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2/3/2016 15:06:50   
Vypie
Member

If they make attacks and abilities hit on areas instead of on targets, it would all be much more fun to play.
We wouldn't need to target anything, as long as the enemies were in range of your attacks.

It would essentialy work like any AoE, but in differently shaped areas:
Small cone area for melee attacks, thin long line for ranged attacks, 360º circle area (your default aoe), long cone for the dragon breath attack(guardian class), and and any shape you would need for any attack (or heals!).
Even areas of attack that don't necessarily originate from your character. Imagine summoing a meteor, hitting a circle area X meters in front of you.

Sure, you can also have single-target spells and abilities, too. 'Wildstar' uses both and it works well.
I can imagine some limitations due to it being for mobile/touchscreen, though.
Epic  Post #: 376
2/3/2016 17:25:22   
speedmeteor101
Member

@Vypie

This may have been one of the best suggestions I've seen. Though, this way, you would not be able to click on a monster and the health bar would have to hover over it, since there wouldn't be targeting. This would be a great change, but I think it's too far off from the targeting system they already have. However, some attacks (such as the warriors attack) do have a circular radius, but I fear that's as close as we'll get. Also, that may become extremely exploitable the way the game is working right now, and the whole combat system would need to change. Though if it were that way, I don't see too may mobile limitations other than slightly more difficult aim.
AQ DF MQ AQW Epic  Post #: 377
2/4/2016 8:27:12   
Vypie
Member

Oh, I didn't say there wouldn't be targeting.
I mentioned that the game 'Wildstar' has both types of attacks. Some do area damage, some are cast on a single selected target. Its possible to have both things, as they don't conflict with eachother, at all.
DragonNest, Blade&Soul, they all have attacks that work in areas, but it doesn't stop you from targeting stuff as normal. :)


Also, the way it is usually done in almost every game that has AoE type of damage, is to place a damage cap:

Example 1:
This spell deals 100 damage to each enemy. If you fight 6 enemies, you deal a sum of 600 damage right? But what if you fight 20 enemies? Dealing 2000 damage in a single attack seems very overpowered.
If you place a damage limit (for example, 1000 damage), That means if you attack more than 10 enemies at once, that max damage limit will be spread among all of them.
Attacking 11 enemies would still only deal a sum of 1000 damage, but each enemy would recieve ~91 damage instead of 100.

Example 2:
You can also limit the AoE in a different way. Making the skill unable to attack more than 5 enemies at once, for example.
Epic  Post #: 378
2/4/2016 10:52:42   
LyRein
Member

Vypie I agree because I've played those games and know how... fresh the combat feels without a forced targeting system
Post #: 379
2/4/2016 14:38:44   
speedmeteor101
Member

Okay, I see. You were saying in relation to the target not the player. I was thinking that if the player spun around, (like a warrior with cone range) he would deal damage to another monster [if one was in front and the other behind]. Now I see what you're saying. If two monsters are standing in front of you and the target is in the middle tip of the cone, and the other one is still in that cone's range, they both get that damage dealt to them. Yes that could work very well. I suggest you try to get that to Cysero on FB because nobody who could take that into consideration would probably see that here.

< Message edited by speedmeteor101 -- 2/4/2016 14:40:57 >
AQ DF MQ AQW Epic  Post #: 380
2/5/2016 2:28:04   
megakyle777
Member

My Guardain Feedback:

Allow the Stack skill to stack way more then 3.
Increase heal and protection skills. And make heal work anywhere not just near target.
Dragons breath is fine.

< Message edited by megakyle777 -- 2/5/2016 3:04:20 >
DF  Post #: 381
2/5/2016 10:59:09   
speedmeteor101
Member

So the biggest aq3d turn-off for me, right now is combat, and really just the amount of skills. What do you guys think. On facebook, I proposed an idea to Cysero... cross skill combos that don't use new animations but use new effects. He said, "We would rather people develop their own playstyle then be forced into following recipes to min-max."

So I came up with another idea I just submitted to him; it was a custom skill-combos. The idea behind it is like a minecraft crafting table: except more like this (still a drag'n'drop)

[skill1] + [skill 2] ==[order matters]==> Effect
[confirm button below as users can preview]


[So for example, Vorpal Strike + Rending Cut = Slowed enemy attack rate by 20% for 10 seconds]

So maybe, based on however the class ranking system works you get to rank up to creating 4 combos and the last 2 can use 3 skills instead of 2.

So maybe you get a class rank it up or whatever and go to the class trainer and ask to learn combos or something and then that UI pops up. If we're not really going to get more skills I'd at least like combos like that and maybe with different particle effects.

See any flaws within this idea? I just am feeling really limited by the way combat works now.
AQ DF MQ AQW Epic  Post #: 382
2/5/2016 11:27:57   
megakyle777
Member

I like the idea, but I'd also like to elaborate on the whole idea of "three types of classes" and feel like there''s a good idea here to combine the two: Have the class start off in a nuteral form then as it levels/evolves have you pick options that customose it to your play style.

For example take Guradian's Heal. When it starts off you have it as it is now, but then when you level the class you get a few options as to how it can evolve. For example you can pick Life Steal (Which pulls health from the foe) Defenseive Move (Which heals and adds defense) Heal allies (Which does that) and Stronger Heal (WHich keeps it the same but powers it up). It allows you to customise the Guardian heal to your style.
DF  Post #: 383
2/5/2016 12:41:30   
ernitis
Member

Why do you make the auto attack animation do 3 attacks and make only the third one matter? Seriously. I know it looks cooler (only slightly) but it feels like I'm hitting air most of the time. Just making it do one would be a huge emprovment, because it would feel like you are actually hitting something. Also good job on making the slashes have this white line. Looks really cool :D
Post #: 384
2/5/2016 13:00:50   
LyRein
Member

I doubt anyone reads this thread anymore considering the page number and how anything can be categorized as hate by staff.

@speedmeteor101

I like the concept of combos and hidden skills after completing an attack order.
Your idea and mines combined could make the combat more interesting.

@megakyle777

quote:

For example you can pick Life Steal (Which pulls health from the foe) Defenseive Move (Which heals and adds defense) Heal allies (Which does that) and Stronger Heal (WHich keeps it the same but powers it up). It allows you to customise the Guardian heal to your style.


Life Steal should only be available to classes such as Necromancer or related.
Defensive Move becomes a buff and less of a heal.

So AoE Heal and Power Heal are the only two viable options.

@above

I'd enjoy it if the max hit of the auto was evened out between the three hits.


< Message edited by LyRein -- 2/5/2016 13:09:42 >
Post #: 385
2/5/2016 13:12:55   
megakyle777
Member

It was a example man. DX
DF  Post #: 386
2/5/2016 14:26:23   
RKC
Member

why is the guardian class level 5 or is it a bug..

I dont have time to level up my character
AQ DF MQ Epic  Post #: 387
2/5/2016 17:26:16   
speedmeteor101
Member

@LyRein

and @ernitis
Exactly! The damage should be divided evenly between the 3 attack hits!

Also, LyRein what was your other idea that we could combine? I may be able to send that over to Cys.

@MegaKyle777

I was thinking that same thing, but they don't want skill trees. They seem to not want to mess with the skills with in a class. I was thinking that skill-combos may not even be class based [like extras].... They just do the effect (HoT, Dot, Buff etc...) and use an animation of any of the skills (possibly custom and possibly different particle effect). So you'd have the option for each class to unlock these combos: HoT, DoT, Buff, Debuff, stun, idk what else. The good part about this is that AE can do these for each class and only give them creative names and particle effects.
AQ DF MQ AQW Epic  Post #: 388
2/5/2016 17:43:23   
afterlifex
Legend-X


It would be interesting to see things outside of combat, something not tied to your class. Crafting IMO would be the most interesting divergence from it & you wouldn't have to worry about what classes are going to be doing. "Expertise" or "Jobs" if you will, item crafting/enchantment to add a did of variety to stat combinations. It could also put the whole item fusing concept to a greater use. Maybe you could create buff potions if there ends up being an "extra" slot.

Items or combinations of items not nessarily found via normal means. Something to do or focus on beyond killing monsters for rewards, making a pseudo merchant class.
AQ DF MQ AQW Epic  Post #: 389
2/5/2016 18:07:50   
LyRein
Member

@speedmeteor101

taken from another thread

quote:

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.


maybe certain combos will activate the extra skills

Post #: 390
2/5/2016 18:32:41   
speedmeteor101
Member

Yeah. That's the idea. But if there are extra 'skills' they won't have any new animations, only particle effects. AE said they had too much to do for more animations and such, so basically we had the same idea except this time it's with combos. EDIT:

Here's a crappy visual I whipped up in 20 minutes

Maybe it'd be better named as "combo manager" or something, but you get the idea.

< Message edited by speedmeteor101 -- 2/7/2016 17:57:36 >
AQ DF MQ AQW Epic  Post #: 391
2/12/2016 9:14:32   
Azan
Member

Got to play around a bit with the new Guardian class, and I have to say it's very enjoying! I like the way it works.

Also, I don't know if it's intended, but when you kill an enemy with the Dragon fire skill, the fire animation doesn't show and it just looks like you're Force-strangling your enemy. A-m-a-z-i-n-g.
Post #: 392
2/15/2016 20:48:14   
Emrys
Member

Patch 0.0.61 brings some amazing stuff! The issue with guardian's fire mentioned above seems to be fixed. Automatically facing the enemy makes combat SO much more realistic and just SO much more fluid and awesome, especially when you're fighting a mob and you turn from one monster to the next. Great implementation of a great feature. I also checked out Jimmy the Eye in Greenguard North and it was ridiculously cool. Fighting alongside an NPC was so much fun and I think it has the potential to become an amazing tool for AQ3D. I can't wait to see what the team does with it.
DF MQ AQW  Post #: 393
2/15/2016 21:16:51   
Inigo Montoya
Member

I played the new patch update at doom wood tower and I personally find the combat system harder, more inconvenient, and less fluid whether fighting mobs or not. Typically, I've been farming gold using WASD to move around the left-clicking to attack at doom wood tower. With the new system you have to click on the enemy first then attack, and every time you kill an enemy you have to re-click on another enemy and then attack again. Less fluid than the previous system, where you could just auto-attack enemies and it changed to a new enemy automatically instead of manually. With the previous system I was able to take out 7-10 enemies solo at once. Just going to make farming slower and more frustrating. If anyone has any suggestions to work around it, I'm open to it.

Update: Was only happening using Opera web browser. Once I switched to Firefox, it was fine. Weird though. Enemies were highlighted in blue instead of red and vice versa, which was why I couldn't automatically switch targets while using Opera.

< Message edited by Inigo Montoya -- 2/15/2016 21:44:35 >


_____________________________

Hello. My name is Inigo Montoya. You killed my father. Prepare to die.
Post #: 394
2/16/2016 15:18:52   
Emrys
Member

^ farming on doomwood tower being harder is also due to bridge skeletons and big bone generals stats being buffed, so fighting the whole group of them alone may not be feasible anymore

HAH, no one has posted in so long that I have to edit this one to not double post. Here's what I think of 6.6:

Everything seemed to run smoother, not sure if that's a direct result of this patch though. The menu seems great, so glad you went with blue, inventory tabs are what I hope comes next. The attack buttons are so pretty and the key bind numbers are much appreciated. Generally, for the whole UI I'm really glad it has this whole fantasy look, like DF did recently, it really makes the whole game feel more magical and polished.

The rebuffed Slime Lord generally moves around much better now and is a much more intersting experience to fight, but when he stands still he sorta bounces up and down aggresively. At least to me, this looks REALLY weird and unnatural and I think the old idle animation of just standing there (which doesn't happen too often) while the slime sort of just roles down him looks far better. Completely understand if re-animating would be too much work, just my opinion.

< Message edited by Emrys -- 3/7/2016 17:43:53 >
DF MQ AQW  Post #: 395
3/10/2016 20:57:57   
Milhound
Member

It was at the time intended to be level 5. I do not believe there is currently a level requirement for the class.
AQW  Post #: 396
3/14/2016 17:32:13   
Velvex
Member

quote:

Why do you make the auto attack animation do 3 attacks and make only the third one matter? Seriously. I know it looks cooler (only slightly) but it feels like I'm hitting air most of the time. Just making it do one would be a huge emprovment, because it would feel like you are actually hitting something.


As far as the actual gameplay goes this is one of the biggest issues I have (which is good, because it really isn't that big of an issue at all). In my opinion, it absolutely needs to be changed. It might look cool, but from a player standpoint it is definitely more important to not be guessing which of my auto attack animations is actually going to be the one to deal damage.

Another possible solution to this, if the staff is insistent on keeping the triple animation, is changing the auto attack's cool-down animation to that of the other skills (the shadowed, clockwise-moving one). For me, it's much easier to visualize that cool-down animation - and know exactly when the next auto attack would occur - as opposed to the pulsing red cool-down animation. That could just be a personal thing though.


Another suggestion - I think it would be better to have less monsters with aggro. As far as I've played, the only non-aggro monster I've seen is the Dricken. It gets really annoying in certain maps (especially Livingstone Cave) when it's difficult just to get to where I need to be due to having a sea of aggro monsters in the way. Perhaps remove aggro from wildlife monsters (Frogzards, Wolves, etc.) and keep it on monsters that are seen more as actual adversaries (Sneevils, Skeletons, etc.). Anybody else agree?


One other thing that stood out to me is the game's music. After immediately disabling music for the in-browser version due to lag, I was finally able to give it a listen today thanks to using the Steam build (which seems to be less laggy). Props to whoever did the music, it sounds great and gives a lot more character to each of the maps..

< Message edited by Velvex -- 3/14/2016 17:34:12 >
AQ DF AQW Epic  Post #: 397
3/14/2016 20:04:00   
afterlifex
Legend-X


Well it's still early so as the game progress I think we will see more variety as far as aggro goes. Thou yes no everything needs aggro. As for wildlife...well...I would disagree on that, some make sense with aggro some do not. Zards while fairly brainless will want to protect their nests. Wolves as well make a bit of sense being aggressive.

A few smaller like Boogerling & Pebblar probably don't need passive aggro but maybe active aggro. If you attack they send out a "help signal" (could have sworn that was the idea once).



Personally gaining monster aggro in a boss fight by dmg is a pain. A DPS character should not have to be the tank Would be interesting to see if this changes or if some skills come out to change the monsters focus.
AQ DF MQ AQW Epic  Post #: 398
3/14/2016 22:21:46   
Azan
Member

quote:

Personally gaining monster aggro in a boss fight by dmg is a pain. A DPS character should not have to be the tank Would be interesting to see if this changes or if some skills come out to change the monsters focus.

I wholeheartedly agree with that point. Tank players should be the meatshields in the party, not damage-dealer players. A skill would be nice to draw monster focus to yourself.
Post #: 399
3/27/2016 23:56:38   
BalDrakoFountAQ3D
Member

Well Has anybody read about the Dungeon system I feel like it would be a good topic to discuss on this forum it would bring more life and ideas to come
Like I know this is the health Approximation for the monsters currently

Flying Skull Level 9 HP 140-200 according to the video of the dungeon posted by Artix

Skeleton Level ? HP 140-300 never really shown since Dage's Flaming Skull allowed him to pull a Critical hit of 64902 damage

< Message edited by BalDrakoFountAQ3D -- 3/27/2016 23:57:10 >
AQW  Post #: 400
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