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cranebump

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Everything posted by cranebump

  1. The first part is not completely mathematical, because enjoyment can’t be quantified. The second part is questionable, too, since a nerf doesn’t eliminate anything. Variety would still be present unless the procs are removed, rather than weakened. However, I think you can say that, if procs were nerfed, fewer people would rush to get them, thereby reducing their presence, thereby reducing variety, etc. a proc nerf resulting in a drop in player population more or less supports the “mathematical” aspect. That aside, I think there’s this assumption that procs are standard for most players. They may be for people who frequent these boards. I’m thinking maybe not for the majority of players. So I wonder just how much they’d be missed, on the whole. Seeing as how no one HAS to have them to play the game, though, I wouldn’t think there’d be any move to eliminate them, since such a move might turn people off the game (due to the previously mentioned “lack of enjoyment”). But a nerf is not the same thing as a deletion, so I’m not sure how we can accurately judge the effect of any possible changes, overall.
  2. I don’t care for any of the incarnate system or story associated with it, but I’m not sure it’s necessarily “bad for the game” since no one HAS to go that route. The ubiquity of free and cheap zone TP options has the downside that a lot of the city never gets seen by new players, since they’re mainly doing door travel (if they’re teaming). Mentioned this before, but I enjoy seeing teams go by, each using their various modes of personal travel (esp with the floating disks, hoverboards, and different run stances we have now). On the other hand, the addition of explore badge tips popping up in each zone (once you get one on your own from said zone) encourages exploration, since you can grab a few merits just for running/jumping/flying around. For my lowbie chars with fly, I'll often zoom around zones collecting the explore badges between mishes, or when waiting for "TF Forming" messages. It's easy merits, and there actually are a few things I had not seen. As an AE author, I also find the explore badge blurbs to be great for inspiring new story ideas. I like this add a lot.
  3. I think it was tweaked some time ago, before shutdown. I wasn't around until Good vs. Evil, so I can't testify to the bone-crushing days people speak of (at least...I don't think I can).
  4. Hm. Challenge accepted. I just got finished whipping up an AE story in Sky using NPCs from there, working in the information from the various badge locations. I haven’t really looked at Steel as a story location (outside 1 AE arc featuring Steel’s “Lethal Weapon” inspired detectives). After I recharge my batteries on little bit, I will take a look at it and see what additional stories might take place there in the cracks of what we already know. I would suggest we get a group of a authors on it just to see what everyone comes up with, but I can’t offer any rewards (other than the usual blood, tears, toil and sweat).
  5. Me neither. Though my play of said character once I am logged in might indicate otherwise. 🙂
  6. I think the thing Kheldians do bring to the table is flexibility. Which, if you were running content where you might need something extra in an area, they can provide it. I know none of my blasters can turn into a tank, no matter how much I might wish it. So a Kheld will have that over me. They sort of strike me as a switch hitter in basebal (albeit without a dominant side, like most of then). I envy people who can make them work effectively, since I’ve just never had the patience (or chops?) to do so.
  7. On the one hand: Branching arcs! Hell, yeah! On the other: Oh man...my work just doubled.
  8. Yep. I hardly run Troller types, but when I do, I focus on Lt's and bosses for single target. If they're not there or dead, cycle through via tab. Good advice!
  9. Hmmm. Perhaps we should rename it the Angst powerset?:-)
  10. I can always ask for more, and do get them. My main factor right now is time/burnout. I need to reset from the 12 mishes I power-scripted over the course of a week.
  11. I’m down to a single free slot (again). And just burrowed through a 3-arc story. Maybe this summer.:-)
  12. Got Songarden to 31 (was on a Numina, dinged a pair of levels at the end). Did NOT like the Plant/Sonic res combo very much early on. Was fun to run with teams. Hellishly slow to solo. But when I got the big area bubble/dome thing and Fly Trap (something I could throw shields on when soloing), it got more fun. Since she had a sci origin, I got the Experimentation pool. Since she can root things, I can actually see an avenue for Corrosive Vial.
  13. Greetings all, from the land of Spring Break, where it is freakin’ drizzly and chilly, and an eclipse looms on the horizon. King’s Row? No, because that would all be metaphor (and this sleet and shit is real here in the midwest currently). Today I sought out lowbie arcs for my Slot Machine rando, Songarden. Because nothing solos faster or more effectively than a Plant/Sonic Resonance Troller (unless it’s just about every other combo you can think of). Did a search for “my level, SFMA,” only to find less than 3 full pages of arcs (3 of which are my own Solace story). Bit disappointing in a way but, if you think about it, AE stories can be tough when you’re running actual, real toons (much less my gal here, who is cash-strapped because I refuse to seed her [due to self-imposed, silly little challenges I set for badass self]). Note that I purposely avoided anything marked “1-54.” I wanted stuff specifically designed for my range (up to 20). I also didn’t hop on to authors I’ve played before (because your awesomeness should be obvious by now, right?).:-) With that in mind, here’s what we did today: Bricked Electronics by @Zasani (ID: 6625) Published in JUN 2019, this lowbie arc (or LBMA [yes, there evidently is such a thing]) features Mark Freeman as your friendly neighborhood contact dealing with a minor tech issue involving phones (that immediately intersects with Brickers–in Paragon City! [fancy that!]). You take one some Clocks, and clock-like beasties that pack a bit of a sonic punch (if you’re a helpless little troller like I am). You get taken down by something made of old stereo parts (again, if you’re me, the super tough squishy with exactly 2 DO’s slotted in STA). Later on, you meet up with a ranting techhead named JJ, which leads to a romp through a “gassy” Council cave (because the Council are secretly bats–ALL of ‘em), back to the Brickerss (with some fancy toys as allies), and, finally, a whiz-bang finale with a 15-minute timer (on a small map that my squishy and her ally cleaned up in less than 6 mins). Design-wise, it’s solid. One really clever/helpful thing the author does is a terse, sort of bullet point recap via the begin mish clues screen featuring “Leads,” “Evidence,” and “Action Items” (yours and your contact’s). Keeps you abreast of what’s going on if you get lost in the verbiage. It also previews the next map! It’s a really neat add, indicative of Zasani’s arcs (if memory serves [I feel like I ran this one before, or something like it-Freeman. Analog tech. But that had Rikti IIRC]). There’s also some humorous musings from Council members on the efficacy of gas in relation to the possible genius that is Nemesis, and a Watergate reference (because why not?).:-) What we end up with is a lowbie-friendly arc that skews just about right on every level. A reSOUNDING Seal of Approval (in stereo Hi-Fi!). It’s worthy of adding toin-game contact Freeman’s list. He’s an especially well-written contact. Fun stuff! Play if: you want a fair and balanced mish for any AT in the teens to 20. We then went with 2 arcs from a new (to us) author: Operation Shadow Eye by @Flying Carcass (ID: 37971) Our next entry is a short one (3 mishes), with only 3 runs, and a low star rating (3). I’m playing the hell out of this, because we all know that ratings can be deceiving, since just one person having a bad time can tank your work for good. So, off we go. Your contact is Agent Six (a personal fav, and featured in my own Noble Mettle story). She wants us to check out an illegal shipment where Omega Watch wants to find out who the recipients are. This puts you AGAINST the PPD. Six wants the shipment to go through, so you can track down the bigger fish at the end of the clandestine trot line. This is a nice “ends justify the means” approach, which is a nice change of pace form standard hero fare (yes, we're a vig here, but you know what I mean). I feel slightly dirty right off the bat (which, if you’ve done any of my own work, you know that’s where I seem to live).:-) Once we make sure the bombs get through, we’re led to Wyvern (not surprising, since we’re walking the thin, gray line here). Wyvern’s involved in a pretty insidious plot that seems to revolve around blackmails and threats, leading to a quite heinous action on the part of one of its Lt's (the plot itself is expanded upon by an incongruously appearing Hellion, who feeds you an optional clue [that perhaps should be required, because it seems key]). Clues point “upstream” to a “shadowy organization” whose eventual identity will be familiar to you, unless you really are a straight up newbie to the game. Design-wise, it’s plenty good enough. Some noteworthy aspects: use of Wyvern patrols in an open space is an excellent choice, since they fly all over the place, so you have to watch your ass (well...I did...I have no defense). Good mix of objectives, with optional ones that add flavor (Hellion boss in M2, for example). Customs are judicious, fit the story, and are just tough enough to get you into trouble if you’re not careful at this level. Pace is VERY quick. No fuss, no muss. Six tells you “do this” and you do it. Now for the annoying part. Tweaking. What would make this better are the little things. Mission titles for one. Yeah, you don’t HAVE to have them, but my take is they’re a way of establishing atmosphere by framing the story thematically. But this is more preference than anything else. More pressing tweaks include: make sure the accept text is a logical response. Before M2, Agent Six gives us her brief, without actually asking us to accept anything. A better response might be (“Listen to the details,” or even “Go on…”). Carriage returns: Grammar and such is strong in this arc, but paragraphs need to be split. Otherwise, it looks blocky and less clean. Objective text: use the “plural/single” entries with multiple objects (i.e. “2 bombs to disarm,” followed by “Disarm the last bomb,” rather than “2 disarm bombs”). These are extra effort things that set an average arc apart from above-average (or better). Beyond that, it feels like the story just got started when we exposed the “shadowy organization.” Now, if this were an in-game mish, it would be a great stage setter for this same group’s appearance later one. Nice bit of foreshadowing. As is, it abruptly ends. If, indeed, the intent is to simply introduce said “shadowy group,” I’m wondering why not deepen the mystery just a little bit? We expose the group, but have we really ended their plot (which hinges on a single kidnapping)? If this is what they’re doing, then it seems a HUGE gamble to bet on just a single, shaky capstone in their arch. Considering whom we’re dealing with, I’d expect more layers, a bit more complexity in their plan. I think, at the very least, we should confront a bigger boss, maybe, and end up with the feeling we’re on their radar (when we see them later). And what about fallout from messing with the PPD’s goals? (there’s a whole pursuit angle there that might be interesting and scary for the lowbie vigilante we are at this moment). On the whole, it’s a quite competent piece of design and narrative, and a nice little diversion. Love seeing Wyvern. Love it when we delve into gray areas. Cleanly written and direct. Completely fair and balanced for a lowbie (with just enough danger, if you’re not careful [EX: cramped quarters on the finale map]). Solid bones. Just needs the bells, whistles and window dressing to make it exemplary. A solid, provisionary Seal of Approval, with hopes to see it a bit more fleshed out. Play if: you like your stories short, sweet and clear. You want to slap the shit out of Manti’s mercenary arseholes. Manhunt by @Flying Carcass (ID: 45987) This gem (in the 8-20 range) is a rollicking villainous piece, with a simple, but really fun premise. After a bank mish gone wrong, you evade the PPD (and associated heroes) over multiple arcs. Great design all around. Specific stuff: use of glowies in M1 is really cool, cosmetically. Had a tussle with a tough custom Lt hero (man, it took a while to lock him down). M2 had a hero that I got ganked by, then just bypassed (freakin' Serpent's Reach, man). M3 puts you on a huge map full of heroes trying to hunt you down (another nice touch--this is a map I normally hate, but here, it works). After making your escape, you aim for payback (if you’re me, you zone in RIGHT NEXT TO some thugs). You have a packed-room tussle before exacting your revenge, then out you go (or rather, I do, because I can only handle so many bullets from cascading minions). GREAT, fun arc, and one where I have to say you don’t need titles, because it would interrupt the flow. A really nifty piece of design and breathless storytelling. Well done! A fast-moving, dodging and weaving Seal of Approval. PLAY IF: You want to feel the heat (and give out some of your own). Highly recommended.
  14. Solace (L15-20) [SFMA] Heroes of past and present and future come together to stop a conspiracy that cascades into a world-ending threat. Can you and your team of “meddling kids” (along with their aging mentors) put a stop to it? Part 1: 61014 Part 2: 61212 Part 3: 61224 Each arc has 4 missions. OVERVIEW: It's my typical complicated, "layer upon layer," plot, grounded in lore bits that are mostly unexplored in the default game. Has something of a Task Force feel, with lots of different players and various groups (either directly involved, or ancillary). I like villains that insulate themselves, misdirect, bide time, and generally make themselves hard to get to, and this definitely fits the mold. Of course, you can't plan for everything, so I wanted that to figure into the narrative, as well. Hope it plays out that way. Partially inspired by Geoff John's JSA run, mainly the concept of older heroes mentoring younger ones. Grounded in Skyway NPCs and Lore. TEST RUNS: Tests with tanks at L20 are (unsurprisingly) pretty smooth. In the process of running with some weaker toons, so we'll see how that goes (a lack of mez protection could be an issue for some). Not sure how large groups will run. I'd say the challenge depends on what you attack and what you leave alone. Issues with clue order, since I dropped in a lot of optional info. Apologies, but cannot place anything, so you'll have to scroll a bit here and there. Still in the process of running with various AT's, so I'll add any into I think is needed. NOTE: If you cannot fly, you WILL need a jetpack for the Skyway map. Design notes and spoilers (with apologies for typos and such):
  15. I can think of a lot, but I’ll go with @LordRassilon, for all his great work through Twitch. My Lord constantly raises the profile on all parts of the game, to include the always overlooked, supremely underrated AE Story Focused arcs created by this amazing community. Since he tends to be up late at night and cannot be present for this award, I will be happy to secure it an put it in an honored location on my metaphorical shelf. 🙂 (Yes, I know. April fools. But still any chance I get…) 🙂
  16. That is what I think happened. I’ve decided to extend the story into three arcs, none of which are more than four missions. That seems to have solved the problem. I also think the story is better, though getting people to play three arcs instead of one hss worse odds than a crap shoot. Nevertheless, this is what I have to do to finish it. Thankfully, this is my spring break week, so I’ll have plenty of time. Especially since I am planning on the finale being only three missions.
  17. Likely Was file size. I’ve had no issues with it since cutting mish 5.
  18. Rolled without Epics: 78-43-95 Sentinel, Electric Blast/Will (I'm down for that; good for soloing) 53-67-57 Dom, Ice, Martial Assault (Awesome, but I did a Water/Martial last year) 19-91-65 Troller, Plant-Sonic, This SOUNDS really funky, weird and cool. Gonna run this. Will ponder a name and background and all that. WANTED to call the toon Soundgarden, but not gonna walk the line there (and it would probably be taken). So, we'll go with Songarden.
  19. Good rundown of the prime 50 adversaries. Out of all those, the only one I find truly interesting is Malta, since it's basically the backlash of the normie society against all these freaky metas. As its text reads, these are "mortal forces that try to control the storm." These are the guys who (should) have all the stuff that works against the supes. Sapper tech, sure, but really, Malta should have toons with Arsenal elements, as well, and weapons that shoot specialized versions of "kryptonite" designed to make life hell on superheroes. Further, from an "internal logic" standpoint, feels like this group should be a 1-54 presence, just like CoT, Arachnos, Council, etc.* But I guess I can justify why they "we don't bother with riffraff hamburger supers. Bring us the steak.:-) *Off topic, but narratively, I'd like to see Malta activity insinuated early in the game, to include arcs at lower levels. Perhaps lowbie heroes & vigilantes run into groups doing work for Malta (maybe they don't even know they're doing it). Lowbie Villains & Rogues might straight up be hired by them, discretely or overtly (with the understanding that Malta doesn't give a damn what you do for them -- they'll still kill ya later on). You clue the players in on this Malta effort to "control the storm," until they actually go head to head with them. [Hmmmm...well I see I have my summer AE project now]:-)
  20. Well I skipped the tutorial, but did run my newest through Graves’s stuff. For this one, I’ll be happy to run Matt H and Twinshot when I create my Slot Machine character next week. Love the topic, btw.
  21. I’d check it out, but it’s team required and I solo. Did you get Molly to play it?
  22. Some of this reminds me of how young writers think the basic criterion for good writing is originality. As in “I must write what no one else has!” My response to this (and them) is “Trust me. Every story’s been told. Just write a good, clear relatable tale. It will already be ‘unique’ because you’re unique, and no one will tell it exactly like you.” Look at it this way: there’s a lot of rehashed stuff out there that does just fine. Most people don’t want Gravity’s Rainbow. They just want to laugh, or cry, or be scared, or watch people fall in love (or, I guess, kill each other). The superhero genre follows the ages old human desire to create demons from our fears and then slay them. Again and again and again. Everything else (I.e. how the story is told) is window dressing. Plot tricks and details. Villains persist in the game world because the game world is a blurred mirror, an echo of ours. They persist because human beings, with all their dangerous flaws and brazen virtues, persist in ours. We can’t go out and force order on all chaos out there because the solutions are as complex as all the people in the world. Here, though, in this made up world, we can. Over and over again. The quest never ends. This is true in life, as well, where we still see the same villains in different guises, and try to defeat them (often collectively). To say our silly superhero fantasy game is not up to some highbrow literary standard is, frankly, to play the role of the insufferable critic who simply refuses to be pleased with anything anyone ever does. Which is, in itself, a cliche, isn’t it?
  23. Looking very much forward to it! Enjoyed the runs of Alfante (BS/SR Tank) and Tsumurai (WB/MC Blaster).
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