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4/6/2017 22:32:52   
kurato
Member

I think a few things needed to be address. This is a mix of feedback and suggestion. GIANT wall of text warning.

Copying AQW system(I feel this is the most important and move it up): I know AQ3D was pretty much designed with AQW in 3D in mind, but I feel like it a waste of potential. I played a fair few 3D RPGMMO, Runescape, Elsword Online, ArchAge, Soul and Blade and I think there a few elements AE could use from them.

Combat: All previous AE game are flash game, so the combat system in 3D is a new field for you guys. Please decide on how the combat system going to work first, don't copy AQW combat system. AQW combat is fine for a flash game, but it not gonna work in 3D format.

Currently, it seem that the combat system are design with 1v1 in mind, you fight a monster, rest to full hp and repeat. And the combat is flat turn base like, your turn, my turn, your turn. And it doesn't matter where you are, if you running 5m away from the monster, it can still damage you because it target you. Work fine for a flash game, but I feel that a waste of the 3D environment. And there the problem with monster auto attack you.

You could change it to a hack and slash type with skill thrown in (probably work wonder on a mobile) left side control the player (mobile 2 buttons on the right, PC use mouse), right side control when to attack or block (like the mini game BladeHaven you guys made). Make the combat more engaging than click...click...click. Make the 3D model hit-able, make player/monster dodge physically instead of auto target and text saying miss/dodge like right now. Have the stats just improve how well the physical action is. E.g High dodge stats allow player to roll left/right faster. High defend stats make player block faster. High attack don't just increase damage, make player attack faster too.

Using environmental, having monster can hide behind terrain when attacked with range attack and it can't reach the player instead of blindly chasing the player. Have the AI path finder work out the line of sight to the player and move behind an object to break that line of sight.



I don't know how doable this is for you guys, I'm just throwing out ideas. But at the very least, please don't copy the AQW combat system for AQ3D, you have other games that have concept works well too for other area (see skill and class for suggestion). Use the 3D aspect of the game engine, don't make a 2D game with 3D graphic. I think this problem needed to be address quickly before the game exit beta.


Game play: All AE previous game are focusing on fighting and story line. Once you finish the story, get the epic weapon, there nothing left to do.
Please invest in profession system. Things like smithing, crafting, gathering raw materials. You already have half the things needed, interact-able 3D environment, crafting menu.

Allow the player to expand their character, have something else to work toward to. Give the player something else to do than kill mob and grind for exp/gear all day.

A few example of things can be work on/activities.

non combat skills
Cooking - food heal player flat amount (E.g. heal 100 HP), stats buff. Healing amount depend on ingredient.
Alchemy - potion heal player with percentage (E.g heal 20%), stats buffs. Healing amount depend on ingredient.
Smithing - improving gear.
Enchanting - stats enchantment for gears.

activities
treasure hunting (random map drop from bosses) - gold/rare equipment hunting, self-explain.
hunting (kind of mix in with exp farming) - gather ingredient for cooking.
Herb gathering - gather ingredient for Alchemy.
Mining - gather materials for smithing.
crystal gathering - gather materials for Enchanting.




upgrade weapon(low level smithing): Most RPGMMO I see ran into the problem of getting that legendary weapon... that it, that the end, go and sell all old equipment for gold. How about instead of selling old gear, we break it down and feed it into the higher level gear. Legendary tier gears can have 200% original stats maximum, rare with 175% and normal with 125%. When feeding gear, the gear quality decide on how much upgrade the better gear get.
E.g
feeding a level 10 normal gear to a level 10 legendary gear give 2%, feeding a level 5 normal gear to a level 10 legendary gear give 1%,
feeding a level 10 legendary gear to a level 10 legendary gear give 20%, feeding a level 5 legendary gear to a level 10 legendary gear give 10%

So players can choose to feed their gears, or sell them for gold to buy other stuff.




Leveling: My first major issues (beside the combat system) with the game so far is it so grindy, I know it still in development and there are not a lot of content yet so this grinding act as a wall so players don't breeze through the game in 10 minutes. But hopefully when there are more contents and higher level cap, the leveling are scale down. Right now, I'm at level 9 going for 10, but it feel like grinding for level 20~30 for most other MMO (according to steam, I currently have 33 hours).


Stats: I feel like this game is a carbon copy of AQW in this aspect and I really dislike it. Stats are heavily focus on equipment, I feel like the character them self need their own stats, like original AQ and DF. This would allow people to have different built instead of every class is the same and everyone go for the same equipment. The same in AQW, if it weren't for the costume, everybody would look exactly the same. I think characters should have like 90% of the stats, weapons and gears should be the other 10%.
Suggestion: maybe have low tier gears have flat stats (+100 hp) and higher tiers gears have flat stats and percentage (+50hp and +7% hp)

Skills and Classes: Again, the major problem I have with AQW and AQ3D is everybody essentially the same. I have no ideas what the dev team plans for combats in the futures, but maybe have a similar system to Epicduel. Each class have a set of skills to choose from and each times you level, you gain skill point which you can spend on for getting new skills or focus on a single specific skill. Again, I know the game still in it early state so having a lot of skills (and skill effects) isn't viable yet, so maybe only have skill points to improve and focus on skills for now.

Class- Classes should a role in a party and still be viable as solo. The problem I see with classes right now is all class are just DPS class, some better than other (mage). There no real distinction between them. Mage is the common solo everything class and warrior is the group grinding class for the spinning attack.
Suggestion: change the stats when equip different class. Maybe as a modifier to player stats (E.g warrior hp x 1.5, defend x 1.5. Rouge hp x 0.7, defend x 0.7, attack x1.5)

Warrior - tanky
Default Stats: Very high hp, high defend, medium attack speed and medium damage (medium dps). High crit and crit power
Skill: Attacks are melee only. Should have skill that draw monster toward player and increase defends (I don't know why mage currently have this one). Charge up attack (might need another powerful skill that need charge up like mage fireball). Whirl Wind is somewhat a weird gimmick skill, given how the combat was design for a 1v1.

Rouge - dps
Default Stats:low hp, low defend, fast attack speed and high damage (high dps). High dodge and crit
Skill: Attack are mix of melee and range. Should have debuff skills like poison (already have) and decrease monster defend and/or attack. Have skill that buff dodging (already have? can't tell if it working or just placebo effect) for self and allies.

Mage - support
Default Stats:medium hp, low defend, slow attack speed and high damage (medium dps). high hit and crit
Skill: Attack are range only. Should have allies (and self) buff skill (I don't know why the warrior have this one currently). Slow but powerful skill (already have, fireball), support skill (already have, lightning stun)


Guardian class feel like a mix of warrior and mage so I don't really have suggestion for it. but it feel somewhat weak.

skills that stack and use as charge for other skill such as poison and guardian strike could be rework as for the next 5 auto attack, gain poison/guardian strike instead of spamming the skill.
skills should not interrupt auto attack, and instead, queue up to be use after that auto attack instead.



Combat: Combat right now feel all over the place (I feel like half of this is a stats problem, or rather, the lack of it), the other half is the combat design copy from AQW doesn't fit in the 3D environment.

There a lot of dodge and missing attacks (rather quite frustrating) and there quite a lot of inconsistent damages, a fight can have like 15~30 damage and crit with 40~60, but then there these random 100~150 damage out from the blue, especially dungeon boss/mini boss and player crit. So fights feel very random (especially the dungeon), I can either steam roll the monster, or it stomp me with a random 150 damage. And because of the classes issue add in with all the combat issues, boss fight are really bad IMO. Currently, we have someone lure the boss all over the place while the others hit them with a fireball. Otherwise the boss just going around hitting 20~40 damages and then randomly one hit kill you with a 150 damage. You know there something wrong when the players have to exploit the AI path finding to kill the boss.

monster swarming: I feel this is a very odd design, given how the game seem to be design base on 1v1 so far (AQW system), but the monster seem to like auto attack the player, which lead to swarming the player. And with a normal fight, player spam the skills which kill the monster very quickly, but with back to back fight (monster died and then another one come, not 2v1 at the same time), auto attack alone can not win a fight (again, this feel like a stat problem). And if a player is fighting 2 monsters at the same times, that a guarantied death. I think this need to be remove or have the combat system rework to fit it.

Mana gain: The mana gain from attacking is too low at the moment. I see this as a problem from copying AQW again. Where the game combat is heavily focus on skills, and the only way to win is to spam the skill. too much mana gain would be bad in a normal fight (skill spamming), but it not enough gain for a boss fight.

HP: the HP pool feel like it too low, for both player and normal monster. Fight need to be drawn out a BIT more if the system will continue to be 1v1. And boss do way too much damage. (again, stats problem)

monster return to spawn: I get that if monster can't get to you, it return to spawn with full hp to prevent exploit. But maybe have something like a combat area highlight (like how when you click on a monster or player) the area that you can fight the monster you selected that it can reach. Another issues I see from AQW combat doesn't fit in with the 3D environment.



Dungeon: I believe the key gain are quite slow, maybe have it reset everyday, if player use the key faster than the key gain, THEN they can buy it.
Another problem is perhaps allow players that died within 20 seconds of boss died get the drop too. It really frustrating to help with the boss fight, only to not get anything because they died just as the boss about to die.


Item: potion should be craft-able or buy with gold in battleon.


Story and level: I know that making the content into 3D take times, but I think it best to have a few contents to spread out (level restriction) instead of linear. I think someone mention this already.
Currently lvl 1~5: battleon. 5~10 Greenguard, 10~15 doom wood, 15~16 Ashfall.

maybe in the future when there more content, have something like this.

E.g lvl 1~30: battleon, SwordHaven. 10~50 doomwood, sandsea, 20 ~ 50 Ashfall, fire Island.


UI:
maybe I'm just nitpicking, but I think it would be great if player hp and mana have an option for it number to be display over them.
Skills need attack power descriptions (e.g Fireball: 200% attack damages)
Inventory should be organisational and remember the item slot. I tried organise it by put everything in the bank and take things out in order. But after logging off, all the items are all over the places again.
auto attack need to be animate differently to show that it active. Maybe have it spinning like the attack cool down. Red flashing red is very difficult to tell.
Chat should have current location and world chat (maybe someone left the dungeon and you need help)




On the positive side, I really like the art style and can't wait too see all the weapon, armor, characters, monsters to be designed in 3D. I know for sure that AE art and story line is top notch and AQ3D will be no different, AQ3D just need to work a bit more in the things I mention since it the first of it kind, 3D and MMO. Use the stuff

< Message edited by kurato -- 4/7/2017 0:19:07 >
AQ DF MQ AQW Epic  Post #: 726
4/7/2017 15:37:43   
Roaros
Member

Anyone else noticing it is taking FOREVER for the game to load ANY place now? It must take 2 or 3 minutes to load my game then the same amt of time to load a map. I can't really play like this....

< Message edited by Roaros -- 4/7/2017 15:38:10 >
Post #: 727
4/7/2017 16:48:15   
Iron Volvametal
Member

Might be an issue on your end; I'm loading just fine.
AQW  Post #: 728
4/8/2017 11:08:42   
Sypherix
Member

The open areas in the game (like Greenguard) are the best! Everything is just so good to look at, its as if you're walking through the area yourself and experiencing it personally. Now this is what an adventure game should be like!
Though the game feels too linear at the moment, but soon when the game encourages you to walk through areas to travel (and not use the current travel option to teleport) this will very much come into detail when you put great effort into mapping out areas and even better if you make monsters roam.

Just like what I said in my post in the suggestions thread I think you guys should add areas with no quests in them because currently every area just feels grindy at times and you kinda dont have the time to explore much. Maybe in some future areas you could the only NPC in them with no quests and just be there for the story of the area just so the game feels a bit more adventurey, but of course the XP and gold rewards will come in different packages (maybe extra rewards from the monsters) and not just quests as usual.

What I liked the most about Adventure Quest back then was how the most random of things will just start your adventure like that rip in the sky or that potion in Yulgar's inn that shrunk you and my most favorite of all, when you click Death's hourglass you get to see Death and experience the dark vibes when you move your 2d character. Oh, those were just the best.

I think that if you incorporated that into AQ3D this game will just be awesome.

p.s. Still cannot wait for Carnax saga and Nightbane
AQW  Post #: 729
4/8/2017 13:46:12   
Loftyz
Member

Questless areas sound alright, so long as there's something interesting there. A zone with nothing will just become dead content.

There's a couple things I'm looking forward to. And that's more music which a lot of older dungeons strangely don't have, maps that extend upwards really high (like a tower we can climb up), and more reading. Instead of revealing plot information in developer notes, put it in the game somewhere. Just put in books with histories of the locations, characters, and maybe even other games. We know the plot involves losing contact with every other Guardian tower, so tell us a bit about some of the towns those Towers are in.

< Message edited by Loftyz -- 4/8/2017 13:54:00 >
DF AQW  Post #: 730
4/9/2017 8:09:35   
XeNON_54
Member

Please buff Shadowed Belt's Attack stat.
The fact that its attack is weaker than lvl 12 belts is disheartening.

It's making me question why we even bother getting higher level equipment when lower level items have better stats than higher level ones.

And please don't fix it by nerfing said lvl 12 belts.
Just raise the attack on shadowed belt to 50 or something.

The main appeal of the Shadowed set was to be the High Risk High Reward set that gives high damage but with low survivability.
Blood Set is for fights that need high mana for continuous skill spamming.
Plate Set is for Tankers than need high defenses for soaking up damage.

Scale Slayer is more of a Jack of all trades master of none that has lots of bonuses.

Please don't nerf old items just to make the newer ones look better.
It messes up the balance of the game more than you actually know.

If you ARE going to nerf items then you need to nerf ALL of the old items, not just a set or two but ALL of them need to be re-balanced.

< Message edited by XeNON_54 -- 4/9/2017 8:19:48 >
Post #: 731
4/9/2017 21:39:57   
Iron Volvametal
Member

Ok, so I recently learned about a new Scythe that's being made as some sort of "End-game" item(odd for a Beta, but whatever) & found these images on Twitter:
[1] [2] [3]

Aesthetically, the scythe looks pretty awesome, I'll give it that. But those requirements are a bit discouraging. But whatever, lets move on.

The first quest is easy. Just 2 overworld boss drops.

Then, you need to Craft some new items & Merge it with some other items(x5 Glue from Idra's Shop in Doomwood & x5 Magical Mud from Mud Lord , a Greenguard dungeon boss); the Items, Perpetual Ingot, Mignight Ingot, & Dark Element, are the biggest problems.

First up, we got Midnight Ingot. Immediately, I notice that it requires materials from dungeon monsters. Sure, I can deal with that, but it's going to eat up a lot of my keys to get them; it's also got a few overworld monster drops, so it ain't so bad. Obsidian Ingots are going to be a problem as well, since x150 of them is about 30,000 Gold. Somewhat doable in my opinion.

Second, we got Dark Element. This requires a lot of Dungeon runs to get the mats, but thankfully, you only need to do this quest once. And the Dark Smoke/Magic/Power are incredibly easy to get. Evil Tears & Spirit Essence are going to be the ones that eat your keys to get. Ihaven't been to the Barrows Drop area yet, but I assume it'll be pretty straight forward in getting the mat.

The last Item, Perpetual Ingot, requires you to sacrifice a boss drop weapon(Vorah Dagger), the 3 Shadowed Nightlocke Weapons(Scytheblade, Axe, Staff), The Scale Slayer, Deathly Zed Blade, &...Soulbourne Axe.

Why. Why does this require a 1% Drop weapon from a very, VERY rare spawning Chest inside a Dungeon that eats keys. The Nightlocke Weapons & Scale Slayer require dungeon runs, yeah, but at least you Craft them, giving you full control of getting it(also, Valek's Dungeon doesn't eat keys). This weapon shouldn't be required for the Scythe.

I could complain about a lot of other things, like the total Gold required minimum for obtaining the Scythe requires 858,054 Gold(what the) or that a lot of materials required drop from monsters in dungeons, which as you know eat keys, forcing you to either pay Dragon Crystals or wait days upon days for your keys to regenerate(it takes about 2 & a half days of waiting for your keys to fully replenish to 20), but this is where I cross the line. Requiring an item that depends on RNG TWICE should NOT BE IN THIS QUEST. The fact that it relies on 2 RNG factors should be enough to warrant that single weapon end-game/incredibly rare status.

The only solutions I've got to fix this quest is either remove the requirement of Soulbourne Axe, increase the drop chance from the chest from 1% to something reasonable(like 25-35%), OR(I prefer this one, personally) make Dungeon Chests spawn 100% with a randomizer determining the rarity of the chests(50% for Common, 35% Uncommon, & 15% Rare) , but keep the 1% chance drop(maybe even bump it up to 5% if you're generous).

I get that this is supposed to be an endgame item, but you have to remember this game is still in the Beta. We don't really need super-powerful items in here yet, we just need new areas to explore while you guys get data on what to change, what to improve, or what to remove. Ashfall was a great example of this, I came back after a few months of being gone & I enjoyed going through the new release, crafting new things & exploring the zone. I didn't even notice any major bugs that happened( other than that time I teleported on background path in the Dragonslayer Camp).
AQW  Post #: 732
4/9/2017 23:25:42   
Sypherix
Member

^ Can I have the links from where you got those images? I can't seem to find them on the AQ3D twitter account.
AQW  Post #: 733
4/9/2017 23:30:40   
megakyle777
Member

Iron Volvametal: 2 things:

1: That's not final. Don't assume anything on twitter is right untill it is either in a DN or in game.

2: It's one of the custom weapons that was brought for $500 as part of the kickstarter. Technically, they don't even have to put it in game at all for anyone else. They just want it hard so only the worthy can get it and stuff. /:
DF  Post #: 734
4/9/2017 23:36:20   
Iron Volvametal
Member

^^ Here. ^^

I also found this.

2 Soulborne Axes, now.

2 Axes & 50,890 more gold for a total of 908,944 Gold minimum required.

@megakyle777 I didn't know about it being a Kickstarter weapon.

I'm not against it being hard to get, I'm against it requiring a double RNG item(TWICE now) in order to get. I've already written out my solutions to the problem, but ultimately it's up to them if they want to change it.

When Roentgenium of Nulgath was a 5% drop from a very hard quest, people reacted very negatively & it was changed to be a lot more doable with it's 100% drop. I feel like the situation's similar to that. No one likes RNG in their endgame stuff.

< Message edited by Iron Volvametal -- 4/9/2017 23:44:56 >
AQW  Post #: 735
4/9/2017 23:43:39   
megakyle777
Member

I mean, I'm kinda torn on it. On the ONE hand, I think any Kickstarter weapin should be stupid hard to get if make public at all, which again I point out does not even nedd to happen. On the OTHER hand, a 1% drop inside a 1% drop is something I think is insane for anything. It's basically a 0.1% drop.

< Message edited by megakyle777 -- 4/10/2017 0:15:37 >
DF  Post #: 736
4/10/2017 2:05:37   
Shiny_Underpants
Member
 

^I'm a little lost. Is it two 1% drops required, or a 1% drop within a 1% drop?
Because one way it's a 0.5% drop, while the other way it's a 0.01% drop...

Either way, random chance of this level shouldn't be a part of the game. It's essentially gambling. RNG on that level should not be introduced into a game, especially not one intended for kids. Since RNG leads to random reinforcement...

This update was supposed to have combat improvements. Am I missing something? Nothing about the combat has noticeably changed, while there's one cosmetic change (the monsters rebound when you hit them).
It's still unplayable, and bears too strong a resemblance to AQW for market expansion of any sort. At the moment, only extremely devoted players will play.
Despite what some of the 'devoted' players may say, that's not a good thing.
Post #: 737
4/10/2017 2:26:59   
Sypherix
Member

I'm pretty sure they are improving the combat system. It shouldn't stop them from making improvements to the game just because of some weapon and a few quests. The update (1.4) will come in pieces and while waiting I think farming for a crazy hard to get item is quite nice rather than nothing at all. We should be thanking AE for this actually.
AQW  Post #: 738
4/10/2017 2:30:43   
Iron Volvametal
Member

^^ A 1% drop within a low % spawning chest. The Scythe requires you to sacrifice 2 of the 1% drop to create.

You're relying on 2 RNGs, one for the Rare Chest to spawn in the dungeon room(some rooms don't even have a Chest spawn) & another RNG for the Weapon to actually drop from said chest.

And because chests spawn only in dungeons, you'll be burning through Keys trying to find a chest; you might find a Rare chest only to have it not drop the weapon.

It's completely RNG driven, no way to progress until you manage to get x2 of the 1% drop from a low % spawning "enemy."

< Message edited by Iron Volvametal -- 4/10/2017 2:31:07 >
AQW  Post #: 739
4/10/2017 6:58:51   
Sypherix
Member

@Xenon_54

Im with you on how AE should balance everything. I'm pretty sure they will do something about how stats work, but I think they should implement it soon before the game gets too big and there will be too much monsters/equipment to re-balance.

I also don't like how mana is the least important stat in the game. I think that if they increased the mana costs of all classes (especially mage and other magic classes in the future) to something, everything will be closer to being balanced. The end game is just either plate set or just shadow set.
AQW  Post #: 740
4/10/2017 9:58:17   
XeNON_54
Member

I think the reason why Mana is the not as important as the other stats is because you can regenerate Mana even while in combat but you can only regenerate Health out of battle.
And Health is the one determining whether you win or lose.
This is primarily why Attack is so important. The higher your attack the faster you can get your opponent's health to zero thus winning the battle.
Sure you can use potions to heal yourself but not everyone uses them.
Post #: 741
4/10/2017 12:02:52   
Sypherix
Member

About the Soul Splitter scythe weapon's quests and required items. How is everyone so convinced that the stuff in the twitter post will actually be implemented? Im not even sure if the 666,666 gold and 666 dark power, 666 dark magic and the 666 dark smoke sits well with AE, on top of that, some of the turn in items don't even have the max item stack required for the quest (eg. Shadow Ingot only has 2 whilst the quest requires 10). A lot of players are currently farming for the required items right now and we're not even sure if the stats on the weapon is worth it.

Am I missing something here?
AQW  Post #: 742
4/10/2017 20:00:42   
Fallen Crest
Member

It's not final until you see it in Patch Notes, or Design Notes.

Plus every weapon backer said these quests will not be available for a LONG time either way.
AQW  Post #: 743
4/13/2017 2:11:53   
Horogami
Member
 

I really think the Soulborne axe should be at least slightly easier to get. From what I hear, it has a 1% drop rate from the rare tower chest but only 2 rooms have a chance to spawn chests. It would be better without making it too easy. if more rooms spawned chests.

30 page lock. //D.U.M

< Message edited by DragonUltraMaster -- 4/13/2017 14:00:44 >
Post #: 744
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