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1/23/2016 11:25:21   
monji black
Member

I would like to clases in AQ3d.
I would like to discuss what ideas we have.

Self-tagging edited out. This is only to be done on specific threads such as Design Notes posts by AKs and mods. ~Jorath

< Message edited by monji black -- 1/24/2016 11:55:15 >
Post #: 1
1/25/2016 18:15:00   
speedmeteor101
Member

So, we know we will have base classes, mage, rogue, and warrior. And then there's guardian (that you pay somewhere between $25 and $30 for). So that's about all we really know. What I'm hoping for is that the class system works more like dragonfable; with the armors that change character appearance, there is a lot more freedom for looks so there would be not much a a point in having so many classes like there are in AQ classic or AQW, and we definitely don't want to have the same skills spammed on an excessive amount (IMO) of classes like in aqw. Hopefully the combat gets a little more involved and complex, so we can live with fewer classes. But that does require a much better combat system than there is now. That's the base idea.

So that leaves us with warrior/tank class-types, ranged-class types, and stealth class types. (So warrior mage and rogue along with hybrids such as ranger, hopefully.) So stats will be self explanatory... so ima elaborate on skillz.I think aqw just had too many classes and the skills on most were just too similar to too many other classes. What would benefit aq3d is to more slowly crank out classes, like Dragonfable did, and (also like AQ classic and DF) to have unique skills for each class with COMPLETELY different animations. AQ classic's system would also work for aq3d, but I feel it would require a significantly larger amount of work, which may be rather unnecessary, as aq3d has a completely different system. Every class in AQc had different attacks and you just sorta got the luck of having a weapon with a good effect for a "different skill" in the attacks. The you had the few skills that came with the class and then different spells and skill items you could equip. A really nice system, but I don't think aq3d can change that much.

Yep. That's about all i gotta say right now. Just fewer, more developed classes than aqw [MORE LIKE DF] and a more complex and involved combat system would make classes function very smoothly.
AQ DF MQ AQW Epic  Post #: 2
1/25/2016 18:37:51   
afterlifex
Legend-X


^ there all ready been mentions of a few other classes.
quote:


Hero Class Pre-release Pass - Get the following classes immediately added to all of your characters as they are released. Each class includes special quests just for that class.
- Paladin
- Necromancer
- Ninja
- DragonSlayer


How they will be dealt with is another matter.

With so few skills per class I hope it's at least a bit easier to make a given class "different".
Complexity is another matter however thous same 4 skills limit the numbers of combinations a single class can have.

I have been kind of quiet on this but I guess I will say it...While multi class has kind of been AE's thing I do hope for something beyond an AWQ clone. At this point I don't see it.
I wish dearly there will be more to come as far as character building goes, stat, skills/abilities not tied to classes etc.. Picking up the newest "IT class" only goes so far.
AQ DF MQ AQW Epic  Post #: 3
1/25/2016 21:46:20   
Retrosaur
Member
 

I really want to see in-depth skill trees that allow us to have multiple builds for one class. Think Path of Exile, TESV:O, WoW, etc.

Having 1-5 skills is going to be a death sentence for this game if it cannot innovate and become different like the other MMos.
AQW Epic  Post #: 4
1/26/2016 1:10:58   
speedmeteor101
Member

Yup. The biggest problem with classes is the amount of skills, which means combat has to compensate for that elsewhere. If they don't improve the combat a good bit, this may become a, rather, less entertaining game, which I fear.
AQ DF MQ AQW Epic  Post #: 5
1/26/2016 14:23:52   
LyRein
Member

I think what they could do is make it actually 8 skills for a class - hear me out- you only SEE 4 at a time.

Here is an example of what i'm trying to say:

PICTURE

TEXT

Basically, the class has 8 skills, 4 which are the normal skills for the class, 4 which are the skills for the golem.
You only see the first 4 until you summon your golem, then those previous 4 skills change into the other 4 skills.
Post #: 6
1/26/2016 15:26:14   
Vypie
Member

By golem, I'm not sure if you meant some kind of controlled minion/pet, or something else entirely.
I guess that system could also work for something similar to an alternate form or stance? :)

Another idea that could work along those lines would be skill combos.
In many games, specially Korean mmos, that's a common feature. When using some skills, they get replaced by a followup skill that uses the same button. Others simply enable an ability that uses the same button as the normal attack (the basic attack button gets replaced temporarily by a new icon).
And in some cases, skill buttons can also get replaced by another function. When you are stunned for example, some work as a stun/incapacitated recovery (with a cooldown of course).
Right now, the normal attack button is used basically just to target something, which all other offensive skills already do. It's a waste of potential usage.

What would be the best, for me, would be expanding the depth of each class, by adding many skills to them. But you can only take some with you. If you have a variety of skills to choose as your build, you can tweak each class to your preferred gameplay, and change anytime you feel like trying something different, or by necessity.
Epic  Post #: 7
1/26/2016 15:51:08   
LyRein
Member

@above

I was using the Necromancer Skeleton summon in mind when talking about the Golem :)
Still, I think it's better to have 8 skills (4 which are triggered through something) than have multiple skills but only getting to use 4

EDIT

To add on to this, I did like your thought of tweaking the class to your game style...
Perhaps they can give you the option to change a heal to a HoT or AoE heal and similarly change an offensive skill to DoT or AoE?


< Message edited by LyRein -- 1/26/2016 15:56:58 >
Post #: 8
1/26/2016 20:05:31   
speedmeteor101
Member

Yes, exactly! Combos would work great! That's like stuffing 3 skills in 1 slot! Remember how in DF the warrior class had attack, double and triple? (each unlocked after the previous was done successfully w/o a miss). If they did something like that, I'm sure people would be much more satisfied. Like for warrior, the attack button would change to double and then triple then reset. And it would only change to the next form if you had enough mana or something like that. That would work really well. Nice idea, Vypie!

Edit: This would be even easier for the animator, because something like attack, double, and triple wouldn't need drastically different animations. Taking that to the next level, that means a slightly different animation + better/buffed effects = easy multiple skills in 1 slot! :P This would be an "economic" move for aq3d.

< Message edited by speedmeteor101 -- 1/26/2016 20:20:14 >
AQ DF MQ AQW Epic  Post #: 9
1/26/2016 22:35:04   
Yamadronis
Member
 

Remember, as a game, AQ3D is for the mobile market, and is limited by space and power. All of these ideas are nice, but do you have any idea how to make them work? Artix entertainment has a plan for your skills, and right now that plan is skill synergy. Different combinations of skills creating different effects and encouraging group over solo play. Remember Cysero's motto... thing. Heart, Brain, and Hands. Nurture your passion and your ideas, but the ideas can't do much if you don't know how to implement them.
AQ  Post #: 10
1/26/2016 23:05:49   
speedmeteor101
Member

Well, you got a point there. I figured the implementation would just be having the skill icon/description (the whole skill itself) *update* into another more advanced skill in the same slot such as attack, double, and triple [taken from DF warrior]. So these could work, no doubt. And yes we, here, all do know there will be synergy as I think I was one of the first to find out from Cysero himself before alpha even started :P but synergy doesn't seem too "involved" far as combat goes (mostly focused on the thought of soloing, here, though I have previously acknowledged the synergy as at least 1 better addition to combat. It just seems like it kind of "not enough" in some ways [not going to explain because that will start a whole new conversation EDIT: check P.S.], but if there are mobile limitations, or those are just AE's solid plans, I respect that). We were looking for timed block/attacking, where your skill as a player counts more than just your equipment, but we know that won't happen; but we still are hoping for a little more than synergy, although that is unlikely. Sure, extra skills aren't much, but when it's based on certain conditions, such as making a successful hit from the skill slot incarnation before [basically making a successful double to unlock triple], the game is at least a hair more involved and there is more to combat, even when you're alone. And your other point is true, extra animations and code could hypothetically make the system run slower or not at all on devices; but then again, they might not take up that much space if you only change the effects for some skills or just get creative with how you do the animations (like for example double was coded to do 2 crits and play 1 of the attack animations and that jump-smash one. Because these are already made, this would just combine the two animations and change the effects of the skill. Then for triple, you do the same thing except play the 2 different types of attack animations and then the jump smash and only rely on code for 3 super big crits [then flash the word TRIPLE!!! ]. This is mainly effective for combat because there is a condition in which the player has to not miss 6+ total hits in a row to successfully unlock these crits/ "extra skills" without a reset [1 for attack+2 for double+3 for triple = 6] . That makes combat much more involved, even though it's still just as much about luck of the draw as before; this makes combat completely about code, and less about data/resources, (especially good for mobile). Skill combos within a player's skillset almost always make for a great combat experience. Even if it's the same animations with different words and effects :P

P.S. - one of main reasons synergy seems like it should be more of an extra add on to encourage group play rather than an actual part of the combat system's "lifeline" and functionality is because I feel that it may be a little harder to organize than dealing combos within your own skillset. It's more like a "bonus" than an actual element to combat. "Hey, an extra healer that heals more with a warrior and mage in the party? Coool!" Then throw in that they all have to use a specific set of skills at once, and they can work their way into it, sure, but it still just isn't as appealing to me. Though it is a GREAT feature, and will contribute to the success of AQ3D.

< Message edited by speedmeteor101 -- 1/27/2016 0:30:02 >
AQ DF MQ AQW Epic  Post #: 11
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