First time posting in this thread.
So first off, congratulations AE! You guys have put a TON of effort into AQ3D, and considering that this is your first venture into the 3D MMO world, it's quite decent. I know that many of the things I'm about to say are probably being worked on already, but I'll say it all just in case.
I really liked the Enhancement system in AQW. Players could spend more time playing through the awesome storylines and getting their favorite items instead of spending hours finding craft materials for gear. However, by itself, the enhancement system is a bit too simplistic for me. I think that AQ3D would benefit if it included enhancements and the current crafting system. If this were to happen, the enhancements should not overpower crafted equipment, but they should be powerful enough for players to defeat enemies of their level without immense difficulty. So in other words, enhancements would make an item "average powered" for that respective level, while crafted gear, which takes far more effort, can be much stronger. IMO, this would really help casual mobile players who don't have time to get a bunch of crafted gear just so they can keep up with the monsters. I believe having the enhancement system in AQ3D would also increase the power difference between levels, so players have more of a motivation to level up.
I'm pretty sure a few posters have talked about hotkeys, but this is a short list of what I think should have one:
1. Potions - another option would be to add a 5th slot along with the class skills, like in AQW
2. Picking up loot - it's inconvenient to click on those loot bags one by one
3. Quest log
4. Travel forms
With the current "go to" system in AQ3D, it always places you at the beginning of the map. It's pretty annoying if you're trying to join a friend to fight a boss or something, but you have to walk through 50 enemies first. I know there might be some technical difficulties with this (I know absolutely nothing about game development/coding), but it would be really helpful if you spawned closer to whoever you wanted to go to.
The later levels were pretty okay - if you did the Shatterskull and Ashfall quests, there wasn't a lot of grinding necessary to level up. But the jump between Greenguard and Doomwood is too much. Instead of making the Doomwood monsters weaker, it would probably be better to stretch out Greenguard a bit in terms of how much you need to level, since there's a lot of dungeons available in that area.
I don't hate them, but I don't love them either. The actions of the characters are way too dramatic, and sometimes it just looks silly. I know that it's more difficult to show expression when the player is wearing helms that hide facial expressions, but it wouldn't hurt to tone it down a bit. Also, I personally don't like the italicized and capitalized font, but I don't know how other players feel. On the other hand, the text is great (in both cutscenes and general NPC dialogue) and maintains the wit and charm (and puns!) of past AE games.
In the future, I would like to see more cinematic, AQW-style cutscenes instead of just npcs talking to the character. For example, the cutscene with
spoiler: was great near the end.
I would LOVE to have more puzzles in dungeons. The puzzles so far have been awesome, and they make the dungeons feel like more than mindless monster killing. Although the occasional "Kill all the monsters!" is okay, increasing the types and amount of puzzles would make running through dungeons much more interesting.
Also, chests should drop more than just potions. Maybe gold, cosmetics, or a random quest item? Whatever it may be, the chests right now are worthless if you have x999 potions (or some other large number) already.
Finally, I definitely agree with past posters that 3 hrs for a single dungeon key is overkill. Either stick with 20 and have a faster restock time, or increase the max number. Preferably the first option.
RNG is okay for me, as long as it's not in a dungeon. If you just have to keep killing one boss, fine. But in a dungeon, where you have to use up a dungeon key (especially with the current restock time), get through multiple rooms first, and THEN kill the monster that drops whatever you're looking for, it's disappointing and annoying when it doesn't drop.
More Specific Stuff
The mobs in Valek's Dungeon need a serious nerf. Everyone who goes in that dungeon just walks on the walls and completely avoids them, and with good reason! They don't drop anything useful, and it would take forever to kill them all. Currently, they might as well not be there at all.
Also, I believe the portal for the "pull the lever to remove the roots" section of Silverstone Mines in Livingstone Alcove should be placed closer to the lever. Lately, there's been a lot of lvl. 17s there only for Senna's crafting quests, and most of the time the player who pulls the lever doesn't have enough time to go all the way back and get through the portal before the other party members kill the boss, meaning they wasted a dungeon key. It's a decent puzzle, but it gets frustrating for players who miss out on killing the boss.
These are obviously just my opinions, and the AE team absolutely does not have to do what I suggested. I know you guys work ridiculously hard but you have a small team, so improvements will come slowly but surely. If you didn't read this, I don't blame you, and if you did, thank you for taking the time. And sorry this took up so much space. I tried to keep it concise, but it got kind of long anyway...
edit 1: Fixed grammar/spelling
< Message edited by ninjablu2 -- 7/12/2017 16:42:21 >