Jump to content

Terenos

Members
  • Posts

    29
  • Joined

  • Last visited

Everything posted by Terenos

  1. In the mission "Destroy Main TEST facility" from Calvin Scott had one of the small explosive clickies spawn inside of a pillar on the side wall. Restarted the mission, but it seems like the mission is on a fixed map as it was exactly the same both times. The mission does not seem to be able to be auto-completed via the menu either. Sent a petition in-game for help, but figured I'd post the bug here as well just in case it helps in the future.
  2. I appreciate the feedback (despite the arc being compared to a can of celery soup), although I definitely think this comes from us approaching designing story arcs from very different perspectives. One of the things that actually annoys me about some low level arcs is the stakes feel way too high for something that's meant to be experienced in the level 10-14 range (which is where I imagine this arc would take place in the loose timeline of villain arcs). The threat of a full on Hero at that level feels more interesting than actually directly facing them to me: setting yourself as the thorn in the lion's paw while you're still a weak villain. I can definitely see where the arc comes off as generic. I wasn't super happy with the last mission, but the iteration I ended up on is more interesting than the original one I had in mind (which was mostly thwarted because I couldn't find a good outdoor map to use). The use of Outcasts probably also feel a bit generic, especially if you come from playing largely on the hero side of things where they dominate the level range they appear in. I actually started writing this arc way back before the snap and only now sat down to finish it, with almost all of my play experience being in CoV, where you basically never encounter that enemy group (they get replaced largely by the Mooks enemy group in that level range, which is what made me link the two groups together during planning). When I start designing my next arc, I'll keep in mind that I perhaps need to think bigger on theme. Maybe I'll design the second arc to this one and see if I can make the further adventures of you and Bedrock's crew more explosive.
  3. The Outcasts haven't had much a presence in the Rogue Isles - until now! This is a low-level, villainous storyline in which you've been hired to help the Outcasts establish themselves as leaders in the Superadine trade in the Rogue Isles. Canonically, this story would take place shortly after Frostfire's arrest in the Hollows. This arc is meant to be able to be run solo or in a group by low level characters with minimal enhancements (but probably not completely unenhanced). While the arc is "Villainous" there's no truly, truly heinous acts in it - just good ol' fashioned opportunism. Any feedback is welcome! Enjoy!
  4. I just finished playing this new arc and the storyline was a lot of fun - it was really interesting to revisit this old contact and see the Vahzilok and Freaks in a whole new light. The varied enemy types were a lot of fun, and the twists and surprises (especially the Crey one) were great! I'm going to do my best to give feedback with minimal spoilers to the arc since my only big complaint was a mechanical one (and could possibly be a bug). The flow of the missions themselves were fine - while each one was fairly same-y (beat up EB/AV, steal something), the differences in environment and lore didn't make them boring. My biggest complaint for the arc comes in with the ambushes that happen throughout the arc, especially when fighting the EB/AVs. For some reason the spawns seemed to double up whenever an ambush was called in any of the missions. As a solo 33 Brute (SM/Inv) running on 0/2 (with bosses, EB) (I've run several other missions around this level/notoriety range on this character without issue), it was incredibly tough and these double ambushes caused a few jumps to the hospital in almost all the missions they appeared. At first, I thought I might have accidentally pushed the bosses through two health phases (causing a second ambush to spawn before the first found its way to me), but by the second EB, and paying closer attention to the NPC dialogue as I fought, I realized that there were indeed two ambushes spawning at once. The only time this didn't seem to happen was in the penultimate mission - the number of freaks who spawned during the boss fights seemed normal. Because I didn't want to hit the hospital too hard in the final mission and concentrate more on the story than surviving, I dropped my notoriety to 0/1 (with bosses, EB), This helped (I did die once, but that was to the triple bosses and some unlucky big hits on their part), but on the final escort mission, the double spawns happened again, along with ambushes spawning well before the first ones were finished. In this case, the double spawns made sense, since it's two separate enemy groups attacking, but the spacing between ambushes seems too short. While I didn't have any trouble with them this time (no EB/AV to fight alongside them and the reduction in my difficulty settings), it was still surprising to be half finished with one group, and then the next two sets are spawning in. Overall, the arc was a lot of fun, but the upward shift in challenge level compared to similar arcs at this level range because of the way ambushes were spawning made it incredibly jarring (and made me glad I was playing it on a fairly survivable character I'm familiar with).
×
×
  • Create New...