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Posted

Hi Everyone, 

 

I've made my first set of AE missions. Its a story arc set in a sci fi/Horror setting. Its not terribly elaborate, and not intended for farming in the way most people think. It's a 4 part story arc that relies on story and atmosphere for enjoyment rather than xp or INF.

 

I would really appreciate some folks checking it out and giving me some honest, BUT NOT MEAN, feedback. Please give ratings at the end of the mish, and feedback here if you like.

 

Its called "The Grave and the Old".

 

I hope you like it.

 

~Paws

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Posted (edited)

Hey, @raven9864! Welcome to the pain!:-) 

 

Of course, I refer to the sweet, sweet pain of making the limited AE builder work wonders in spite of itself. I’ll give your arc a run Friday morning. 
 

little advice: don’t ever let random negative comments stick. Take good advice. View obstacles and flaws as temporary problems seeking (and having) a solution. When wrestling with the AE creator, follow the path of water-that is, don’t fixate on what it can’t do, but work with what it does do. 
 

Finally, and most importantly -steal. Steal every good idea you see. This ain’t rocket science. Tell a good story. Enjoy the process. Grow from the mistakes.

 

and, once again, welcome.

Edited by cranebump
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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted
  On 5/25/2023 at 12:00 AM, cranebump said:

Finally, and most importantly -steal. Steal every good idea you see.

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*yoink*

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Tim "Black Scorpion" Sweeney: Matt (Posi) used to say that players would find the shortest path to the rewards even if it was a completely terrible play experience that would push them away from the game...

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Clave's Sure-Fire Secrets to Enjoying City Of Heroes
Ignore those farming chores, skip your market homework, play any power sets that you want, and ignore anyone who says otherwise.
This game isn't hard work, it's easy!
Go have fun!
╚═══════════════════════════════════════════════════════════════════════════════════╝
Posted
  On 5/25/2023 at 12:00 AM, cranebump said:

Hey, @raven9864! Welcome to the pain!:-) 

 

Of course, I refer to the sweet, sweet pain of making the limited AE builder work wonders in spite of itself. I’ll give your arc a run Friday morning. 
 

little advice: don’t ever let random negative comments stick. Take good advice. View obstacles and flaws as temporary problems seeking (and having) a solution. When wrestling with the AE creator, follow the path of water-that is, don’t fixate on what it can’t so, but work with what it does do. 
 

Finally, and most importantly -steal. Steal every good idea you see. This ain’t rocket science. Tell a good story. Enjoy the process. Grow from the mistakes.

 

and, once again, welcome.

Expand  

Thank you very much for the advice, and for giving it a try soon.

 

Paws

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Posted

I ran through the first three missions tonight and started on the fourth, but...well, I didn't finish it.  I'll explain why in a moment, but first of all, well done on even trying to put a story-focused arc together.  The more story authors, the better!

 

Now, about why I didn't finish: I'm not a fan of defeat-all missions.  And it turns out that every mission in this arc is a defeat-all.  The third mission was on a pretty big Crey map; when I started the last mission and saw that it was also a defeat-all, on a large sewer map, that was when I noped out.  Sorry.  My biggest suggestion is to reconsider whether any of these missions need to be defeat-all. 

 

More generally, I think your arc would benefit from a little more text.  Story-focused AE arcs need text to get the story across, and I think your arc is a little light on the narrative.  I was never quite sure what I was doing or why; more explanation would help with that.  That's especially true of something where you are trying to build atmosphere.  The maps are the maps, so the way you build atmosphere is with the introductory text and, to some extent, the NPC dialog.  Don't be afraid to type a novel—the AE character limits will prevent that anyway.  And story-mode AE players are a lot more tolerant of reading than are most players.

 

On a related note, I'd suggest using fewer clues, but having each clue contain more information.  It seemed like many of the clues were just telling me my PC's reaction to something (which many people see as a no-no anyway).  So make each clue meaningful and develop part of the story you're trying to tell.

 

Some other thoughts:

  • As @cranebump will attest, I'm not a fan of timed missions.  So when I found out that the second mission was a timed defeat-all, I almost noped out there. :)
  • In the third mission, there's a typo in the mission objective text—it started out reading, "4 4 Cannisters to destroy," then after I destroyed one it said "3 4 Cannisters to destroy," etc.
  • The General Manager dialog was fun.
  • If you can, try to set a consistent level range for the arc.  I know that can be hard to do given the level limits for various mobs, but unless there's a decent story-based reason for it it's better to avoid too much bouncing around between levels in one arc.
  • This is related to the "more text" comment above, but I wasn't sure if I was supposed to know who Steelgrave and "The Trust Fund" were.  They were referred to as if they were known quantities, but I don't recall having been told who they were.

I think you've got the bones of a good arc here.  It just needs a little more attention to the text (and losing the defeat-alls and the timer. :classic_wink:)

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Posted (edited)

Okay, I'm doing the run through now. I have a lot of notes and comments that I hope are helpful. Remember, this is a work in progress. Any feedback we offer is to help you improve your product. So, let's start with general notes:

 

General notes:
Timed Mishes: Really have to be careful about these, since this is not a favorite of player objectives. In general, I’d say (1) There needs to be a good story reason for a defeat all (ex: We can’t let any of them get back to HQ!); (2) the map matters (small, uncomplicated ones are better); and (3) Don’t add a timer to a Defeat All-it’s too easy to lose track of say, one runner. I should add 4: If I fail a defeat all, with a story mission to defeat all, then how does me failing affect the next mission? Since you can’t add a branching storyline for success/failure, it’s probably best just to remove the timer, mainly to take the onus off you on explaining how my failure has harmed the overall mission.

 

Different levels on mishes: @Zhym's right. Better not to have too much level hopping. You can drop me to 22, but it’s better to keep me there, so I can settle into what powers I have available, and how I can use them to approach your enemies. If you ARE going to have a level differentiation, have a reason for it (EX: They’re using power dampeners in there, so be careful, or It was early in your career when you met Hugo…[followed by other mishes with text showing time passage]).

 

Think like an author first, then as a designer: Basic questions to think of=Who are the characters? What do they want? What’s in the way of them getting it? It’s likely the player character in the way, which is fine. Often, it’s the contact. Sometimes, it’s something we’re trying to figure out. But you, as the story teller must know the answers to the central 3 questions, above. Then, bring me into it, and unravel it as I go. 

 

As you continue to follow the tenants of storytelling, within this small, creative space, maintain solid plot structure: Stories can flow in different ways, but typically, for this truncated format, you usually need: (1) Inciting incident: What happens to draw me in? Think En Medias Res: You arrive at the bank, sirens blaring. Three PPD are down, wounded, peppered with arrows. A bystander yells “It’s Manticore! He’s gone crazy!” Make me ask questions: What's up with Manti? Was it REALLY Manti? 

 

(2)  Add complications: So I’ve taken care of X, but what about Y, the next mish that X leads me to? EX: In Mish 1 (i.e., 'X'), I just discovered (clue).  So it wasn’t Manticore, but it looked exactly like him. And this is definitely his tech they’re using. How did they get it? And why are they acting like Manti? Let’s go ask him – whoops…he’s gone. Suddenly both Y and, later, Z just got more complicated. I have a mystery.

 

(3) A Twist: have something unexpected happen. Someone’s trying to take over Wyvern (well, maybe), and has taken Manti prisoner! (most likely) What? It’s his illegitimate son?

 

(4) Unravel complications and conclude. Poor, neglected "Manti, Jr." (who was actually a Manti clone, but with a daddy complex [I just stole the Ultron plot/ethos]. Too bad we had to beat his ass [and his mind-altered dad’s maybe?).

 

If it's a story arc, you need the story first. AE is the vehicle for telling it (which means the details may change, depending on map selections, and all sorts of other niggling and annoying AE limitations.

 

Now, on to Mish 1.

Edited by cranebump
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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted (edited)

Mission 1. I'll hide notes to avoid spoilers.

  Reveal hidden contents

 

Edited by cranebump
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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted (edited)

Mish 2

  Reveal hidden contents

 

M3 

  Reveal hidden contents

 

Moving on to Finale:

  Reveal hidden contents

 

Edited by cranebump
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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted (edited)

Final notes and verdict.

 

Let's start with strengths:

  • Mechanically, you know what you're doing. Your objectives are straightforward, and easy to follow.
  • Your Customs are excellent. Easy to get your ass handed to you if you aren't on your toes. Use of ambushes was judicious and caused some nice (nasty) surprises.
  • Critter text is, by and large, excellent.
  • By and large, the maps work with your intent. What mucks that up is having to defeat everything, all the time. In and of themselves, they're good choices (and finale map is excellent, imho).
  • There's an interesting premise here, with various entities involved in the overarching plot.
  • As @Zhym noted, good bones.

Now, to the work:

  Reveal hidden contents

 

Edited by cranebump
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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted
  On 5/26/2023 at 1:43 PM, cranebump said:

Kansas quote=nice. I am now an honorary Winchester.:-)

Expand  

Ooh, what was the Kansas quote?

 

Also, kudos on an amazingly detailed set of feedback.  I am in awe.

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Posted
  On 5/26/2023 at 3:02 PM, cranebump said:

Final notes and verdict.

 

Let's start with strengths:

  • Mechanically, you know what you're doing. Your objectives are straightforward, and easy to follow.
  • Your Customs are excellent. Easy to get your ass handed to you if you aren't on your toes. Use of ambushes was judicious and caused some nice (nasty) surprises.
  • Critter text is, by and large, excellent.
  • By and large, the maps work with your intent. What mucks that up is having to defeat everything, all the time. In and of themselves, they're good choices (and finale map is excellent, imho).
  • There's an interesting premise here, with various entities involved in the overarching plot.
  • As @Zhym noted, good bones.

Now, to the work:

  Reveal hidden contents

 

Expand  

 

@cranebump & @Zhym...

 

Thank both of you SO much for all the detailed feedback and support. I will definitely be retooling and revisiting the areas you detailed.

 

Part of my problem I think, is I wrote all this in basically one take without stopping to consider other drafts. I got excited with a new toy, and took of full bore before I was in the saddle. I will tug on the reins before I hit publish and move on in the future. Also, for a first ever attempt, I think I should have stuck to making one really good mission and wrote other chapters AFTER great feedback such as this. I'll pay that mind in missions to come.

 

Again...thank you both for the help. That was a lot of feedback made available for a newbie mission designer and that generosity is not lost on me.

 

I'll make a comment here when changes are made.

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Posted

I've not played it yet, but if @cranebump and @Zhym think you've got a good thing here then I will get onto it.  Always happy to have more AE story writers around!

 

I've avoided spoilering stuff for myself!

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AE SFMA Arcs: The Meteors (Arc id 42079) Dark Deeds in Galaxy City: Part One. (Arc id 26756) X | Dark Deeds in Galaxy City: Part Two. (Arc id 26952) | Dark Deeds in Galaxy City: Part Three. (Arc id 27233) Darker Deeds: Part One (Arc id 28374) | Darker Deeds: Part Two. (Arc id 28536) | Darker Deeds: Part Three. (Arc id 29252) | Darkest Before Dawn: Part One (Arc id 29891) |

Darkest Before Dawn: Part Two (Arc id 30210) | Darkest Before Dawn: Part Three (Arc id 30560) |

 Bridge of Forever ( Arc id 36642) | The Cassini Division (Arc id 37104) X | The House of Gaunt Saints (Arc id 37489) X | The Spark of the Blind (Arc id 40403) | Damnatio Memoriae (Arc id 41140) X  The Eve of War (Arc id 41583) | Spirals: Part One. (Arc id 55109) |  Spirals: Part Two. (Arc id 55358) |  Spirals: Part Three. (Arc id 57197)

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Posted
  On 5/26/2023 at 5:59 PM, Darmian said:

I've not played it yet, but if @cranebump and @Zhym think you've got a good thing here then I will get onto it.  Always happy to have more AE story writers around!

 

I've avoided spoilering stuff for myself!

Expand  

 

Thank you very much, and I look forward to your feedback.

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Posted

I've taken all the suggestions here and printed them off, highlighting areas of opportunity, and condensing the material into actionable prompts.

 

I'll be implementing changes in the week or so to come, and I am grateful for the time put into coaching me on this.

 

Hopefully I will have a more refined product up sometime this weekend or the next.

 

Thank everyone again who took a look at my creation.

 

~Paws

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Posted (edited)
  On 5/26/2023 at 4:43 PM, Zhym said:

Ooh, what was the Kansas quote?

 

Also, kudos on an amazingly detailed set of feedback.  I am in awe.

Expand  

Carry On My Wayward son.:-)

 

The compulsion to feedback is often too strong in this one. Which is why I often sigh to myself when I agree to run something and provide it.:-) 

Edited by cranebump
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I have done a TON of AE work, both long form and single arc. Just search the AE mish list for my sig @cranebump. For more information on my stories, head to the AE forum sub-heading and look for “Crane’s World.” Support your AE authors! We ARE the new content.

Posted
  On 5/31/2023 at 8:07 PM, cranebump said:

Carry On My Wayward son.:-)

 

The compulsion to feedback is often too strong in this one. Which is why I often sigh to myself when I agree to run something and provide it.:-) 

Expand  

 

Mission one is revamped and published. Moving towards mission two tomorrow.

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