Venture

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  1. Whatever else, a new Issue always has one good thing about it: a new Samuraiko video.
  2. Venture

    Multi Arc

    Quote:
    I have a story Idea, but 5 missions is not enough for me to tell it the way I want it. Heck 10 missions is still taking away from what i want to achieve.
    Ernest Hemmingway only needed six words; I'm sure you can make do with five missions.
  3. Venture

    Excellent Arcs

    Quote:
    I completely agree that Talos Vice is an excellent arc. In fact it is one of my favorite arcs. However, in going through the list of arcs, I noticed that it is currently a 5 star arc, sitting on page 3 with 154 plays, so I hope it will get the attention it deserves.
    Pretty sure it was at 4 stars when I posted it....
  4. Venture

    Excellent Arcs

    Arc #338380, "Talos Vice" by @PW (Police Woman). A great (albeit short) arc, especially if you're leveling up a newbie and looking for alternate content.


    For my own, I'll plug "Blowback", #4643. I don't think it's my best (I won't say which one I think is so as not to plug two arcs) but it's got the most plays so far (which is not saying much, 85 plays).
  5. I've been making references to TVTropes in my various MA review threads for a while now. The practice has (ahem) sparked discussion.
  6. Quote:
    Question. Why did you make maps that could be exploited to begin with. Shut up.
    This list of "maps that could be exploited to begin with" would be "all of them".
  7. Arc #245042, "The Next War on Drugs"
    tl;dr: 4 stars. Offenses: no-closure ending, disjointed level range, a potentially problematic map

    Reviewed on: 4/10/2010
    Level Range: 12-20/12-20/12-20/15-20/20-20
    Morality: Heroic
    Factions: Generic, Trolls, Tsoo, Security Guards
    Architect's Keywords: Solo Friendly, Canon Related, Mystery
    My Keywords:
    Character used: Jessica Ballantine/Champion
    Difficulty: +0x2+B-AV

    THE SKINNY: Back Alley Brawler wants your help in dealing with a new surge in drug trafficking.

    WHAT WORKS: Act II has your hero do a little forensic thinking on finding a Clue, which I thought was a nice touch. This trend continues in Act III, which is a non-combat map. There are some triggered objectives here but they're clustered in the last room. The arc has good hooks in the canon.

    WHAT DOESN'T: Act I uses the multi-level Skyway map seen in the "Rescue Olivia Darque" mission, which has the nasty habit of spawning objectives in out-of-the-way places. The primary objective was in the obvious place for me, at least.

    WHAT STINKS: A Boss' dialogue in Act IV, but it's on purpose so that's OK.

    ANYTHING ELSE? The arc has a no-closure ending and feels like the first part of a series. The architect warns you up front that it's mostly a story arc with not much in the way of tickets or XP, so be advised if those things bother you.

    VERDICT: It's worth a play if you're looking for a police-story type of mystery. Clean up the level range, work on the ending and a few rough edges and it would be a five-star arc.
  8. All of my arcs are still playable.

    You may not get full XP for them, but they're all playable.
  9. Quote:
    You can't trigger two objectives off one completion? Since when? Oh wait, you can.
    When I've tried this in the past I got the circular-objectives warning, but now that you mention it I did do it in "Splintered Shields" and didn't even notice.

    Quote:
    Completely missing the point that playing a game isn't supposed to be a chore or "build character," or something like that, it's supposed to be fun. If a majority of players find it unfun, and removing it won't break the game, remove it.
    You mean like how a majority of the players don't like being made to run all over the map multiple times for chained objectives?

    Quote:
    Like the devs do? Making a story that could be condensed into 5 missions take 15 missions instead?
    You only get five missions. "Multi-part arcs" fail.

    Quote:
    Your criteria for a "story" could be fulfilled by adding some text to a string of paper missions. That may fulfill the "story" aspect of arc design, but not the "mission design" aspect.
    And in my experience, the majority of commentators have spoken against heavy use of chained objectives as a matter of mission design.

    Quote:
    So chained objectives are always bad?
    No, but the bad uses far outnumber the good.

    Quote:
    Isn't splitting the encounters of Boss 1 and Boss 2 into 2 different missions just another way of chaining them?
    Yes, but it does so in a way that does not require the player to run all over hell's half-acre.

    Quote:
    Do your arcs have no chained objectives in them?
    A very few. In each case I was very hesitant about adding them and paid particular attention to feedback. The most egregious use is in the second act of "Splintered Shields": the player arrives at a cargo ship full of Family and a villain (Boss) being attacked by Longbow; when the Boss at the back snuffs it an Arachnos Boss is triggered at the front with a bunch of patrols. You then have to fight your way back out to take him down. No one has objected to it, and most of the time when it's mentioned the feedback has been along the lines of "the fight out is better than the fight in". I could omit the Family and villain and just have the Longbow and Arachnos duking it out when the player arrives, but that would make it pretty much the same as the first act of the arc.

    Quote:
    It's perplexing to me that you seem to arbitrarily choose certain aspects of the MA to dislike, when they're just mechanics - it would seem to be they can be used well or badly, but they themselves are innocent, surely?
    If a mechanic promotes more bad storytelling and mission design than good then it's a bad mechanic and serious thought should be given to its exclusion from the system. Yes, this means a few good writers get penalized, but this is why we can't have nice things. If the system promotes the creation of bad arcs then people trying it out will find the bad arcs and conclude AE is not worth their time. Which, by the way, is the most commonly-expressed opinion I hear in chat channels.
  10. Quote:
    You haven't even played it, and you hate it. Too funny. You have no idea what map was used, or how things are placed.
    You just told us.

    Quote:
    You have no idea what map was used, or how things are placed. You make assumptions without any experience at all.
    I've reviewed between 150 and 200 arcs (I've lost count), and played I don't know how many that I didn't review. Do you seriously think you've done something original here? I've seen this kind of thing lots of times. It's a PITA.

    Quote:
    The arc has a 4 star rating, with 22 rates so far, so I must have done something right.
    "Blowback" has a 4/85, "Two Households Alike" a 4/66, "Why We Fight" a 4/29, and "Splintered Shields" a 4/38. From a popularity standpoint, all of these arcs are complete failures.

    Quote:
    You travel toward the back, killing mobs along the way, then back to the front, as part of an escort mission, but along the way you find another objective and a boss to kill. Simple.
    First off, you lost most people at "escort". In case you haven't figured this out, most players hate escorts with the heat of a thousand suns. Players will zone in and out to recycle their newspaper/scanner lists if it's full of escorts. Second, since you can't trigger two objectives off of one completion, your intermediary objective must trigger the Boss or vice-versa; what happens if the triggered one spawns behind the player? Oops. You'll probably answer "that can't happen" but even if you're careful about map choices and zone placements I'd be willing to bet it sometimes does.

    Quote:
    But, if the both of you think travel time in a 1 floor warehouse is excessive, then maybe you should try some other MMOs that aren't so heavily instanced, with instant teleports everywhere you go - like EQ or WoW.
    I played EQ for five years, starting on the day of its release. I soloed a Ranger to 49 before they removed the 40% XP penalty on hybrids and I walked everywhere I could get to without a teleport (except on the few occasions guildmates needed me somewhere fast). As a lowbie, before getting SoW (which for Rangers was 39 back then) I used to run back and forth between Surefall Glade and East Commons, the E'ci market zone, to make and sell bows. I know what long travel times look like, I think City players are spoiled brats when it comes to travel times, and I still think maps with bunches of triggered objectives are more trouble than they are worth.

    Quote:
    Chained objectives are vital to maintaining a sequence of events, whether in a big outdoor map or to ensure someone doesn't sneak past boss 1, defeat boss 2, and see dialog that assumes you took care of boss 1 first rather than the reverse.
    No, you write the mission so it doesn't matter if they defeat Boss 1 or Boss 2 first. If Boss 1 absolutely, positively has to snuff it first, put him in the prior mission.

    Quote:
    Exactly! Any mission that has a story and dialogue that is tied together needs the ability to have chained objectives.
    Nonsense, and if you can't write your "story and dialogue" without using chained objectives you're not as smart or creative as you think you are.
  11. Quote:
    You come into the map, and are expected to rescue someone. Toward the back-middle of the map you find a body bag. Upon opening it, you discover the person you were meant to rescue is already dead, and your new objective becomes to locate a deep cover operative (which you are told about in the introduction to the mission). You find him at the rear of the map, being hassled by enemies. You rescue him, and he tells you the person you were meant to rescue left you a message, hidden in plain site. You must now escort him out of the building, and find that message. You find the message, and it spawns the final boss which killed the person you were supposed to rescue. There are ambushes that happen as well at specific moments during these objectives.
    I hate it already.

    Most players really don't want to run over the map four times. Chained objectives are another feature that probably should have been left out. Bad uses outnumber the good by about a factor of 10.
  12. Quote:
    Writing good arcs.
    Judging from the reviews I've gotten, evidently so have I.

    As for the non-snarky replies:

    Quote:
    How many missions are you using?
    Four missions in two arcs, five in the other six, though to be fair two of the missions in "The Christmas We Get" are very short (as in some people have completed act III in less time than it took to load).

    Quote:
    How many details are in the mission?
    As many as they need. I don't skimp but I adhere to the "less is more" principle. I don't throw in extra stuff just because there's room. (nav bar: "Click 47 glowies!" player: "DIE IN A FIRE!")

    Quote:
    How many custom critters?
    Again, as many as I need, which often is not many.

    Breaking down arcs by space used:

    Code:
    "Blowback" #4643                    68.14%
    "Chains of Blood" #4829             80.88%
    "Two Households Alike" #126582      99.87%
    "Why We Fight" #253990              99.14%
    "Splintered Shields" #253991        83.59%
    "Psychophage" #283197               99.83%
    "The Christmas We Get" #356477      43.86%
    "Why We Fight" and "Psychophage" are the two four-mission arcs, FWIW. The latter was written to be deliberately bad and still got a four-star review....

    You can tell from these numbers which arcs are high on customs and which rely mainly on stock mobs. Personally I regard heavy use of custom mobs with grave suspicion, as it is a strong positive indicator of an arc with no real story trying to get over on special effects. This is why I'm not optimistic about the coming increase in file space allotments; there is nothing you can do with the extra space but put in more custom mobs. In my not so humble opinion, "Splintered Shields" and "The Christmas We Get" are as good as anything else I've seen in the system and both rely heavily on stock factions. (I could cut the space used by "Shields" significantly if I used stock Malta instead of my custom version, which only appears in one act anyway.)

    Quote:
    How much information does each critter have?
    As much as they need, again, which tends towards using the bulk of the field's space.

    Quote:
    How much time is spent fine-tuning the abilities of each critter? Of the enemy groups they compose, where their abilities come together?
    Not much, I usually get them right the first time. "Households" probably saw more mob tuning than all the other arcs put together. "Psychophage" has no stock mobs in it at all and it took me less time than any of the others except for "Christmas".

    Quote:
    How many times do you revise missions?
    Depends on how badly I screwed up the first time.

    Quote:
    Do you test it for solo play, medium, and large group play?
    I usually use my heavily-purpled Scrapper (Claws/SR) while writing, and squishy-test with a Kheldian or a Defender. I don't test balance for groups; groups have no balance to begin with. I only test with Bosses on and AVs off; if it passes with Bosses on it's going to be even easier with them off and if soloists turn AVs on they get what they deserve.

    Quote:
    How much time fine-tuning it so that it's small enough to be published?
    Not much, as you can see from the size figures.

    Quote:
    I plan arcs like I used to do MUD zones and their underlying stories: start with laying out the timeline, characters, motivations, interactions behind the scenes.
    I know all of this before I start writing, probably due to three decades of trying to stay five minutes ahead of the four to six people across the table.

    Quote:
    Also 'do homework': read up on lore, take a look at the actual zones, search for related canon story arcs and stay consistent with them.
    I know the lore cold, pretty much; once in a while I will look up something just to confirm it.

    Quote:
    For me, designing an arc is very much an iterative process. After creating an initial 'rough draft', I build the initial version of each mission and playtest them to death with a variety of characters;
    Overthinking. Really, if you can solo it with a squishy, especially one that's under the recommended level and/or not slotted up with sets, ship it. ("Shields" is a 45-54 arc; I cleared it with a 30 Storm/Electric Defender with common IOs.)

    Quote:
    I also interview my more literature-savvy SGmates to see if the story 'works'. After that I add details, side plots, dialogue, etc. I test some more and ask for external testers as well... making huge changes to the story and the arc structure if need be.
    I do everything in one pass, running each mission in Test mode to make sure it works before moving on. I don't use external testers.

    Quote:
    Oh by the way, Dr. Aeon has finally spoken on the issue.
    I saw, pretty much what I expected. I doubt anything they do is going to please any significant fraction of the authors. I can live with things the way they are, frankly, but then I still think the AE system should have zero rewards.
  13. I don't think I've spent 60 hours on all my arcs put together. What are people doing?
  14. Quote:
    Anyone who claims to be a storyteller and "loves AE" shouldn't care one whit about the rewards their arcs give.
    I don't. I'm not changing any of my arcs on account of this.
  15. Quote:
    If that were the case then they would remove the buffbots. But they didn't. Sorry. Fail.
    That would potentially break any number of otherwise-legitimate arcs. Reducing XP was probably the best solution they could pull off in the time available without too much collateral damage.

    Quote:
    Another fail. They knew how much each IO set grants and how many stacks were permitted. You don't need to have a degree in game design to add it up and know that softcapping defense would be easy peasy.
    Take it up with Castle. Mistakes happen, this is one of them. Eventually something will be done about it, which will probably impact my characters. I won't cry over it.
  16. Quote:
    Using a bug to your advantage is an exploit. Knowing that you're using a bug to your advantage is doubly so. Using assets provided to their fullest ability, which was completely and legally allowed by the game, is not an exploit.
    And the flaw in the design that allowed people to create buffbots was a bug. That was the entire point of the prior post. Bugs are not just errors in code. Everything not forbidden is not permitted.

    Quote:
    Again I go back to the IO defense globals. Tons of people use them to hit the soft cap and make themselves virtually invulnerable. They have been purposefully designed this way.
    No, they were not designed this way on purpose. Castle has said in the past that they're aware there's too much positional Defense available from sets but they just don't know what to do about it. Taking advantage of that is not a Hell-worthy trespass but you have no complaint coming if/when this exploit gets closed.

    Quote:
    But what if tomorrow the devs turned around and say "we never intended this so we're putting in a limit as to how much global defense you have so that you can never hit the soft cap." So then it's fine and dandy today but an exploit tomorrow? Sorry, that's retarded.
    It would be an exploit today and a fixed exploit tomorrow.
  17. Quote:
    Now you may say people used this aspect of AE in ways the devs never intended. Ok, I'll give you that. But that's still not an EXPLOIT.
    Yes, it is. Because it is:

    Quote:
    An exploit would be if you discovered a flaw or error in the way something worked and used it to your advantage, something that clearly was not supposed to be.
    A flaw can be a design flaw, not just a coding error. One of the Ariadne rockets exploded because of a flaw in its control software -- which was written perfectly to specification and passed testing. The specification was wrong. Just because the AE software was functioning does not mean it was not flawed. In this case, the design was flawed, and if you took advantage of that flaw to level faster than intended you are exploiting.
  18. As I said in the other thread, I already tried out "Splintered Shields" and it's clear that maps with Ally-faction mobs as Patrol or Battle details are going to be clobbered. I use that trick in a few places, so those arcs are going to suffer.

    And I don't give a damn.
  19. Quote:
    My story is way more then just a bunch of stuff happening, and the AV's I chose where important to that story. So I've already broken your stereo type.
    I very much doubt that you have.

    Consider: a lawman in a remote community is faced with a band of killers. All the supposed upstanding members of the community turn their backs on him. Even his deputy won't help. Undeterred, the lawman keeps to his duty and faces the killers alone. Quick, does this story take place in Hadleyville, New Mexico or the moons of Jupiter?

    Ever notice how Shakespeare's plays are usually transplanted to other settings and times? Orson Welles, working with WPA actors (i.e. people who weren't really actors and had no experience) put on a production of Macbeth set in Hati, with voodoo and mambos. It was hailed as a triumph.

    If you've got an actual story (doesn't have to rival Doestoyevsky, just something with an actual theme), as opposed to a mere narrative of events, then you can set that story anywhere with any characters. If the whole thing is going to fall down if you can't use a particular AV, there was nothing there to begin with.
  20. Quote:
    If the story is setup to where it needs a specific character, lets say "The Honoree", to be told correctly, removing him because he's to difficult would destroy the story it's self.
    a) If the story absolutely can't work without a specific character then the odds are that you don't even have a story. You probably have just a bunch of stuff that happened.

    b) Characters like the Honoree, which are built to be fought by teams and/or are supposed to require TF-specific temp powers to fight, should not be available in the MA in the first place. At least not until we have the ability to gate arcs by actual team size.
  21. Just tried out my arc "Splintered Shields" (#253991), which has a map with allied Longbow units fighting Family and Arachnos in the second mission, along with one "follower" ally. XP on kills was about 10%-25% of normal on the Arachnos units (I didn't bother to check the Family as they were nerfed anyway and I had no baseline.)

    So it's counting every NPC you place or spawn with Ally faction. Just FYI.
  22. Quote:
    If I do that, it's not fun for groups anymore.
    Nothing is fun for groups, they destroy everything in their path without effort or risk.
  23. Quote:
    I have a mission that contains an AV. I wanted it soloable if set to Elite Boss by a solo player. So I added 3 healer allies to help with the AV/EB in that mission of my arc.
    If you feel your arc is too difficult to be cleared by most soloists, make your arc less difficult. Don't put in another moving part to compensate.

    I only put allied mobs in my arcs when there is an actual story reason for them to be there, not as "helpers". If someone runs into something too difficult for them in a MA arc they can do the same thing they do in the regular game: ask for teammates to help them.
  24. Robert A. Heinlein, Issac Asimov and Harlan Ellison.

    Ellison is probably the hardest of the three to get.
  25. Quote:
    A clue, on the other hand, can be long.
    Clues are limited to 100 characters. That's less than a freaking tweet.