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RE: =AQ3D= Suggestions Thread and Rules

 
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6/26/2016 8:44:20   
Cinitron
Member
 

Good Afternoon Everyone, i have some suggestions to say.1st of all it would be better if you didnt have to load when you join a different area (battleon) if possible and it would be nice to be able to see outside the entry of battleon and other areas so it could look like more realistic.Also it would be better if we could actually AIM and not TARGET monsters and players,for example when you have a bow you mustn't just right click but hold right click and on release the arrow goes where you are aiming (also add bows) and it would be nice if you could add DIFFERENT weapons and not just recolors.Furthermore,it would be nice if we could paint our character,armor,weapon etc and lastly it would be good if we could break fall,maybe climb,walk and sprint and lastly if most abilities were not targeted but there were some special abilites that can be targeted.Also it would be nice if we could learn skills by special TRAINERS like in adventure quest and we didnt have to purchase classes but ONLY armors,if you change armors abilities wont change.Also players wont be restricted to learn only one class but are able to learn two or three classes (maybe only for "special" players (reward)?) and it would be better if npcs didnt have a question mark on top of their heads and u just need to walk near them to talk to them or buy and it would be nice if they had "movements" for example maybe when you talk to them they move their mouth.

PS add audio pls

WARNING:if you want ignore what i said above BUT PLS add this suggestion in the game: Remove the mouse,moving the mouse makes the screen move right/left or upwards/downwards and now abilities cant be clicked but can be binded to letters (a).

< Message edited by Cinitron -- 6/26/2016 8:54:09 >
Post #: 251
6/26/2016 10:11:36   
David the Wanderer
Legendary AK!


@Cinitron: Loading between areas is necessary, unless you want to make the whole game a single, enormous area. Every game that is divided in smaller areas has loading times, but some "hide" it between something else (for example, Dark Soul's "fog" is often used to hide an area while it is rendering).

You can see what's past the area's exit/entry already.

More, different weapons will certainly be added in the future. Right now swords are bit over-represented, but we're still in Pre-Beta.

Players aren't restricted to a single class already. You can switch freely between any class you want, and wear any armor on it.

Skills are already key-binded to the 1-5 keys on your keyboard. You can either click the skill icon, or press the corresponding key.
DF AQW  Post #: 252
7/2/2016 23:07:23   
Agart
Member

I like the crafting system the game is going for, however I see some issues with it. Let's say once you craft a new set of gear from a higher level dungeon, you have no need for your previous gear. This makes your crafted gears from lower level dungeons useless, sure you can say that you need lower tier crafts to take on higher level dungeons, however if that's the case then players can just give their lower crafts away, this is a problem imo. Sure you can make crafted items bound, however I find that approach pretty dull. Here's where my suggestion comes in, craft chains. Make it so that lower tier crafts are craft materials for higher tier ones.
For example, the next dungeon's sword would require gold, materials from the dungeon and 1x Exoblade. It could even require both Exoblade and Deathly Zed Sword, or there could be two new swords to craft, one with higher attack which requires Zed and the other with more defensive stats which require Exoblade. There can be a third weapon which requires no crafted items for players who did not craft Exoblade or attained Zed.
This way it gives players extra incentive to craft certain items to obtain the next. There can be variety, such as equipment's which are not used in a chain, etc; but imo 3-4 separate craft chains for different types of weapons/armor etc. is a good starting point. This gives the crafting aspects of the game more options if designed well.

< Message edited by Agart -- 7/2/2016 23:09:28 >
AQ MQ AQW  Post #: 253
7/3/2016 2:52:20   
Ninjaty
Member

@above: That seems like a terrible idea in my opinion. The game will already have the option to merge items together (taking the stats from one and the design from another), in order to prevent items becoming useless, as well as allowing you to power up your favorites. Forcing you to get rid of your potential favorites, just to continue gathering new items, doesn't seem all that appealing to me.
Post #: 254
7/3/2016 8:37:36   
David the Wanderer
Legendary AK!


I don't really see the issue: it's normal, and even expected, that you'll get access to better gear as you level up, and won't need your lower-level gear anymore.
DF AQW  Post #: 255
7/3/2016 15:49:10   
Vypie
Member

But if you get a super cool looking gear, and you will have to use it as a material for the next equipment in the chain, you lose it forever and you can't even use it for cosmetic purposes.
And if you wanted to get that stylish looking gear again, you would have to start crafting from the bottom of the chain.

It doesn't really work. :(

________________________________________________

You know what? instead of making specific items required as part of the crafting, just make it so that unwanted items can be destroyed into these materials. This way you still need to farm items of a certain level of progression to gain materials to continue further.
You get to keep your favorites, for cosmetic purposes, but it still requires you to get progressively higher level materials along the way.

You can destroy your previous gear to fuel the needs of the next step in crafting, if you don't really want it for anything else.
That way items still stay valuable for leveling up your gear, just in an indirect way.


< Message edited by Vypie -- 7/3/2016 15:53:10 >
Epic  Post #: 256
7/3/2016 16:47:00   
Xengar
Member
 

I suggest to push it further: you can either destroy it and get the materials, or sacrifice it to get some amount of exp (the more valuable item, the more exp you'll get).
Also, the crafting shouldn't include only weapons and armor, it should include enchanting items, for example you can craft "blacksmith's toolkit" which will add +1 attack to your weapon, or "hardening plates" which will add +1 armor to your equips. These items could have tiers, so that 1/2/3/4 tier = +1/+2/+3/+4 to stat.
Post #: 257
7/4/2016 0:58:17   
Xyagom
Member

I'd like to start off by stating i've been playing games by artix entertainment since I was very young, I started with Aq, moved onto dragonfable (death by egg or pie), played a little bit of herosmash and epic duel, but by far my favorite aqw which I have multiple accounts for and have played through many years (xxSaoKiritoSaoxx, Sizkrath, Xyagom, Xyagon, SizYagom - probably more that I don't remember). I played aq3d back in alpha when it wasn't much at all and forgot about for months to come. My friend just recently reminded me that it was under-development and now in pre beta rather then alpha, So I figured I would hop in and try it out again. I played for a couple of hours overall enjoying my experience but noticied some things I've made four major points that I personally didn't particularly enjoy and some stuff that I wish would be implemented..

1. Class Levels (*Not just character level*). Like in aq when you recieve a new class you have to grind it up until it becomes complete gaining all abilities and passives which feels very satisfying. I don't think we should start with all five of our abilities, It dulls the experience for me)

2. Item Levels - I noticed that items have certain levels to be equiped and have better stats based on that level, this is okay, but I strongly believe that we should still be able to Enchant the items we like the apparel of, and use enchants that we enjoy and are specifically for our class. Most of the gear in the game right now is generalized and can be used by any class. (This is not good!)

3. Enchantment rather then transmog system - Transmog has been done so many times before (making an item look like a different one, but retaining the stats I.e Wow, Tera, Trove, Gw2). The Enchantment system from aq is original and I feel like it should be implemented into Aq3d. It gives us freedom of options, the ability to pick how our character is played, Do we want chance for crit? Do we want to be more solid all around? The enchantment system works great and I would hate to see it be removed.

4. Ambient noises - when the music is turned off the world feels dead, I believe there needs to be some sort of ambience or it's just depressing. Or at least a larger soundtrack..

Thanks for reading, Appreciate it :)
I understand the game is in pre-beta but I would love to see at least some of this functions added or modified.
I can't wait for the game to be released and the fun to come!
Love ya Artix Entertainment!

< Message edited by Xyagom -- 7/4/2016 20:21:33 >


_____________________________

Enchantments>Transmog
Post #: 258
7/4/2016 12:26:25   
Ninjaty
Member

quote:

I don't really see the issue: it's normal, and even expected, that you'll get access to better gear as you level up, and won't need your lower-level gear anymore.

But the very point of the Item Fusion system is to eliminate this kind of issue, so that even your level 1 stick can end up being the most useful item in the game, if you really want to use that specific stick. But if you have to give it up just to even get a stronger weapon (which you would then have used to improve the stick) and cannot get it back for some reason (such as being obtained from a non-repeatable quest), then the point of that system is partially out the window.

And even if you can get it back, it won't even be the same stick anymore. If you got that stick on an epic adventure with your friends, then another stick, identical or not, may not be able to replace the sentimental value of that particular one. I know this last point may be stretching it a bit, but we do not all think alike, so it is a possibility.

Item Fusion has been advertised as "your item never becomes useless/worthless". But if you cannot progress getting better items to improve it, without giving it up, then what's the point of being able to improve it at all?
Post #: 259
7/4/2016 12:29:54   
David the Wanderer
Legendary AK!


@Ninjaty: my comment was actually directed at Agart. I like the Item Fusion system for the same reasons as you, and I think it's a pretty cool way to handle equipment upgrades.
DF AQW  Post #: 260
7/4/2016 20:23:26   
Xyagom
Member

quote:

I don't really see the issue: it's normal, and even expected, that you'll get access to better gear as you level up, and won't need your lower-level gear anymore.


quote:

But the very point of the Item Fusion system is to eliminate this kind of issue


Or We could just completely drop the fusion system, and use the already original enchantment system, that would alleviate the problem entirely in my eyes. Aq has never really worked like other mmorpgs in the sense that you're looking for better gear . Aq has always been looking for
Cooler Gear, and I don't see why they would change that. I feel like the fusion system is a much more round about way to fix the cosmetic problem when the much more simple solution would be enchantments. Enchantments allow you to make any piece you want quality for your level, and gives you the freedom to make you character look however you want it to. The problem with normal is that it's exactly that... It's been done so many times before..

< Message edited by Xyagom -- 7/4/2016 23:41:21 >
Post #: 261
7/5/2016 6:16:31   
David the Wanderer
Legendary AK!


The fact is... there is no problem. Upgrading your gear, either by getting new items or through the fusion system, is not a problem. Why is everybody suddenly complaining about the fusion system, when we still haven't seen in action? At the very least give it a chance before deciding it doesn't works.

Also, AQ3D is not AQW. It is not a sequel, nor is it meant to be an upgrade of AQW: it will work differently and be different. Do not expect AQ3D to work like AQW.

< Message edited by David the Wanderer -- 7/5/2016 6:17:37 >
DF AQW  Post #: 262
7/5/2016 16:54:20   
Magmamax1818
Member

@LouisCyphere Regarding your combat suggestion, I fully agree. A battle system with 8 skills would surely help to make the combat different from AQW. Every big AE game has a different combat system, which makes trying them all out fun and refreshing. If AQ3D's system becomes really similiar to AQW's, that just wouldn't be as fun.

I posted a suggestion on how to handle an 8-skill system a while ago. I don't know if it's unappropriate to repost, but for the sake of convenience, here it is:

quote:

I heard that people aren't quite content with the current combat/class system, so I came up with a little idea.

What if AQ3D had a Dual Class System?
Imagine being able to equip 2 classes at the same time. For instance, if you equip the Warrior class and the Mage class you'll become a Warrior-Mage (or Mage-Warrior, whatever you want to call it), which has both the skills of the Warrior and the Mage, making the total of skills you can use at a time 8. You can combine every class with each other, making for combinations such as Rogue-Mage, Paladin-Cleric, Dragonslayer-Ninja, Necromancer-Cleric, you name it.

A system such as this can have quite a few advantages:

-The combat system becomes a lot more complex, while still being easy to grasp. It would still be easy to understand how each class works individually, but being able to make mind-boggling class combinations will add more depth and customisation to the game. Also, it shouldn't be too hard to fit 8 icons for skills on a mobile screen while not cluttering the UI too much.
-Because each individual class has 4 skills, class development shouldn't take longer than it is now (if you would give each class, let's say, 5 skills in order to make the combat more engaging, each class would probably require more development time).
-New class releases will become more exciting, as it will immediately get you thinking about all the possible class combinations.
-If races ever get implemented into the game later on, it could synchonise perfectly with a system like this (for instance, each race is an individual class, so you can make combinations like Lycan-Warrior, Vampire-Mage, Lycan-Vampire etc.).
-Combining classes that are polar opposites would be a wacky idea, which would fit really well in an AE game (think back to ye olde Dracopyre days).

However, possible disadvantages would be:
-If there were to be a Dual Class System, there would need to be some extra time put into how the stats system (and possibly passives) work.
-Balancing would require more time.

So umm, anyone here who has some feedback on this suggestion?


From what I've seen AE is worried that having more that 8 skills on a mobile screen would make the UI too cluttered, but I believe there are a multitude of methods that can be used to prevent that from happening.

In gameplay footage I've seen that there is quite some empty space on the bottom left of the screen. If there were to be put 4 different spell buttons there, on convenient spots, the UI would still be pretty clean. Another method would be to add just one button that swaps your skilltree, and the 4 skill buttons on the screen change to another set of 4 skills. For instance, if we would take a Dual Class System like above, if you are a Warrior-Mage, you could have a button that changes the 4 Warrior skills to the 4 Mage skills and back. This method would only require 1 extra button to be added in the UI. That method would also prevent a cluttered UI.

If anybody has some feedback on this, please tell me.

PS: Thanks @ernitis and @Emrys for giving feedback when I first posted that Dual Class System! I wanted to thank you earlier, but I got into a really busy period back then and sadly forgot about it. @Emrys It Would surely be nice if different classes would have different passives, and if the passives of 2 classes would both have effect. A Vampire race or class passive that would add a visible blood-drain effect on attacks/skills sounds especially cool.
AQ  Post #: 263
7/6/2016 4:25:55   
bluerain28
Member

My suggestion(s):

- Toggle PK / PVP on any map.
- Voice chat.
- Show the HP and MP digits.
- Merge the button char info, report and ignore to the window of the "Char Info".
- Keyboard shortcuts (eg Press I for inventory).
- Jump to a friend on the friends list.
- Countdown timer before a player will be totally warped out inside a dungeon disconnected where a player is doing dungeon. (eg One minute timer before a player will be warped out of Umbra Cave)
- Auction.
- Trade system.
- Mail system.
- Chat balloon.
- Double jump.
- Party system.
- House system.
- Guild system.
- Store System.
Still thinking. . . .

:D
AQW Epic  Post #: 264
7/6/2016 5:53:39   
HeroKae
Member

@bluerain28

I dont like the idea of PVP on any map. This game do not have any death penalties and they will probably never add something like be able to steal items from other players. PVP will be only used for trolling. PVP should be on specific maps, where both players want to battle.
AQ DF MQ AQW  Post #: 265
7/9/2016 5:05:57   
Shiny_Underpants
Member
 

Okay, so this is both suggestion and feedback. The suggestions are mainly based on feedback.
To give some background, part of my study has encompassed videogames, how they're marketed, how they're advertised, and what makes them appealing (basically, I'm not making everything I say up on the spot).

My main problem with the game at the moment is the combat system; i.e. the actual gameplay. The triple swing gives the game a nonresponsive feel; the foe only recoils when it actually takes damage, so the other two swings give the impression of going through the opponent without hitting them.
The combat is not skill based; it seems like a subset of the sort of gameplay you'd find in LOL or DOTA type games, simpler as it is on a mobile platform. This is always to be avoided; you want your gameplay to be unique, and individualized.
Essentially, it still feels 2 dimensional. It makes sense in games like Dragonfable that your character can be given a random chance to dodge- but in 3 dimensions, your character can actually dodge- you need to hand more control to the player. What are the strafe keys for if there is auto aim? Dodging, I should think. Smartphones and tablets have tilt controls for that, too.

If you're roleplaying this extremely powerful, magic wielding hero, it should feel like you are an extremely powerful, magic wielding hero.
For example:
In Dragonfable, the Hero has the choice of becoming a Riftwalker (perhaps the most active in the animations, which is why it makes a good example).
Alz'ein tells you:
quote:

you don't even have to be quick, because you can be anywhere... in a single slash

If you were to implement the Riftwalker class in a 3d game, there are two ways to go about it.
You could create a character with fancy skill animations and starry trail animations, and simply have attacks with effects.
OR
You could add the functionality that sword trails hang in the air as portals, allowing characters to move between them.

In Dragonfable, they could only do the former, because it is 2d.
Adventurequest 3d has the option of going with the latter. This provides more possible combinations of strategy, even with only 4 skills- probably more even than Dragonfable, with its 14 skills.

It can be a shield of sorts.
Ranged attacks go through it- you can protect your classes with limited mobility.
It increases the spatial complexity of the game, allowing puzzles (*cough stealing from Portal here *cough)

The latter option also matches Alz'ein's description more accurately.
(The coding for such portals could be a nightmare, if they just hang in the air, depending on the character's angle- the coding would need to be as complicated as that for Portal. It's just an example. it would be amazing, though)

There are other abilities that would suit touch screens more, as well.
For example, a ranged spell where you have to swipe along its target region.
Or a temporary flying ability.
Or the ability to possess your enemies...
Tree powers?
The ability to summon an amorphous mass of kittens to push your enemies around, by swiping along the screen where you want the cloud of kittens to go.

Abilities like this would also allow quests to not simply involve attacking monsters, which gets dreary quickly.



The mobility also feels pretty restricted- when people fight with swords, they cut, lunge, twist, kick and so forth. At the moment the characters in AQ3D simply stand and swing at each other, with maybe a kick in there somewhere.
What I personally would like to see would be attacks that move your character.
Eg. your character dives across the side of an opponent, slashing them in the process, ending up on their other side. If they don't have auto aim (i.e. cannot instantaneously pivot to attack you), this allows for greater variation in combos.


Not a fan of the auto aim. I find it incredibly difficult to move my character to where I want them when they are continually pivoting to attack a foe. Often I do this by accident, especially when I've just loaded a new area, and the results are usually catastrophic.
Could there perhaps be options for players who don't want to auto aim? Such as a tracker along the ground, indicating where the character will attack, moveable by dragging if on a touchscreen, or by mouse if otherwise.

There's also no real use of space with auto aim- your character simply approaches and swipes, no matter the position.
An enormous amount of strategy is derived from positioning.


For what it is, the art is great. Everything runs well. However in every location I go to, it still lags, because of my internet connection. Some offline functionality would be nice (although as an MMO, hacking can obviously be an issue here).

Could each spell have a charge up time instead of a cooldown? It wouldn't change anything except the lag involved, really. I just find the way everything cools down two seconds after whatever ability you use, while other abilites that have been used are slowly cooling down, strange and confusing to read.

Simplicity is your friend- most fantasy games have massively complicated systems with no scope for creativity. Levels on every item, so many abilities that you need a nine button mouse just to play them, and no real combination other than elements and effects.
This actually doesn't appeal to a wide audience. In any case, there is no niche for such a game- the market is already taken by LOL, DOTA etc.
To create a game that has wide appeal, it must reward players who have been at it for a while, but it must also be fun for new players.
It needs to get started quickly, and encompass the training for skill combinations and so forth through the gameplay (quests, in this case).
Preferably, the tutorial should be really small.

Think of it this way- every necessary aspect of the game that requires farming, or an excessive amount of time to achieve, halves your audience.
Post #: 266
7/12/2016 18:38:30   
David the Wanderer
Legendary AK!


Kinda a small, silly thing but... Can we eventually get the option to toggle between Show/Hide for Helmets and Capes? I like seeing my character's face, and it could be useful in reducing lag.
DF AQW  Post #: 267
7/13/2016 17:34:12   
Vypie
Member

I would like if they had the option to hide ANY slot. Sometimes the style you want just looks better without shoulderpads/gloves/helmets/etc.

(and if you hide everything its as if you didn't have anything equipped, it would just show the starting clothes.)

I hope this gets available somehow, because often, one's favorite style or uniqueness might just come from the absence of certain elements!
Personally, in many games, capes/full-cover helmets/shoulderpads usually ruin the look for me, but i'm forced to display them on my character because of combat stats. :(
Epic  Post #: 268
7/13/2016 18:07:32   
David the Wanderer
Legendary AK!


@Vypie: I'd say anything but the Armors (which, so far, appear to be cosmetic, so you can unequip them with no problem), and Weapons, since showing no weapons could make the attack animations look weird.
DF AQW  Post #: 269
7/14/2016 23:02:02   
speedmeteor101
Member

Instead of just having a 'hide' feature they could (possibly for monetization) use some sort of 'invisibility token' that can be applied to any helm, cape, belt.... etc.. that you have to merge for. Then you put it on the items you use most but don't like the looks of, whether it's 1 for each of you fav helms or something. Then there would actualy be a nice story behind it and it wouldn't be just another feature for players to take advantage of.
AQ DF MQ AQW Epic  Post #: 270
7/15/2016 9:02:33   
Vypie
Member

Yeah It could be just part of the Cosmetic items feature. Be it through the use of ghostly/invisible items or a 'hide' feature, its fine by me :)

@David: Yep no weapons, for obvious reasons!
Yeah, the armors are only cosmetic so it doesn't make a difference.
But since we will be able to choose our favorite look anyways (again, be it through item fusion or cosmetic item slots), maybe armors could also have stats/perks?
Epic  Post #: 271
7/17/2016 20:52:00   
Seltory
Member
 

Some suggestions:

Friend system. It would be cool if you could add friends, see where they are if they are online, private message them, and duel them.

Better travel system. I think instead of clicking on names in the travel list there could be a map of the the sections and when you click a section it zooms in and shows the subsections you can travel to.

Gui options. It would be nice if you could resize the gui or move certain parts of it to different places on the screen.

Pvp arena. An arena or place you can travel to to battle other people.

Other gamemodes. It would be cool if there was other gamemodes such as: Capture the flag where you are on a team and you try to steal the other teams flag, and Team deathmatch where you try to kill all of the players on the opposite team and there are no respawns. These gamemodes should also have rewards for winning.

A new area. A new area could be on top of a cloud.

I hope you like my ideas!

Post #: 272
7/17/2016 20:54:53   
Seltory
Member
 

or you could equip items as vanity items and it would look like your wearing them but you would only have the stats from your equiped items
Post #: 273
7/23/2016 1:06:21   
Aizenhart1
Member

I would like to suggest water effect. Like Splashy and bacomes wavey when you jump on it
AQ DF AQW  Post #: 274
7/27/2016 23:59:41   
Ryuyasha
Member

When you change your resolution to 1920x1080, the games HUD shrinks majorly. Perhaps make it so the HUD is larger on higher resolutions?

< Message edited by Ryuyasha -- 7/28/2016 0:00:05 >
AQ DF MQ AQW Epic  Post #: 275
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