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RE: =AQW= New Server changes - More Feedback Needed

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5/29/2017 19:21:28   

Having all kinds of trouble with the random spawns in Doomwood. Monsters not being removed from the screen upon death, monsters standing in the places of other monsters, and so on. The endless wave area in Doomwood is pretty much broken because of it. Random spawns were never a good idea, so just get rid of them.

Additionally, my capes are still not appearing during cutscenes.

Finally killed 100 monsters for the reinforced achievement. It told me I got it, but nothing happened and the shop remained locked.

< Message edited by Rastaban -- 5/30/2017 1:08:19 >
Post #: 176
5/29/2017 20:06:19   
The ErosionSeeker


I meant in the context of having to farm for enhancements, when its an inferior system.

As a game with so many classes and other factors, it would be unfeasible for everyone at the same level to be at the (roughly) same power. Paying a premium of time or money for an advantage is long-standing, and barring any massive discrepancies, it is a completely reasonable trade-off.

Anyway, I never said to change the system to having to farm for all of your enhancements, but merely as additional options for people who want that edge. You're already doing that if you've gotten VHL, AFDL, AoA, or even BLoD.
DF AQW  Post #: 177
5/29/2017 20:24:09   


As a game with so many classes and other factors, it would be unfeasible for everyone at the same level to be at the (roughly) same power.

Yes but we're not talking about specific classes, but rather the stats that these classes' power is based on.

There is a clear lack of balance in stats, that its no wonder classes aren't balanced, when something as fundamental as stats isn't.


You're already doing that if you've gotten VHL, AFDL, AoA, or even BLoD.

VHL is a class.
Awe items dont affect damage.
True for AFDL and BloD though.
AQW Epic  Post #: 178
5/31/2017 13:56:07   


Having all kinds of trouble with the random spawns in Doomwood. Monsters not being removed from the screen upon death, monsters standing in the places of other monsters, and so on.

thats actually an issue that shows up even on the non-testing servers mostly due to lag. most common place to find that type of thing has always been on the artix server.


Random spawns were never a good idea, so just get rid of them.

i agree with this, the game is already far to rng heavy even without them. their especially bad in farming areas that got changed due to events that came later on
AQ DF MQ AQW Epic  Post #: 179
5/31/2017 15:03:29   


Considering the short-lived and poorly-received "Pockey-Mogs" release ended a year ago, I wish AE would actully remove the useless, random spawns of them in literally half the maps that players need to grind in these days.

As for the Stats system, I really liked the way the stats worked on the first PTR way back; you could get weapon-specific enhancements to do things, like spitfire or Powerword die, but the bulk of your actual stats like END, INT and so on come from a stat pool. But with all the different classes these days, what I'd love to see is that stat pool system implemented onto individual classes themselves.
AQW Epic  Post #: 180
5/31/2017 23:03:50   
Snow Angel, Bug Hunter, Class Tester

Random spawns actually have been removed from a large number of maps in the regular server and I believe the test server has mostly non-random spawns too. So, it's hopefully going to be less of an issue in the future if they go forward with removing and no longer releasing random spawns, though it would still be nice to have the one-off event-related spawns moved to a separate map meant for that stuff after like a week or two so they stop taking up valuable spawn points for more relevant things.
AQ AQW  Post #: 181
6/3/2017 20:07:26   

Greentings to all.

Anyone can explain to me how works the modifiers in the Testing Servers.

One thing because they do not give a bosst to the increase of HP per level, that would be much better I would say, since by level up, naturally the HP should also do it, I am currently of course LVL 79 (Farm things Nulgath), and in the LVL 65 had enhchants 64 Luck and Taenia 2,295 HP, now in 79 I have 2,571 hp (with enhchants of LVL 64 Why? Laziness), what seems to me a difference not very large to my opinion, and that is the case, then the game is depending much on the ehnchants and that should not be so (I say), because they do not create a fixed system of increase of HP per level.

Another thing I'm going to add so that you can approve this improvement, is the damage of the characters, I blaze binder in lvl 64 with dark Fire (full Wizard) (damage: 1500-1555, without 15% +, with the extra 1700-1800), and lvl 79-80 (2250-2300, without 15%, with the extra 2500-2700) (full wizard), the case is that only enough 1 hit and Insta kill , when it comes to PvP, but the fact is that there should be an increase or improvement in the HP increase, as 50 per level so when we are LVL 80 we will have 4.5 K of HP (4 K per levels and 500 of Level 1) (not enchanted), I know it seems a lot but check the damage of the classes.

Also a panel showing your data as damage magic and physical, HP, etc ... (not enchanted), so that we have a better idea of how we are altering the character and thus formulate a better base of HP and other things.

Why deal with the subject of levels?

well as you all know and if not, from level 80 the increase in difference between levels goes from 400 per level to 1 m per level (which I think too much in my case) and that is to raise a lot of blow, of course and wonder why complain good sooner or later we will be LVL 85 but:

Why such an increase?

I have read in several comments of the discussion that that is because in the MMO as in AQ3D, is because there is a very strong item to get, but in AQW because, if there is not much new (not to say almost anything that can make a lvl 80 up something new), the only new to what they can see is a are the enhchants but nothing and perhaps the ability to face bosses on their own , but I don't think that's enough reason to jump from 400k of extra XP per level to 1m per level, unless they offer something new for players that reach that level or higher that is exclusive, such as missions, set, items, etc ...

Of course I have no problem with such an increase, but at least add something good for those lvl players, it's more I think they should do with all the LVL or at least 5 in 5 by offering new capabilities and things to do, such as the Nulgath missions for the LVL 30.

Conclusion: They should improve the HP base increase of the character by level, make a panel so that we know our stats without disturbing (HP, damage, etc. ..), and that offers better things, items, missions, etc ... To players who go up from LVL (especially the 80 up).

That would be all.

Thank you for reading my comment.

< Message edited by Martin901 -- 6/5/2017 10:17:10 >
AQW  Post #: 182
6/5/2017 12:58:21   

I tried posting this multiple times to twitter posts, but please... when the new server rewrite goes through add the option to deselect a target by pressing Escape or another key. This may seem like a trivial thing, but it is actually quite a useful Quality of Life feature that really is lacking in AQW. While participating in pvp, it is frustrating to not be able to quickly deselect a target if you're using a ranged class (for reflect mechanics like blaze binder). Additionally, occasionally when you hunt a monster, their dead "portrait" remains as your selected target and cannot be deselected until you press the X or wait 2-3 seconds, or click the next mob. Please, add this feature of deselecting targets.

Thank you.
Post #: 183
6/12/2017 0:13:51   

I have 22% base evasion on my Full thief Blademaster on the new server, but I have 31% on the old server. Why is it so low?
AQ DF AQW Epic  Post #: 184
6/12/2017 18:27:24   
The ErosionSeeker


Non-members cannot receive Legend drops, either from monsters or quests.
Already reported, but just letting this out there given how this has zero exploit value and other players should be aware.
DF AQW  Post #: 185
6/12/2017 21:11:00   

i have a problem with the new non mem pvp amulet on the normal server like when i equip it and went to bludrutbrawl to test it out i find that i cant regen mana even when i crit a bunch ?? can someone test it out and see if it happen to u too?
Post #: 186
6/12/2017 22:16:46   

Sometimes mana regen is tied to damage you deal relative to your own HP total. Having more HP might hurt in that case.
Post #: 187
6/13/2017 6:42:37   

To add on to what Rastaban said above, the class you were using most likely has a mana regen that is based off the damage you deal inversely proportional to your health, meaning the higher your health, the less mana you regain; the less health you have, the more mana you regain.
AQW  Post #: 188
6/16/2017 1:08:31   
Demonic Dreadnought

I just wanted to say, this is not directly an issue with the new servers, but I thought it would be worth mentioning, that the Dreadhaven General axe dropped from the boss of the same name, is upside down. It kinda aggravates me that its such a badass set, but the axe is upside down, which ruins the rest of the look. I mean if they fixed it, I would totally farm for it again. It's just that visual that bothers me so.
Post #: 189
6/16/2017 9:52:54   

You can file a bug report about it.
AQW  Post #: 190
7/7/2017 9:31:32   

So this thread has been dead for a while but I have some good (and some less good) news I want to share, a couple common class bugs seems to have been fixed.

Good news:

The "max stack negative effect" bug is gone, tried with Ultra Omniknight and Glacial Berserker, as well as Archpaladin's Commandment (for the enemy aspect) and it reset to the normal stats, like it should. Now you can

Evolved Leprechaun's "Keen" has been fixed, it no longer reduces the damage of Amharach to 0 and the timer works. I guess this was also a bug on Rogue, as it has the same mechanic, don't know about that one though.

Scarlet Sorceress can get above 1 stack of Crimson Ritual, again. The stacks also don't have independent timers anymore.

Stuns work too now.

Less good news:

Dual effect abilities are still be bugged, I tried a couple minutes with Evo Shaman's Frozen Flame and didn't get a single stun. Could someone with rank 5+ Evo Shaman could test the Elemental Grasp + Furious Gale issue? (last time I used it, Furious Gale became single target and didn't apply any buffs or debuffs, if cast on a target affected by Elemental Grasp).
AH still can't apply Destiny, I assume Chaos Slayer is also still bugged.

Dragonslayer General's Ancient Rites still doesn't heal after the 12 seconds are over.

Haste buffs are still acting weird, so the combat itself is still as sluggish as ever.

I started noticing these fixes a week or so ago, I'm not sure exactly when they applied, maybe it was the random test server only shut down a couple weeks ago.

If you know of a bug that hasn't been mentioned here that you are curious about, maybe go test it out real quick? It won't take long, unless it's something super duper complicated, or maybe luck based.
AQW  Post #: 191
7/25/2017 9:58:52   

There's been more disconnections happening lately.
I have no idea what's causing it.
Post #: 192
7/25/2017 10:09:03   

The servers seems to finally be stable, I have been online for over half an hour now, without any issues, I'm guessing it was a side effect of the Network maintenance.
AQW  Post #: 193
7/25/2017 10:22:21   
The ErosionSeeker

I've been able to stay online even after leaving my computer in sleep mode (10+ hours), this may or may not be a good thing considering how things start getting gross after such an extended period of being online.
DF AQW  Post #: 194
7/27/2017 12:40:53   

Since the new content update: I can't seem to access the test server (zorbak) on my account. IDK why...

*I'm on Incognito mode btw.
*My alternative accounts are fine but my main account can't load properly the game engine(?).
*I can use self inflicted skills ssuch as DoT and Heal/HoT.
*My character assets doesn't load at all, others too.
*I can join my /house but I can't go to other maps.
*Main Acc is non-Legend/underage so I can't go to the chat-enabled test servers.(underage on purpose)

< Message edited by Estellion -- 7/29/2017 8:03:29 >
AQW  Post #: 195
8/1/2017 15:39:02   

With the x2 boost today and a full set of awe, I'm getting a x4 boost. Iadoa in /chaosrealm drops 12,000 gold per kill for me, so I guess I'm just going to keep killing him until I hit the gold cap.

Edit: aww noooo they removed the gold boost from the testing servers

< Message edited by ShatteredReality -- 8/1/2017 16:21:12 >
AQW  Post #: 196
8/1/2017 17:33:33   
The ErosionSeeker


(Irule) (respect) (women18888) - Today at 5:25 PM
so if you do 0 damage, you don't regen mp as a dodge class
if you crit, you only get 3

Gross stuff that happens to your mp regen if you ever get hit by Spinning Dragon or try to fight the unkillable Vordred:

As dodge regen: 0 damage normal, 3 on crit, 12? on dodge
As warrior regen: 0 normal, 0 on crit, 3 if you get hit (normal)
As mage regen: 0 normal, 0 on crit

< Message edited by The ErosionSeeker -- 8/1/2017 17:35:21 >
DF AQW  Post #: 197
9/11/2017 3:15:52   

This whole "monster running away" thing is absolutely disgusting.
Post #: 198
9/13/2017 16:41:07   

why resting on ptr server so slow like is there a glitch r something?
Post #: 199
9/13/2017 16:55:56   
Aura Knight

Monsters sliding away is certainly problematic as all that does is add more red text telling you to move closer. If attacks on classes had a better range, this wouldn't be a problem. Sliding was already annoying enough when done by players, but now monsters can do it too? Why?
AQ DF AQW  Post #: 200
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