bored and quit.
Unfortunately the answer is probably: infinite. -
It's a suitable metaphor and how I feel about it as well. If nobody is playing the arc, then it makes it feel like a waste to have spent so much time writing and testing it in the first place.
-
-
Quote:I'm starting to consider using -1 level myself for those reasons. Getting quite sick of lowbies having +1s thrown at them all the time when I have no stamina, no enhancments, and ran out of inspirations a couple rooms back.Luck of the draw, so to speak.
My Dom on the EASIEST setting used get missions which consisted mostly of +1s, whatever group he was fighting. Since this was pre-stamina and pre-i16 difficulty settings it meant I had to outlevel the content slowly by tackling street mobs of lower level or by joining a team where he had support. Needless to say he fell way behind when my MM of six months later rocketed past almost all content with relative ease. -
It does that for Sky Raiders as well, WTH is up with that? As if the Reactor Trial wasn't already stupid easy and boring with the huge waits between attack waves.
-
-
Quote:I can honestly say that I have not entered the Sewers since issue 2 and those were all solo runs in the Abandoned network for the challenge of getting from Skyway to Boomtown without dying. As for TFs, the ones I have only done once are the Statesman TF, Lord Recluse SF, and Katie Hannon TF.nobody can tell me honestly that they never entered the sewers starting off or have done X tf NO more than once.
I've actually run less TFs since merits were added as it became even harder to find a good team than it was when people were speed-running them for the random rare drop at the end. Those I always found pointless anyway, as most times I made more money from killing all the mobs than off the usually crappy recipe I'd get at the end of the TF. -
Quote:I guess I'd better not recommend arc #3326, "The Portal Bandits". It's 4 solid missions against those critters. You do get a few of them as allies in the beginning mission for "Of Futures Past" as well.Alone, that would be a nit that was not enough to bring a solid arc from a low five stars to a high four, but there was one other thing. Those dang Nagans. Man they're hard - they are quite literally built as a 40+ group (at least): a wide variety of damage types coupled with some pretty vicious debuffs means that if you are solo you do have a weakness they can and will exploit! I didn't quite have Rise of the Pheonix yet, and Pro Payne's firey aura defenses just weren't quite up to the task of surviving the onslaught.
My final verdict: a good solid arc that fell just slightly shy of capturing my interest (and that criticism is very much subjective on my part), where the custom mobs were a little over that fine line between 'an interesting challenge' and 'I'm getting a little tired of face planting.' The only feedback I can offer: is it possible to tone back the Nagans a bit? I suspect that wouldn't be easy - the issue is more variety than individual difficulty.
Yes, they are built as a 40+ group. When I set the level range of my missions that high it is for a good reason.
As for weakening them, with the new restrictions on custom critters I can't reduce them any further without making them worth 0 XP. As hard as they may seem, most of them have their powersets set no higher than Standard. Many of them are already only worth 75% of normal as it is. -
Of course the Devs rarely do the sensible thing, they like to use sledgehammers to kill flies.
The only problem I had with TFs and the new diff settings was the nonsense of people setting to -1 on Master runs and getting those badges. Not so much because of the -1, but because it was bugged so that it was reducing the level 54 AVs all the way down to level 49. That was plain wrong. -
They say that if you tune your radio to 78.0, you can hear Taclobanon's thoughts.
Taclobanon
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 54 55 58 61 62 65 66 67 69 71 72 73 75 76 77 78 80 81 82 84 88 89 91 92 95 96 97 98 99 100 -
Quote:Considering that pohsyb has lurked in the MA Arc Finder channel ever since i14 went live, you'd think at least ONE arc talked about there would have gotten picked.I agree and wonder why they haven't been more on the ball about it. The only thing I can guess is they're really working their buns off on GR. Still, you'd think they might be able to "take a break" at 3 PM on Friday and run one or two...
...then again maybe they are and they haven't found anything good yet. :P
Quote:Maybe part of the problem is no one is marking their arcs as Final. According to the help on that part of the interface, only arcs marked Final will be considered for Dev's Choice, but that is the only place it is mentioned. I know I haven't marked any mine that way, even the one with 280+ runs and 4 stars. And I know about that requirement. -
Even more fun when you do that run, and then another Brickstown contact gives you that same damn mission because for some reason that last one didn't count.
-
Quote:Well that is nice if your arc is meant to be only run by teams as some sort of task force. On the other hand you have screwed over many other ATs by making the arc so dangerous for them that there is no incentive to run it. Especially when other stories with easier Dev foes give greater rewards.I've redone my arcs to eliminate custom power selections. That means for most of mobs I have either hard/hard (if the primary doesn't have something truly obnoxious like Build Up at Hard) for 100% xp, or standard/hard for 87.5% xp. I also use a fair number of standard mobs as fillers, sometimes recolored to fill in gaps in the hierarchy of a custom group and provide more variety.
The resulting mobs, while definitely tougher than most standard mobs, are easy for well-built level 50 tankers to solo at 8x/+0, and mid-level scrappers and brutes to solo at 4x/+0 or +1.
Which means most teams including a brute, tanker, or scrapper should be able to run these missions without any serious difficulties.
Even more so as anyone who truly cares about the story is more likely to solo AE arcs as otherwise they will miss out on a lot of details since 1) only the team leader gets to see debriefings and 2) teams tend to move too fast for players to catch all the dialog and read things like clues and mob descriptions.
It's very easy to make a killer "non-meleers need not apply" custom group. A well-balanced group who is a decently challenge to all ATs without being obnoxiously overpowered is much more difficult and requires more than just Standard/Hard/Extreme to tweak them. The Devs, in their astounding ignorance of their own game, have only penalized authors for taking such efforts.
Quote:And of course, you don't have to use custom mobs in AE missions. If it's really all about story, any set of actors should be able to fit the bill. The changes for recoloring and renaming standard mobs are actually very cool and can really help customize your missions while maintaining all the advantages that standard mobs have. People don't give the devs enough credit for that (and a whole lot of other stuff).
If the story is about the group, then no other group will do. A story where any group can substitute would have to be so damn generic that there would be no point it running it over a paper mission. -
-
If Taclobanon were a car, he'd be a '65 Mustang.
Taclobanon
1 2 3 6 7 8 9 10 11 12 13 14 15 17 18 21 23 24 25 26 27 31 32 33 35 36 37 39 40 42 43 44 45 47 50 52 55 58 62 65 69 71 72 73 75 77 82 84 88 89 92 95 96 98 100 -
-
I don't know about you, but this feels a bit excessive for a double ambush in a level 14 mission set for two people. (The third villain joined right before these were triggered.) This was on +0 levels/x1 villain(s) and the mission was the one to lead hostages to the Vahzilok surgeons.
-
Quote:'Bout damn time!
Custom Critters - Kinetics - Transference and Transfusion have switched availability. Transference is now a minion - hard ability, and Transfusion is a LT - standard ability. -
9 out of 10 doctors recommend Taclobanon.
Taclobanon
1 2 3 7 9 10 11 12 13 15 17 21 24 25 26 27 32 35 36 37 39 42 43 47 52 58 69 71 72 84 88 89 96 98 100