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Posted: Sun Oct 19, 2008 1:36 pm
by NickyNick
About reloading weapons...
Rejuvenating waters weapons are inherently better, since they regen ammo faster than that bonus of reloading, and hp, and shield, and adren, and cause you to do less self damage.

Also, the only difference between flight and hover right now is that hover lasts even if you don't have the weapon selected. That is useful. But flight isn't very useful right now...

Posted: Sun Oct 19, 2008 1:43 pm
by DW_WailofSuicide
NickyNick wrote:About reloading weapons...
Rejuvenating waters weapons are inherently better, since they regen ammo faster than that bonus of reloading, and hp, and shield, and adren, and cause you to do less self damage.
Reloading increases resupply for all your weapons, Rejuvenation only restores ammo to itself.

Posted: Sun Oct 19, 2008 2:12 pm
by Unreality
I am missing a stone titan in my pet summon list, somebody told me in game that wraith swapped it for a queen. But i can't see the queen in my list and have max loaded monsters

Posted: Sun Oct 19, 2008 2:23 pm
by DW_Ant
WHIPperSNAPper wrote:Not sure I understand why Null had to be replaced with Petrification or what the difference is. Would it be possible to change the Petrification color back to the Null's black?
I got to admit, it's a bit tough to dodge luci's attacks when his fire balls blends in with himself when he's petrified.

Posted: Sun Oct 19, 2008 2:34 pm
by DW_WailofSuicide
It's adjusted in the new version. Wasn't happy with how bright it ended up being (supposed to be much darker).

Posted: Sun Oct 19, 2008 2:41 pm
by DW_Ant
WailofSuicide wrote:It's adjusted in the new version. Wasn't happy with how bright it ended up being (supposed to be much darker).
Alright cool. TY Wail :cheers:

oh I forgot:
ZepaR wrote:Thx for the invite to the forum, Boss
No problem man. You're a server regular, you ought to find your way here :P

Posted: Sun Oct 19, 2008 2:42 pm
by ZepaR
Welp, I just don't feel the server needed that many changes, it seemed fine to me the way it was. You can't really fix what's not broken. I guess people will have to adapt or play somewhere else.

Personally I never use any of these magic types: Flight, Hover, Mana, Earth, Force, and Reload. I usually get rid of them the instant they show up in my inventory. Null was actually useful and it helped get some decent XP during more difficult maps.

I also feel Seekers on wave 10 is gonna piss off a lot of small level players, who won't know what hit them...

Finally, if anyone can make a Vorpal now with the skull artifact, why not post an onscreen message at wave 16 warning players to throw away their vorpals? I sense a bunch of ping-ponged Luci's and flame wars coming up at the end of the maps.

Wail, what other changes are coming to Adrenaline Masters? Give us some warnings, eh?

Posted: Sun Oct 19, 2008 2:46 pm
by DW_Ant
ZepaR wrote:Welp, I just don't feel the server needed that many changes, it seemed fine to me the way it was. You can't really fix what's not broken. I guess people will have to adapt or play somewhere else.

Personally I never use any of these magic types: Flight, Hover, Mana, Earth, Force, and Reload. I usually get rid of them the instant they show up in my inventory. Null was actually useful and it helped get some decent XP during more difficult maps.

I also feel Seekers on wave 10 is gonna piss off a lot of small level players, who won't know what hit them...

Finally, if anyone can make a Vorpal now with the skull artifact, why not post an onscreen message at wave 16 warning players to throw away their vorpals? I sense a bunch of ping-ponged Luci's and flame wars coming up at the end of the maps.

Wail, what other changes are coming to Adrenaline Masters? Give us some warnings, eh?
But that's one of the nice things about Monster Mash. It's dynamic. New changes leads to new adventures/thrills :)

I think the monster changes (seekers at wave 11) is a temporarly thing. Just as a Halloween special I think.

Don't worry Zep, after a week or so, you'll get use to of the changes & you'll be dissapointed if it returns to the old rpg version ;)

Posted: Sun Oct 19, 2008 2:52 pm
by superchav
Change keeps you guessing and staying at the top of ur game :)

Posted: Sun Oct 19, 2008 3:10 pm
by DW_WailofSuicide
ZepaR wrote:Welp, I just don't feel the server needed that many changes, it seemed fine to me the way it was. You can't really fix what's not broken. I guess people will have to adapt or play somewhere else.
Ultimately, there are going to be some changes people like and some people don't. I don't see, for example, anyone complaining about new artifacts for Medics (or the new artifact for Weapon Masters, or the new artifacts for Adrenaline Masters), or the new Medic Awareness.
As for not fixing what isn't broken - There's definitely some broken aspects of DWRPG107, and the fix is what people are complaining about (e.g. the fix to stacking resupply with the MP5).
ZepaR wrote:Personally I never use any of these magic types: Flight, Hover, Mana, Earth, Force, and Reload. I usually get rid of them the instant they show up in my inventory. Null was actually useful and it helped get some decent XP during more difficult maps.
That's fine, but some people definitely do get some use out of those weapons (besides maybe Force, which is just really weak in the way Sturdy was). You really ought to try Reloading if you have ammo issues, and Earth does good damage in addition to the benefits of Sturdy. Mana Shield is a great defensive weapon particularly for a low level player.
ZepaR wrote:Wail, what other changes are coming to Adrenaline Masters? Give us some warnings, eh?
Select Adrenaline Masters have the Remote Max and Elemental Weapon Maker artifacts/skills for testing.