RE: =WF= Release is Live! (Full Version)

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Sasword -> RE: =WF= Release is Live! (7/31/2009 14:22:31)

As of now im just accumulating gold for when they release some new weapons and for future stat training fees.





Yrro -> RE: =WF= Release is Live! (7/31/2009 14:31:11)

@Karika
If you are a free player then you can't get any of the pets from the scoutship quest yet, they are all too high of level or Z-Token/Warp Guardian.




ferty157 -> RE: =WF= Release is Live! (7/31/2009 17:34:32)




Woot!! I just became a warpguardian!!!

Warpguardian Shadow




Bu Kek Siansu -> RE: =WF= Release is Live! (7/31/2009 17:45:32)

^ Nice character! :)




Darius -> RE: =WF= Release is Live! (7/31/2009 18:14:17)

/me is patiently awaiting the release of the WG Blaster, and hoping that the WG weapons will be paintable once the boomerang gets updated.




cantar -> RE: =WF= Release is Live! (7/31/2009 18:47:30)

I made my elf a striker so is it best for me to stay away from ranged weapons, I know this sounds dumb but the melee weapons seem dumb.




ferty157 -> RE: =WF= Release is Live! (7/31/2009 19:20:14)


@Mysterious Strangeface


Thanks knowing that it's coming from you!!


By the way I noticed that if you have a warpguardian and not the orginial guardian, you can login to AQ unlimited!!! but your still a free player[:D]




Bu Kek Siansu -> RE: =WF= Release is Live! (7/31/2009 20:47:11)

I'm not sure about that but you can play till the max lvl 130 in AQ as an Adventurer! :p <-- Off topic(I'm sorry)




Darius -> RE: =WF= Release is Live! (7/31/2009 21:58:33)

@ferty: Well isn't that nifty! Nice job finding that out for us!




moneybags -> RE: =WF= Release is Live! (8/1/2009 11:55:24)

Yay!
quote:

Good news for Gunners from the WarpGuardian Armory-- Your Boomerang has been upgraded into the WarpGuardian Blaster Rifle! Log in and try it out!

The WarpGuardian Armor Customizer has also been retrofitted to paint both the WarpGuardian Blade and the Blaster Rifle!

Time to test :)

EDIT: Hmmm, I don't see much of a difference, just faster animation, better looks, and its CC. Maybe its hitting a *bit* more...




Other_Guy_27 -> RE: =WF= Release is Live! (8/1/2009 12:06:57)

Cool, I figured the red circles would be cape color though, but they're still the default color (or are they the secondary armor color?). Also could someone please post a pic of the Guardian Blaster?




TW25 -> RE: =WF= Release is Live! (8/1/2009 12:28:42)

The point of the upgrade was simply the looks I believe. People were unhappy they had a boomerang, so the WF team gave them a gun.




moneybags -> RE: =WF= Release is Live! (8/1/2009 12:29:42)

Here: http://i29.tinypic.com/2e3zig4.jpg




mluther -> RE: =WF= Release is Live! (8/1/2009 12:47:31)

yeah, they didn't like the looks but i think they also thought it was weak.




Zephyros -> RE: =WF= Release is Live! (8/1/2009 13:01:01)

Guns are weak, compared to sticks (which is my personal generic term for anything that you swing instead of shoot). Guns do not get stat bonuses to damage. They're the "default weapon" that anybody can use, it takes real specialization to use sticks well. People who use guns will also use techs, pets, etc. to deal damage, while a stick-jock will put their stat points into STR to boost their personal attack damage.




Nightly -> RE: =WF= Release is Live! (8/1/2009 13:04:04)

westwind

I'm going to guess that your omitting the fact that Luck and Dexterity helps with using guns as well? Of course, not in the same sense that Strength helps "sticks" to use your word.




Zephyros -> RE: =WF= Release is Live! (8/1/2009 13:19:38)

DEX and LUK aid in accuracy, and Lucky Strikes can happen to any weapon. Since that's a roughly even playing field between sticks and guns, I omitted them from the point I was making. The important part I was trying to get across is if you're a gunner, you will be using techs and/or pets to deal heavy damage and guns to deal weakish damage, while a striker will be getting moderate but consistent damage from the sticks.




Nightly -> RE: =WF= Release is Live! (8/1/2009 13:21:06)

westwind

So it wouldn't be a good idea to be a pure Gunner then? You would be better off being a mixture of some types of stats?




Other_Guy_27 -> RE: =WF= Release is Live! (8/1/2009 13:25:49)

@moneybags
Thanks

@Westwind
Are the circles on the Guardian Blade staying the default color or will they be changed to cape color?




Darius -> RE: =WF= Release is Live! (8/1/2009 13:28:24)

I think I look good with the new blaster rifle, amirite? *pewpew*

My guns currently do more damage than my "sticks" with the right armor. Then again, with the right armor, my sticks can be quite formidable, too, so I guess it's up to the player how they wish to proceed. Gunner=mage and striker=warrior as things stand right now.




Zephyros -> RE: =WF= Release is Live! (8/1/2009 13:36:31)

Right, Nightly. Though that's definitely something I've been thinking about lately -- how to make gunner armors actually focus on guns, striker armors actually focus on sticks, etc.




Rensure -> RE: =WF= Release is Live! (8/1/2009 13:38:44)

@Darius

Looks cool..Matchs well

I hope that's not the way they are going to do it[&:]
..then i messed up..




Zephyros -> RE: =WF= Release is Live! (8/1/2009 13:40:19)

The_Other_Guy_27 (and, well, everybody else, I guess) --
Should the gems on the sword stay red, or do you want them to be the cape color?




Darius -> RE: =WF= Release is Live! (8/1/2009 13:44:05)

I'd like to see them match the cape color, but I'm a gunner, so I don't have the sword. There are red gems on the blaster rifle, though, and I think they should match the cape color, too.




Nightly -> RE: =WF= Release is Live! (8/1/2009 13:45:33)

westwind

Now that would be a lot of coding. Mostly due to the fact that you would have to have two different types of armor just so there wouldn't be flame wars over the fact that Gunners/Strikers had more armors.

And increasing gun strength would be redundant because then Strikers would easily use them to further their own gain.

Making stats affect the guns would take possibly even more coding even if it would only be to make, presumably, Dexterity to affect the guns. Although their is only 20 or so guns that need to be changed as I don't think Z Token weapons should be stat affected, Sticks or otherwise.

So it is a conundrum, on how to do it easily and finding someone that isn't entirely lazy, or with a certain amount of time to devote to the project. Not to mention the bugs that would most certainly come from an armor that would help with guns.

Unless.... There was an armor with a trigger affect, that combined with guns, that would have a different trigger affect would add on something that would allow them to be stronger.

So the armor would have a - trigger affect and the gun would have a + affect, those two combined would make a stonger attack, I suppose. (The symbols mean nothing, they are there just to help explain). However, the Strikers could also take advantage of that. So assuming that the above suggestion was implemented, the armor would have to be able to read your base class to make sure that you are indeed a Gunner or else the Striker's would just use the weapon as well.

Or to make it relatively simple, a Gunner only quest?

This is tough indeed...




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