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Everything posted by Kyksie
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Another Champion Falls. R.I.P., Felicia Divine
Kyksie replied to Lunar Ronin's topic in Fallen but not Forgotten
I knew her vaguely myself. I sort of remember the drama over All Out War. EDIT: After reading through the forum link above, I now remember that I had also had some... disagreements with Felicia. Still sad to hear about this. -
Worth mentioning that all the AVs scaled properly to EBs, which doesn't always happen.
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This is an interesting one: Ms. Liberty invites you to use the AE system to re-live the adventures that led to you becoming a hero, which starts in the sewers and soon leads to you murdering prisoners while having a threesome with Fusionette and Echidna, or something like that. This is an intriguing plot, but sadly the ending is a letdown. No spelling errors, no kill-alls or other time wasters. The writing is a bit sparse, but still well done with several funny touches.
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Assault on Warehouse 86 [ID: 63352] Neutral
Kyksie replied to Hoboken Hobo's topic in Mission Architect
Pretty good for a first arc. The writing is well done with only a few small spelling errors, there's clues and an NPC ally with a bio and a lot of dialog. As I'm sure we all know by now I'm not too fond of the 'defeat all enemies' objective, but it fits in with the plot and the map isn't huge. The story is very basic; the contact says the the PD frowns on hiring heroes, when in practice they do it all the time. Overall a good first effort. -
I ran though it today, and it was... okay. Not bad, not amazing, just okay. Bullet point thoughts: Mildly annoying that 50s have to do it though Ouro. The 'Too high level' dialog doesn't actually tell you that you're too high level. Writing was consistently great, both in dialog and descriptions. I ran it with a top-tier Sentinel (no Incarnate powers cuz 49) and the challenge level of the bosses was about right, I had to eat an insp once in a while. The defeat all was unnecessary. The troll hunt is an amazingly dumb idea. Boomtown is level 12-19, but the minimum level for this TF is 41, making it a yawner for everyone. Also pummeling drug-addled goons for information is never a good idea, unless you're looking for drugs yourself. Using the AE as a contact is a cool idea, I wonder if there are consequences for saying the wrong thing to that dude. Loved the new tile set. I'm actually glad they didn't use the cliche of "Oh no the holodeck is malfunctioning and the safety interlocks are down, I can pull you out in three minutes!!" *Two* noncombat missions was a bit much. Loved all the extra details in the last one. Ending was limp, no closure. Anyway if this was a user-submitted AE I'd be rating it three kicks out of five or something like that.
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Let's put it this way. Why do people play an AE? Not to punch random mobs: if that's what I wanted I'd just grab a radio mission or fly down to smack a few street Nazis. If I'm playing an AE it's for one of two reasons: it's a farm, or it tells a story. There are a few niche uses, like a blank stage for an RP SG to yiff in, but mostly people want to either grab easy XP or hear a cool story. If the purpose of the arc is not farming, then the only thing that really matters is the text. If you create a custom NPC group (with no bios) and plop them into a map, you've done about 5% of the work, 10% tops. Asking people to take a look at it, even if you're stating it's a 'work in progress', is like digging the foundation of a house and laying a few beams, and then asking people to evaluate your house 'in progress'. It's not a house, it's a hole in the ground with a few empty Coke cans in the corner. Actually one is half full cuz the contractors peed in it. Assuming your arc is not a farm or yiffing pit, at the very least fill out the contact dialog and clues before asking people to evaluate it.
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Haven't tried it yet, I will sooner or later.
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The first mission had one sentence of intro dialog, no clues, no chatter, spelling errors, custom minions with no bios. The second mission didn't even have contact dialog. The third crammed four tough EBs into one room, making it impossible. I realize that this is your first effort, but please, don't ask people to play arcs that aren't even half done.
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Nice quick arc, wherein the Sky Raiders take some evil magical stuff, and the hero takes it back, Well written but not a lot of text. There's a few itty-bitty spelling errors, and mission 2 would have been better without the defeat all requirement. As far as first efforts go it's not bad at all.
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From the tales I've heard, this is 99% of Second Life.
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Character was reset...due to copywritten costume? WTF?
Kyksie replied to Niizzy's topic in General Discussion
Cripes, just make a parody character. It's been established that parodies do not violate copyright, so legally you're in the clear. Pick a random name, give him a staff, a trenchcoat, and a shaft of rebar sticking out of his side, and you're good to go. "The name's Ragin' Gumbo, mon ami. Remember it." -
IIRC, Bricked Electronics was on the live server, it got some good reviews there too.
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I guess they deserve a bit of respect... out of the half dozen 'spiritual successors', they're the only one with an actual product so far. Personally when I first saw Ship of Heroes Kickstarter I though it was a half-baked take-the-money-and-run scam.
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The arc said "Team required: recommend 4 players minum", so I brought along one of my Masterminds, which is like bringing six people along, only they won't aggro other groups before you're ready. Except beasts. They do that. This is a character concept that I'd been thinking of for a while. The "hero" is really another remote controlled robot: the actual person is relaxing at home; comfortable and in no danger at all. Bot/time seemed like the best choice for a powerset; thematically, I'm observing this timeline from the vantage point of another. The contact is "Operator" who seems like a sort of black-ops type, who needs someone to carry out a quick datasteal. Oddly, she says she needs someone with stealth capabilities but also it's okay if i decide to leave no witnesses. The mission has a five minute time limit, which would normally be a big no-no, but we're told about the timer before we hit accept, and the map is very small. This leads to a series of adventures where we discover that the baddies have stolen SCP-8501; Rachel looks it up on the SCP database and discovers that it's a truck that kills incels, marking it a grave threat to the CoH population, so Rachel and her team of intrepid robots venture boldly into the office and pummel the Council leader. Well, at least the robots do. Rachel herself is sprawled across her couch the whole time, drinking Bawls and watching What We Do in The Shadows on the other monitor. Operation: Sigil is a well written arc, with a plausible plot, good dialog and plenty of clues and backstory. One mission is a kill-all, but I'm willing to forgive it because the map isn't too big and it goes along with the plot. There are a fair amount of spelling errors (Archon Klaus: "How can I loose like this!") but it's nowhere near as bad as some arcs I've played. Also, the contact's dialog is a bit off; she presents as a military type, but she says "I got something" and "I'm gonna take the SCP back to my world" at the end. And oh yeah, don't make the player walk back to the mission exit unless there's an actual reason for it.
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Very well written despite a few spelling errors. I'll post a full review later on.
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I don't see the the mission can't still have you exit at the regular place.
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What if the Mission Teleporter and Team Transport sent you directly into the mission?
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The first map is the huge outdoor Croatoa fairyland map, wherein we are tasking with finding the king and two villiagers; the former has a glowy aura making him easy to spot, the latter did not. I find the king and one hostage, spend ten minutes looking for the other, then give up and log into Champions. (haha I'm kidding, no one plays that. at all.)
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This is a really well done arc, with an extremely intricate and involved plot. Apparently the Council have obtained some Nictus shards, but these are being mass produced, and when combined with Sharkhead Isle coral are used to make golems that are sort of like Devouring Earth but not really, and nictus essences squirt out at times. Also Arakhan and Requiem are involved, as is Malta, who are trying to get FDA to approve the shards as nutritional supplements to treat restless leg syndrome. I think that's it. The story is told partly through dialog, but mostly via a series of long and well written clues, which the player is reminded to read at the end of each and every mission. In one mission we encounter Rixis The Science Guy as an EB. After pummeling him for two minutes I notice that he isn't attacking, so I glance up at the nav bar ans notice that he dosn't need to be defeated, so I stop whacking him. However, he continues to follow me around, and his debuff aura interrupts me as I click glowies, so I make with the clobbering. I was able to beat him with my fully incarnated Brute, but low-offense soloers will be unable to overcome his regen. The AV version is no doubt beatable only by a full team. The final mission, taking place in the RWZ Vanguard base, offers you an amazing FOUR options as to how to complete the arc; kidnap Incandescent, expose Arakhan, plant porn on Dark Watcher's terminal, or do nothing and keep the shards for yourself to sell as super-powered weight loss aids. Something like that. However, Incandescent aggroed as soon as I turned the corner, thus making the choice for me. Still, giving the player four choices is a brilliant idea.
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I've found out that it's good to log into your arcs after every major update to see f they still work. I found out now that two of mine somehow forget who the mission contact was and replaced it with a Mek Man.
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This isn't a beta issue, it happened to me yesterday on the main server.
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The custom group works, they have nice snazzy costumes and unique powerset, although some have a generic bio. When you do publish your grand work, please, don't make people walk back to the mission exit unless there's an actual reason for it.
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OMG, this is the same for me. I played MOO II so many hundreds of times, I only stopped when I found an unbeatable strategy. MOO III, on the other hand, was so bad that the software store broke it's no return policy and gave me a refund on it.