=WF=17/8 Newsletter - Mutated Crewmembers (Full Version)

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Khimera -> =WF=17/8 Newsletter - Mutated Crewmembers (9/29/2011 1:45:25)

quote:

=WARPFORCE=

FRIDAY, AUGUST 19th RELEASE:

Mission:
--An alien cellular mutation device has mysteriously disappeared aboard the Alteon, and mutated crewmembers begin attacking everyone in sight! Can you save the Alteon's crew and unravel the mystery?? (Dr. Mendas in Sickbay)


Reward items include:
--Missile Launchers in the Hangar Deck shops!
--Mutator Tech!

PLUS: The WarpGuardian Level Cap will be raised to 100. Become a WarpGuardian to level beyond 75 and unlock higher level missions and content!


Tagged! ~$b




ArchMagus Orodalf -> RE: 17/8 Newsletter - Mutated Crewmembers (8/17/2011 10:31:47)

Thanks. :)

Aha. So the WarpGuardians reach their final level cap.

"Missile Launchers"? I hope these fill the Fire Gun gaps.




moneybags -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/17/2011 12:22:20)

Indeed, seems like a Fire gun.

Rewards don't sound like they're for me as I'm a Pure Striker... It's awesome to have the cap raised again though. I miss my XP :P




Jakau Ryuu -> RE: 17/8 Newsletter - Mutated Crewmembers (8/17/2011 13:38:38)

@ArchMagus Orodalf: Wait, final level cap? But we've got 14 in-game items over level 100. O_o
spoiler:

Not to mention that, according to the Item lists, the new missile launcher has a level 137G variant, and the new Tech has a level 135G variant. >_>)

-----------
As for currently-available items at level 100, we have:
Massive Omega Sword; Dodger's Gun, Overcharged Chaingun, VBG Mark Warp-VI, & Ancient Dark Gun; Unaga Staff; Space Pirate IV, Greater Cyborg Battlearmor & Heavy Dragon Battlesuit; Call Exceptional WG Medidroid & Summon Finnona V; Exobarnacle, and Guardian Suncys.
This cap-raise is a good one. ^_^




ArchMagus Orodalf -> RE: 17/8 Newsletter - Mutated Crewmembers (8/17/2011 14:00:57)

Well, the final planned level cap was supposed to be 100, IIRC, though we could theoretically go up to 150 when we have enough content.




Technomancer -> RE: 17/8 Newsletter - Mutated Crewmembers (8/17/2011 14:30:11)

IIRC, they planned to cap XP at ~90 first. We passed that, so then they went for the round 100 (in small steps, likely to give players something 'small' to look forward to aside from the quests). Staff wanted to halt level increase to fill up gaps/release more content before further increasing it.

Though be it 90 or 100, I don't believe this is a 'final' cap, but it will likely be the cap for some time indeed.

As for the release, I was eagerly awaiting news of it. It's been a while since I've gained XP on my main (probably shortlived, though, as I *could* hit it in a single day now). The quest and rewards look promising. I'm gonna enjoy playing through new WF quest again. :D







SIGMUND -> RE: 17/8 Newsletter - Mutated Crewmembers (8/17/2011 17:20:49)

Yes it will be good to reach level 100.

When the game began The Staff did announce that the first planned level cap would be 100.
Possibly the higher level weapons were created as placeholders for a future level cap rise ? When enough players reach level 100.
That seems unlikely to happen anytime soon.







moneybags -> RE: 17/8 Newsletter - Mutated Crewmembers (8/18/2011 22:59:43)

Thanks for the list Jakau, now that the cap has been raised that'll be a good shopping list once I hit level 100.




KERED -> RE: 17/8 Newsletter - Mutated Crewmembers (8/19/2011 2:07:35)

The release is out, just starting it now.
Nice to be getting exp again.

Edit: the mission was good fun. Bought the reward, seems fairly useful.




Lord of Nightmares -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/19/2011 4:58:35)

Maybe once I hit level 100 I'll have a slightly better chance at beating the storyline boss from a couple of updates back.




ArchMagus Orodalf -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/19/2011 8:33:38)

Oh, it's out already? o.0 To work, then!

EDIT: Okay. There is a ridiculous number of typoes in the quest.




element resistance -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/19/2011 20:43:00)

[&o]

From now on this new quest, will be my farming for the rest of the game!

[&o]

[Edit] I mean seriously! Not only this quest was easy, but also you get a ton of exp. and gold from the monsters that you just battled on your way to the end. I wish they make those monsters have them more more often. [8|]




Technomancer -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/21/2011 14:55:17)

quote:

"Missile Launchers"? I hope these fill the Fire Gun gaps.


Seems like they do. :D

The quest itself was nice, but did seem a little weird after playing through all other quests in regards to characters. Captain Daian pulled a dog out of nowhere!

quote:

Admiral, I am the only individual aboard the Alteon to possess healing magic powerful enough to use in space. I think that could be quite useful.


Queen Pra'Mithia's sudden reveal as being capable of casting healing spells (powerful enough to use) in space was kinda 'out of the blue' too (I don't we've had so much as a reference to that so far; unless I'm forgetting stuff from earlier quests). Maybe she can function as Twilly in some cases (instead of the usual automatic heal)? :P

Knowing that we have as much robotic crewmembers as regular ones is interesting as well. We've never really seen any of them asides from Zorboz and the occasional droid.

quote:

Thank you for helping to solve the mystery of the mutating crewmembers! Well, okay, you didn't really solve anything. But you definitely stopped the mutants before they could do damage to the ship!


Well, we dissolved those poor crewmembers if 'death' animation is anything to go by. >_>
Ruffian made it out alive, so hopefully those 'cloned' WarpTroopers were safe too.

@element resistance:

75168 XP per run is nice, but I wouldn't use this as your farming spot to go. A reasonable amount of dialogue to click through, and it still pales in comparison to Haven XP wise.




ArchMagus Orodalf -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/21/2011 15:05:54)

quote:

Captain Daian pulled a dog out of nowhere!


This is called the Ass Pull.

quote:

Queen Pra'Mithia's sudden reveal as being capable of casting healing spells (powerful enough to use) in space was kinda 'out of the blue' too (I don't we've had so much as a reference to that so far; unless I'm forgetting stuff from earlier quests). Maybe she can function as Twilly in some cases (instead of the usual automatic heal)? :P


Well, no, I think we can assume this because her Guest casts Magic Heals.

quote:

Knowing that we have as much robotic crewmembers as regular ones is interesting as well. We've never really seen any of them asides from Zorboz and the occasional droid.


Yes.




Technomancer -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/21/2011 15:22:08)

''Her Guest casts Magic Heals.''

Never really used her (or any others) as a Guest. D:
I guess it would've made more sense had I seen that. Still, it does seem like she's just 'casually' mentioning that. That could've been a rather useful ability in other quests as well (story-wise).

Also, what was the deal with Magic in space again? There's no magical source in space, so magic is 'rare', but also hard to use even for lorian mages because the lack of magic? Why can Queen Pra'Mithia cast spells then? Because she's powerful enough to tap into the scarce resources (or 'link' to Lore's magical core) and put them to use?




ArchMagus Orodalf -> RE: =WF=17/8 Newsletter - Mutated Crewmembers (8/21/2011 17:12:13)

Elemental Magic (which most Lorian Magi are used to) in space is very dispersed and hard to gather in a spell. Presumably, Pra'Mithia is a more skilled Mage and can gather large amounts of Mana from large areas to work with in a Healing spell.




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