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RE: =AQW= Feature and Functionality Suggestions

 
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11/10/2016 15:19:57   
Martin901
Member

Greetings to all. This is my First Part in the suggestions:

Convert the following objects in "AC Tagged"

1. EpicDuel Destiny PvP Medal +1000 because I have almost 7 years with this object, in addition to being rare and I can not find it very useful, since there are already PvP necklaces more powerful and non-members, and also very few players have it and those who have them will be collection in your inventory or will have them saved on its banks and can make it more powerful how +10000.

2. Token of Collection Why? For a time do some kind of farming, that someone you want to can free space and go quiet.

3. Super Fan Swag Token D , Super-Fan Swag Token C , Super-Fan Swag Token B , Super-Fan Swag Token A same as above.

4. Warrior (Rare), Mage (Rare), Healer (Rare), Rogue (Rare) Why? As they are rare and have time that came out the new designs (such as 4 years more or less) so it should be AC.

5. Twilly Pet, Twig Pet and Zorbak Pet Why? Beacuse a month to get those pets and limit of the Moglin Meal is 30.

6. Undead Essence Why? for a farming more comfortable, in case of not wanting to do so, increase your sales to 1000 gold as a minimum value, since its description says "more money fast", which 3 does not seem much, and in the case of 1000, should be quite some time doing farming.

7. Dragonslayer General (Class) (Merge) Why? Is a good class and can increase the difficulty a little to this class can be AC.

An additive, would be that all item Rare having at least 3 years or more to become AC.






New system for the missions

Quick Mission Tab

I have an idea that could help improve the experience in the game, the idea consists of a system of "quick mission tab" that consists of making that a player not mem can save automatically 5 missions 10 if he is a member of any kind and you can complete it when you want and another that makes quests them that they are completed automatically.

Example:

I choose two missions to make farming in arcangrove rep to be rank 10, then when I choose these 2 missions already will not have the need to return to the NPC who gave me missions, just do them and complete them easily.

So no time wasted when wanting to make a quick farming in the game and also that would improve the comfort of the players both new and old ones, or that I can assume.

How is that done?

Easy would be good when you are ready to accept the mission to the side or somewhere where you have to accept the Mission has a button that says "for the quick mission tab" and so can do the missions of farming without the need to return to the NPC
and when you get all the objects the mission is completed automatically.

Note: For not that non-members the limit they are 5 and for those who are 10 and have a limit per-day, 10 [non-mem] and 20 [mem].

Another thing that could add is (although it is a bit exaggerated) a command that allows you to auto-complete the missions and name serious humm I have no idea XD.

How does it work?

Well, when choosing the Mission (must be in the quick mission tab) there will be a button to choose if you want to enable the option and how knowing that this enabled the option? It will be shown in a different color than the other gold for example (the chosen mission).

The effect that has, is that when all mission objects are collected, will automatically complete and automatically chooses the Mission again.

What you the game if this is implemented?

Not long farming missions would not already be so tedious as before and not it would alter the difficulty of the mission, for nothing already only not need to return to the same place to pick it up again, and that some missions are now something annoying since you have to repeat and is to return to a place again and again , and that cause you to lose some time.

In summary:

Something that allows players to choose missions to keep them in a space for completing them and repeat them without having to return to the NPC who gave the mission and the other makes will complete automatically.

Clear some things may change if they wish and it is only my advice.

[All Normal, Farming Missions, hard quests how Blinding Light of Destiny, Necrotic Sword of Doom, etc... and Special Class, but no Nulgath, Dage Farming Missions]


Team Mission Tab

Something similar to the above, but now in a group.

Example:

You have a group of 4 members, then in the "mission tab group", the LEADER, is that single missions (this also has "Quick Mission Tab").

How is that done?

To choose it so, if you are the LEADER of your group when choosing missions will appear a button for the "mission tab group", then all members will choose the missions that they want, of which chose the LEADER and if you all want it, they can do the same mission. (Color of the letters of the mission will be blue, because it is group). (Group Required)

How does it work?

When a member of the group, complete one of the missions of the EXP, GOLD, and REP, who wins that Member also get it the rest of the team, and if an item x 1, x 5, x 10, if the Member earns it the rest also. (Eye not weapons, armor, helmets, coats, etc., only quest or farming items)

What you the game if this is implemented?

This will make farming and the leveling more quick, short and easy, also as it is in groups would encourage players to create groups or join a Guild to level fast and other things... And good to play with friends :3

[All Normal and Farming Missions, but no Special Class, Nulgath,Dage Farming Missions, and the hard quests how Blinding Light of Destiny, Necrotic Sword of Doom, etc...]


Multi Players Mission

Is make a single mission between several players

Example:

You have a group of 4 members, then the 4 make a mission, in which is required end enemies in different areas.

Player 1, go to marsh2 and beat glogurk
Player 2, go to xancave and beat Shurpu Ring Guardian
Player 3, go to northstar and beat Karok The Fallen
Player 4, go to Gilead and beat Mana Elemental

How is that done?

You create a group (required), and the leader chooses the mission. (In the Team Mission Tab)

How does it work?

The members choose it make it, after each complete the part that was assigned to it.

What you the game if this is implemented?

This will make missions more quick, short and easy, also as it is in groups would encourage players to create groups or join a Guild to level fast and other things... And good to play with friends :3

[All Normal and Farming Missions, but no Special Class, Nulgath,Dage Farming Missions, and the hard quests how Blinding Light of Destiny, Necrotic Sword of Doom, etc...]

With all this game would be made more dynamic, or that I guess. [Group=Party]


Missions x 10 x5 etc..

Is a mission either but is made with those requirements multiplied by 10 and clear them rewards also.

Example:

Essential Essences (Normal)

Undead Essence by 25

Rewards:

Spirit Orb x 5
Spirit Orb x 10
Spirit Orb for 15
Spirit Orb x 20

Essential Essences (x5)

Undead Essence by 125

Rewards:

Spirit Orb x 25
Spirit Orb x 50
Spirit Orb for 75
Spirit Orb x 100

Essential Essences (x10)

Undead Essence by 250

Rewards:

Spirit Orb x 50
Spirit Orb x 100
Spirit Orb for 150
Spirit Orb x 200

How is that done? and How does it work?

In the mission tab you can select in the options do it for x5 x10 and now complete the mission and obviosly various quest that give much GOLD or EXP is multiplyed.

In the case of selecting an item to complete the mission, you can select more depending of the x 5 or x 10, and in the case of the Drop % should also be altered by x 5 and x 10

What you the game if this is implemented?

Well do not alter the difficulty of the farming since it would give you the same if you do x 1, although of course, there are quests that could leave benefits but not be what would be.

But one of the great benefits is not to repeat the mission as often as x 1, as for example in essential essences, is repeated a lot to get orb spirits, clear it costs nothing but it takes its time trying to complete it continuously.

Of course there will be exceptions with several missions, as well as the Juggernaut style that does not have the capability of x 10 or x 5.

[All Normal, Special Class and Farming Missions, several nulgath, dage missions and parts of the hard missions]






Birthday Reward

That each birthday of a player, example 11/11/16, this year and those who follow the player earns 100 AC, special day.






System of Stats (Version 1) [New]

In this version all the stats will be kept at a fixed value that will be 100 points for each one and the changes that the character will suffer will depend if the stat in question is 100 points that is 100% or higher or lower than would indicate that the Effects on the stat will be increased if it is greater than 100 points or reduced if it is less than 100 points.

Example: strength 100 points

Physical attack: 523 damage

Calculating if you have a bonus or not:

(value physical attack x normal strength) / original strength

Physical attack value = 523 damage (a dps can also be used)
Original strength = 100 points (It is always 100 points, since it is the original value)
Normal strength = 100 points (It depends on the strength of the class used)

Then it would be:

(523x100 points) / 100 points = 523 damage

Notes:

  • If the strength or stat studied is greater / smaller the value will change.

  • Only for the base value, not the bonus.

  • This same can be used to explain the following stats.

    Strength:

  • Base Strength:

    The main stat of the classes that use physical power.

    If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased.

    100% damage with physical attacks
    5% Crit chance with physical attacks
    20% Crit damage with physical attacks
    2% resistance to physical attacks

  • Strength by the bonus of enchantments:

    The Strength by Enchantment bonus, increase the physical attack by 5 points but also when a certain number is received a bonus to increase the resistance and crit damage with physical attacks.

    The number of points to receive the bonus is 20 points.

    That is to say every 20 extra points of strength per bonus =

    + 4% damage with physical attacks
    + 10% crit damage with physical attacks
    + 1% resistance to physical attacks

    Intellect:

  • Base Intellect:

    The main stat of the classes that use magic power.

    If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased.

    100% damage with magic attacks
    5% Crit chance with magic attacks
    20% Crit damage with magic attacks
    1% resistance with magic attacks

  • Intellect for the bonus of enchantments:

    The Intellect by Enchantment Bonus increase the magic power by 5 points but also when a certain number is received a bonus that increased resistance and crit damage with magical attacks.

    The number of points to receive the bonus is 20 points.

    That is to say every 20 extra points of intellect per bonus =

    + 4% damage with magic attacks
    + 10% crit damage with magic attacks
    + 1% resistance with magic attacks

    Endurace:

  • Base Endurance:

    The stat that measures that I could endure in a fight a warrior or mage.

    If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased.

    5% damage reduction of all received attacks
    5% reduction of damage from critical attacks received

  • Endurace by the bonus of enchantments:

    The Endurance by Enchantment Bonus, increase the health by 10 points normally but also when a certain number is received a bonus to increase the reduction of damage by attacks and critical attacks.

    The number of points to receive the bonus is 20 points.

    That is to say every 20 bonus points of endurace =

    + 2% damage reduction of all types of attacks
    + 3% damage reduction from critical attacks of all types

    Dexterity:

  • Base Dexterity:

    The stat of the physical classes and influences the general abilities of a warrior.

    If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased.

    90% Hit chance with physical attacks
    10% evasion of physical attacks
    50% speed (haste) with physical attacks
    10% crit chance with physical attacks

  • Dexterity for the bonus of enchantments:

    The dexterity by Enchantment Bonus, give a bonus when you get to a certain number of points that will increase: evasion, hit chance, crit chance and speed with physical attacks.

    The number of points to receive the bonus is 20 points.

    That is to say every 20 extra dexterity points =

    + 1% hit chance with physical attacks
    + 1% evasion of physical attacks
    + 1% speed with physical attacks
    + 2% crit chance with physical attacks

    Wisdom:

  • Base Wisdom:

    The stat of the magic classes and influences the general abilities of a magician.

    If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased.

    90% Hit chance with magic attacks
    10% evasion of the magic attacks
    50% speed (haste) with magic attacks
    10% crit chance with magic attacks

  • Wisdom for the bonus of enchantments:

    The wisdom of Enchantment Bonus, give a bonus when you get to a certain number of points that will increase: evasion, hit chance, crit chance and speed with magic attacks.

    The number of points to receive the bonus is 20 points.

    That is to say every 20 extra points of wisdom =

    + 1% hit chance with magic attacks
    + 1% evasion of the magic attacks
    + 1% speed with magic attacks
    + 2% crit chance with magic attacks

    Luck:

  • Luck Base:

    The stat that every adventurer needs if he wants to have very good fortune on his way.

    Here the luck has 4 effects, 2 of them work in combat while the other 2 function as a general effect.

    If this stat is 100 points it means that all its effects will work 100% and if it is greater or less, its effects can be increased or decreased.

    Combat Effects:

    5% Crit chance for physical/magical attacks
    10% Crit damage for physical/magical attacks

    Effects in general:

    5% extra chance to get an object (Works with mobs but no missions)
    5% chance to get large amounts of an object (Works with mobs and missions)

    Note:

  • All these effects if they will be affected by the Luck stat

  • These characteristics work a little differently from the others:

    Explanation: When you are giving an extra 5%, what you do is add to the real value your 5%, as you can see from the following equation.

    Real droprate + ((5% x actual droprate) / 100%) = Droprate with the bonus of the percentage

    Example: 5% extra drop rate of an object with a drop rate of 2%.

    2% chance + ((5% x 2%) )/ 100% = 2% chance + 0.1% chance = 2.1% chance

    Note: It may look like very little but it will really have an influence when you have it in quite large quantities.

  • Luck for the bonus of the enchantments:

    Luck by Enchantment Bonus, give a bonus when you get to a certain number of points that will increase the: Crit chance, Crit damage for physical/magical attacks and chance to get an object and large amounts of them.

    The number of points to receive the bonus is 20 points.

    That is to say every 20 extra points of luck =

    + 2% crit chance for physical/magical attacks
    + 5% Crit damage for physical/magic attacks
    + 1% chance to get an object
    + 2% chance to get large amounts of an object


    Team's luck System

    When several players fight against a mob to obtain an item with droprate, as all players work to defeat it all the players' luck is added and the total is divided by the number of players to obtain the general value of luck.

    Example: 4 players go for a item with a droprate of 5%

    Player 1 Droprate Chance: 5.15% , Player 2 Droprate Chance: 5.25% , Player 3 Droprate Chance: 6.15% , Player 4 Droprate Chance: 5.15%

    Claculaing general luck for these players:

    ((Player 1 + Player 2 + Player 3 + Player 4) Droprate)/4 = General Luck

    (5.15% + 5.25% + 6.15% + 5.15%)/4 = 21.70%/4 = 5,425%

    Notes:

  • And this would be the luck that all players will have clear without counting the enchantment bonds would be greater, of course as you see the player 3 did not come out very benefited from all this because it is only for those who want to make groups.

  • In any case if you do not want to do this simply look for a different room to farmear or to help a friend and most importantly the chance may have been reduced but survival and speed have increased.

  • Of course if it is a strong enemy this would work a lot but if it is a weak enemy or one with which you can deal with yourself it is clearly better to do it alone.

    Important Note:

    The effects of the drop rate increase of the luck statistics will not increase if the object to be obtained has a fixed droprate.



    Level Progression

    STR (Strength), INT (Intellect), END (Endurance), DEX (Dexterity), WID (Wisdom), LUK (Luck)

    When a player starts at level 1 his stats will be evenly distributed if he has his default class the adventurous class (which is the class that I propose to start in the game and then choose one of the 4 initials) also during the progression level 600 base points are not going to increase by more than level rise since those are the ones that are going to maintain the balance between the stats since what will increase are characteristics that can be handled in base to the stats.

    The player starts with:
  • 50 physcal damage
  • 50 magical damage
  • 100 health
  • Dexterity, Widsom and Luck they will continue to have the bonuses they already have indicated in the stat system.

    Example: Player level 1, Adventurer class:

    50 physcal damage
    50 magical damage
    100 health
    Dexterity, Widsom and Luck

    STR: 100 = All bonus working at 100% capacity.
    INT: 100 = ,,
    END: 100 = ,,
    WID: 100 = ,,
    DEX: 100 = ,,
    LUK: 100 = ,,

    Note: I use 100 points to make it agree with 100%, but it can easily be changed to 10 points or 20 points.

    Why the stats are still remaining the same?

    Because they are a base and they will never change with the exception of changing class wich alter the distribution of the stats, also with the progression of level what increases will be the following values that besides the side will have the stat that if the general value is altered will also be altered:

    For each level that is increased:
  • The HP will increase by 100 points. (Altered by the stat Endurace)
  • Physical damage increases by 5 points. (Altered by the stat Strength)
  • Magical damage increases by 5 points. (Altered by the stat Intellect)
  • Dexterity, Widsom and Luck will not be strengthened with the levels so the only way to strengthen them will be with enchantments.

    Now with everything explained now you will now see a level 100 player following the idea, Player level 100, Adventurer class:

    545 physcal damage
    545 magical damage
    10000 health
    Dexterity, Widsom and Luck still remain the same.

    STR: 100 = All bonus working at 100% capacity.
    INT: 100 = ,,
    END: 100 = ,,
    WID: 100 = ,,
    DEX: 100 = ,,
    LUK: 100 = ,,

    Note:

    Stats Changes by the classes

    Also this is only with the adventurous class if we try another class as a warrior, magician, rogue or healer, as they have distributed stat in a different way but in the same amount that would indicate that it is done for a specific job such as: hurt a lot by the physical or magical part, being very fast attacking and evading a lot by the physical or magical part or enduring a lot of physical or magical blows.

    Now how to know how much is the difference between the warrior class and the adventurer

    Example: Player level 1, Adventurer class:

    STR: 100
    INT: 100
    END: 100
    WID: 100
    DEX: 100
    LUK: 100

    All these added stats give a value of 600 points that represent 100% of the character if we change the class for example to the warrior class:

    Example: Player level 1, Warrior class:

    STR: 150 All bonus working at 150% capacity.
    INT: 60 All bonus working at 60% capacity.
    END: 150 All bonus working at 150% capacity.
    DEX: 60 All bonus working at 60% capacity.
    WID: 90 All bonus working at 90% capacity.
    LUK: 90 All bonus working at 90% capacity.

    The distribution of the 600 points changes but not the value, this is not always true, since there may be classes that may have more / less than 600 basis points.

    As you can see the distribution weakened some stats but strengthened others, this is so that each class can fulfill a specific function or if you encounter a very strong enemy in specific stats it is always good to use a class.

    You can calculate the growth with respect to the original class, simply to calculate the difference what you do is using the stat of force as an example:

    Warrior Strength / Adventurer Strength = Difference

    150 Strength / 100 Strength = 1.5 times the original strength .

    Utility: Only to know the difference between the original class (Adventurer) and new class (Warrior).

    Note: All this can be applied for any other class.



    Enchantments

    Well I want to make a change in the enchantments and it's just going to change how much stat boost each part gives.




    Weapon Part:

    This part will be based on the player's level twice, at first it seems very weak but then earns great power as the player level-up

    Example: Level 60 (120 Points per enchantment)




    Armor Part:

    This part will be based on the player's level with a bonus of 50% , at first it seems very weak but then earns force as the player level-up

    Example: Level 60 (90 Points per enchantment)




    Helm Part:

    This part will be based on the player's level , is balanced

    Example: Level 60 (60 Points per enchantment)




    Cape Part:

    This part will be based on the player's level with a reduction of the 25%.

    Example: Level 60 (45 Points per enchantment)

    As you can see these enchantments, they are even more powerful than the ones currently available, but you should also make a distribution between the effects that the enchantment provides (depending on the type that is), the most balanced possible:

    Types of Enchantments

    Add some new enchantments and those that are still available in the game will configure them to suit the style I put in the recommendation of Enchantments. (all based on LvL 60 player)

    Fighter Enchant

    Weapon Values distribution: [STR: 50, DEX: 20, END: 50]

    Class Values distribution: [STR: 35, DEX: 15, END: 35]

    Helm Values distribution: [STR: 30, DEX: 10, END: 20]

    Cape Values distribution: [STR: 25, DEX: 5, END: 20]


    Thief Enchant

    Weapon Values distribution: [STR: 35, DEX: 60, END: 25]

    Class Values distribution: [STR: 30, DEX: 40, END: 20]

    Helm Values distribution: [STR: 15, DEX: 30, END: 15]

    Cape Values distribution: [STR: 15, DEX: 20, END: 10]


    Wizard Enchant

    Weapon Values distribution: [INT: 50, WID: 20, END: 20 , LUK: 30]

    Class Values distribution: [INT: 40, WID: 15, END: 15 , LUK: 20]

    Helm Values distribution: [INT: 30, WID: 10, END: 5 , LUK: 15]

    Cape Values distribution: [INT: 20, WID: 10, END: 5 , LUK: 10]


    Healer Enchant

    Weapon Values distribution: [INT: 30, WID: 50, END: 40]

    Class Values distribution: [INT: 20, WID: 40, END: 30]

    Helm Values distribution: [INT: 10, WID: 30, END:20]

    Cape Values distribution: [INT: 10, WID: 20, END: 15]


    Spellcrafter Enchant

    Weapon Values distribution: [STR: 30, INT: 50, WID: 20, END: 20]

    Class Values distribution: [STR: 20, INT: 40, WID: 15, END: 15]

    Helm Values distribution: [STR: 15, INT: 25, WID: 10, END: 10]

    Cape Values distribution: [STR: 10, INT: 15, WID: 10, END: 10]


    Luck Enchant

    Weapon Values distribution: [STR: 12, INT: 12, DEX: 12, WID: 12, END: 12, LUK: 60]

    Class Values distribution: [STR: 10, INT: 10, DEX: 10, WID: 10, END: 10, LUK: 40]

    Helm Values distribution: [STR: 5, INT: 5, DEX: 5, WID: 5, END: 5, LUK: 35]

    Cape Values distribution: [STR: 5, INT: 5, DEX: 5, WID: 5, END: 5, LUK: 20]


    Adventurer Enchant

    Weapon Values distribution: [STR: 20, INT: 20, DEX: 20, WID: 20, END: 20, LUK: 20]

    Class Values distribution: [STR: 15, INT: 15, DEX: 15, WID: 15, END: 15, LUK: 15]

    Helm Values distribution: [STR: 10, INT: 10, DEX: 10, WID: 10, END: 10, LUK: 10]

    Cape Values distribution: [STR: 9, INT: 9, DEX: 9, WID: 9, END: 7, LUK: 2]


    Destroyer Enchant

    Weapon Values distribution: [STR: 90, END: 30]

    Class Values distribution: [STR: 60, END: 30]

    Helm Values distribution: [STR: 40, END: 20]

    Cape Values distribution: [STR: 30, END: 15]


    Goliath Enchant

    Weapon Values distribution: [STR: 30, END: 90]

    Class Values distribution: [STR: 30, END: 60]

    Helm Values distribution: [STR: 20, END: 40]

    Cape Values distribution: [STR: 15, END: 30]


    Stealth Enchant

    Weapon Values distribution: [STR: 30, DEX: 90]

    Class Values distribution: [STR: 30, DEX: 60]

    Helm Values distribution: [STR: 20, DEX: 40]

    Cape Values distribution: [STR: 15, DEX: 30]


    Magus Enchant

    Weapon Values distribution: [INT: 90, WIS: 30]

    Class Values distribution: [INT: 60, WIS: 30]

    Helm Values distribution: [INT: 40, WIS: 20]

    Cape Values distribution: [INT: 30, WIS: 15]


    Sage Enchant

    Weapon Values distribution: [INT: 30, WIS: 90]

    Class Values distribution: [INT: 30, WIS: 60]

    Helm Values distribution: [INT: 20, WIS: 40]

    Cape Values distribution: [INT: 15, WIS: 30]


    Battlemage Enchant

    Weapon Values distribution: [INT: 50, WIS: 20, END: 50]

    Class Values distribution: [INT: 35, WIS: 15, END: 35]

    Helm Values distribution: [INT: 30, WIS: 10, END: 20]

    Cape Values distribution: [INT: 25, WIS: 5, END: 15]


    Hybrid Caster Enchant

    Weapon Values distribution: [STR: 35 INT: 35, WIS: 20, END: 30]

    Class Values distribution: [STR: 30 INT: 30, WIS: 10, END: 20]

    Helm Values distribution: [STR: 20 INT: 20, WIS: 5, END: 15]

    Cape Values distribution: [STR: 15 INT: 15, WIS: 5, END: 10]


    Hybrid Fighter Enchant

    Weapon Values distribution: [STR: 35 INT: 35, DEX: 20, END: 30]

    Class Values distribution: [STR: 30 INT: 30, DEX: 10, END: 20]

    Helm Values distribution: [STR: 20 INT: 20, DEX: 5, END: 15]

    Cape Values distribution: [STR: 15 INT: 15, DEX: 5, END: 10]


    Striker Enchant

    Weapon Values distribution: [STR: 50, DEX: 20, END: 20 , LUK: 30]

    Class Values distribution: [STR: 40, DEX: 15, END: 15 , LUK: 20]

    Helm Values distribution: [STR: 30, DEX: 10, END: 5 , LUK: 15]

    Cape Values distribution: [STR: 20, DEX: 10, END: 5 , LUK: 10]

    There may be more, but I think there would be too many.





    New Damage Limit of the Weapons

    The reason for this is that it is much better to be 100 and not 60 in addition to giving a boost to the damage and I think it would look better than 60 points in damage.

    Before the limit is 60, Now the limit is 100.

    Example:

    Static

    Before , Now .

    30-30 , 50-50

    Stable

    Before , Now .

    27-33 , 45-55


    Semi-Stable

    Before , Now .

    24-36 , 40-60


    Medium

    Before , Now .

    20-30 , 35-65



    Semi-Unstable

    Before , Now .

    15-45 , 25-75



    Unstable

    Before , Now .

    10-50 , 15-85


    Super Unstable

    Before , Now .

    0-60 , 0-100


    Uber Unstable (Have a small chance to heal the enemy)

    Before , Now .

    -2-62 , -5-105

    These values will always remain the same because what causes them to increase is the growth of physical or magical damage.

    How to calculate the new damage range?

    It is very easy, it is done by the following equation.

    ((Physcal/magical attack x min damage range) / damage range) - ((Physcal/magical attack x max damage range) / damage range) = new min dmage range - new max damage range

    Example:

    Physcal Attack = 400
    Magical Attack = 267
    Weapon Range [Unstable] = 15-85
    Weapon Range total = 100 (always is this value)

    Weapon Damage Range with Physcal Attack:

    ((400 x 15) / 100) - ((400 x 85) / 100) = 60 - 340

    Weapon Damage Range with Magical Attack:

    ((267 x 15) / 100) - ((267 x 85) / 100) = 40 - 227

    and this is all that is needed to calculate the weapon range.



    Changes to Weapon Types

    In this case open a change in effect giving weapons, for example damage limited, cooling, etc... And these weapons are divided into 9 types: sword, daggers, axes, hammers, Spears and Scythes (currently is not included as a type of weapon but I say that they should have it part of Spears), although these two latest form, the type of Polearm, Staves, and wands.

    Without taking into account the Polearm type; they are 9 types as you can see, and my idea is to provide a unique value to each (although not is that so cansante is to add these change, I think it would be very good)

    Now I'm going with the changes that will have the weapons and the changes I'm going to take into account, it is the change in the maximum damage, some bonus and skills recharge delay. Examples are in Level 1 and WR in Static.

    Swords, Blades and BroadSwords

    Max D. = 50-50
    Recharge Delay (applyes to all skill of a class) = +0s
    Bonus : None

    Changes: None is Balanced


    Daggers and Duals

    Max D. = 35-35
    Recharge Delay (applyes to all skill of a class) = -1.0s
    Bonus : None

    Changes: Is More Faster to attack


    Maces

    Max D. = 70-70
    Recharge Delay (applyes to all skill of a class) = +1.2s
    Bonus : Have a small To Applyes Mace stun (1%) for 3 sec.

    Changes: Is more for do high damage and if you have luck stun the enemy


    Scythes

    Max D. = 40-40
    Recharge Delay (applyes to all skill of a class) = +0.5s
    Bonus : The crits are 50% more stronger but have -5% to do crits and -15% Hit Chance

    Changes: Is for Critical Damage attacks


    Lances

    Max D. = 40-40
    Recharge Delay (applyes to all skill of a class) = +0s
    Bonus : Have more chance to do max damage

    Changes: Is good if you want do do max damage


    Wands

    Max D. = 25-25
    Recharge Delay (applyes to all skill of a class) = +0s
    Bonus : Have a boost of 20% of enchantments and increases the spell damage by 20%

    Changes: Is more dedicated to Magical Classes


    Staffs

    Max D. = 35-35
    Recharge Delay (applyes to all skill of a class) = -0.5s
    Bonus : Gives a bonus of 30% for enchantment

    Changes: Is for enchantment stack


    Axes

    Max D. = 55-55
    Recharge Delay (applyes to all skill of a class) = +0.6s
    Bonus : Gives a boost of 20% of physical Damage

    Changes: Is more to Physical Classes

    The current system is fine but can improve with this, but personally that if they want to make it so the weapons system, is only an idea.

    Note: the Recharge Delay affects all skill incuded auto attack






    Changes to PvP Necklaces Tab

    Currently the PvP Necklace, are used only to increase the HP of the user, my ideas is to keep the neckclace, but the tab will change the name and also the necklace will no longer be the only one equippable.

    Accessories Tab

    The Tab is now composed of the PvP necklaces and rings, normal necklaces and rings.. Now there will be changes with the PvP Necklace, since they were the only ones and the others will give new features to the game so to speak.

    PvP Necklaces

    The change will be that in addition to increasing the HP also provide effects such as increased damage output [+ and %], increased physcal damage [+ and %], increased spell damage [+ and %], damage reduction [%], spell damage reduction [%], physcal damage reduction [%], cooldown reduction, decrease mana costs, dodge, hit, crit chance increase, crit damage and gives various effects how HP, MP Drain. [Gives Hight Amount Of HP but low effects]

    Also can be operated with a class or set specific.

    Some also can operate have effects contradictory, as increases damage output but increases the damage taken.

    Example:

    PvP Necklace of the Golem [PvP Version] (Rank 10 Brightoak)

    Increases HP by +1000 and reduces damage taken by 5%.




    PvP Necklace of the Thunder Fighter [PvP Version] (Rank 10 Thunderforge)

    Increases HP by +500 and reduces cooldown of skills by -0.3 sec [No Auto Attack] .




    PvP Necklace of the Vampire (Rank 10 Vampire) Only For Vampire Class

    Increases HP by +500 and Drains 10% of the damage done to your opponent and gives it to your HP.


    Notes:

    Only on PvP

    Only Can Have 3 effects In addition to the HP.

    Some can be operated with a class or set specific




    PvP Rings (New Item)

    The PvP Rings, increases the HP or no and also provide effects such as increased damage output [+ and %], increased physcal damage [+ and %], increased spell damage [+ and %], damage reduction [%], spell damage reduction [%], physcal damage reduction [%], cooldown reduction, decrease mana costs, dodge, hit, crit chance increase, crit damageand gives various effects how HP, MP Drain. [Gives low HP but hight effects]

    Also can be operated with a class or set specific.

    Some also can operate have effects contradictory, as increases damage output but increases the damage taken.

    Examples:

    PvP Ring of the Golem [PvP Version] (Rank 10 Brightoak)

    Increases HP by +500 and reduces damage taken by 10%.




    PvP Ring of the Thunder Fighter [PvP Version] (Rank 10 Thunderforge)

    Reduces cooldown of skills by -1 sec [No auto Attack]




    PvP Ring of the Vampire (Rank 10 Vampire) Only For Vampire Class

    Drains 10% of the damage done to your opponent and gives it to your HP but Reduces damage output by 10%.

    Notes:

    Only on PvP

    Only Can Have 3 effects In addition to the HP and if that dont have HP, the effects can be 4.

    Some can be operated with a class or set specific




    Normal Necklaces (New Item)

    The Normal Necklaces, increases the HP or no and provide effects such as increased damage output [+ and %], increased physcal damage [+ and %], increased spell damage [+ and %], damage reduction [%], spell damage reduction [%], physcal damage reduction [%], cooldown reduction, decrease mana costs, dodge, hit, crit chance increase, crit damage, Increases Drop Rate, chance of a Double,Triple, etc.. Drop, Increases The STATS STR, INT, END, WID, DEX, LUCK [+ or %], or/and Boosts EXP, GOLD, CLSS PNTS, REP and gives various effects how HP, MP Drain..

    Also can be operated with a class or set specific.

    Some also can operate have effects contradictory, as increases damage output but increases the damage taken.

    Examples:

    Necklace of the Golem [Normal Version] (Rank 10 Brightoak)

    Increases HP by +250 and reduces damage taken by 5%.




    Basic Necklace of the Warrior. (Warrior Shop [Needs Level 5 and Rank 3 Warrior]) Only For Warrior Class

    Increases STR STAT by +20 and 5%.




    Necklace of the Treasure Hunter

    Increases the Double Drop Chance by 5% and Drop Rate by 5%.(No effect in 1%,2%, etc... Drop rate items.

    Notes:

    Only on World Map [No PvP, Some].

    Only Can Have 3 effects In addition to the HP and if that dont have HP, the effects can be 4.

    Some can be operated with a class or set specific




    Normal Rings (New Item)

    The Normal Rings, increases the HP or no and provide effects such as increased damage output [+ and %], increased physcal damage [+ and %], increased spell damage [+ and %], damage reduction [%], spell damage reduction [%], physcal damage reduction [%], cooldown reduction, decrease mana costs, dodge, hit, crit chance increase, crit damage, Increases Drop Rate, chance of a Double,Triple, etc.. Drop, Increases The STATS STR, INT, END, WID, DEX, LUCK [+ or %], or/and Boosts EXP, GOLD, CLSS PNTS, REP and gives various effects how HP, MP Drain.

    Also can be operated with a class or set specific.

    Some also can operate have effects contradictory, as increases damage output but increases the damage taken.

    Examples:

    Ring of the Thief

    Increases the Drop Rate by 10%.




    Ring of the Good Rep Man.

    Boost REP gaining by 15%




    Ring of the Ender Hit

    Has a 3% that you do the ender hit.[Ender Hit=Perform a attack with 100 times of the normal power attack.




    Notes:

    Only on World map [No PvP, Some].

    Only Can Have 3 effects In addition to the HP and if that dont have HP, the effects can be 4.

    Some can be operated with a class or set specific

    Thank Guardian Patrick, for give me the idea with your commentary.





    Bank

    Only should be given few improvements in the Bank.

    Also not would be bad that gave 10 spaces at the beginning of the game to teach how to use it and if they like and they want more then buy the with AC.




    Gold Bank

    To save the gold when we reach the cap (current 4 m) and its is cap non-mem (25 m) and mem (50 m) and The number can increase with the passing of the years.




    Search Tab

    A tab where you can search for an item you look between all the multitude of objects that you have or would have saved, a few additional is that for each letter that go straight to the objects matching with the letters placed.

    From: Fahed



    Monster (Enemy) Tags:

    I have an additive for your tags is that they are more 4 which could be:

    Human:
    Examples = (bandits, Pactagonal Kinghts, etc...)

    Monsters of chaos:
    Examples = (Lords of chaos, chaos beasts and monsters contaminated by chaos [example: chaorupted undead])

    Beasts:
    Examples = (animals such as: Wolf, Spiders, Gorillaphants, Bird of Paradise, etc...)

    Undead:
    Examples = (Skeleton Fighter, Skeleton Warrior, Undead Raxgore, etc...)

    Dragons:
    Examples = (Pseudo Dragons (who walk on two legs), draconian, four-legged Dragons)

    Elemental:
    Examples = (Elemental of water, living water, fire, etc..)

    Creatures:
    Examples = (Sneevils, Moglins, Goblins, Acornet, Karasu, Ogres, etc...)

    Demons, Evil or Infernal Monsters
    Examples = (Infernal Knight, DreadFiend of Nulgath, etc...)

    Angels, Good, Celestial Monsters:
    Examples = (Golden Knights, Golden Caster, Celestial Bird of Paradise, etc...)

    Note: Im based in the idea of Aura Knight, in this post.

    +


    Inventory Sections Suggestion

    quote:

    Inventory Sections Suggestion

    I was trying to come up with something that should help us find the way thorough our inventory and make it more clear and easy to navigate. Especially since we have many different items and tokens, and especially to those of us who farm for inventory-heavy end-game items like Blinding Light of Destiny and Nulgath Nation House.
    Link to image: http://imgur.com/a/YQGyA

    The idea is to divide the inventory into 3 sections:
    Gear section
    Consumable and Usable section
    Misc and Farming section


    Each section will hold different tabs:
  • Gear section:

    1.Weapons
    2.Classes
    3.Armors
    4.Helmets
    5.Capes
    6.Pets

  • Consumable and Usable section:

    1.XP/Gold/Rep/Class Boosts
    2.Potions
    3.World Map Accesories
    4.PvP Accesories
    5.Enhancements

  • Misc and Farming section:

    1.Merge-shop and Quest-chain tokens
    2.Spell-craft and Alchemy reagents
    3.Nulgath misc
    4.Legion misc
    5.Blinding Light, Sepulchure DoomKnight Armor and Necrotic Sword of Doom,etc... misc
    6.Armor of Awe misc



  • Important Note:

    The idea of the quote is not at all mine was taken from this forum member: Lo9851 and just put this idea on my suggestion because it is very good and i changed various part that you ca check in =AQW= Feature and Functionality Suggestions IV Page 1, in case the post becomes old I have it here as an addition, because it is very good idea. (All the credits to him/her)

    I really hope that you liked this BIG idea and additions, thanks for reading it, i will add more and if you have and idea say it to me if you want ;)

    If you want to read the 2nd and 3rd parts check this link: RE: =AQW= Feature and Functionality Suggestions IV Page 5

    Thanks for reading the idea.

    < Message edited by Martin901 -- 7/22/2018 18:46:44 >
  • AQW  Post #: 26
    11/11/2016 9:35:29   
    Sonic Knight121
    Member
     

    It would be nice for a "Favorite" Feature to stop destroying or selling weapons accidently

    Since I mistakenly destroyed my Evolved Bloodletters Of Nulgath and sold my Black J5 Armour And Felt extremely sorry for myself
    Post #: 27
    11/15/2016 1:34:10   
    Accelerator
    Member
     

    Difficult member only quests that allow you to forge enhancements that exceed that of the highest level cap.

    Post #: 28
    11/15/2016 12:16:31   
    Bloodpixis
    Member

    An idea to make potions system better.

    Well, the potion system in AQWorls is very useless, because the way of how potions are used. The big trouble here is the quantity of potions that we can buy and equip. I can stack just one of every type of potions, and if i use it, i have to buy the potion again.
    It will be nice if i could buy multiple potions of the same type and equip the quantity i want!
    AQW  Post #: 29
    11/15/2016 12:39:40   
    Guardian Patrick
    Member

    Make more new necklaces that give players more usefulness in PvE too
    AQ DF MQ AQW Epic  Post #: 30
    11/18/2016 0:57:12   
    Keeper of the Owls
    Member

    Mobile Authenticator would be nice. They're far more secure than relying on a Facebook account (easily hackable) for account security.
    AQ AQW Epic  Post #: 31
    11/18/2016 6:11:09   
    Kaloderma
    Member

  • Increase Max Backpack Limit
  • Store AC House Items in Bank
  • AQW  Post #: 32
    11/20/2016 17:39:52   
    Aura Knight
    Member

    This game has a variety of monsters and we have weapons that do damage to 4 specific kind and we have weapons that damage all kinds. There are certain monsters in game that look like they should be classified as one of the four specific kinds (dragon, undead, chaos, elemental) but when using a weapon or effect that should damage that type of monster, it doesn't work. Because of this, I think adding a monster's tag, whether it be undead, dragon, chaos, elemental, or whatever else we have, to the monster's stat bar (one that shows hp and mp) would make things easier.

    I don't like fighting a monster that looks like a dragon but no effects that work on dragonkind work on it.

    This is what I had in mind. Monster Tag Now I do realize using void dragon is a silly choice but it's just as an example.

    I can't really list all monsters that aren't tagged as what I think they should be, but there are some. If it is shown what kind of monster it is, it would make things easier for us. Plus, there's space to add this on the monster's hp/mp bar.
    AQ DF AQW  Post #: 33
    11/24/2016 20:02:08   
    Omega warrior
    Member
     

    Can we replace the current Undead Champion Quest: Player vs. Power? The quest is incredibly tedious and requires repeat farming of a game-mode which receives little to no game-play. On any given day you can join Bludrutbrawl-1 and see maybe one other player.
    The solution, in my opinion would be to replace it with the old quest:

    Level Required: 1
    Location: Underworld - Dage the Evil
    Monsters and NPCs
    Monster Generation: Fixed
    Monster List: Dropped by any monster in Graveyard
    NPCs: Dage the Evil
    Required to Complete Quest
    Turn In: Undead Un-life Force x50
    Rewards
    Total Experience: 25 EXP
    Total Gold: 25 Gold
    Total Reputation: None
    Equipment Won: None
    Notes:
    Must have completed the previous quest.
    Requires Undead Warrior
    The time has come for you to prove your power against less-worthy undead. /Join Graveyard and prevent weak undead from joining the legion. Bring back 50 Undead Un-Life Force will you truly understand the power bestowed upon the Undead Legion


    This quest used to be in game, however it was replaced by Player vs. Power. There is nothing to enjoy in this task. Repeat farming bludrut alone with 4-5 combat trophies per run, requiring 50-60 runs ALONE.
    AQ AQW Epic  Post #: 34
    11/28/2016 6:19:44   
    Keeper of the Owls
    Member

    Buyback shop for non-AC rares would be fantastic.
    AQ AQW Epic  Post #: 35
    11/30/2016 19:41:20   
    nalguth
    Member

    It would be great if the Bright Knight items were reworked somewhat. I don't mind the daily quest format too much for classes (with the exception of VoT/Collector, a 90-day wait is absurd), but for a simple armor and hair helm, a standard farming process that can be done at any pace would be much better. I wouldn't even mind if the costs were increased, I just don't like having to wait 10 days to get a hairstyle. The items should also be AC-tagged, which just makes sense since the seals are AC-tagged.
    AQW  Post #: 36
    12/3/2016 14:15:29   
    Agravicvoid
    Member
     

    Two things:

    1. I think it would be better for houses to have more function. In the original AQ and Dragonfable, houses had useful items to put in them, like storage.

    2. Classes should have their own inventory system with unlimited storage. This way, I can have access to all my classes by clicking a menu and selecting which one I want to use, instead of using up precious inventory space to have the classes scattered between the bank and inventory.
    Post #: 37
    12/3/2016 20:53:14   
    Fahed
    Member

    from being of AQW October 7th, 2008 to December 02, 2016, i can't believe AQW don't have Search system inside bank to make easy to find name of item without go up and down every time just for find one item.




    < Message edited by Fahed -- 12/3/2016 20:55:10 >
    AQW  Post #: 38
    12/5/2016 13:44:10   
    Ikaros
    Member

    I was thinking for a new guild option what about a quota quest in a new land? For example after killing X number of monsters let's say 1000, the guild achieves a permanent +1% bonus to rep or xp or gold. After 2000 2% and so on, however only members who are within the guild are allowed to finish the quest, and any kills that a player makes carries with them if they leave the guild (just so that people don't get used and stuff). Basically players part of a guild can fill up the meter together as guild members and thus it gives people incentive to join a guild and promote social activity.

    From what I see the people who have maxed out the game usually end up talking in yulgar or rather more commonly afk at yulgar. This would provide a greater incentive to socialize and help players out.

    Plus, there could be a system where the leader can promote up to 5 players or so in a special position to receive more bonus xp experience, or the players with the highest kills receives more bonus xp.
    Post #: 39
    12/6/2016 4:02:22   
    paskyfer007
    Member

    I am thinking how about hard-to-get item that dropped from quest is directly added to inventory, instead of clicking yes or no, like twilly's quest of treasure chest.
    I was (and still am) so frustrated when I lost my AFDL after my internet connection went down when I clicked "yes" on that.
    The hard item could be BLoD. NSoD, AFDL, and other else.

    < Message edited by paskyfer007 -- 12/6/2016 4:04:30 >
    Post #: 40
    12/8/2016 17:11:34   
    MaligKnight
    Member

    I propose changing the target boss for the helm, vambrace, and greaves of awe fragments, which currently are Undead Raxgore, Ultra blood Titan, and Mutated void dragon to be something less ridiculous. I can't kill him without being D/C'd or dying just before he's killed. and it makes managing myself a lot harder since he counters all attacks and can lock any skill despite it being stated he can only lock debuffs. As for the ultra blood titan, i only want this one changed because of the absurd damage that can be reached, and sometimes there aren't enough players farming it in general or the players who are trying are too low leveled. and as for the mutated void dragon, its mostly the same as the UBT, too much damage and not enough teammates. i know the 2nd and 3rd boss can probably be soloed by archpaladin but i don't want to sit and stare at this game for hours to get one greaves shard or vambrace shard at a time assuming i don't mess up the process.
    DF AQW  Post #: 41
    12/12/2016 20:08:02   
    Wizardlife
    Member

    Not entirely sure if some of these count, and I apologize if not, but these are what I've wrote down.

    1.) New alignments. Yes, I am aware that they are already planning on adding a Chaos/Drakath and Queen of Monsters alignment, although I'm talking about adding a Neutral faction where you don't align with anyone. Of course, since this might be a complicated feature to add in, this might be best only available for post-finale quests and storylines. Speaking of alignments, since they don't really do much other than occasionally give you the option of choosing different flavor text, you still ultimately still end up with the same outcome in quests and storylines regardless of your alignment. I'm not talking about anything too major here, but I think that having alignment being more of a factor might help the player feel like they have more control and freedom over the storyline and certain outcomes.

    2.) More Side-Factions. We already have Dage and Nulgath, and both of these side-factions are Evil orientated. If you've ever looked at character pages as much as I have, you'd notice one thing: Almost everyone is aligned with Evil. And if you ever participated in a Evil versus Good war, you'd probably notice that Evil has a much stronger following. There is a reason for this: Fixation on the Evil faction. As I mentioned before, we already have Dage and Nulgath, but those are Evil oriented factions, and we don't have any other additional side-factions other than them. So, to encourage more alignment diversity, I propose adding an additional sign alignment (or two) for Good, and for any other factions that may get added so we don't have everyone flocking to the same alignment and giving Good players more of a chance when it comes to things like wars.

    3.) Bringing back the Wheel of Doom and Destiny. I do realize why they removed them, and it's because of players manipulating the system to get free spins and such. For those of us who did not participate in such behavior, we get the short end of the stick, and are essentially punished for other people's wrongdoings. The wheel, while it was around, gave good motivation to log in everyday and to upgrade to Legend, and also giving you a chance at some cool items and even classes, and of course, the EXP boosts were always helpful as well. I suggest that we bring the wheels back, but perhaps alter the system a little bit to discourage issues like cheating and hacking from taking place again.

    4.) In the Librarium, there currently isn't really much of a purpose for the building to be there other than to, well, be there. So, I think that perhaps, to make it more useful, readable books could be added in to expand our understanding of the Lore and to an extent, maybe even the story. For fun, there could even be books about the Hero's adventures. Perhaps this could correlate to one's Loremaster reputation and storyline progress too. For example, a book about the Eternal Dragon of Time becoming accessible after The Span and maybe some magic-based books becoming unlocked after the Arcangrove saga and the history on certain species being unlocked after you reach a certain rank in the Loremaster faction. I for one would absolutely love to see this, being a bookworm and being fasicinated by the game's history, and giving more incentive to complete sagas and rank up in the faction.

    5.) Post-Chaos Maps. For anyone who's played DragonFable all the way to Book 3, you'll notice that Book 1/2 has different versions of the same map depending on the book. I believe that AQW should follow this example so the storyline makes more sense and our actions in World War Lore actually had a permanent impact on the story. So, I propose different versions of Battleon (destroyed, in ruins, etc), Darkovia, Willowcreek, any other place that got invaded, etc. The original/pre-chaos versions will still be available, of course, since it'll be spoilery and make no sense for players who haven't progressed that far yet, and for things like quests and such.

    6.) Bring back the old maps. They already did this with Terrarium, and I'd say they did a pretty good job bringing it back. It was originally a rare map, but later brought back, albeit without the rares and all. I believe this is what they should do with other maps for better storyline continuity. For example, the (very) old Moving Battleon event, albeit without maybe some of the original aspects and more individualized since the actual event is long over, but it'd still be fun for new players and let them join in on some of the fun of that event. Other maps that I believe would be benefical to re-add would be the Paul and Storm event (if nothing else, the cutscenes, maybe?). I feel like I'm missing more, but I think the point has already been made.

    That's what I've got for now that I feel (hopefully) fit into this category, although I, again, apologize if it doesn't.



    < Message edited by Wizardlife -- 12/17/2016 19:34:13 >
    AQ DF MQ AQW  Post #: 42
    12/18/2016 5:55:42   
    leo the III
    Member
     

    I have noticed that in the nostalgiaquest zone you can duel weld the soulreaper of nulgath. This i love, great idea!
    However, i have got the combat soulreaper of nulgath, there is no option to duel wield this weapon...
    Would it be possible to add the combat version to the duel wield shop also? I really dont want to get the weapon again because i would just have two of them :/
    I did mention this already but it seems to of been swept under the rug a little.

    I really really want these weapons but i really really really dont want to farm the whole thing over again, because we all know farming sucks if your doing the same thing twice over. :/

    Just to rap things up, i spent more time and energy getting this weapon (combat soulreaper of nulgath ) but the lesser equivalent (soulreaper of nulgath) is able to be duel wielded ?

    Im not trying to complain or anything but this seems a little unjust.
    Post #: 43
    12/24/2016 13:40:12   
    DeoMasta777
    Member

    Can you change back the LQS shop to have update times again? I'm able to purchase anything due to not being present at the time the shop stocks and after about 2 hours everything worth getting is sold out.
    AQW  Post #: 44
    12/28/2016 5:49:17   
    ExactName
    Member

    Getting Blinding Light of Destiny through Ascended Light of Destiny, or maybe add another dual item in the Nostalgia Quest map for Ascended Light of Destiny. I can't get the BLoD since I have the Ascended Light of Destiny
    AQW  Post #: 45
    12/30/2016 2:48:30   
    Youki
    Member

    I've seen quite a lot of people suggesting the player rating functionality for PvP in this forum, but I have an idea similar to this, except mine is not dedicated towards PvP.

    In AdventureQuest Worlds, many new players struggle to level up and to progress, since many of the new maps are targetted towards higher level players. In other words, this game isn't "newbie-friendly". As a guy who AFKs a lot in Yulgar, I see many level 30's asking for help at defeating boss monsters; I try to help them sometimes, but in most cases, I just straight up don't care. Why? Because I lack the motivation--what will I benefit from helping other players kill monsters in maps that I've already completed? Maybe when you're reading this, I may sound like a jerk, but that's how many of the higher-leveled players in AQW feel.

    So the solution I came up with to overcome this dilemma is to introduce a player rating system. Every AQW player will start with a player rating of "0". The player ratings are increased when other players give an upvote for your character. To prevent players from cheating (e.g. creating new accounts to increase their own main), upvotes from players with higher ratings should be worth more than and upvote from another player with a lower rating. For instance, if player X receives an upvote from player Y and player Z with player ratings 10 and 100 respectively, the upvote from player Z will increase the player rating of player X by a greater amount, since he has a higher player rating. The player ratings will be visible on a leaderboard, and also underneath the HP/MP bar.

    This idea will not only increase in-game motivations for players but also increase social interaction among players (this also includes helping each other in-game). This is actually an idea I got from an FPS game that I play, but I thought it would be a great idea if we could implement this to AQ Worlds.



    < Message edited by Youki -- 12/30/2016 2:52:27 >
    AQW  Post #: 46
    12/30/2016 3:04:56   
    yasesay123
    Member

    1. Elements
    Elemental advantage would be good, AQ and DF have this feature so it would make sense that the "upgraded" version of these games would have this feature as well.
    Example: Pyromancer and flameberge should do bonus % damage to Snow Golems
    Elemental armors, Weapons, Class, Class Spells etc. and consider Dragonkind and Dragonslayer as elements-ish.

    2. PvP advantage
    Pyromancer/Blaze Binder > Cryomancer
    Dragonslayer/Dragonslayer General > Drakel Warlord/Dracomancer
    I'm not saying that these classes should dominate their counterparts but just do bonus damage to them and/or resist % damage from them, Dragonslayers should be able to have their "Dragonkind only effects" on Drakel Warlord and Dracomancer because technically these classes are Dragonkind.

    3. Weapon Exclusive Classes
    Warrior type classes shouldn't be able to use Staves, Wanda, Bows etc.
    Rangers shouldn't be able to attack if they aren't equipping Bows/Guns.
    These are just a few examples

    4. Classes' with special attacks
    Wizard type classes should be auto attacking at long range because Magic, they shouldn't be swinging swords or staves but should be attacking by casting fireballs, dark orbs etc.
    Ranger, Abyssal Angel have special attacks but why just them? Mage and Necromancer should be attacking by casting magic bolts etc.
    But DragonKnight and Dracomancer should stay melee because they cast spells at melee range.

    5. Weapon animation
    Why is Staff and Wand combat animation almost similar with Sword? These weapons should have a different animation, they be casting magic bolts not swung around like swords.
    Gauntlets should not be classified as Daggers but be classed as GAUNTLETS, a new type of weapon YEY!!
    Gauntlets like, Stonecrusher's fist, Chono-Assassin's Gloves, Doomflame(and other flaming hand weapons) etc. should be considered as Gauntlets not Daggers and should have a punching combat animation but not the same with Unarmed(because Unarmed has kicking and backflips).

    6. Local Animations
    Why can't other see my Dracomancer Claws and Wings? Why can't others see the awesome blade of my "Sword of Dragon Control"? It kinda sucks that others can only see these animations if they click on my character, please let others see it.
    But Local Animations like Blinding Light of Destiny's "Battle On" and other "Player-Map interaction Animations" be kept as it is because it could cause lag, but "hidden" animations like Elemental Dracomancer and Tech-blade of Awe should be seen by others

    < Message edited by yasesay123 -- 12/30/2016 3:36:26 >
    AQW  Post #: 47
    12/30/2016 16:47:55   
    Metakirby
    Constructive & Helpful!


    Today while doing some color customizing i realized how annoying it can be swicthing between different fully CC sets, having to find each color respectively (even more annoying if those colors aren't on the basic color pallete).

    What if there was a "save preset colors" function?

    My idea is that once you have customized your colors to your liking, there could be some sort of "save as preset" button, which would save those 3 colors, then you can pick that combination of colors in just a couple clicks from the color customize menu (or another menu that you can open via the CC tab).

    If not fully preset colors, then maybe just single color presets:
    Find a color, save the hex code (#xxxxxx) as a preset color somewhere, so you can easily use that very specific color again if you need it, without havnig to open a seperate program (word,wordpad etc) to write down the color code. It can be a huge pain to find exact colors sometimes (especially when the item has some shading that either makes it brighter or darker than the actual color put on it).
    AQW  Post #: 48
    12/31/2016 13:53:05   
    Gohard
    Member
     

    Voucher of Nulgath (non-mem)
    I know this isn't a problem to most players, but I've been trying to get this item for a while now. I've probably done the hanzo quest more than 300 times (meant to be 1% drop) but no luck.
    Can there be a way to make it more available like a Merge shop
    Like i can exchange x250 Dark Crystal Shards, x300 Diamonds of nulgath, x150 Gems of nulgath, x30 totems and even more for 1 or even 1/5 of one.. At least i would know there is an end not just endless farming and luck
    Post #: 49
    1/7/2017 10:18:55   
    Kataang79
    Member

    MAP OF LORE:

    I suggest to assign Skyguard Saga it's own place in the map. Since it's a really huge saga with a lot of quests and locations.

    Here I'll post an image I did of how it'll look:"http://imgur.com/a/B4EvC"

    This image it's not really how it will look because some changes should be made if it's implemented in-game.

    Why I chose that zone to locate the Skyguard Saga in the Map?

    - Because it's close to Oaklore Forest, where it's Swordhaven. And Skyguard are King Alteon's "aerial patrols".
    (It's written on the AQW Wikidot; "http://aqwwiki.wikidot.com/airship")

    So it's a good idea to locate all the things that happen in Skyguard Saga there.
    AQW  Post #: 50
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