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cranebump last won the day on August 22 2023
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2248 ExcellentAbout cranebump
- Birthday December 5
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I can relate. Got into it (in PMs) with mods from The Big Purple over them giving me a warning while giving a succession of passes to a longtime poster/troll. They decided to slap a short term ban on me. I wrote back that they could go fuck themselves and my time there was done. I'd probably do things a bit differently today.:-)
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Even though I've had my douchey moments (including a recent one), I don't think anything discussed on the forums is so all-encompassing that it can adequately (or even marginally) serve as a litmus test for how to be be "true to the self." It's just a f'in video game, after all. Whether we like it or not, the truth is it's not what you say, it's how you say it. I could have the cure for cancer, but if I presented it to the world by being a colossal jerk, no one's gonna give a shit. I don't know what Snarky wrote, but receiving a warning is small taters. Not every discussion is - or should be - about who wins the argument. I mean, geez -- a dustup over KB? There has to be a taller hill to die on.
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Mission Architect Sunday Special: Story based teaming in AE!
cranebump replied to ZamuelNow's topic in Mission Architect
Logging in in a few. I'll be running Whipsmart:-) -
A Light Within the Darkness (ID: 843) by @Steel Dancer This L25-37 arc from 2019 has you working with the Midnighters to secure some of their valuables (the main worry being possible theft by the Circle of Thorns). You agree to help and, of course, run into CoT right off the bat. However, your in-mish contact tells you that most of the raid damage doesn’t appear to be done by the Thorns. Your own initial investigations back this up, so…shenanigans! By an as yet unrevealed somebody/something! Involving a scary, mystical (stolen) tome! Actually “council bot” Montague (see below) is much more composed than that, but this is our basic setup. With your only real lead being the Thorny crew, you naturally pay them a visit. Here, you discover the 3rd party involved in the theft, which, in a nice little twist, leads you back to…Well, you’ll just have to see.:-) VERDICT: A clean, clear, well-constructed arc, made with care and attention to detail. Strikes a nice balance between "stuff" and story. Antagonists are well-drawn. Customs are nicely done. Great map choices (esp for the finale). Overall, I give it a solid, raddy-green Seal of Approval (I ran this with my Atomic blaster):-). PLAY IF: You want a solidly constructed, well-balanced mish. It's listed as story-heavy, but it didn't feel that way. The arc moves along very nicely. FYI: Arc ID 844:An Exchange of Words is a companion piece to this one. A few items of note: The contact model isn’t Montague, but rather the default council bot model the system uses, indicating the need for some updating. Also: There's no text on interact with some glowies in M1, nor do any clues drop from them. This only occurs in M1, and is the only noticeable error I found in the whole arc. There IS a timer on one of the mishes, but the map isn’t huge. I had plenty of time leftover (though I DID beeline to the objectives).
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I script with the soloist in mind, and usually an experienced one at that. I'm thinking new players have enough other things to do before they decide to delve into player-made content. I'm not sure what can be done to truly raise the profile any more than it is, other than seeing some player-made content becoming in-game content. I'd say the chances of that happening or pretty small, at best. The return of Dev's Choice would certainly help matters, however.
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Compiled Dev Choice Awards for HC. (ongoing)
cranebump replied to TerroirNoir's topic in Mission Architect
I imagine this has been said by someone already, but one very obvious aspect of why more people don't attempt to create (or get discouraged from creating) story arcs is the wonkiness of Architect feature itself. Unless you're doing something very, very basic, it takes a WHOLE LOT of time to produce a decent, workable mission, much less an entire arc. You can spend forever just editing/testing/editing/testing and still not have it work 100% the way you want it. Then, if you do decide you've got something decent, and you publicize it, you could STILL have the very first person go through it, and that spawn you set up that always appeared on the first floor is suddenly appearing somewhere else, making you look like you don't know what you're doing. It's tough enough you're exposing yourself to various opinions about quality content. Add in the prospect that the production system itself can also work against you, we shouldn't be surprised when we don't see many people truly diving into the shallow pool. -
As a player. I’ll play just about anything. As an author, I tend toward noir.
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Compiled Dev Choice Awards for HC. (ongoing)
cranebump replied to TerroirNoir's topic in Mission Architect
Nature of the beast these days. They’re a small group of busy volunteers, so I don’t begrudge them having a life outside the game. And I do think a Devs Choice equivalent produced by players is too problematic to implement. I mean, we can’t even discuss ways to grant recognition to more authors without arousing suspicions of elitism during a discussion of hypotheticals. @Dacy’s right. You can have good intentions and things can still go shitty. The question is whether (and how long) anyone wants to put up with it. -
Compiled Dev Choice Awards for HC. (ongoing)
cranebump replied to TerroirNoir's topic in Mission Architect
Didn’t really want to wade into this, considering my week in the forums, but: I think if anyone understands how easy it is to miss typos, it’s the people who’ve worked with the AE the most. It’s a somewhat unavoidable and forgivable “offense.” Beyond that, no one’s saying there’s a single “standard of excellence.” This started with a benign question asking what people would look for if they were Dev’s Choice judges. More than one person mentioned proper composition skills as a component (not a litmus test for the entire effort, but a part, at least). How we leaped from that to “there’s an elitist cadre driving people away from scripting!” boggles the mind, but, here we are. My advice to anyone who wants to promote SFMA AE stories is to publicize them. Create your own forum to raise the profile according to whatever guidelines or standards you want to follow. That will have a much greater impact than vague insinuations against what is obviously either an imaginary, or very poorly organized, cabal of so-called gatekeepers. -
To be fair the response was to a longer, harsher review. I edited and refined the longer one. But still…yeah.
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I learn ever so slowly, sensei.:-)
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Mission Architect Sunday Special: Story based teaming in AE!
cranebump replied to ZamuelNow's topic in Mission Architect
I hope to make the Torch run! -
I did offer up a rather harsh, poorly-composed review. I've edited it to present something more balanced (and indicative of what I normally present). That said, another review is a good idea. I keep saying I'm only one opinion. Not sure that's being heard.
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Well...I'll avoid any sort of argument about how to write, since I know quite a bit about that. I'll grant that saying the story was illogical was an inaccurate assessment. Whether I do reviews all the time or not doesn't make me mistake-proof. Given that, then, It would be more accurate for me to say that I found the story rather thin, and nearly devoid of characterization. These are deficiencies in my view, since I like a strong story with my AE. I have my own ideas on that, and, as a consumer, I'm entitled to them (as you've already said, above) Please bear in mind, though, that plenty of other people don't give a shit about story and character detail. I'm just one opinion. I do think that, by focusing so much on "challenge" you lose an opportunity to enjoy what details you actually do have there. Especially in the finale, which I was forced to rush through due to the timer being so short. In any case, I presented a more balanced version of the review, above, one that I hope recognizes differences in taste. My last word on the whole story thing is that, the story might've been "logical," but, the bare bones way it was presented felt like it was something obligatory that was getting in the way of your level design. Something set in the background to get to the next mission, or mob, or objective. But, again, I'm just one person. Others prefer just that in their missions. I do have some nagging questions, btw: (1) Why AM I helping Daniels? I assume this is tied in with the original Shivan invasion, right? Blue Spectrum showing up and such? Okay, then. I didn't see it blatantly stated there (or, really, what my specific task was in the whole affair -- gathering some sort of info, iirc). Regardless, it struck me that I was told NOT to go underground, and then was placed directly underground. Why did I do that? Do I know something Daniels doesn't? I found that hard to get past. (2) Why did I get ambushed by Trolls after I rescued some Trolls? I couldn't sort that out. Maybe it's in there, but, since I was on a short timer, I didn't have time to peruse the details (assuming they were there). Oh, and by the by: personal attacks? C'mon... While I admit douche baggery was a prime motivation for my initial, scattered review, a personal attack goes like this: "Cranebump is a douche bag." Whereas: "Cranebump's arcs are heavy-handed on useless details and filled with time-wasting glowies. He also makes his bosses too hard" is not. I might not've liked your story, but I don't know shit about - nor did I say shit about - you personally. We may differ on what constitutes strong writing, or story, but I feel like we can both agree that, when putting work into the public arena, it's a good idea to separate the work from the person. I don't know about anyone else, but, when it comes to crafting stories and such, I know I don't shit gold. (Anky does that--effortlessly):-)