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RE: =AQ3D= Suggestions Thread and Rules

 
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5/23/2016 13:59:14   
LouisCyphere
Member

Alright, now on to suggestions! Since the game is still in development, criticisms are important. I'm gonna keep it concise. Although, some of these might have been suggested or answered already.

Combat:
>As I've written in the feedback thread, there should be more skills for each class. Each class should have 8 active skills and 2 passive skills or 6 active skills and 2 passive skills just like with AQC Classes. The combat feels like AQW and it should be different. With different skills, each class can approach an obstacle differently.
>Add additional description of each skill like; the range of the skill. And we should also be able to tell the distance between the player and the mob.

Quests:
>Aside from the basic quest types. Tone down the number of requirements. I know it's supposed to be an "end game" or challenge quest, but it should be reasonable. This has the same problem with AQW's end-game quests.

Character:
>Have an equipment window where we can see, as a whole, what items we have equip.
>Add an off-hand weapon slot for shields, catalyst or dual-wielding (Having the rogue swipe with a hand is weird)
>Have different tier for classes. Have two classes unlock a higher tier class.

User Interface:
>Have different tabs of each item type
>Have a preview window of the item in our bag

Travel:
>Have a portal in the map that we can use as a fast travel system instead of using the /join command
>The ability to create private map/room to avoid latency problem and "annoying" players and as well as have a map for friends
>Have branching routes to different maps. So far, the game feels linear.

Well, there's that. I might suggest more later after a few updates. Also, why don't we have a healer class? We have the basic warrior, mage and rogue classes; but not the cleric/healer class. Why is that so?
AQ DF MQ AQW Epic  Post #: 226
5/24/2016 9:48:06   
speedmeteor101
Member

Well, I hope this hasn't been heavily suggested before, but through personal experience I'll throw this one out anyways. These past two weeks I got hooked on temple run II after years of not touching it... but I realized that what kept me coming back was 1. The drive to fully upgrade all my skills and 2. The daily and weekly challenges that pay large rewards (in turn helping #1)

So basically, I'm saying it'd be pretty cool if you had 1 member of the team responsible for creating daily and weekly challenges. And to not make it "boring" here's what I'd suggest
1 grind, 1 exploration, and 1 dungeon challenge for daily... like on the daily challenge in the Inn it's like

"1. Kill 350 frogzards for a lump sum of 500g; Bonus: extra 100g for 60 dull frogzard scales (3/5 star so 500g)"
"2. Search the vast world for the lost sorcerer's key and bring it here for 250g; hint: The giant stretched his hand to the heavens above as he was laid to rest. (2/5 stars so 250)"
Or another example lets say more parkour areas were built into the game.
"2. Conquer the rocky summits climb and retrieve the golden nugget for 750g (4/5 starz)"
"3. Defeat the treant boss in murky wood's instance dungeon 5x for 1000g (5 star *****)"
Having stuff like that daily would be good motivation to come back. Now for weekly challenges, I'd suggest a few REALLY hard challenges maybe 2 that pay 2x daily challnges in gold and 1 that pays a lil bit of the microcurrency. (Like if it wer DF enough dragoncoins to get a small ring from Cysero's Shop after a few... like a good ring/weapon would cost 250ish Dragoncoins so a weekly challenge in AQ3D could pay the equivalent of 30 to 50 dragoncoins so that after months of farming this microcurrency the player could cash out for a decent reward [some cosmetics like armor or an average weapon/cape/ring])
WEEKLY CHALLENGES
1-Find the green chest with a moglin head on top... I hear finder gets 1000g
2-Kill 1500 of these: 2000g.
3-Dungeon this 20 times: _ _ $ Micro-currency (enough where maybe 3-5ish months of constantly doing this challenge could pay for a small reward)

Yeah thats all. Just some mundane and repetitive tasks with larger rewards to keep me busy along with periodic releases would be great!

*PS the reason I say "key" or "Chest" for exploration challenges is because those could be simpler models that can be recycled for Llusion to place with ease. So yeah, I hope my suggestion was worth something!

< Message edited by speedmeteor101 -- 5/24/2016 9:59:00 >
AQ DF MQ AQW Epic  Post #: 227
5/25/2016 10:07:02   
RKC
Member

Can we at least use our mouse to move our character. At least that would be decent
AQ DF MQ Epic  Post #: 228
5/25/2016 12:38:12   
speedmeteor101
Member

@above

I see where you may be used to using a mouse for another game, but for this MMO style they use, WASD and Arrow Keys work best as the mouse will be heavily used to not only pan around your character as you run but also steer your character and more importantly allow you to interact with objects as you move.
AQ DF MQ AQW Epic  Post #: 229
5/26/2016 10:00:32   
Arthur
How We Roll Winner
Dec14


I think we could do with a scroll-bar for equipment in shops. It's a bit tough clicking and dragging down or up on the list, in a laptop at least. Also, the chatbox not having a scroll-bar on the side makes you feel your internet connection is slow or your messages are not showing up whereas they are and you've just accidentally scrolled up.
DF MQ AQW  Post #: 230
5/26/2016 13:40:14   
ShadowMoon
Member

quote:

>Have a portal in the map that we can use as a fast travel system instead of using the /join command

why not both? once a few more years go past the /join system will be a lot faster then shifting though a warp list after all. especially if the game shifts into the weekly release mess that all the other AE games have
AQ DF MQ AQW Epic  Post #: 231
5/26/2016 16:02:17   
speedmeteor101
Member

@above

Mainly because /join doesn't really allow the players to enjoy the art and experience of the game at least once. The way the map travel is supposed to work is you unlock a area to fast travel to after you have been to it before.
AQ DF MQ AQW Epic  Post #: 232
5/26/2016 18:08:27   
ShadowMoon
Member

not everyone wants to run around in circles trying to figure out where their going. having options, especially in an mmorpg, is a good thing.
AQ DF MQ AQW Epic  Post #: 233
5/26/2016 18:26:30   
speedmeteor101
Member

Well yeah, of course. I guess you didn't get this, but the map is accessible alongside your inventory and functions exactly the same as /joins have so far. The difference is that without /joins AE has the option to allow us to unlock areas where as the nature of the command may be able to do this as well but it takes away the feel intended and also may be more difficult to implement... (cuz you gotta get there on foot before teleporting)
AQ DF MQ AQW Epic  Post #: 234
5/30/2016 21:33:11   
LurkBlackSmith
Member

How about a interesting map in which you'll be the spinning inside the map and you'll be randomly teleported to a area that you arrived on foot on the ground? After each spin you'll become dizzy as in the screen spins clockwise and darkens after every spins until blackness covers the screen and finally hears the falling sound.You're teleported...where did you teleport?
DF  Post #: 235
6/10/2016 14:53:04   
Zebadiah
Member
 

Hi, I was thinking would be a great idea to let our pre-beta items transfer over to the game launch. The serpent armor for an example is a great choice. Many players I've talked to in pre-beta currently do not wanna "grind"/"farm" for these items due to low drop rate and no knowledge if it will transfer over to the game when it becomes launch. Lots of people myself included has spent many hours farming for a drop like serpent fighter boots just to have it deleted. I feel like if the alpha armor is better and it will be transferred over then the unfortunate ones like myself will still have something armor wise to start out with. Even with a level requirement of 10. No way am I suggesting that the serpant armor for an example should be a "rare" and unavailable for launch. Anyone could still get it. But the ones that helped in pre-beta won't feel as "this is just wasting my time" and we wouldn't have to once again farm/sink our time into it to get it again. That being said. I know there hasn't been any official item/server wipe announcement so I can't say I know what you guys plan to do. Thanks for your time to read this. And do know I am speaking for 20+ players that are currently playing aq3d pre-beta and are all in my steam guild I have created. Once again thanks!



-Zebadiah

Merged into Suggestions thread. ~Karika

< Message edited by Zebadiah -- 6/10/2016 17:51:37 >
Post #: 236
6/10/2016 23:00:44   
jalkan121
Member
 

We need an "Unarmed" weapon like in AQW. With kicks and punches and all that good stuff.
Post #: 237
6/11/2016 14:47:20   
LouisCyphere
Member

Regarding Dungeons, would it be possible to add options when entering the dungeon. Options like entering the Dungeon for Solo play or Party play since it would be problematic when questing and other people would show up and kill mobs and since mobs don't respawn in dungeons, having other people interfere would basically ruin and waste energy points for dungeon runs.

< Message edited by LouisCyphere -- 6/11/2016 14:48:05 >
AQ DF MQ AQW Epic  Post #: 238
6/12/2016 23:53:25   
Fallen Crest
Member

I suggest "Hit Bonus" actually do something useful. You hit 100% on equal or lesser foes so it seems pointless to stack up.

Make it like "Haste" (frequency of attacks), now that would be interesting...
AQW  Post #: 239
6/15/2016 19:29:55   
Irongrade
Member

Alright, these ideas might have been suggested previously idk as I don't have the time to go through the whole of this topic haha.

1. Guilds
I presume Guilds will be added to the game anyway at some point, as they should be one of the main parts of any MMORPG imo.
I'm not sure how guilds work but I think it would be cool if guilds had levels of their own,
e.g. when you start a guild it starts at Level 1, and every time a clan member kills a MOB, completes a quest/task, finishes a dungeon, or does anything that earns character EXP they could also earn 'Guild Points'
all of which obviously go towards the guild and then once the guild reaches enough points it levels up. With each new level opening up new buffs or something for guild members ? For example, once a guild gets
to Level 2 all members of the guild get an active 2% HP buff, then at Level 3 they also get a 2% active Damage buff, and obviously with each level the better the rewards for the guild ?
__________________________________

2. PVP
Ok ok, I know AQ has never been big on PVP really, but this game is different to all the other games. I think there should be a big portion of PVP
in the game. How I think it could work, well like this:

Add an 'alliance system' which consists of 2 alliances, Good & Evil. Once a player gets to a certain level (10 for example, as I think players should be
introduced to PVP a little later in the game when they know the basics) they unlock a new map 'the battlegrounds'. When a player gets to this map they are
greeted by 2 NPC's, one representing the Good faction & one representing the Evil faction, the player can then talk to either of the NPC's and decide which
faction they want to join and fight for.

After the player has chosen which faction they wish to join they are then teleported to that factions Headquarters on the map, in each of the HQ's the player
can find various NPC's that are giving out PVP related quests & Battlegrounds boss related quests(will get on to this further down).

The maps: now I think there should be various small & medium sized maps, as I don't think it would be possible to put it all on to one map.
I have created a very basic map layout using paint:

http://i63.tinypic.com/dm756p.png

12 new Maps total,
1.Good HQ: Where you are teleported to after joining the Good faction & introduced to the basics of PVP. No Evil character may enter this zone - Medium sized map
2.Evil HQ: Where you are teleported to after joining the Evil faction & introduced to the basics of PVP. No Good character may enter this zone - Medium sized map
3.Good outpost #1, where Good players may be sent to complete quests and collect resources for their faction. Also where Evil characters may be sent to kill enemy players & steal resources - Medium sized map
4.Good outpost #2, where Good players may be sent to complete quests and collect resources for their faction. Also where Evil characters may be sent to kill enemy players & steal resources - medium sized map
5.Evil outpost #1, where Evil players may be sent to complete quests and collect resources for their faction. Also where Good characters may be sent to kill enemy players & steal resources - Medium sized map
6.Evil outpost #2, where Evil players may be sent to complete quests and collect resources for their faction. Also where Good characters may be sent to kill enemy players & steal resources - Medium sized map
7.Ruins, Ruins of an old castle, has a killable Boss that wanders around the ruins - Small sized map
8.Swamp, A dangerous swamp, has a killable Boss that wanders around - Small sized map
9.Good forward base camp, the next map on from the Outposts, this map leads towards the High Castle at the center of the map. Or towards the Good outposts if you are Evil faction - Medium sized map
10.Evil forward base camp, the next map on from the Outposts, this map leads towards the High Castle at the center of the map. Or towards the Evil outposts if you are Good faction - Medium sized map
11. High Castle, the point of the map everyone is fighting for. Control of this location grants all faction members a PVP buff. Can be captured by one faction going to the top of the castle and capturing the flag
- Large sized map
12.Battlegrounds introduction, the first area of the PVP zone where the player enters and decides which faction they wish to join. Also the place to go to change faction (for a price) - Small sized map

Zones 3-11 are accessible to both factions.
Zone 1 may only have Good faction members and can not be captured
Zone 2 may only have Evil faction members and can not be captured
Zones 3,4,5,6,9,10 can all be captured by either faction (and possibly grant small buffs?)
Zone 7 & 8 can not be captured

Also each zone should have killable NPC's in them, whenever a faction owns one of the maps that map will have there NPC's
and banners displaying around the map(if possible).
The forward bases should each have a 'General of Good' & 'Lord of Evil' both of which should be classed as bosses, and they are situated right at the start of the map(going towards high castle) making it so when the attacking team enters the map they first have to go to the middle of the defenders camp to capture the flag, and then the attacking side has to travel through the rest of the enemy camp to get to the boss, fighting various other NPC's & any players on the way. Once the attacking team has captured the flag they then 'own' that map, but to cross into the either of the next zones they must defeat the boss.

So that's my PVP idea.. It's pretty basic but I think it would be extremely fun and would make PVP much more entertaining. Thoughts ?

Removed image tags. Please do not use image tags, just link your images instead. ~Rickyb20

< Message edited by Irongrade -- 6/16/2016 12:44:25 >
Post #: 240
6/17/2016 12:23:46   
Sesura
Member

If they were planning to make gold rarer, how about making it a three way currency? Wherein 1 silver=1000 copper; 1 gold = 100 silver. Then the only way of getting credits is from monsters,quests,and selling items BUT they only cost 10-100 copper. Now that's scarcity!
AQ AQW Epic  Post #: 241
6/17/2016 15:44:05   
David the Wanderer
Legendary AK!


@Sesura: Quoting Artix from the DNs:

quote:

When I first talked about this on Twitter a lot of you said, "Why not use multiple currencies like other games!?". Of course referring to copper, silver, gold, platinum, etc which many games do. Due to our very limited screen real-estate on mobile and the level of complication it will add to the shops I do not think this is a very good idea for us. Sure, there are some other ways we could display it... but ultimately these options make things more complicated for both the programmers and the users.
DF AQW  Post #: 242
6/18/2016 6:01:00   
popinloopy
Member

I've just got a few general gameplay suggestions.
1: Controller/Gamepad support. I'd absolutely LOVE to be able to play with a controller.
2: A recenter camera button. Sometimes I move the camera around to get a better look at something and can never get it back in the right position after.
3: A quick keyboard shortcut to open the usable items menu (for quick access to potions and the like) or being able to assign said items to a button.
AQ DF MQ AQW Epic  Post #: 243
6/18/2016 11:27:32   
speedmeteor101
Member

^Agreed!

Also, as AQW did, I think there should be perks for classic Guardian, Dragonlords, and Star-captains.

I think it would be really good if there was:
1. Ultra-Guardian Plate Armor of AQ-classic Guardians + (AQclassic Pet?)
2. DragonLord Armor of DF-Dragonlords + Special Variant Baby Dragon Pet
3. Star-Captain Armor of MQ Star-Captains + a Mech Attack Pet

Then maybe some sword shops for each. Since, the guardian tower won't be open to everyone it would probably be best put in Yulgars in from Melodia or something, but if not and it ended up in the guardian tower, or I guess that could be good monetizing for AQ3D guardian.

AQ DF MQ AQW Epic  Post #: 244
6/23/2016 16:37:00   
JRVthatsME
Member

Something I was thinking about relating to Guardians. After purchasing Guardianship players should not instantly get access to the class in the class shop. Instead they should get a small quest once they are high enough level where the Guardians invite the player to join their order. The players just go in the Guardian tower and speak to a certain Guardian NPC there which starts an animated cutscene for a little ceremony where the player does something like swear a Guardians oath as several Guardians stand in a circle around the player with their Guardian blades raised. As soon as the cutscene is finished the quest is completed and the class is unlocked.

I think this would help add a bit of depth and importance to the Guardians and help make them appear like something important in the game world. Also little things like paintings and statues inside the Guardian tower that have plaques that when clicked on start a short non animated cutscene (reading the plaque) telling the story of the picture or statue in question so players can read about historic events the Guardians took part in and great heroes from the orders past. A few Guardian NPCs that can tell players about the traditions of the Guardian order etc will also help give the Guardians that little something to make them more then just a set of class skills and a place to get quest and items.
Post #: 245
6/24/2016 1:43:35   
ShadowMoon
Member

quote:

Also, as AQW did, I think there should be perks for classic Guardian, Dragonlords, and Star-captains.

I think it would be really good if there was:
1. Ultra-Guardian Plate Armor of AQ-classic Guardians + (AQclassic Pet?)
2. DragonLord Armor of DF-Dragonlords + Special Variant Baby Dragon Pet
3. Star-Captain Armor of MQ Star-Captains + a Mech Attack Pet

Then maybe some sword shops for each. Since, the guardian tower won't be open to everyone it would probably be best put in Yulgars in from Melodia or something, but if not and it ended up in the guardian tower, or I guess that could be good monetizing for AQ3D guardian.

you forgot
4. Good & Evil Legendary Hero Armors of AQW Legends + a Eternal Dragon of Time Pet
also it would be nice to see it made so doing stuff in aqw unlocks stuff in aq3d & vise-versa though the master account.

< Message edited by ShadowMoon -- 6/24/2016 1:44:07 >
AQ DF MQ AQW Epic  Post #: 246
6/24/2016 7:07:01   
David the Wanderer
Legendary AK!


I'm afraid that this is unlikely, @ShadowMoon. They want AQ3D to be a separate game, and making it connect with AQW in such a way seems a little improbable to me.

That said, the usual package of Bonus Class/Equipment Pieces for Upgraded Players of the previous games, including AQW, seems feasible to me.
DF AQW  Post #: 247
6/25/2016 21:38:00   
  Rickyb20
PockeyChew Master


They should totally have emotes exclusive to the Shadow Wolf transformation, maybe other transformations too. Like, for example, an emote where you growl, or an emote where you jump around playfully.
AQW  Post #: 248
6/25/2016 22:38:20   
Grand Paladin Tyrux
Member

In it's current state, combat feels pretty boring. You alternate between a couple skills until you die or your target dies, that's it. A bit more dynamic combat would be nicer, more skills and skill customization for both monsters and players, being able to cast while you're moving, the ability to dodge, everything having faster cooldowns and time between swings to simulate faster paced combat, I think all of those changes would go a long way.

A character page showing a render of our character and all of the equipment slots is a must, I'd also LOVE vanity slots, right now almost everyone wears the same gear, because it's the best. This would allow for far more customization and character depth.

Dual wielding and more weapon types are a must. Right now there's basically only swords. In my opinion there should be two weapon classes, Melee and Ranged. Melee includes swords, axes, spears, daggers, etc. Ranged would include, bows, crossbows, staffs, wands and the like. Depending on your class different animations and skill effects would be prevalent, maybe even entirely new skills depending on your choice of weapon. For example as a mage, wielding a sword might cause it to glow with a fiery aura as it fires balls of flame from it's tip, elemental fiery arrows from a bow, or a proper flaming mage staff. Alternatively, different weapons could depend on what class you are. Warriors would be able to use almost any melee weapon, Rogues would be able to use daggers, sword, bows and crossbows, and mages would be able to use staffs and certain melee weapons. As for duel wielding, certain weapons could be one-handed (swords, daggers, etc.) while others would be two handed (axes, bows, staffs, greatswords, etc.). Finally, certain items like shields, torches and maybe some sort of magical channeling item would only be useable in your off-hand. This would allow for far more character customization, interesting design, and skill-based play. You could trade off the damage of a greatsword for the extra defense of a shield. While using a greatsword might let you use a powerful slash ability that sends monsters flying, using a shield might let you cast a protective mana shield that increases defense, absorbs projectiles or shields your allies from harm.

Now personally, I'd love a set of Alpha Knight-like Paladin style armor, silver with blue highlights (like where the gold is in Alpha Knight armor), basically my dream armor :D And a silver and blue sword similar to the $50 Founder sword would be incredibly cool.

Hope you guys take my ideas into consideration :D

-Grand Paladin Tyrux

_____________________________

Grand Paladin Tyrux | Warrior | Level 17
AQW  Post #: 249
6/26/2016 0:34:32   
ShadowMoon
Member

quote:

I'm afraid that this is unlikely, @ShadowMoon. They want AQ3D to be a separate game, and making it connect with AQW in such a way seems a little improbable to me.

i'm not saying to have a slew of crossovers, i'm saying to just have them unlock stuff in each other. not anything you really need, they'll still be two completely separate games.
something like unlocking the Hylia Shield in Phantasy Star Zero. not really necessary or needed, a just for the fun of it type thing
AQ DF MQ AQW Epic  Post #: 250
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