Jon! wrote:
Sorry, I haven't read the whole thread yet - I probably will - but after returning to MM for the first time since the fall of Tony's monsters, I have to agree with you on all of that. I found over the last few days (ive played ~8 matches) that I don't get the same enjoyment out of Mashing than I did. The main reason is that I feel there's waaay too many tiny monsters that are a bugger to hit, it's like having about 10 different types of shrikes. And the dinos seem to be nothing more than a distraction in waves 1-10, not really much of a threat to +100s.
I agree the configuration needs some more work. Mostly this is because monsters like Shrike are in the waves for a specific purpose - DR ignoring damage. Now that all Dinos have this feature, there's really no reason for Shrikes to be around in as many waves. Same with Angus, and so on.
As for distraction vs. threat - Well, if you're high level the only thing that can reliably damage you is either (a) a Rock, or (b) an excessively high damage attack (e.g. Seeker attacks which do 900 damage) or (c) a "piercing" damage attack employed by the Dinotopia dinos (not standard issue Raptors).
It's just a fact of how Damage Bonus & Damage Reduction work in RPG in this game that it's pretty much feast or famine when it comes to threat - Either you're high level and able to soak all 8 of a Queens projectiles and take basically no damage from them, or you're low level and probably get killed instantly by even one piddly 30 dmg Queen projectile, much less a Titan rock or a 900 dmg Seeker shot. Piercing damage like the Dinos employ is at least possible to keep reasonable, but it does have its own problems.
Jon! wrote:
Problem is all the eggs of each colour are in the same basket, so to speak. LOTS of small monsters with high DR or HP on the lower waves, then a gargantuan amount of big monsters later on. It makes it into a boring slog to start with and then a spamfest in the late waves - there's no balance to it.
Well -- When this was initially rolled out I did have smaller, easier to kill monsters mixed in on the later waves. I got biatched at for this, by the way, so now they're gone. This really isn't any different from how the older Tony config was (all super high dmg, high health monsters late wave).
Personally I think smaller monsters mixed in on later waves are a good thing - Helps you sustain your sprees, and not every monster needs to be a Titan or a Queen. (I also think it's useful to have at least one player-sized monster on a wave.)
There's also room for some beefier monsters early on. The main difficulty in general is that there's no way to specify, "Well, make a few of these monsters here and there but don't make too many." The only thing that it's possible to do right now is to say, "Well, randomly choose between these X monsters to spawn." Hence you'll get, for example, a swarm of Shrikes outnumbering all the other monsters in the level 3 to 1, or a swarm of flying monsters because no one is shooting any of them down, and there's no way to weight the spawn against them when there are already "enough" in a level.
Jon! wrote:Nelsoncarmo26 wrote:Back on topic... I think you guys should just remove the dinosaurs altogether and place some better decent monsters.
This. Maybe if you insist keep the big ones on the final 2 waves, but I still prefer the classic "OMG THERES A RAPTOR IN HERE GET IT OUT" green instagib raptor. At least he can fit in hides and cause hilarious chaos.
IMHO the setup before Quake's monsters or Tony's monsters was the best. The one I used to complain was too hard. :slipssealed: :sdull:
EDIT: Wail, I only just read that you intended the spinos to replace titans. You do realise they're the most fun part of monster mash? The risks you take by fighting titans and the reward or punishment for those risks are fantastic. The spino on the other hand is less of a loose cannon, more precise, SMALLER, and it gives less score, adren, EXP, kill streak AND satisfaction to kill.
Spinosaurus are not set up to replace Titans, they're set up to be a Titan equivalent. They are using the same base score calculation / value as Titans are using. Adren, EXP, Kill Streak all follow the same value as a Titan would have on the equivalent wave.
As for the "risks" vs. rewards, I don't have anything against Titans per-se but the way their rocks behave is very annoying (to me). Getting killed by "invisible" or "settled" rocks is so typical it's just expected. I mean, there's "risk" and then there's uncontrollable buggy behavior.
The only real point is they're a bit smaller face-on. I actually did make them a little bit chunkier in that dimension in the last update. But there's only so much you can do without tweaking the model. If their tail didn't stick out so far I'd be happy to make them bigger, but it's not practical to have something 1.5x to 2x as long as a Titan trying to navigate many levels.
As for the setup before Quake or Tony monsters - You're talking about something two years back, I don't think we have records of that. I actually would love to have some of those earlier configs if possible just because I want to be able to have the game choose between a variety of preexisting or map-specific configurations so that you're not always going to fight the same monsters in the same configuration every game.