kaizerin wrote: »
Once you complete a mission, it becomes repeatable 24 hours later.
If you have completed the missions, you can replay them all in one day. The timer is only on the first playthrough. They do have to be replayed in sequence.
pantagruel01 wrote: »
It doesn't really feel 'done', as we get no indication of who is about to rise (rework of Lemurian Invasion?)
markhawkman wrote: »
The secondaries may not be useful for characters with endgame gear, but they're good for characters that are new.
phasestar wrote: »
Things I loved about Death Rattle
#1 - New Content! I love the fact that you are adding new content, period. Please keep it up.
#2 - Some updates to the Cobra Lords, some custom mission maps and a use of the moon base for a mission! That together with the voice overs made this feel like a "premium" story arc.
#3 - Great rewards, thematic for the story arc.
#4 - Missions were a decent challenge and a mix of different mission types.
#5 - The serialized format is great as a way to periodically add to the game and feature the new missions as they are added. Over the course of a year, this could add up to a really nice addition to the game content-wise if you can keep it up.
#6 - The story and writing were good overall. I like Ladyhawke and the Villains. Some improvements could be made though as I felt the ending was a bit incomplete and there are some gaps that probably should be filled in within this chapter. See below for those suggestions.
Things I would like to improve about Death Rattle
#7 - I'm still not entirely clear why the Lemurians needed the Cobra Lords, why the matter-energy converter was necessary, etc. I have pretty good guesses on all these which are probably right, but it would have been nice for the post-mission exposition to more clearly tie these up and explain exactly what happened to the player. For example, it seems that they used the science-based matter-energy converter somehow to create a magical portal to the moon base, but in the base there also appear to be lemurian drilling devices that have drilled into it from below. So there were already Lemurians on the moon underground? I would have liked for this to be better explained. Also, for the moon prison, would be great if some of the UNTIL folks at the end say something about who was being kept there and why instead of going about their business again like nothing happened. It felt like I should have been able to get more information to help wrap up this chapter there, but was prevented from doing it. I would think UNTIL would not have a special moon prison for just one super-villain without a good reason and after saving the folks there, they would say more about who we need to go recapture now.
#8 - I'm not clear on why it was called Death Rattle. I understand we ended on a cliffhanger, still not knowing the full story or where it was going, but I think the name of this chapter needed to be better connected to the four part story. Maybe Death Rattle will make more sense as we go on, but I'd say each part should focus on that part. Perhaps this one could have been called Moonrise or something like that?
#9 - The bugs on the final mission. First time I tried to complete it, I could not. The second time, after this morning's update, I still had one Lemurian stuck outside the main dome that I could not defeat until I thought to move the blast shield which somehow shunted him back inside. Perhaps the requirement to defeat all the Lemurians should be relaxed a bit until this is fully resolved?
Would I like to see more of this? Heck yes. Would like to see you continue the serialized content and keep all the good stuff while improving the things that missed the mark a bit. Also expand to include more villains and supervillains of various types and origins. Good work, please keep it up!
englishdamsel wrote: »
Basically, it was nice to get some new storyline stuff. Part 1 was okay but very short. Part 2 was the most poorly implemented - at least at initial launch when everybody was going for the pearls, people being able to steal pearls while you were fighting the mobs, etc.
It's hard to discuss the finale right now with it being so buggy. It seems like it'll be overly difficult for some builds (the final boss, and the sorcerers(?) standing by the crystals may need another look in terms of damage output). Ladyhawke just didn't seem to make a difference whether she was there or not.
Got to be said, I finished part 4 without knowing that was supposed to be the actual ending. Maybe hyped-up new content shouldn't end on a vague cliffhanger?
mithrosnomore wrote: »
So I like the idea, I want to see more (though preferably with more "comic-booky" Champions PnP supervillain involvement), but I don't like that it was billed as a story and yet it doesn't really have an ending, just an extended hiatus before we get the next parts.
So either make them smaller so they fit into the four parts (or however many you are comfortable cranking out on a schedule) or talk about them as the "first four parts of a larger story" or the "next four parts" or whatever it comes to.
Because if there is nothing to follow here? I think that most, if not all, people will see it as an incomplete story, not a story in four parts leading to another story.
theravenforce wrote: »
- The appearance of the Lemurians within the UNTIL Moonbase was bizarre. Based on the content of the map...they had drilled their way in? From Earth?? Of course we can guess that they magically teleported to the moon...but why then drill through the moon only to drill up into the UNTIL moon base? Surely you just teleport around/in it?
- I was really hoping that this was going to be less on the Qlipthothic / magical side of things and perhaps would introduce someone new or someone more "grounded". The magical Cobra Lords were nice but I would have preferred to see some new faces from CU lore be dropped in appropriately. I'm hoping they will be along the way but would have been nice to see them.
wingedkagouti wrote: »
There are various ways to explain that, but they all require events, lore or information that aren't presented anywhere in the story.
Any new faction would require art updates, which cost money, on top of story missions and possibly a Lair, which cost more money. And unlike lockboxes, content updates don't provide a visible revenue stream.