kurato
Member
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I think a few things needed to be address. This is a mix of feedback and suggestion. GIANT wall of text warning. Copying AQW system(I feel this is the most important and move it up): I know AQ3D was pretty much designed with AQW in 3D in mind, but I feel like it a waste of potential. I played a fair few 3D RPGMMO, Runescape, Elsword Online, ArchAge, Soul and Blade and I think there a few elements AE could use from them. Combat: All previous AE game are flash game, so the combat system in 3D is a new field for you guys. Please decide on how the combat system going to work first, don't copy AQW combat system. AQW combat is fine for a flash game, but it not gonna work in 3D format. Currently, it seem that the combat system are design with 1v1 in mind, you fight a monster, rest to full hp and repeat. And the combat is flat turn base like, your turn, my turn, your turn. And it doesn't matter where you are, if you running 5m away from the monster, it can still damage you because it target you. Work fine for a flash game, but I feel that a waste of the 3D environment. And there the problem with monster auto attack you. You could change it to a hack and slash type with skill thrown in (probably work wonder on a mobile) left side control the player (mobile 2 buttons on the right, PC use mouse), right side control when to attack or block (like the mini game BladeHaven you guys made). Make the combat more engaging than click...click...click. Make the 3D model hit-able, make player/monster dodge physically instead of auto target and text saying miss/dodge like right now. Have the stats just improve how well the physical action is. E.g High dodge stats allow player to roll left/right faster. High defend stats make player block faster. High attack don't just increase damage, make player attack faster too. Using environmental, having monster can hide behind terrain when attacked with range attack and it can't reach the player instead of blindly chasing the player. Have the AI path finder work out the line of sight to the player and move behind an object to break that line of sight. I don't know how doable this is for you guys, I'm just throwing out ideas. But at the very least, please don't copy the AQW combat system for AQ3D, you have other games that have concept works well too for other area (see skill and class for suggestion). Use the 3D aspect of the game engine, don't make a 2D game with 3D graphic. I think this problem needed to be address quickly before the game exit beta. Game play: All AE previous game are focusing on fighting and story line. Once you finish the story, get the epic weapon, there nothing left to do. Please invest in profession system. Things like smithing, crafting, gathering raw materials. You already have half the things needed, interact-able 3D environment, crafting menu. Allow the player to expand their character, have something else to work toward to. Give the player something else to do than kill mob and grind for exp/gear all day. A few example of things can be work on/activities. non combat skills Cooking - food heal player flat amount (E.g. heal 100 HP), stats buff. Healing amount depend on ingredient. Alchemy - potion heal player with percentage (E.g heal 20%), stats buffs. Healing amount depend on ingredient. Smithing - improving gear. Enchanting - stats enchantment for gears. activities treasure hunting (random map drop from bosses) - gold/rare equipment hunting, self-explain. hunting (kind of mix in with exp farming) - gather ingredient for cooking. Herb gathering - gather ingredient for Alchemy. Mining - gather materials for smithing. crystal gathering - gather materials for Enchanting. upgrade weapon(low level smithing): Most RPGMMO I see ran into the problem of getting that legendary weapon... that it, that the end, go and sell all old equipment for gold. How about instead of selling old gear, we break it down and feed it into the higher level gear. Legendary tier gears can have 200% original stats maximum, rare with 175% and normal with 125%. When feeding gear, the gear quality decide on how much upgrade the better gear get. E.g feeding a level 10 normal gear to a level 10 legendary gear give 2%, feeding a level 5 normal gear to a level 10 legendary gear give 1%, feeding a level 10 legendary gear to a level 10 legendary gear give 20%, feeding a level 5 legendary gear to a level 10 legendary gear give 10% So players can choose to feed their gears, or sell them for gold to buy other stuff. Leveling: My first major issues (beside the combat system) with the game so far is it so grindy, I know it still in development and there are not a lot of content yet so this grinding act as a wall so players don't breeze through the game in 10 minutes. But hopefully when there are more contents and higher level cap, the leveling are scale down. Right now, I'm at level 9 going for 10, but it feel like grinding for level 20~30 for most other MMO (according to steam, I currently have 33 hours). Stats: I feel like this game is a carbon copy of AQW in this aspect and I really dislike it. Stats are heavily focus on equipment, I feel like the character them self need their own stats, like original AQ and DF. This would allow people to have different built instead of every class is the same and everyone go for the same equipment. The same in AQW, if it weren't for the costume, everybody would look exactly the same. I think characters should have like 90% of the stats, weapons and gears should be the other 10%. Suggestion: maybe have low tier gears have flat stats (+100 hp) and higher tiers gears have flat stats and percentage (+50hp and +7% hp) Skills and Classes: Again, the major problem I have with AQW and AQ3D is everybody essentially the same. I have no ideas what the dev team plans for combats in the futures, but maybe have a similar system to Epicduel. Each class have a set of skills to choose from and each times you level, you gain skill point which you can spend on for getting new skills or focus on a single specific skill. Again, I know the game still in it early state so having a lot of skills (and skill effects) isn't viable yet, so maybe only have skill points to improve and focus on skills for now. Class- Classes should a role in a party and still be viable as solo. The problem I see with classes right now is all class are just DPS class, some better than other (mage). There no real distinction between them. Mage is the common solo everything class and warrior is the group grinding class for the spinning attack. Suggestion: change the stats when equip different class. Maybe as a modifier to player stats (E.g warrior hp x 1.5, defend x 1.5. Rouge hp x 0.7, defend x 0.7, attack x1.5) Warrior - tanky Default Stats: Very high hp, high defend, medium attack speed and medium damage (medium dps). High crit and crit power Skill: Attacks are melee only. Should have skill that draw monster toward player and increase defends (I don't know why mage currently have this one). Charge up attack (might need another powerful skill that need charge up like mage fireball). Whirl Wind is somewhat a weird gimmick skill, given how the combat was design for a 1v1. Rouge - dps Default Stats:low hp, low defend, fast attack speed and high damage (high dps). High dodge and crit Skill: Attack are mix of melee and range. Should have debuff skills like poison (already have) and decrease monster defend and/or attack. Have skill that buff dodging (already have? can't tell if it working or just placebo effect) for self and allies. Mage - support Default Stats:medium hp, low defend, slow attack speed and high damage (medium dps). high hit and crit Skill: Attack are range only. Should have allies (and self) buff skill (I don't know why the warrior have this one currently). Slow but powerful skill (already have, fireball), support skill (already have, lightning stun) Guardian class feel like a mix of warrior and mage so I don't really have suggestion for it. but it feel somewhat weak. skills that stack and use as charge for other skill such as poison and guardian strike could be rework as for the next 5 auto attack, gain poison/guardian strike instead of spamming the skill. skills should not interrupt auto attack, and instead, queue up to be use after that auto attack instead. Combat: Combat right now feel all over the place (I feel like half of this is a stats problem, or rather, the lack of it), the other half is the combat design copy from AQW doesn't fit in the 3D environment. There a lot of dodge and missing attacks (rather quite frustrating) and there quite a lot of inconsistent damages, a fight can have like 15~30 damage and crit with 40~60, but then there these random 100~150 damage out from the blue, especially dungeon boss/mini boss and player crit. So fights feel very random (especially the dungeon), I can either steam roll the monster, or it stomp me with a random 150 damage. And because of the classes issue add in with all the combat issues, boss fight are really bad IMO. Currently, we have someone lure the boss all over the place while the others hit them with a fireball. Otherwise the boss just going around hitting 20~40 damages and then randomly one hit kill you with a 150 damage. You know there something wrong when the players have to exploit the AI path finding to kill the boss. monster swarming: I feel this is a very odd design, given how the game seem to be design base on 1v1 so far (AQW system), but the monster seem to like auto attack the player, which lead to swarming the player. And with a normal fight, player spam the skills which kill the monster very quickly, but with back to back fight (monster died and then another one come, not 2v1 at the same time), auto attack alone can not win a fight (again, this feel like a stat problem). And if a player is fighting 2 monsters at the same times, that a guarantied death. I think this need to be remove or have the combat system rework to fit it. Mana gain: The mana gain from attacking is too low at the moment. I see this as a problem from copying AQW again. Where the game combat is heavily focus on skills, and the only way to win is to spam the skill. too much mana gain would be bad in a normal fight (skill spamming), but it not enough gain for a boss fight. HP: the HP pool feel like it too low, for both player and normal monster. Fight need to be drawn out a BIT more if the system will continue to be 1v1. And boss do way too much damage. (again, stats problem) monster return to spawn: I get that if monster can't get to you, it return to spawn with full hp to prevent exploit. But maybe have something like a combat area highlight (like how when you click on a monster or player) the area that you can fight the monster you selected that it can reach. Another issues I see from AQW combat doesn't fit in with the 3D environment. Dungeon: I believe the key gain are quite slow, maybe have it reset everyday, if player use the key faster than the key gain, THEN they can buy it. Another problem is perhaps allow players that died within 20 seconds of boss died get the drop too. It really frustrating to help with the boss fight, only to not get anything because they died just as the boss about to die. Item: potion should be craft-able or buy with gold in battleon. Story and level: I know that making the content into 3D take times, but I think it best to have a few contents to spread out (level restriction) instead of linear. I think someone mention this already. Currently lvl 1~5: battleon. 5~10 Greenguard, 10~15 doom wood, 15~16 Ashfall. maybe in the future when there more content, have something like this. E.g lvl 1~30: battleon, SwordHaven. 10~50 doomwood, sandsea, 20 ~ 50 Ashfall, fire Island. UI: maybe I'm just nitpicking, but I think it would be great if player hp and mana have an option for it number to be display over them. Skills need attack power descriptions (e.g Fireball: 200% attack damages) Inventory should be organisational and remember the item slot. I tried organise it by put everything in the bank and take things out in order. But after logging off, all the items are all over the places again. auto attack need to be animate differently to show that it active. Maybe have it spinning like the attack cool down. Red flashing red is very difficult to tell. Chat should have current location and world chat (maybe someone left the dungeon and you need help) On the positive side, I really like the art style and can't wait too see all the weapon, armor, characters, monsters to be designed in 3D. I know for sure that AE art and story line is top notch and AQ3D will be no different, AQ3D just need to work a bit more in the things I mention since it the first of it kind, 3D and MMO. Use the stuff
< Message edited by kurato -- 4/7/2017 0:19:07 >
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