Lazarus

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  1. [ QUOTE ]
    Hm, well, adding allies for the EB fights is supposed to make them easier to swallow, but I can add warnings easily enough.

    [/ QUOTE ]

    Always give a warning, even if there are allies. There is always a chance that something can happen that takes the ally out and leaves the player alone, plus even with an ally some EBs might still be to tough for the player to handle. With as un-useful Ghost Widow was being I know that I wouldn't have beaten Dominatrix without a Scrapper or Brute and even with Vanessa and Sidney I would have been dead in seconds against Mother Mayhem if I hadn't been packing Psionic Res/Def.
  2. Level ranges is an announced feature for i15.
  3. Or you can just stop [censored] worrying and just write the arcs you want to write. Quit sucking up to Venture already and just get on with it. You're acting like he can hand out Dev Choice awards or ensure you Hall of Fame status.
  4. Vet Reward Costumes are already unlocked, but only the pieces for the Vet Badges you have. Otherwise you have to buy the Vet Rewards pack to get them all.

    Good vs Evil pack is already unlocked if you have that.

    The Booster Pack stuff is not unlockable with tickets, you have to have the packs yourself to use them in MA.

    Vanguard and Cimeroran items have to be purchased with tickets as those are unlocked on a per-character basis, not per-account.

    Auras and Capes have to be purchased with tickets.

    Holiday items have to be purchased with tickets.

    Craftable Wings and Boots have to be purchased with tickets.
  5. [ QUOTE ]
    What you need to do is create multiple versions of your custom group. That way you can evolve your custom group by adding and subtracting members for each subsequent map.

    [/ QUOTE ]

    This is going to be tricky as each custom group will add to the file size and even if they use the same critters it will cause that critter data to get repeated redundantly inside the .storyarc file. The only way to avoid that would be to use a lot of Boss Details to insert the extra Minions/LTs/Bosses as needed.
  6. Arc ID: 14910
    Arc Title: Rave Against the Dying of the Light
    Author: @Inazuma
    Description: Help the Carnival of Light survive against the onslaught of the Praetorians! Don't let hope die on Praetorian Earth!
    Rating: ****

    ================================

    Character used: Zetsumei Mitsukai, Level 50 Dual Blades/Dark Armor Scrapper
    Difficulty: Tenacious (Diff 2)
    Level for Arc Playthrough: 50

    ================================

    Mission 1:
    Now personally I utterly hate the Carnies, so going off to another dimension to save their good-girl alternates isn't my idea of a good time anyway, but Vanessa DeVore was alerting me to a plot that Tyrant was forming. Plus I was somewhat interested in seeing some "Good" Arachnos for a change.

    I cross the dimensions and arrive inside a dingy office building that some Carnies had gone to for a meeting but had failed to report back from. Right away I ran into Battle Maiden's Warriors. I also found some bodies of dead Carnie women.

    At the end of the map I fought Waraxe and dispatched her easily enough. She mentioned something about dealing with the Carnies and the Archanos agent, then dropped a Arachnos flash drive. I was rather expecting to find the Arachnos guy or at least his body but didn't.

    Mission 2:
    After delivering the flash drive to Vanessa she had it decrypted and found that it was information on an operation against the Carnival that Tyrant was planning. In the meantime, Vanessa asks me to repay Arachnos by defending one of their bases as the Praetorians have traced the agent back to it.

    So I arrive at the warehouse and see that my objectives are to meet up with Ghost Widow and defeat Dominatrix. Huh, what? An unannounced EB fight?

    I tear through Dominatrix's army of gimps and find Ghost Widow very quickly. Annoyingly, she likes aggro everything and use Black Hole, which makes fights last much longer than they need to.

    Even with Ghost Widow's help the fight with Dominatrix took a long time. I had forgotten how ridiculously tough she is for a Gravity Controller.

    Mission 3:
    Vanessa tells me that not only is Tryant after her mask, the one that granted her considerable powers, but that she is not actually Vanessa DeVore at all. She is Sydney, one of Vanessa's decoys, and Tyrant is trying to capture all of them at once now. I need to head to the location of the real Vanessa DeVore and get her to safety.

    The setting is Lou's Garage and it's overrun with Bobcat's minions. Fortunately Bobcat herself is not her, I have to fight someone named Jaguar as well.

    Along the way I rescued three Carnies but Vanessa was not among them. Jaguar informed me that Bobcat was already taking her to Tyrant and that I was too late.

    Mission 4:
    Fortunately, Vanessa was able to contact the rest of the Carnies and let them know that Bobcat had been ambushed by Mother Mayhem, who wanted the mask for herself.

    I entered another abandoned office to rescue Vanessa, although for some reason the objective said "Psychic Sidney" instead. No mention of Mother Mayhem either.

    Ok, turns out that Sidney was here as a Ring Mistress to help me. After freeing her then the objective changed to "Free Vanessa DeVore". Not quite sure why the author made it so that the objective did not spawn until the ally was freed. Kinda of makes her a required thing. Sidney is also lacking in dialog.

    A few floors up we find Vanessa drugged and being guarded by some of Mother Mayhem's minions. After waking her up Vanessa insists on fighting her and then Mother Mayhem is spawned on the next floor up. With the help of Vanessa, Sidney, and Elusive Mind I defeated Mother Mayhem. With that the Carnival of Light is safe for another day.

    ================================

    The Verdict:
    This arc was not bad but it was not particularly great either. There really wasn't much motivation for me to help the Carnival of Light other than just being a hero and I couldn't get that engaged in the plot personally. The two EB fights that didn't have any explicit warning, one of which was an EB who only spawned after the hostage was freed, are things that need to be revised. You really do need to have a warning about such things, preferably highlighted in red so it doesn't get missed. Even Posi said that such an omission disqualifies a lot of potential Dev Choice picks and it really annoys a lot of players. Add a warning to the description about EBs being present as well.

    The most I can give this is 4-stars, it was a nice attempt but just lacks anything special that'd grab that 5th star.
  7. [ QUOTE ]
    Third I don't see why a novice hero and amateur villain would want to team together. They are going down complete different paths and they want to team? I understand RWZ because they just got done saving the world, they found out how well they team together. But Pocket D there is no point.

    [/ QUOTE ]

    Considering how meta the concept of AE is to begin with and how Heroes can run villain AE arcs and Villains can run hero AE arcs, who really gives a damn anymore?

    Besides, if it's really supposed to just be an "arcade" then there really is no reason why they cannot play together before level 35.
  8. [ QUOTE ]
    I'm tired of stock mobs.

    [/ QUOTE ]

    Me too, but unfortunately customs are exceptionally nasty if you're trying to level up through MA and don't have SOs/IOs yet.

    When the add the ability to just add powers to Standard in i15, they need to crank down Standard to be EASY and let us add challenge, cause right now we can't take any away.
  9. [ QUOTE ]
    Clues seem to be team unfriendly: they are readable by the clicker, but do not appear for anyone else as far as I know.

    [/ QUOTE ]

    Everyone can read the clues, they just don't get the "Clue Found" pop-up that the team leader gets.

    How important is the enemy description text? One or two without descriptions is forgivable, but if I see a big custom group numbering close to a dozen critters or more and not a single one has a description then I'll take off a star as I won't consider the arc to be finished.
  10. [ QUOTE ]
    [ QUOTE ]
    Another problem you'd end up with is that Pocket D being "fuil" would mean that you cant team with your friends to run Arcs since you all need to enter from the same "zone." Pocket D team with member entering PocketD 2 due to it being full would be SOA.

    [/ QUOTE ]

    Uh no... I ran arcs from AP1 and AP2 just fine.

    [/ QUOTE ]

    Same with RWZ1 and RWZ2.

    And yeah, it's annoying that I cannot AE with friend lower than level 35 unless I go to the same side as them. This is even more annoying as it often means no XP for me as I don't have a hero down at their level when they're playing heroes, or a villain down at their level when they're playing villains.
  11. Alright, one more unsolicited review before I get back to the big list. This one was a lot of fun so I wanted to share it right away.

    Arc ID: 4178
    Arc Title: Wholesale Soul Sale
    Author: @Wonderslug
    Description: Don't care to part with your soul? UniStyxHellCorp understands. As a special introductory offer we'll accept someone else's-at a slight discount, of course. And in return, we'll help you help us help you be as bad as you want.
    Rating: *****

    ================================

    Character used: Anna Nethema, Level 50 Dark Melee/Fire Aura Brute
    Teammate: Keri the Fallen, Level 50 Dark Melee/Dark Armor Stalker
    Difficulty: Tenacious (Diff 2)
    Level for Arc Playthrough: 50

    ================================

    Mission 1:
    Well it sounded like a good idea at the time so I went to talk to Amon of Sales and Marketing. He gave me a good spiel and got me started on the Total Domination package for self-starters. The bad news is that a soul is still required for payment, but the good news is that it doesn't have to be mine. After being given a CoT Soul Crystal I went off to look for three souls to stuff into it.

    I headed down into Oranbega and found some poor saps who were being used by the CoT to be new vessels. The first was a Council Galaxy (who was missing his captors but was held in a green spell field), the second was a Longbow Sonic Warden, and the third was a custom Legacy Chain made to fit in with the high level range of this arc.

    All in all it was a short mission with a lot of amusing dialog.

    Mission 2:
    Now for the next part after putting in my downpayment of souls. It seems that my case overlaps with another and that makes things a bit easier. Recently the Center has come into possession of a Oroborous time crystal and Requiem wants it for himself but has to maintain plausible deniability. Amon informs me that there are actually two of these crystals in the Center's possession and that I should obtain one for Requiem and keep the other for myself. Sounds good to me.

    Inside the Council warehouse are the two crystals, guarded by an Ascendant, and Requiem's mole who is friendly to us and will convey one of the crystals to him. Actually there were a lot of Ascendants but only one actually counts. We also found the crystals packed into straw-filled urns for some reason. Must have been small ones that we don't normally see.

    The warehouse being loaded with Ascendants did get a bit tiring with that shield trick of theirs. I hope the author considers throwing in some more regular Council to dilute them a bit.

    Archon Vril was a helpful ally, but something was really weird as he was a Vampry but had Galaxy powers. Huh?

    Then there was Archon Vizzini. For some reason the author decided that this mission needed an EB, which it didn't, and made a custom Ascendant EB who, quite honestly, looked rather silly and out of place. Also the obvious Princess Bride dialog was a bit too silly.

    Mission 3:
    Amon has a plan. He's been making friends with a Longbow Commander that he hopes to corrupt someday and decides to set up a situation where I can save the day when he fails. This will serve to have him in my debt and also further his corruption. That's the gist I got of it and sounds like a plan for sure. Also he mentions abducting a Midnight Squad mage who is also at this dig.

    We head to an archeological dig being performed by the Legacy Chain in some ruins. The author did a pretty good job on these high-level Legacy Chain. At the end of the caves we find Amon's alter-ego for this plan, Seraph Palladio. Right on cue, he goes insane from "an unsealed evil that possessed him" and attacks us. Upon defeating him the Midnight Squad mage spawns nearby and attacks us as well but is defeated and taken away by us.

    I thought Agent Masters was supposed to be present at this dig, but there was a Captain James instead. Oversight?

    Regardless, Amon tells me that Masters will now be inclined to see me as misunderstood after my good deed today in stopping the possessed Seraph and Midnight Mage from hurting anyone at the dig site and turn a blind eye on my exploits in the future.

    Mission 4:
    Now Amon gives me the idea to gain the alliance of the Arachnoids through their leader Biff. He has been recieving medical supplies through the Freakshow that were reformed by Miss Francine. Anyways, Amon is going to tip off Arachnos to the location of this trade and give me a chance to take them out and make it look like I'm Biff's friend.

    Unfortunately the Freakshow don't know that I'm coming, so I had to bust their skulls on my way to taking out the Arachnos raiding party. Along the way I collected some medical supplies and saved a piece of lab equipment (that was damaged but none of the Freaks or Arachnos standing around it were attacking).

    Once again top notch dialog in this mission.

    Mission 5:
    Amon now informs me that Requiem is making his move and it traveling back in time to eliminate the Center and prevent the Council takeover of the 5th Column. By preventing this I will have the Center forever in my debt.

    I travel back to 1924, apparently before the Council as we know it exists and face both the 5th Column and some of Mussolini's private army of Blackshirts. Along the way I find the new allies that Amon said that he'd send back, Arachnoids.

    On the third floor we found the raid leader, Oberst Rugen, and upon defeating him were informed that the Center was somewhere on the third floor. The Center was found at the end of the office map, wearing a blindfold and with his feet in a bucket. Upon freeing him we led him out of the mission while fighting Oroborous Menders along the way who had come to see who was messing with the timeline.

    Well, one Mender. The rest of the party waiting at the door was Legacy Chain for some reason. Maybe the author was running out of space and didn't have room to make more Menders? She was a bit annoying as well, the Rise of the Pheonix she pulled made it apparent she was using Extreme Fire Aura. The objective said you could elude her but her placement would have made that impossible with stealth or just running like hell to the door and getting the Center out. I guess the optional nature of the fight makes the self-rezzing boss forgivable.

    So now I have an favor from the Center I can call in anytime but only once, Amon reminds me. He also invites me to attend the "Uses and Abuses of Power" seminar and consider upgrading to the next Total Domination package. He gives me his card, which turns out to be the souvenier as well.

    ================================

    The Verdict:
    Aside from that annoying second mission, this arc was a lot of fun and the writing that carried it was very solid. Since I cannot give it a 4.5 I'll just round to 5, that second mission is not annoying enough to drop an entire star, but it should be looked at and reconsidered. The EB was wholly unnecessary and there were way too many Ascendants around. The shield trick was a mere annoyance to a duo heavy in burst damage, but I can see that being very frustrating for more DPS oriented characters.
  12. I'm back and I'm going to kick it off with an unsolicited review while I get back into the groove. I present to you:

    Arc ID: 13214
    Arc Title: Clash of Thunder
    Author: @Rudra
    Description: A Vanguard operative has contracted you to perform an investigation on Rikti activities. Strange portal readings have lead Vanguard intelligence to presume the Rikti are working on new portal technology, but the strikes are against abnormal targets.
    Rating: ****

    ================================

    Character used: Zetsumei Mitsukai, Level 50 Dual Blades/Dark Armor Scrapper
    Teammate: Liz Nasty, Level 50 Sonic Attack/Sonic Resonance Corruptor
    Difficulty: Tenacious (Diff 2)
    Level for Arc Playthrough: 50

    ================================

    Mission 1:
    Sergeant Rutgers informs me that some strange portal readings have been picked up lately and that it has been tracked down to an odd location: a warehouse holding museum exhibits. He asks me to check it out, assuming that it's the Rikti testing new portal technology and to find out why they are doing it there.

    The first surprise is the utter absence of Rikti, instead the warehouse is filled with creatures called the "Rift Oni" who are apparently looking for some ancient club weapon. Interesting.

    The visual designs for these creatures are rather nice and each has a custom description, however some of their powers could take a look at. This arc was published before the 5/5/09 patch, so I don't think the author intended for some of these minions to be able to spam Darkest Night. There is also a Lieutenant who is Gravity/Cold Dom, which can be an annoyance to squishies. On a small team this group is not bad, but I can see some big issues for a large team going up against them. Such is the pain of balancing a custom faction.

    During my search of the warehouse I found a computer and located the inventory log. According to it, a large iron club, over five feet in length and weighing several hundred pounds, was stored here but recently moved on Longbow orders.

    Next we found the raid leader, Garash, who was significantly larger and beastlier than the rest of the Rift Oni. His design clashed a bit with the rest of them in my opinion. According to him, this is only the beginning of the return of the Rift Oni to our world.

    We informed Rutgers of what had happened and he was just as surprised as we were. He decided that this was a Longbow problem and went to contact them.

    Mission 2:
    To Rutger's surprise The Dark Watcher informed him that this is certainly our problem now and I'm being sent to find out more about the Rift Oni by raiding a Circle of Thorns library.

    The map was a medium Oranbegan one, pretty linear and full of CoT. There book was at the end in the last room. No clue upon getting the book though and I was rather expecting a librarian boss as usual.

    Mission 3:
    Annoyingly, Rutger didn't tell me what was in the book either until now. According to the book, the Rift Oni were sealed away from our world in an ancient war. They can slip back into our world in small numbers, but require an artifact to break the seal enough to come through en masse. Apparently the club belonged to their leader and was one such artifact.

    Problem is that the book mentions a second artifact, a medallion that also belonged to their leader and that is being used in our world as an decorative antique in an office building. Rutger sends me off with a warrant to secure that medallion before the Rift Oni find it.

    Of course the office is already overrun with Rift Oni and we have to find the raid leader and prevent him/her from escaping with the medallion. After trekking through a rather large office building we found her and fortunately she was far from any elevators.

    The raid leader is a Oni female named Tamarin and she turns out to be a Necromancy Mastermind. I think she may have been Willpower as well as she noticed us from quite a distance away. Interestingly she didn't try to run on us.

    Anyhow, the medallion was secured.

    Mission 4:
    Well the artifacts are secured, so the Oni are moving to plan C and enacting a ritual that could potentially break the seal. The ritual has begun and the full strike team is taking too long to to assemble so we're going on ahead alone to stop it.

    Right at the start we get a surprise, a group of Rift Oni holding a Mountain Oni named Malak captive. Turns out that Malak is friendly to us and doesn't want the Rift Oni returning to Earth either. With his help we defeated Taburis Goro, the Master of the Gate. The Warders are getting rather annoying due to their ability to grant Ice Shields, Taburis Goro here didn't need the help. Soon after we lost Malak due to a stretch of rampant server lagging. Maybe he could be a Boss instead of a LT?

    Anyhow, the ritual was stopped but Taburis Goro told us that the Ancient of Thunder had already been awakened. We still had this "Pureborn" and a "Caller" to defeat for reasons that were not apparent as the objective to "Stop the Ritual" was already completed.

    I see from the appearance of the Pureborn that is what Garash from mission 1 was. As I assumed, the Caller was what Tamarin in mission 3 was as well.

    The two big complaints about this mission were that the map was way too big (we only covered a third of it before completing the mission and that the Pureborn and Caller objectives were totally unnecessary and dragged the mission out since the ritual was effectively over once we defeated Taburis Goro.

    Mission 5:
    So now the bad news, this Ancient of Thunder that had been awakened is apparently the Rift Oni deity and could break the seal with his own power. Of course all Vanguard teams are tied up with the Rikti so we have to deal with him on our own.

    We enter the mission and see two objectives: Defeat the Ancient of Thunder and the dreaded DEFEAT ALL ENEMIES. Urge to kill rising...

    The only thing that redeems that is that the map is VERY linear with pretty much no places for spawns to hide in.

    Midway through we meet another Mountain Oni named Mar'i, a friendly if reckless Electric/Storm Oni who rather quickly showed us how dying is done when we got to the Ancient soon afterward. Her love of the power Gale was not helpful and her LT rank led to her being squished rather quickly. I think the Voltaic Sentinel was also a problem as it's long range caused her to start fight after fight before we were ready for the next spawn.

    Fortunately the Ancient was weaker than he'd normally be as he was without that mystic medallion that we had secured earlier. With the Ancient of Thunder defeated the Rift Oni invasion had come to an end.

    Sadly there was no souvenir for this arc.

    ================================

    The Verdict:
    The story is refreshingly original and the custom group is nice as well, but it has it's issues.

    The balancing of the critters needs work and was probably screwed up signifigantly by the recent patch and how it changed the Standard/Hard/Extreme settings for all powersets. Right now there is an overabundance of Negative Energy powers and their To-hit debuff effects. I strongly recommend chosing a different secondary than Dark Miasma for Minions, even if temporary. The Warders are not so annoying for their Gravity powers as for their Ice Shields, which can make the Boss and EB fights frustrating as they tend to ice up the toughest member of their spawn first every time.

    The two allies really should be Bosses if they're to help again EBs. As LTs they die much too easily and would be even less helpful for a team without a Tank/Scrapper/Brute on hand.

    The map in mission 4 was too large and branching, meaning lots of backtracking. The Caller and Pureborn objectives should not have been required as they simply drag out the mission if you're already found and stopped the ritual by defeating Taburis Goro.

    Overall the story does suffer from what my friend and I are going to call "Story Inflation". Each mission has us stop the Rift Oni in some way only to be told "but there is ANOTHER way that they can still win" and have to run off and stop that, only to have it happen again. I'm not sure what can be done to minimize that really in this story as it does work, but the presentation just makes it a bit annoying by the 4th mission.

    Also the second mission is rather superfluous, especially as no Rift Oni appear in it. That mission could be cut out entirely the Rutger could get the info on Rift Oni some other way without affecting the story one bit. Personally I'd either cut it out entirely or add some Rift Oni there to spice it up and make it more worth the trip down to Oranbega.

    For now I give it 4-stars, would have been 5 if not for the issues listed above.
  13. Just remember that making them an AV always gives them the Purple Triangles of Doom even when downgraded to EB. Those things make life hell for a Controller or Dominator.
  14. [ QUOTE ]
    Clue order is determined by the goal-creation order. Put simply, Goal1's clue will appear above Goal2's clue, so set up the goals in the orders you want their clues to be revealed.

    [/ QUOTE ]

    I hope they put a way in i15 to reorder the objectives or clues without having to delete and remake the objectives all over again whenever you want to change the order. Especially in an arc already published before you knew about this caveat, so you cannot simply edit the file to reorder them.
  15. [ QUOTE ]
    I was only joking when I predicted I14 would break chat, y'know...

    [/ QUOTE ]

    That's no prediction, EVERY issue breaks some part of the chat system.
  16. [ QUOTE ]
    Damsel in Distress

    [/ QUOTE ]

    No, a Mary Sue would be causing distress for the would-be kidnappers.
  17. Lazarus

    Empty Map

    It works much better on small maps than large ones, the larger ones may have more spawns than details that you can add.
  18. [ QUOTE ]

    It, of course, is blatantly and honestly self-serving. I do not know if it is necessary to ask for others to review your arcs as a reviewer, since the mere act of having a review thread helps give you visibility (although I recommend you put your arc in your sig, promotion is not wrong).

    [/ QUOTE ]

    So you would think, but the reality is quite different. Many people just want it for free and submit to every thread they can find. This rule keeps out the freeloaders.
  19. [ QUOTE ]
    I guess my only reason at this point for not doing it is ego. It sounds very self-serving to me.

    [/ QUOTE ]

    Well I'm happy that your free time is worth less to you than mine is. Forbid that someone ask for a little something in return, but that makes them egotistical apparently.
  20. [ QUOTE ]
    [ QUOTE ]
    [ QUOTE ]
    The QPQ seems like a kind of automatic quality reassurant,

    [/ QUOTE ]

    I don't know what you're trying to imply there.

    [/ QUOTE ]

    That you're only going to get people submitting their arc for trial who actually want to put forth the effort of doing YOUR arc, so you're going to get fewer trials from people who care more.

    [/ QUOTE ]

    Exactly which person cares more about getting feedback? If they can't be bothered to play one arc (anywhere from 15 to 60 minutes depending on which one and AT) and give a few comments in exchange for an in-depth review that usually takes me an hour and a half to compile, then they don't deserve one. They're getting a friggin' deal as far as I'm concerned.

    Not that I don't give free reviews as well, but those are done by my choosing. Often they repay me with feedback as well after the fact but I didn't ask for it in those cases.
  21. [ QUOTE ]
    The QPQ seems like a kind of automatic quality reassurant,

    [/ QUOTE ]

    I don't know what you're trying to imply there. No one has gotten an automatic 5-star just because they gave me one. In fact, I've largely gotten 4-stars from people and giving me 5-stars didn't save some people from getting 2-starred by me. All it means is "you played through my arc and gave me feedback, therefore I will play all the way through yours and review it." It's been painful on occasions when I received a really bad arc, but I'm a man of my word and I'll follow through.

    On the whole, the QPQ system seems to make people think twice before submitting an arc as since some extra effort is involved they're not likely to go through with it just to submit a half-finished arc. They only do it if they really want a review, rather than simply shotgunning the non-QPQ threads and hoping to get lucky.
  22. [ QUOTE ]
    You know, I'm honestly surprised, looking over it, how many of the review arcs have the caveat 'If you play my arc.'

    Anyone else have an opinion on that? I'm kinda curious about the impact.

    [/ QUOTE ]

    It has two impacts:
    1) It gets us more feedback on our own arcs as well.
    2) It keeps our queues smaller as people essentially have to pay for their review rather than going around trying to get as many freebies as possible. It also means that once you give me feedback on one of mine your arc review is guaranteed to happen and won't get lost in a flood of submissions.

    And even with the QPQ requirement I still have over a dozen arcs in my queue at a time. That doesn't include the list I'm building of arcs that were never requested but I might decide to review anyway if I think its great or could be great with some improvements.
  23. [ QUOTE ]
    Arranged in alphabetical order for fairness and ease of use:
    Bayani
    Bubbawheat (QPQ)
    Burning_Brawler (QPQ)
    DeviousMe (QPQ)
    Dominemisis (QPQ)
    Dragonslay
    HolyEvilAoD
    Lazarus (QPQ)
    Misho (QPQ)
    Peacemoon (QPQ)
    Policewoman (QPQ)
    Rapulis
    ridiculous_girl (QPQ)
    Sooner (QPQ)
    Talen_Lee
    Venture

    EU reviewers
    Col.Blitzkrieger
    Leese
    Master_Zaprobo

    Note: QPQ = quid pro quo: Play and rate/give feedback to the reviewer first in order to get a review on your arc, some are more lenient on this than others.

    Also, Master Zaprobo's is an awesome idea, someone here should do something similar.

    [/ QUOTE ]

    Thanks for adding those tags, Bubbawheat. Also when you're looking for reviews, the QPQ ones are likely to get to you much sooner as they tend to have shorter work queues due to the QPQ arrangement while the non-QPQ ones tend to be utterly swamped and often not taking submissions for a period of time, which can lead to your arc getting lost in the mix.

    NOTE: Quote THIS list from now on, it's the most up-to-date. Only add links to review threads, not to a single post in the Arc Announcements or Mission Critique threads. This is a list of people who do reviews, not somewhere to request one. Follow the links and post your requests there, after reading their rules on the first post of the thread.
  24. Might be a while before you get to them, but here you go.

    Arc ID: 1709
    Arc Title: The Amulet of J'gara
    Morality: Heroic
    Levels: 25-33

    Arc ID: 1567
    Arc Title: MacGuffin Delivery Service
    Morality: Villainous (Nothing really evil, just a heist gone wrong in a wacky fashion.)
    Levels: 35-40

    Arc ID: 3326
    Arc Title: The Portal Bandits
    Morality: Heroic
    Levels: 35-50