I trying to understand the purpose of the new way of thinking about monster setting for the lower wave (wave 2 to 5) but i realy dont get it. Why is the new philosophy is having high damage reduction monsters with low health... this it totaly illogical, espacialy in lower wave where low level players should be able to get their XP (since they cant get alot of XP on monster at higher wave).
I have 2 reason for not liking those setting :
1. Having a high dr make the monsters hard to kill at wave 2 and the lighning rod pump adren realy faster that way. This is making the lighning rod lose its purpose.
2. Yes reduce their health balance for their high dr but since monsters gained XP and ADREN is based on HEALTH, not DR...that's making the problem even worst...they give a realy small amout of XP and a realy small amount of adren/health for vamp/energy skills with so little heath.
I know other players think this way too and i realy hope the low level monsters wont stay that way.
new cool monsters...not cool anymore
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i have no problem with them
Frank is right; but as everyone knows I am a very patient man. I have faith in you.
Since we're on topic here what's up with the seekers that pull you into walls when they can't see you? It makes it impossible to maneuver into a position to attack them. So then you can't free yourself and something else shows up and smokes your ass.
I like the idea of new fun monsters and challenging monsters as well. But the logistics of a monster that holds you stationary pinned against a wall when you can't shoot him is just silly.
It's analogous to glitches where players can maneuver themselves into an invulnerable position where they cannot be attacked. If one is not allowed then the other should not be allowed either. That should be modified.
Since we're on topic here what's up with the seekers that pull you into walls when they can't see you? It makes it impossible to maneuver into a position to attack them. So then you can't free yourself and something else shows up and smokes your ass.
I like the idea of new fun monsters and challenging monsters as well. But the logistics of a monster that holds you stationary pinned against a wall when you can't shoot him is just silly.
It's analogous to glitches where players can maneuver themselves into an invulnerable position where they cannot be attacked. If one is not allowed then the other should not be allowed either. That should be modified.
I like the new monsters. Keep them coming if possible. Bugs are alway around for newly beta monsters. :cheers:
Please people calm down, what you don't all seem to unserstand is this used to be done on a test server before and then implemented into the main server. Well we no longer have use of the test server so all changes are now happening in real time. People this is the best server going thanks to the efforts of Wraith and the other programers. Please be patient and slow down on the grief. The server will be ironed out and your addiction can continue into oblivion.

No shame, no dishonor, will run away to fight another day!
ACY
Acy is correct, that we don't have a test server, so we have to either do it live, or we can just stop all work on trying to bring variety to the server.... Sometimes in the process of trying to be creative, things don't turn out as planned, so please be patient.
We do have goals on how we want the new creatures to work, and sometimes things work as planned, then other times they go totally different from local play. The other day was the perfect example when the moles were nearly indestructable. There were 2 reasons for it, and while we try to do our best to plan on how something should work, it doesn't turn out that way. If its too difficult for you, wait a day or so and hopefully it will be fixed. We have had daily updates to the biobuds, and sometimes when you fix one thing, something else breaks, or the code doesnt work as planned. We had tried to make the creatures damage reduction calculated based on the number of players playing, so they would be harder on a full server vs one that was half full, but it didn't pan out in the first revision.
Anyhow, I just wanted to publicly thank Bio for all his work! Without him, things would be alot more boring.
DW>Wraith
:cheers:
We do have goals on how we want the new creatures to work, and sometimes things work as planned, then other times they go totally different from local play. The other day was the perfect example when the moles were nearly indestructable. There were 2 reasons for it, and while we try to do our best to plan on how something should work, it doesn't turn out that way. If its too difficult for you, wait a day or so and hopefully it will be fixed. We have had daily updates to the biobuds, and sometimes when you fix one thing, something else breaks, or the code doesnt work as planned. We had tried to make the creatures damage reduction calculated based on the number of players playing, so they would be harder on a full server vs one that was half full, but it didn't pan out in the first revision.
Anyhow, I just wanted to publicly thank Bio for all his work! Without him, things would be alot more boring.
DW>Wraith
:cheers:
Hmm, (this is Bio again)Kabuki wrote: Since we're on topic here what's up with the seekers that pull you into walls when they can't see you? It makes it impossible to maneuver into a position to attack them. So then you can't free yourself and something else shows up and smokes your ass.
I need some clarification on what you mean with the Seekers. They don't actually apply a constant attractor force to the player, just an initial impulse in their direction, so they should not be able to actually 'hold' you anywhere.... unless you are being attacked by a large group of them taking turns pulling you toward them. When you say they can't see you, do you mean they are trying to pull you through solid walls or just holes too small for you too fit through? Just curious so I can make some fixes if they are misbehaving :)
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I've had a pack of them yanking me every which way..and yes they've jerked me into walls while they're on the other side, but I've never been "immobilized" by this effect. In fact, if this happens I've escaped by moving farther around a corner or just farther away from them...it seems to break the hold. I have Airmaster maxed out and I think that also helps. Additionally, I believe I heard DW>Cheap say that you can use your trans to break away. I don't think the Seekers need any adjustment at this point. They're meant to be a challenge and will require you to devise new tactics to defeat them. :)Who wrote:Hmm, (this is Bio again)Kabuki wrote: Since we're on topic here what's up with the seekers that pull you into walls when they can't see you? It makes it impossible to maneuver into a position to attack them. So then you can't free yourself and something else shows up and smokes your ass.
I need some clarification on what you mean with the Seekers. They don't actually apply a constant attractor force to the player, just an initial impulse in their direction, so they should not be able to actually 'hold' you anywhere.... unless you are being attacked by a large group of them taking turns pulling you toward them. When you say they can't see you, do you mean they are trying to pull you through solid walls or just holes too small for you too fit through? Just curious so I can make some fixes if they are misbehaving :)
KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...