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RE: =AQ3D= Suggestions Thread and Rules

 
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4/13/2016 4:53:55   
Frost Moglin
Member

I have an idea for the potion system.
On hub towns, there would be a magic shoppe/alchemy place. In those you could buy flasks of different sizes. The bigger the flask, the more times you can use it to heal or buff. In them, you can also refill the flasks with different buff or heals. In some towns, there could only be some small flasks and just a basic heal, but in bigger cities, there's all kinds of flasks and buffs. In addition to buying flasks, they could drop from enemies, be crafted or be given as quest rewards. These would have special bonuses, like longer buff durations, stronger effects or stronger heals. You could also collect herbs and other materials to create different kinds of buffs and more powerful heals.
AQ DF MQ  Post #: 201
4/13/2016 19:46:19   
speedmeteor101
Member

I like where you're going, but I think what you just described was consumables in general. I like the different size flasks, I think that's be great. I'd also find it interesting if you had empty flasks and also had other consumables, (food, too). Like (using FrostMoglin's suggestion as standard) in a small town or hub you can find a normal potion dealer (for HP and MP), and maybe other NPCs who sell bread or meat platters for more attack/crit. And maybe some special enchanted plants to eat given by an herbalist could be sold as well. (And alternative potions for every food buff?) This is similar to what happened in DF when an item was added to a player's temp inventory. Either way I hope AE likes at least some of this because I think u guys have GREAT ideas.
AQ DF MQ AQW Epic  Post #: 202
4/15/2016 18:34:49   
omgGrim
Member

Is there going to be AQ3D version of AC from AQW? Assuming from that green dragon gem in the main menu.

AQW  Post #: 203
4/15/2016 23:11:49   
ShadowMoon
Member

@above its also in the portal battleon so odds are: yes
AQ DF MQ AQW Epic  Post #: 204
4/24/2016 8:26:11   
Sypherix
Member

I'll start off with the most important suggestion I will make.

quote:

Make Alpha/Pre Beta and Beta Testing longer, take as long as you want and don't rush things. It's a 3D open world MMO, Games like these come out in full with Guilds, PvP, Trading, Full Story lines and some other stuff. What I like about AQ3D is the world behind it, we're all expecting the old stuff from Adventure Quest that will bring us those oh so good nostalgia moments (Can't wait for Carnax) and the deep story lines from AQW to be in the AQ3D. Polish the combat system a bit and the classes as well then slowly move on to the big stuff like Guilds and PvP and then think about the full release after.


1. When PvP gets implemented add player kill zones for some parts of an area, put it in a way that players will have to take the long route to travel on if they want to avoid player kill (PK) zones.

2. Town Attacks. Every certain time of the day a wave of monsters (Set of monsters who are close to the are outside of town) will attack the town. For instance, Battleon will have waves of frogzards, sneevils and flying eyes attack for 30 minutes and the players have to protect the town.

3. Two types of controls, the player gets to choose which
First is the one we currently have which is WASD for moving and mouse for camera movement
Second is right clicks for moving the character and WASD/left click for camera movement

4. Dungeons/Areas with booby traps. For instance when a player steps on a certain event (trap) a group of aggroed monsters suddenly spawns. Something that will make players work together to achieve an objective, good stuff like that :)

5. I would leave the mobile version of the game for last honestly. After you guys get around 5k-10k players maybe you can go for it, not saying it's a bad idea because it has the potential to revolutionize MMOs. But because most people would get turned off by the "mobile game" title you guys should wait for a little, maybe that's just me but still. There are a lot of mobile MMOs out there that got shot down by a lot of people.

6. Systems! Systems! The game functionalities (guilds, pvp, trading etc) are the most important in MMOs so the system flow behind these need to be good. I really didn't like how guilds worked out in the past games but this time guilds will be at it's most important than ever sooo just a heads up.

7. Gooooold

Taken from my post on the patch notes.
quote:

"Less Items on Shops and More Items on Drops."

It would be interesting if the game focuses more on drops and quests rather than buying as a form of getting items. Though in the lower levels there should be a little bit more items on shops for them. But as you get closer to the mid game and eventually the level cap, weapons and the like should be a lot lesser on shops. Consumables should still be around of course.

I just like how most of the good stuff on AQ3D currently is acquired through quests and drops (Deathly Zed Sword and some of the best items you could get as a level 12). So why not keep it that way? Because if it's gold we're talking here then there will be those crowded farming spots again and the game might end up as another farming game for most non beginner players. That's just how it is for most games, when you reach the later stage of the game you end up just farming the same spots most of the time.

Drops from quests, bosses, and dungeons will bring more variety to the game. And with that you can just put up lesser items on shops and those items could have something a little different compared to the drops like different stats but not entirely better.

For example, as a player who has reached the level cap can get the 4 best weapons in the game.

1. One is a rare boss drop (Higher Attack and Dodge but Lower Defenses and HP on stats)

2. Another is from completing a hard quest chain or a whole story line (Quite Balanced on all stats)

3. This one is from completing a super hard dungeon with a low chance of dropping. Around 10-20%
(High HP, Defense and Dodge and average on the rest)

4. The last can be bought from a shop for a large amount of gold (High MP, Attack and HP)

You can see how each weapon is suited for different classes. With this I think players won't have to farm all the time and will have more stuff to do besides getting cash to get items. Then make gold as rare as actual gold but just enough so that we can get those few items we want from the shops. And from there player shops can just set their prices accordingly.



< Message edited by Sypherix -- 6/26/2016 2:24:38 >
AQW  Post #: 205
4/25/2016 12:05:13   
Rlogg
Member

^The /join commands are only placeholder until a travel map is set up.
AQ DF MQ AQW  Post #: 206
4/26/2016 2:06:25   
Sypherix
Member

Edited. Thanks!
AQW  Post #: 207
4/27/2016 14:24:30   
LadyYennifer
Member

For the walking suggestion? @Sypherix, Do you mean grid system that is similar to RuneScape 3? Click on the map and your character will walk to the location.
AQ DF AQW  Post #: 208
4/27/2016 18:11:37   
ShadowMoon
Member

quote:

^The /join commands are only placeholder until a travel map is set up.

can i get some actual source on this, cause all of AE's mmo's to date utilize the /join commands & a travel map.
AQ DF MQ AQW Epic  Post #: 209
4/27/2016 22:02:35   
BalDrakoFountAQ3D
Member

@oishii I have to say 34 Health max for Guardian heal that is just a plain out bad luck or fake statistic I mean I am level 12 have the Deathly Zed Sword, Serpent Fighter Scales, Stone Cold Gauntlets, Serpent Fighter Boots , and Pale Shroud yet I can still get a Critical Heal of 83 Health points. Yet I see what you mean the problem is that the Guardian class gives low heals

Whenever I try to solo Big Bones I used the Guardian Stack x3 and The majority of the heals from the Healing Strike skill are only heal 10-18%(31-56 points) of my health and I also find it annoying that at a high level it has a low sustainability level

Pros: Healing Strike can go anywhere from 10%-26% of your total health
Cons: Healing Strike has a major tendency to only heal 10%-18% of your total health which is not very useful when trying to fight a boss
Suggestions: If the sustainability cannot be improved allow the Healing strike to heal each player on the field 1/3 the amount of health you received from the skill that way it can merge with other classes. I know this is going to be criticized yet it is better to state an opinion than to muffle it


My Statistics
Health:313 Attack:318 Mana:266 Defense:228
Dodge:+5% Hit:+7% Crit:+18% Crit Power:+15%

PS: Nerf the Critical Strike % from the Dricken Eggshells I find it ridiculous that a level 6 item should have that high Critical Strike percentage lower it to a good 9 or 10%
AQW  Post #: 210
4/28/2016 3:09:43   
Rlogg
Member

@shadowmoon Here's the a image of the faq and heres the link as well.
AQ DF MQ AQW  Post #: 211
4/28/2016 3:54:23   
ShadowMoon
Member

quote:

These may stay

well, all hope is not lost for having both
AQ DF MQ AQW Epic  Post #: 212
4/28/2016 19:20:35   
BalDrakoFountAQ3D
Member

Here is the Guardian Healing Strike stuff I am talking about I apologize for the lag infested footage

http://listenonrepeat.com/watch/?v=BG666YmgZ6Y#AQ3D-The_Solo_Power_of_A_Guardian

Please either quiet or repeat youtube videos. ~Gingkage

< Message edited by Gingkage -- 4/29/2016 19:36:15 >
AQW  Post #: 213
4/29/2016 10:18:15   
oishii
fish


quote:

Whenever I try to solo Big Bones I used the Guardian Stack x3 and The majority of the heals from the Healing Strike skill are only heal 10-18%(31-56 points) of my health and I also find it annoying that at a high level it has a low sustainability level


You're not supposed to be soloing bosses anyways :P Bosses have a higher defense stat which means you do less damage = less healing. Currently because you are at level cap you are mostly fighting bosses which is probably why it seems skewed. However, we may look into a way which it can heal more consistently, but just note that currently it heals based off the damage that you are doing.
"Sustainability" doesn't really apply to bosses, and it also doesn't mean "invincible".

< Message edited by oishii -- 4/29/2016 10:31:52 >
Post #: 214
5/1/2016 23:57:41   
BalDrakoFountAQ3D
Member

Thank you for your reply I hope Guardian can be buffed if you watch my video I can say kudos on giving it a higher heal against tougher bosses but yeah
AQW  Post #: 215
5/8/2016 7:43:55   
RokuDoan
Member

I wonder why there is no such enhancement system for aq3d yet.
Thinking of some rare item like "Deathly Zed Sword" or "Brain slime" or something else more in future, if player continue with higher level, these items will no longer valuable.
Thinking of present, player right now at level 12 no longer use such low level items like "Azure sword" or level 10 capes, but they look quite distinctive from any other.
So why not an enhancement system to keep up some good looking and rare items, instead of boring fashion that everyone on maximum level following in a same way? (example? seeing group of unicorn mammals standing in middle of battleon town)
Side note: Also the enhancement system could use current stats of each items as base stats and slowly increase by the player level.
I know people seem to decline this idea before but thinking of it again, isn't it more valuable if any item has its own strength and appearance?

< Message edited by RokuDoan -- 5/8/2016 7:45:55 >
Post #: 216
5/8/2016 9:54:10   
Fallen Crest
Member

They are making a transmogrification-like system that many other MMO's employ today.
It takes two items and fuses them together, to give the weapon/item a look of a certain weapon/item but the stats of another.
AQW  Post #: 217
5/8/2016 18:13:46   
Edorath
Member
 

I have a suggestion regarding classes: Gimmicks.

Each class would have it's own unique aspect revolving around it, which would in some cases change its functionality. Here's some examples:

Pyromancer: Kindling. Kindlings are secondary items that would change the property of a Pyromancer's flames, such as element (using holy clothes as kindling would change its damage to holy and maybe give some bonus against demons or undead) or its appereane (using a lich's bones would change the flame's color to a sickly green).

Paladin: Holy Symbol. Holy symbols are secondary items that give a slight change to its skills, such as buffing a certain type of skills to make especialization easier (as a holy symbol of a goddess of healing that would help a paladin respec into a healer) or make them stronger agains some sort of foe , like the badge of an order of demon slayers (which would make a paladin strong against demons instead of undead).

Necromancers would have a necromantic gauge that escales both with their class and character level. Said gauge would fill each time an undead was summoned (stronger undead would have a higher value, whereas lesser ones would obviously have a small one), essentially representing the players ability to control undead.


< Message edited by Edorath -- 5/9/2016 6:57:02 >
AQ AQW  Post #: 218
5/8/2016 19:25:18   
Xengar
Member
 

A few suggestions :
Somebody already wrote about this, but I think it's an idea worth of expanding ; elemental damage. I remember when I played aq classic (it's been a while, so this could change) that every enemy had it's weak spot in elemental damage divided into 8 elements: earth, wind, fire, water, ice, thunder, darkness and light. If they brought it back, it would be cool. Also, from aqw, I remember such classes as pyromancer, criomancer and stonecrusher (something like earth-mancer). What if they made it like that :
A mage can belong to 3 factions, College of Mages, Scholars of Lore or Shadow Wizards. I posted the idea of factions with the same username and a thunder as avatar here :
http://www.aq3d.com/news/may-the-4th-be-with-you/
So, if a mage belongs to Co'M, you can train your magic skills to finally adapt into one of subclasses: pyromancer (mage skilled with fire magic), criomancer (opposite to pyromancer, you unleash the power of ice), windwalker (the winds are yours to control), druid (you're the one with earth), aquamancer (surfers beg you for waves), stormcaller (when the storm comes, everybody know that you're in town)
These subclasses are for mages in all of 3 factions, but there are 3 subclasses available only in their factions :
Archmage of Light (available for College of Mages, you can use light magic not only to heal, but also to destroy enemies)
Scholar of Time (available for Scholars of Lore. You wield the powerful magic of time itself. You can see into past, present and the future of your allies and foes.)
Shadowcaster (for Shadow Wizards, you're the opposite of the Archmage of Light, you unleash the power of darkness not only for destruction of your enemies, but also for aiding your allies)
So the first subclasses (for all factions) are mages specialised in certain type of elemental damage, but also in special effects of their magics (like pyromancer is a DoT, criomancer can slow down enemies, windwalker can buff his and his allies evasion, druid can buff his and his allies defence, aquamancer can use refreshing rain for regeneration, stormcaller can stun foes by thunder). Archmage of Light and Shadowcaster are specialised in light and darkness, they can both heal but Archmage has better healing while Shadowcaster deals more damage and bad status effects, while the Scholar of Time is specialised in pure, non elemental time magic, which cannot be resisted, but cannot also be a weak spot, so it's kind of universal. Scholar can steal MP from the enemy, and share it with his allies. He can also buff his allies crit chance for a short time.
Once your mage will adapt into a subclass, there is no return. This post adapts only to mages, but soon I'll think more about warrior and rogue subclasses. Also, I should mention more about elemental damage system. So, for example, we're in frostvale. What kind of damage should we use to defeat opponents as fast as possible? Yes, you're smart - fire. Also there will be pure physical and pure magical damage (some ethereal enemies like ghosts may be slightly resistant to physical and vulnerable to magical, while some enemies may be resistant for magic, and vulnerable to physical damage). K, that's all for now. Cheers :)
Post #: 219
5/10/2016 7:42:36   
Chunin Class
Member

I have an idea ...what about when you enter aqw 3d to automaticly become fullscreen ? and one more... what about an animation background.. ( I saw this on world of warcraft legion and whos awesome.. https://thumbs.gfycat.com/WellgroomedSmugAfricanwilddog-size_restricted.gif )



Hi ...I have an idea...at the creation character screen what about adding attributes....points to add like : 5 points : - wisdom, -strenght, -magica, -haste , -dodge......
and you could add wherever you want a point....

Double post merged. Please do not double-post, it is considered spam and only clutters the page. Next time use the button to add in any additional information to your post. If you do accidentally make an extra post then use the button to delete that extra post. For more information, please read the =AE= Comprehensive Forum Rules > Posting Behavior. ~Shadowhunt

< Message edited by Shadowhunt -- 5/10/2016 21:42:34 >
Post #: 220
5/10/2016 21:07:51   
raiogam
Member

Will there ever be a soulweaver/chaosweaver/soulforge/murk character?
Post #: 221
5/15/2016 6:04:09   
Edorath
Member
 

Another idea i had is that, since merging has been stated to be a key part in this game, would be an area where you can unlock different undead minions for necromancer. Cross-class interaction could also work here, with some undead requiring class levels in other classes or tradeskills besides necromancer to work (like a flaming undead requiring pyromancer and necromancer levels or a heavy armored deathknight that would require high blacksmithing and necromancer levels) or being a member of a certain faction (legion themed minions for the Legion).
AQ AQW  Post #: 222
5/15/2016 8:15:51   
Xengar
Member
 

Good thinking, I suggest to put it even further: as a necromancer you can have more than one minion, and you can manage them, as it were your private army, but you can use only one minion in battle. This could also apply to other summoning classes, like beast tamer or dragon rider if they appear. Also necromancer can't belong to good factions. There could be a special faction for necromancers, something like necrouniversity or college of necromancers. Once you've reached rank 10 necromancer and rep 10 for College of necromancers, you can choose a subclass for your necromancer, like the following :
Necro commander - you can command 2 minions at once (for example undead mage and undead warrior, but your minions can have only basic classes)
Necro animator - you can manage your minions, but use only one at a time. Your minion can even be an advanced class, like pyromancer, criomancer, dragonslayer, ranger, ninja and so on.
And my favourite, which would be cool :
ArchLich - you don't only control undead, you ARE undead. By sacrificing your physical form, you have the great power of death itself. It could have an animation when it summons death itself for devastating magic attack with a little % chance to instantly kill an opponent (if it's health is below 50%). It could also trap souls of defeated enemies and revive them as minions, so you could have an Undead sneevil as a servant, but you can't animate class-like minions.


< Message edited by Xengar -- 5/15/2016 18:53:03 >
Post #: 223
5/16/2016 15:59:31   
gordonas
Member

I would like that /join and /goto would be removed. They're commands that we all enjoy..... in 2D games! They make them easier to navigate and stuff which is nice and all, but I just don't see them any good in AQ3D. In fact I'm 100% positive that it will receive negative feedback from the Steam community. Now you might be wondering why? It's because it's a 3D game. It has to be organic, you must explore and to explore it we must travel places ON FOOT. I suggest that you guys remove these commands and replace them with let's say quick-travel points, which we first have to get to on foot to unlock. No only that this feature would keep the game organic, but would also provide its players with a little bit more challenge. So PLEASE consider this idea! :)
DF  Post #: 224
5/19/2016 21:59:32   
Drakath_SlugWrath
Member

hi i hope this is a good sugestion i think gorthor should dro a armor set based of his uper part and of course a smaller version of his axe and maybe when pets are added a mini gorthor

also would love to see tomix do some stories for aq3d hes ur best story teller and i think aq3d cood use his brand of story telling

< Message edited by Drakath_SlugWrath -- 5/19/2016 22:03:08 >
DF AQW  Post #: 225
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