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Posted: Sun Oct 19, 2008 3:14 pm
by DW_Ant
WailofSuicide wrote:besides maybe Force, which is just really weak in the way Sturdy was.
Amril of Force is very useful! & Mines of force. With the dmm, you can launch mines to the moon lol :P

Posted: Sun Oct 19, 2008 6:35 pm
by -1PARA-Queenie
only thing i noticed that im gonna gripe about is that recall level one on WM doesnt work :s or atleast it doesnt for me anyway, apart from that i think everything is pretty good :compress:

change is what keeps things fun and interesting =D how boring would it get if nothing ever changed :s

Posted: Sun Oct 19, 2008 8:27 pm
by NickyNick
Force has the highest +damage in the game except for rage...
It has +10% damage per +, so it has a max of +50% dmg...

Even freezing is only +30%...

Posted: Sun Oct 19, 2008 9:37 pm
by bigws
but really people stop complaining... if this server didnt change it would be so boreing after 5 months of playing you would kill yourself...and in the way of fixes that are needed...recall/denial is number one because it directly effects the way a player can use their character...all the flight and piercing and all that shit can wait until the important skill related stuff is fixed

Posted: Mon Oct 20, 2008 12:24 pm
by Unreality
he funny fact

my medic can stand up too the raptors in the wave before 13 but on 13 i get eaten alive

Posted: Mon Oct 20, 2008 12:46 pm
by Seven_of_69
WailofSuicide wrote:-Reloading weapons - These weapons boost your passive resupply, so using them is beneficial to you already. I am not sure how I can reward players for reloading others' weapons though, since I don't want someone sitting in a corner and blasting away at a wall so his friend can gain experience from a Reloading weapon.
How about granting XP for the reloading player based on the ratio of hits the reloaded player get on the monsters? E.g. if you reload a player with a 50% hit ratio (every second shot hits a monster) then this grants 50% of a certain XP to the reloader. This would prevent getting any XP from reloading players shooting walls and would reward the reloader player for reloading others who mash lots of monsters. :) Also the hit ratio should NOT include hits done with an inf weapon.

One issue I've noticed consistently over a couple months with the mwm is that after using it on a weapon with magic type A, I'll get magic type B. If I don't want B then I'll use mwm again and get A back! Using mwm a third time may even produce B again. Even if some magic types are generated more frequently and others rarely it seems odd to keep getting the same ones I just magic'd over.

As for magic types which might seem useless initially, I used to hate flight guns. However since I discovered they are an effective countermeasure against seeker pulls I now use them all them since. Force+5 Amril's have their place especially on a map like Amazing Garden. Earth is effective in early waves to prevent the bio dudes from bouncing me around. (I've never tried Earth against titan rocks.) All the magic types are useful in one way or another.

Posted: Mon Oct 20, 2008 2:56 pm
by ZepaR
Gradual change is good, too many changes at one time make the server confusing/unrecognizable. Don't misunderstand me, I'm all for change if it's an inprovement.

(That's the reason Hillary was dropped from vice-prez candidate, African-American prez and woman vice-prez would've been a LILLE 2 MUCH!) Heh, I'm kidding.

Remote-maxing for AM's. Now THAT's something I'd like to see on this server, woo-haa!

Posted: Mon Oct 20, 2008 6:06 pm
by DW_Wraith
You guys got to understand that server 1 was getting far far behind on what server 2 is at, and while we are waiting for everything to go perfectlly, the number of changes needed to keep what you have was getting larger, so I kinda pushed for the changes to be made for server 1 before it reaches a point that just starting everyone out at level 25 would be easier to do, rather than trying to convert existing accounts.

The changes that are being done aren't a walk in the park, and most of us have full-time jobs, so just be glad that we keep trying to do new things, and while they don't always go as intended, we are working as best we can.

There are 2 types of flight because I wanted the hover just the way it is, while the real flight is being worked on, then once its good, then we may drop hover, but for now your just going to have to get used to it.

Once the new preview abilities are out for everyone, then the waves will seem alot easier than what it is to you now. I didn't realize how many people are not up to being really challenged after complaining about how boring the first 8-9 waves are, so when it changes all I hear is :sad2: :sad10: :sad2: :sad10: :sad2: :sad10: :sad2: :sad10: :sad2: :sad10: :sad2: :sad10: :sad2: :sad10: :sad2:

Now grow a pair and kill those monsters!

p.s. remote maxing seems to work nicely for the testers that have it...

Posted: Mon Oct 20, 2008 6:10 pm
by DW_Wraith
If you haven't noticed, the raptors are colored differently, with green being the most deadly raptor. Green is on the later waves, the earlier waves have the red and blue ones which are alot weaker in their bite.

Posted: Mon Oct 20, 2008 6:56 pm
by DW_Ant
Is the new monster roster pernament (long term) or just a halloween speciality??