=AQ3D= News June 23, 2017: Broken Things + Random Adventures (Full Version)

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LouisCyphere -> =AQ3D= News June 23, 2017: Broken Things + Random Adventures (6/24/2017 2:36:15)

quote:

Artix Krieger | Friday, June 23, 2017

[image]http://www.aq3d.com/media/2660/brokenthings.jpg[/image]

Now playing on NetArtix
This series' story and acting are really good. Spoiler-- we fix everything at the end.

Story time
It has been an incredible week for breaking things. I broke my car's pressurized gas seal. Zhoom also broke his car this morning. I accidentally broke a little girl's $20K prosthetic arm. *GASP!* (Well, OK, to be fair she had already broken it. But when she visited to show me it, I extra, bonus broke it. It is OK. The arm was a 3D printed prototype and a new shell is probably being printed as you read this. Long and awesome story... promise I will tell you the whole thing with pictures after the project is complete.) Then... last night our entire game network broke. You might have noticed random things suddenly not working over the past 24 hours. To solve some urgent and mandatory network issues, Captain Rhubarb was playing musical chairs with the servers. Finally, and the main event for this post-- we broke AdventureQuest 3D! Things breaking happens, what is important is that...

We fixed it
We have been fixing a lot of things recently. Most importantly, we fixed the power curve issue-- and now, your AdventureQuest 3D character should be stronger. What happened? We got lots of tweets & messages that high level players were being killed by simple dungeon monsters, or could not solo considerably lower level monsters. Investigating revealed where was a glitch where monsters were crunching their numbers wrong. See, when you are higher level than a monster, you are supposed to do more damage to it, critical hit it more, and have a significant advantage. But, the monsters sorta did not care about that. Well, they did.. but the values were so tiny that they barely mattered. At first we thought this only effected high level players, but it actually effected all players... just only high level players could really notice it. Anyway, a patch for that was rolled live and if you are high level you will not be able to reign down the wrath of heavens upon thy dungeon crawling foes. An important part of Beta Testing (or even being live) is constantly improving and fixing the game. As we begin to roll out the classes... mentally prepare yourself that there will be these kind of temporary glitches (some comically in your favor).

Stranger things have happened.


quote:

Artix Krieger | Friday, June 23, 2017

[image]http://www.aq3d.com/media/2661/randomadventures.jpg[/image]

The Blue Teleporter Crystal is secretly a 3D version of our classic "Battle Button"
At long last! In the next AdventureQuest 3D release, the blue teleporter crystal in the center of town is getting the feature it was designed for... RANDOM ADVENTURES! In our upcoming release, it will take you to one of two dungeons. The variety of random places it will take you will grow as the game does.

Battle Button Reborn
To feed the endless hunger for knowledge of your inner loremaster, here is a brief history of our beloved "Battle Button". In the original AdventureQuest, the battle button was at the top right of the screen and pressing it hurled you into a single fight to the death. If you only had a few minutes to play, it was the quick button you hit for instant action. Then, when we made DragonFable-- we could not have single monster fights. So we introduced a Battle Button that launched a quick, random adventure. These adventures were typically a few short, satisfyingly sweet monster filled rooms along with a boss monster. In our previous games, these buttons normally clutter the main interface of-- but in our new 3D world, we do not want to clutter the screen any more than we have to. So imagine that blue teleporter crystal as an immersive 3D version of the original AdventureQuest's Battle Button. (Fills my heart with joy)

Random Adventure Design Philosophy
• New Random Adventures & Dungeons added regularly
• Playable in one sitting (*coughs* potty break sized adventure)
• Everyone can play them (Scaling)
• Fun (Boss monsters and randomness)
• Rewarding (Craftable reward items)

Crafting with Dungeon Shards
Every time you complete a random adventure, you will get a Dungeon Shard (It is a working name... Boss Bling and Randomonium were veto'dpons). You can use Dungeon Shards to craft stuff at Cysero's forge. For a limited time, during this Open Beta, you will be able to use them to craft Beta Berzerker armor and weapons.

The Teleporter Crystal is... OMG why are Yergen and Oishii storming into my room O_O
Me: *looks up*
Yergen: Oishii has a point... and a question.
Oishii: Will calling it dungeon shards confuse people that the shards come from any dungeon.
Artix: Well, technically... our adventures do not need to be dungeons. They can be outside too.
Yergen: True.
Yergen: Which makes it even more confusing.
Yergen: So... you get a dungeon shard from a random adventure.
Artix: Adventure Shard?
Yergen: That is better.
Oishii: AdventureCoins! LOL!
Artix & Yergen: >_>
Oishii: And these are only going to be accessable from the crystal in Battleon, right?
Yergen: Yah.
Oishii: I like Adventure-something because you know where it is coming from.
Yergen: Battle bucks...
Yergen: Crystal Coins...
Artix: Um...
Yergen: Crystal Credits
Artix: We could have a Crystal Credit card... 16.5% APR financiing on credit
Oishii: If you do not pay it off monsters hunt you to collect it.
Artix: OK... um, I think AdventureShards might make more sense.
Artix: So. AdventureShards?
Oishii: AS... how much AS does this require?
Artix: Anything other than a shard we can use?
Yergen: Tokens... Medals...
Oishii: Logs. Adventure Logs!
Artix: Well Medals makes the most...
Oishii: Adventure Trophy
Artix: OK, I like Trophies.
Oishii: We can always rename it later.
Yergen: ....
Yergen: Adventium
Artix: That sounds cool and special, not generic.
Oishii: I think it's cool.
Oishii: Venture would be cool too.
Artix: Is that a thing? *googles*
Artix: Ven·ture ˈven(t)SHər/ - a risky or daring journey or undertaking.
Artix: Or the verb: dare to do something or go somewhere that may be dangerous or unpleasant.
Yergen & Oishii: Ok.
Yergen: So, how many Venture should the Berzerker armor pieces cost?
Artix: I need to finish this design notes post
Yergen: Have you been typing everything we've been saying?
Artix: >_>
Artix: Venture Trophy
Yergen: I like it when it is just one word.
Yergen: Lootz!
Artix: I am not opposed to lootz... it is funny. not magical. But fun.
Oishii: Treasure?
Artix: Who awards these prizes upon completing a run?
Oishii & Yergen: They're boss drops.
Artix: I mean.. the monsters do not actually have them on them... metaphorically, you get them for completing the dungeon from the crystal right?
Yergen: Yes, the Crystal is the... the... danger room.
Oishii: Is there a story for why it is giving out these quests?
Yergen: It is probably training and preparing the heroes.
Yergen: It gives you a grade.
Yergen: Stickers!
Yergen: 20 stickers for Beta Berzerker!
Artix: >_>
Artix: Back to the crystal...
Yergen: Or Gem!
Artix: AdventureGems?
Yergen: Battle Gem!
Oishii: That is cool!
Artix: ...you know we made an entire game called Battle Gems.
Oishii: Synergy!
Artix: ...
*Cysero walks in*
Yergen: Want to talk about stickers?
Cysero: I have finished going through all of the app store reviews commenting to players.
Cysero: Our biggest request is translation into other languages.
Cysero: Next biggest is a port of AQWorlds...
Artix: On it.
Cysero: 5 stars and we can make AQWorlds...
Cysero: Artix, I need to talk to you about tech demo stuff for... er.. we will talk about it when you're free.
Artix: We need to lock down the name of our Random Adventure reward... O_O
Everyone: ....
Cysero: What happened to dungeon shards!?!?!?
*Yergen recaps for some length of time and ends with the word* ... stickers.
Oishii: I like hats.
Cysero: Turn in 50 hats and we will forge you... a hat.
Cysero: Adventure Ore
Oishii: Advent-Ore!
Artix: That sounds religious.. or possibly a giant robot.
Cysero: Bobble!
Cysero: Salty tears!
Cysero: I like artifacts.
Yergen: Shardifact!
*from the other room* Alina: OH MY G!!!!!
Cysero: A SHardifact.. not a Shartifact!
*Cysero says a lot of things I cannot type*
Cysero: A potted house plant.
Yergen: Ficus! This costs 10 ficuses... Ficii....
Cysero: Puddin'
*moment of silence*
Artix: Victorium
Cysero: Vict....torium? Why not just Winnium.
Yergen: Bring me 15 wins!
Cysero: Favor! You gotta favor! Bring me 15 favors. For your party. Party Favors.
Oishii: Loot bags.
Yergen: I am still fine with Loot.
Artix: ... not sure if I am getting tried, but I sorta like Win.
Cysero & Oishii & Cysero: Fine.. just pick one.
Cysero: But some monsters drop more than one Win...
Cysero: Except that don't . Because we can't do that yet.
Yergen: We can give a partial Win, lol.
Cysero: We could drop a big Win!
Artix: /facepalm
Artix: Maybe we should just go with Battle Gems.
Yergen: Battle Gems!
*Oishii does not reply... she just walks out of the room to go type it into the Database*
Cysero: This is sort like if we dropped AdventureQuests... or MechQuests....
Cysero: When someone goes looking for how to find BattleGems in AdventureQuest 3D... will they find the other game instead?
*Lunch bell rings*
Cysero: I'm going to go eat!
Yergen: Me too!
*They both leave the room*
*I (Artix) am now sitting in my room... alone...*
Artix: So... Battle Gems?


Crafting with BattleGems
Every time you complete a random adventure, you will get a BattleGem. You can use BattleGems to craft stuff at Cysero's forge. For a limited time, during this Open Beta, you will be able to use them to craft Beta Berzerker armor and weapons.


*Warlic walks in the room*
Warlic: Is it "Battle Gems" or "BattleGems"?

O_O


Regarding stats, they should really explain it in the game what this stats do and how much they affect combat.
Having a huge number is great and all but what does it all mean? Does it increase the stat by a certain percentage or is it a flat bonus?
Oishii, if you're reading this. Please let Artix and the team know that we're asking for how stats really works.

Now, for the Random Adventures. I like this idea. I hope they will eventually add the Blade of Awe that we can hunt via the Random Adventure.
As for the name for the Random Adventure drops, it should be two words so there can be acronyms.

Tagged. //D.U.M




dbukalski -> RE: =AQ3D= News June 23, 2017: Broken Things + Random Adventures (6/25/2017 0:34:32)

i checked the blue crystal i did not see an adventure option




LouisCyphere -> RE: =AQ3D= News June 23, 2017: Broken Things + Random Adventures (6/25/2017 1:20:09)

^above:
quote:

The Blue Teleporter Crystal is secretly a 3D version of our classic "Battle Button"
At long last! In the next AdventureQuest 3D release, the blue teleporter crystal in the center of town is getting the feature it was designed for... RANDOM ADVENTURES! In our upcoming release, it will take you to one of two dungeons. The variety of random places it will take you will grow as the game does.




oishii -> RE: =AQ3D= News June 23, 2017: Broken Things + Random Adventures (6/26/2017 12:40:23)

re: stats - the new secondary stats are using a "rating" system now. If you have played other games which used this system then it may be familiar.

The basics of it are that the player is expected to reach a certain "rating" for these stats at any given level while wearing a basic set of gear. In our case, it would be White quality gear.
To just use some example numbers:
At level 1, a Crit rating of 100 would give you 10% chance to crit.
At level 2, the Crit rating required to have a 10% chance to crit will now be 110.
If your rating is higher than that, then your chance to crit will be higher. If your rating is lower than that, then your chance to crit will be lower. You will never reach 0%, or lower than 0%.

The reason for these changes is so that we can ensure that the gear that players acquire while playing the game always remain relevant. Yes, the old system of items having a flat % on them was simpler to understand, however this led to the issue of items possibly being broken or overpowered. If there was a level 1 item that had 25% Crit on it (as an example), this item could potentially be more useful than a level 100 item, if all you cared about was Crit %. We didn't want players to ever have to wonder if a level 1 item could ever be better than a level 100 item.

Now, the exact rating to percentage numbers have not yet been revealed, since Rabblefroth has still not finalized the percentages.
IN GENERAL though (for those who are interested), a player should have about 5% Evasion, 15% Dmg Absorption (from Armor), 10% Crit and 10% Haste if they are wearing level appropriate gear. Again, these numbers are not finalized.

Attack power still works pretty much the same as before; higher means more damage.




Vypie -> RE: =AQ3D= News June 23, 2017: Broken Things + Random Adventures (6/26/2017 15:27:54)

So, would you say it's similar to WoW, in the way they handle battles between different levels?

What I like about their system is that the advantage versus low/high level enemies depends solely on how the ratings interact with levels.

Lets imagine:
A Level 10 player has 500 rating, giving him 10% crit.
If that same player was instead level 1 but with the same 500 rating, his crit could become 50%!

Then the level 10 player fight a level 10 monster. He crits 10% of the time, as expected. But now, he fight a puny level 1 monster. Versus that monster, he will crit 50% of the time.
Why? Because from the perspective of the monster, it still is too much crit rating for it to handle at its level.
Same thing for enemies of higher level. You crit less because for them your 500 rating is nothing special at their level.

Its all about relativity. :)







oishii -> RE: =AQ3D= News June 23, 2017: Broken Things + Random Adventures (6/26/2017 16:53:02)

@Vypie, you are correct :) That's the kind of system we are shooting for. Right now you get a flat % bonus to all your stats as the level difference between you and the monster increases, and vice versa if you are lower level than the monster ;p

I think this system allows for a lot more flexibility vs the old system we had, and really gives the player incentive to collect gear and level up.

And yes, it's all about relativity which is why it makes it difficult to answer things like "I couldn't kill a level 6 monster" xD There are so many factors to consider!




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