TigerRaptorFX wrote:I know while Wail is hard at work on the MM servers. But there are some concerns on the direction these servers are heading. One of the main issues is the decline in players ever since the updates started to take place. Along with many veteran players that are now less active or just stopped showing up completely.
Now while people will always have something to complain about. The largest complaint is regarding the dino pack. Many people like them, and many seeing them as a nuisances. Personally I'm one of them who is getting a little of sick the dinos. But the game play has gotten way to boring with so many around. Just my personal opinion.
My question is, what's boring about them compared to other monsters?
Dryosaurus - Pretty unexceptional, sure, but it's wave 2. Get some headshots.
Parasaurlopholus - Okay I guess, about the same as a Brute but bigger and headshottable.
Edmontosaurus - Same as above.
Albertosaurus - It's not a Goro, but then Goros were pretty ridiculous on Wave 4. Same idea but doesn't instantly own lower level players.
Dilophosaurus. Unique attack. Seems cool to me, they are annoying if they can chain petrify you, but then that's about all they can do, not a big threat in themselves.
Allosaurus - Same thing, very dangerous when they show up with Titans, but not in and of themselves a big threat. Definitely gotta keep a trans handy.
Ankylosaurus - Probably the least interesting Dino on the roster to me, just because they have low mobility. I do like that they do reward aiming in that hitting the upper part of their body results in less damage than hitting their unarmored lower bit, that's the only distinguishing feature they've really got currently.
Stellasaurus, Triceratops - Simple melee focused monsters basically identical to the Goro. I wouldn't mind giving them some kind of cool feature, but they're already quite deadly... Have a similar mechanic to the Ankylosaurus where damage to the armor plated head is reduced compared to the rest of their body.
Spinosaurus - Very happy with these guys, love seeing their attacks bounce around and get into hiding places.
Compare to (running down the list of non-Titan, non-Queen monsters showing up in the old config)-
Metroid - Basically identical to Dryosaurus *
Giant Gasbag - In theory, a self-replicating flying ranged attacker. In reality, more of a corpse than an enemy. *
Brute - Standard medium sized ranged attacker.*
Ice Skaarj - Standard player-sized ranged/melee attacker.*
Mole - Underground thing is cool and unique. Otherwise your basic melee monster with piercing damage. *
Fleshbinder - Unique visual/audio effects but he doesn't bring anything else to the table.
Goro - Melee monster with piercing damage. Same as many dinos. *
Angus - Melee monster with piercing damage. Same as many dinos / Goro.
Enlightened - Flying ranged attacker. *
Raptors A, B, C- Melee monsters with more/less HP/Dmg. *
Gunwalker - The eyeball thing is neat, but on wave 7? *
Badgers - Not for wave 7, nor anything really unique about them compared to any number of other player-model based gun-using monsters.
Soul Sucker Nali - Teleportation would be a bigger deal if Monster Mover weren't already doing it for all kinds of monsters. And the attack is unique but they aren't a wave 7 monster.*
Slith, all varieties - Present in the current wave setup.*
Seekers - Present in the current wave setup.*
* Represented on the current wave setup.
So basically -- All of these monsters that are on the old config are also represented on the new one, except 3, Angus, Badgers, and Fleshbinders. I don't really see how the dinosaurs are in any way overpowering the variety of monsters in general.
The exception would be - We're not using PB&J Titans, Grawlix Titans, or Blood Queens and Tonys Creations. So there's some lack of variety there for sure, but I'm not sure those monsters are worth bringing back. Grawlix Titans had a unique feature in how their rocks behaved, but the little zaps their rocks gave off were trivial (5dmg?). Tonys Creations also had a unique feature in that they could perform all kinds of status effects, but that was a little silly and broken with Quickfoot.
If I'm not getting something please feel free to articulate more of what's unsatisfactory to you about the current monster config.