RE: Is MQ Dying II+How Can We Improve It? (Full Version)

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icemaster 77 -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 21:01:12)

They should increase the exp for hard challenge to 50% more and for the extreme challenge to double.

The reason MQ is hard to get exp is because the attacks in MQ takes longer than the attacks in DF.

Look at the amount of players online at MQ, it only increase by 5% after the shuttle update!

We need more S.O.O.N updates than rare event updates. For the pass 3 weeks, the release are rare event updates.




valiant viking -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 21:22:16)

the best way is daily nova gem bonus so that players will be encourage to play everyday like other online games




Hellsoarer -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 21:24:45)

@valiant viking And exactly how would that work




ddmtt -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 21:36:23)

PvP

NEW PLANETS also maybe the ability to set a planet as a hometown and have more stuff in hometowns




NaturallyMaria -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 22:42:44)

I would imagine it working exactly the same way that Ballyhoo's already does work.




valiant viking -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 22:47:28)

most online game encourage players to be active by giving daily bonuses just by logging in everyday, making the players attach to the game that will encourage them to support the game and will encourage them to promote the game to others thus the chain continue..

ballyhoo gives random rewards that sometimes not so rewarding, most of the time she only gives credits, that you can easily get through battles and you even get alot more credits from battles, if she will be able to give 1 nova gems everyday plus the random rewards, then that will encourage players to be active, i myself became inactive for almost a year now because i am not tempted by the random rewards that ballyhoo gives, but i am online every day just became uninterested to visit the game.. even now i barely play the game..




jrobot2 -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 22:58:31)

Making all the past and future SCMMs scale to level 100, I miss my grim reaper mech being actually of some use. :(




NaturallyMaria -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 23:11:51)

The thing about normal mode is that no battle ever takes more than 8 turns anyway, so cooldown is rarely an issue. It's so much easier to just bruteforce your way through than to actually stop and think about cooldown. Only on hard/extreme do battles actually take enough turns that you need to recharge a weapon. DoT also loses a lot of its impact when the damage only lasts for 2-3 turns anyway before the opponent dies. You might as well just count it as immediate damage.

The lack of difficulty isn't just about supposedly high-level enemies not scaling down properly. Westion and Zargon are both beatable before level 10, provided you have a strong enough energy blade. Even at the K&S, where opponents don't scale at all, it's not uncommon to be beating enemies 5-8 levels higher than you. The only place I wasn't able to tackle at a lower level was Necryptos. I tried going there around level 15 and got stomped, and I haven't gotten around to a second visit yet (I'm at level 22 now, which seems to be about right).

Maybe the difficulty does ramp up appropriately after level 20-25 or so, but that's way too late IMO. The dropship teaches newbies how to play, and the Soluna jobs should be all the training/practice that a new player needs to get into the game. Once you've mastered your job skills, which hopefully coincides with your graduation from GEARS, it's time to go out there and fight with the big boys. The game can only hold a player's hand for so long, especially when there aren't a whole lot of missions in the game yet. If you've already finished most/all of the storyline quests before the difficulty spike, what's the point?

On a related note, I do think that attaining a certain job rank and completing a certain number of classes should be MANDATORY for new players, before being allowed to either talk to Dean Warlic or catch a shuttle to another planet. That way, there's no excuse for storyline missions to be too easy. In exchange for losing early access to the Fastflash (which I don't think most newbies even realize exists at level 7), more mechs can be made available in Soluna instead.

Out of all the jobs on Soluna, I think the police was handled the best. I like that there's a mid-way prize, so new players don't have to put up with insane rolls before getting a new mech. I'd have loved to see Parma John's offer the Pupperoni, or the museum to offer the Tyrant midway then the Veloci-Mecha later. I also like that the police mission introduced Cain, since he's a villain I'll actually remember. I'm not going to remember anything about the Rusty Rat or whatever was the boss of the hospital finale, because there was no name, face, or motive attached to them.




forumlogin -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 23:12:37)

@valiant viking
Maybe with your rate of 1 NG per day, but a couple problems:
1. If NG accessibility is too high, buying NGs becomes nearly useless, and thus NG prices have to upped so as to aid with AE's money collection.
2. 1 NG per day may be rather discouraging. >_>
I don't go on Ballyhoo because I don't like waiting through the ads; 1 NG per day wouldn't help that simply because I don't have the patience to wait 1000 days to get anything decent. Some players are, but I highly doubt the amount of them. XD
3. It may make the players more unhappy; I believe someone did a little bit of probability calculation and revealed that the current NG rate is actually higher than a 1 NG per day.




valiant viking -> RE: Is MQ Dying II+How Can We Improve It? (11/13/2010 23:40:39)

i believe your calculation is wrong, i dont think it will make players unhappy.. ask them any players will appreciate it if you will reward them even just 1 NG per day, of couse its normal that they will ask more but its better than nothing..

it will not discourage players to buy NG, it will encourage them, because once they get attach to the game for logging in everyday and its taking forever for them to get enough NG to buy what they want, they will be forced to buy the needed NG for them to have enough for what they want, and how will you just abandon something that you made effort everyday? like what i said once they are attached to the game there are many possibilities.. and sooner they will be tempted to upgrade their acct or buy NG, how much are NG items or mechs? it will take years for you to buy decent NG items, specially the cool once.. and once they collected alot and its not enough the need to purchase NG will be higher.. if you think about it its the law of supply and demand.. the more someting is needed the more sales mq will get..

look at other online game with this kind of strategy.. does it stop players from paying? it will increase the urge to buy and will encourage players to play, i know its so small, but i think its enough for this kind of strategy.. the strategy will fail if you make it more than 1.

the important thing is making players play the game, making them active and attach to the game, giving them some goal to hit like if they want to buy an NG item or mech, and sooner they will realize they need more and more and more..

i also think they should develop an upgrade system for all mechs and weapons, that way you can just upgrade your favorite mechs and weapons to your level, Normal upgrade, NG upgrade, more money, more money,more players, more players..hmmmm.. just give SC special attacks and bonuses on damage,armor and hp..




ZamuelNow -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 0:08:15)

@NaturallyMaria: Interesting. I'm probably in need of a bit of a paradigm shift on some things. Advanced RuneHawk and Tyranno are among my favorite mecha in the game since I like tanking builds in MQ. Yet, as has been shown a number of times it's better to blitz. While you can occasionally do crazy stuff while tanking, sometimes it doesn't feel like it's worth it.

I'd say that Ghost Hunting has the best finale of any of the Soluna jobs. The problem is that it's very tedious. In fact, a while ago someone did the math and it was shown that it was the single longest quest chain in the game. Otherwise I agree that SPD is the best though I like the Hospital finale since I like missions with the GPS system.

In my opinion, the shuttle is a bit off. You aren't supposed to be able to access it and other planets until after completing Warlic's chain but the only blocked zone is Soluna's moon. Personally, I think completing all the missions on the Dropship should be required before landing but that has bounced back and forth on whether or not it's required. Warlic himself has a lvl 5 cap on starting his stuff. That's fine as far as difficulty but may not be as far as funds and overall Soluna progression.




Hellsoarer -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 0:10:06)

I agree with Valiant Viking
They will be "Hey Im getting some NGs I bet I can get awesome items if I get more so Im gonna buy more NGs"




mechquestlord -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 0:26:53)

1 ng per credit video would be a better solution. it would mean that at least the player has decent rewards.




NaturallyMaria -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 0:45:36)

I do think that the Soluna and Crystal Asteroid missions should be mandatory before getting to explore the rest of the planets. I also think that level 5 is extremely low to gain access to Warlic's quests, considering you should be at level 4 after the dropship.

Also, Autopsy gives INSANE exp until around level 10, and it's still the fastest source of exp until around level 13-15 depending on your mecha. I wish I never discovered that, because it makes battles before level 10 feel so pointless. I think that should be scaled to your level to make a little more sense.

I actually haven't even gone back to do the Ghost Hunting quest yet. I'm not willing to shell out the NG for a 100% ghost catcher, and a 40% catch rate is just not feasible when you need to catch over 100 ghosts. And then there's the question of why I would even want a Ghost Hunter mecha when I don't need to catch any more ghosts anyway. >_>




ZamuelNow -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 1:30:15)

Chronologically, Crystal Asteroid takes place after Westion. However, as a lot of this thread has noted, there's no way to know that if you weren't there at the time. The funny thing about Ghost Hunting is that if you have the Perfect Ghost Trap, it's the only Soluna job with no random rolls.




stealthwings -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 10:42:39)

quote:

@NaturallyMaria: Interesting. I'm probably in need of a bit of a paradigm shift on some things. Advanced RuneHawk and Tyranno are among my favorite mecha in the game since I like tanking builds in MQ. Yet, as has been shown a number of times it's better to blitz. While you can occasionally do crazy stuff while tanking, sometimes it doesn't feel like it's worth it.

Why is it better to blitz?




den5328954 -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 12:14:02)

They don't even do holiday events anymore. They give us like 3 weapons and boom thats it.




Soldato J -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 17:59:52)

Blitzing = Killing your enemy before you have a chance to die. My strategy of choice. Works well most of the time, but, hey, you win most, you lose few. Tanking, for me, means more chance to mess up.




stealthwings -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 18:32:53)

Tanking is better. With good enough tanking, you can kill nearly anything, with full HP and EP. With blitzing, you can't kill with full EP, and can rarely kill extreme enemies with full HP.




Soldato J -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 21:47:53)

stealthwings: To me, doing all that is just for "bragging rights." I'm not too interested in that for this game, so I'm fine with "hit hard, hit fast, done."

Anyway, something else that might help in MQ came to mind. In some other games, the shops have a "try before you buy" system. I think that something along those lines might be an invaluable aid to some [indecisive, inexperienced, etc] players. The problem is the coding, methinks. Would it be possible to go from the in-shop "preview" (image of your mecha with parts-in-question equipped) to a simulated battle? I know I would appreciate that sort of trial, especially with NG merchandise.




stealthwings -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 21:49:52)

That is your choice. In MQ, you have a choice between tanking and blitzing.




zeke50100 -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 21:56:36)

You do have a choice between difference playstyles; however, using a defense playstyle only hinders you because it takes SO LONG to finish fights for so little reward (honestly, what fights will you win using a defensive strategy that you cannot win with an offensive one?). There is absolutely nothing special about winning a fight with full HP taking twice as long as somebody who ends up at 1/2 HP other than telling people you did it. Kill/Death ratio means nothing in this game.

~Zeke~




seventhsword2 -> RE: Is MQ Dying II+How Can We Improve It? (11/14/2010 23:30:14)

i highly agree with the less rares, atleast half of the mechs are rare now,
and with the scmm in addition to reducing the frequency, they could re-introduce them every so often




mt -> RE: Is MQ Dying II+How Can We Improve It? (11/15/2010 1:05:04)

ok i believe its time for the staff to go back to the science class released a while back. i LOVED the fact that there were restrcitions and buffs and while i flew through almost all the classes there was one that made mq put on a rocket and hit high orbit. It was class like 23? 22? where u hit low plus something else. at that time my level 20 pirate raider thing lost time and time again. However, i got my now rusty clown mech (which i so dearly love) and with its healing, an added customization etc etc, i won. it was the first and only time i felt there was a need to use a new strategy. For example- evil jim, my j6 liberty mech won by 1 xp. I felt that i just got lucky - wooh he hit 57 two turns ago instead of 58. i just pressed attacks randomly.
Another memorable fight is the castle wall in necroplanet that i won with pure luck- the one in a hundred one hit ko front arm on vamp mech came through.
ay way i have babbled, but heres bottom line
1.-make special instances like that class stated above
2.Dont make it ridiculously impossible to the point where i have to keep trying until i get lucky
3. i like idea of future scmms staying around since i usually want to try stuff out.
I think clown mech was a masterpeice- a healing and dodge mech- one of a kind perfection - but how many people have ever used it.
And whats with focus on new people? how about throwing a bone to older players like mechs that scale for more levels? and towards leveling xp, i once again find myself at 32- where i dont want to buy mechs cause they will be useless inone level and i want to buy it so i can try specials. I must then resort to buying level 5 version=(and watch it completely obliterate the battle button(cough cough nemesis)




ZamuelNow -> RE: Is MQ Dying II+How Can We Improve It? (11/15/2010 11:57:05)

quote:

Chronologically, Crystal Asteroid takes place after Westion.


I'm oddly wrong on this. While I'm sure the War itself was released after Westion Chapter 1 (about midway through Zargon), the Story tab in-game lists it as before Westion. Doesn't contradict anything in the plot but some rewards might need adjusting.



Shifting topics, MQ may need a boost in promotion--some of which at the game's portal itself. DF has an animated logo that will preview either a new item or a new zone for the game. While I was glad when MQ gained this, for a while now the animation seems to only focus only on **SCMMs. Using it to hype up releases instead of equipment will help draw people in. Plus, more ads should promote all the games in Artix Entertainment's stable rather than just AQW or a generic Battle On that doesn't give details about anything.

**I've been away for a bit so forgive me if there were exceptions to this during Yokai.




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