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Friday, September 20th Design Notes: Reimagined: Book 3 Osprey Cove!

 
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9/20/2024 21:06:09   
Laeon val Observis
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quote:


Friday, September 20, 2024
Reimagined: Book 3 Osprey Cove!
Hey there, heroes!

This week, Book 3's Osprey Cove has been reimagined!


Once the dangerous and cutthroat hive of Greenguard's piracy, it appears the pirates of Osprey Cove have come to an arrangement with The Rose! As a magical storm batters their northern neighbors in Shadow of the Wind village, Osprey Cove has become a staging port for The Rose, as well as the only open eastern port in Greenguard.

Though prosperity and growth have come to Osprey Cove... not everyone is content with the changing times. Rebellious pirates are only too eager to push the boundaries of their alliance with The Rose...

Head over to Osprey Cove in Book 3 to explore the new city!



Also this week, a new customization catalyst for the Pirate class has arrived!


The Ruby Naval Catalyst is now available for purchase from the Customization Catalysts shop for 300 Dragon Coins! With this Catalyst's powerm you can don the bright red coat of a Naval Commander!



There's also been a pretty big balance change this week!

Using extra turns to swap around gear for free "burst" turns has been a pretty big conundrum for a while. On the one hand, it rewards preparation, but on the other hand, having the gameplay revolve around opening your inventory and swapping gear back and forth every turn to optimize damage is a bit silly.

With this week's release, we're trying out a new change, where on extra turns, you can no longer access your inventory.

This results in a fairly significant damage reduction to classes that depend on extra turns. That said, this is still experimental. Adjustments will be made as necessary.

Along that line...

Ninja has had some damage increases!
  • Shadow Seeker base damage increased to 2 hits x 85%, up from 2 hits x 50%.
  • Catalyst base damage increased to 2 hits x 60%, up from 2 hits x 50%.
The game UI will also now update to show when the inventory is unavailable as well!



And that's all for this week!

DF AQW  Post #: 1
9/21/2024 3:00:36   
Flabagast
Member

It's good to see more of the older parts of the game get some love! It always seemed like Sho'Nuff was kind of stuck in Book 1 with only a few references to the Rose and the events of Book 2.

spoiler:

From moseying around talking to the NPCs and the commotion coming from the inn, it's clear that peace between the pirates and the orderly folk of Swordhaven and the Rose is shaky, at best. Between that and the ninja's current plight, it seems there's some potential for a storyline. Something for Book 4 perhaps? The AQ3D music certainly gives the place a sense of liveliness too.

Ngl, something about the lighthouses light being a well rendered giant fluorescent light-bulb made me laugh. Classic DF humour.


I don't use classes that utilise multiple turns very often and I'm not really one to swap out equipment mid-fight for the sake of optimisation (Slimy Necklace being an exception of course) so I'll leave it to others to say their piece on the new balance change.
AQ DF MQ  Post #: 2
9/21/2024 14:14:07   
Deni3000
Member

I'm glad Osprey Cove got updated! The new town looks great, and I'm really digging the art of the inside of the lighthouse. The only feedback I have is the building next to "Worried Citizen" might benefit from an eeeever so slight down-scale, as the door and door handle look very large compared to the lady. Super nit-picky, and depending on how difficult it is to fix it might not be worth even doing, but I figured it worth mentioning anyway.

Regarding the multi-turn equip, I also don't use many multi-turn classes, nor am I super amazing at inn challenges, so take my feedback here with a big grain of salt, but: I agree that sometimes gear swapping gets a bit silly. It seems the main class where this is a problem is ranger. I 100% agree that the current "best" way to play ranger specifically is absurd, as you get extra turns so often. However, with classes like Ninja, the extra turns are sparse enough to where I don't think gear swapping is all that annoying, and can sometimes be quite satisfying.

My initial gut response is that this maybe disallowing swapping equipment on extra turns would be more reasonable if applied on to specific classes, kinda like how technomancer punishes some gear swaps, but I can see why that might be a bothersome inconsistency. Overall I can see why the change is being made, and I would be interested to see how it impacts rangers' play style in the coming week.
Post #: 3
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