Weekend work

We enjoyed Double XP weekend on CoX

Mostly we did low-level characters. Our new CoV pair — Allie McGordo (Rad/Pain Corruptor) and Widow Shade (Widow) got pushed up to 15, I believe. They’re a close-in pair (my two biggest Rad attacks at the moment are an AoE and a Cone), and tend to operate through “the best defense is offending them off the map” tactic. With double-XP, they were basically clearing up the map, quite successful. Allie’s my first Corruptor, and it’s an interesting variation on the concept.

We did a little work with Honey Gun (v.3) (AW/Gadget Blaster) and Red Hot Dream (Ill/Temp Controller), a squishy but thus-far successful pair. Lot of control going on with my Blaster, which helps keep us (so far) from being overrun. Got them up a level or two to 11.

And just to show that I can do the melee thing, we also played a bit with Shishiko (Kit/Regen Scrapper) and Arctic Sugar (Storm/something Def), getting them both up to 16.

So, a lot of lower-level play. We’ve actually got duos in each of the decades, though fewer up at the higher ranks. We’ll probably shift over to them sometime soon — if the CO Beta doesn’t distract us in a few weeks.

Apparently, though, there were enough connectivity problems over the weekend (which I encountered on a couple of servers) that they’re going to be repeating Double XP weekend shortly after I16 comes out. Which … well, I don’t know what their master schedule looks like, but I sort of expect these things to happen fairly regularly, anyway, so it’s not that big a deal. If they repeated it next weekend, on the other hand …

CoX: Double XP weekend on the horizon

This weekend, in fact:

START: Friday, July 31, 2009, at 8:59 AM PST/11:59 AM EST
FINISH: Sunday, August 2, 2009, 8:59 PM PST/11:59 PM EST

Margie and I are already discussing who we want to run. I’m thinking if we bounce between alts that are well-rested, then with Double XP and Patrol credit, we’ll be getting 4x XP. Woot!

One pair might be the new villains we just rolled up — Margie dinging Day-Old Shelf means she now qualifies for VEATs, so we’re trying that out.

Also:

All City of Heroes and City of Villains® players who maintain an active account for the time period beginning August 15, 2009, and ending November 15, 2009, will receive a set of special rewards for their loyalty to Paragon City™ and The Rogue Isles™:

– Closed beta access for City of Heroes Going Rogue™
– Exclusive loyalty badges: “Vigilant” for Heroes and “Determined” for Villains

I’m sure it’s a mere coincidence that Open Beta for Champs Online starts on August 17 … any more than the extra discounts for signing up 6 month and 12 month accounts are suspiciously timed …

Ding-ding! A pair of 50s!

Grats to my lovely wife Margie, who shepherded two solo alts to 50. 

First, on the Villain side, Day Old Shelf, one of the (abortive) villainous food-themed characters we put together way back when. A Necro/Bubbles Mastermind, he fortunately had a Mercy Island mission for his final go, which meant my similarly-themed (started at the same time, but only Lvl 10) Maitre D’mon (Necro/Poison) MM could be along to film the climactic ding.

Next up, on the Hero side (and queued for the ultimate photo op for a few weeks), Old Star, a Fire/Rad Controller.

I brought in Leilah, a lvl 27 Troller on the same server, to take the big picture. Which synergy raised the issue of a Controller/Controller duo …

Anyway, congrats to Margie, who brought both of these folks 99% solo to Hero/Villain of the City status. Grats!

The Tale of Twixt

Whoa. MMORPG + Sociology = Teh Weird.

Loyola media professor David Myers tells the tale (as an academic paper) of what happens when you flout social rules, even if you are perfectly legal (and even supported by the codified moral laws) in doing so. The answer: you become very, very unpopular.

What makes this interesting is that Myers is writing about an experiment he ran himself in CoX, using a veteran toon named “Twixt,” both in its original incarnation on Champions (where it was a long-time character), and rebuilt on Infinity and Freedom. In each case, he managed to get driven out of groups; DOSsed from his chat channel; subjected to disparagement of his intellect, experience, and morals; hunted down by collective teams of heroes and villains; and personally threatened.

All for being a super-hero. As opposed to being a social hero.

Twixt’s activities were run in Recluse’s Victory. His basic sin was doing whatever he could to support the heroic side of the endeavor, regardless of whether it made people happy. His specific and most egregious “breaching” offenses, according to Myers:

  1. Teleport Other of villains into security drones (“droning”) or NPC heroes.
  2. Attacking of villains who were “collaborating” with heroes to farm NPCs in the zone with Heavies.
  3. Declining to team with others (which turned into refusing to do so when too many teams turned into traps by players colluding with each other).

None of these behaviors was illegal. In fact, the Devs never acted on the many petitions lodged against Twixt, In their own way, these actions, esp. the first two, were perfectly keeping with the milieu of heroes vs. villains, much more than many of the folks condemning Twixt’s actions were. Worse, Twixt was very successful at what he was doing, Myers notes

Myers’ conclusions are that social rules are not necessarily constructed based on natural rules (Myers couches this all in various sociological terms such as social constructionist theory, ethnomethodology, positivism, etc., but that’s what it boils down to). 

In real-world environments, “natural” laws governing social relationships, if they exist at all, are part of the same social system in which they operate and, for that reason, are difficult to isolate, measure, and confirm. In Twixt’s case, however, two unique sets of rules – one governing the game system, one governing the game society — offered an opportunity to observe how social rules adapt to system rules (or, more speculatively, how social laws might reproduce natural laws.) And, the clearest answer, based on Twixt’s experience, is that they don’t. Rather, if game rules pose some threat to social order, these rules are simply ignored. And further, if some player — like Twixt — decides to explore those rules fully, then that player is shunned, silenced, and, if at all possible, expelled.

[…] the strong, negative, and increasingly emotional reactions to Twixt’s behavior were almost always focused on preserving beneficent social communities and friendships in blatant disregard of game rules. The most important negative consequence of Twixt’s behavior in the eyes of other players, then, was not his failure to achieve game goals – Twixt’s opponents “failed” this test more often than he did — but his failure to garner and sustain social connections: the most repellant consequence of Twixt’s behavior was that it made him unlikable.

While there are some quibbles I have over Myers’ experience in the game vs. my own, his overall observations seem sound. If the majority of the people playing are there with a goal of socializing, then folks who break the social laws are going to be unwelcome, regardless of the house rules.  

Remaining likable – socially connected — within the CoH/V community meant playing the game according to values other than those made explicit by the game design and the game designers.  Players could only learn these values – much like those affecting social activities in the real world — by becoming (or already being) a member of the game’s entrenched social order.

Looked at another way, the game produces goals, but those are necessarily what is intended with the game design. While the designers intended to promote heroism vs. villainy, and structured RV around that conflict, what has happened is that the actual goals being sought are socializing and character advancement, which can be more easily done (to some or many) through ignoring the RV core conflict and simply farming NPCs — and that usually means ignoring the PvP in the zone. This all gets back to the discussions around farming with the AE mishes — it’s utterly against the milieu rules, and it’s aesthetically repugnant to many, but it’s also a key way that a lot of people (clearly) want to play.

Myers suggests, further, that these sorts of social restrictions create boundaries in gameplay, discouraging people from trying a variety of tactics to pursue the game goals. In the notes, he says:

Play in CoH/V, since its inception in 2004, has displayed at least three distinct stages. The first, most exploratory stage occurred immediately after the game’s release, when all players, due to their inherent ignorance of game rules and methods of play, explored the game environment through a trial and error process very similar in appearance and function to that of Twixt’s breaching play. Once a critical mass of successful game play and players (and information) had been achieved – regardless of whether that success was the result of analysis, effort, or luck – other, not-so-successful play and players began to ally with and mimic the more successful. 

Subsequently, once social groups had been established through such alliances, the game entered its third and current stage, dominated by entrenched groups of experienced players. During this latter stage — in which Twixt began his breaching play — there was no longer any pressing need to find or share game information with others. As a result, game information became devalued in favor of social information and orders. Perhaps it is only during this latter stage of mature online game play that Twixt’s breaching play is most threatening and most likely to evoke such strong negative reactions as those observed in CoH/V.

I think that’s key. CoX has, for many of its players, become not so much “be a super-hero/villain and save/rule the world.” It’s become “PL to 50 ASAP, come up with cool costumes, and hang with your buds.” Myers was the equivalent of the guy at the job who tries to do the work, rather than just earn a paycheck while leaning on the water cooler; that he not only made the folks facing him look bad by taking the actual genre seriously, but by poking at them by defeating them, made the likelihood of social ostracism and threats even greater. (Another analogy, in the NOLA comments below, is that of the guy on the freeway going exactly the speed limit, and the amount of fury that “asshole in the green car up there” can cause to others.

The NOLA article below (which was cross-posted onto CoX forums) has some interesting (as well as disturbing) comments, some of which make it seem that the other articles (less so Myers actual paper) are overstating things.  Many of these don’t get the point — which is not that if you flout social rules then society will get ticked off at you, but that social rules are not necessarily aligned with “natural” (or, in this case, game) rules, and in fact resist those who adhere to the latter rather than the former. The point of Twixt was not, per se, to be a “jerk” or to “grief,” but to do what the game allowed, and what it (and LR in particular) was designed for: vanquishing of the opposing side (XP or not). This irritated the folks who were using the zone instead to farm and socialize and who only considered some forms of combat (i.e., those that didn’t include TP Foe) legit and honorable.

I confess that, caught flatfooted in the face of a really bad ambush in a city zone, I’ve been known to run for the nearest drone. TPing the PvE foe there isn’t any different, and it’s not effectively different of it’s a “P” vs an “E” being TPed).

(If this were, in fact, such a big deal, I shouldn’t think it would be that dire a mechanics change to prevent TP Foe from being targeted within 100m of a drone, or to have someone TP Foed be subject to NPC attacks for 5 seconds after arriving, or something like that. Clearly the Devs don’t think i’s that high a priority.

Still, it’s a very sad indictment of CoX, as an established community, and it makes me glad that I “do my thing” solo or duoed with Margie, rather than as part of some farming collective SG.

Articles on KotakuMassively, NOLA.

Off to the Fortress of Solitude

Between Vacation, then Stuff, now more Vacation, I fear I’ve not been posting much here.

Which, since I’m headed off to Vacation some more, isn’t going to change soon.

But I’ve been doing a bit of CoX play, actually got onto a high-level PUG that wasn’t doing AE farming (or even AE), and enjoyed myself immensely, despite that godawful lag.

Need to play more …

CoX catch-up

Played with our Masterminds over the weekend — lvl 33 (my highest CoV character), and still having fun. Took down Mynx and Back Alley Brawler easy-peasy (albeit as EBs).

I was disappointed to discover that there’s no Hair Lightning as an aura. I don’t want my eyes to be all lightiningy — I want my brain to be. I am The Gifted Kid, dagnabbit!

I was looking the other day for some of the new juggling emotes. Alas, as BAB explains, the Quickmenu isn’t designed to deal with conditional emotes (juggling is from the Mystic booster pack). Though he indicates (without telling how) that you can actually edit the Quickmenu file …

If you want to be in future closed betas, make constructive comments on the existing I15 open beta.

Reichsman has 226K HP? Yikes! Though it’s good to hear that he has a “considerably lower than standard regen rate.”

T-shirts! Meesa want! Well, actually … nice enough, but nothing compelling enough to make me break my oft-broken vow of No More T-Shirts Until I Get Rid of Many of the Ones I Already Have. 

Return to AE

Finally got some game time last night, waiting for Margie to arrive home. Signed on with Miss Crackle, and immediately got an invite … in Atlas?

Ah.

I was a bit hesitant when I saw the team was gathering for some Mission Architect play, but as it turned out, it was actually fun. It was refreshing play some AE that was interesting, with a good group, and (most importantly) not farming. Which we did, including a few missions that were a real hoot.

While I did see some farming requests at AE between mishes (“PLZ INVIT LVL 42 LF AE FARM!”), they were few and far between.

I might have to go hang out there more often.

I was actually inspired enough, when all was over, to hop onto Lady Zebra and look for some scrapper action. Alas, nobody was inviting in the low 30s on Virtue by that time of night, so I did some solo mishes, enjoyed them immensely, then welcomed Margie home.

“Ready to diminish and sail into the West now”

Watching Margie play LotRO last night during the stress test reminded me of everything I loved and didn’t love about the game. (The comment above was hers, by the way, playing her “hot elf ranger chick with a bow” Frellian as I headed upstairs for bed.)

Big plus: the setting is still stunning, a beautiful and thoughtful rendering of Middle Earth. If you were going to make a LotRO MMO, it would be hard to craft it better than this.

Biggest minus: a lot of running around; still a lot of mining (harvesting, pruning, digging, skinning) resources; a lot of wild animals killed to get “a scrap of dirty hide,” “a tongue,” “a claw,” etc. Grand and epic, not so much.

Margie did show me some of the new mapping functions that make it a lot easier to find where your quest is located.  I’m sure there are other QoL improvements, from what Doyce has written. But as I watched Margie, after hours of playing, still stopping by each bush, struggled to make sure she had her axe active vs. her hoe, and harvest off some wood for this and that, it still felt more like Starcraft than LotRO.

Not feeling any great compulsion to re-up. I dinged Molly Morningstar up to 24 on CoH and had a blast with it (literally, as I grabbed a pretty nasty Mental cone power to go with all of her Fire AoE attacks). We had a very good team, led by an excellent tank, which is just what Molly needs (keep the aggro off of me and gather all the baddies in one spot).

The LotRO stress test, btw, appears to have been pretty stressful, as both Margie and Avocet complained of major lag, especially earlier in the evening. That’s what they were trying to test for, of course, so I guess it was successful. No fabulous prize awarded to Margie, alas.

A Trio of Tail-Biting TFs

Doyce and Kate are back on CoX for the moment, so we arranged to do some Task Force fun on Sunday afternoon … which turned into Sunday evening, Sunday night, and, um, just barely into Monday morning.

Since they’d not had a chance to do any Ouroboros TFs, we chose those.

First up, Twilight Son and “Smoke & Mirrors.” This is a Lvl 25-34 TF, so we rolled out the Hostess Heroes, who are in the 29-31 range. Margie and I spent an hour or two on Saturday getting them up to enhanced snuff. Pretty reasonable time, but I was reminded again why I am just not thrilled by tanking. Ho-Ho does a fine job (Invuln/Axe) at it. but I always felt like I was slogging through mud (and I’m not even a Stone Tank). We polished off the Circle pretty darned quick — it’s a short TF.

Next up, Mender Lazarus and “The 5th Column Overthrow.” At 30-39, half the team was under level, so we swapped out servers (to Champion) and toons. Doyce brought in Pummelcite (tank), Kate ran Noelle (controller), I loaded Torchielle (blaster) and Margie played Amorpha (scrapper). Great balance, lots of everything, and plenty of damage-dealing, right?

*sigh*

First, we were at a level to spawn AVs, and Nosferatu took us for-evah. Even Amorpha and Torchy couldn’t pile on the damage fast enough, esp. with his life energy suckage. Yikes. Finally Doyce lit on our going out and loading up on damage inspirations — which, through the goodness of Wentworths, we could do. That let us take him down pretty quickly thereafer.

That was only a grind, though, compared to the trio of AVs at the end. Which would have been probably okay if we’d pulled the crowds (and AVs) back into the hallways behind the scenes (maximizing AoE, minimizing sniping), but … well, that didn’t happen as we maneuvered around and our “allies” suddenly took off to attack. 

Many, many deaths later (which made me glad we were running 50s except Doyce), we won. Whew.

Okay, break time. By the time we got started again, it was around 8:30 or 9, which was our big mistake. But, we said, let’s wrap this up with Mender Silos and “Trading Places.” Which is pretty straightforward most of the way until the final mission, where you run around the annoyingly broken terrain of Sirens Call, and try to (a) rescue the Vindicators and Freedom Phalanx from (b) either some high-level Arachnos troops (pretty straightforward) or various of Lord Recluse’s super-villains (who were spawning as AVs).

We knew we needed some healing, so I traded out Torchy for Psi-clone (Ill/Emp controller), and Doyce switched to Hyperthermian (his 50 tank).

Aaaand …

… we got our asses handed to us by Black Scorpion and Scirocco. Then again by Ghost Widow. We got smart and started freeing heroes who were “only” being held by Arachnos troops. We tried Ghost Widow again with Infernal working with us, and had our asses once more handed to us (Mag 100 Soul Storm for the Win!).

We continued trying, slowly freeing heroes without going up against AVs, except an inadvertent encounter with Silver Mantis, who we beat with three heroes along with us.

The broken terrain made keeping the heroes tied to us difficult. They invariably wandered off, got stuck, or got put on someone other than one of our team (at one point, Back Alley Brawler was on Noelle’s Jack Frost — who ran off whenever he got hit, with BAB running with him; another time, Minx was on Silver Swan (woo-woo!), and so spent the melee back at ranged weapons range, idle).

With our merry band in hand, we managed to take on Black Scorpion again (win!), and Scirocco (win!). That gave us Synapse, Ms Liberty, Manticore, BAB, and Silver Swan to, again, take on Ghost Widow.

Who, again, handed us our asses courtesy of still more Mag 100 Soul Storms. Yikes!

It was midnight by now, and we collectively agreed that we should call it a night and reconvene some other time — set at a lower difficulty level.

An interesting note from the ParagonWiki page on this TF

Bug! Though each Vindicator and Freedom Phalanx character is presented as a Hero, his or her Hit Points and attacks are those of a Pet-class ally, regardless of difficulty. Citadel is the only exception to this rule, and he spawned as an Elite Boss.

If (still) true, that might explain a lot. Because I really didn’t feel like the allies were helping us all that much, or even drawing that much fire.  


 

It was interesting being back in non-duoing-with-Margie group. We tried some initial voice chat via GTalk, but with four of us that wasn’t really practical, and we didn’t have an actual game chat channel set up. That might have made some things easier all around (including the quick stabbings of keys when an ambush was coming in). It might have also helped deal with just basically different tactical play styles and expectations between the two households (“Wait — where is Doyce going?” “Dave, need a heal — oh, never mind” “Why did Kate just fire that off?” “No, Margie, not yet …”). 

On the other hand, I still had fun, even with the lots of dying bits (one advantage of TFs in the O — the “hospital” is never far from the mission door). And practice makes perfect. Good times.

Farming Subsidies

So before the Devs nerf farming …

Tyger-Tyger, 6th Level Scraper, up to 22 in three missions.

Kwai Havok, 7th Level Scrapper, up to 15 in two missions (but Level Pacted with Copper Mountain, so I was doing it for Margie’s sake).

And, honestly, I don’t feel any need to do any other farming with them. The goal was to get past those awkward pre-Travel (and pre-Stamina) days. 

I feel like I can take it from there.

Especially since 90% of the PUGgy sorts are busy … at AE, farming. Making it darned difficult to get up a team, even on Freedom or Virtue.

Wow, that slope is awfully slippery, isn’t it?

Best new Mission Architect feature

From the City Scoop on surviving AE:

3. If you have trouble with people firing off powers, look for a door marked Studio B (left side of the Data Stream). This room is a “no Powers lounge” for making missions quietly. If people crowding you at the terminals bother you, type: /macro MA architect. This will create a little button on your toolbar and allow you to access the browser/editor from anywhere in the building. Once you earn the Mission Engineer Accolade, you will have this ability anywhere in game, even inside your missions.

First off, the idea of having a “No Powers” zone is brilliant. Can we please port this technology to Wentworth’s / the Black Market? And inside City Hall (Atlas) and whatever the big civic building is in Galaxy? (Presumably it doesn’t detoggle anything, so you don’t get gacked when you step outside the zone.)

Second, being able to access AE interfaces anywhere in the building and, after an Accolade, anywhere in the game, is remarkably convenient. Please let me know when I can access crafting tables the same way persistently, rather than either through a lame temp power or by going to bases or the universities. (Guys, the crafting stuff is an abstraction. Let’s just treat it as even more of same. I don’t have to go someplace special to install Enhancements; it’s annoying enough I have to go someplace special to buy them, but even that’s just a one-step activity.)

Next up: Nerfing Rikti Comm Officers

When the Mission Architect was first announced, folks were immediately worried about farming. And the Devs said, “Worry not, we have ways to keep that from happening.”

Ah … yeah.

So all those constant Broadcasts for “LF farm ae team” and “Lvl 50 boss farm lfm” are just folks being deluded.

I spent a little time at this today, just to see. There’s a sort of weirdness about the farming routine that’s almost fascinating for about 15 minutes, after which you need a shower. 

I took Al, my Fire/Rad Troller, who had just turned 20. I joined up as the lowest person on a farm mission.

Target: a mission full of Rikti Communications Officers. Like, 20-person spawns of them.

It’s perfect. Comm Officers are (since they changed how they were awarding Portal spawns) pretty high XP, but they are, in and of themselves, pretty wimpy. You never see them alone in the wild, let alone in packs.

Bang. Instant farming. In two relatively short missions (the simple looping city map), I dinged Al over five levels.

Two missions. Forty-five minutes tops, more likely thirty. Five levels.

Now tell me about no farming?

I will be very curious to see how the Devs adjust this (and how much wailing and gnashing of teeth there is). The irony is that they just set things up, after a year and a half, so that PvP nerfs don’t affect PvE. How they will have AE nerfs that don’t affect normal mission play will be a real challenge.


 

As a postscript, I can see some value in “farming.” The pre-14 movement power gap is now gone, but pretty much everyone (no matter what the Devs claim is needed) is grinding from 14 to 20, just waiting for Stamina. Except for those folks who get Quick Recovery earlier, but that’s pretty few in number.

So I can see some value in doing farming missions at that level to jump over that hump to being “really” superheroic. I don’t see a lot of point in doing it at higher levels, and I seriously don’t understand people who farm their way up to 50 … so that they can … um … I have no idea. But that’s been the whole PL conundrum to me, too.

One thing I can say for the Farm League, at least at the moment — there’s always something hopping there. That beats a lot of the action sometimes, on some servers.

How you gonna keep ’em up off the farm?

Sunday morning I was up a bit early, so I hopped onto CoX with some Atlas-level characters on Freedom and Virtue (the only two servers worth PUGging on, given populations.

Now, normally, the Atlas Broadcast channel is filled with (a) invitations for sewer missions and (b) inane chatter, often around costume contests past or future. Not Sunday. Wall-to-wall AE mission solicitations. And not just “I wanna run some Mission Architect stuff,” but “LF AE farm mish” and “AE farming team LFM.”

Yes, it was around before, but farming has now Officially, Really, Truly come to CoX — not as an odd manipulation of certain missions and rules, but as an integral part of the game structure.

Now, there are limits as to what you can do farming. Yes, you get XP. But you also “just” get tickets, which are partly usable for more Mission Architect building swag, or for chances for high-level bits. But that seems to be enough to make AE a big, green farming machine.

Hopefully, this is a matter of novelty. Because, while farming is sketchy per se, the worst part of about this farming is that it’s on generally craptastic missions, which can only hurt the CoX brand. And, meantime, it’s seriously cutting into PUG activity … unless it’s a PUG to do some farming.

I strongly suspect something will be done about this by the Devs, if it continues to be a problem. We’ll see.


 

On the other hand, there are some good AE bits. We played “The Butterfly Effect” last evening with a couple of 21s (Leilah and Kazima), and had a fun time. It’s clear that while there are some fun things you can do with actual mission construction, a lot of the fun is with dialog and color text. Which, upon consideration, has been true with a lot of my favorite arcs.


 

Margie’s Old Star, fire/rad controller, has hit (solo) 48. Woot! She finding limitations on being able to solo AVs (her control can’t overcome their recovery for long enough, and she just doesn’t have the sustained DoT to take them down.

But there’s a lot of other goodies she can use to grab for the brass ring. She’s a great soloable character (and the inspiration, power-wise, for my rebuilt Al McGordo).


 

It was “Bring your old account back for some fun” weekend, and it was nice to see Doyce back on with some old names.

Mission Architect gameplay

Friday I ran in a MA arc that Margie wrote (still under development, formal release TBA). I found it very interesting the amount of control the MA system provided, and the ability it gives the creative mission writer to create not just new content, but types of stories. (I may be prejudiced, but Margie’s carnie (not Carnie) arc was just plain fun, as well as being interesting.)

After that, we tried another mission picked at semi-random (search for 4 or 5 stars, few grades). This one (I didn’t note the number, but it mentioned “Dragonettes” in the text) featured a custom group, the Geishas, which were nicely constructed — they looked good, provided a challenge, were interesting. The final mission / encounter, though, turned out to be too hard at our level — insufficient control and DoT for our Lvl 21 duo to get either of the bosses down.

That, in turn, inspired me to write up a quick arc (Lvl 37-50, not yet formally released), which Margie was gracious enough to go through with me a couple of times over the weekend, playing one, then another of our Lvl 50 duos. 

There are still some awkward bits to crafting an adventure — how to make the last glowie give you the clue, how to have EvE battles not trigger so early, how to have anything not trigger so early. It’s also way too easy to drown players in text (a weakness of mine in all circumstances).

Plus, if you test the mish pre-published, you don’t get any inspiration drops. That can be a serious disadvantage.

I think I’ve got it decently polished — one more test, and I’ll officially publish it.

Last night I did some PUGging at the Architect with Miss Crackle, my Lvl 40 Electrical Blaster. The first encounter was against … frogs? Horrible, powerful, frog gangs down in the sewers. It was conceptually awesome, and waaaaay overpowered.

After that, the team leader (well, the new team leader) chose a mission attacking a group of women warriors, “Amazons,” on the skinny city map. We plowed through them, not much challenge.

We did the mission again, set to Boss level. And … plowed through them, with a bit more difficulty, a bit more slowly, but for a lot more XP.

Then we … did it again. Which I’d not realized going in (the introductory interface for MA mishes if you are not the team leader is not very helpful), but it was a little different team makeup, so we plowed through it again.

Yes, I found myself farming Amazons. I hang my head.

It was (a) great XP, (b) not at all fun after, oh, about a third of the way into the second mish. If I’d realized that was the plan, I would have dropped before the third mish; once in, though, I wasn’t going to quit the team.

Not that the mish was a piece of cake — nearly everyone died at some point or another, mostly because the tanks kept rounding up bigger and bigger mobs. But half-way through that last mission I realized something that made these guys cannon fodder: no ranged attacks. I could hover over them and just rain death from above and be absolutely safe. Indeed, at one point, there was just me and one of the tanks (the better one) still up. No problemo.

So, yes, it’s possible to create farming missions using the MA.. Not trivial farming missions, to be sure, but still, XP farms. Sort of “The Most Dangerous Catch.” (Do you incur debt in MA mishs?)

It’s also, if you’re not doing that, quite possible to make impossibly difficult missions. Indeed, I think the biggest weakness of most beginning mission authors is overdoing stuff — too many mobs, too many bosses, too high level, too many clickies, too much everything. A more balanced, nuanced approach is something one has to learn.

Oh, last evening? Katherine, at 8, wrote her own mission (also TBA once tested). She was very jazzed.

Thumbs up on Mission Architect. It both provides an opportunity for added creativity in the CoX world, and teaches respect for the professionals who have written decently balanced missions for the “real” game.

I14, huzzah!

Well, I haven’t been huzzahing, but only because of serious distractions elsewhere in my life (holidays, blog melt-downs, etc.). 

Margie and I did finally hop on last night, and tried out one of arcs she built (which I’ll advertise here when it’s ready for prime time). I have to say that the whole Mission Architect thing is damned cool, and I see a lot of folks potentially doing most of their heroic careers playing in it (which is why the meta-reality around it seem wrong, somehow, though I don’t have any simple answers to that).

So, yes, I’m sure I’ll be designing something myself, Real Soon Now. Next time I have an afternoon free at home, perhaps.

DING!

And Kitsune-chan and Ex-Terra hit 50. Woot! We were both a scosh fumble-fingered in battle, but we both got the aftermath of the Big Ding.

Kitsune-chan and Ex-Terra — you were just named Heroes of the City! Where are you going now?

“We are going … um … going someplace really cool! And fun! And — cool!”

“It is very pretty here.”

“Yes. Pretty.”

“Quiet. Peaceful.”

“Yes.”

“And … pretty.”

“You said that.”

“And peaceful. And … hey, what say we go find that Statesy mortal again and see if he needs help beating up bad guys. He is awfully cute, in a non-Kitsune kind of way, you know?”

“Best idea you’ve had all day!”

They Might Be Tyrants

“We have Tyrant on the ropes! Look! I got him all glowy and slowed down in his awe over my cuteness! And my boys are keeping him all distracted! And Scary Sam even has him trembling in his very unfashonable boots! The big guy is going down!” 

“Then (urg) why are you (smack) way so far over there (oof) on the opposite side of him (snick) from me?”

“Just, um, because — I, ah, I do not want to get in your way! And maybe block some of your pokeys inadvertently! I am far too clever and cute a tactician to ever cause you any problems in combat!” 

“Riiiight (ugh). And why (smack) are you still wearing (erf) the Wedding Band?”

“Oh, that! Well, I — uh — well … aha! I do not want Statesy to think I am ‘available,’ of course. When I rescue him down from the wall. Yeah, that is it! He has an awful rep with the girls, you know.”

“…”


 

“Wow, Statesy — your Evil Twin sure had good taste in chairs! This thing is pretty darned comfy, even if the view of the lava pits is not all that great.”

“Is she, er, always like this.”

“You have no idea.”


 

“Hey, look! I got my Statesman imitation down pat! ‘Look at me! Proud and patriotic protector of Paragon! Huh-huh-huh.’ Except I am much cuter.”

“…”

Sigh. 

“Oh, poo, Exterry. You are just jealous because I got to sit in the big chair and you are afraid of going all spiney and damaging the very nice upholstery. Hey that gives me a very brilliant idea! Statesy! Think you could help us move this thing to our Super-Base? It would look very, very cute in my room!”

“…”