I have some suggestions to change things on the server.
1. Combos and Energy Leech
Energy Leech does not work with artifacts. This is good, because if it did, Adren Master would be very overpowered. However, it doesn't work with combos. This is very annoying, because combos can't be turned off at will. This results in Energy Leech being unusuable until the Adren Master runs out of adren and the combo turns off. Because of this, combos are frequently counter-productive when playing as an Adren Master.
I believe that it would be a good idea to allow Energy Leech to work with combos, because it would help Adren Masters heal with Booster, and not change the game balance in any significant way. Some people say that Booster is no good for healing, or why use combos in the first place. But Booster's small amount of healing is very convenient for an Adren Master who has no other way to heal besides switching to a vamp weapon. This modification would allow combos to be viable for Adren Masters, instead of counter-productive.
2. Translocator and Recall
I have not checked this recently, but Translocators were not saved by Recall the last time I investigated this matter. Some Translocator magic types are quite useful, like Force, Flight, and Protection. But since they are lost when you die, making them is rather pointless unless you never die. I see no reason at all why Translocators shouldn't be kept by Recall.
3. Flying on the Ground
When flying using a Flight weapon or the Boots of Flight, it would be useful to have traction when on the ground. Without ground traction, Flight weapons can be very annoying because you just slide around with little control. I believe flight would work the best if it was activated by jumping, and deactivated when the player touches down on the ground. This idea may be too difficult to implement, but I am just throwing it out there.
4. Electromagnet and Aiming
When in use, the Electromagnet screws up the ability to aim and look around. Although it is intentional (I think), it is very annoying and I think the game would be better without this "feature."
5. Magic Weapon Maker Glitch
The Magic Weapon Maker now makes regular weapons sometimes. It did not do this before, and should not do it now. Please fix this glitch.
6. Medic Weapon Maker Glitch
This is a known glitch and not really a suggestion, but I will list it here anyway. The last level of Loaded Medic says that an old medic weapon will not be lost when a second medic weapon is created. But, the weapon is still lost. It should revert to what it was before it was a medic weapon, instead of vanishing.
Some suggestions
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- Pro but Noob
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1. If by combos you mean Double Kill, Multi Kill, etc... You do get a significant amount of adren from this. When running out of adren, I often switch to a deemer and get a holy shit kill to boost my adren back up. I see no problem here.hamsterman wrote:I have some suggestions to change things on the server.
1. Combos and Energy Leech
Energy Leech does not work with artifacts. This is good, because if it did, Adren Master would be very overpowered. However, it doesn't work with combos. This is very annoying, because combos can't be turned off at will. This results in Energy Leech being unusuable until the Adren Master runs out of adren and the combo turns off. Because of this, combos are frequently counter-productive when playing as an Adren Master.
I believe that it would be a good idea to allow Energy Leech to work with combos, because it would help Adren Masters heal with Booster, and not change the game balance in any significant way. Some people say that Booster is no good for healing, or why use combos in the first place. But Booster's small amount of healing is very convenient for an Adren Master who has no other way to heal besides switching to a vamp weapon. This modification would allow combos to be viable for Adren Masters, instead of counter-productive.
2. Translocator and Recall
I have not checked this recently, but Translocators were not saved by Recall the last time I investigated this matter. Some Translocator magic types are quite useful, like Force, Flight, and Protection. But since they are lost when you die, making them is rather pointless unless you never die. I see no reason at all why Translocators shouldn't be kept by Recall.
3. Flying on the Ground
When flying using a Flight weapon or the Boots of Flight, it would be useful to have traction when on the ground. Without ground traction, Flight weapons can be very annoying because you just slide around with little control. I believe flight would work the best if it was activated by jumping, and deactivated when the player touches down on the ground. This idea may be too difficult to implement, but I am just throwing it out there.
4. Electromagnet and Aiming
When in use, the Electromagnet screws up the ability to aim and look around. Although it is intentional (I think), it is very annoying and I think the game would be better without this "feature."
5. Magic Weapon Maker Glitch
The Magic Weapon Maker now makes regular weapons sometimes. It did not do this before, and should not do it now. Please fix this glitch.
6. Medic Weapon Maker Glitch
This is a known glitch and not really a suggestion, but I will list it here anyway. The last level of Loaded Medic says that an old medic weapon will not be lost when a second medic weapon is created. But, the weapon is still lost. It should revert to what it was before it was a medic weapon, instead of vanishing.
2. I guess I can see how that could be a problem, but I usually use the shield gun, minigun, AMRIL, or any other weapon that I don't usually use to roll my flight and protection type stuff. The only thing that really seems significant for the trans is force, but I would rather be out killing that trying to roll a force trans.
3. Having the boots or a flight weapon deactivate when you touch the ground would prove to be very annoying IMO. Often, I hang out in a high spot on the map, and when I need to go to the wep locker or somewhere to copy a weapon, I usually use the boots or a flight wep to make a swoop through the locker so that I can get out of there quickly and not get killed by a titan. Now imagine if the boots or flight wep deactivated when I accidentally touched the ground!
4. I don't use the electromagnet much, so I'm not so sure about that one.
5. I believe there is a thread somewhere around here addressing that problem.
6. I have never actually noticed it saying that, but I think I heard about it once in vent. IMO, a major problem with some skills is that they do not meet the expectations given by the description. In these situations either the skill should be fixed to match the description, or the description should be changed to truly describe the skill.
~Watty
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- Killer in Training
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- Joined: Tue Jul 08, 2008 11:00 pm
By combos, I mean Booster and Speed. Unlike artifacts like globe and triple, combos are not powerful enough to warrant disabling Energy Leech while they are active. The fact that combos cannot be disabled makes the problem even worse.1. If by combos you mean Double Kill, Multi Kill, etc... You do get a significant amount of adren from this. When running out of adren, I often switch to a deemer and get a holy shit kill to boost my adren back up. I see no problem here.
Yeah, but magic Translocators are fun! And as I said before, there is absolutely no reason why Recall shouldn't work with them. It should be very easy to fix this problem, so why not?2. I guess I can see how that could be a problem, but I usually use the shield gun, minigun, AMRIL, or any other weapon that I don't usually use to roll my flight and protection type stuff. The only thing that really seems significant for the trans is force, but I would rather be out killing that trying to roll a force trans.
This would be a very complicated modification, and you make a good point. I concede that flight should be left alone.3. Having the boots or a flight weapon deactivate when you touch the ground would prove to be very annoying IMO. Often, I hang out in a high spot on the map, and when I need to go to the wep locker or somewhere to copy a weapon, I usually use the boots or a flight wep to make a swoop through the locker so that I can get out of there quickly and not get killed by a titan. Now imagine if the boots or flight wep deactivated when I accidentally touched the ground!
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- 1337 Haxor
- Posts: 275
- Joined: Sun Apr 20, 2008 11:00 pm
Really if you assume it is that easy why not offer to do it urself? I think people forget very often that there is only so much people can do at once. The people who do write all the codes and keep the servers running are already busting their ass to get all the new stuff fixed and ready for everyone to use. So maybe for once instead of demanding that things are done, try offering to help.hamsterman wrote:Yeah, but magic Translocators are fun! And as I said before, there is absolutely no reason why Recall shouldn't work with them. It should be very easy to fix this problem, so why not?
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- Killer in Training
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I would love to help. What files do I have to look at to understand how DWRPG is coded? If I can see the code and understand how it works, I may be able to come up with a fix.
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- DW Clan Member
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Re: MWM
The problem is that I/we don't know why the problem of "blank" Magic Weapons is occurring. It'd be simple to figure out that if a change was made to the Magic Weapon Maker code and the problem arose, but there was no change to the Magic Weapon Maker -- The item that players use right now is the same item players have always used (DruidsRPG200.DruidsMagicWeaponMaker, IIRC), which means that there's something elsewhere which is the cause of that particular issue. My best guess is the configuration file, but it's kind of doubtful.
The problem is that I/we don't know why the problem of "blank" Magic Weapons is occurring. It'd be simple to figure out that if a change was made to the Magic Weapon Maker code and the problem arose, but there was no change to the Magic Weapon Maker -- The item that players use right now is the same item players have always used (DruidsRPG200.DruidsMagicWeaponMaker, IIRC), which means that there's something elsewhere which is the cause of that particular issue. My best guess is the configuration file, but it's kind of doubtful.
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- Killer in Training
- Posts: 15
- Joined: Tue Jul 08, 2008 11:00 pm
I have another suggestion:
Countershove Replacement
Countershove must be one of the most useless skills in the game. It should be replaced with something akin to the old Sturdy weapon magic type. That would actually be useful, because it would stop you from getting bounced around by monsters.
Countershove Replacement
Countershove must be one of the most useless skills in the game. It should be replaced with something akin to the old Sturdy weapon magic type. That would actually be useful, because it would stop you from getting bounced around by monsters.
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- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
I have maxed counter shove and while it's amusing to watch Angus fly across the map when he strikes me, all the other monsters seem to be resistant to counter shove.
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- DW Clan Member
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Countershove is actually quite useful. Yes, the angus and also the goros (and probably other monsters) are effected by it, and these monsters deal some of the most damage for early wave monsters (and they tend to sneak up on you while your fighting other monsters).

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- Killer in Training
- Posts: 15
- Joined: Tue Jul 08, 2008 11:00 pm
Meh, when you are at a high enough level to consider purchasing Countershove, Goros and Anguses should not threaten you. I am not even level 200 yet, but I massacre those monsters without a care in the world. What bugs me is getting tossed around by monsters when I am trying to stay put.