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RE: =AQ3D= Feedback Thread

 
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3/25/2017 3:01:25   
orc orc orc
Member

As someone who has maxed the level cap and crafted the Scale Slayer items, I do find the level curve and crafting gear, especially the level 16 items, to be heavily grindy. Even basic level equipment cost hefty amounts of gold. To make matters worse, the entire quest system itself can become a grind due to its lack of variety. It is understandable that the devs want so keep players occupied with the content that exists, but I don't think it's necessary to make the entire game a major grindfest. That being said, I do like the extra challenge zones and the low-drop-rate cosmetic items scattered throughout the game. The black market gold sinks from Alpha (albeit at more reasonable prices) are also the type of stuff that may keep us playing. I don't think the main course of the game (level curve, the story, stat equips etc.) need to be so grindy when bonus content can fulfill the role of keeping us engaged.


At a stage where combat (and gameplay as a whole) has barely made its footsteps, I don't think it's necessarily a good idea for AQ3D to emphasize on grinding. If the gameplay is better developed and more diverse, it wouldn't be as bad. But even then, there needs to be a balance. Not everything has go be lengthy to be fun. There can be something that's short and sweet.

< Message edited by orc orc orc -- 3/25/2017 3:06:33 >
Post #: 701
3/25/2017 3:18:36   
megakyle777
Member

I think another issue here, at least to me, is a lack of calrity on the purpose of item rarity/items that can be brought. It's been said that purples and yellows are meant to be harder to get, but blues are meant to be your slightly higher then average, and green and whites are meant to be for same level. But not only is there no real in game indicator of this, but there are no level low rarity high level gear.

This leads to the implication that, rather then purple items being something for grindier players, that is meant to be normal statted items.

There needs to be more representation of other gear levels, and a clearing method of explain what they mean/are.
DF  Post #: 702
3/25/2017 9:05:03   
Vexx
Undead Lunatic


quote:

If anything, the fact AQ3D is in a developmental stage necessitates feedback just like food and water are essential for survival. The devs need to listen to all sorts of feedback. If they only consider the praises, will AQ3D succeed? I'm not saying the devs do not listen to feedback, - from the recent design notes posts, I'm sure they have heard our (the players') voices - but it's a concern worth noting nonetheless. That's why I agree with ShadowDragon56's point regarding player feedback, and it shouldn't be dismissed solely because of the state of the game. This is a monumental stage for AQ3D's future. The best has to be made out of it.

@orc orc orc

Sorry, perhaps my comment came off the wrong way, I didn't intend to say feedback was not important or not to give negative feedback. ShadowDragon56 said,
quote:

I hadn't played this game since December because I lost interest in the game entirely from all the grinding and problems people in this thread had mentioned already.

It's a shame I wasted time signing up because now my account is going completely unused unless the developers do something quick to try to get me and most likely others interested in playing the game again because from what I'm been seeing....this game isn't gaining enough attention to get people interested and that's a sign of bad things.

and my previous post was to say that right now a lot of the content is non-existent while the cement is being laid out for the game's core mechanics, like party systems, UI updates, default character art, quest mechanics and more. I know most of those things aren't exciting enough alone to keep someone logged on for a week straight after an update but they're important in making the content more enjoyable once the game is ready to focus exclusively on content that is fun and engaging. It's normal to want to take a break from the game during these content dry-spells in pre-launch.

In short the updates are focusing on things like the party system, UI, controls, stats, default character art, quest mechanics, etc and once we get closer to the game's launch it'll become more and more focused on the interesting story, fun quests, unique events and more.

Again, you guys are the early adopters of the game and we understand that you're passionate about the game and just want it to be great, so the last thing I would ever want to say is that your feedback is not important. Your feedback is greatly appreciated by the team.




< Message edited by Undead Lunatics -- 3/25/2017 9:20:13 >
AQ DF AQW  Post #: 703
3/25/2017 9:42:39   
megakyle777
Member

You know, I would like to know if possible what of our feedback is being addressed. For example, I know there are planned combat improvements, but I'm not exactly sure what those are if they adress tjhe isses we've brough up on here.

I guess what I'm trying to say is it's all well and good saying feedback has been heard, but we don't know what's being done about that feedback. I know you guys will listemn to it and work on it, but to some it feels as though we don't know how it will be implemented. We KNOW combat improvements are coming, but what are they? Even just one I can think of I'd like is the ability to have customised auto attacks for classes. Guardian was meant to have one but one of it's skills had to be replaced for the stacking instead.
DF  Post #: 704
3/25/2017 9:57:04   
XeNON_54
Member

I think we need a dedicated potion hotkey.

Using the USE MENU is way too troublesome especially if you are in a hard-hitting boss fight like in the dragonchallenge maps.
Post #: 705
3/25/2017 22:00:04   
orc orc orc
Member

@Undead Lunatics That's a fair point. But with so many things left to do, I think launching Open Beta last October was a risky move. Many of these features such as party systems, user interface and core gameplay functionality are expected to be mostly done by beta, so it's only natural for someone to be disappointed.

I do agree with megakyle777 that the staff needs to be clearer when it comes to addressing feedback. What are they exactly working on and what features are being fixed or improved?

I also second a potion hotkey. And a potion slot for the mobile interface.

On the bright side, there's still hope for AQ3D. While I doubt it will be adopting detailed gameplay mechanics and features by launch date, I'm sure much of the groundwork will be done and polished by then. AE is a passionate crew and I do believe in them.
Post #: 706
3/27/2017 16:28:11   
*Nova*
Member

Okay, I can't be the only person that hates how large the UI menus are. Your Inventory COVERS HALF YOUR SCREEN. The new Status UI that's coming soon COVERS HALF YOUR SCREEN. This issue was pretty much an standard annoyance to me back when AQW was my game. In AQW, item drops go up the middle of your screen and covers so much of it. I remember back in AQW's beta where the item drops were small little menus that DIDN'T COVER HALF YOUR SCREEN. But for some reasons, they decided to upgrade those drops into the new/now old UI that we still see to this day.

But seriously now please, AE, for the love of god shrink those UIs. Most gamers that I see nowadays hate even the smallest bits of unneeded UI on their screen. Black Desert Online is considered, by some, to be too much UI despite most of their UI being transparent (it's still taking too much space imo). #shrinkUIs #makethemtransparent #DONTMAKEUICOVERHALFYOURDAMNSCREEN

< Message edited by *Nova* -- 3/27/2017 16:37:25 >
DF MQ  Post #: 707
3/28/2017 18:48:17   
solomi123
Member

@Nova
Do keep in mind that this game is also designed for IOS devices as well as PC, that include tiny Ipods and Iphones.

Why anybody would even bother play a MMO on those are anybody's guess, but AQ3D emphasize on being multi-platform so the UI has to be designed to work across all platforms as well regardless of devs or players opinions. "It look bad on PC? Too bad, since this is for IOS so suck it up" and vice versa.

< Message edited by solomi123 -- 3/29/2017 1:09:01 >
DF AQW Epic  Post #: 708
3/28/2017 21:35:01   
Meloette Wells
Member

Pretty sure no one bothered to read the text dump I left before, but I tried to clarify on some issues with the game. Apologies for just posting again to draw attention to some long post that no body got time to read.

I mentioned the GUI elements and grinding in it, and how they are an issue for the game. Although, I think my main complaint is that AQ3D is trying to be a mobile mmo, but it's being designed as a PC based mmo.

edit:
@nova A decent solution may be a better scaling GUI, btw. If a player could scale the size of GUI elements, then he/she/they can make them as big or as small as needed.

< Message edited by Meloette Wells -- 3/28/2017 21:45:00 >
AQ DF MQ  Post #: 709
3/29/2017 22:03:28   
Loremaster Maya
Member

Meloette:

I read your previous post, and appreciate the time and effort (and background knowledge) that went into it. Thank you for taking the time to go into detail on the issues you see with the game.

I've sent the link to Oishii, AQ3D's test lead, so she can go over it, as well.

To all:

Regarding negative vs positive feedback - we love when we hear our players praising the game. But we do not prioritize that over negative feedback. Just the opposite, in fact. Positive feedback gives us warm fuzzies, but it's the negative feedback that helps pinpoint problem areas.

Occasionally, there are decisions the developers make intentionally which individual people may not enjoy, but which support the direction the team wants to take the game. But please keep in mind -- just because something hasn't been fixed or addressed doesn't mean it won't be -- but that there may be things (decisions, systems, functionality, etc) that need to be formulated first.

- Alina (posting as Loremaster Maya)

< Message edited by Loremaster Maya -- 3/29/2017 22:05:02 >
Post #: 710
3/29/2017 23:44:36   
Aura Knight
Member

I think the game has too many flaws to even be in Beta. Obviously the game can't be perfect yet as it is still new but it should at least be enjoyable for all. I'm not even sure if the ones playing it are having fun with the game. All I hear is it's a 3D version of AQW, which is another game with obvious flaws. If the same or similar issues in that game are also in the 3D game, why should anyone give it a chance? There are others who said it was a mistake to make the Beta release and I can't disagree. At the beta stage, the game should be close to finished and should be fun to play. What's fun about this game? It may have potential as an MMO but to make it amazing, more needs to be done. Unless something's done to make it stand out from other MMOs, why would anyone even bother playing it?

AQ DF AQW  Post #: 711
3/30/2017 12:03:01   
solomi123
Member

Sadly the open beta transition was not their call to make.

quote:

DC prices are solely the decision of Artix himself; he has his reasons that most of us are not privy to. We do see all of your concerns and bring them to him; ultimately it is his call. Similarly, the decision to transition to Open Beta was not ours as the dev team to make. Yes, of course we would all love to have had more time to develop a lot more features.


One would think Artix knew better after he himself acknowledging the failure of OS and HS but apparently that was not the case.
Either way, the damage was done, right now it is best to place first priority in the game mechanics and game contents second, this is still after all just a testing phase. Save the contents that were developed for the full game.
DF AQW Epic  Post #: 712
3/30/2017 13:14:54   
Aura Knight
Member

So whose decision was it to go to open beta?
AQ DF AQW  Post #: 713
3/30/2017 13:38:47   
Meloette Wells
Member

@Aura Knight
While the source for @solomi quote isn't present, it states that Artix was the person to make that call.
AQ DF MQ  Post #: 714
3/30/2017 13:39:19   
Vypie
Member

A while ago, they mentioned the combat improvements everyone has been wanting for a long time:
quote:

We will be machine gun releasing new features, fixes, our next round of Combat improvements starting with the current classes (before we release more), Ashfall Part 3, the UI changes, and tons of other stuff. Follow my design notes here to always be in the loop.

So they will start by improving the classes, but I wonder how exactly will this be a "combat" improvement.
Will it be tweaking and balancing of skills? Rework of skills in general? Skill trees or some other kind of Class customization? If so, then the classes will get the much needed depth, which is awesome!

But how these Class changes fit into actual GAMEPLAY improvements, I'm not entirely sure. I hope they will affect/change the way we play, because no matter how complex you make the classes or how pretty it looks, the current Gameplay is very bland and uninteresting.
The game seems grindy because the combat itself doesn't feel fun. Maybe this will be address it somehow. I can hope!
Epic  Post #: 715
3/30/2017 15:31:16   
oishii
fish


We say combat improvement because it will include all manner of things such as new mechanics, new skills which will use the new mechanics, new skills, fixes to threat and kill credit, as well as monster AI improvements.

I am expecting every existing skill to be reworked / changed / replaced and the CURRENT classes will be 100% reworked. This includes changing the current implementation of classes, as well as how equipment and items work. Also we are planning a class rank system which would allow for some customization within a class (specifics yet to come). These will be tested on the currently existing classes before we can move on to creating new classes.

As you can see, this is A LOT of work and all of these changes will affect the whole game in a major way. Foundations must be set before a lot of these features can be started on, so stay tuned!
Post #: 716
3/30/2017 21:41:21   
*Nova*
Member

@solomi123
My point stands on both versions of the game. Nobody wants to have half of their screens covered like this. Ii should actually be more noted for mobile since the screen is way smaller there which further lessens the amount of space available. But it's obvious to me that no one else feels this way. I just wanted to see if my feedback will change the in-game ui somehow before it's too late but I doubt any single person such as myself can manage that.
DF MQ  Post #: 717
3/30/2017 22:34:22   
orc orc orc
Member

@oishii I wholeheartedly am grateful that you have taken your time addressing our concerns in considerable detail. Thank you for the update and I do look forward to the combat improvements.

Some possible improvements to combat include a stealth feature and an action-based combat instead of the automatic, RNG-based combat we have now, which features a dodge/parry functionality and no target-locking. AQ3D needs to make use of its 3D environment and I think the automatic combat that's copy-pasted from AQW needs to go.

While not directly related to combat, movement is painfully barebones right now. All we can do is run forwards and sideways, walk backwards, and jump, which is worryingly lackluster for a 3D action RPG. A climb feature, the ability to adjust movement speed (walk/run), swimming and the aforementioned stealth mechanics are much appreciated. I do hope this is looked into as well, because it is a crucial part of gameplay alongside combat. Furthermore, terrain can complement combat if a stealth functionality and a more action-oriented combat system are implemented.

I've said this many times, many of these functionalities should be mostly done by the time of beta. But that doesn't seem the case for AQ3D. After two failed games, one would think the same mistake would not be repeated again. It's highly questionable why such an unnecessary risk had to be taken.

Which, I'm quite concerned about the launch date this October. With so many things left to do, will the time offered be sufficient? While there's no point crying over spilt milk, past mistakes should still be highlighted in case of another disaster.

< Message edited by orc orc orc -- 3/30/2017 22:38:48 >
Post #: 718
3/31/2017 11:55:54   
oishii
fish


@orc orc orc I'm glad to respond when I am able! Sometimes it is difficult to reply with concrete answers since we usually are still working through things and nothing is really finalized until much later. I know how much it sucks to constantly hear "we're working on it" with no end in sight and no visible results (yet).

As for whether or not we can totally rewrite the combat system in the game; I can't say with any certainty whether or not we will be moving to a 100% action-based combat, especially with mobile platforms being considered. Active dodge and movement based combat have been discussed but we are still trying to figure out if this is in the realm of possibility for us at this time. Plus the challenge in making this type of playstyle possible (and fun) on mobile platforms with its unique control scheme :)

You're right, there are a ton of things to get done by October so we are all working our butts off!

Regarding the User Interface: it's currently being reworked (if you have seen any of the works-in-progress by Charfade), which will most likely include a rework of the mobile interface. It's been fairly rough to balance the UI elements, especially on mobile to be able to include all the information that the game uses (and make it legible) but still have enough space to play. I'm hoping that we will be able to introduce UI scaling, but that's a matter for Zhoom to address :)

To everyone who takes the time to post on the forums, please know that we do read your posts and appreciate your feedback! Sometimes there isn't much to reply with other than "Thank you!" because most of us are working on a ton of things behind the scenes (often we are already working on things that you are suggesting!) It can be difficult for us to feel like we aren't replying in a way that isn't satisfactory or in a way that may feel patronizing to you guys.
Post #: 719
4/1/2017 16:34:10   
Infini
Member

As it stands the game has some charm already in the form of its dialogue and art style. You can always feel the love that goes into these products.

However I'm a bit concerned with the hour I had played with the game, I understand that it's in early development and I realize that what it is now is not what it'll be in a few years or even a few months down the line but, I'm concerned with direction it's heading. The game feels like it's going to be a run of the mill, modest themepark MMORPG which while isn't inherently a flaw I feel takes away from what makes AE games so fun, the lack of linearity and handholding. I feel like a more open ended sandbox style MMORPG would dramatically improve the way the game feels and would allow you to take things slower and spread the content out more laterally rather than constantly escalating towards some kind of powercreep.

The original game, Adventure Quest has a lot of assets already that you can pull from tons of classes and small little self contained areas that have their own story or little easter egg quests. Those, to me are AQ's strongest points and something you really can't accomplish with a themepark, linear format.

One of my fondest memories of the original AQ is the feeling I had was finding out you could actually go into the little mouse hole in Yulgar's Inn, and finding the secret staircase in the rip in the sky. They're minor, silly little things that absolutely do not matter but they're there, tiny details that most people don't care about but you can explore at your own leisure. The keyword there is explore one of the cornerstones of MMORPG gaming was the feeling of exploring a new fantasy world, not being led down any specific pathway or road, not being pointed with a big golden arrow saying. "This is where you MUST go to proceed."

I think the game has an amazing amount of potential and I could fully see myself buying the premium status for it if you just do what you do best, make awesome games with a lot of love, you guys absolutely have the potential to make a game that not only long time AE players will enjoy, but the entire MMORPG community could love just as much as us long time players.
AQ  Post #: 720
4/2/2017 21:33:44   
Iron Volvametal
Member

I feel like the Dungeon Key spawn time is too long; 3 hours for 1 Key is boooooooooooring to wait for. If I want to get all 20 keys back, I need to wait 60 hours for me to have full keys; that's 2 days of waiting.

Trying to get the Capes from the Draognslayer Camp & I'm already stopped by this issue. I need to complete the same dungeon 5 times to get x1 Merge item, of which I need 3 of for a cape. Same for the other 2 dungeons, so that means I need to run 3 dungeons 15 times for a total of 45 dungeon runs.

So unless my math is wrong(which, I'll be honest, is terrible) I have to play this game for 2 hours to use up 20 keys, wait 2 days, use the 20 keys again, wait 2 more days, & use the next batch of keys to get the necessary merge items for a single cape which should take about a full week. A full week of "playing" for 1 cape.

Thankfully, I'm max level so the dungeons are no issue, but the wait time is killing me(yeah, I know I can use Dragon Crystals, but I don't want to).

Most mobile games I've played usually have Keys or Gems or whatever their equivalent of dungeon keys are only take about 30min-1 hour to refill. A good example would be Mino Monsters 2; you start off pretty slow due to the keys/monster health regen holding you back, but once you've got access to a few things, you can play through the game like normal without worrying about key shortages due to how much stuff there is to do. Monster health also isn't much of an issue, due to you probably having gathered quite a group of monsters to choose from.

May seem a bit unfair comparing the 2 games(one's an MMO, the other's a pseudo-Pokemon rip-off), but I really do think it's got the key regen mechanic done right.

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Post Update EDIT: So, after the update, my first dungeon run, 2nd room. Yeah...

I was able to walk off the edge & die into the abyss, where I was then able to respawn back onto the map.

< Message edited by Iron Volvametal -- 4/3/2017 18:43:55 >
AQW  Post #: 721
4/3/2017 19:33:49   
Sypherix
Member

FINALLY! HAHA 1.4 IS HERE!

Just the small update from the dungeons, particularly the private dungeon feature now makes this game more MMOey! We can now expect players of different levels chatting in Battleon to party with them and finish dungeons, so now I think you guys need to make more towns! :D
AQW  Post #: 722
4/3/2017 23:40:46   
megakyle777
Member

Hey Oshii, if you see this pls reply, but can we see about making the Guardian Strike skill the no manner Auto Attack and replacing it with a new skill, like was the original plan for Guardian?

Also, on the bug side of things, saw someone with a pink helm (like that old graphic card bug but all else was fine) and everything from foes to NPC's takes a couple of seconds to load out the blue flame.
DF  Post #: 723
4/4/2017 14:26:26   
M31K
Member

New update is fancy, but not too much.

Costume:
This is best about new update, but problem can be found in limited space inventory who don't have purchased Guardian or Dragon Guardian upgrade, 6 items for apperance only could be next update frustrating. Ashfall drops can be served a little as a sample why.
+ Hide option from DF and AQW could be fantasic too.

New attack animations
They are better, but screen shake make it worse. After a little while I felt a little dizzy, I would like to see option to turn it off. Somebody can't stand these screenshakes (even a little) like others.
AQ DF MQ AQW  Post #: 724
4/5/2017 20:49:26   
LambO
Member

Anyone here, like a tester, who can get in contact with AE staff? (Artix, Cysero, etc)

Be able to ask if they can put the Soulborne Axe in Gaz's shop and sell it for 15k gold like it used to be or if not gold, a DC version, let's say 1,000 DC.
I just do not have the time to farm a very rare chance of finding a rare chest that doesn't have a 100% drop rate which is annoying. A rare chance to find a chest (Very hard to come by, 120+ runs & I've had around 4) with a rare chance of getting the soulborne axe, it's just horrible.
AQ DF AQW Epic  Post #: 725
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