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3/31/2016 13:21:02   
The berserker killer
Member

 

I've done some research and noticed that there are alot of redundant features in this game that really should not be there, as they are just using up space. Examples are:

- Slayers "I am the Juggernaut Button" that loads up a Juggernaut battle.
- Teleporter Pads. We have the world map now so Teleported pads aren't necessarily needed.
- Appraise Gear: Itll be best to just leave that up to one individual, Cinderella.
- Yutilitan Spire: There are two buttons in the world map that lead to the same thing.
- Same NPC, different levels: Instead of having multiple NPCS (like the mechach) just have one with multiple buttons (similar to the way the Legendary Battle button is) that would load up the different leveled NPCs. A list of NPCS to do this with are:
A) Bio Hazards
B) Heavy/BioGuards
C) Frost Reapers
D) Yeti Hulks
E) Arctic Guards
F) Krampus Warriors
G) Dragonoid Spawns
H) City/HeavyGuards
I) Lionhart Soldiers
J) Pirate Soldiers
By doing so you will also clear up space on the World Map.
- Dragonoid Defeat buttons (the cutscene): Slayer, Charfade, even the Dragonoid Teleporter all have the same cutscene "button". It's pretty redundant and not needed.
- The Bunnies go home buttons (the cutscene): Mr. Cottontail, Brachylagus, Capensis, Lepus, Myxoma all have the same cutscene. It's pretty redundant and not needed.
-Arcade Bot: In order to preserve the integrity of certain areas in this game, i only find it appropriate to remove the arcade bots from all places except Valestras Arcade. The arcadebots that should be removed are:
A) The one directly next to Valestra
B) The one right next to Shadow Guard in Fortune City
C) The one right next to slayer
D) The one next to Edgar Boothe
E) The one next to Titan
- Both shadow Guards in Wasteland and Fortune City are near exact replicas of eachother (besides the text). I dont believe both are needed given that their the same level.
-Inactive War Zones: If a war is inactive i find it appropriate to remove the remnants of said war zone until the War cycles back around. Ammo Depots and the Immortalized Flags will remain.

The next few are just suggestions
- Armors: This one is more of a suggestion. Wouldn't it be better to just sell all armors at Steve 2.0?
- Cores: Sell all cores at Vendbots
AQ DF Epic  Post #: 1
4/2/2016 1:57:41   
  WhiteTiger

Majestic Feline of AQ3D & ED


I don't really see a point of spending time to remove some of these things and others, in my opinion, still have a use.

quote:

- Slayers "I am the Juggernaut Button" that loads up a Juggernaut battle.
Not necessary, but keeping it causes no real harm.

quote:

- Teleporter Pads. We have the world map now so Teleported pads aren't necessarily needed.
I like them, the art's already drawn, it doesn't require any maintaining and it looks nice on the map.

quote:

- Appraise Gear: Itll be best to just leave that up to one individual, Cinderella.
I don't see anything wrong with giving people more options where they can appraise their gear.

quote:

- Yutilitan Spire: There are two buttons in the world map that lead to the same thing.
Since the icon art is different, I'm assuming this exists for the same reason that both Aldhagrimm and Aldhagrimm's Spirit exist.

quote:

- Same NPC, different levels: Instead of having multiple NPCS (like the mechach) just have one with multiple buttons (similar to the way the Legendary Battle button is) that would load up the different leveled NPCs. A list of NPCS to do this with are:
A) Bio Hazards
B) Heavy/BioGuards
C) Frost Reapers
D) Yeti Hulks
E) Arctic Guards
F) Krampus Warriors
G) Dragonoid Spawns
H) City/HeavyGuards
I) Lionhart Soldiers
J) Pirate Soldiers
By doing so you will also clear up space on the World Map.
Clearing space on the world map isn't desired. These NPCs don't just exist for you to challenge, they are also used for drops and potential missions/shops.

quote:

- Dragonoid Defeat buttons (the cutscene): Slayer, Charfade, even the Dragonoid Teleporter all have the same cutscene "button". It's pretty redundant and not needed.
- The Bunnies go home buttons (the cutscene): Mr. Cottontail, Brachylagus, Capensis, Lepus, Myxoma all have the same cutscene. It's pretty redundant and not needed.
Again, I don't see why having this in multiple places is bad. It doesn't really hurt anything to have a reference to the same cutscene in different places.

quote:

-Arcade Bot: In order to preserve the integrity of certain areas in this game, i only find it appropriate to remove the arcade bots from all places except Valestras Arcade. The arcadebots that should be removed are:
A) The one directly next to Valestra
B) The one right next to Shadow Guard in Fortune City
C) The one right next to slayer
D) The one next to Edgar Boothe
E) The one next to Titan
More scattered arcade bots can result in more impulse plays whenever you happen to come across one.

quote:

- Both shadow Guards in Wasteland and Fortune City are near exact replicas of eachother (besides the text). I dont believe both are needed given that their the same level.
Probably done to keep the map more populated and for storyline purposes.

quote:

-Inactive War Zones: If a war is inactive i find it appropriate to remove the remnants of said war zone until the War cycles back around. Ammo Depots and the Immortalized Flags will remain.
That defeats the purpose of an automatic war system if you have to manually reupload the appropriate area files every time the war cycles back.

quote:

- Armors: This one is more of a suggestion. Wouldn't it be better to just sell all armors at Steve 2.0?
Way too many armors for this.

quote:

- Cores: Sell all cores at Vendbots
Isn't that already how it is?

< Message edited by WhiteTiger -- 4/2/2016 1:58:39 >
AQW Epic  Post #: 2
4/2/2016 2:10:15   
SouL Prisoner
Member

Trust me, space is the last thing anyone needs to worry about when it comes to ED. Everything's there for a reason, let's keep it that way. :)
AQ DF MQ AQW Epic  Post #: 3
4/3/2016 2:11:29   
The berserker killer
Member

 

In my research i found that any of my changes will not interfere with any of the missions. And sorry you guys misunderstand....I mean space as in memory so that we can have room for some actual releases since one of the main excuses that ive been seeing from devs about the lack of good releases/implementations is memory but oh well, I tried. Keep the redundancy. Don't interpret my passiveness/ "Lack of fighting" as a lack of interest. I do care, but I'm not gonna fight for something to be implemented in a game that you guys "play" too. You must have your reasons so I trust you. Feel free to close the thread

AQ DF Epic  Post #: 4
4/3/2016 3:15:03   
  WhiteTiger

Majestic Feline of AQ3D & ED


Speaking from a technical standpoint, none of these changes that you've suggested saves any significant amount of code space for the game, or database storage (which are what I assume you mean when you say memory). If you mean clientside RAM, then removing some NPCs from maps might allow people to walk with less lag when the map is heavily populated but there are a lot of other factors involved in this and removing NPCs isn't a good solution.

As far as I know, there is no limit to the size of the codebase for the game, but since you will need to download the entire game in order to play, keeping the codebase as small as possible is definitely a plus. However, code doesn't take up much space to start with so saving a couple lines here and there is a negligible difference.

The database storage is somewhat of an issue since storage costs money and having players with 2000 item inventories would cost more than 30 item inventories but that's probably not a major concern since storage is cheap and new features don't always use a lot of database space.

I don't think "memory" as you mentioned, or codebase size, or database storage is an issue for new features not being implemented. I would say it is due to the fact that the developers are currently still working on BioBeasts and when they finish that and come back to ED, there's a lot of issues, both technical and non-technical, that they need to consider before starting to plan and work on a feature. You also have to keep in mind that most of the time as a developer, you're not the one that chooses what you get to work on, it's usually the product manager's decision of what and when. Sure, Titan and Nightwraith have full creative control over what goes into ED but if there are company wide goals and initiatives set in place, they don't have the power to not work on those.

< Message edited by WhiteTiger -- 4/3/2016 3:21:25 >
AQW Epic  Post #: 5
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