Rorshach
The Question (AdventureQuest)
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Facts: (1) Those who participate. (2) Those who partially participate. (3) Those who do not participate. Since the first post already clarified that we can't go on about reward-more or rewarding-less, we'll just have to bury the hatchet and hold our contempt. Yes, I'm one of those who only participate when I have spare. Onto suggestion. Considering how the other AE games fare in their wars, we could possibly gauge on how AQ can improve it's wars to be more appealing to the masses. I'm going to asumme that those who aren't as interested in the war as warmongers themselves are not as 'on', is because of how rather boring the wars are fought. DF and MQ for example are walk-arounds, along with AQW. DF and AQW both have their wars fought with a few slew of enemies before them to defeat. For DF, it takes about ~3 turns to kill off one enemy. And usually there are about ~7 enemies per wave. AQW on the other hand is MMO, so you have a lot of people playing together to defeat the enemy. This of course, will take additional time since it's more interactive and monsters would generally take up about ~10 seconds to be slain. ### Both DF and AQW war system; especially AQW, is more appealing since there is somewhat more interaction. Secondly, DF actually counts the number of waves you've completed. ### MQ on the other hand is similar to AQ, but with a mix of DF. It's warring system is like that of AQ (but with actualy numbers on how the war is progressing), but the battles are like that of DF, where the monsters are easily defeated in ~3 turns. ### What makes MQ a little more appealing than AQ is that don't require so many turns to defeat the enemies, hence causing the wars to move at a faster pace. This may (or may not), inspire players to participate more. ### Some suggestions and thoughts, using the ideas from the other games to inspire how wars can be fought "better". 1] - Adding a player wave-count counter. This allows the players to actually keep track of how many waves they have completed. As such, may inspire players to participate more, instead of having to guess or access their character-page just to see. Of course with TRB's recent wave counter for people who register themselves in it, I'm not sure if this would be useful in the end. But this would be useful for those under Facts (3), as it might show them that they could do more for this war than just sit and wait for rewards. 2] - It is understood that AQ's monsters cannot be defeated in just a few turns. They can, but not every build or player is able to do so. Mages probably are able to destroy an enemy in 1 or 2 hits. But that doesn't mean Warriors can't, since AQ has it that not all our battles are scaled to our level, but is scaled through a range of levels. So a level 140 can face a level 85 monster, allowing them possibly to 1-hit-KO (not counting PWD special). So we can't suggest for monsters to be made easier, since that's not how AQ works. 3] - We could add a rare-reward. What do I mean? If I remembered correctly in DF, in the past war before, there were some rewards that players could find, but these weren't end-war-rewards. They were pretty much just extra rewards for those who participate a lot in the war. Now, this suggestion may seem to be towards rewarding based on how much one participates. But no. Rather, these rare-rewards could be found like how one finds the parts of BoA. But with higher chances. So the war could be like salvaging through the enemies, and hence these rare-rewards are rewarded based on chance. So the more you battle, the higher the chances of finding them. (I can't put this suggestions across nicely in words, hopefully someone gets the general idea). But I do emphathize that in doing so, it would require more work for the staff to come up with a new item for such a reward. But then again, it doesn't have to be a reward, but could be a treasure chest.
< Message edited by GASKAL -- 4/4/2012 4:03:24 >
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